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Authors: Ian Irvine

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Xervish Flydd
:
The scrutator (spymaster and master inquisitor) for Einunar. He was commander-in-chief of all the scrutators’ forces at Snizort, charged with defeating
the lyrinx army there. Secretly, he was also required to sneak into Snizort and destroy the lyrinx’s node-drainer. He, Irisis and Ullii succeeded but the device he’d been given was faulty, destroying both
node-drainer and node in a catastrophic explosion. The field vanished, of course, rendering both the army’s clankers and the Aachim’s constructs useless, and the soldiers defenceless against the attacking lyrinx.
Flydd was blamed for the subsequent defeat, stripped of his position and condemned to die as a slave hauling constructs out of the mire. He escaped with Nish and after many adventures eventually ended up at Fiz Gorgo. He is
determined to overthrow the corrupt scrutators, knowing that they can never win the war
.
Yara
:
A brilliant advocate, wife to Troist.
Yggur
:
A great long-lived mancer of ancient times, subsequently found to be still living at Fiz Gorgo. After Flydd’s company seeks refuge there, he comes to aid them
in their quest to overthrow the scrutators, though he and Flydd will ever be rivals.
M
AJOR
A
RTEFACTS
, F
ORCES AND
P
OWERFUL
N
ATURAL
P
LACES
Alcifer
:
The long-abandoned city of Rulke the Charon, in Meldorin. The entire city was believed to have been a magical construct and it still has an aura of barely leashed
power.
Amplimet
:
A rare hedron which, even in its natural state, can draw power from the force (the
field
) surrounding and permeating a node. Occasionally can be very
powerful. Inexplicably, Tiaan’s amplimet shows signs of a crystal instinct or purpose, for in Tirthrax it communicated with the node and woke the trapped Well of Echoes. It also communicated with nodes elsewhere,
denied Tiaan control when she wanted to take the thapter to places it did not want to go, and drew threads of force throughout Snizort, including to the node and to Gilhaelith.
Anthracism
:
Human internal combustion due to a mancer or an artisan drawing more power than the body can handle. Invariably fatal (gruesomely).
Booreah Ngurle (the Burning Mountain)
:
A large, double-cratered volcano in northern Worm Wood with a blue crater lake. It has a strange and powerful double node. Gilhaelith’s home, Nyriandiol, is
built on the inner rim of the crater.
Clanker
:
An armoured mechanical war cart with six, eight, ten or (rarely) twelve 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, but
only hover, and therefore cannot cross obstacles like deep, wide ditches, cliffs, very steep slopes or rugged terrain (but see
Thapter
).
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:
An 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 strong
forces are also known to exist, though no one knows how to tap them safely (see
Power
). Non-nodal stress-fields also exist, though on Santhenar these are weak and little used.
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 only be employed on small creatures, though the lyrinx seek to change that.
Gate
:
A portal between one place (or one world) and another, connected by a 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 for the
user.
Hedron
:
A natural or shaped crystal, formed deep in the earth from fluids circulating 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.
Mathemancy
:
An Art developed by Gilhaelith, though since that time it has been discovered independently by other mancers, notably Bilfis.
Nennifer
:
The great bastion of the Council of Scrutators, on the escarpment over Kalithras, the Desolation Sink. Nennifer is home to countless mancers, artisans and artificers,
all furiously working to design new kinds of Art-powered devices to aid the war against the lyrinx.
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 for centuries. Mancers have long sought the secret of drawing on the far greater power of a node itself (see
Power
, Nunar’s
General Theory of Power
) 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 and hot spots.

Nyriandiol
:
Gilhaelith’s home, fortress and laboratory on top of Booreah Ngurle; the entire building is a geomantic artefact designed to protect him, ensure his control and
enhance his work.
Oellyll
:
A lyrinx city in Meldorin.
Patterner
:
A semi-organic device developed by the lyrinx to pattern
torgnadrs
and other artefacts used with their Art. The patterner essentially copies a particular
human’s talent into the growing torgnadr, greatly enhancing the talent and allowing it to be controlled by a lyrinx skilled in the Art.
Pliance
:
Device that 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.
Power
:
A mancer, 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 it was. Eventually power, or aftersickness, would kill the mancer using
it.

The traditional way around this was to charge up an artefact (such as a mirror or ring) 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 could 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 she set out to answer these questions. Mancing was traditionally secretive – people tried (and often wasted 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 through 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 ultimately, 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).
Snizort
:
A place in Taltid with a potent and concentrated node, near the famous tar pits and seeps. The lyrinx took Gilhaelith there to help them find the remains of a village
lost in the Great Seep thousands of years ago. When he did so, they excavated a tunnel into the seep by freezing the tar, and took out a number of crystals, other artefacts and long-dead human bodies. After the node exploded,
the tar caught fire and Snizort had to be abandoned.
Strong Forces
:
Forces which are speculated to exist, though no mancer has yet survived to prove their existence.
Thapter
:
Tiaan’s name for the flying
construct
she and Malien created in Tirthrax.
Torgnadr
:
A device patterned by the lyrinx to drain a
field
dry, or to channel power from the field for their own purposes. Torgnadrs are extremely difficult to
pattern
and most attempts fail, though some result in weak devices such as phynadrs which can draw small amounts of power for a particular purpose. Tiaan was used, with her amplimet, to pattern particularly strong
torgnadrs, though the patterning was not entirely successful. Related devices include zygnadrs (sentinels), and the flisnadr (power patterner).
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). Its origin is 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. A Well of Echoes, trapped in Tirthrax, is held there only by the most powerful magic.

D
ATES AND
M
EASUREMENTS

The Santhenar year has 396 days.

A span is roughly six feet or slightly less than two metres.

A league is about three miles or five kilometres.

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