Names
Lyriana Batavia (Leer-ree-ana Ba-tah-via): Previously third in line to the Seat of Power in Bamaria.
Morgana Batavia (Mor-ga-na Ba-tah-via): Previously second in line to the Seat of Power in Bamaria.
Meera Batavia (Mee-ra Ba-tah-via): Previously first in line to the Seat of Power in Bamaria (Heir Apparent).
Julianna Batavia (Jool-lee-ana Ba-tah-via): Cousin to Lyriana, Morgana, and Meera.
Naria Batavia (Nar-ria Ba-tah-via): Heir Apparent, first in line to the Seat of Power in Bamaria.
Arianna Batavia (Ar-ree-ana Ba-tah-via): Current Arkasva and High Lady of Bamaria.
Aemon Melvik (Ae-mon Mel-vik): Warlord of Bamaria, Arkturion on the Council of Bamaria.
Parthenay (Par-tha-nay): Previously a chayatim, or cloaked one serving the Emperor, Parthenay is a vorakh who can read minds and serves Aemon.
Rhyan Hart (Ry-an Hart): Forsworn and exiled from Glemaria. Previously was first in line to the Seat of Power (Heir Apparent).
Tristan Grey (Tris-tan Grey): A noble of Bamaria, previously linked to Lyriana Batavia, he is now engaged to her cousin, the Heir Apparent, Lady Naria Batavia. Tristan is also the grandson to two members of the Bamarian Council.
Galen Scholar (Gay-len Skal-ar): A Bamarian of the prominent Ka Scholar, Galen is a soturion previously romantically linked to the deceased Haleika Grey. He is Tristan’s best friend.
Theotis (Thee-otis): Current Emperor of Lumeria Nutavia. Theotis was previously from Korteria, and a noble of Ka Kormac. His nephew, Avery Kormac, is the current Imperator to the Southern hemisphere of the Empire, and Arkasva to Korteria.
Avery Kormac (Ae-very Core-mac): Nephew to the Emperor. As Imperator of the South, he rules over the six southern countries of the Empire, as well as ruling Korteria as the Arkasva.
Devon Hart (Deh-vawn Hart): Imperator of the North, he rules over the six northern countries of the Empire, as well as ruling Glemaria as the Arkasva.
Aiden DeKassas (Ai-dan Deh-cah-sus): A Glemarian mage who grew up beside Rhyan and became one of his best friends before becoming Apprentice to the Master of Spies, and part of Imperator Hart’s most trusted circle.
Dario DeTerria (Dar-ree-yo Deh-tair-ree-yah): A Glemarian soturion who grew up beside Rhyan and became of his best friends. His father was previously Master of the Peace on the Glemarian Council, and he currently serves Imperator Hart.
Kane Gadayyan (Cain Gaw-die-yan): Arkturion and Warlord to Glemaria and the North.
Names (Gods and Goddesses)
Asherah (A-sher-ah): Goddess, Guardian of the Red Ray. Original Guardian of the Valalumir in Heaven. She was banished to Earth as a mortal after her affair with Auriel was discovered.
Ereshya (Air-resh-she-ah): Goddess, Guardian of the Orange Ray. Original Guardian of the Valalumir in Heaven.
Shiviel (Shiv-ay-el): God, Guardian of the Yellow Ray. Original Guardian of the Valalumir in Heaven.
Auriel (Or-ree-el): God, Guardian of the Green Ray. Original Guardian of the Valalumir in Heaven. He stole the light to bring to Earth, where it turned into a crystal before shattering at the time of the Drowning.
Cassarya (Cah-sar-ree-ah): Goddess, Guardian of the Blue Ray. Original Guardian of the Valalumir in Heaven.
Moriel (Mor-ree-el): God, Guardian of the Indigo Ray. Original Guardian of the Valalumir in Heaven. He reported Auriel and Asherah’s affair to the Council of Forty-four, leading to Asherah’s banishment, Auriel’s theft of the light, and its subsequent destruction. He was banished to Earth, where he allied with the akadim in the war that led to the Drowning.
Hava (Ha-vah): Goddess, Guardian of the Violet Ray. Original Guardian of the Valalumir in Heaven.
