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Valentina Massano
ELANTION
The Scion, the Vagabond and the Rebel
Book One
Original title: Elantion: il Discendente, l’Errante e la Ribelle
Translated by: Giuseppe di Martino

Elantion – The Scion, the Vagabond, and the Rebel

Book One

Text and illustrations

Copyright© 2018 – Valentina Massano

All rights reserved. No portion of this book may be reproduced in any form without the author’s prior consent.

First edition: April 2018

English edition: September 2020

Translator: Giuseppe di Martino

Publisher: Tektime – www.traduzionelibri.it

This book is a work of fiction. All names, characters, and events are products of the author’s imagination. Any reference to real people or events is purely coincidental.

Dedicated to my husband Riccardo, for being the first to believe in this project, and to Monica, for her sincere friendship, and for all the invaluable advice and help she has so graciously provided me.


MAP OF DRAELIA

FOREWORD

The story you are about to read was born by chance, inspired by my great passion for video games and the fantasy genre

This adventure has been long, exhilarating, and satisfying, but also difficult and often disheartening. I had fun drawing the map of this world, imagining the paths my characters would tread, and I enjoyed sketching their faces on a simple notepad to make them more “real.”

As the story evolved, and my ideas really started to take shape, it all became easier from there. I was always accompanied by my old iPod, and by the amazing music of Wardruna, which were the only things that allowed me to focus during the drafting and creation of this “universe” of mine.

Since this is the first in a series of books, I decided to indulge in a long prologue that will explain some of the various quirks of this new world.

I am open to your criticisms and advice, and I hope you enjoy reading my work.


—Valentina

CHARACTERS

HUMANS

Kaj Holden: the Scion, the descendant of Aidan III.

Efren Melvin: illusionist mage of Olennon.

Byron Gardrick “the Inexhaustible” or “Five Fingers”: Captain of the Army of the King of Draelia, Osman IV, until his forces were defeated.

Arvid Brownbear: Chieftain of the Brownbear Clan and of Rimetooth, and Hormarg’s father.

Hormarg Brownbear: Arvid’s son.

Gerd: Arvid’s maid.

Corald II “the Castigator”: King of Draelia from 287 to 308 F.R., known for his Purge of Olennon.

Osman IV “the White-Haired”: Last King of Draelia, reigning from 308 to 324 F.R., and often called “the White-Haired” due to the hair color he possessed from a young age.

Gwen I “the Wise”: Queen from 126 to 144 F.R., when she abdicated. The last sovereign of the realm to be remembered as a descendant of Aidan III.

Elrik II “the Incompetent”: Gwen’s brother, and King from 144 to 148 F.R.

Aidan III “the Peacemaker”: King of many virtues, chiefly remembered for the Great Reconciliation.

Kendrick: mage of the Fellowship of the Veil.

Vernon Davey: Lord of the Snowbay.

Jorgen: a capable warrior, and Vernon’s right hand.

Ellen: the last living Archmage of Olennon.

ELVES

Clarice “the Vagabond”: a travel companion of Kaj’s.

Cilna: Kaj’s friend, and a young lady elf.

Yenven Hushblade: King of the Elves, and the latest in a long dynasty.

Ireid “of the Furrowed Brow”: Counselor to the King of the Elves.

Fanyr Alatin: General of the Elven Army, and a trusted friend of the King’s.

Atraed Talril: Captain of the Nidath City Guard.

Gihnaan Taleln: nobleman of Nidath, and the scion of the Taleln family, an eternal rival of the Hushblades.

Radris Taleln: Gihnaan’s uncle.

Sandeir: keeper of the Esyrel tavern.

Tilwen “the Learned”: Supreme Druidess of the Sacred Druidic Circle.

Fyar and Nelieth: High Druids of the Sacred Druidic Circle.

Dolost: High Druid during the era of the Second Tulvaren Invasion, and creator of the Key.

