Quintessential Tales: A Magic of Solendrea Anthology (19 page)

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Authors: Martin Hengst

Tags: #Literature & Fiction, #Science Fiction & Fantasy, #Fantasy, #Anthologies, #Coming of Age, #Sword & Sorcery, #Anthologies & Short Stories, #Teen & Young Adult

BOOK: Quintessential Tales: A Magic of Solendrea Anthology
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Royce MacDungren—Captain of the Grand Army of the Imperium, Royce was the right hand of the One True King for decades. An inspiring force on the battlefield, Royce’s powers on the line were the source of many tall tales and legends. His skill with a blade helped win major battles for the Imperium, including the Elven Insurrection and the Battle of Aldstock. After retiring to King’s Reach, the Captain returned to lead the Army at the Battle of Dragonfell, where he ultimately fell.

 

Adamon—When a mage begins abusing his power or is swayed by dark forces, the Inquisitors are called to bring them back into balance. A former cleric, Adamon abandoned his holy vows to become an enforcer for the Orders. As an Inquisitor, Adamon commands both fear and respect from his fellow Quintessentialists. His investigation skills are second to none, and he has never lost a target. Quintessentialists aware of Adamon’s reputation think twice before doing anything that might end up putting them on his list.

 

Heron Greymalkin—Heron is a direct descendent of the Three Brothers and continues an ancestral tradition as the One True King of the Human Imperium. His Queen passed on during childbirth, leaving him alone to raise his only daughter. Set in his ways, Greymalkin is distrustful of magic and those who use it. He feels that the Quintessentialists are a necessary evil, required to keep the supernatural forces of Solendrea at bay. Heron is a just and fair man, though he tends to be stubborn and dogmatic when it comes the welfare of his people.

 

Torus—The Captain of Greymalkin’s Grand Army, Torus is a man with an unwavering moral compass. His sense of right and wrong is as strict as Adamon’s. He served as Royce’s First Lieutenant until Royce stepped down to retire. Torus shares Greymalkin’s distrust of all things magic, but understands in a way that Heron cannot that the mages offer more than just protection against the things that go bump in the night. A skilled warrior, Torus is a fearsome sight to behold in combat.

 

Olin—A senior member of the Inquisitors’ Corps, Olin often works with Adamon to bring rogue mages to justice. As a young man, Olin joined the Inquisitors’ Corps because of the prestige and opportunity for travel, only to find out that he didn’t particularly care for the work. Regardless, he does his best to do his duties adequately, though Olin is much more comfortable with the research and investigation portions of his vocation.

 

Volinette—A renowned singer in the Terris Family Singers, one of the most famous performing groups in the Imperium, Volinette gave up what most girls dream of to try and win a place in the Academy of Arcane Arts and Sciences. Though her first semester was fraught with peril, she found her place in the School of Sorcery and applies her unique talents to her studies there.

 

Baris—Life in a small farming village was too boring for young Baris. When he heard that a Trial of Admission was being held for the School of Sorcery, he leapt at the chance to make something more of himself than a mere farmer. He and Volinette became fast friends, enduring the tribulations of their first semester together. During those events, Baris exhibited traits that befit an Inquisitor, and Faxon offered to train Baris under his watchful eye.

 

Janessa—Daughter of the prominent Navita family, Janessa was practically born into the Academy of Arcane Arts and Sciences. She and her sister attended the same Trial of Admission as Volinette and Baris, with tragic consequences. Janessa’s sister was killed when they attempted to manipulate the trial. It took some time, but eventually Janessa was able to work through her issues with Volinette and stand with her against the horrors they faced during their time in the Great Tower.

 

Lacrymosa—One of the only Pheen to leave the Court of Enclaves voluntarily, Lacrymosa has dedicated her life to studying the human Quintessentialists. Although she is technically royalty among the Pheen, Lacrymosa finds herself more comfortable amongst the humans. She has loosely aligned herself with the Academy of Arcane Arts and Sciences, though she thinks of herself as an independent observer, rather than involving herself in the political machinations of the Quintessentialists.

 

Zarfensis—High Priest of the Xarundi Combine, Zarfensis was the nominal leader of the Xarundi until his death. As Runeholder for the Dyr, the Rune of Death and Disease, Zarfensis was a fearsome foe in combat, drawing on the power of Dyrmot herself to vanquish his opponents. Driven to eradicate the humans from what he considered to be Xarundi territory, Zarfensis struck relentlessly against his oppressors. With his death, the remainder of the Xarundi Combine scattered across the wilds of Mizdan.

