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Showing posts with label Termag. Show all posts
Showing posts with label Termag. Show all posts

Wednesday, May 27, 2015 4 comments

Beyond the Sea of Storms has launched!

Boom!
And… there’s the Launch Cannon! The sixth story in the Accidental Sorcerers series, Beyond the Sea of Storms, takes Sura, Mik, and Bailar… well, you can guess from the title. ;-)

The newly resettled town of Vlis seems an ideal place for Mik to recover from battle-shock—quiet, remote, and on the edge of the Deep Forest. But the Deep Forest has a mind of its own. Soon, Sura’s compulsion to return home takes them farther from home than ever.

Befriended by a Lesser Dragon, hailed as a prophet by the locals, Bailar and his apprentices must find their way in an unfamiliar place. When an invasion forces them to choose sides, Mik must come to grips with his deepest fear to save his friends and innocent folk.

Check out the cover, too!

Links, you say? Glad to oblige:



It will get to Kobo and other eBook stores once Smashwords gets a round tuit. If you’ve been waiting for it, wait no more—hit a link and go!

Friday, May 08, 2015 12 comments

Sunset (#FridayFlash)

With fridayflash.org winding down this week, I thought I’d write something about closure as well. It’s not nearly as fun as Chuck Allen’s Closing Time, but Termag’s history calls yet again…



Image source: openclipart.org
“…the blessings of the Creator and the lesser gods be on your journey, and may you find peace and happiness at your destination.” The knot of folk standing on the raft bowed with hands to foreheads; Captain Chelinn and Rathu the warrior-priestess put hands to hearts in response.

Chelinn and Rathu stood side by side, watching as the departing folk poled the raft away from the landing. As the Vliskoyr River’s current caught the raft, they turned and looked sadly back at Vlis, a city dying once more.

“Don’t look back!” Chelinn chided them across water. “Forward you go, to the Gulf and beyond!”

Rathu put a hand on his arm. “Tell me true, old friend,” she said. “Do you think they will take that advice?”

Chelinn’s shoulders slumped. “Nar. But we can hope. How many are left now? Fifty?”

“Fifty-seven, including the staff who cook and clean for us.”

“A thousand souls to this, in a few short years. Bah. I oft accuse Ak’koyr of avoiding the truth, when it is convenient for them to do so. It is time I stop doing the same. I have failed here, Rathu. It is time to gather the rest of the folk and follow that raft downriver.”

“Indeed?” Rathu slid her hand to his shoulder. “I expected you to hold out until the last dozen.”

For the first time that evening, a genuine smile came to Chelinn’s face. “Ha! I still have a surprise or three left in me, you old skullcracker.”

“Flattery? At a time like this?”

“I find that few folk have faith in me now. I must do what I can to keep the few friends I yet have.”

Rathu chuckled, a throaty sound that always made Chelinn—for only a moment—look past the comrade in arms, the dear old friend, and see the woman beneath. “So you failed. Ak’koyr will gloat, but we’ve never cared a half round’s worth for their opinion, eh?”

“True. And… ah. Far too late, I now realize my mistake.”

“You rarely fail, Chelinn. Perhaps the Creator is reminding you to be humble. Where did you—we—go wrong?”

“I did not choose my settlers wisely. I recruited among the disaffected of Ak’koyr, those who hated their rulers. I should have brought in others.”

“Others?”

“Yar. People who wanted more than to wave their pinky at Ak’koyr. Ah, there are some good folk among those I brought here, and they all deserved better than what they had in the First Round. But I should have brought in others. Others who were for Vlis, not just those against Ak’koyr.”

“I understand. Where will all of us go, then?”

“Phylok. Ethtar told me long ago that if this experiment did not work out, I and all who came with me would have a welcome and a home.” He chuckled. “Perhaps he foresaw this outcome. Perhaps that is why I waited this long, so I would not burden the good Protector with enough people to fill North Keep.” Chelinn looked downriver, painted red by the evening sun. “I will rename the barge Sunset. We can give everyone a few days to prepare, then bid this place good-bye. And I’ll send a detailed account home to Dacia. Perhaps Sarna’s grandchildren will find it useful.”

“You’re not going south, then?”

“Nar. I intend to be a thorn in Ak’koyr’s side, as always. I’ll see them too busy regretting my presence to gloat at my failure.”

Friday, April 17, 2015 3 comments

Of Made and Born, pt 2 of 2 (#FridayFlash)

The conclusion to last week’s post



Matos stood quiet a long moment, then heaved a deep sigh. “No. But how…? We have children!”

“Your new ‘friends’ have fed you on lies and half-truths. They point to the monsters that corrupt Makers unleash upon the world, and tell you that is all the works of the Makers. They point to the newly Made, or those fashioned by the slothful, and tell you that those mockeries are all the Made. I Made Dawna for you the day after you bared your soul to me, but it was a month before she was ready to meet you. I Made her clever, honest, and above all loyal—but her story, her life history, that took longer—and like the free will that the Born are naturally given, I gave her the free will to choose you or not. If I and my champion live the night, I will do the same for him.”

Inspiration struck me, as it often does at odd moments, and I fed it to the newly Made. The champion spoke again: “I am Chell, of the Seven Guardians! I have sworn to protect all those, Made and Born, who suffer injustice!”

“I have always trusted you, Zand.” Matos’s voice dropped to a near whisper. “Why did you not tell me?” He lowered his sword and reached for Dawna; ever loyal and intelligent, she took his hand. “Did you not trust me?”

I bowed my head. “Matos, I have sinned against you. I did not reveal myself out of cowardice. You know how it is with Makers. Where your new friends do not hunt us, we are shackled by the mighty to Make them even more of what they already have. Or among the poor, we are mobbed to Make the very stuff of life. One wrong word at the wrong moment, and I would be dead or captive, or overwhelmed by the needs of the moment, or on the run. As I may be this night, if my—if Chell must fight while I flee.

“You must choose, my friend. Will you renounce the Cult this night and embrace Truth? Or… or choose the other way?”

“Perhaps they themselves are misled? They have not seen the whole truth?” Matos looked uncertain once again.

“I suppose it possible, but unlikely. But if so, do you think that you could convince them of their error?”

He laughed. “I have never seen them uncertain of anything. No, they would not—they do not—” He paused for a long moment, then fell to his knees in the dirt and refuse, flinging his sword behind him. He drew a long breath. “Matos. Dawna. You have not sinned against me. I have sinned against you. I have—I have thought of you as Evil upon the world, both my dearest friend and my wife.” He began to sob.

