Shower of Stones

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Shower of Stones Page 26

by Zachary Jernigan


  She willed them to be a family, if only for now.

  A GLOSSARY OF TERMS

  Academy of Applied Magics—The Kingdom of Stol’s most well-respected academy for the study of magic, and also the only known center for the study of outbound magics.

  Adrash—The god of Jeroun, wearer of the divine armor. Thirty thousand years ago, beyond the memory of man, he cracked mankind from iron eggs and helped them populate Jeroun. He is rumored by some to have once been a man. The divine armor—an artifact of unknown origin, superficially similar in some ways to elder skin/elder-cloth artifacts—affords him powers beyond any man or elderman, to the point that he can survive in the void and create the planetoid-sized spheres of the Needle from the raw substance of the moon. He is rumored by some to have once been a man able to father children, demigods whose roles have long since been forgotten or altered into sectarian myths.

  Adrashi—One who believes in Adrash’s benevolence and his intention to redeem the people of Jeroun. In general, Adrashi are more organized than Anadrashi. In Nos Ulom and the Kingdom of Stol, Adrashism is the state religion.

  Alchemical (Solution)—A broad term for all solutions composed of materials harvested from elder corpses. Alchemical solutions are the base for every spell. Alchemical ink is a particularly regulated—and highly expensive—form, as it is quite dangerous to the uninitiated mage.

  Anadrashi—One who believes in Adrash’s malevolence and his intention to destroy Jeroun. Anadrashi also believe in mankind’s fitness to rule Jeroun on its own. In general, Anadrashi are less organized than Adrashi. In Toma, Anadrashism is the state religion.

  Baleshuuk—The highly secretive corpse miners of Nos Ulom. A dwarfish race of men, Baleshuuk have for thousands of years used their magics to extract elder corpses from the ground. Primarily stationed in Knos Min and Stol, where the largest mines exist, their existence even in these places is largely unknown to the general populace.

  Bash Ateff—The second demigod created by Adrash, and the wielder of the razored circle Jhy. She is worshipped by a very small minority in Dareth Hlum, Casta, Stol, and Knos Min. Bashest sects worship her as the mother of Adrash, and believe that she will ultimately convince Adrash not to destroy Jeroun.

  Black Suits—A martial order of Anadrashi found in all nations of Knoori except Nos Ulom. Marked by their black elder-cloth suits and the distinctive horns they cause to form on the hoods of these suits, their primary goal as an institution is to fight White Suits and win converts to the Anadrashi faith. By doing so, Black Suits believe they strike a blow against Adrash, keeping him from attacking Jeroun. Black Suits orders are relatively uncommon and secretive outside Dareth Hlum and Knos Min.

  Bonedust / “Dust”—Pulverized elder bone used for various purposes, including currency. Rubbed on almost any surface, it acts as a protective, shielding the material from damage as well as extremes of temperature. It is also a base material for many alchemical solutions. When ingested, it hydrates the body. In many areas, bonedust is contaminated—sometimes purposefully cut—with other substances. Like every other elder artifact, bonedust is subject to periodic inflation due to supply issues.

  Casta—Newest of Knoori’s nations, a democracy having no official state religion. The capitol of Onsa, located on the northern coast, is its second largest city after Denn. Unless locally enacted, in Casta there are no laws prohibiting gambling, prostitution, or drug usage, but there are strict laws prohibiting sectarian violence. Castans of the north are generally light skinned, often freckled, while those of the interior and south are generally darker, shading into slate colors in the badlands. Geographically, Casta is split between the fertile rolling hills of the north and the semi-desert and desert badlands of the south.

  The Cataclysm—The decade-long winter caused by Adrash sending the two smallest spheres of the Needle into the ocean to the east and west of Knoori approximately one thousand years ago.

  Construct—A magically created intelligence, housed in a variety of different body types. The body and mind are typically composed of bonedust, metal, and a collection of more esoteric materials, the exact “formula” of which is the construct-maker’s closely guarded secret. Casta and Toma are the sole nations that do not regulate the creation of constructs. They are most common in Knos Min.