DWARVES

The Boldaxe Clan


Oloice Calrek “the Braggart”: youngest in his family, a brave warrior, and a good friend of Clarice’s.

Dreyn Calrek “the Irascible”: Oloice’s older brother.

Odrig “Goldfinger” Skàg: sole heir of the Skàg Family, and the man who administers the Clan’s income.

Kalborg Bator: second-born of the Bator Family, and the man who oversees the Clan’s political matters.

Oran Bator: firstborn, and Kalborg’s brother. He serves on the Council as an old member, and he is a connoisseur of dwarven traditions.


The Goldhammer Clan


Rargon “Ironfist” Tasild: King of Tetirstad.

Aglas Tasild: the King’s sister, and current Regent of the throne.

Rahla Tachros: representative of one of Tetirstad’s most prominent families, and known for her leadership skills and rebellious nature.


The Ironmaul Clan


Baslic “the Turncoat” Jokun: head of the Jokun Family and of the Ironmaul Clan.

Hisel Jokun: Baslic’s wife, and manager of the Clan’s affairs.

Hrig “the Spineless” Jokun: Baslic and Hisel’s sole son, known for his lack of importance.


The Slums


Daryk: disowned by his family, he is now the leader of the criminals in the Slums.

Big Ear: the name everyone knows him by. One of the most cunning and treacherous dwarves in the district.

Culun: one of the dwarves in Daryk’s gang.

TULVARS

The House of Khelun


Athal Khelun: King of the Tulvars, Conqueror of Elantion, Commander of the Royal Guard, and head of House Khelun.

Zund Khelun: firstborn, Crown Prince, and General of the Draelian Campaign, as well as Commander of the Black Guard.

Sheera Khelun: second-born, and Commander of the Violet Archers.

Ziglan Khelun: third-born, and Commander of the Ragers.

Auril Khelun: fourth-born, and priestess of the goddess Th’ta.

Ramil Khelun: fifth and last of the royal progeny, and Commander of the Heavy Cavalry.


The House of Urgal-Khun


Yvalee Urgal-Khun: High Priestess, the King’s wife, and mother of the royal progeny, as well as an outstanding representative of House Urgal-Khun, the perpetual right hand of the Khelun.

Kyon Urgal-Khun: head of the House, and Yvalee’s cousin. Commander of the infantry legions.

Enetor Urgal-Khun: Kyon’s brother and Yvalee’s cousin; on the surface, he deals with the thorniest issues in support of the King, but he is capitalizing on his vast spy network.


The House of Irbhun


Lokle Irbhun: head of the House, Commander of the army’s heavy forces, and loyal follower of Zund.

Rerik Irbhun: Lokle’s brother, and an excellent trader.

Deelnat Irbhun: Lokle’s daughter and Rerik’s niece.

Belal Irbhun: King of the Tulvars who led the army tulvaren during the Second Tulvaren Invasion of Elantion.


The House of Naled


Darno Naled: head of the House, and Zler’s father.

Zler Naled: Darno’s son, and Commander of the army’s archer regiment.


The House of Turag-Khalin


Terke Turag-Khalin: head of the House, and Commander of the cavalry regiments.

Datnu Turag-Khalin: Terke’s niece, killed by Enetor to safeguard the rise of the rebellion.


Others


Lyrus: Supreme Necromancer, and the oldest of all.

Snort: an uggar working for Lyrus.

Radash: a resva that has climbed up the ranks, becoming Captain of a group of soldiers loyal to Enetor.

Rodvar: a resva chosen by Zund to captain the Black Guard.

THE OLD AND NEW CALENDARS

“…The Battle of the Brushwood Plains signaled the end of the Invasion, but all the Monarchs witnessed, upon returning to their realms, were death and ruin. The Great Reconciliation marked a crucial moment in history—most especially the tragic point in time during which it was signed. The document was prepared with expertise, and endorsed by all of the Monarchs of Elantion. That happening, so pivotal and without precedent across the millennia, was to be the turning point, and so the beginning of a new calendar was declared. The following year would not be called 1062, but rather Year Zero ‘F.R.’ (“Following the Reconciliation”). All of the prior years were now labeled ‘B.R.’ (“Before the Reconciliation”).”