Chell stepped forward, sword sheathed, as Dawna and I knelt on either side of the man we loved. “Matos, the Seven Guardians are both Made and Born,” said Chell, kneeling as well. “That is how it must be, for the Creator of all things has made this world for us both. There is a place for you among us, a chance to be part of something greater than ourselves.”

Matos laughed. “A legend that springs from nowhere? Or perhaps, from the dirty backside of a tavern?”

“Why not?” I said. “This is the world we live in: one where, as you say, legends spring from nowhere. Yes, some Makers create monsters to terrify the world, or Make obscene amounts of wealth for themselves. But most of us simply Make what is needed to help our friends or neighbors.”

“So I would become the second of the Seven Guardians. An honorable career, although not a path to riches.”

Dawna laughed. “And when have riches been our great desire?”

Matos gave his wife a happy smile; we stood together once again. “You speak wisely, as always. My beloved.” They laughed together, then embraced. “So we are two of the Seven Guardians, Chell and I. What of the other five?”

“Oh, they will be known as they are needed,” I laughed. “Two more of the Made will join you when they are ready. The others will be of the Born.”

Matos looked past me, perhaps toward a makeshift temple where he had spent entirely too much time lately. He took up his sword and sheathed it. “Yes, my friends, I renounce the Cult. The lies they have told me condemn them. And there will be a reckoning.” He gave us a smile, grim at first, but then turned genuine. “Our new life begins tomorrow. But tonight, let us four find another tavern, one where I have not made a fool of myself, and drink toasts to love and friendship.”

“A toast always worth drinking!” Chell laughed. We made our way around the side of the tavern and away.

THE END

Friday, April 10, 2015 4 comments

Of Made and Born, pt 1 of 2 (#FridayFlash)

I have a two-parter this week. It’s a Termag story, from the distant past before the Makers departed for the City of Refuge. The line "damn it, you fool, I’m her father!” came from a dream I had. I built the rest of the story from there…



Image source: openclipart.org
Dawna found me behind the tavern, watering the midden. “What cheer?” I asked her over my shoulder.

“No cheer, Zand. I’m frightened,” she admitted, as I finished and faced her. “You heard Matos in there. He has fallen in with that—that cult. If he finds out, I don’t know what he’ll do!” She began to cry, then stepped forward, falling onto my chest.

I did the only thing I could: held her and tried to comfort her. “I’ve known Matos forever,” I said, trying to reassure her. “He’s a good man, even if he’s confused—”

“Exactly what are you doing out here with my wife, Zand?”

Dawna spun out of my light embrace, her surprise easily mistaken for guilt. Matos looked puzzled, hurt, and a little angry—the normal things anyone might feel upon seeing one’s wife and best friend embracing in the dark. He put a hand to his sword.

“Matos—” I looked at my oldest and dearest friend. It was time—no, long past time—to drop the pretense. “Damn it, you fool, I’m her father!”

“Father?” he repeated, as Dawna looked back and forth between us. She realized what I was about to reveal, and I saw how that frightened her even more than the Cult of the Born.

“No!” she pleaded, then turned to her husband. “Matos, don’t listen to him, believe of us what you will!” Loyalty was her great virtue. I had seen to that.

“You can’t be her father,” Matos scowled, ignoring her plea. “We’re all of an age. What kind of fool do you take me for?”

“The kind of fool who is a good man, but has been blinded by fear, half-truths, and outright lies,” I said, looking him in the eye.

“Zand, no!” Dawna turned back to me.

I crossed my arms, more to reassure Matos than out of exasperation. “Dawna, he’s been my best friend for years. I’ve trusted Matos with my life. I should have never kept this from him.”

Before Dawna could answer, Matos laid a hand—a gentle hand—on her shoulder. “That an embrace between you two is innocent, I can believe. Even a brief indiscretion, I could forgive. But Zand, don’t try to justify what I saw with outrageous claims. That only makes me suspect you both.”

“Six years ago, Matos,” I said. “What happened?”

“You mean when Audra ran off with the butcher’s son, not a week before we were to be wed?” Matos looked down; perhaps the memory of that betrayal was already twisting his guts. He gave me a thin smile. “You took me out of harm’s way and got me roaring drunk. But what has that to do with this?”

“Walk that old path again with me, friend. What did you tell me when the spirits loosened your tongue?”

He shrugged. “That… that I had been unsure of her for a while. That I’d been turned by her physical charms, but she showed herself neither intelligent nor honest. Nor loyal, in the end.”

“And you said you would marry a woman with the head of a donkey if she were only clever, honest, and loyal.” We both laughed at the memory. “And a month later, I introduced you to Dawna.”

“Indeed.” Matos relaxed a moment, and smiled. His hand slipped off Dawna’s shoulder to her waist. “I’ve said ever since that I am forever in your debt for that. It was like she was made for me.”

“Matos… she was. I Made her for you. Not with a donkey’s head, mind you, but I thought you would forgive me for omitting that detail.”

As usual, my attempt at a jest fell wide of the mark. “What? Are you saying you’re a Maker?” He pushed Dawna away and drew his sword. “Tell me that’s a lie, Zand. Tell me!”

“It’s not a lie, Matos!” Dawna threw herself between us. “I am Made. Zand is my father. He Made me to be your wife! And I swear, if you strike at him, I will leave you!”

I took advantage of the distraction to Make a champion. He strode forth, skirting the midden, facing Matos with sword drawn. “Put away your weapon, O Born, and there will be no bloodshed this night.” Not the first words I would have preferred one of my Made to utter, but necessity ruled the moment.

“See? This is the evil of the Makers!” Matos spat. “They Make not men, but empty shells!”

“That is the half-truth you were taught,” I said. “All the Born are created in the image of the Creator, with the power of creation. You know the rhyme:

Ruler or knave,
The Creator has gave
A part of Himself to us all.

Woman or man,
All of us can
On the power of creation call.

Some create stories,
Some create songs,
Some create sculpture or art.

Others are given
The power of living—
Creation that comes from the heart.

Look at your wife, my friend. Is she an empty shell? Speak true!”

Friday, November 21, 2014 6 comments

The Voice of the Forest (#FridayFlash)

This one runs a little long, not quite 1300 words, so I hope you’ll forgive me. This is Bailar the Blue’s “origin story,” which takes place when he was 13…

Thanks to Catherine Russell for providing a quick beta read.



Image source:
openclipart.org
“Drunk again?”

Bailar sim Prensin caught his footing, not falling this time, and kept walking. Farl’s gibe was hardly original, after all, not worth responding to.

“Crazy lout,” the older boy muttered as Bailar stumbled by. “Someday, the Forest will eat you.”

At this, Bailar smirked. In this little farming community along the edge of the Deep Forest, children tested their nerve by venturing into the trees, daring each other to go a little farther in. But the Forest never held any terror for Bailar—indeed, to him it was a welcoming place. Even as a child, he had oft embarrassed Farl and other older children in their game, wandering farther into the trees than any.

