How the magick works

Last time on Work in progress: I told you how I came up with my idea for Tellurin’s magic system, and the dark history of the craft.

But how does it work, you ask?  We all have Robert Heinlein to thank for that.

Ever read Stranger in a Strange Land?  Excellent, then you’ll know what I mean when I say “grok.”  You might even grok it 🙂

Grokking was what Martians did.  They raised Valentine Michael Smith and taught him how to do it.  When Val eventually came to earth, he started to teach humans how to do it too.

Grokking, is not just understanding a thing, it is understanding it in every way possible, through all the senses, emotionally, intellectually, physically, and sub-atomically.  Val could grok something so completely, it would cease to exist, having achieved its greatest purpose in having been so completely understood.  Yes, extreme grokking means understanding something into non-existence.

It’s not exactly the same thing, but sourcery and magick work in a similar way.  Sourcerors manipulate a thing by understanding its nature.  They understand a thing in its molecular structure, by its DNA, though they don’t call it that, and perhaps even to its atomic structure, but no further, and this understanding works on an instinctual basis.  No sourceror ever thinks in terms of modern science.  It’s just not a part of their vocabulary.

As I wrote in last week’s post, the source is a special kind of energy, but it’s still energy, and everything in Tellurin possesses its share.

Those born with a talent are also born with the innate understanding of how to use that talent.  The Agrothe magi have attempted to subvert those talents to their own ends.  They delay the expression of latent talents through their arduous initiation process and indoctrinate their students into thinking that their powers must somehow be “unlocked.”  If left to their own devices, anyone with talent could figure out how to use it on their own.  The Agrothe just want to ensure that the talent develops in an ethical framework.  Theirs.

Georges Merle’s The Sorceress.

As a child, the first creatures Ferathainn understood were the spirits of things: grass, flowers, rocks and trees all “talked” to her.  Because of this talent, Ferathainn understands the spirits of things well enough to evoke their qualities.  She can summon them too, though Aeldred hasn’t explained that what she’s doing is summoning.  He doesn’t want her to run amok.

With people, this understanding takes the form of being able to use thought speech.  Though she does not know it, Ferathainn can also read minds and project her thoughts into the minds of others.  Aeldred, not being a skilled mind-mage, has discouraged this avenue of Ferathainn’s development to the best of his ability.

Ferathainn’s understanding of spirits is also what makes it possible for her to excel at spirit travel.

Ultimately, her understanding of spirits will enable Ferathainn to master all of the elemental powers and talents, beginning with the earth, geomancy.  Hence, Initiate of Stone.

A note on source theft, farming, or poaching

As I mentioned last week, a person’s share of source is attached to their spirit or soul.  It’s part of what makes each person what he or she is.  Because of this, the soul and source may be called at the moment of death and taken by another sourceror.  This is usually accomplished by calling the source by its name, which for most people, is their everyday name.

Clever sourcerors have adopted source names, but these can easily be discovered by an adept mind-mage and so are no guarantee of protection.

In taking another person’s source, the sourceror risks taking not only the victim’s power, but also their personality and memories.  This can lead to insanity unless the sourceror can figure out a way to filter out the undesirable bits of the victim.

Waterhouse’s The Sorceress.

So … everything Ferathainn does is magic 🙂

Next week: a worldbuilding vacation.  I’m going to write about my most recent draft of IoS and what it’s taught me.  Stay tuned.

Mage or magus, magi or mages?

Last time on work in progress: The dull detailing of days, weeks, months, and years in Tellurin.

As promised, here is my theory of magic in Tellurin.  It actually starts about thirty years ago with me in confirmation class …

You may think confirmation a strange place for this, but I started theorizing things that had nothing to do with Christianity.  And you know what?  I was indulged, even encouraged by my instructors, two wonderful, open-minded people.  Shout of gratitude going out to Rick Shore and Marg Flath!  For them, it was healthy to question, explore the questions, and come to your own conclusions.

One of the things I theorized about was the nature of energy, consciousness, the soul, what might be termed miracles, and what might happen after we die … to me it was all connected.

In science (incidentally one of my confirmation instructors was also my grade 9 and 10 science teacher) we were learning that matter and energy were the same thing.  We learned about the laws of thermodynamics, including: energy can never be created or destroyed, but only changes form.

So to me, it wasn’t that far a leap to think that if we, humans, were made of matter (therefore energy) that thought, the soul, and all the wonderful things that made each of us uniquely ourselves was a kind of energy.  It couldn’t be destroyed when we died, it could only change forms.

So how does this relate to Tellurin magic?  Well really this species of thought contributed to both the magic and religious systems of my world, but here’s what I drew from my theorizing about magic: it could exist, just like any other kind of energy.  It would all be a matter of trial and error to figure it out.  It would be a kind of scientific experiment …

You may remember from my post about the cosmology of Tellurin that my interpretation of the big bang was that something within the homogeneous whatever that existed before the universe (I called it the One) recognized its independence.  In that moment, everything else within the One had to become distinct.  Boom!

But in my universe, not all kinds of energy are distributed equally.  The thing that recognized its independence (what became Auraya) carried more than its fair share of a specific kind of energy, and Tellurin, the planet, bore an equivalent amount.  That’s why the world has its own spirit and consciousness.

So Tellurin is a magic-rich world, and potentially any of the beings living on or in Tellurin can access that energy if they have the talent.  Talents are another group of senses that allow their possessors to recognise source and influence or manipulate it in specific ways.

Aside from Auraya, Tellurin, and the other gods of the world, everything holds its own share of the source of all things, or, simply the source.  In the people of Tellurin, this energy is bound to the spirit or soul.  It’s part of what makes them what they are.

When the primitive Tellurin first discovered their talents and their ability to manipulate the source, they called themselves sourcerors.  They learned in communities, experimenting with their various talents and expressions of source, categorizing and naming them as they went.

Along came a man named Halthyon Morrhynd.  He was actually an eleph from Elphindar, crossed over into Tellurin through one of the Ways Between the Worlds.  Incidentally, these Ways are just another expression of the source in Tellurin, a natural phenomenon.   If worm-holes could exist and function in a stable manner without affecting the matter and energy around them, that’s what the Ways would be.

Halthyon, as I’ve mentioned in a previous post, is a bit of a megalomaniac.  In Elphindar, he’d tried to stage a coup against the anathas, or council of elders, and institute a kind of magocracy.  The eleph called source in their world the kaides esse, or the powers that be.  Sourcerors were called kaidin.

The result of Halthyon’s attempt to wrest power from the anathas was that he failed and was ostracized, or made shuriah.  The eleph were the only people in Elphindar.  Ostracism was generally a death-sentence.  Elphindar has no gods either, only the kaides esse, and those in significantly lower amounts than source in Tellurin.

Elphindar would not satisfy Halthyon’s ambitions, but once he found the Way and made it through to Tellurin, Halthyon saw this new world as a paradise.  He instantly made the connection between the source of all things, the kaides esse, and the gods of the new world.  He understood that if he could find a way to contain enough source within him, that he could transcend mortality and become a god himself.

The source existing in the things around him wouldn’t do.  He’d have to expend nearly as much source in the destruction of inanimate objects as he would receive from said destruction.  The gain would be negligible.  The people though, them he could use.

So he found the fledgling sourcerors of Tellurin and taught them.  In time, they “grew ripe” and he was able to “harvest” them by killing them and stealing the source carried with their souls.  The way to do this, was to call the deceased sourceror by name, and thus summon his soul.

Sourcerors began to take source-names, secret names to prevent Halthyon from learning the name that could call their soul and source to him, but Halthyon was skilled at telepathy, and could discover their secrets.

As he waited for some of them to ripen, other sourcerors grew powerful in their own rights, learned what he was doing to their fellows, and mimicked the practice to accrue their own stores of source.

The brothers Kane and Jareth were two of these surprising sourcerors.  Kane was as obsessed with gaining power as Halthyon, but he was also concerned that Halthyon would murder him before he could get very far, so he started to develop defences, the chief of them being binding.

His early experiments were with animals.  He bound his soul and source to a creature, and if he was killed, so the theory went, his soul and source would remain safe in the beast.  These he called familiars.  Kane was a good scientist, and decided to test his theory after sharing it with some of his fellow sourcerors.

Unfortunately, the consciousness of the animal interfered with that of the bound sourceror, and the animal hadn’t the capacity to use source, and so quickly fell prey to the predatory sourceror.

His next experiments involved people who had no noticeable talent.  These he referred to as homunculi.  Sadly the same thing happened with them as did with the animals, and these too, he discarded as a failed experiment.

Then he started playing with constructs, which he called golems.  These experiments were never wholly successful.

In the meantime, Kane’s brother Jareth, whose primary talent was geomancy, or manipulating the earth element, conducted experiments of his own.  He decided that inanimate objects would make better subjects for binding.  There would be no consciousness to interfere with the bound sourceror’s, but this would necessitate having a partner who would be able to release and restore the sourceror after the death of his or her body.

Jareth’s experiment was much more successful than Kane’s and was widely adopted, even by Kane himself, but no solution was perfect.

Sourcerors like Halthyon and Kane, after killing another sourceror, would search out the partner, and torture them until they revealed the secret of unbinding their victim.  If the partner was stubborn enough, or faithful enough, to keep the secret, then they could simply be killed.  Although the murderer would never benefit from the source of their victims this way, their victim would forever remain trapped in whatever object they’d bound themselves to.

This is eventually what happened to Jareth.  Halthyon slew him in sourcerous combat and went in search of his partner.  Kane got to her first.  Laleina was not only Jareth’s binding partner, but they were also lovers, a relationship that Kane always envied.

Laleina wasn’t cooperative and would not divulge Jareth’s secrets.  Kane knew, to his regret, that he could not keep her alive.  Halthyon would eventually come calling and Kane wasn’t ready to face the eleph.  In a twisted bit of experimentation, Kane bound Laleina’s soul and source to one of his failed golems.  He’d noticed that metal tended to dampen the effect of source.

And so Laleina was trapped in the thing that would eventually become the Machine.

The sourcerous world continued along the same violent lines for centuries, but Auremon eventually decided that he couldn’t let things go on this way.

His idea was to voluntarily surrender his godhood, and his god’s share of source, to Tellurin, hoping that more source in the world would allow Tellurin to even the playing field among the sourcerors, and keep the power-hungry ones from victimizing the rest.

It didn’t work out as well as he thought.  Too close to one of the Ways Between the Worlds, he tore it open and half the population of Elphindar was sucked into Tellurin before the Way could be repaired by Auraya.  The sourcerors didn’t behave any differently, and Auremon had to concede his failure.

The only thing he could think to do, was to teach young sourcerors how to use their powers responsibly.  So he set himself up as a sage in a mountainous island off the western coast of the main continent.  Auraya created a great castle for him there, and eventually all sourcerors found their way to Auremsart.

Auremon taught ethics more than anything else.  It was the sourcerors themselves who thought that if they changed the names of things, that they could change the way people behaved more effectively.  So source became magick, sourcerors became magi, and they instituted a rigorous initiation process that would so instil Auremon’s ethical code into their students that there would be no risk of any of them becoming monsters.  They called their new discipline Agrothe, the followers of the code, in the old language of the land.