Excerpted from the tuecan manuscript, “Chronicles of an Invasion,” written by Master Xuapan.

The Old Calendar

611 B.R.: the First Tulvaren Invasion.

1056 B.R.: Aidan III’s coronation as King of Draelia.

1059 B.R: the Second Tulvaren Invasion.

1061 B.R.: the Great Reconciliation between humans, elves, and dwarves.

The New Calendar

Anno 1 F.R.: the Order of Masters splits into the High Order of Magic and Alchemy, and the Symeris Order of Arcane Scholars.

51 F.R.: Aidan III’s death.

126 F.R.: Gwen I the Wise’s ascension to the throne.

304 F.R.: the Year of Penance against the mages of Olennon, courtesy of King Corald II of Draelia.

The summer of 324 F.R.: the Third Tulvaren Invasion.

PROLOGUE

1
Nemnairil

As the Peoples believed, Nemnairil was the abyss in which the worlds of Elantion, Tesgaran, Lysirdor and Alceas floated. It was a dark dimension, stretching infinitely in all directions, and was shaped by the First Goddess, Tak’Rah, at the genesis of time.

These worlds had been shaped over many eras by the Six Titans, spawn of the First Goddess—Isevir, Nobar, Selfe, Kedal, Elatenn, and Odnir, each dominated by primordial forces. Upon them, the pantheon and their offspring gave shape to the progenitors of each of the Peoples. The dwarves derived from Tesgaran, the elves from Elantion, and the humans from Lysirdor.

And above it all, hidden from view by the Plane of Judgment where the souls of the dead were appraised, Oldenheim was given shape. This was where the pantheon settled after leaving the Peoples to their own devices. In Oldenheim, the passage of time lost all meaning, and it was to Oldenheim that the souls of the meritorious earned access. Below it all, the Great Void was formed, where those damned and excluded by the Realm of the Gods were cast for eternity.

2
Tesgaran, Lysirdor, and Elantion

Tesgaran, (which meant “Realm of Rock” in Old Dwarvish), was the home of the dwarves and the trolls. It was a cold and rocky world, constantly covered by clouds and swept by blizzards. Its mountains towered high into the skies, interspersed by deep canyons.

The dwarves, stocky and muscular from the outset, were skilled miners, and unmatched when it came to identifying precious metals and gems. They dug tunnels, cities, and mines in the depths of Tesgaran. The fires of the grand forges allowed them to craft any weapon or object.

The trolls, who were much taller than the dwarves, sported long arms, huge hands, and grey stone-hue skin. They dwelt upon the surface of Tesgaran, and they discovered that in some areas, the heat generated by the dwarves’ underground forges had melted the perennial ice, enabling flora and fauna to proliferate. So they decided to found their villages there, giving rise to a tribal civilization.

The two Peoples soon realized they needed each other’s skills to survive. While the trolls ensured the dwarves access to food, skins, fabrics, furnishings, and medicinal herbs, the dwarves could offer them weapons, armor, work tools, gold and silver artifacts, and jewels and gems of any shape and shade.


Lysirdor simply meant “Lands of the Humans.” A world with a mild, sunny climate, covered with vegetation and populated by animals of all shapes and sizes, humans thrived by building cities everywhere, dividing into disparate cultures. The Seafarer Humans inhabited the islands and coasts, their skin turning darker and their stature shorter with the passing of generations. They were traders of pottery, as well as fish and other fruits of the seas. Near their cities bordering the plains, weavers prospered. They were excellent shipwrights, and expert navigators.

The Plainswalker Humans settled in the large and vast grasslands of Lysirdor. Their temperate climate allowed the Plainswalkers to be skilled farmers, and breeders of some renown. They made a living selling the yields of the land, and soon garnered fame for their high-quality milk- and meat-derived products, such as cheeses and hams.