“Don’t know why the mothers let you watch their babies,” Farl sneered, turning away. Bailar often wondered the same, but it was one of the few useful things he could do to earn some coins. He was too clumsy for most physical labor, and there was little call for intellectual pursuits here in the hinterlands of the Stolevan Matriarchy. Still, babies enjoyed his company, and he prided himself on never dropping any of them. As for the mothers, they seemed to like him—or perhaps they pitied him.

He left the road and walked the edge of a rye field, using the fence to help with his balance. A few younger children capered ahead, probably nerving themselves up to dash into the trees beyond. They slowed as they drew closer to the edge of the Deep Forest, though, and he caught up to them. Bailar could hear the trees whispering, even from here, although there was no wind. He knew why: ages ago, the Unfallen had once dwelt in the Forest. The trees awakened under their care, and Unfallen and trees protected each other. The last of the Unfallen had passed on, transcended, centuries ago—but the trees still remembered.

“Crazy Bailar,” one of the bigger girls said. She looked about two years younger than Bailar’s thirteen. “He wins.”

“I’m not playing the game this time,” Bailar retorted. “And yes, I’m just a boy, but I’m older and you should have at least a little respect.” The girl stuck her tongue out at him.

“What are you doing, then?” one of the boys asked.

“I’ll show you.” Bailar stepped past the first trees. “Hoy!” he called. “My eldest sister is sick. Will you allow me to gather everbalm and flameweed to help make her better?”

The trees whispered a reply. Bailar could not make out words, as always, but the whispers sounded agreeable. The younger children gaped as he found his balance and hiked away.

“If a boy can do it, I can do it,” he heard behind him. A girl jogged toward him, the one who had insulted him. “Hoy! Bailar! Wait!”

Bailar stopped to oblige her. It will be interesting to see how long she lasts, he thought. It would be a new experience, hiking the Forest with someone at his side—even a sharp-tongued girl.

“How do you know what to look for?” she asked, matching his stride but stealing glances over her shoulder.

“Healer Rosha told me,” he replied, looking around. “Flameweed to help with her fever, everbalm for the coughing.” He stifled a laugh, thinking about the conversation with Rosha and his mother:

“If I had the herbs,” said Rosha, “I could cure her. But the barge won’t be here for a week, and who knows if it’ll carry any?”

“I can get them,” said Bailar.

“Where?” Mother cocked an eyebrow, perhaps knowing the answer.

“I’ll ask the Forest.”

“The Forest?” Rosha looked horrified. “You’ll go… ah. I forget.”

He had laughed, but thought at last, this might be my calling. Rosha had an older apprentice, but perhaps if he could bring her what she needed, she might take a second…

“How do you know where to go?” The girl’s question brought him back to the present. “Do the trees talk to you?”

“No,” Bailar replied. “You have to have magic in you to hear what the trees say. That’s what the old grands say, anyway. But you know how you can tell someone something without words?”

“Indeed.” She stopped, a step behind Bailar, and looked back. “What are you doing?”

“Looking for the trees to point the way.” He crouched and pointed. “See how the leaves are mounded a little, going off that way?”

“No. Ah, ah, I’d better go back. I shouldn’t be alone with a boy anyway, and someone has to look out for the others.”

“It’s all right,” Bailar assured her.

She turned away, but looked up and screamed. “A dragon! Oh gods, a dragon!” She dashed to Bailar and hid behind him, making him laugh.

“It’s just an Oakendrake,” he said. “They won’t hurt you unless you try to grab it, or get too close to its nest.” Bailar had read everything he could find about dragons, which was not much. But he had seen Oakendrakes before. He looked up at the green dragon, only as long as his arm, crouched on a tree limb. “Hello, dragon. Would you fly away long enough for my friend to run back to her other friends?”

The Oakendrake squawked, making the girl cringe, and disappeared above the trees.

“That way.” Bailar pointed, and the girl wasted no time sprinting away. He shrugged and followed the path the trees laid out for him. The Oakendrake returned, flitting from branch to branch. They were curious creatures, after all.

The line of leaves led to a clearing. The north edge held a riot of different herbs, all vying for a place in the sun. Bailar found what he needed, and gathered a small bag of each as the dragon watched from a short distance.

“Thank you for your aid, O Forest,” he said, bowing with palm to forehead. “And to you, Oakendrake, for watching over me.” The little dragon squawked and flew away again. “I should have asked for a stick to use for a staff,” he muttered, as he left the clearing. “I could—”

His foot caught an exposed root, and he went sprawling. Somehow, he kept a grip on his bags. His free hand caught something hard.

Take up, he heard. A whisper like the trees, but as clear as any voice.

“What?” He pushed himself to his knees. “Who said that?”

Your staff, came the reply. Take up.

In his hand was a dry root, as long as he was tall. He stood, stick in hand. One end was a gnarled knot, the other a ragged break. There were no cracks in between. It would make a perfect staff, with minimal work. “I—I—thank you again, O Forest.”


Later, braced against the work table, the stick clamped down, Bailar sawed off the broken end. He kept his free hand well away, and took his time. He could often avoid hurting himself if he took enough time and care. His sister, already feeling better, had offered to sew a leather boot for his staff, and Mother had donated a handful of fat to help cure the wood. But his mind was elsewhere. I heard the trees speak, he thought. ‘Prenticing himself to the Healer was no longer the best he could do.

He had a little money from caring for infants. But now, minding children was in his past. With two older sisters, he had no inheritance to speak of. So, when the barge came, he would leave his old life behind. Surely a sorcerer downriver would take him as apprentice. He had heard the voice of the Forest, and all things were possible.

Wednesday, July 23, 2014 9 comments

Writing Wibbles

Lots of ground to cover this week, so I’ll get right on it…

• • •

First off, Angela Kulig’s mini-anthology Coffin Nails is free through Wednesday! Go get it.

• • •

Kindle Unlimited… I’m hearing a lot of wailing and gnashing of teeth over a new lending service. Seems like we get this every time Amazon tries something new, huh? (Tip: instead of spending $10/month, go down to your local library and get set up for borrowing eBooks. It’s free and the selection is wider.)

My take: The per-borrow payout has been a over $2 for months, now, slightly more than the royalty on a $3 eBook purchase. Amazon has offered a 30-day free trial, so I expect that August is going to push down that payout quite a bit (my guess: it will be around 50¢) despite Amazon increasing the fund by 66%. For some authors, the increased borrows will more than offset the depressed per-borrow payout. Others will hate it—perhaps enough to yank their books out of Select.