 

Greneks—A consummate craftsman, Greneks is known among the gnomes as a technical genius. Called upon by Zarfensis to replace his missing leg, Greneks created a marvel of engineering that allowed Zarfensis to retain his command of the Xarundi Combine. A vicious fighter as well as technician, Greneks offers his expertise to any with deep enough pockets and questionable morals.

 

Mythology and Folklore

W
ar is hell. More so when you know you’ll never die. Tiring of the plots and intrigues of the Eternal War, six souls banded their powers together and set out to create something for themselves, a place that they could escape the ravages and infighting of the Far Beyond, where the Eternals squabbled with each other.

Together, the six souls created the Deep Void and filled it with unthinkable horrors
, including demons that would give the Eternals pause and would make it impossible for mortal beings to cross the threshold between the Void and the Far Beyond. When they felt the Deep Void was adequately populated, they turned their attention to lighter matters.

They turned their minds to creation. They wanted an emissary race, a group of beings who could act on behalf of the Eternals. This race would be the eyes and ears of the Eternals, seeing that their will was carried out beyond the great barrier that the Deep Void created. These beings were the Pheen.

Created by the Eternals, the Pheen were gifted with great intelligence, cunning, and bravery. They were sent to the empty place beyond the Deep Void.

Arriving in nothingness, the Pheen set about creating a barrier between the world they would create and the nightmares of the Deep Void. The home they created for themselves is known as the Meridian. It is the place between the Physical Realm and the Deep Void. The Meridian is the embodiment of the Quintessential Sphere. The source of all magical power and paranormal creatures.

Though they had banded together for the purpose of creating their emissaries, the six Eternals had their own plots and schemes. Each of the Eternals added to the Pheen traits that they believed would turn the Pheen to their favor. In the end, all their meddling was for naught. The Pheen tended to fall naturally into one Enclave or another, each Enclave being devoted to one of the Eternals. Though this vexed their creators, the Pheen found it maintained a reasonable balance of power and set about to ensure that the Enclaves were equally represented in all things.

In the Meridian, the Pheen planted the seed of the Tree of Living Memory. The Tree of Living Memory sprouted six roots. In each of these roots, the Pheen Enclaves made their homes. Each of the great roots houses one autonomous Enclave.

The Root of Life is home to the Enclave of Light, worshipping the Eternal Lyrissa. Lyrissa is the Goddess of Light and Life.

The Root of Water is home to the Enclave of Water, worshipping the Eternal Wyrnett, the God of Storms and Seas.

The Root of Earth is home to the Enclave of Earth, worshipping the Eternal Eyrald, the God of Hunts and Harvests.

The Root of Air is home to the Enclave of Air, worshipping the Eternal Ayrid, the God of Winds and Change.

The Root of Fire is home to the Enclave of Fire, worshipping the Eternal Fyron, the Goddess of Fire and War.

And finally, the Root of Death is home to the Enclave of Darkness, worshipping the Eternal Dyrmot, the Goddess of Death and Disease.

As the Tree of Living Memory grew, it gained the power of all the Pheen who had come before it. Pheen who die are absorbed back into the roots, their memories and powers absorbed by the Tree of Living Memory and flowing out from the branches of the tree to the whole of the Ethereal Realm. Each possible memory of what could have happened, what did happen, and what could happen in the future, is hidden somewhere in the layers of the Tree of Living Memory. Like layers of an onion, or rings of a cut tree, the Quintessential Sphere has more layers than any mortal could possibly hope to dream of in a lifetime.

Only the oldest of the Pheen have the power and experience to traverse the whole of the Tree of Living Memory without fear of being lost in its infinite branches. Most Pheen stick close to their roots, as those are the places they are attuned to from birth. Mortals traveling into the Ethereal Realm risk being lost to the timeless growth of its branches.

As time passed and the power of the Tree of Living Memory grew, it began to form a realm all its own. A world that solidified from the flowing currents of the memories surrounding the Tree. When the Pheen observed this phenomenon taking place, they used their own powers to influence the growth of the new world.