  Dalan Fele—Dareth Hlum’s five-hundred-mile-long defensive wall, which forms the nation’s western border with Casta. Seventeen gates allow access to and from the interior of Dareth Hlum.

  Danoor—The oldest inhabited city on Jeroun, and the third largest by population in Knos Min. It is situated on the plains just east of the Usveet Mesa, and has for hundreds of generations hosted the Tournament of Danoor.

  Dareth Hlum—One of Knoori’s nations, a democracy having no official state religion. The capitol of Golna, located on the eastern coast, is its largest city. Generally, Dareth Hlum allows public, organized fights between Adrashi and Anadrashi sects as long as no onlookers are harmed. Citizens vary widely in appearance, but skin hues are generally darker than the people of northern Casta, Nos Ulom, or Stol. The most geographically diverse region of Knoori, the various mountain chains that cross the nation contribute to many different types of climate and terrain.

  Elders—The extinct race that preceded man’s birth on Jeroun, whose artifacts and landworks are of a scale beyond the means of mankind’s magic to reproduce. Little is known of their culture, but many uses have been found for their buried corpses. Primarily, they are used to create alchemical substances. Their eggs and sperm—next to skin the most prized of all elder substances—can be used to inseminate any living animal and produce a hybrid creature. Extrapolating from the nature of hybrids and manufactured elder artifacts, scholars note that elders must have been extremely long-lived and hardy, as well as photosynthetic. Due to their continual harvesting for thousands of years and the increasing depth which miners are forced to go to acquire them, elder corpses are ever more expensive. Some fear the supply will soon run out.

  Elder-cloth—Any material containing thread made from the skin of an elder. Far stronger than normal fabrics, over time elder-cloth binds itself to the wearer, assisting in limited biological functions. If close-fitting and of a high grade, elder-cloth makes the wearer stronger, faster, and less subject to physical harm. Like all elder artifacts, cloth of this kind must be exposed to sunlight often in order to continue functioning. Elder-cloth can be dyed any color.

  Elder Skin—Skin harvested from elder corpses. The second most prized and thus expensive of all elder materials, elder skin is used almost exclusively for the production of clothing, being used as thread to make elder-cloth and as a leather item itself. When worn as leather, it grants its wearer increased strength, speed, and protection from injury. Though not as malleable in nature as elder-cloth, leather of this kind forms a bond with its wearer to such a degree that it can be commanded to move remotely. Because of the damage it causes to the brain, ingestion of elder skin is illegal throughout Knoori.

  Elderman / Elderwoman—A hybrid of man and elder. Exhibiting great intelligence, physical stamina, and speed, without age-nullifying spells their average lifespan is somewhat less than forty years. On average, their magical talent far outstrips that of humans.

  Evurt Youl—The fifth demigod created by Adrash, twin to Ustert Youl and the wielder of the short sword Rust. He is no longer worshipped on Jeroun, but among the Usterti he exists as a small figure in her mythology—a forgotten or deceased twin.

  Hasde Fall—The wooded hills west of Ynon in Knos Min. Rumors say that the Knosi government possesses magical facilities and training grounds underneath the earth in these hills.

  High Pontiff of Dolin—A man or woman elected by his or her peers to head the Orthodox Church of Nos Ulom. In many ways the most powerful of Knoori’s religious heads, his or her position is neither hereditary nor guaranteed for any length of time; he or she may be elected out of office at any moment. Due to the nature of conservative Adrashism and its role as th
e official state religion, the Pontiff exerts a great deal of secular control in Nos Ulom.

  Hybrid—The product of an insemination of elder sperm or egg and another animal’s sperm or egg through artificial means. The resulting creature generally exhibits greater intelligence and physical stamina than its non-elder parent, but also diminished lifespan and deformities. A large percentage are stillborn.

  Iswee—Home of the hibernating elders, located on the other side of Jeroun. Hypothesized about by the outbound mages of Stol who have seen the constant cloud cover, its existence is unknown to others.

  Jeroun—The home of man and elder, a highly habitable planet with one moon.

