Masters of the Storm



Maps Glossary The Players



Series Conclusion: Oath-Bound, Masters of the Storm, Book VI


In a magical realm far away ... or at least in another dimension, mages and shamans use the Elements for the good of the people, in work, play and war. In Kwagl, it only rains when the magic users summon it.

It is a world ruled by magic. Since magic appears randomly throughout the population regardless of gender or ethnicity, racism and sexism do not exist, but classism is rampant between the mage and warrior classes. And while the classes as a whole are revered and supported by society, the members of those classes have no individual significance and are considered less important than the average citizen. Life is utilitarian and the importance of a child is generally measured by the honor he or she can bring to the family.

Beginning with Darakin's involuntary summoning to the modern environment of twentieth-first century Earth, the Masters of the Storm series takes us through almost forty years of subsequent upheaval in the kingdom of Kildaga. Several divine prophecies detail the cross-realm part that Darakin and his family and friends will play in the restoration of order in Darakin's homeland, and Kildaga's mages and warriors struggle to deal with the turbulent times, which bring unparalleled magic users, witchcraft and powerful sorcery to their borders,

Culture and Demographics


Economics: Citizens use coin, but only in weight comparison. All of Nature's gifts are valued and no one material is worth more than another with regard to currency. Approved metals are made into coins of varying sizes and used by the people to exchange for goods or services. A coin-weight is carried by those who use currency in order to ensure that the buyer is providing the correct amount of payment. Mages and warriors are not permitted to use coin as it is believed that this will limit corruption within the classes.

Social Structure: There is no racism in Kwagl, although the so-called civilized societies both hate and fear the barbarians of the world. Sexism doesn't exist, either. Since the society developed around the worship of Nature and the use of magic, which does not discriminate between genders, neither do the people. The physical differences between men and women are not ignored; the warrior class is almost completely male, but the scholars are predominantly female. As idyllic as that may seem, however, class discrimination runs rampant and the relations between them are marked by friction. Mages and warriors are compelled to serve society by swearing an oath to the Magic Covenant that dictates how magic is used in their world. The oath-bound classes include combat mages, elemental mages, conjurers, mage wardens and warriors. Among the citizen classes are scholars, scribes, magic-smiths , seers, priests, hunters, bards, and nobles.

Politics: Though nations are referred to as Kingdoms, very few are actual kingdoms. The majority of the 'Civilized' kingdoms are more socialist or communist in their administration of order. The primary consideration is the maintenance of the environment as Nature created it. Since the mage and warrior classes do not use money, society is required to provide for their needs, resulting in high taxes, from which actual providers of food are reimbursed.

Literacy: Most of the people are illiterate, with the exception of the scholars, who are well-versed in the lore of the realm, and the mages, who spend years studying the history of the magic. A class of scribes provides reading and writing services to the populace, primarily for the purpose of obtaining payment for services rendered to warriors and mages. However, though most are illiterate, they are well-spoken, They have a rich oral history that endows them with extensive vocabularies and the ability to speak well in order to relate their lore with accuracy in an entertaining manner.

Religion: Worship is primarily toward Nature, with honor being paid to divine beings, as well. The priests are addressesd as expositors, as it is their responsibility to provide explanations and interpretations of the Magic Covenant. All citizens are required to attend the temples and participate in prayers for the acceptance of the departed into Nature's consciousness. The transition from life to death is the most sacred event in the life of an individual and deemed as something which is beyond human comprehension. As such, it is society's responsibility to make the passage as easy as possible, with the exception of acts during war. Executions are required to be quick, and beheading is the preferred method, although a skilled hangman can be used.

Those who have lived an obedient life Become One with the World upon death. Mages are thought to be reincarnated souls that failed the Covenant during their previous life. As such, they come back to act as servants to Nature in this life. In extreme cases, if someone has blasphemed or committed other atrocities, they may be judged as unredeemable, and their soul is sent to exist in a hell dimension for eternity. For those who are not judged as unredeemable or doomed to serve Nature as a mage, a failure to serve Nature may cause their soul to simply die or cease to exist, resulting in True Death.