They policed themselves too, and started setting up schools of magick in other cities.  Business was booming.  And then Yllel came in disguise and killed his father.  Auremsart crumbled, became the Spire, and two kindly elementals from Elphindar resurrected Auremon and bound his spirit to the stone that was all that remained of his earthly home.

How the Agrothe functions in Tellurin at the time of the novel:

  • As soon as the prospect’s talent begins to manifest, training begins.  This can be anywhere between five and thirteen suns of age.  The prospect becomes an aspirant.
  • This period is one of intense theoretical and ethical training, highly structured, lasting thirteen suns. This phase of training does not guarantee initiation.  If evidence of cruelty or insanity is detected by the Master, the aspirant is taken to a mind-mage, and their talent crippled.
  • The aspirant is initiated.  This phase of the training introduces the initiate to their talent(s) in a gradual, disciplined fashion, and also lasts thirteen suns.
  • The initiate is apprenticed, gains some autonomy and is allowed to experiment in a limited fashion.
  • After thirteen more years, the apprentice could become a master in his or her own right.  If further training is deemed necessary, an interim period of guided practice could be instituted.  The mage operated independently, but under the watchful eye of their master.  This period could also last thirteen suns.
  • At any time, if the student decides, they can withdraw from training, once more having their talent crippled so that it cannot be used in an unauthorized or unethical fashion.
  • This is why most women, wanting a family and life outside of the Agrothe, never make it to initiation.

Aeldred sensed Ferathainn’s potential at the eleph ceremony of Shir’Authe, when she was only a day old and newly abandoned in Hartsgrove.  Her talent was prodigious and he began her training when she was four suns old.

Most aspirants only evidence one or two talents, the rest developing with age and experience.  Most full-fledged magi might have five talents at their disposal, but it will be the one or two that showed themselves first that will be the mage’s primary talents.

Ferathainn possesses aliopathy, or the ability to speak to the spirits of things, which in turn feeds into her talent at evocation and summoning.  She is uncommonly talented in mind magick, able to communicate through thought speech with those who do not share the talent, and can travel in spirit with ease.

Aspirants are not allowed to use their talents prior to initiation, but Aeldred does not want to lose Ferathainn as a student, so he allows the girl latitude.  Besides, mind-magick is not one of his stronger talents, and he cannot prevent her from doing what comes naturally to her.

He does not want to call one of his Agrothe brothers in for fear that Fer will be taken away from him.  Further, he fears reprimand for his unorthodox training methods.  For similar reasons, he has not prevented Ferathainn from becoming betrothed or married.  He feels that if anyone can balance a life of magick and domesticity, it will be Ferathiann.

He hasn’t explained much of this to Ferathainn.  He hasn’t even explained her talents to her.  In truth, he’s a little afraid of what she might become, and that his lenience may lead her to the forbidden ways of sourcery.

She will be the first Agrotha initiated in two hundred suns.  That’s too great a prize for Aeldred to resist.

Next week: Everything little thing she does is magick!

Have a great weekend everyone!

Overview of the geo-political history of Tellurin, part 2

Last time on Work in progress: The first Kas’Hadden saves the Parimi.

The Parimi now occupied the western coastal mountain region of the continent but they were happy.  Having brought with them the best and brightest of their people, they took root and created a province like no other.

The Haldani and Espanic peoples, also persecuted by the Caldone, settled on the western coast as well, but in smaller settlements, though, these two, became provinces in their own rights. The Haldani and Espanic espoused the Faithful religion.

The Parimi continued in their spiritual belief as well, and when the Caldone finally realized that they could no more eradicate the Parimi Faithful than they could the Haldani and Espanic survivors, they relented and struck a balance.  The Holy Mother Church established its own religious centre and their own archbishop in Impiranze, Caldone’s capitol city on the eastern coast. Still, it was the holy city of Aurayene and the Archbishop there that became the spiritual centre of the continent.

Each area and culture within Tellurin developed its own language and way of life.  Each developed its own economy and its own ruler.  Whether king or osire or emperor, Tigernos, Chieftain, or Horselord, each country had its own leader and its own soldiers.  They fought with each other to a greater or lesser extent.  Those displaced or exiled due to the fighting inevitably found themselves trickling through the mountain passes and establishing towns and villages and small city forts on the western side of the continent.

Each had its own sourcerors, though they may have been called witch doctors, shaman, druids, spirit walkers, or other things.  Tellurin developed and grew.  Its people developed and grew as well.

Eventually, they negotiated truces and trade routes.  Aurayene in the west and Drychtensart in the east became the two largest cities and began to amalgamate power (religious and political respectively) in those two centres.

Auremon’s mistake brought the eleph into Tellurin.  Their bitterness at being “trapped” in Tellurin caused them to turn every help away: Auremon, and delegations from Aurayene (the Parimi), Mersea (the Espanic), and Pax (the Haldani).  Their desire for isolation and distrust of outsiders was spread far and wide and the people of Tellurin decided to let the eleph live as they chose (so long as they didn’t cause trouble).

The Agrothe was established and its adherents prospered.  Soon nearly all developing persons of talent were sent to Auremsart off the western coast to be trained in the official art of magick.

The Saxon began to assert themselves as the new power in Tellurin.  Politically, things were moving slowly but inexorably toward a centralized government and high king in Drychtensart.

When Auremon was killed and Auremsart crumbled into the sea, the Agrothe magi on the mainland consolidated in Dychtensart, another coup for the increasingly powerful king.  King Druckert (later called the wise) established the King’s University in Drychtensart and the Agrothe disciplines survived there.

Then the Cataclysm happened.  This was the battle between Auraya, Tryella, and Yllel.  As described in a previous post, the world was shaken by natural disaster in every form.  Vedranya in its new and terrible incarnation came to be.  Millions of people died.  Much of the written history and accumulated knowledge of the previous centuries was lost or destroyed.

In the years following the Cataclysm, the world rebuilt.  The Saxon, the strongest nation before the Cataclysm, was the first to recover afterward.  The king in Drychtensart was the de facto king of all Tellurin, though there were kings and lords scattered throughout the lands.

The gods were silent and though the religion of Auraya still existed, in both its liberal (Aurayene) and fundamental (Impiranze) sects, it was a changed religion.  The Kas’Khoudum and the Rada’Khoudum had both been miraculously saved, but much of the scholarship on the ancient texts was lost and many of the elder scholars had not survived the Cataclysm.

New schools and scholars made it the work of their lives to try to find old texts and recover their knowledge.  They spoke to the oldest of the old, the wisest of the elders.  But there were pieces missing and there was no context for the pieces of history that were recovered in later years.

Some ambitious scholars tried to recreate history as they thought it should have occurred.  A new speculative branch of scholarship arose.  Many of them were simple fabulists and their fictions were transparent.  Others were more convincing and only served to confuse things further.

The Agrothe had also survived more or less intact, but they too had been changed by the Cataclysm.  In the same way as history was being reinvented, the Agrothe too experienced a queer kind of renaissance.  The knowledge of the sourcerors that they had so long tried to subsume with their own training and lore was now actively set aside and with the trauma of the Cataclysm so recent, it was a much easier thing to forget about the sourcerors than to try to deal with them.

As for the sourcerors themselves, they survived, but found it far easier to do so without the constant harassment of the Agrothe.  They were happy to be forgotten, and yet, new sourcerors continued to be found, quietly whisked away for training, and then set loose on an unsuspecting world.

At the opening of the novel, the political world is ruled by King Romnir Raethe in Drychtensart, High King in all but name.  Each of the other countries still have their own ruler, but most of these (Nubia, Caldone, Hussar, and the Island Kingdoms) sit on a council that advises King Raethe.  The Parimi are represented by Archbishop Hermann Manse, special advisor to the king.

The Caldone archbishop does not advise.  The Sami and Skaldic rulers sit on the council when they choose to go to Drychtensart, which is rarely.  The Saxon are represented only by King Raethe.

The Shooksa-Nai and the Saanzu never had representatives on the council, though trade envoys appear from time to time.  The eleph of Rosingthiel keep to themselves and by and large, most people are happy with that arrangement.

The dwergen and dwergini likewise have their own self-sufficient kingdom beneath the earth, their own king, and trade envoys. The deep-dwellers are more regular in their attentions, however, and visit Drychtensart twice each sun, once in Shoudranya and once again in Mardranya to trade raw ore and enchanted weapons and armour.

The favrard live scattered throughout Tellurin (though some remain on Tahesakhi), serving their dark lord.

The western lands, bordered by the mountains in the east, the Deep Forest in the south, Parime, Haldane, and Espania on the western coast, and The Wilds in the north, are largely independent settlements and free towns that owe fealty to Drychtensart, but pay annual tributes to the surrounding lords and provinces to ensure their safety.

The king doesn’t bother to enforce this fealty, however, with the exception of the mountain keeps, which were Saxon to begin with, and Gryphonskeep, the sole settlement with ties to the Island Kingdoms in western Tellurin.

The Caldone are secretly plotting to eradicate the Faithful and supplant Archbishop Manse with their own archbishop as the religious leader of Tellurin.  They are also plotting to take the throne from Raethe.  With both religious and scular power secured, they want to cleanse the known world of such blights as magi and eleph, really anyone who doesn’t adhere to the Holy Mother Church.

Everything else is being set in motion by Yllel and Kane.  Yllel directs the drogadi to place source bombs strategically throughout the dwergen empire.  Drogadi sourcerors detonate the bombs remotely and trap the dwergen in their own kingdom.

His people among the Faithful place the Rada’Khoudum firmly in the hands of Archbishop Manse so that he uses its spells to bind Auraya’s source to kill Callum, the rising Kas’Hadden.

The drogadi rise to the surface and foment chaos in the west.  The other enslaved races muster for the coming battle.

The okante, and otherwise peaceful, tribal people, usually live in harmony with the Shooksa-Nai in the Northern Steppes and in the southern part of the wilds, south of the Glass Sea.  The krean are sea-faring folk who still call Tahesakhi home for the most part.  The bakath live in the Southron Spine, and the grunden in the Northron Spine.  The blinsies harass the Saanzu in the Deep Forest, but steer clear of the eleph.

Kane’s sourcerors infiltrate the Agrothe into the very capital and the king’s own university.

Map of Tellurin

Map of Tellurin

This is my cartographically-challenged map of Tellurin. At least you’ll get the general lay of the land.

Next week: What’s a Tellurin year?  A month? The days of the week?  The seasons?  Calendrical mysteries revealed.  This stuff will likely never appear in the novel, so Writerly Goodness will be your only chance to see such arcane material 🙂

Until then, good luck and good writing.

Back-pedalling and moving forward

For the last several weeks I’ve been regaling y’all with character sketches, the creation story, and the divine history of Tellurin leading up to the beginning of my novel.  I just wanted to take a few moments to remind everyone of the overarching reason I’m doing this: world building.

As I mentioned long ago at the outset of this long, grand adventure, I’m a pantser.  That means I write by the seat of my pants.  I start with a character in a situation and writer to see how he or she will get her- or himself out of it.

I’ve recently finished Stephen King’s On Writing and was pleased to read about his process, that it too, starts with situation.  I have to have characters first, but it was gratifying to know what kind of company I’m in 🙂

The world evolves out of that process.  It’s not like I finish my first draft and say to myself, “now I must build my world.”  The world emerges from what I write.  I often take notes and research as I go.  I’ve also had wacky ideas and dreams all my life (and a stack of journals to go with them).  Sometimes, as I write, I think, hey, this idea would work perfectly for that aspect of the world.