  Knoori—The largest continent of Jeroun and the sole home of man, composed of the nations of Dareth Hlum, Casta, Nos Ulom, the Kingdom of Stol, the Kingdom of Toma, and the Republic of Knos Ulom. Though several large islands lay off of its coast, none are currently inhabited.

  Knos Min—Knoori’s oldest nation, a republic having no official state religion. The capitol of Grass Min, located on the northern coast, is the third largest city next to Levas. A haven for intellectuals and expatriate professionals, Knos Min is the most magically advanced nation of Knoori, possessing roughly half the continent’s elder corpse reserves. Long rumored to have a corps of outbound mages and other martial mages, the strength of the nation’s military is rivaled only by the Kingdom of Stol’s. Knosi are only marginally less uniform in appearance than the Ulomi, displaying dark brown skin tones and wiry black hair. Generally flat and arid, the nation nonetheless possesses several great mesa ranges, atop which the ground is quite fertile. Old-growth forests grow in the southeastern lake region.

  Lake Ten—Knoori’s largest lake, from whose fresh waters Knos Min, Toma, Stol, and Nos Ulom take a great deal of their sustenance. Officially, its waters are not the property of any one nation. Its shorelines are, however. Its sources are the Thril Rivers, which begin in the Aspa Mountains in Nos Ulom. Its sole outlet is the Unnamed River of Toma.

  Locborder Wall—A defensive wall that extends three hundred and fifty miles along the western shore of Lake Ten, from the foothills of the Aspa Mountains in Nos Ulom to the screwcrab warrens of Toma. Its length defines the greatest border along Lake Ten that Knos Min ever achieved. The vast majority of its length still belongs to Knos Min.

  Lore—The combined skills, practices, and traditions of a particular mage or mage group.

  Mage—A human or elderman whose education grants them a great deal of knowledge about spell creation and casting. Mages are both self-taught and formally trained, though certain nations and regions discourage the independent practice of magic. The most specialized of all mages—the outbound mages—can perform feats of almost incalculable power, lifting themselves from the surface of Jeroun and surviving in the void of space.

  Magics—The creation and casting of spells. The word is nearly synonymous with Lore.

  Medicines—The branch of magics that deals with the physical form of the body. Often considered the least demanding of all magics due to the great efficacy of elder alchemicals on the body, medicines is one of the most common and necessary of all magical disciplines.

  The Needle—Twenty-seven iron spheres Adrash created from the material of the moon, held in orbit as a visible threat to the people on Jeroun. Though they have maintained a stable arrangement for a thousand years, for the first five hundred years of their existence the spheres were arranged in a number of ways.

  Nos Ulom—One of Knoori’s nations, an oligarchy having Adrashism as its official state religion. The capitol of Dolin, located in the central valleys just north of the Aspa Mountain chain, is a relatively small city of less than fifty thousand souls. Of all the nations of Knoori, Nos Ulom is the most repressive, its government the most autocratic. Ulomi are the continent’s most uniform people in appearance, displaying unblemished, cream-colored skin and generally curly, straw-colored hair. Geographically, the nation is mountainous in the south and composed of high, fertile tableland and pine forest in the north.

  The Ocean—Variously known as the Sea, Jeru, or Deathshallow, the ocean is shallow and laps upon the shores of many islands. It harbors a startling variety of marine life, much of which is quite dangerous to man. Due to this danger, it has not been navigated by man for many thousands of years.

  Orrus Dabulakm—The third demigod created by Adrash, and the wielder of the glass spear Deserest. He is worshipped within a few rural, isolated communities In Dareth Hlum and Casta. Their myths tell that he is the son of Adrash. Orrust people believe that it is not Adrash moving the spheres of the Needle, but Orrus—and that by destroying Jeroun, he will give birth to a new paradise.

  Osseterat—Hybrid apes of near-human intelligence that are rumored to live in Hasde Fall.