The Mages

The Kakdali, or Elemental Mages, are responsible for maintaining Kwagl's environment. Building on the ancient teachings of the long-extinct shamans to learn how to maintain balance, they are trained in the kingdom of Kildaga and sent out to wander all the kingdoms of the world, providing their services as needed. It is a great honor for a family to send their mage child to the Elemental school.
The Kakdalo, or Combat Mages, use the Elements with deadly precision to defeat their enemies. Each kingdom trains and maintains its own ranks of Kakdalo, who work with the warrior class to keep its citizens safe from demons and other enemies. Mages born to poorer families that cannot afford the Elemental mage school tuition are sent to their kingdom's combat mage school.

Conjuration mages make up a small portion of the class. Very few are admitted to the school. These are the only mages who do not summon the Elements in their work. Instead, they use a connection to divine beings to administer deep healing. However, their primary purpose beyond healing is to summon people, and in rare cases, objects to them. With enough knowledge of the location of their target, they can call that person to their position, however the effects of such summoning spells generally cause some unpleasant side effects on the summoned person's balance.

Since all mages are born with silver hair, the Mage Council is immediately made aware of their birth and determines which type of mage they will be. Regardless of which school the young mage will be attending, he or she is removed from their family by the age of four or five to begin their training. They rarely have any further contact with their family until their graduation ceremony at the age of sixteen.

The Warriors

While sexism does not exist in Kwagl, there are very few female warriors. This is due not to their gender, but rather to the class admission requirements. Warriors are not born to the class as mages are, rather they are selected by the class. This fact causes the warriors to consider themselves above the mages, who are not chosen on their own merits but by virtue of having been born to it.

Each nation has its own warrior class whose instructors travel the kingdom testing children at the age of four or five. Those who are deemed worthy by virtue of physical prowess, innate balance and possessing the proper physique for both hand-to-hand fighting and for sword fighting are selected. Not only is the child tested, but the parents are examined, as well, in order to ensure that the child comes from a line that possesses the requisite traits.

It is considered a great honor for a family to have a child chosen for membership in the warrior class. As with mages, the child is removed from the home at the age of four or five and sent to live and train with his brothers in the warrior class.

Inquisitors are a subclass of warrior. They are generally bigger and stronger than the typical warrior. They are also brutal and cruel men whose only purpose is to torture enemies both as punishment and for the purpose of obtaining information.

The Hunters

Unlike mages and warriors, hunters are citizens. They marry, have families, and own homes and property. They take great pride in their skill at the hunt and tracking. Mates are selected based on physical attributes that are beneficial to their profession, with great agility and lithe builds being among the most desirable. Due to the desire to perpetuate those traits, hunters generally marry other hunters

The Seers

Seers are rare in the population, but their green eyes easily identify them as being connected to the magic of the Covenant. However, despite being citizens with all the accompanying rights, seers are the most unfortunate of Kwagl's population. They are briefly sent to study with the scholars for a time before they reach adolescence, which is when they begin having visions. However, their studies are limited to cultural and environmental studies that will allow them to interpret the images in their visions. The authorities generally have only one or two seers in their 'employ' at a given time, but any seer could be required to leave behind whatever life they have built to serve at any time. For this reason, few citizens are willing to cultivate relationships with them, leaving them to generally depend on the generosity of family members to survive.

The Books

In The Lost Mage, we meet Darakin, an Elemental mage and member of the Kakdali. One day, he is involuntarily summoned to a strange realm where the world operates on technology and science, rather than magic. Alone and unable to summon his precious Elements, he depends on Mrowley, the cat he talks to after a translation spell, to teach him how to get by in his new home.

The Lightning Caller tells the story of what happens when Darakin returns to Kwagl years after he was summoned away along with his shaman son, Arak, to fulfill a prophecy that says Arak will restore order to his father's homeland after Fire escapes.