The Humans of the North settled in the frigid climate amidst mountains, fjords, and forests. They were hunters and shepherds. (They were also growers, albeit with little to show for their efforts.) Their main wares were leather, objects fashioned from bones and horns, and gold and silver artifacts of exquisite make. They became experts in the forging of weapons and in the production of woolen fabrics.

These diverse cultures did not always live in complete harmony, and many a battle was sparked over the years. Their gods took a liking to their desire to assert themselves and fight, so they decided to ascend, and let them live by their own power. However, the gods also loved all manner of vice, and before long they took to lying with men and women, siring demigods who engendered bloodlines endowed with magical powers.


Elantion, which meant “Abode of the Elves” in Ancient Elvish, was unsurprisingly the home of the elves.

According to legend, this world was the first to be created, just as the elves were the first of the sons of the divine. The Elantion of today was the result of a whirlwind chain of events unfolding over the millennia that compelled the elves to learn to live with humans and dwarves from the time of the Great Exodus onward.

The vast and bountiful territory of this world was divided into two massive continents, Vestur in west and Austur in the east, permitting the elves—originally a single sizeable People—to split into three different groups. The nalnirs remained the same as the First Elves, and inhabited the forests of Draelia and of Sahelica in Vestur. Their rosy skin could take on green hues when they were deep in the verdure, and their yellow eyes allowed them to ascertain everything, even within the thick undergrowth. There were also the essenirs, the ice-elves, who lived in Austur’s coldest regions. Their skin turned quite pale indeed, much like their hair, and their eyes were blue or purple. Finally, there were the denennirs, the desert-elves, who populated the most arid areas of Vestur, called the Desolate Sands. Their skin darkened with the passing of generations, along with their eyes and hair. They were always the most insular and narrow-minded, and they tended not to distance themselves from their desert home.


The sheer expanse of the territories of Elantion and the powerful elven magic that permeated the ancient world allowed other races to grow and prosper as well. In the canyon adjacent to the Desolate Sands settled the fashratas, a reserved and timorous population of anthropomorphic foxes, while in the nigh impassable mountains of Darish south of Vestur dwelt the mysterious tuecas, anthropomorphic falcons with astonishing abilities. In Austur’s far southeast corner lay the vast land of Eborian, (whose name meant “the Dragon Plateau” in Draconic), where these legendary creatures resided since time immemorial.


Tesgaran, Lysirdor, and Elantion coexisted in peace and prosperity for many years. Dwarves, humans, and elves lived out their daily lives alongside the gods in their respective worlds, and all was well. The giantess Th’ta, unknown even to the gods and born of Odnir on the forgotten and far-off world of Alceas (which was peopled by a lineage that was also unknown), unleashed the ire of her children on the three worlds that blocked her entry. And the titans’ attack spawned utter chaos.

Karak the Shrill shook the depths of Tesgaran with her voice, triggering the collapse of the dwarven cities and tunnels. Atasin the Souleater enveloped Lysirdor with his death aura, sucking the life force out of his victims. Vidan the Wicked released plagues upon Elantion, killing countless scores of elves in the throes of atrocious suffering.

Lysirdor and Tesgaran were devastated by the titans’ overwhelming might, and humans, dwarves, and trolls were permitted to leave their abodes and share the world of Elantion with the native elves. Following the Great Exodus, the new Peoples kept spreading out, and the progressive abandonment of some areas by the elves made their magic inexorably weaken in those territories. Human communities flourished, but were soon marked by strife and civil war.

The trolls traveled to Elantion’s far north, and disappeared into the immense and barren Frostlands, causing Elantion to forget about their presence for many an age. The dwarves took possession of the Celestial Summits, rich as they were in minerals and precious stones. In so doing, they flouted the elves’ imposition to go further north, which only made the balance established between their two Peoples all the more precarious.