  Outbound Mage—A mage trained specifically to achieve orbit and travel in the void. Stol alone openly uses this type of mage, though rumors suggest that Knos Min also possesses outbound mages. Though a few outbound mages have been human, the overwhelming majority of them are eldermen, who exhibit a greater potential for magic and greater stamina. Each mage wears a vacuum suit—composed of leather made from elder skin—on which he or she paints sigils. The mage also wears a dustglass (bonedust-reinforced glass) helmet. The suit and helmet protect the mage from vacuum for a brief period of time should his or her spells fail. The purpose of the outbound mages is to monitor Adrash, though much knowledge of Jeroun has been gained by the activities of the corps as well.

  Osa—A large, circular island in Uris Bay. It is covered by an artifact of high elder magic, an immense glass-like dome upon which a variety of life clings. Wyrms and other large creatures, most not seen on the mainland, live near the dome walls. With intense magnification, abandoned cities can be seen on the slopes of Mount Pouen, the island’s largest peak. No openings appear to exist in the dome.

  Pusta—An exclave of Stol. The capitol is Ravos, located on the northern coast. Differing from Stol in many respects, the culture of Pusta inherits much from its multiethnic fisheries, which are the most technologically advanced in Knoori and extend along the entire coastline.

  Quarterstock—The extremely rare offspring of a hybrid. The majority of hybrids are sterile, and the vast majority of their offspring never come to term. Even if they do, a very small percentage live. Of those that live, an even smaller percentage are unaffected by mental or physical retardation. No comprehensive study of a healthy individual—human or animal in origin—has yet been conducted.

  Shavrim Thrall Coranid—The first demigod created by Adrash, ostensibly the leader of his siblings, and the wielder of the sentient silverblack knife Sroma. Though a pivotal part of the early history of Jeroun, nearly all vestiges of Shavrim’s identity have disappeared from the minds of mankind. Among the Tomen people, however, a legend is told of an immense, immortal man with remarkable skills—particularly, the ability to tame animals or keep them at bay, allowing him to take to the air on the back of a wyrm and even navigate the sea.

  Sigil—A particular type of spell that is painted on a surface using alchemical ink. It is usually “activated” by the recitation—verbally or, if the mage is sufficiently powerful, mentally—of a specific set of words.

  Sorcerer—A mage.

  Spell—An alchemical solution that—when activated by thought, incantation, or physical action—produces a magical effect. Hundreds of thousands of such spells, each varying according to the particular mixture of elder components, are produced and cast every day for a variety of tasks. The easiest spells to produce and cast affect inorganic materials: moving the elements, creating a current, etc. The most difficult spells to produce and cast affect living substances: changing one’s structure, extending one’s life, creating constructs, etc. The efficacy of a spell decreases the farther away the mage is, a fact which makes influencing an object over long distances—as in the sending of a message—difficult.

  Sradir Ung Kim—The fourth demigod created by Adrash, and the wielder of t
he oilwood and leather sambok Weither. All vestiges of Sradir’s identity have disappeared from the minds of mankind.

  Sroma—A large, silverblack knife found by Adrash before the birth of mankind on Jeroun. A sentient elder artifact similar to the divine armor, its existence appears to stand as a counterpoint to the armor, acting as opposing forces. Shavrim is the only being to ever hold it other than Adrash.

  The Steps of Stol—An earthwork monument created by high elder magic. It begins in the fertile southern plains of Stol, extending some eighty miles to the coast and more than four hundred along it. Ascending to a height of twelve thousand feet in seventeen evenly spaced, gently sloping rises, the Steps stop abruptly at the ocean. Most of Stol’s elder corpse reserves are buried within it.

  Stol—One of Knoori’s nations, a kingdom having Adrashism as its official state religion. The capitol of Tansot, located on the eastern shore of Lake Ten, is its largest city. Moderate Adrashism is the general rule and all Anadrashi sects are allowed to live peaceably within the kingdom’s borders, though they suffer persecution in the central valleys. After Knos Min, Stol is the most magically advanced nation of Knoori, possessing roughly forty percent of the continent’s elder corpse reserves. The only state with a known outbound mage program, the strength of the military relies much upon magical developments from the Academy of Applied Magics. Stoli people vary widely in appearance, but are generally light skinned. Geographically, Stol is generally hilly in the north, descending into fertile valleys in the central region, and rising to great heights on the Steps of Stol in the south.

 

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