Once I’ve finished that first draft, I refer to my journals, lists of links from internet research, the non-fiction I’ve read that relates to my setting, and aggregate documents from all of these bits and pieces.  Plotting and structure do inform my writing, they just don’t define it.

Now that I’ve reminded everyone why we’re all here, I’ll get on with the meat of this week’s post:

A geo-political history of Tellurin, part 1

When the Tellurin were first created/evolved, they were very much like innocent children.  The land and the sea and the air spoke to them.  The elemental creatures were their friends, and they could even understand the animals to a limited degree.

It depended on what animals and elements the akhis used to create people as to what the outcome was.  Experiments with boars led to the okante, jackals became the bakath, lizards produced blinsies, basilisks became krean, gorillas became grunden, and chimpanzees became Tellurin (humans).  Monkeys were also the basis for the dwergen, dwergini, the favrard, selkies and merpeople, but they were each combined with other animals.  The dwergen resulted from added badger, dwergini from added mole, the favrard from added cougar, selkies from added seal and merpeople from added dolphin.  The anogeni of Zaidesahki were created from a small nocturnal tree shrew.  Some of the people had elemental affinities too: dwergen to earth and fire, dwergini to earth and air, the favrard to air and fire, the selkies to water and earth, the merpeople to water and air, and the anogeni to earth and water.

On land, civilization began to form around the river valleys and deltas, as it often does.  For the Tellurin, organization was tribal to begin with.  There were tribes all over the main continent, in every region, adapted to every climate.  The greatest concentration of the population was on the south-eastern part of the continent where the weather was temperate and the conditions for growing food were optimal.  Large amounts of natural resources were also readily available in the area.  There the great Nubiin and Haldani civilizations developed.

They grew parallel, but with opposite philosophies.  The Nubiin were by and large a cult of death.  There were many great sourcerors among their people and inevitably their king, or osire was one.  Sourcerous battle often decided a dynasty, a new king taking by force what he wanted from the old.  Poison was a secondary art and assassins became numerous as well.

The poisonous creatures were milked for the venom and then that was in turn placed in the victim’s food or drink.  Disease was also “harvested” in the form of sputum or pus and secretly administered to the victim.

Though the osire often did have the ability to influence the weather, they soon discovered it was far less bothersome to develop a technology to serve the people’s needs rather than to sourcerously supply the solution.  Irrigation and plumbing were their first developments.  Seaworthy ships were their next, and architecture appeared to be their finest endeavour.

They began trade and to a lesser extent conquest with the help of their ships.  They quickly lost interest in defeating other people and chose instead to elevate themselves and ensure their superiority through lasting intellectual accomplishments and grandiose monuments.

They built great observatories with which to study the stars.  The temples of kings turned into their tombs as one dynasty succeeded the next.  Their sourcerors were great sophisticates and had developed elaborate rituals and ceremonies even before the Agrothe came into being.  Elaborate but effective.  They used order as a way to exert pressure on source, to make it more powerful.  Through their investigations, they had discovered a Way Between the Worlds but were unable to open it in order to pass through.  It was their theory that when they died, their soul and source passed through the Way and onto another life.

Funerary monuments were begun in the year the osire came into ascension (like a star) and continued as long as he (and sometimes his family) were able to hang onto the throne.  At the osire’s death, ceremonies would ensue for days seeing the soul into the next life.  The whole life of the Nubiin people began to focus on death in one form or another.

The Haldani, on the other hand, were adherents to the cult of life.  Anything that enhanced their experience, food, drink, sex, play, sports, became a way of celebrating life.  They were a society of epicureans and hedonists, and quickly fell in to decadence.  Their leaders were corpulent and corrupt.

The warlike Caldoni tribes that wandered the area saw the decadence and over the course of sunspans developed a plan to conquer the Haldani.  Though each tribe had its leader, all the leaders recognised Alexander as their Tigernos, or chieftain.  It was his ambition that carried the Caldoni into the very heart of the Haldani lands and gave them conquest. Eventually, the Caldoni did the same to the Espanic, but though they tried to conquer the other nations of the region, they were never wholly successful.

The Caldoni kept all the best of the Haldani culture, their art and technology, but brought order to the rest.  Except for the common troops that they were forced to kill, the Caldoni kept their Tellurin destruction to the nobles of their foe.  In the end, many lower and middle class Haldani survived and were allowed to flourish and even keep their own ways if they so chose, under close scrutiny though.

To the north of these two great cultures were the Espanic (until they were conquered), Parimi and Saxon territories.  These retained much of their tribal nature and were considered “primitive” by their neighbours to the south.

Still further to the north were the Hussari, the great horse clans.

The coastal islands to the east were home to the Brythoni, Eiran, Alban, and Cymric people.  These were called the Island Kingdoms. Though closely related, they all had distinct languages and cultures, very rich for the small geographic area they covered.  Sourcery was as varied among these people.

Moving inland, the marshy areas of the northern coast were home to the Sami.  The Sami were fierce warriors and sourcerors owing to the harsh conditions in which they lived.

Next to them were the Skalding who lived among the treacherous fjords that topped the Northern Spine of the mountains.  The Skalding were pirates and highwaymen, taking what they wanted from other people.

The mountains themselves were only sparsely populated by itinerant tribes that overseasoned in the foothills and caves, moving back into the mountains when the weather warmed in Shoudranya.

To the west of the mountains, the population remained sparse.

In the north were the tribes of the Shooksa-Nai and in the Deep Forest of the south were the Saanzu, but both of these groups remain insular and are still not integrated into Tellurin society.

When the religion of Auraya spread through out the land, each country adopted the practice in its own way.  Two of the most reverent cultures were the Caldoni and the Parimi.  Fervour was so great among them that they sought to unify the rest of Tellurin under their own vision of the goddess.

Thus began the religious wars.  There was much burning and heresy and bloodshed and in the end, the Parimi fled the superior forces of the Caldoni who threatened to wipe them out. The Haldani and Espanic remnants, seeking to overthrow their conquerors, sided with the Parimi against them, and were forced to flee along with their allies.

The Caldoni pursued them over the mountains and to the very coast of the continent before they were finally stopped. Auraya was fond of the Parimi and at this time supported them, adopting their religion, the Faithful, as her preferred religion. She raised one of them, Alain de Corvus, as the first Kas’Hadden.

It was the Kas’Hadden who turned the tide of battle against the Caldoni. They were stubborn, however, and when they chose to remain in the area, harassing the Parimi, Haldani, and Espanic, Auraya descended, turned them back to the east, and told them never to return, on pain of death.  To this day, the Caldoni believe that this apparition was not the goddess, but some trick of the Parimi.

Since that time, though they have been friendly to all outward appearances, the Caldoni have been plotting to eradicate the Parimi and the Faithful, which has become the predominant religion of Tellurin in the time of IoS.

I hope to redraw the crappy map I’ve made of Tellurin in the near future to give you a better idea of how I see the world.

The cosmology and divine history of Tellurin, part 2

Last time on Work in progress: Yllel got his narsty on and killed his father!

With the death of Auremon, Yllel fled.  Almost at once, Auremon’s school, and indeed the entire island of Aurensart crumbled. Many of the initiates, apprentices, and magi died in the collapse.  What was left of Auremon’s school was a single spire of rock that rose from the water to the full height of the island.

Kaaria, an air elemental from Elphindar, and her sister Naia, rescued what was left of Auremon’s spirit and bound him into the spire that was all that remained of Auremsart. Without his god-share of power, though, Auremon was effectively trapped within the stone. He could communicate with no one but Kaaria and Naia.

Yllel returned to his preying on sourcerors and now magi as well.  He held the magi in particular contempt for his father’s sake.

Auraya, saddened enough at her mate’s sacrifice of his power, was now left bitter and bereft by his death.  She withdrew in earnest from the world, allowing Tryella to serve Tellurin in her stead.

The Kas’Khoudum, or book of light, that was started when Auraya, Auremon, and Tryella mingled freely with the people of Tellurin, was revised and added to.  Many of the feats described in its pages were Tryella’s but the goddess was more than happy to let her grieving mother take the credit for her good deeds.

In response, and out of a twisted need to outdo his mother, Yllel began to inspire the creation of his own holy book, the Rada’Khoudum, or book of darkness.  In its pages he put hideous secrets in the guise of rituals and ceremonies that seemed as if they honoured Auraya.  In truth, the spells he wove into those rituals would drain his mother of her power and bind her will to do terrible things.

When finished, Yllel was careful to see the precious book into the hands of the greatest spiritual leaders of the time.  The Kas’Khoudum, which Yllel encouraged to be seen as a pleasant book of fables, was supplanted by his liturgical masterpiece.  Unfortunately, neither Auraya nor Tryella were very interested in reading and neither of them discovered what deviousness Yllel had been up to.

Tryella investigated Auremon’s murder intensively, but none of the magi who survived the collapse of Auremon’s school could remember anything useful.  The only thing either Tryella or her mother knew for certain was that Auremon’s murderer had been one of his students.

Yllel had visited each of them briefly to offer his condolences, but did not join Tryella in her search.  Auraya retreated to the moon, but Tryella, something piqued by her brother’s behaviour, began to suspect Yllel of his treachery.

She had no proof, but it would only be a matter of time before she found it.

While Tryella didn’t find exactly what she sought, she soon learned how her brother spent his leisure time: hunting and killing the very magi their father helped to train.  She confronted him and Yllel told her that he was merely exacting revenge.  One of these was surely the creature who had killed a god.  Why should he not hunt and kill, even torture them?

Tryella went straight to Azuresahki, the blue realm of her mother.  Auraya listened with uncertainty to what Tryella told her and together they continued to observe Yllel from near and afar.

There was nothing in his choice of victim to indicate that he suspected any of these poor users of magick of Auremon’s murder.  Rather it seemed that he chose them for how much power they had.  Some managed to escape him through clever tricks they called binding, but though their power and soul might have been safe within an amulet or object, that often wasn’t enough to prevent Yllel from killing them for spite and trapping them within the object they had bound themselves to.

He didn’t attempt to break or destroy the artefact, but ensured that the object would remain lost to Tellurin forever, thus relegating the magi within to isolation, and eventual insanity.

This wanton killing and cruelty was enough to inspire Auraya to action.  Tryella still hadn’t shared her suspicions about Auremon’s murder yet, fearing her mother’s response, but held the secret as a trump card until a critical moment, or until she had proof.

Auraya first tried something like an intervention in the hope that Yllel was not lost to her entirely.  Her efforts were rebuffed. She tried again with the same results but was reluctant to give up hope.  Auraya couldn’t bear, after losing Auremon and the akhis before him, to lose another member of her family.

Eventually though, even she realized that tough love was more likely to get results.  Unfortunately, administering a godly spanking was more difficult than she could have imagined.  Tryella at her side, Auraya tried yet again to deliver her son a smack down that would put him in his place.

For his part, Yllel soon grew tired of his mother’s attempts to discipline him.  At first they might have been amusing, but now they were simply tedious.  Soon he no longer cared to hide his true feelings and motivations from them.  Soon he would have enough source that it wouldn’t matter.

Auraya had eventually to concede that Yllel was evil.  He killed for the joy of it as much as any other purpose.  He tortured her with her inability to discover Auremon’s murderer.  His attacks on Tryella were growing positively barbaric.