Names (Afeya)
Afeya (Ah-fay-ah): Immortal Lumerians who survived the Drowning. Prior to this, Afeya were non-distinguishable from other Lumerians in Lumeria Matavia. They were descended from the Gods and Goddesses, trapped in the mortal coil, but they refused the request to join the war efforts. Some sources believe they allied with Moriel’s forces and the akadim. When the Valalumir shattered, they were cursed to live forever, unable to return to their home, be relieved of life, or touch or perform magic—unless asked to do so by another.
Mercurial (Mer-cure-ree-el): An immortal Afeya, First Messenger of her Highness Queen Ishtara, High Lady of the Night Lands.
Ramia (Rah-me-yah): Half-Afeyan librarian.
Zenoya (Zen-oy-ya): Half-Afeyan librarian.
Places
Allurian Pass (All-or-ree-an Pass): Mountain cutting through the western border of Glemaria and the non-magical human lands. Marks the edge of the Lumerian Empire, and is the only way to enter the non-magic lands through Glemaria.
Aravia (Ar-ay-vee-ah): Country in the North on the southern border of Glemaria. Ruled by Ka Lumerin. It contains a vibrant system of caves.
Bamaria (Ba-mar-ria): Southernmost country of the Lumerian Empire, home of the South’s most prestigious University and the Great Library. Ruled by Ka Batavia.
Cretanya (Creh-tawn-yuh): One of the northernmost countries in the South of the Lumerian Empire, ruled by Ka Zarine. Known for its city of Thene and vibrant night life.
Elyria (El-leer-ria): Historically ruled by Ka Azria, rulership has now passed to Ka Elys, originally nobility from Bamaria.
Damara (Da-mar-ra): A Southern country known for its strong warriors, ruled by Ka Daquataine.
Glemaria (Gleh-mar-ria): Northernmost country of the Empire, ruled by Ka Hart. Imperator Devon Hart is the Arkasva and Imperator to the North. Rhyan Hart was previously first in line to the Seat.
Hartavia (Har-tah-via): A Northern country that borders Glemaria, and maintains a close relationship with Imperator Hart.
Korteria (Kor-ter-ria): Westernmost country in the Empire. Magic is least effective in their mountains, but Korteria does have access to starfire for Lumerian weapons. Ruled by Ka Kormac.
Lethea (Lee-thee-a): The only part of the Empire located in the Lumerian Ocean. Ruled by Ka Maras, this is the country where criminals stripped of powers, or accused of vorakh are sent for imprisonment. The expression “Farther than Lethea” comes from the fact that there is nothing but ocean beyond the island. Due to the Drowning, the idea of going past the island is akin to losing one’s mind.
Lumeria (Lu-mair-ria): The name of the continent where Gods and Goddesses first incarnated until it sank into the Lumerian Ocean in the Drowning.
Matavia (Ma-tah-via): Motherland. When used with Lumeria, it refers to the continent that sank.
Numeria (New-mair-ria): The Capital of the Lumerian Empire, home of the Emperor, and location of the Palace, and the Nutavian Katurium. Numeria is located in the center of Lumeria and not considered part of the North or South.
Nutavia (New-tah-via): New land. When used with Lumeria, it refers to the Empire forged after the Drowning by those who survived and made it to Bamaria—previously Dobra.
Vrukshire (Vrook-shire): The fortress of Korteria, ruled by Ka Kormac.
Prominent Creatures of the Old World Known to Have Survived the Drowning
Seraphim (Ser-a-feem): Birds with wings of gold, they resemble a cross between an eagle and a dove.
Ashvan (Ash-van): Flying horses. These are the only sky creatures that do not possess wings. Their flight comes from magic contained in their hooves.
Nahashim (Naw-ha-sheem): Snakes with the ability to grow and shrink at will, able to fit into any space for the pur poses of seeking. Anything lost or desired can almost always be found by a nahashim.
Gryphon (Grif-in): Sky creatures that are half-eagle, half-lion.
Akadim (A-ka-deem): The most feared of all creatures, akadim are literally bodies without souls. They kill by eating the souls of their victims.
