GLOSSARY

NAMES (MAIN CHARACTERS IN
ITALICS)
Aachim: The
human species native to Aachan, once conquered and enslaved by a
small force of invading Charon (the Hundred). The Aachim are a
clever people, great artisans and engineers, but melancholy or
prone to arrogance and hubris. Many were brought to Santhenar by
Rulke the Charon in search for the Golden Flute. The Aachim
flourished on Santhenar, but were later betrayed by Rulke and
ruined in the Clysm. They then withdrew from the world to their
hidden mountain cities. The ones that remained on Aachan gained
their freedom after the Forbidding was broken, when the surviving
Charon went back to the void.
Arple: A
battle-scarred sergeant and hero of the wars with the lyrinx.
Barkus:
Deceased master crafter of controllers at the manufactory, uncle of
Irisis.
Besant: A
lyrinx matriarch (Wise Mother). She is a master of the Art,
especially in relation to flying.
Coeland:
Matriarch (Wise Mother) of the lyrinx in Kalissin.
Cryl-Nish
Hlar: A former scribe, a
prober in secret and a reluctant artificer, generally known as
Nish.
Eiryn Muss:
Halfwit; an air-moss grower and harmless pervert.
Faellem: A
long-lived human species who have passed out of the Histories,
though some may still dwell on Santhenar.
Fistila Tyr: A
pregnant artisan in the manufactory.
Flammas: A
mancer. Ullii spent years in his dungeon.
Fluuni: Older
sister of Jiini; Haani’s aunt.
Flyn: An
irascible miner.
Fyn-Mah:
The querist at Tiksi. The chief of the
municipal intelligence bureau.
Gi-Had: Overseer of the manufactory.
Gol: A lazy
sweeper boy.
Gryste: An
angry foreman at the manufactory. He has a nigah habit.
Haani: A girl
of eight living near Lake Kalissi with her mother and
aunts.
Inthis:
Vithis’s clan of Aachim, first of the Eleven Clans.
Irisis
Stirm: A senior artisan
at the manufactory; niece of Barkus.
Jal-Nish
Hlar: The perquisitor
(provincial inquisitor) for Einunar; Nish’s father.
Jiini: Haani’s
mother.
Joeyn (Joe):
An old miner, adept at finding crystal. Tiaan’s friend.
Ky-Ara: An
overly emotional clanker operator.
Lex: The day
guard at the crystal mine.
Liett: A
lyrinx with unarmoured skin and no chameleon ability; a talented
flesh-former.
Luxor: A
conciliatory Aachim clan leader.
Lyrinx:
Massive winged humanoids who came out of the void to Santhenar
after the Forbidding was broken. Highly intelligent, they are able
to use the Secret Art, most commonly for keeping their heavy bodies
aloft. They have armoured skin and a chameleon-like ability to
change their colours and patterns, often used for communication
(skin speech). Some lyrinx are also flesh-formers; they can change
small organisms into desired forms using the Secret Art. In the
void they used a similar ability to pattern their unborn young so
as to survive in that harsh environment. As a consequence they are
not entirely comfortable in their powerful but much changed
bodies.
Lyssa: Jiini’s
younger sister; Haani’s aunt.
Marnie:
Tiaan’s mother, a prize breeder of children.
Matron: The
woman in charge of the breeding factory at Tiksi.
Minis: A young
Aachim man of high stature; foster-son of Vithis. Tiaan’s dream
lover.
M’lainte: The
renowned mechanician; in charge of balloon construction.
Mul-Lym: The
apothek at the manufactory.
Myssu: A
legendary, bare-breasted heroine of revolutionary times.
Nigah: A drug
used by the army under extreme conditions to combat cold and
fatigue. Also has medicinal uses as it induces lassitude,
somnolence and indifference to pain. Made from the leaf of the
nigah bush, it stains the gums yellow.
Nish: Cryl-Nish’s hated nickname, means ‘pipsqueak’. (Even
worse: Nish-Nash.)
Nod: Doorman
at the manufactory.
Nylatl,
the: A vicious and
malicious creature created by Ryll and Liett’s
flesh-forming.
Pur-Did: The
shooter on Ky-Ara’s clanker.
Rahnd: The
shooter on Simmo’s clanker.
Ranii Mhel: An
examiner; formidable mother of Nish.
Rustina: A
red-haired sergeant. An expert climber with a profound hatred of
lyrinx.
Ruzia: The
old, blind healer at the manufactory.
Ryll: An
ostracised wingless lyrinx; a talented flesh-former.
Seeker: One
who can sense use of the Secret Art, or people who have that
talent, or even enchanted objects. Ullii is one.
Simmo: A
clanker operator.
S’lound: A
soldier who travels with Nish in the balloon.
Tiaan
Liise-Mar: A young
artisan; a visual thinker and talented controller-maker.
Tirior: An
Aachim clan leader.
Tul-Kin: The
healer at the manufactory; a drunk.
Tuniz: A
senior artificer at the manufactory.
Ullii: A
seeker so hypersensitive that she is unable to go outside, or among
people.
Vithis:
Minis’s foster-father; an Aachim from Aachan.
The head of Inthis First Clan.
Xervish
Flydd: The scrutator
(spymaster and master inquisitor) for Einunar.
MAJOR ARTEFACTS AND
FORCES
Amplimet: An
extremely rare hedron which, even in its
natural state, can draw power from the force (the field) surrounding and permeating a node.
Anthracism:
Human internal combustion due to a mancer or an artisan drawing
more power than the body can handle. Invariably fatal
(gruesomely).
Clanker (also
armoped or thumpeter): An armoured mechanical war cart with six,
eight or ten legs and an articulated body, driven by the Secret Art
via a controller mechanism which is used by a trained operator.