She had to face the fact that Yllel wanted to kill his sister, and that was something she could not allow.  Reluctant as she was to lose a child, even an evil one, Auraya began to up the stakes, pulling out all the tricks she had learned in her exceedingly long life.  Still every confrontation ended in defeat.  Yllel gloated, but though he seemed eager for the kill, he held back from it, as though he were testing them.  Or perhaps himself.

Something else would have to be done.

She got the idea from Auremon’s ill-advised release of power into the world.  In the process she knew he had torn open a Way Between the Worlds.  Auraya sought that place out and investigated it as a possible means to be rid of Yllel without having to kill her own child.

That Way would not be suitable, however.  There were still a great many people living in the world on the other side.  As Tryella continued her investigations and Yllel continued to test his newfound strength against her, Auraya sought out all the Ways Between the Worlds that existed in Tellurin.  One after another, they proved unsuitable. Until she found the one on the plains.

In the middle of the lush, grassy plains of eastern Tellurin. Auraya found a Way that seemed to lead nowhere at all.  There was literally nothing on the other side, no light, no sound, no air, and certainly no innocent people or creatures for Yllel to torture.  Now that Auraya had found her cage, she would have to figure out how to get the Way open wide enough to admit her son without sucking half of Tellurin in with it, and she would have to figure out how to close the Way afterward and make it impassable to Yllel.

She hadn’t thought so deeply about anything in a very long time.  Rarely had she had to think about how to accomplish something she desired at all.  Usually her desires simply manifested themselves.  This was something different.  Auraya was trying to change the very nature of something, a place, a void, into the ideal prison for her son.

Think of the void as a black hole … sort of.

Despite its apparent suitability, the void was its own place with its own purpose.  It did not want to be changed.  It had its own power and its own desire to use it.  In the end though, Auraya had more power and more desire, and a son she desperately did not want to kill.

When the void was subjugated and prepared, Auraya and Tryella found Yllel, engaged him in battle and lured him to the Way that led to the void.  The battle lasted sunspans in Tellurin time.

Great earthquakes shook the land.  The entire western coast of the world sheered off.  The mountains grew.  Volcanoes long dormant erupted into life.  The plains upon which the three gods fought became a desert.  The jungle became infested with random power, investing its creatures with strange abilities.  Vedranya changed from a season where few wished to travel to one in which shelter was an inescapable necessity.

This was the Tellurin Cataclysm.

In a few short suns, much of Tellurin civilization fell.  Many creatures died before they learned how to survive the newly changed Vedranya.

Finally, on the verge of exhaustion, Tryella and Auraya brought Yllel to the opening of the Way, but now Auraya had to focus her attention in opening the Way without tearing it so that it could be sealed again once Yllel was within.  That meant that the task of forcing Yllel into the void fell to Tryella alone.

She was unequal to it.  Yllel taunted her, as much as confessed to the murder of Auremon while his mother was otherwise occupied.  He was too confident by half and Tryella managed to make him stumble until he was caught in the well of the Way.

He realized his fight against the pull of the void was not going to be successful and relented, but not before reaching inside his sister and tearing her source and immortality from her, in one swift motion, killing her instantly.

Auraya wailed in despair.  First she lost the ahkis, then Auremon, now both children at once.  As she sealed the way to the void, Auraya heard Yllel say one final thing. “Don’t you want to know what I did to—”

And then he was shut away … Auraya thought forever.

Auraya was so depleted from her long battle and so wounded from her losses that she retreated again at once to the moon for solace.  Taking stock, she realized that she was now slowly dying, fading away.  She had poured out so much of her power during the battle with Yllel that the world had gotten hold of it and was slowly siphoning it away.  She could not stem the flow or find a way to reverse the process.  It would take centuries yet, perhaps even millennia for her to die completely, but it was a certainty now.

Kaaria and Naia, as they had with Auremon before, now resurected Tryella in the same manner.  The only vessel that could hold the former goddess was that of a giant sea eagle, or yrne.

From within his prison, Yllel discovered that while he could not escape, his thoughts could, and a god’s thoughts are powerful. He found someone willing to help him escape, a sourceror named Kane.  Over the next two centuries, Yllel plotted, used his favrard soul-slaves to trick some of the other people of Tellurin, the okante, krean, blinsies, grunden, and bakath into binding their collective souls to him as the favrard had done.

Tryella and Auremon, meanwhile found themselves in a predicament. Due to the nature of their respective deaths and resurrections by Kaaria and Naia, they were invisible to all but each other and their saviours. They couldn’t even tell Auraya they were still alive.

The only talent that Tryella retained was that of prescience. That talent alerted her to Yllel’s scheming and she tried to find some way of stopping him. Even with Kaaria’s help, however, her efforts proved futile, until her visions revealed to her the face of a young girl. She could be the means of defeating Yllel. Together, Tryella and Kaaria set out in search of her.

Auraya, meanwhile, while still hidden on Azuresakhi, nonetheless felt the effects of Yllel’s machinations in the world.  She determined to raise a champion of her own, a man who would become the Kas’Hadden, or hammer of light, and her avatar on Tellurin. He would protect the world and end Yllel’s predations once and for all.

Like his sister, Yllel began to be haunted by dreams of a girl. She had power, a mere splinter of a god’s but more than most Tellurin could ever hope for. He knew that she could prove a complication to his plans.  She could kill Kane before the sourceror could free Yllel from the void.

She was such a tasty prize, though, that Yllel determined to enslave her to his will instead.  Only if that plan failed would he concede and kill her.

He also became aware of what his mother was trying to do to end his hopes of escape.  Even as he commanded Kane to set sail for Tellurin and begin the war that would eventually result in his freedom, Yllel began to manipulate his mother’s followers, the Faithful.  He’d make sure that the Kas’Hadden would never be made.

And this is the point at which the novel opens.

Next week: We’ll start on the earthly history of Tellurin.

The cosmology and divine history of Tellurin, part 1

Last time on Work in progress: The supporting cast was introduced.

Once I had all my characters, I needed to think about the world they inhabited.  I went back to the beginning.  The very beginning of everything …

In the beginning, there was the One.  It was everything and everything was in it. The One simply was, and was in perfect harmony, until something within it recognized its independence, and in that moment, the One ceased to be and everything else came into existence (including time, hence the moment, the first).

Modern science would call this the big bang.

The-thing-that-recognized-its-independence wandered the universe, searching for something like itself.  Really, it was searching for the harmony of the One again, but it had destroyed the One, a crime of which it was ignorant, thus authoring its own loneliness and misery.

Having explored about three quarters of everything that existed, it was about to give up, when it finally found something else that felt like “home.”  It had discovered the disc of debris of a planet accreting itself into existence.

The two kindred spirits found names for each other: The-thing-that-recognized-its-independence became Auraya, and the planet, Tellurin.

Tellurin is the name of the world and its spirit, but it is also the name for the main continent of the world.  Originally, it was nothing but a large landmass, one of five on the planet.  Life was limited to plants, protozoa, bacteria, and insects.  The world was one rich in power, but it was latent and undirected.  When Auraya first chose the planet for her home, she explored it thoroughly.

Eventually, the mere exposure of the world to a sentient and powerful being like the goddess encouraged the development of innate intelligences.  The world responded to Auraya’s loneliness and became her first family.

One of the continents took on sentience and personality as brothers: Zaidesahki, Tahesahki, and Nuresahki.  The four remaining continents did not fully emerge into sentience, although the achieved consciousness.  They are called the watchers, because they did not speak or interact with anyone.  They simply bore witness to all that happened.  Similarly, the planet’s single blue, moon became conscious, though never sentient.  She was nonetheless given a name: Azuresahki and became a haven for Auraya.

The air and the water were their sisters: Freyesahki and Augesahki.  The deep fiery core of the earth was another brother, but more distant and less social than the others.  He was also more volatile and less kind that the others.  His name was Dwergesahki.

When Auraya left them to explore the rest of the universe, they felt abandoned.  The first life forms above the level of insect were the elementals.  Each of the sentient elements made its own creature, rich in source and of high intelligence: sylphs (air), undine (water), nomi (earth), and efts (fire).  Then came the animals, birds, and fish.

These arose due to the combined efforts of Zaidesahki with Freyesahki and Augesahki.

Tahesahki and Nuresahki became jealous and wanted to create something better.  Beastly races like blinsies, okante, krean, grunden, bakath, and the like arose from those efforts.

Without jealousy, but merely wishing to make companions for the creations of his brothers, Zaidesahki brought forth humans (Tellurin), and favrard.  Dwergesahki, less interested in all this wasteful creating than the others, asked for Zaidesahki’s assistance in creating the dwergen and dwergini.  Along the same lines as the subterranean folk, and for purely selfish reasons (much like Auraya), Zaidesahki and Augesahki joined forces again and created the anogeni, the hidden people, as special and secret companions for themselves.

Eventually, Tahesahki and Nuresahki became increasingly jealous of their brother, who seemed so contented with what he’d done.  Tahesahki lured the favrard away from Zaidesahki to his deserts.  Surprisingly, Zaidesahki let them go and made Tahesahki welcome as the favrard were much more suited to Tahesahki’s deserts than Zaidesahki’s lush forests and mountains.

The bitter brothers ignored and mistreated their own creations, creating miserable children.  In the end, they rose up against Zaidesahki, shattering him into seven pieces and killing him.  In the process, they sundered the great landmass that had once been their collective “body,” giving themselves wounds as mortal as their brother’s.

Augesahki, devastated by the death of her brother and lover, collected the seven shattered

Susan Boulet’s Isis and Osiris

pieces of Zaidesahki’s soul and encased them in the body of a Tellurin who willingly sacrificed himself for the purpose.  She sealed Zaidesahki in a stone sarcophagus at the bottom of a lake in the middle of the continent.  She withdrew to the sea and became silent. (Based in part on the myth of Isis and Osiris, and in part on Arthurian Legend.)

Freyesahki and Dwergesahki remained what they always were, flighty and stoic respectively, and nothing more was heard of any of the akhis.

Auraya returned to Tellurin to show off Auremon.  Having failed to find anyone else like herself in the entire universe, she clove herself in two, creating Auremon her other half and spouse/consort. (Derived from a tale of how the Celtic goddess Aine fell in love with her reflection in a magic mirror that showed her the masculine part of her, or animus, and subsequently brought him to life.)

She was greeted with the desolation of her first “children” and the chaos of a million different life forms all clamouring for help and guidance.  The watchers, as ever, were silent.

Auraya vowed never to leave her beloved Tellurin again.

Auraya and Auremon began immediately to help the denizens of Tellurin, Auraya from her new home in the blue moon and Auremon by walking among the people in their guise.  Soon it became a titanic task for even the two celestial beings.

They determined to create two of their own children, helpers in their task.  Tryella was much like her father, adventurous, playful, and interested in getting her hands dirty.  She too, like Auremon, walked among the people of Tellurin and helped them in the disguise of one of their own.

Yllel was more introverted.  He resented the time and attention that the denizens of Tellurin exacted from his family.  Attention he thought more befittingly belonged to him.  He only helped the people of Tellurin when forced to and while neither Auraya nor Auremon chastised him for his lack, the praise they lavished on Tryella for her efforts made Yllel feel all the more jealous.