3
Alceas

Alceas was the last world of Nemnairil, forever isolated on the edge of the abyss, and unremembered by all. It originally became the home of the titan Odnir, after he was driven away by the First Goddess on account of the schemes and tricks he perpetrated at the expense of the gods and the other titans. Tak’Rah, the Fist Goddess, wrapped Alceas in a veil so that it remained isolated from the other worlds.

Odnir, a titan of elemental shadow, and one dominated by primordial darkness, created a companion for himself by the name of Th’ta. She was the utmost shadow, infinitely evil and bereft of scruples. The two titans gave birth to Atasin, Karak, and Vidan, each as dark and as ruthless as them.

The tulvars lived on Alceas, and they were the only race who recalled their creation (at Th’ta’s hands). Different from humans, dwarves, and elves, they were fashioned to be superior. Their civilization hinged on the worship of Th’ta, who turned from a titan to their sole deity. The chronicles of these millennia were written and preserved in the Th’ta Temple, located on the Goddess’s Isle, where she died. It consisted of a mound of black earth bordered by three large teeth of rock. The High Priestess and the Minor Priestesses lived inside the Temple, which was also where female tulvaren nobles spent their days serving the Goddess and learned to interpret the messages in the shadows Th’ta sent them.

As the tulvars were a warrior race, their whole society was pervaded by a militaristic culture centered on discipline and rigor. The populace was guided by a king who dealt with matters military and material. All the sons of the noble Houses were enrolled at age six and sent to the camps. Upon their thirteenth year, they were categorized by skill and sent to complete their training as infantry, archers, or knights. Those who developed magical abilities left the fields to join the Sorcerer Caste and become necromancers or seers. The former could summon spirits and bend life and death to their will. The latter took on an important task through their power of Sight, enabling them to plot the course of events. Their duty was to check on the Veil and inform the priestesses of any alterations.

As for the daughters of nobility, they were obligated to serve as priestesses, although they did have the right to flex their will and go down the martial path. It was exceedingly rare for a young female noble to choose the harsh life in the training camps as opposed to the comforts of the Temple, and when it did come to pass, the female in question had a much tougher path ahead of her, as no one would teach her how to harness her powers, instead leaving her to learn by herself. These tulvaren women were dubbed Ivetis, and forced to live isolated and forgotten until they proved able to wield their power, thereby demonstrating that they had already developed some measure of military prowess. Only then could they access the training camps for archers, warriors, or knights.


After the King of Alceas and the High Priestess came the Supreme Necromancer, the Archons of the various Houses, and other nobles who were the Commanders of the Legions. The rest of the population was made up of resvas, or the commoners. They were the peasants, the craftspeople, and the merchants, and they, too, were trained in special military camps, forming the backbone of the army. The lowest caste constituted the uggars, or the slaves, which were tulvars quite different from the others. As this was a very rigid society, all those who showed unique characteristics at birth were locked up in what were called ranches. They were short in stature, puny with pinkish-pale skin; the normally red eyes of their race were rounder than usual, and completely black. Moreover, their foreheads were characterized by wrinkles. They were compelled to shave their hair and wear collars that underscored their condition. Raised as slaves, and indoctrinated into complete subjugation, they were given all the hardest tasks, and repaid only with scarce portions of food served in a large common dish on which they all threw themselves to snatch as much as possible. Obviously, mating between uggars was encouraged—their frequent deaths due to accidents, malnutrition and disease necessitated ever higher numbers of slaves.