Amazon is walking a tightrope. At current payout levels, an average of four borrows per member per month (about one per week) will nearly wipe out the monthly subscription fee. But if the payout drops too far, authors will pull their most popular books, making the service much less attractive.

I’d recommend taking Green Day’s advice: wake me up when September ends. The free trials will peter out, Amazon will adjust the lending fund, and I expect that things will right themselves by November.

• • •

I’ve been tagged in the Meet my Main Character blog tour by my Twitter bud and co-op partner, Tony Noland!

Here are the rules:

The taggee must write a post answering the same seven questions about their MC (main character). Then the taggee becomes the tagger and chooses five other authors.

Since I have an ongoing series, this is both a WIP and a published work. It has not one MC, but three. I thought it would be more fun to let them answer the questions.

1. What is the name of your main character? Is he a fictional or a historical person?

Sura: What is this “he” about?

Mik: I think this world uses “he” as a generic pronoun, Sura.

Bailar: Mik is right. No offense was meant. Now, let me introduce us. I am Bailar the Blue, once Sorcerer of Exidy, although we haven’t seen home in over a year now. These are my apprentices: Sura sam Bailar, also my daughter, and Mik sim Mikhile, whom I named Mik Dragonrider. Sura and Mik are 14 and 15, respectively, as of our latest adventure. I suppose you would consider us fictional, although we feel quite real to ourselves.

2. When and where is the story set?

Bailar: We have roamed a great deal of Termag, the name of our world, so far. The three of us are citizens of the Stolevan Matriarchy, and we hope to return there some day. We’ve seen great cities, little upriver villages, and the ruins of ancient sites that will soon be resettled.

3. What should we know about him?

Sura: There’s that “him” again, but no matter. As an infant, I was abandoned on my father’s doorstep. It’s unheard of for Matriarchy women to abandon their daughters, but he raised me as his own. I learned of my true parentage in The Sorcerer’s Daughter. Without a mother, I’m legally the head of our household. Still, I defer to Father on certain matters.

Mik: I grew up in Lacota, one of those upriver villages the mentor mentioned. Two winters ago, I awakened an ice dragon when invaders from Westmarch were set to overrun my home. I had no training in sorcery, but the spell was in a child’s rhyme. It drove away the invaders, but I didn’t know I was supposed to dispell it afterwards. So it flew me to Exidy, and I became an apprentice.

Bailar: There is a fairly complete history of my life elsewhere. To that I would add, I have my hands full these days. Not only with all our adventures, but keeping the apprentices focused on their studies. Sura and Mik are good people, and excellent apprentices, but Nature tempts them. The skirmishes we’ve been in have given them a taste for mayhem as well, and that sometimes troubles me.

4. What is the main conflict? What messes up his life?

Sura: Patriarchies.

Mik: The mentor scrying when Sura and I are alone together.

Bailar: You need to whisper more softly, Mik.

Sura: That was second on my list.

Bailar: And that is why I scry. But my apprentices downplay our adventures. Each of the stories to date has a primary conflict, or perhaps a series of them. We have faced rogue mages, pirates on rivers and high seas, lovestruck suitors, and creatures thought extinct. We need not go looking for trouble, it finds us easily enough.

5. What is his personal goal?

Sura: His again. I give up. Let’s go, Mik. Father can finish this.

Bailar: Keeping the apprentices focused on earning their sashes, and keeping them safe. Although, sometimes, they end up rescuing me. Serving the Conclave, seeing new things. You know, I dreamed of adventure when I myself was an apprentice. As painful as it can be at times, I do enjoy this life.

6. Is there a working title for this novel and can we read more about it?

Bailar: Of course! First, I shall link to the first four stories already published.

Accidental Sorcerers
Water and Chaos
The Sorcerer's Daughter
Into the Icebound

The next story, Lost in Nightwalk, is about our harrowing experience in Koyr, which was supposed to be a safe haven. There will be excerpts soon enough, I believe.

7. When can we expect the book to be published?

Bailar: The first draft is complete, and the finished book should be available before the next solstice. Now, let me check on the apprentices before they get into too much mischief…



And… they’re gone. I guess I need to tag the next five victims. A lot of my Twitter friends are already tagged, so I’ll dip into the Google+ pool as well:

Thursday, May 22, 2014 3 comments

“Into the Icebound” — setting sail May 29!

The fourth Accidental Sorcerers book is just about ready to depart!


Sura, Mik, and Bailar set sail for the Northern Reach, with Lord Darin in pursuit. Their journey is anything but smooth, with storms, raiders, and the prince of Westmarch standing in the way. Joining an expedition to the ruins of Isenbund, Bailar disappears in the night. Now, Mik and Sura must help rescue their mentor from a legendary foe thought long extinct.
The book’s about ready (just have to go through the checklist), and OMG just look at the cover…


May 29, folks! Add it on Goodreads, tell your friends, all that good stuff… and re-download the first first two during the first week of June, because I’m going back and re-formatting them to reflect all the stuff I’ve learned since.

Tuesday, April 29, 2014 3 comments

Z is for: Zharcon the White (#AtoZchallenge)

Whew!



Zharcon the White is the leader of the Westmarch Conclave, and the mentor for Mik’s friend Charn sim Bas.

Accidental Sorcerers does not record it, but Zharcon met Bailar the Blue at the annual Gathering of the Conclave, through their apprentices Mik and Charn (who quickly became friends). The two sorcerers soon began a Conclave Romance, a temporary liaison that is common at the Gathering. In cities like Westmarch, many local sorcerers are at least distantly related to each other; thus, sorcerers will marry non-sorcerous folk (as did Charn’s father) or carry on temporary relationships with sorcerers from far away. The Conclave encourages the latter, as it is the most reliable way of finding children with Talent; it is considered an honor for a sorceress to bear children. (Some members of the Conclave are a little overzealous about such, and have urged Bailar to encourage his apprentices to mate as soon as possible regardless of how it might impact Sura’s studies… as you might expect, Bailar responded with strong words.)

At home, Zharcon has a delicate position. The Conclave is the only remaining vestige of Camac’s culture that still assumes absolute gender equality. Westmarch (known as Westmark in the time of Camac That Was) was re-settled after a rebellion was put down early in the Matriarchy’s history; the losers chose exile and founded their own nation. Thus, Westmarch is nearly as patriarchal as Stolevan is matriarchal, and their government has a hard time accepting a woman in charge of such an important organization.