He began to sabotage their efforts in subtle ways, but bored of that quickly.  His attention was then captured by the sourcerors.  These people had recognised in themselves the ability to access and manipulate the innate power in all things.  They called it the source and themselves sourcerors.  Yllel realized that these sourcerors had much to teach him.  After all, what was he but source?  How did the gods manipulate the world around them but through the use of source?

When they began to kill one another and steal each others’ source, Yllel learned the art.  When they developed binding as a way to protect themselves from one another, Yllel paid careful attention.  Soon the god willingly masqueraded as a Tellurin to kill sourcerors and take their source.  Then a truly devious idea occurred to him.  Soul and source could be bound to other objects and even people.  What would happen if he tricked someone, or several someones into binding their source to him while they still lived …  And so Yllel created the first and greatest of his soul contracts, that with the favrard.

The favrard still lived on Tahesahki in isolation from the main continent.  They were in the midst of a battle against the other denizens of Tahesahki: the krean.  The lower race, as even the krean fancied themselves, were numerous in the extreme.  Though short-lived, the krean possessed the ability to regenerate, or heal themselves (essentially trolls, but sea-faring as well as desert-dwelling). Sheer numbers were taking their toll on the valiant favrard and they faced extermination.  In their darkest hour, Yllel came to them, putting on his most beatific form and manner.  He easily tricked the favrard into signing over their source and souls to him while they still lived, to be his slaves in perpetuity.

Binding the living to him taught Yllel much.  He did not get to claim the favrard souls and source wholesale until they died, at his hands or at each other’s, but he could use their source to feed himself even while they lived, and their connection allowed him to possess them from time to time at his whim.  It was as though a piece of him resided in each of them.  He could eavesdrop on any of them, or all of them, at will.

He experimented freely, and sometimes fatally with the first.  He learned just how far he could push them, exactly what he could make them do.  He wasn’t satisfied though.  They were still frail and mortal.  To make them immortal, Yllel would have to sacrifice too much of himself in the process.  His intent was to gather source, not expend it.  So he used his connection with the favrard to alter them.  He made them tougher, stronger, and imbued each of them with the incredible healing ability of their enemies, the krean, so that they could heal from all but the most drastic of injuries.  They would never grow old or ill, but they could be killed.

Yllel continued to make his study of the sourcerors.  One in particular was different.  His name was Halthyon, and he wasn’t a Tellurin, dwergen, dwergini, or any other people that walked on or under the earth.  Halthyon refused to give up his secrets, however.

It wasn’t long before Auremon, also seeing the sourcerors and what they did, but not understanding it in the same way that Yllel did, sought to bring even more source into the world for the people to benefit from.  He believed that if there was more power, more people could learn to use it.  Or more people would be born with the innate ability to access and manipulate the power, and he hoped that it would give them the ability to protect themselves from the worst of the sourcerors who only lived to kill each other and subjugate those of lesser talent.  So he determined to forfeit his godhood and release his power into the world.

Noble sentiments, but things don’t always go as planned.

When he released his power into the world, Auremon inadvertently tore open a doorway he hadn’t even known existed.  Speckled throughout Tellurin, and every world for that matter, are Ways Between the Worlds.  Yllel’s mystery sourceror, Halthyon came through one of these from the world of Elphindar.

Now Auremon tore that Way wide open, pulling a good half of the population of eleph, and many of the other animals, elementals, and other denizens of the world in a cataclysmic maelstrom.  Many of those so pulled died in transit, but those who survived found themselves stranded in a strange place and inexplicably unable to cross back through the Way to Elphindar.

They established their own settlements and learned of Auremon’s terrible mistake when in the aftermath of the Rending, he came to them and tried to make amends.  Their collective fear and anger and shame caused the eleph to reject Auramon’s overtures as well as those of the Tellurin, dwergen, or anyone else who came to trade or make alliances.  They became solitary, wounded people, and for a long time, there was no hope in them.

The cataclysm was a blessing in disguise, however, though one they would not understand for many sunspans to come.  Elphindar was already a dying world.  Auremon’s mistake ushered it on its way more swiftly, but the ultimate decline of Elephinar was inevitable.

Auremon’s mistake did not yield the results he had hoped for either.  No more people than before were able to sense and manipulate power.  He wanted to discover the reason why, but without his own, he was little more than a Tellurin himself.

He researched for a while, found like-minded sourcerors who thought the cannibalistic ways of their fellows and their experiments a form of heresy.  Together these sourcerors, guided by Auremon, devised a new way of viewing the manipulation of power.

By changing the names of all things sourcerous, they hoped to divorce ensuing generations of magi (as they now called themselves) from much of what was evil in their practice.  Source became magick and those who manipulated it were called magi.  A structured apprenticeship bound in ceremony and ritual and true research grounded the craft and made it “safe.”

A young mage was initiated by one of his elders when his talent was detected.  After thirteen sunspans of continuous study, the mage would be made apprentice and his abilities “unlocked.”  In truth the ability was never locked to begin with, but the young mage would be so occupied with his training that he wouldn’t have time to realize that small lie.

Auremon set up a school on a small but mountainous island off the coast of the main continent and magi from all over Tellurin would report for training.  Yllel, in the meantime, had been working hard to fortify his store of source and became contemptuous of his father’s attempts to “dumb down” the art of sourcery.

There were still sourcerors in the world and more recognized their abilities all the time, but Auremon turned a blind eye to them, hoping, quite naively that if he just ignored them, they would go away.

Yllel disguised himself as a Tellurin again and approached his father’s school as an initiate.  He soon became a favoured student, completing all of his tasks competently and without complaint, but Yllel soon began to ask questions about sourcery and the sourcerous arts.

He was trying to expose the dullards his father was producing to the true art of which Agrothe magery was a pale imitation.  Eventually, Auremon invited Yllel to a private meeting.  As he was trying to enlighten what he thought was a simple student, Yllel took advantage of their seclusion and murdered his father.  There was no source left to take, and this left Yllel frustrated and empty.

To be continued …

The cadre … or should that be the cabal?

Whatever 🙂  The supporting cast.

Last week on Work in progress: I sketched out the baddies in my novel.

This week, I want to look at some of the supporting characters on the heroic side of things.  I haven’t done detailed written sketches of any of them, so this might be short and sweet!

We’ll start with Ferathainn’s family.

Selene and Devlin

Selene looks like Selma Blair … or vice versa

Selene was a child when her family and the people they were traveling with were attacked.  Only Selene survived, though injured, and was found wandering in the woods by Leaf and Oak, eleph brothers, who promptly took her back to their home in Hartsgrove.  The child could not remember anything, not even her own name.

Willow, sister of Oak and Leaf, named Selene after performing the ritual of shir’authe, the eleph way of foretelling the future of a child.  Willow knew that the girl would be a seer, a talent associated with the moon.  Selene seemed appropriate.

Years later, a young bard came to Hartsgrove.  He recited his poetry and sang his songs.

And John Butler would make an awesome Devlin

Devlin also collected stories though, and was particularly enamoured of the eleph.  Leaf was finiris, or a song master, and like a bard, finiris practiced not one, but as many of the arts as they could learn.

Though he moved on, Devlin returned often, using Leaf as his excuse, but spending more and more of his time with Selene.

Eventually, they married, but soon learned that they could not have children.  When a pregnant noble woman appeared, then ran away, shortly after giving birth, Selene and Devlin decided that they would adopt the child as their own, but they’ve never told Ferathainn that she is not theirs.

In Tellurin society, it doesn’t matter if a child is adopted or not.  The people who raise you are your parents, and fostering is a common practice.  It wouldn’t be a shameful thing if Selene and Devlin did tell Ferathainn, but they don’t.

Master Aeldred

Walt Whitman reminds me of Aeldred

The old mage was a wanderer.  He’d had his degree from the King’s university, but loved research and unearthing lore.  It was coincidence that he was in Hartsgrove the Sestaya that Ferathainn was born, but as a mage, he had the right to take part in the infant’s shir’authe.  He was simply pleased to take part in an eleph ritual.

The eleph could see nothing of the baby’s future though, except Leaf, who saw his astara in the baby’s eyes.  Selene immediately took exception to this, since Leaf was already over a hundred suns old.  It seemed perverse, and no matter what assurances Leaf offered, Selene could not be appeased.

When Aeldred finally took the baby in his arms, he could sense the power in her.  It was like nothing he’d ever felt before.  To those assembled, he merely said that the child had promise and that he might be induced to stay and take her on as a student when she was older, if she wished.

Aeldred is afraid of Ferathainn, though.  Afraid of what she might become and of his inability to control her.  This he never spoke of either, not even to his colleagues back in Drychtensart, who all wondered that he’s taking on a girl as a student.  Aeldred did what he thought was best for the girl, though, and taught her in the Agrothe tradition.  He does not gawk or wonder at her talents, though inwardly he quakes.  If she does not think she is special, if she submits to the disciplines of the Agrothe, then it is likely that she will not become the monster he fears she will …

Aislinn

Devlin loves Selene, but he always wanted a child of his own, and when Willow proposed a liaison, he was definitely interested.  Willow made it clear that she had no love for him.  Lust, yes, but that was a passing thing.  If she could get the idea out of her mind, she’d never have reason to pursue the bard afterward.

In an unusual move, Devlin and Willow approached Selene.  Devlin would only proceed with her approval.  Even more strangely, Selene gave her consent.

Willow hadn’t suspected that an eleph and a Tellurin could have children together, but was pleased to discover her pregnancy.  Devlin doted on his child and unofficially adopted her into his family.

Emma Stone as Aislinn

As she grew older, though, Aislinn never exhibited an interest in his music the way Ferathainn had.  She didn’t dance and she couldn’t carry a tune in a basket.  She was what we might call a girly-girl.  She loved sewing and making her own clothes, doing her hair up in fancy styles, and giggling and gossiping.

Unfortunately, her eleph features marked her as strange.  Parents didn’t take kindly to their children fraternizing with the half-breed.  She had nothing in common with either Devlin or Leaf, did not take an interest in Oak’s scouting and hunting, or in the kishida (eleph martial arts), and she didn’t like getting dirty like her mother, Willow, who spent her time either tending her fruit, or brewing, fermenting, and distilling it into alcohol.

Aislinn’s shir’authe revealed that she could be a bridge between the eleph and the Tellurin.

Leaf, Oak, and Willow

Brad Pitt with silver hair could be Leaf

These three eleph are shuriah, or outcast from their people.  Eleph society is very rigid and those that do not abide by the rules are ostracized.  In Elphindar, where the eleph originated, there were no other people.  Being shuriah meant death in all but a very few cases.

Tellurin is full of people, though.  It’s crawling with Tellurin (named for their land), but is also populated by other races: the okante, grunden, blinsies, and favrard.  The dwergen and dwergini live beneath the mountains.

Olivia Wilde as Willow

In the west, government is sparse and centralized in a few of the larger cities.  In between, people live largely as they choose.  So it was that Ashandrel (Willow), Duriel (Oak), and Faliel (Leaf) found a small community where they could live peacefully with their neighbours so long as they contributed to the sowing and harvesting at the area farms, and contributed to the livelihood of the village.

Leaf saw his astara, or soul lights, in Ferathainn’s eyes.

Orlando Bloom could be Oak

Only eleph are supposed to see them, and only in the eyes of other eleph.  Still, destiny cannot be denied.  He is even more mystified when Ferathainn sees her astara in his eyes, but he is grateful.  He would never have disclosed his feelings for Ferathainn had she not returned them.