The world the tulvars inhabited was arid and gloomy, and always under cloud cover. The few points of elevation had been eroded by the heavy sand-laden winds that, over thousands of years, shaped the mountains into spurs. The tulvars learned to live with the extreme climate of their world by building massive stone cities capable of withstanding sudden sandstorms, as well as the torrential rains, which washed over Alceas once per year for a whole week. They learned, too, how to take advantage of these rains by collecting the water in large tanks and using it in small doses to irrigate the fields. As the generations passed, they grew weary of needing to hunt for fresh meat, and managed to breed some animals suited for this purpose. Some of them, such as minor and major hedgots, also became valuable heavy forces in their army. Hedgots were a kind of lizard; the lesser ones were used for their leathery skin (which was a fundamental ingredient of excellent armor), and they also were employed as assault beasts during conflicts. The largest hedgots, much bigger and rarer, acted as mounts for the Commanders. Another species that was very significant was the harpy. Harpies were animals with four legs, similar to those of hawks—clawed, and as hairless as their heads. Their wings were equipped with sturdy feathers and their skeletally gaunt bodies were covered with bristly hair. Their beaks, reminiscent of eagles’, were curved, pointed, and hefty, and they were lined with small teeth. After the First Invasion, they also spread across Elantion. The prairie harpies were small in size, about as tall as a dwarf, while the mountain harpies were as big as horses and mounted as steeds, but they were later abandoned in favor of the hedgots because of their wild and untamable disposition.

The already considerable might of the tulvars was rendered even more formidable by the use of the crystals that they discovered in the subsoil Alceas, and watched over in countless mines. They came to know that if each of them carried a fragment with them, they could both bolster their physical capabilities and greatly enhance their magic. The mine tunnels were teeming with uggars that mined and transported heavy crates, always watched by strict guards armed with whips and rods.

The Priestesses were determined to find out how much power the crystals concealed. Soon, with their accumulation in the Temple on the Goddess’s Isle, the High Priestess noticed strange flashes that appeared on Th’ta’s grave and connected the three prongs of rock that marked it boundaries. She began to visit the place assiduously, and her Sight observed a luminous fissure floating in midair at the Grave’s exact center. Over time, more crystals were brought to the Temple, and the fissure expanded. When one of the seers apprised the High Priestess that the Veil had never been weaker, she once again took notice of the fissure, seeing a green plain on the other side, belonging to another world. The portal would allow them to avenge Th’ta’s death by conquering and pillaging. Thus began the preparations that led to the First Tulvaren Invasion of Elantion. Fortunately for the inhabitants of Elantion, elven magic was still so strong that the invaders were sent back to their world within a few hours. Th’ta’s wrath was irrepressible, and she conferred even more power upon her priestesses before she returned to her slumber.

A long time passed, during which the tulvars became increasingly powerful and resistant to elven magic. The Second Invasion’s impact on Elantion was devastating; the power of the High Priestess and the knowledge of the Necromancers opened secondary portals, one in the south of Vestur and two in Austur, which forced the elves, humans, and dwarves of all Elantion to unite against the invaders. They did unite, and after they neutralized the portals, only the cunning of the Monarchs of the time managed to close the main portal and defeat the invaders by means of a spell, driving the whole army back to Alceas. After the Second Invasion ended in yet another defeat, the Goddess chose a new High Priestess, consecrated via a spectacular and terrible ritual that made her much stronger than all her predecessors. Below is an excerpt from a manuscript which recounted the solemnity of the moment:


“…When the fissure closed, the Goddess’s Grave began to tremble. Never-before-seen symbols shone bright and red upon the three rocks, and the High Priestess came forward. When she crossed the edge of the grave, a spiral of black earth lifted her into the air, suspending her at the center of the three rocks amidst flashes of light all around. The Priestess passed out, and a violent wave of shadows came out of the Grave, entering her body. The priestess woke up, and her red eyes throbbed with a bright light, turning white and opaque. The same three symbols as on the rocks appeared on her back, enclosed in a cartouche. Her veins turned black. Her mind now swirled with the knowledge of all of Nemnairil. She gained untold power; no longer did she interpret the will of the Goddess. Instead, she was part Goddess herself, and represented her in all respects.”


From that point on, tulvaren society was transformed. The High Priestess crowned new Kings, and it was she who possessed the power to preside over all matters magical and spiritual.

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471 стр. 2 иллюстрации
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Tektime S.r.l.s.
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