The World's Background
Most of the stories take place on Sartorias-deles (deles being
their world for a world with magic); there are three other inhabited
worlds in the same system, plus one newly restored that was almost completely destroyed, except for a small colony underground. This is not
the same as Wren's World. S-d is where Erenlara of the Venn came, who is known by several names all over, but on Wren's World as Eryn Beyond-Stars.]
Humans
came to Erhal's system milennia ago, crossing time through the
world gates. Some of Erhal's worlds had indigenous beings, some
didn't.
On
Sartorias-deles there was, eventually, a loose empire established,
called Sartor. The government processed yearly between cities
established in a longitudinal line down two continents.
Magicians--mostly
women--worked hard on improving quality of life, which included
a now deeply kept secret, a deliberate plan of genocide to eradicate
sexual preditors; the impetus here was fear that the indigenous
species would eradicate all human life, so appalled (if you can
assign human emotions to non-humans) they were by the horrors
of human behavior on their world. The next goal was to eradicate
the instinct for violence and warfare, which almost worked.
But
not quite.
So
there are basic spells at work that altered life in subtle but
far-reaching ways for human beings, ringing profound changes on
the developing cultures.
Indigenous
magic also enhanced human potential; most people spoke mind-to-mind,
and controlled the aging process from within, which meant one
could take decades to age if one wished. Ideally death was a time
of personal choice, and as such a process of completion, not an
ending. Since they recognized the body, mind, and spirit as a
kind of triune whole--called dena Yeresbeth 'unity of
the three'--death was considered a translation to another existence.
They
were still human, and evolving, so not everyone was equally happy
or tranquil.
As
their abilities were enhanced, so too were their healers, who learned to use an indigenous
material known as disirad. It looks like a cross between
metal and stone, would be a metalloid on the Periodic Table, somewhere around Palladium, but
with the addition of a third bound state of quarks besides proton and neutrons, which makes magic possible. This
non-Palladium, disirad, might be considered the balance point in
the Periodic Table of Elements on S-d, as its neutrons, protons, and this third nucleod are balanced in number. Disirad resonates
through everything in that world, including humans, enabling them to effectively divide the three (body, mind, and spirit) for purposes of restablishing harmony. Since
it was only found in few places, it had to be mined, and healers
fashioned it into easily portable aids called dyra. The
dyra were used by trained healers, called dyranarya.
There
were--these being humans--those whose motivations were too complex
for the healers; those who desired a control beyond death, because
part of the accepted translation was the surrender of ego into
the greater whole. They wanted, in short, power, and of course
the desire for power is manifested in a spectrum of goals.
Those
people coalesced into a group. An identifier was assigned by the
Norss--the guiding council--of the third world, Songre Silde.
Those who opposed the Norss were Norss-endar, a term which was
adopted by Sartorans and altered into Norsunder.
Who
were the Norsundrian leaders, and what happened to them is explored
slowly through the stories. (There are no generic black hats in
this story cycle, though there are some pretty scary people.)
To summarize drastically, four thousand years before the stories
here begins, Norsunder made a bid to take control of two of the
worlds--Ildaraeth and Sartor--and as the strengths and wills of
the foes were fairly evenly matched, Ildaraeth was very nearly
all destroyed--not just the population but the world as well. And sartor take a major hit as well: among other disasters, the population was
drastically reduced, and disirad effectively vanished. Norsunder could be said to have won--but they didn't get much for their triumph. And so they
withdrew behind the time barrier to wait on their collecting
One
of their key players was their single captured and switched dyranarya,
named Detlev y Reverael ne-Hindraeldre. One of the very best of
them, he was brought down by personal loyalty--forced into a surrender
through the trapping and tormenting of his twelve-year-old nephew,
Siamis Y Reverael.
On
Sartorias-deles, so much of Sartor had been destroyed it took
a couple millenia to rebuild. Abilities like dena Yeresbeth were also
nearly forgotten, relegated to puzzling references in the scarce
old records stored in the remains of some of the old cities.
Magic
has changed as well, for people can no longer control it as they
had once. The single agreement (tacitly made) between Norsunder
and those left was that what came to be called the old magic would
no longer be used; it was too easy to lose everything.
Sartorans,
who couldn't use the old magic, forgot it. Norsunder's leaders,
who could, restrained themselves. Secure in their stronghold outside
of time, they had patience, and it became part of the game to
find other ways to accomplish their goals.
They
sat back to wait for a worthy time--and a worthy foe.
The
Window Opens: Senrid
It's summer of the year 4,735.
Some
of Norsunder's minor eager-beavers have made sporadic tries over
the centuries, of course, but just as humans had mostly forgotten
the old ways, so the new Norsundrians resorted to the customary
ways--mostly military might.
Magic
has split into mirror image methods, as it was rediscovered. Termed
'white' and 'black'--or light and dark--black willingly spent
magic; the concept of nothing equated with darkness. White was
slower, required more balance and training, but it in essence
cooperated with the world, spending nothing. It left the light
intact.
Detlev,
Norsunder's pet dyaranarya, has not been completely quiescent
all those years. (See Ramis of the Knife, in the Inda stories.) He was known in the world from time to time;
a hundred years before the present story, he interfered with several
of the strongest kingdoms on Sartorias-deles, setting up magical
enchantments of various types--all of them warping rulers and
their families--to see what would happen.
Most
of those enchantments had been broken within the last few years,
again mostly by the newest generation. Despite broken families,
and the destruction of war--or maybe because of it--the children
were tough, resilient, and determined to prevail against Norsunder.
An echo of the old ways lingers; one of the magic spells developed
over time was the non-aging spell. This way children could remain
children as long as they wished, something accepted in the cultures
of the world, though it sometimes carried its own problems. But
one had to find magic to do the spell--at least, until dena Yeresbeth
appeared again.
Which
it had, it seems.
And
so Siamis, trained by his uncle, has decided it is time to prove
himself by making his own try at attaining power--and of course
he has to find where dena Yeresbeth has emerged, and take control
of that as well.
Ranged
against him are two kids in particular. Accomplishing their goal
means a long, arduous run, and awakening old magic, and meeting
non-human denizens who force them to see the world through different
eyes. It also calls for a terrible sacrifice, one which forces
those with great abilities to accept the great responsibilities
their talents demand.
And
it forces them to see that the world's struggles--but also the
bonds of friendship and alliance--are just beginning.