Shia and the anogeni

Once, the anogeni were the hands of the mountains, the fingers of the seas, but eventually, they became their own distinct people.

They resemble pygmies in stature, but have large, child-like heads.  Their eyes are large and they do not have hair, but their ebony skin is covered in a kind of down.

The anogeni way is one of love.  Everything has a spirit, and they respect the spirit of every thing.  This is how they work what others might consider magick: they ask nicely, and usually the spirit is willing to help.  They shape stone and wood, and the core of their spiritual practice centres on twelve sacred plants, or askhiwine.  These particular plant spirits are very wise, and teach lessons.

Essentially, they are shaman.  The anoashki, or great mystery, is their grandfather, the living spirit of the world.

The anogeni find Dairragh after the fall of Gryphonskeep.  He is dead, but these remarkable people bring him back to life and try to teach him the anogeni way.

The anogeni are born with all of the memories of their predecessors.  Between that and the lessons of the ashkiwine, they have a great many prophecies, and Dairragh figures into a few of them.  So they determine to save him, and try to make him a champion.

Ella and Kaaria

Really, I should reserve discussion of these two figures until I talk about the deities of Tellurin, but they are part of the cabal that help my heroes, so I’ll say a few words here.

Ella is all that is left of the goddess Tryella after her brother tried to murder her.  Kaaria, an air elemental, and her sister Naia, a water elemental, rescue Tryella, after a fashion, but the best they can do for the wounded god is to put her into the body of an yrne, or giant sea eagle.

While she can still speak, nobody but Kaaria, Naia, and their other rescue, Auremon, can understand her.  She has a little prescience, and is very long-lived, but beyond that, she is mortal.  A Tellurin with a bow and good aim could kill her.

She’s been desperately trying to find some way to prevent her brother from escaping his prison.  If he gets out, everyone is going to suffer.  No matter what she tries, however, it does not seem to change the outcome.  Even Auraya’s attempts to raise the Kas’Hadden, she fears, will not be sufficient to defeat Yllel.

She does see the face of a girl, though.  Ella’s not sure whether the girl will play a role in her brother’s defeat, or if she’s not a greater danger altogether, but she figures that she will need all the help she can get.

Kaaria is helping her track down the girl, but when they do, it’s almost too late.  In desperation, Ella diverts Eoghan from his destination at the Well of Souls, to save the girl, and she and Kaaria try to prepare both Eoghan and Ferathainn for what is to come.

Kaaria and her sister aren’t native to Tellurin.  When Auremon tore the Way Between the Worlds between Tellurin and Elphindar apart, they were two of the beings pulled through it into Tellurin.  Elphindar was a dying world, and they were grateful to have a new home.

The living spirit of the planet spoke to them and has recruited them to help him bring back his original children, the akhis.  Ferathainn and Dairragh have a role to play in that drama too.

And that’s it for this week 🙂

I’ll be moving on to more legitimate world-building activities after this, I promise!

Have a great weekend.

The Initiate of Stone rogues gallery

Previously on Work in progress:  Character sketches part 1: Ferathainn Devlin; Character sketches part 2: Eoghan MacDubghall; Character sketches part 3: Dairragh McKillian.

So the deal is this: as I started to write, all three of the above emerged as protagonists to one degree or another.  Ferathainn remained my primary protagonist, because it was her story that everything else emerged from, and I intend to adhere to that.

Eoghan and Dairragh were strong supporting characters, though, and I felt I had to provide them with antagonists (antagoni?) of their own.

Originally …

The character that became Khaleal was Ferathainn’s main antagonist.  He was the servant of Kane, who is known as The Black King, but Khaleal was only a servant, and acted wilfully and maliciously in Kane’s service.

The initial origins of the favrard people (they can have viable offspring with Tellurin and are therefore not a separate race/species from my perspective) were that they were created, from time immemorial, to be predatory.  Their genetics are dominant, but they needed a non-favrard to mate with, someone who possesses power, and similar physical traits, to reproduce.

Originally, this was the impetus for his rape of Ferathainn, because she was a suitable subject for the continuance of his people.  It was a biological imperative, and eventually, this seemed to me to be too contrived.

Kane was the mastermind behind the war that Khaleal is a perpetrator of, and he experimented on people.  Initially, this was a purely scientific experimentation: how much weight could a healthy specimen hold before his or her strength gave way and she or he was crushed?  How far could various joints be bent before they broke?  Things like that.  Kane was just plain cruel.

Yllel was originally called Greymon, or known to the peoples of Tellurin as “The Grey Man.”  He was the traditional devil figure and tricked people into selling their souls for various dispensations.  He was always imprisoned to prevent him from harming people/destroying the world, but initially his passion for destruction was mindless.  It just was.  There was no reason for his need to bring the world to ruin.

Eventually, I conceived of a way to bring these three villains together when I thought about the deities of Tellurin and its magick system (yes, they’re both coming in future world-building posts).

For Eoghan, Kane and Yllel (as Greymon) were the people he was assigned to defeat because as the Kas’Hadden, it was his duty to protect the world and fight the people who posed a threat to it.  Khaleal would be an obvious antagonist because of Eoghan’s love for Ferathainn.  He wants to protect her.

When I developed Tellurin’s religious system (also coming in a future post), I realized that organized religion would also be an antagonist for Eoghan.

I gave it form in the personages of Archbishop Hermann Manse and High Inquisitor Alphonse de Naude (which I will not be offering sketches of here).  Later, I also instituted a rival religion for the Faithful, the adherents of the Holy Mother Church, of whom Queen Amalthea became the main antagonistic figure.  She does not appear until the next novel in my series though.

The Fathithful could be equated to Christianity in general.  They share the most in common with High Anglican practice, but there are points of divergence.  The Faithful do not really believe in the existence of the gods, but perpetuate belief for the better governance of the people.

The HMC is more of a political body.  They believe in the gods in the clock-maker sense.  The gods set everything in motion, but the Tellurin are the ones who rule the world on their behalf.  Magick and its practitioners are blasphemous.  The Faithful are blasphemous.  Any people not purely Tellurin are blasphemous.  They are looking to foment holy war.

In thinking about Dairragh and his potential conflicts, I decided to make Halthyon into his primary antagonist.  They have a long and strange association.  As I mentioned in Dairragh’s sketch last week, Halthyon enters Dairragh’s life when he is very young.  The sourceror seduces Aline, Killian’s wife, impregnates her, and then leaves.

Not having any knowledge of where her lover went, Aline eventually runs away when Killian realizes that her baby is not his.  Halthyon returns years later and Aline willingly runs away with him, but he is not interested in her, only the child she bore.  Aline refuses to disclose where she left her baby, and dies at Halthyon’s hand.

Halthyon leaves her body for Killian and Dairragh to discover and disappears again.  When Halthyon returns to Gryphonskeep a third time, it is as the captain of a regiment.  Dairragh recognizes him, and tries to kill the author of his life’s tragedies, but only succeeds in setting off the attack, destroying everything he knows and loves.

Dairragh is also at odds with Killian, who, after his betrayal by Aline and Halthyon, becomes abusive and cruel.

When I decided to make Ferathainn and Dairragh half-brother and sister, I knew Halthyon had to be her father.  That got me thinking about how he could also play the antagonist role for Ferathainn …

Raven Margrove is Dairragh’s cousin (born Nicholas de Corvus), and a minion of Kane’s.  He is the one responsible for the destruction of Aurayene, and he leads the largest company of the Black King’s army.  It is his goal to kill King Romnir Raethe and assume the throne of Tellurin.  Eventually he and Dairragh come into direct conflict, but not in the first novel of the series.

The sketches

Name:  Khaleal bin Nasir

  • Birth date/place: 30 suns ago

    Think Oded Fehr, but with auburn hair.

  • Character role:  Secondary antagonist
  • Age:  30
  • Race:  favrard
  • Eye colour:  Green
  • Hair colour/style:  Red, long and wild.
  • Build:  Athletic, 6’ 2” 200 lbs
  • Skin tone:  dark, sun-weathered
  • Style of dress: armour, articulated plate and chain
  • Personality traits:  Khaleal is insane.  The dark god Yllel has insinuated himself into his mind as he has done with all favrard since the race sold their collective souls to him.  Khaleal is an honourable man and tries to be true to himself whenever he can, but the near-constant pressure the god can exert on him has unbalanced Khaleal to the point where he no longer has control over his own actions.
  • Background:  Khaleal was raised by his amah, Illiden, in seclusion and had what would be considered a normal childhood until he came of age.
  • At the age of 12, Khaleal felt the first stirrings of Yllel in his mind.  Over the course of the next months, Khaleal was twisted by the dark god until he was driven to seek out and kill his own mother.
  • After that, Khaleal was Yllel’s slave.
  • He harbours the secret wish to free his people from Yllel’s slavery.
  • Internal conflicts:  Insanity/Yllel.  Tortured by the things Yllel forces him to do.  His rape of Fer is what starts to send him over the edge.
  • When he sees Fer, he feels that she will be instrumental in the defeat of Kane, or Yllel, or both.  Why else would Yllel want to subvert her to his purpose?  He determines to use Fer to achieve his goal (the freedom of his people) if he can.
  • External conflicts: The Black King seeks possession of Yllel’s soul contracts and thus control of Khaleal and all his people.  Khaleal sees this as an opportunity.  Kane will certainly be easier to kill than Yllel, and then his people can be free.
  • Ferathainn wants revenge for the slaughter of Hartsgrove and her rape.
  • Eoghan and Dairragh want to kill him for Fer’s sake.
  • Yllel possesses and tortures his slaves frequently.

Name: Kane

  • Nickname: The Black King

    I picture Kane as Marlon Brando/Kurtz from heart of darkness. Just give him black eyes and pale skin, and that’s pretty much Kane.