The Enclave of Darkness crafted deep fissures and caves that would never be touched by the light of the celestial bodies the Enclave of Light scattered through the night sky. The Enclave of Earth made tall rock spires and rocky spines that traveled across the lands, and the Enclave of Water created oceans and seas. The Enclaves of Fire and Air brought change and chaos to the new world, wreaking havoc on the fledgling planet.

The Pheen looked at their new world and named it Solendrea, a Pheen word meaning “place of peace.” With the help of the Eternals, they placed a barrier around the world of Solendrea, separating it from the power and uncertainty of the Quintessential Sphere. That barrier between the Physical and Ethereal realms ensured that the Pheens’ awesome powers couldn’t be used to influence Solendrea or the lives they created there.

 

 

Notable Races

Humans – Created by the Enclave of Light, Humans embody the traits Lyrissa holds in the highest regard: perseverance, loyalty, and adaptability.

Xarundi – Creatures of savagery, brutality, and cunning, the Xarundi were created in Dyrmot’s image. They are beings created to deliver the living into the waiting embrace of death.

Gargoyles – As elusive and ever-changing as the wind, the Gargoyles were created by Ayrid as agents of chaos and change. Where there is routine and stability, the Gargoyles are found, watching and waiting for the right time to intervene.

Sirens – The lords of the sea, the Sirens were created by the Enclave of Water. Power and ferocity are the gifts of Wyrnett bestowed upon these aquatic terrors.

Shyraan – Created by the Sirens as a race of slaves, the feline Shyraan rose up against their masters and escaped to a nearby island, out of the reach of their creators.

Dwarves – The Enclave of Fire created sturdy beings capable of withstanding the red hot flames of Fyron’s domain. Hard-working and stalwart, the dwarves embody the strength and ferocity of the Goddess of Flame.

Elves – The wardens of Solendrea, the elves were created by the Enclave of Earth to tend to the plants and animals, ensuring plentiful harvests and bountiful hunts. Those who would upset the harmony of nature on Solendrea do so at their peril.

Dragons – Though most dragons are now gone from Solendrea, the few that remain are elusive enough to be thought mythical by most. No Enclave can claim the creation of these cunning magical beasts, as they hail from the depths of the Deep Void and arrived on Solendrea keeping their own council on their purpose and agendas.

The Six Runes

 

In an attempt to give their chosen races an edge over the others, the Eternals each created and gifted unto their races a Rune of Power. These magical stones were capable of imbuing even the most mundane mortal with magical power.

 

Lyr, the Rune of Light and Life, gifted to the Humans by Lyrissa.

 

Wyr, the Rune of Storms and Seas, gifted to the Sirens by Wyrnett.

 

Fyr, the Rune of Fire, War, and Destruction, gifted to the Dwarves by Fyron.

 

Eyr, the Rune of Hunts and Harvests, gifted to the Elves by Eyrald.

 

Ayr, the Rune of Wind and Change, gifted to the Gargoyles by Ayrid.

 

Dyr, the Rune of Death and Disease, gifted to the Xarundi by Dyrmot.

 

Conclusion

 

What’s that you say? You need to be moving on? Very well, adventurer. Very well. I hope our little talk has provided you with some information that you can use on your journey.

Be safe, be well, and remember to stop and take in the beauty of Solendrea once in a while. Go on, now. A page will show you out.

 

 

# # #

 

 

 

FROM
THE AUTHOR

 

Dear Reader,

 

I sincerely hope you enjoyed this book. I love spending time in the world of Solendrea and I hope you did too. If you'd like to see me write more books in the Magic of Solendrea series, there are some things you can do:

 

First and foremost, don't be a stranger. I love hearing from people who have read my books. Please don't hesitate to get in touch with me. You can visit me on the Internet at
http://martinfhengst.com
. While you are there, if you sign up for my newsletter, you'll get access to an exclusive FREE Solendrea story you can't get anywhere else. You can also write me at
[email protected]
.

 

If you'd like to connect with other readers, like yourself, who enjoyed the Magic of Solendrea universe, please consider liking my Facebook page at
http://facebook.com/martinfhengst
.

 

Last, but not least, if you'd be willing to write a review where you purchased your copy of this book it would be an incredible help to me. By reviewing the book, you help increase its visibility. It doesn't have to be long, just a sentence or two about what you liked (or didn't like) about the story.

 

Thanks so much for spending time in Solendrea with me.

 

Best Wishes,

 

Martin F. Hengst

 

 

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