On the other hand, the Conclave (since The Treaty was ratified) developed a policy of serving the greater good of all Termag above national or local loyalties. The Westmarch sorcerers are less than enthusiastic about Prince Nalfur’s expansionist ambitions; they were glad to see the winter campaign against Stolevan thwarted, and even happier that the Mik had technically not violated The Treaty in doing so. For Zharcon, the refusal of Westmarch’s government to take her seriously as a leader diminishes any nationalist feeling among the sorcerers. It’s not that they are disloyal to Westmarch; both Zharcon and the other sorcerers do think a strong but peaceful Westmarch would be a better counter to any potential Stolevan expansionism, and work toward that end.

Monday, April 28, 2014 3 comments

Y is for: Yes (ways to say it) (#AtoZchallenge)

This post is really about dialects and idioms. Although Camac’s empire is long past, the language that it spread across the world either replaced local languages or is kept as a trade language. Still, over centuries, local dialects and idioms have developed. In my Termag stories, the way that people say “yes” is perhaps the most obvious example. In the southern nations, the Stolevan Matriarchy and the Alliance cities, urban and educated rural folk say “indeed” (although “yes” is used to mean “it will be done”); rural folk use “yar.” Northerners say “aye,” and Easterners say “yes” (or “oh, yes” for strong agreement).

Rural folk often use Low Speech (or Old Speech among scholars), a form of the Western tongue that was likely spoken through The Lost Years. The distinguishing feature of Low Speech is that speakers put the verb phrase at the end of their sentences. There are plenty of examples in Water and Chaos, as Mik’s aunt (and to a lesser extent, his father) both use Low Speech. Some folk, including those who speak Low Speech, consider it a mark of ignorance and are embarrassed to use it among more educated folk.

Idioms

Idioms can be a challenge (and fun as well) for writers. Done right, they convey the meaning without too much explanation, while emphasizing the “you’re not at home” feeling. Common idioms in Termag’s Western tongue include:

  • Peace and harmony: a formal greeting, once a way to offer a temporary truce to an enemy. “All peace unto you” is the expected response (and the old way of accepting the offer of truce).
  • Longest journey: a euphemism for death, taken from a line of an epic poem: “I will soon begin the longest journey, the one from which there is no return.” (The poem in question survives only in fragments.)
  • Lucky man’s supper: fish, leeks, potatoes. Used mostly in the rural parts of the Matriarchy. This may refer to a “lucky man” bringing home both fish and leeks from the river, saving money that otherwise would have been spent at the market. (Most rural folk have a potato patch.)
  • Making the wind: idle chatter, like we might say “shooting the breeze.”
  • The tide comes in, the tide goes out: acknowledging that events are beyond one’s control. Similar to “what will be, will be,” or “roll with the changes.”
Next: Z is for: Zharcon the White

Saturday, April 26, 2014 7 comments

X is for: Xorsecc (#AtoZchallenge)

This was actually a place (with a name) before I started the Challenge. It’s the ancient town in Water and Chaos.

Xorsecc is one of the larger settlements (these days, calling it a “city” is stretching) on the Spine of the World, a chain of long mountainous islands in the Western Sea. The narrow passages between the islands are logical spots for a town, and Xorsecc is situated just south of the northernmost passage; this passage is the most direct route from Port Joy to the Archipelago (a chain of islands farther south and west). Mik’s first impression of Xorsecc is recorded in Water and Chaos:

Mik looked around the town. Everything about it said old. The stone buildings seemed to shrink into the hillsides, or sag with exhaustion. Clumps of grass grew here and there, but Mik saw no trees. The streets were flagstone, kept up as well as any street in Exidy or even Queensport.

The name is a holdover from the most ancient of Termag’s languages. The X is pronounced with a tongue click, and the cc at the end with a throat click. These sounds are not present in modern Western, and so Mik can only approximate the pronunciation as “Chakorsect.”

The Spine is perhaps the longest continuously settled part of Termag. Like everywhere else, it was hit hard in The Madness, but (as in the Alliance cities) the survivors were able to keep order. Even then, the people were at least partially Westernized. Only vestiges of the ancient tongues spoken there, or native cultural practices, remain. There is no central government on the Spine; each town manages its own affairs. Freeholder farms may or may not be under the jurisdiction of a particular town.

The Spine has no trees (mostly grass, reeds, and scrub). However, they mine a black rock called firestone that burns hotter than wood. The smoke ruins food, so they cook on top of their fireboxes.

The steep hillsides are suitable for raising goats; crops cover what flat spaces there may be. Even without trees, the denizens of the Spine build small boats; they are usually wicker frames with oilcloth or goatskins stretched over them. Others are essentially large copper bowls, and a few are even made of glass. These little coracles are the foundation of the Spine’s fishing fleet.

Xorsecc’s residents earn their living by fishing, farming, making minor repairs to passing ships, and renting houses to travelers. There are more houses than people in town, so property is cheap to either rent or purchase. Raiders and the like often have houses in Xorsecc, either as convenient quarters between jobs or as hideouts. There is little love lost between the permanent residents and these temporary denizens.

Next: Y is for: Yes (ways to say it)

Friday, April 25, 2014 5 comments

W is for: Woldland (#AtoZchallenge)

Woldland lies on the eastern side of the Gulf of Camac, a vast grassland of plains and rolling hills. The inhabitants, the Wolds, are a semi-nomadic people who herd cattle across the lands. The coastal town of Mastil serves as both a capital and a market.

Origins

In the time of Camac That Was, Woldland was divided into East Bay and Perinia provinces. Away from the coast, the land was divided into cattle ranches that provided beef to the entire empire.

The Madness, for whatever reason, did not hit the Eastern provinces as hard. On the other hand, Eastern farmers have always had difficulty in the dry weather off the coast, and mad souls destroyed many of the crops. Thus, while survivors in the West and North had no trouble feeding themselves, Easterners faced starvation (exacerbated by nascent “lords” who had little regard for the welfare of their subjects).

Before The Madness, the Eastern word wol’it (literally, a sense that anything would be better than the present circumstances) was used ironically or humorously. People would apply it to themselves (similar to how we might say “just shoot me”), or mockingly to others who were seen to overreact to minor setbacks (“drama queen”). But in the early part of The Lost Years, Easterners began to use it seriously. Westerners often pronounced the word as woldt, and it softened over time to wold and became the name of the people who migrated to the grasslands.

Meanwhile, the cattle lived on. As they broke down fences, and nobody came to repair them, they began to roam freely. Jira the White, in an attempt to alleviate the suffering (even though all the Eastern provinces had declared independence), sent word that the cattle were there for the herding (or eating). Starving Easterners began to make their way south, and over time were joined by Western and a few Northern folk.

Age of Heroes

Within a generation, the old province names were all but forgotten; the region was simply called the Wold Lands. The Wolds’ language was primarily Eastern, but mixed with Western and became its own language over time.