  • Birth date/place: Thousands of suns ago
  • Character role: Secondary antagonist
  • Age: Kane’s not even certain
  • Race: Once Tellurin, but years of magick abuse and experimentation have turned him into something else.
  • Eye colour: black
  • Hair: None
  • Build: obese, 265 lbs, 5’8”
  • Skin Tone: White, so pale, it’s almost translucent
  • Style of dress: Immaculate, reflective of his self-endowed title: King.
  • Characteristics/mannerisms:  Perpetually nervous, paranoid, physical tics throughout his body.
  • Personality Traits: Methodical, cruel, patient.  Megalomaniac.  Aristocratic.  In modern psychological terms, he’s a psychopath.  Power and its exercise over others is his sole goal and the only thing that can give him any pleasure.  War and physical violence are beneath him, but he will resort to such methods if required.
  • Background: Kane was once Tellurin, became a sourceror, studied hard and learned all that he could, and then became to experiment with the source, extending his life, becoming something that was no longer Tellurin.  He developed the technique of binding to the point of perfection.  Then he began to cultivate an interest in mechanics.  But to what end to use all of his knowledge?  Kane began to quest for something worthy of his new skills.  The domination of Tellurin seemed to be the logical next step.
  • He battled and slew his fellow sourcerors, gathering source enough to sustain himself and his experiments.  Kane spent the next years experimenting on people, creating living weapons from them that were utterly subservient to his will.  He calls them grotesques.  Everyone else calls them abominations.  He made various artefacts and mechanical weapons by enslaving the souls of other sourcerors within them.
  • Eventually, Yllel found the sourceror.  Kane learned of the god’s incarceration, resources, and desire for revenge.  Kane offered to free the dark god in exchange for a piece of the world remaining after Yllel was done with it.
  • Kane’s true ambition is to free Yllel from the void only to trap him in an even more impenetrable prison: the Machine.  The instant that Yllel made his deal, the idea of the Machine rose into Kane’s consciousness.  He knew already from his earlier experiments that machines naturally dampened the flow of the source.  A maze-like Machine that was carefully sealed to control whatever source it contained could effectively imprison Yllel forever.  Or at least as long as the Machine could be maintained and repaired.
  • He fabricated the Machine from his brother’s beloved, Laleina.  He lusted after her, but prefers her ghost in his machine to any physical form of intercourse.
  • He began to create his “army” of misshapen creatures, once Tellurin, eleph, okante, or whatever other basic material came to hand.
  • All he needs now is control of Yllel’s soul contracts.
  • He plans to take control of the soul contracts, then Yllel himself.  He will not just have a small piece of the playground.  Kane will own the entire thing.
  • Internal conflicts: Fear of discovery by Yllel.  As powerful as he is, the god could still kill him.
  • External conflicts: Yllel doesn’t trust him and can kill him if Kane doesn’t watch himself.
  • Ferathainn, Eoghan, and Dairragh all want to stop the war and prevent Kane from freeing Yllel.
  • Once Kane holds the soul contracts, Khaleal will have to kill him to free his people.  Halthyon wishes to kill Kane because he is an aberration.  Halthyon also sees Kane as one of the impediments to his own goals.

Name: Yllel

  • Appearance: currently formless, but he can appear in any form
  • Background: Created by Auraya and Auremon along with Tryella his sister, Yllel is actually a piece of Auraya.  Inadvertently, the goddess instilled in her son all of her worst qualities.  He too, is psychotic.
  • Auraya, Auremon, and Tryella devoted themselves to Tellurin and its people.  Yllel had no such interest and saw their absence as abandonment, then a betrayal.  He killed his father after Auremon relinquished his godhood and became mortal; he killed his sister, Tryella, when Auraya trapped him in the void.  He’s been plotting his escape ever since.
  • Thought is the only way he can affect Tellurin now, but a god’s thoughts carry a great deal of power.  The Way Between the Worlds that leads to his prison must be opened from the outside and for that, he has recruited Kane.  He uses his enslaved peoples to work his will in the world.
  • Yllel’s goal is to escape the void and destroy Tellurin while his mother watches.  This alone might kill her, but he hopes that she survives so that he can do the deed with his own hands.  He hasn’t given much thought to what he will do afterward, but will likely recreate the world in his own twisted image.
  • Lately, he’s been plagued by visions of a girl.  She has power.  Not a god’s power, but more than most Tellurin will ever have.  He wants to possess her, and failing that, he will destroy her.
  • There is no image for Yllel, because he can look like anyone he wants to …

Name: Halthyon Morrhynd

  • Birth date/place: Thousands of suns ago/Elphindar

    I think of Halthyon as a cross between Luke Goss as Nuada in Hellboy 2 and …

  • Character role: Secondary antagonist
  • Age: unknown
  • Race: eleph
  • Eye colour: Ice Blue
  • Hair: Beautiful, luxurious, white hair.  Long and flowing.
  • Build: 6” 160 lbs.  Tall, slim, but very strong, though he rarely uses his physical strength.
  • Skin tone:  Lovely ivory skin protected from the sun.  Perfect complexion.
  • Style of dress: Flowing robes, traditional, elaborate sourceror’s garb.
  • Characteristics/mannerisms:  A flair for the dramatic.  He likes to think he is the director of the lives of others.  He’s taken a particular interest in Dairragh.
  • Personality traits:  Confident, quiet, necessarily cruel.  Halthyon takes some

    Harry Lloyd’s Viserys from Game of Thrones.

    pleasure in the work that he does but not from meaningless cruelty.  He also takes care with everything he does.  Meticulous planner.

  • Background:  Much like Kane, Halthyon is a self-made man.  As a child and bearing a name he has since discarded, he suffered heinous abuse at the hands of his father, Galag, who he suspected also killed his mother.  When Halthyon came into his power, he killed his father and determined that no one would ever be able to abuse him again.  His quest for power was driven by this need.  His history draws him to Dairragh, who has also been abused by his father (though not to the same degree, so there is contempt too).
  • Exiled from Elphindar (after a failed coup attempt), he wandered until he found one of the fabled Ways Between the Worlds.  He used it to travel to Tellurin where he found himself a kaidin, or eleph sourceror, in a world rich in the kaides esse (powers that be), and among a people who had great talent to manipulate those powers.  The Tellurin had already discovered and learned to tap the source.  He studied long and diligently and learned everything he could about sourcery in his new home.  Interestingly, as he taught the Tellurin, the Tellurin taught him.  He too, learned about the battle of the gods and Yllel’s incarceration, but from arcane sources (Halthyon is also a bit of an archaeologist).  He, too, was able to prolong his life sourcerously.  Eleph are already long-lived.  He didn’t have far to go to achieve immortality.  The source of other sourcerors and magi is his primary sustenance.
  • Halthyon was present when Auremon sacrificed his godhood and released his source into the world, permanently rupturing the Ways Between the Worlds.  He watched his people spill over into Tellurin in terror.  He watched them battle with the Tellurin and withdraw into the Deep Forest.  Halthyon watched as Auremon became a great teacher among mankind.  Halthyon watched as Yllel approached his divine father, disguised as a student, and murdered Auremon.  He watched as Yllel slowly gathered his power and then struck out at his grieving mother and sister.
  • Halthyon observed as each act of godly creation or destruction diminished the gods.  He began to study the ancient philosophers, some of whom posited that the Gods would eventually become as mortals, and as mortals became more powerful, they would eventually become gods.
  • Halthyon believes that he is destined to become one of these new gods.
  • He will be rid of Kane, the aberration, take Yllel’s power for himself by using Kane’s Machine to siphon off the dark god’s power, and then he will ascend.
  • Halthyon also suspects that Ferathainn, as his daughter, could become a new god and he wishes to have her by his side.
  • Internal conflicts: Conceited, a bit of a megalomaniac.  Thinks entirely too much of himself.
  • He has to be careful to maintain his deception.  He has to appear a willing and devoted servant of Kane and Yllel.
  • Childhood molestation by his father resulted in Halthyon committing patricide and permanently messed him up.
  • External conflicts:  Dairragh wants revenge.
  • Everyone else believes he is working for Kane to help conquer Tellurin and free Yllel.  When the truth is revealed, however, even Kane and those who see him as an ally will be his enemies.

Name: Raven Margrove (Nicholas de Corvus)

  • Date/Place of birth: 35 suns ago in Aurayene.
  • Appearance: Black hair, brown eyes, otherwise, he and Dairragh could be brothers
  • Background: Raised in a family that was devoutly Faithful (a de Corvus was the first Kas’Hadden to be called), but possessed of magickal talent, Nicholas was torn.  His father and uncle were both magi, but deemed his talent insufficient to develop (truthfully, they found his personality unsuitable—Nicholas would use his power to hurt others).  His mother wanted him to become a priest, but Nicholas wasn’t interested in a life of sacrifice and self-deprivation.  He wanted to be a mage.
  • To fulfil what he believed was his destiny, Nicholas left home and went in search of a master who would be willing to train him.  There were no takers on the continent.  Eventually, he took to the sea and found his way to a barren and desolate island.  There, in the midst of horrible creatures and marvellous inventions, Nicholas found Kane, who promptly agreed to train him to the degree his talent allowed.
  • In return, Nicholas chose a new name, Raven Margrove, and pledged himself to serve the only man who saw fit to grant his fondest wish.
  • In Kane’s service, Raven learned first the necessity of cruelty, and then the love of it.  Kane has made him general of his largest company, and field marshal of the army.  He’s promised Raven the crown in return for his service, and Raven intends to have it.

For the visual, please refer back to my post on Dairragh last week.  They could be brothers.

Next week: The cadre of secondary/supporting characters.

TTFN!  Have a great Victoria Day Weekend everyone!

Character sketches part 3: Dairragh McKillian

Previously of work in progress: Character sketches Part 1: Ferathainn Devlin and Character sketches part 2: Eoghan MacDubghall.

In the beginning …

Dairragh was pretty much what he is now, a young lord, but originally, he too, fell in love with my heroine.

You could have called Initiate of Stone Everyone Loves Ferathainn 🙂  Eoghan loved her, Dairragh loved her, even the character that became Khaleal (more on him and some of the other antagonists next week) loved her.  It was terrible. You’ll remember I was seventeen when I first came up with the idea.

Back then, after the monk left her to become the Kas’Hadden, Dairragh came into Ferathainn’s life and their fiery conflict turned to love, but she couldn’t quite get the kindly monk out of her mind.  At that time, there was completely different climax in the King’s City, what I’ve since renamed Drychtensart.

Instead of the potential Kas’Hadden (Eoghan’s brother Callum) being executed for heresy at the start of the novel, Eoghan as the Kas’Hadden is captured by Kane’s army and publically executed at the end.  Dairragh and Ferathainn try to save the Kas’Hadden, but Dairragh only manages to get in the way of the executioner’s axe, an enchanted thing, and die along with Eoghan.

Kane kept the souls of those he vanquished that version of the story, much like a voudoun priest keeps his fetishes.  Ferathainn escaped and had to try to figure out how to get the souls of Eoghan and Dairragh out of Kane’s collection of enchanted artifacts.

Enter Khaleal, who remorseful, repentant, and tragically in love with Fer (yes, this is why I changed this whole sequence of events … too saccharine) sneaks into Kane’s soul chamber and retrieves the two artifacts for Ferathainn to prove his switch to her side is genuine.

In the epic battle that originally ended the novel, both artifacts end up broken, and Khaleal makes the decision to house both lost souls until they can somehow be restored to human form.

Like Ferathainn’s original story line with trauma heaped on top of trauma, it was too much.  Moving forward, it would be too confusing, and the three-person spiritual chimera was too contrived.

How he evolved

First, I decided that Dairraigh couldn’t be a legitimate love interest for Ferathainn.  That didn’t mean I couldn’t play …

Thanks to a course I took on Renaissance Romance at the University of Windsor, I got an idea.  One feature of the pastoral romance was two siblings, separated from birth, discover each other again, and usually through a romantic near-miss.

So I decided that Ferathainn and Dairragh would grow attached to one another, only to discover that they were brother and sister.  Then to ratchet up the drama, I made Fer his half sister, fathered by his mortal enemy.

Halthyon Morrhynd (again more on him next week with my villainous gallery) is the author of every tragic event in Dairragh’s life, as he understands it.  Because Halthyon is a mage/sourceror (more on my magic system in a future world-building post), Dairragh has a hatred for everything having to do with magick, and when he first meets Ferathainn, he sees her performing magick.  This hatred also gives a little more pop to their story line going forward.

Love is a sub-plot/theme in my novel, and I decided that Dairragh needed a partner other than Ferathainn.  This gave rise to the people that became the anogeni, the hidden people.  When Halthyon, in the service of the Black King (another of my villains) destroys Dairragh’s home and gives Dairragh a wound that will kill him, the anogeni find him, restore him, and shelter him through Vedranya, the season of storms (again, part of a future world-building post).