Terms/Items
Bind/Binding: A spell that ties a rope around a Lumerian to keep them from touching their power, or restricting their physical ability to move. A Binding is temporary, and can have more or less strength and heat depending on the mage casting the spell.
Birth Bind: Unlike a traditional Bind, a Birth Bind leaves no mark. It is given to all Lumerians in their first year of life, a spell that will keep them from accessing their magic power when it develops during puberty. The Birth Bind may only be removed after the Lumerian has turned nineteen, the age of adulthood.
Dagger: A ceremonial weapon given to soturi. The dagger has no special power on its own, as the magic of a soturion is transmuted through their body.
Ka (Kah): Soul. A Ka is a soul tribe or family.
Kashonim (Ka-show-neem): Ancestral lineage and link of power. Calling on kashonim allows you to absorb the power of your lineage, but depending on the situation, usage can be dangerous. One, it can be an overwhelming amount of power that leaves you unconscious if you come from a long or particularly powerful lineage. Two, it has the potential to weaken the mages or soturi from whom the caller is drawing strength. It is also illegal to use kashonim against fellow students.
Kavim (Ka-veem): Plural of Ka (see above). When marriages occur, either member of the union may take on the name of their significant other’s Ka. Typically, the Ka with more prestige or nobility will be used thus ensuring the most powerful Kavim continue to grow.
Laurel of the Arkasva (Lor-el of the Ar-kas-va): A golden circlet worn by the Arkasva. The Arkasva replaced the titles of King and Queen that were used in Lumeria Matavia, and the Laurel replaced the crown, though they are held in the same high esteem.
Mekarim (Mee-kah-reem): Soulmates.
Mekara (Mee-kah-rah): Term of endearment, translates to “My soul is yours.”
Rakame (Rah-kah-may): Term of endearment, translates to “Your soul is mine.”
Rakashonim (rah-ka-show-neem): Link of power to one’s soul, allows you to absorb the power of your own life lineage and past selves, but can be too volatile for the mortal body to sustain.
Seat of Power: Akin to a throne. Thrones were replaced by Seats in Lumeria Nutavia, as many members of royalty were blamed by the citizens of Lumeria for the Drowning. Much as a monarch may have a throne room, the Arkasvim have a Seating Room. The Arkasva typically has a Seat of Power in their Seating Room in their Ka’s fortress, and another in their temple.
Stave: Made of twisted moon and sun wood, the stave transmutes magic created by mages. A stave is not needed to perform magic, but greatly focuses and strengthens it. More magic being transmuted may require a larger stave.
Vadati (Va-dah-tee): Stones that allow Lumerians to hear and speak to each other over vast distances. Most of these stones were lost in the Drowning. The Empire now keeps a strict registry of each known stone.
Valabellum (Val-la-bell-um): A traditional arena game in which soturi battle over the course of the day in honor of Asherah’s Feast Day to reenact the story of the War of Light. In the final battle, soturi play the roles of the seven banished Guardians. The game ends when the fighter playing Moriel dies.
Valalumir (Val-la-loo-meer): The sacred light of Heaven that began the Celestial War, which began in Heaven and ended with the Drowning. The light was guarded by seven Gods and Goddesses until Asherah and Auriel’s affair. Asherah was banished to become mortal, and Auriel fell to bring her the light. Part of the light went into Asherah before it crystalized. When the war ended, the Valalumir shattered into seven pieces—all lost in the Drowning.
Valya (Val-yah): The sacred text of recounting the history of the Lumerian people up until the Drowning. There are multiple Valyas recorded, each with slight variations, but the Mar Valya is the standard. Another popular translation is the Tavia Valya, which is believed to have been better preserved than the Mar Valya after the Drowning, but was never made into the standard for copying. Slight changes or possible effects of water damage offer different insights into Auriel’s initial meeting with Asherah.
Vorakh (Vor-rock): Taboo, forbidden powers. Three magical abilities that faded after the Drowning and are now considered illegal: visions, mind reading, and traveling by mind. Vorakh can be translated as “gift from the Gods” in High Lumerian, but is now translated as “curse from the Gods.”