Armed with a rock-throwing catapult and a javelard (heavy spear
thrower) which are fired by a shooter riding on top. Clankers are
made under supervision of a mechanician, artisan and weapons
artificer. Emergency power is stored in a pair of heavy spinning
flywheels, in case the field is interrupted.
Construct: A
vehicle powered by the Secret Art, based on some of the secrets of
Rulke’s legendary vehicle. Unlike Rulke’s, those made by the Aachim
cannot fly.
Controller: A
mind-linked mechanical system of many flexible arms which draws
power through a hedron and feeds it to
the drive mechanisms of a clanker. A
controller is attuned to a particular hedron, and the operator must
be trained to use each controller, which takes time. Operators
suffer withdrawal if removed from their machines for long periods,
and inconsolable grief if their machines are destroyed, although
this may be alleviated if the controller survives and can be
installed in another clanker.
Crystal fever:
A hallucinatory madness suffered by artisans and clanker operators,
brought on by overuse of a hedron. Few
recover from it. Mancers can suffer from related ailments.
Field: The
diffuse (or weak) force surrounding and permeating (and presumably
generated by) a node. It is the source of
a mancer’s power. Various stronger forces
are also known to exist, although no one knows how to tap them
safely (see power).
Flesh-forming:
A branch of the Secret Art that only lyrinx can use. Developed to
adapt themselves to the ever-mutable void where they came from, it
now involves the slow transformation of a living creature,
tailoring it to suit some particular purpose. It is painful for
both creature and lyrinx, and can be employed only on small
creatures.
Gate: A portal
between one place (or one world) and another, connected by a
shifting trans-dimensional ‘wormhole’.
Geomancy: The
most difficult and powerful of all the Secret Arts. An adept is
able to draw upon the forces that move and shape the world. A most
dangerous Art to the user.
Hedron: A
natural or shaped crystal, formed deep in the earth from fluids
that circulate through a natural node.
Trained artisans can tune a hedron to draw power from the field
surrounding a node, via the ethyr. Rutilated quartz, that is,
quartz crystal containing dark needles of rutile, is commonly used.
The artisan must first ‘wake’ the crystal using his or her
pliance. Too far from a node, a hedron is
unable to draw power and becomes useless. If a hedron is not used
for long periods it may have to be rewoken by an artisan, though
this can be hazardous.
Nodes: Rare
places in the world where the Secret Art works better. Once
identified, a hedron (or a mancer) can
sometimes draw power from the node’s
field through the ethyr, though the
amount diminishes with distance, not always regularly. A clanker operator must be alert for the loss and
ready to draw on another node, if available. The field can be
drained, in which case the node may not be usable for years, or
even centuries. Mancers have long sought the secret of drawing on
the far greater power of a node itself, but so far it has eluded
them (or maybe those that succeeded did not live to tell about
it).
There are also anti-nodes where
the Art does not work at all, or is dangerously disrupted. Nodes
and anti-nodes are frequently (though not always) associated with
natural features or forces such as mountains, faults or hot
spots.
Pliance: A
device which enables an artisan to see the field and tune a controller to it.
Port-all:
Tiaan’s name for the device she makes in Tirthrax to open the gate
(see zyxibule).
Power: A
mancer of old, Nunar, codified the laws of mancing, noting how
limited it was, mainly because of lack of power. She recognised
that mancing was held back because:
- Power came from diffuse and
poorly understood sources.
- It all went through the mancer
first, causing aftersickness that grew greater the more powerful
the source was. Eventually power, or aftersickness, would kill the
mancer.
- The traditional way around
this was to charge up an artefact (mirror, ring, whatever) with
power over a long time, and to simply trigger it when needed. This
had some advantages, though objects could be hard to control or
become corrupted, and once discharged were essentially
useless.
- Yet some of the ancients had
used devices that held a charge, or perhaps replenished themselves.
No one knew how, but it had to be so, else how could they maintain
their power for hundreds if not thousands of years (for example,
the Mirror of Aachan), or use quite prodigious amounts of power
without becoming exhausted (Rulke’s legendary construct) ?
Nunar assembled a team of mancers
utterly devoted to her project (no mean feat) and set out to answer
these questions. Mancing was traditionally secretive –
practitioners tried (often wasting their lives in dead ends) and
usually failed alone. Only the desperate state of the war could
have made them work together, sharing their discoveries, until the
genius of Nunar put together the Special
Theory of Power that described where the diffuse force came
from and how a mancer actually tapped it, drawing not through the
earthly elements but via the ultradimensional ethyr.
The ultimate goals of theoretical
mancers are the General Theory of Power,
which deals with how nodes work and how
they might be tapped safely, and, beyond that, the Unified Power Theory, which reconciles all fields,
weak and strong, in terms of a single force.
Secret Art:
The use of magical or sorcerous powers (mancing).
Tirthrax: The principal city of the Aachim of
Santhenar, constructed within Mt Tirthrax, in the Great Mountains,
the tallest peak on the Three Worlds.
Well of Echoes,
the: An Aachim concept to do with the reverberation
of time, memory and the Histories. Sometimes a place of death and
rebirth (to the same cycling fate). Also a sense of being trapped
in history, of being helpless to change collective fate (of a
family, clan or species). Origin sometimes thought to be a sacred
well on Aachan, sometimes on Santhenar. The term has become part of
Aachim folklore. ‘I have looked in the Well of Echoes.’ ‘I heard it
at the Well.’ ‘I will go to the Well.’ Possibly also a source; a
great node.
The Well is symbolised by the
three-dimensional symbol of infinity, the universe and
nothingness.
Zyxibule: An
Aachim device, powered by an amplimet, to
create a gate. Also called ‘port-all’ by
Tiaan.