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Page 31 of Son of the Drowned Empire

Names:

Aemon Melvik (Ae-mon Mel-vik): Warlord of Bamaria, Arkturion on the Council of Bamaria, also known as the Ready.

Afeya (Ah-fay-ah): Immortal Lumerians who survived the Drowning. Prior to, Afeya were non-distinguishable from other Lumerians in Lumeria Matavia. They were descended from the Gods and Goddesses, trapped in the mortal coil. But they refused the request to join the war efforts. Some sources believe they allied with Moriel's forces and the akadim. When the Valalumir shattered, they were cursed to live forever, unable to return to their home, be relieved of life, or touch or perform magic—unless asked to by another.

Asherah (A-sher-ah): Original Guardian of the Valalumir in Heaven. She was banished to Earth as a mortal after her affair with Auriel was discovered.

Aiden DeKassas (Ai-dan Deh-cah-sus): Nephew of the Master of Finance, a noble mage in Rhyan’s inner circle.

Auriel (Or-ree-el): Original Guardian of the Valalumir in Heaven, stole the light to bring to Earth where it turned into a crystal before shattering at the time of the Drowning.

Avery Kormac (Ae-very Core-mac): Nephew to the Emperor, as Imperator, he rules over the six southern countries of the Empire, as well as ruling Korteria as the Arkasva.

Dario DeTerria (Dar-ree-yo Deh-tair-ree-yah): Son of the Master of Peace, a noble soturion in Rhyan’s inner circle.

Efraim Aravain (Eh-fry-yeem Ar-rah-vain): Turion, Second to Arkturion Kane, Garrett’s father.

Garrett Aravain (Ger-ret Ar-rah-vain): Son of Glemaria’s Turion, a soturion in Rhyan’s inner circle.

Kane Gadayyan (Cain Gaw-die-yan): Arkturion and Warlord of Glemaria.

Kenna Gaddayan (Ken-nah Gaw-die-yan): Eldest daughter of Glemaria’s warlord, mage in Rhyan’s inner circle.

Lyriana Batavia (Leer-ree-ana Ba-tah-via): Third in line to the Seat of Power in Bamaria.

Mercurial (Mer-cure-ree-el): An immortal Afeya, First Messenger of her Highness Queen Ishtara, High Lady of the Night Lands.

Moriel (Mor-ree-el): Original Guardian of the Valalumir in Heaven. He reported Auriel and Asherah’s affair to the Council of 44 leading to Asherah’s banishment, Auriel’s theft of the light, and its subsequent destruction. He was banished to Earth where he allied with the akadim in the war that led to the Drowning.

Rhyan Hart (Ry-an Hart): Forsworn and exiled from Glemaria. Previously was in first in line to the Seat of Power (Heir Apparent).

Ronan DeTerria (Row-nan Deh-tair-ree-yah): Master of Peace in Glemaria.

Shakina Hart (Shah-kee-nah Hart): Noblewoman of Glemaria, wife to the Imperator and Arkasva, mother to Rhyan.

Theotis (Thee-otis): Current Emperor of Lumeria Nutavia. Theotis was previously from Korteria, and a noble of Ka Kormac. His nephew, Avery Kormac, is the current Imperator to the Southern hemisphere of the Empire, and Arkasva to Korteria.

Thorin Oryyan (Thor-in Or-ree-yan): Apprentice soturion assigned to train Rhyan, and part of his kashonim. Nephew to the Senator of Glemaria.

Places:

Aravia (Ar-ray-vee-ah): Northern country bordering Glemaria.

Bamaria (Ba-mar-ria): Southernmost country of the Lumerian Empire, home of the South’s most prestigious University and the Great Library. Ruled by Ka Batavia.

Cretanya (Creh-tawn-yah): Northernmost country of the south, ruled by Ka Zarine. Its main city is Thene, and is a popular tourist spot for Lumerians.

Damara (Da-mar-ra): A Southern country known for strong warriors, ruled by Ka Daquataine.

Elyria (El-leer-ria): Historically ruled by Ka Azria, rulership has now passed to Ka Elys, originally nobility from Bamaria.

Glemaria (Gleh-mar-ria): Northernmost country of the Empire, ruled by Ka Hart. Imperator Devon Hart is the Arkasva and Imperator to the North. Rhyan Hart was previously first in line to the Seat.

Hartavia (Har-tay-vee-yah): Northern country of origin for Imperator Hart, ruled by Ka Taria.

Korteria (Kor-ter-ria): Westernmost country in the Empire. Magic is least effective in their mountains, but Korteria does have access to Starfire for Lumerian weapons. Ruled by Ka Kormac.

Lethea (Lee-thee-a): The only part of the Empire located in the Lumerian Ocean. Ruled by Ka Maras, this is the country where criminals stripped of powers, or accused of vorakh are sent for imprisonment. The expression “Farther than Lethea” comes from the fact that there is nothing but ocean beyond the island. Due to the Drowning, the idea of going past the island is akin to losing one’s mind.

Lumeria (Lu-mair-ria): The name of continent where Gods and Goddesses first incarnated until it sank into the Lumerian Ocean in the Drowning.

Matavia (Ma-tah-via): Motherland. When used with Lumeria, it refers to the continent that sank.

Nutavia (New-tah-via): New land. When used with Lumeria, it refers to the Empire forged after the Drowning by those who survived and made it to Bamaria—previously Dobra.

Prominent Creatures of the Old World Known to Have Survived the Drowning:

Seraphim (Ser-a-feem): Birds with wings of gold, they resemble a cross between an eagle and a dove. Seraphim are peaceful creatures, sacred in Bamaria, and most often used for transport across the Lumerian Empire. Though delicate in appearance, they are extremely strong and can carry loads of up ten people over short distances. Seraphim all prefer warmer climates and are rarely found in the northernmost part of the Empire.