During this time, the Wolds were nomadic; they drove the herds north in spring and south in fall. They adapted a maze of sea caves on the northern coast as a summer home, and named it Tirfa-Wold (literally, Wolds’ summer dwelling). A large forest clearing, not far from Armyr (one of the Alliance cities), became Sufta-Wold (Wolds’ winter dwelling). These were the primary points of contact with the outside world for the Wolds; they traded cattle and exchanged news with nearby folk.

Modern Woldland

With Termag once again becoming more civilized, the Wolds found themselves needing to formalize a government, if only to have a way to communicate with other governments. Internally, each drive-clan manages its own affairs, but there was a need for an entity that could speak where needed for all drive-clans. And so, Woldland was born. Each drive-clan sends a representative to a council. The council in turn is authorized to govern how clans interact with the outside world.

Formal education is somewhat haphazard; each drive-clan decides for itself what is needed. A growing number of clans are deciding that literacy is a good idea, especially when dealing with foreigners.

Next: X is for: Xorsecc

Thursday, April 24, 2014 3 comments

V is for: Vlis (#AtoZchallenge)

In the time of Camac That Was, Vlis was a small but important city, upriver from Koyr. Surrounded by forest, Vlis supplied Koyr with the lumber needed for its shipbuilding industry. Situated near the Deep Forest, Koyr was also the primary contact (and trading point) with the Unfallen who dwelt in the forest.

An interesting and disturbing rumor dates back to the beginning of The Madness. Shortly before people began going mad, Red Vlis (a title meaning roughly “Lord Mayor of Vlis”) gathered a few hundred citizens, who boarded barges going downriver. Anyone who asked was given the same explanation: “we seek haven.” The refugees debarked at the north landing and marched north on the Royal Road, but none of them ever arrived in the Northern Reach. They seem to have disappeared; the most common explanation is that The Madness took them and they perished in the middle of nowhere.

Near the end of the Age of Heroes, Captain Chelinn (whose official domain included Vlis) attempted to resettle the city. The attempt ultimately failed. Soon after, Chelinn wrote: My error was this: instead of finding people who were for Vlis, I gathered those who were against Ak’koyr. Animosity was not enough to overcome the hardships. Still, the effort was not all waste. For one thing, Chelinn stumbled upon the last settlement of the Unfallen, dwelling nearby in the Deep Forest. For another, he wrote copious notes about the resettlement, and his great-granddaughter Captain Rietha used that information wisely in her successful resettlement of Stolevan (Queensport).

In the modern age, Koyr has begun resettling Vlis, once again to provide lumber for shipbuilding (and for structures in the rapidly growing city). With Koyr actively providing resources, it seems that the resettlement will be successful this time around.

Next: W is for: Woldland

Wednesday, April 23, 2014 3 comments

U is for: (The) Unfallen (#AtoZchallenge)

Quoting the creation myth: “The Evil One persuaded many people to worship the lesser gods, but a few refused. Those few withdrew from others, and the Creator brought them together as a new people. These, the aelfi’in (Unfallen), the Creator gave long and vigorous lives, and their children as well… The people were jealous of The Unfallen, and some sought to kill them, so they hid themselves away in the Deep Forest…”

Among the many misconceptions that folk have about The Unfallen is that they were elves, or immortal, or angels, or Makers. Only the latter was partially true; some Unfallen were Makers, but so were some folk. What is true is that The Unfallen had a much deeper communion with the Creator than did other folk (i.e., the descendants of the fallen). Their lives were truly long, without sickness, the way the Creator originally intended for all people. But over centuries or millennia, Unfallen would grow weary of their earthly existence and yearn for the life they knew was to come, so the Creator made provision for them to lay down their lives. Not all Unfallen were perfect; but for them, each sin was an original sin to be atoned for before the Creator. Theologians continue to wrestle with the implications.

Early on, The Unfallen made their way to the Deep Forest, a vast region extending from the northwestern coast past the Wide River, and a little beyond. Over time, the trees awakened; they would warn The Unfallen of intruders, and even defend against the hostile or discourteous. To this day, few are foolish enough to take from the forest without permission. (The Deep Forest is not so much enchanted as self-aware, although there is little effective difference.)

Toward the end of the Age of Heroes, Captain Chelinn began his unsuccessful attempt to resettle Vlis. Through the age, the Deep Forest expanded a little, near to the ruins of the old city. Exploring the immediate area, Chelinn stumbled across the last settlement of Unfallen. A few of the younger, more adventurous Unfallen befriended Chelinn and traveled with him after he again abandoned Vlis. He attempted to pass his silver-plumed Captain’s helm to Evin, claiming that a resident of the district should have the honor; Evin returned the helm to a protesting Chelinn on the eve of the battle that secured the Seventh Trumpet (Evin was one of the two Unfallen who winded the Trumpet as well).

Soon after the sounding of the Seventh Trumpet, the last of the Unfallen transcended, leaving behind only legends and a forest that is still awake.

Next: V is for: Vlis

Tuesday, April 22, 2014 5 comments

T is for: (The) Treaty (#AtoZchallenge)

Its official name is A Compact Among the Civilized Nations, Concerning the Use of Magic in Battle, but sorcerers (and nearly everyone else) simply call it The Treaty. Signed in the ruins of Camac That Is, dated Year 3825 of the Pearl Throne (PT.3825, or SM.348, as years are reckoned in the Matriarchy), The Treaty forbids the employment of sorcerers in combat, both as sorcerers and as common soldiers.

The Treaty was first proposed by Ak’koyr in PT.3820, after a battle near the market town of Anlayt. The Northern Reach was threatening to overrun Anlayt, which would have left the road to Ak’koyr itself clear. Amon the Red, a sorcerer in Ak’koyr’s military, knew about the bones of a Firedrake nearby; in desperation, he awakened it and ordered it to destroy the Valiant Men of the North (the Reachers’ army). Not knowing the necessary binding spells, nor having pure motives, the dragon killed Amon and then wreaked havoc on both armies. With fighting forces depleted, the two countries called a truce and agreed to remove sorcerers from military service. (The cannon was a recent invention, which made sorcery in wartime less necessary anyway.)

Afterwards, both nations (especially the Northern Reach) championed the idea of a general worldwide ban on sorcery in battle. The Conclave of Sorcerers, whose numbers had begun to decline, embraced the proposal. Other nations were at least agreeable to the idea, and sent delegations to Camac to hammer out the details. The Conclave sent a delegation as well, and inserted a clause that allowed sorcerers to use magic to protect themselves or family members in any conflict. Another exception allows sorcerers to serve in non-combat roles; for example, calling the wind on a naval ship or aiding Healers. Still, the Conclave has since pursued a policy of putting the needs of all Termag above the needs of any nation or locale. Some folk consider the Conclave to be a de facto nation, whose population is scattered among other nations.