One of their number, Shia, is his chief caretaker, and tries to teach him the anogeni way.  Because she is both his healer and teacher, Dairragh falls in love with Shia, but he doesn’t realize it until later.  Why not?  Because the anogeni are tiny people, and the physical impossibility of a complete relationship prevents him from seriously entertaining one.  This changes though.

The Sketch

Name: Dairragh McKillian of Gryphonskeep

Nickname: Dair

Birth date/place: 22 years ago in Kirksea

Character role: Secondary protagonist

Age: 22

Race: Tellurin (Eiran)

Eye colour: Dark blue

Hair colour/style: Black

Build (height/weight):  6’, athletic, 180 lbs

Skin tone:  Caucasian, but tans well

Style of dress: breeches and hose, tunics, as a young lord, he can afford his own armour, coat of arms: gold Gryphon rampant on a red field.

Characteristics/mannerisms: Grinds his teeth when irritated.  Anger management issues. Has an unbridled hatred for magi.

Personality traits: Stubborn and wilful.  Innate sense of nobility and the obligations of his class.  Values family and history.  By virtue of his station, he believes he is always right and he doesn’t realize he’s being self absorbed.  Frequently acts impulsively but is lucky.  All of this hiding a devastating insecurity.

Background: Dairragh is a descendent of the de Corvus line, and thus a person of power, but he hates magick and resists this part of his inheritance.  He is related to Ferathainn, the original Kas’Hadden, and Raven Margrove (who is actually his cousin, Nicolas de Corvus).

Dairragh is the only son of Killian and Aline.  He was born on the family estate of Tulach Daire (oak hill) for which Dairragh was named.  The neighbouring estate is Cúas (the den) and Eamon O’Faolin fostered Dairragh periodically at their other estate in Drychtensart while Killian fought for his right to Gryphonskeep. Killian’s father, Adair, did not think Killian deserving of the privilege of lordship or care of the Gryphons.

Dairragh was brought up as a noble knowing all of the privileges of his class.  His mother was from the Parimi lands and his parents’ marriage was arranged.  Aline never loved Killian and after Dairragh was born, she refused to attempt to have another child.

When Dairragh was still a child, she had an affair with a visiting mage (Halthyon Morrhynd) and became pregnant.  Rather than face Killian’s rage, she fled, found her way to Hartsgrove where she gave birth, then abandoned the child (Ferathainn) and returned to Gryphonskeep never speaking of what had happened.

This is when Killian became embittered and turned to abusing his son verbally and physically.  Aline withdrew and except for court occasions, drank herself into oblivion.

When Dairragh was 12 years old, Morrhynd returned and Aline willingly left Killian after years of misery following the sourceror’s last visit.  Killian became enraged, declared all-out war on Morrhynd and tried to retrieve Aline, who he thought of as his property.  He brought his young son with him to teach Dairragh about his obligations.  Morrhynd appeared to have holed up in an old fort with Aline, but when Killian breached the building, he only discovered Aline, dead.  Actually, it was the young Dairragh who first found his mother’s corpse.

This event entrenched Dairragh’s hatred of magi.

Dairragh loves the Gryphons.  They are his solace and he takes great pride in caring for and training them. Dairragh is an accomplished warrior, archer, and jouster.  He has competed in and won several tournaments.  He has also defended Gryphonskeep and its lands against bandits and other threats.

Dairragh looks forward to the day when Killian will cede lordship to him, but Killian continually finds ways to undermine Dairragh’s accomplishments and worth, and denies his son his inheritance.

In reality, Killian fears that Dairragh will be killed and he will lose his only heir.  He also fears that his son will prove to be more worthy than he of Gryphonskeep and its responsibilities.  Aline always loved the boy more than him, and the Gryphons respond to him better as well.  He doesn’t believe that Dairragh should get anything without a struggle.  Nothing won easily will be held dearly.

Internal conflicts: Dairragh is full of pride and a sense of self-importance that hide his deep insecurities about his worth.  He has to overcome this before he can care enough about others to become a true hero.

Shia and the anogeni try to overcome Dairragh’s hatred of magick and magi because only by learning to use the weapons of his enemy can Dairragh defeat him.  Dairragh is stubborn, however, and old enmities die hard.

When he first meets Ferathainn and realizes she is a mage, he hates her by virtue of her talent.  Eventually he comes to respect her talent, and begins to feel affection for her.  His growing affection becomes confused with lust, but when Dairragh learns that Ferathainn is actually his half-sister, he is thrown into guilt over his inadvertent but incestuous desires and has to find some way to deal with his feelings of hatred for Halthyon.  Ferathainn is his sister and the only family he has left, but she is also the daughter of his sworn enemy.

External conflicts:  The physical injuries that Halthyon gives him at the destruction of Gryphonskeep.

Vedranya.

Halthyon wants to humiliate Dairragh and destroy him.

The Black King and Yllel seek to kill Dairragh because he is part of the force working to destroy them.

What Dairragh might look like

Again, my drawings of Dairragh are incomplete and I’m not satisfied with them.

My early inspiration for Dairragh was that character of Madmartigan, as portrayed by Val Kilmer in Willow (one of my favourite movies of all time).  Just give him a beard.

Which brings me to my second exemplar: Colin Farrell.  Dairragh is my world’s version of Irish after all.

That will give you an idea of Dairragh.

Next week: The Villainous Gallery

Until then, my friends, good luck and good writing!

Character Sketches Part 2: Eoghan MacDubghall

This is a continuation of my character sketches for my work in progress, Ascension, Book 1: Initiate of Stone.

Last week’s was: Character Sketches Part 1: Ferathainn Devlin

How Eoghan began …

Originally, when Ferathainn was named Rain, and went through half a dozen tumultuous life events, Eoghan was a nameless monk who found the blinded and wounded girl and nursed her to health again, weathering a toxic pregnancy and subsequent abortion in the process.  He fell in love with her, but she never saw him before he was called away by the goddess to become her champion/avatar.

Then I gave him the name of Arastian.  At that time, he was a grown man in his late twenties, and there were some cradle-robbing inferences that I wasn’t comfortable with.

Eventually, when I finally researched and chose Ferathainn’s name, I also decided on the Scottish version (or one of them in any case) of Ewen, child of the Yew.  I’m an unapologetic Celtophile!  (Especially after reading Diana Gabaldon’s Outlander series.)  He became a character younger than Ferathainn, and his love for her completely unknown to her, because she never regains consciousness while in his care.  I had to put a few more roadblocks in their way.

Now he’s a postulant monk, not even tonsured (achieved by the painful process of plucking, which he dreads) and at risk of being turned out of the Monastery of Aurayene as any time, a particular cruelty in a world where the season that equates to winter is actually a deadly season of storms.  He becomes Auraya’s Kas’Hadden, her hammer of light in another cruel twist.

Eoghan’s brother Callum was to become Kas’Hadden before him, but Yllel, the villain of the novel, conspires to have him executed for heresy before this can happen.  Auraya conserves the remnants on Cal’s spirit at the Well of Souls and when Eoghan reaches her, she forges the Kas’Hadden from Eoghan, incorporating Cal’s qualities, and a few other choice bits.

The goddess has to subdue Eoghan because he has qualities that she does not want in her champion, namely his love for Ferathainn, and basically traps him inside the fleshy prison of her avatar.  So he’s repressed and imprisoned, and it’s painful.  That’s the kind of goddess Auraya can be …

Eoghan’s story line is much more dynamic than Ferathainn’s, an imbalance I am striving to address in my next revision.  He is one of my favourite characters, though.  He has to be: he’s Fer’s love interest 🙂

The Sketch:

Name: Eoghan MacDubghall

Nickname:  none but he becomes the Kas’Hadden

Birth date/place:  14 years ago, Aurayene

Character role:  Secondary protagonist

Age: 14 years

Race: Tellurin (Alban)

Eye colour:  hazel, later blue

Hair colour/style:  Strawberry blonde, wildly curly.  This doesn’t really change.

Build (height/weight):  5’ 4”, slight, not muscular.  When he becomes Kas’Hadden, 8’ + and extremely well-muscled, an Adonis.

Skin tone:  pale and freckled, later golden.

Style of dress:  robes, cassock.  As the Kas’Hadden, hardly anything 🙂

Characteristics/mannerisms: none

Personality traits:  Desperately afraid of everything.  Self effacing to the point of having little personality of his own.

Background:  Born eighteen years the junior of two brothers to a spiritually devout public servant and his wife, Eoghan was largely ignored by his father and never knew his mother who died shortly after giving birth to him.  His father saw Eoghan as the means of his beloved wife’s demise.  His older brother Callum was the favourite, the one on whom all their father’s hopes depended.  Initially Callum hated Eoghan as well, tried to smother the baby, but couldn’t go through with it.  Surprisingly, Eoghan was the means by which Callum was able to heal from the wound of his mother’s death.

Callum became a soldier at a young age and was quickly inducted into the Sanctori but when their father died, Callum took holy orders.  Eoghan came with him as a ward of the Faithful initially, and early signs pointed to him following his brother into the priesthood.  He proved a fair illuminator, but asked too many questions for the comfort of his teachers.

Eoghan has been alternately ignored and protected throughout his life.  He is incredibly naïve and Callum’s execution nearly destroys his faith, but the war coming so swiftly on the heels of Callum’s death, Eoghan has no time to internalize his loss.  Callum was more a father to Eoghan than their biological one.  Eoghan is lost in every sense when Auraya calls upon him.

Ferathainn represents his only chance to find himself and choose what he wants to do with his life.

Internal conflicts: He’s been so ignored/protected/controlled he has no idea who he is or what he wants to do with his life.  When Auraya turns him into the Kas’Hadden, Eoghan finally has the physical power and presence to support his growing internal convictions but is prevented from exercising it on his own behalf.

External conflicts:  Auraya wants to use Eoghan to defeat Yllel and bring her word back to the people of Tellurin.  Yllel wants to destroy him as one of the few beings who could oppose the god’s escape.

Auraya.  To keep the Kas’Hadden compliant, she suppresses Eoghan’s personality.

Ferathainn can’t return Eoghan’s love because of her trauma, besides, he belongs to Auraya and she demands his total devotion.

Dairragh doesn’t trust Eoghan and doesn’t believe in the Kas’Hadden.  He can’t deny how useful the behemoth can be in battle, but isn’t sure what to make of him.

Eoghan attempts to protect Ferathainn from Khaleal, though she proves not to need his protection.

What Eoghan might look like:

I don’t have a drawing of Eoghan.  Sadly, I’m not very good at drawing the male figure.  So pictures will have to do.

When the novel begins, Eoghan is fourteen and hasn’t really hit his first growth spurt yet.  He starts to grow a sparse ‘stache and a few chin hairs that might optimistically be called a beard.  He’s got this unruly bird’s nest of strawberry blonde curls and a plague of freckles.  He’s a skinny, book-fed boy.

Though the hair colour and freckles are absent, I thought of a young Matthew Gray Gubler as a suitable physical analogue.

When he becomes the Kas’Hadden, he’s more like Chris Hemsworth (ala Thor) but has the physical dimensions of the Hulk.

And that is Eoghan.

Next week: Dairragh.

Ta-ta for now, my writerly friends!