Ashvan: Flying horses. These are the only sky creatures that do not possess wings. Their flight comes from magic contained in their hooves. Once an ashvan picks up speed, their magic will create small temporary pathways to run upon. Technically, ashvan cannot fly, but are running on magic pathways that appear and vanish once stepped upon. Residue of the magic is left behind, creating streaks behind them, but these fade within seconds.

Nahashim: Snakes with the ability to grow and shrink at will, able to fit into any size space for the purposes of seeking. Anything lost or desired can almost always be found by a nahashim. Their scales remain almost burning hot and they prefer to live near the water. Most nahashim are bred on Lethea, the country furthest out into the ocean, closest to the original location of Lumeria Matavia.

Gryphon (Grif-in): Sky creatures that are half eagle, half lion. Extremely large, these animals can be taken into battle, preferring mountains and colder climates. They replace seraphim and ashvan in the northernmost parts of the Lumerian Empire. They may carry far heavier loads than seraphim.

Akadim (A-ka-deem): The most feared of all creatures, literally bodies without souls. Akadim kill by eating the soul of their victims. The demonic creatures were previously Lumerians transformed. Akadim grow to be twice the size of a Lumerian and gain five times the strength of a soturion. Immortal as long as they continue to feed on souls, these creatures are impervious to Lumerian magic. Akadim are weakened by the sun and tend to live in the Northern Hemisphere.

Water Dragon: Dragons with blue scales that live deep in the Lumerian Ocean. Previously spending their time equally between land and water, all water dragons have taken to the Lumerian Ocean and are usually spotted closer to Lethea.

Agnavim (Ahg-naw-veem): Rarely sighted in Lumerian lands. These red birds with wings made of pure flame favor the lands occupied by the Afeyan Star Court. Lumerians have been unable to tame them since the Drowning.

Terms/Items:

Alissedari (All-is-a-dar-ree): An ancient soturion tournament fought on gryphon back. Previously fought in honor of kings and queens. Ends with the first death, or last gryphon rider standing.

Birth Bind/Binding: Unlike a traditional bind which includes a spell that ties a rope around a Lumerian to keep them from touching their power, or restricting their physical ability to move a Birth Bind leaves no mark. A Binding is temporary, and can have more or less strength and heat depending on the mage casting the spell. A Birth Bind is given to all Lumerians in their first year of life, a spell that will keep them from accessing their magic power whenever it develops. All Lumerians develop their magic along with puberty. The Birth Bind may only be removed after the Lumerian has turned nineteen, the age of adulthood.

Dagger: Ceremonial weapon given to soturi. The dagger has no special power on its own as the magic of a soturion is transmuted through their body.

Ka (Kah): Soul. A Ka is a soul tribe or family.

Kashonim (Ka-show-neem): Ancestral lineage and link of power. Calling on Kashonim allows you to absorb the power of your lineage, but depending on the situation, usage can be dangerous. For one, it can be an overwhelming amount of power that leaves you unconscious if you come from a long lineage, or a particularly powerful one. Two, it has the potential to weaken the mages or soturi the caller is drawing from. It is also illegal to use against fellow students.

Kavim (Ka-veem): Plural of Ka. A Ka can be likened to a soul tribe or family. When marriages occur, either member of the union may take on the name of their significant other’s Ka. Typically, the Ka with more prestige or nobility will be used thus ensuring the most powerful Kavim continue to grow.

Laurel of the Arkasva (Lor-el of the Ar-kas-va): A golden circlet like a crown worn by the Arkasva. The Arkasva replaced the title of King and Queen in Lumeria Matavia, and the Laurel replaced the crown though they are held in the same high esteem.

Mekarim (Mee-kah-reem): Soulmates

Mekara (Mee-kah-rah): Term of endearment, translates to "My soul is yours."

Seat of Power: Akin to a throne. Thrones were replaced by Seats in Lumeria Nutavia, as many members of royalty were blamed by the citizens of Lumeria for the Drowning. Much as a monarch may have a throne room, the Arkasvim have a Seating Room. The Arkasva typically has a Seat of Power in their Seating Room in their Ka’s fortress, and another in their temple.

Stave: Made of twisted moon and sun wood, the stave transmutes magic created by mages. A stave is not needed to perform magic, but greatly focuses and strengthens it. More magic being transmuted may require a larger stave.

Vadati (Va-dah-tee): Stones that allow Lumerians to hear and speak to each other over vast distances. Most of these stones were lost in the Drowning. The Empire now keeps a strict registry of each known stone.

Valalumir (Val-la-loo-meer): The sacred light of Heaven that began the Celestial War which began in Heaven and ended with the Drowning. The light was guarded by seven Gods and Goddesses until Asherah and Auriel’s affair. Asherah was banished to become mortal, and Auriel fell to bring her the light. Part of the light went into Asherah before it crystalized. When the war ended, the Valalumir shattered in seven pieces—all lost in the Drowning.

Valya (Val-yah): The sacred text of recounting the history of the Lumerian people up until the Drowning. There are multiple valyas recorded, each with slight variations, but the Mar Valya is the standard. Another popular translation is the Tavia Valya which is believed to have been better preserved than the Mar Valya after the Drowning, but was never made into the standard for copying. Slight changes or possible effects of water damage offer different insights into Auriel’s initial meeting with Asherah.

Vorakh (Vor-rock): Taboo, forbidden powers. Three magical abilities that faded after the Drowning are considered illegal: visions, mind-reading, and traveling by mind. Vorakh can be translated as “gift from the Gods” in High Lumerian, but is now translated as “curse from the Gods.”