As combat magic was a large part of sorcery up to this time, The Treaty actually accelerated the decline of sorcery (rather than protecting the existing numbers, as the Conclave had hoped). Major combat spells were put aside entirely, while simpler spells were repurposed to peaceful use. In the modern age, new and old enemies are driving a renaissance in combat magic. An untrained boy, who awakened an ice dragon to defend his besieged town, triggered the renewed interest—but those stories are available on most eBook sites. :-)

Next: U is for: (The) Unfallen

Monday, April 21, 2014 6 comments

S is for: Sorcery (#AtoZchallenge)

Sorcery, harnessing the classical elements (Earth, Air, Fire, and Water) to produce a physical result, is one of several kinds of magic known on Termag. Others include enchantment (imbuing an object with magical power) and witchcraft (harnessing nature, and working around the edges of Chaos magic). In ancient times, Making was a power both coveted and feared, as Maker could create anything they could imagine. Chaos magic (the polar opposite of Making) includes weather control; it is known, but not understood. Sorcerers generally believe that the rules of Chaos magic are too complex for the human mind to grasp, and attempts to harness it tend to prove that theory.

The Three Principles govern sorcery (and to a lesser extent, other kinds of magic). These principles are:

1) Principle of Necessity—there must be a need for the magic performed. Many sorcerers point out that the principle itself is rather loose at times, and includes the need to practice (especially for apprentices). Rogue sorcerers have a very loose interpretation, that allows them to use magic for unethical purposes.

2) Principle of Power (or Intent)—some suggest that this should be two principles, but traditionally they are combined. It does make sense: the person performing sorcery must have both the Talent for sorcery, and the intent to produce some result.

3) Principle of Closure—a spell begun must be closed. Some spells close themselves; for example, a Finding spell is closed when the sorcerer locates the missing object. Others (like Sleep or the False Dawn) must be explicitly closed. Any open-ended (permanent) spell must be cast as an enchantment.

A sorcerer typically undergoes six years of training as an apprentice. The distinctions of junior, intermediate, and senior apprentice are a rough guide to the capabilities of an apprentice, and each period lasts roughly two years. Intermediate apprentices begin to learn more complex spells that combine two elements, and can maintain two to four spells simultaneously. Some seniors can hold up spells in their sleep.

After six years, apprentices appear at the Gathering for testing. The testing is more practical than theoretical, and those doing the testing note how well the apprentice does with each element. In the end, if the apprentice passes, the testers choose a “primary element” for the new sorcerer, and indicate that primary element with a colored sash: brown for Earth, white for Air, red for Fire, blue for Water. The sorcerer then takes the color of that element as a title; for example, Bailar the Blue or Jira the White.

Next: T is for: (The) Treaty

Sunday, April 20, 2014 4 comments

R is for: (Captain) Rietha (#AtoZchallenge)

Captain Rietha may well be the single most influential figure of the modern age. Born Lady Rietha, of House Chelor in Dacia, Rietha was Chelinn’s great-granddaughter (through his adopted daughter Sarna). As a child, she learned a great deal about tactics from the retired Captain Chelinn, and grew into an excellent soldier and tactician.

In those days, skirmishes and raids against (and by) the other cities of the southern coast were common, and Rietha’s competence in battle meant she advanced quickly. In her twenty-third year, she was granted the silver-plumed helmet of the Captains—and by coincidence, the same helm had belonged to Chelinn in his day. Rietha was assigned an unpopulated region—in her case, Stolevan, a few days’ sail west of Dacia.

As was common for Captains with unpopulated territories, she set out on an exploratory tour; they sometimes found a purpose on these journeys. Sailing east and south, her caravel was caught in a major storm and blown aground in the South Sea Islands. The ship required extensive repairs, which gave Rietha time to observe the local customs. To her surprise, she found that the Islands were a matriarchy. It was then that Rietha asked her crew the famous question: Must women rule only in the south? Why not in the west as well?

Returning to Dacia, she made careful plans. Her great-grandfather had attempted to resettle his territory in Vlis, upriver from Ak’koyr, in his day, but had failed. So Rietha gathered people, both women and men, who shared her vision of a new kind of nation. About eight hundred people from the coastal cities answered the call.

The phrase “social engineering” is unknown on Termag, but Rietha’s attempt at it was successful. To establish the tradition of women in charge, from the household to the throne, she used laws until they were set enough to become custom. Compulsory education, both for children and immigrant adults, was an innovation that has been copied by several other nations (most notably the Northern Reach); besides letters and numbers, schools taught history and the social norms of the Stolevan Matriarchy. Thus, the Matriarchy has a very high literacy rate. (In the Matriarchy, it is a truism that since men cannot fight for status and position, they devote their energies to the good of the nation, and all prosper as a result. Scholars in other nations suggest that universal literacy may be the actual key to the Matriarchy’s strength.)

Although Rietha renamed the city Queensport, using the old name for the nation as a whole, she never took the title of Queen. Respecting her decision, she is simply called the First Matriarch. After the Council of Captains agreed to dissolve, Rietha sent her helm to House Chelor, where it has a place of honor alongside Captain Chelinn’s sword. When she died, her final resting place became a shrine of sorts; women (and some men) leave prayer candles with requests for guidance and wisdom.

Next: S is for: Sorcery

Saturday, April 19, 2014 4 comments

Q is for: Queensport (#AtoZchallenge)

Queensport, formerly Stolevan, is the capital of the Stolevan Matriarchy in the modern age.

In the time of Camac That Was, Stolevan’s population was even larger than Camac’s, and was the most important city in the southern half of the empire. Farms sent massive amounts of grain and forestry products down the Wide River, and Stolevan’s shipbuilding facilities rivaled Koyr’s. The important Conclave of Sorcerers had its headquarters in the Great Keep, standing guard over the mouth of the Wide.

Like most cities, Stolevan was devastated during The Madness. Protector Kontir was able to preserve the Keep, but soon abandoned it for the relative stability in the Northern Reach. Old Stolevan remained largely empty throughout the Age of Heroes, sheltering only the occasional raider or squatter.

About a decade before the Council of Captains agreed to dissolve, Captain Rietha established the Stolevan Matriarchy. Once the population began to spread north, she renamed the city Queensport, using its old name for the entire nation. With an agreeable climate, and plenty of good farmland nearby, immigrants poured in (many of them the poor of Ak’koyr and women of the East, with hopes of freedom and land ownership).

In modern times, Queensport is once again Termag’s most populous city. Again, the city distributes the bounty of upriver farms across the world, builds ships, and is the home of the Conclave. Rietha established a tradition of open borders; citizens are free to emigrate, and foreigners are free to immigrate. (Often, men leave and women come, both seeking opportunities they do not enjoy at home, but the ramifications of the Matriarchy’s social structure could easily fill two or three blog posts.)

Next: R is for: (Captain) Rietha

Friday, April 18, 2014 7 comments

P is for: Protectors (and Captains) (#AtoZchallenge)

Maintaining a far-flung empire without instant communication and rapid transport has always been a problem. Rulers, of necessity, have to delegate. Camac’s rule was no different: it was up to trusted governors in remote areas to uphold the law and keep the peace. However, Camac added a second layer of insurance.

In the time of Camac That Was, sorcery was an integral part of the military. All sorcerers were expected to serve time under command, and were subject to be recalled in time of need. Indeed, the leadership of the Conclave of Sorcerers, the Protectors, were also among the highest-ranking officers of Camac’s military. The nine Protectors were stationed in keeps, scattered across the empire. The First Protector, the acknowledged leader of leaders, dwelt in Camac’s Imperial Keep. Protectors wore a cape, rather than a sash, as their badge of office, taking the color of their primary element.

Under each Protector were five or six Captains, fifty in all. The title of Captain was given to those officers skilled in strategy, tactics, and diplomacy (similar to Knights in medieval Europe). They had no rank in the regular military hierarchy, but were authorized to call up to 10,000 soldiers to serve as needed (which gave them a rank equivalent to Grand Commander). The Captains were distinguished by a helmet with a silver plume.

The function of Protectors and Captains was to act in the name of the Pearl Throne during any local or regional crisis, greatly reducing the time that the empire needed to mobilize to meet a threat or emergency. Five Protectors in remote or restive (i.e. Eastern) provinces each had one of the Eyes of Byula; the First Protector in Camac had the sixth. The Eyes allowed their possessors to speak directly with one another, further reducing reaction times.

After The Madness, three Protectors and ten Captains survived. After the greatest crisis of all, it was up to them to preserve the empire. In that they failed, but they did manage to preserve some knowledge and culture for future generations. The Protectors continued to be, as of old, equally women and men; the Captains less so, but it was not uncommon for women to wear the silver-plumed helm. Unfortunately, the rest of the world descended into patriarchy through The Lost Years.

Through the Age of Heroes, Protectors and Captains were seen as essential peacekeepers and diplomats, even if they did not always live up to expectations. But with the Goblins finally exterminated for good, and the dreams of Camac Reborn fading, Protectors became little more than leaders of the Conclave of Sorcerers. Toward the end of the age, many Captains began to view their office as little more than ceremonial, a vestige of a bygone empire with no modern function.

In the ruins of Camac, the Council met—as it turned out, for the last time. The words of Captain Rietha (by then the founder and ruler of the Stolevan Matriarchy) describe the sentiment of most at that last meeting:

We have fought the good fight. We could not restore that which was long lost, but we preserved what we could. We kept the peace where possible, and maintained order where necessary. This was an age of heroes, but it is time for a new age. Folk will always look to Camac That Was as a golden age, and we can go our own way, knowing that women and men live on to remember those past glories.

Shortly after, the Captains voted to put aside the silver-plumed helm. But for many, the words of Rietha resonated, and the phrase “age of heroes” stuck.

Next: Q is for: Queensport

Thursday, April 17, 2014 7 comments

O is for: Oakendrake (#AtoZchallenge)

[I had a different O entry written, but I think more people will like this one.]

Oakendrake: see Deep Forest Tree Dragon.

One of the Lesser Dragons, the Deep Forest Tree Dragon is known as the Oakendrake by most folk (and indeed, just about everywhere outside a book of dragonlore). As the stuffier name implies, it is found mostly in the Deep Forest or nearby, and makes its nest in trees. They are among the largest of Lesser Dragons; the largest are an entire reach (roughly 6 feet or 1.8m) from nose to tail tip. Their wingspan is almost twice their body length, but they fly well even through the thickest parts of the Deep Forest. They are green or brown, and can change color in that range to provide camouflage.

One thing that sets Oakendrakes apart from other dragons, is that they are often very curious and even friendly toward those humans who trek through the Deep Forest. They often follow hikers, and many folk consider that to be good luck. This behavior may be a relic from the days when the Unfallen roamed the forest. Although even Lesser Dragons are no one’s pet, many old paintings of Unfallen often include an Oakendrake lying near the subjects or even draped across their shoulders. As the Unfallen were known to commune with other forest creatures, this is not as surprising as it might seem. Of course, the dragons may now be mainly interested in what food the humans are carrying.

Oakendrakes are omnivorous, and have no known predators (although scavengers may prey on the sick or dying, and eggs unattended are always at risk). They build wide nests, high in oak trees. Some scholars believe them to be the eyes and ears of the Deep Forest, carrying important information to the farthest reaches of the forest.

Like all Lesser Dragons, Oakendrakes are thought to innately understand human speech. Legends and lore claim that those who dwelt with the Unfallen would learn to speak at least a few words.


As a child, Bailar the Blue probably saw a few Oakendrakes in his hikes into the Deep Forest. If he (and Mik and Sura) survive the battle they have waiting for them in Book 5, then they will all meet an Oakendrake in Book 6. I need to get writing!

Next: P is for: Protectors (and Captains)

Tuesday, April 15, 2014 7 comments

N is for: (The) Northern Reach (#AtoZchallenge)

The Northern Reach is a long peninsula on the west side of the Straits between the Northern Sea and the Gulf of Camac. It stretches north, then bends east, sheltering the Straits from the worst storms of summer.

Throughout history, the Northern Reach has been renowned for its wines. Until the early Age of Heroes, it was a rural, pastoral region of farms and hillside vineyards. North Keep was the only real population center in those days, the nearby harbor a military outpost. But as Isenbund began to freeze, and the Northerners relocated to the Reach, the outpost became a town. Its name, Phylok, honored the Captain of Isenbund who helped to preserve the few scraps of the old order that did survive.

Through the Age of Heroes, wars and skirmishes with both Ak’koyr and some of the nearby Eastern city-states were common. Ak’koyr managed to conquer the Reach on two occasions, and hold it as a vassal state for a few decades, but eventually the Northerners would rise up and regain their independence.

The sporadic fighting continued into the modern age, for about 350 years. After Amon the Red awakened a Firedrake during one particular battle, devastating both armies, both sides called a truce that began a long (and wary, at first) peace. That particular battle led to the signing of The Treaty, which bans sorcerers from warfare.

To this day, “Reacher” wines command a premium price in faraway corners of Termag. Other exports include gold, copper, and wheat.

Next: O is for: Oakendrake

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