Magic-Bound Running from a ruthless corporation that wants to use his ability to control the weather, the young shaman, Arak, and his sister, Maggie, escape to their father's magical realm of Kwagl. By the time Darakin and Nora are able to follow their children, the arch mage, Etheran, has already dispatched a band of warriors to capture the boy. Etheran plans to force the boy to help him control all of Kwagl's mages and warriors, a plot that is sure to put Kwagl on the path to world-wide warfare.

The Arcana of the Arch Mage finds the new arch mage, Rodsmic, desperate to learn the Arcana that contains the lore and spells he needs to know as the ultimate magic authority in the realm. However, Etheran, the deposed arch mage, is now sitting in prison and is unwilling to share his knowledge. When Rodsmic uses a combination of torture and hypnosis to begin extracting those secrets, Etheran manages to escape to the realm of the lost mage. Rodsmic has no choice but to send High Commander Ryken, along with several men, to Darakin's realm to retrieve the secrets of the Arcana.

Myrantia takes place seventeen years after Ryken's expedition to Darakin's new realm and fifteen years after a brutal war erupted with the barbarian kingdom of Myrantia over their refusal to hand over the shamans born within their borders. Ryken is sent to Myrantia to learn the fate of several warriors and mages who disappeared from a Kildagan outpost on the border of Myrantia. When Ryken finds himself fighting dark forces of sorcery and witchcraft, he uses every tool at his disposal, no matter how unconventional, in an attempt to return his expedition safely to Kildaga.

Oath-Bound concludes the Masters of the Storm series. As Ryken recovers from a wound he received from a demon, Cragor leads the warrior class as they search for the barbarian sorcerer who threatened the mage council. Spending his days idly relaxing and shielded from the demands of the position of high commander awakens a long-dead desire in Ryken to lead a more leisurely existence while raising a family of his own. However, he soon learns that he fathered children with Ravenwynd back in the Darakin's realm and that Rodsmic, the arch mage, plans on bringing the children to Kildaga in order to fulfill a prophecy that says they will defeat the sorcerer. Ryken is now faced with his biggest dilemma yet, how to protect his children while not betraying his oath-bound duty to the Covenant.



Map of Kildaga



Gryzchek City Map


Glossary

  • Arch Mage - the leader of all the Elemental mages of Kwagl.
  • Arialia's Strands - artifacts that were created when the Child of Light exploded. They provide perpetual, inextinguishable light.
  • Barstok - a kingdom of the barbaric continent that borders Myrantia.
  • Batuk - a rude slang word that warriors use to describe mages and other magic users.
  • Becoming One with the World - Those who have lived their lives in accordance with the magic Covenant are believed to join Nature's consciousness upon death.
  • Coin-weight - a small weight carried by citizens in order to compare with that of a merchant or buyer in order to validate the weight of coins being used in payment.
  • Combat mages (Kakdalo) - mages that summon the Elements in a precise weaponized fashion to do battle with demons. Each kingdom maintains its own ranks of combat mages.
  • Combat mage-lord The leader of the combat mages in each individual kingdom.
  • Conjurers/Conjuration mages - mages that can channel healing for serious internal injuries from divine beings and summon people to the mage's location if given enough information.
  • Conjuration mage-lord - The leader of the conjurers in each individual kingdom.
  • Crepik - a caustic substance that is shed from the swamp monsters of Darmira. The highly flammable material that causes chemical burns even when not lit is used as a weapon by the barbarians.
  • The Dariel - The ship that Ryken and his expedition use to cross the ocean between the civilized continent of Karkalan and the barbaric continent of Darmira.
  • Darmira - the barbaric continent.
  • Darsek - a rude slang word that mages use to describe warriors.
  • Davan berries - berries that grow high in the tall trees of the Kiltor Forest
  • Dekkar - a ritual consisting of several parts that is performed for a mage or warrior who falls on the road to provide burial and commemoration of the life that was lost.
  • Depletion - the state of exhaustion that affects mages who have cast many spells in a short period of time without replenishing. In extreme cases, it is fatal.
  • Dreshkar - the remains of slain demons.
  • Elantor - the kingdom that borders Kildaga to the southwest.
  • Elemental mages (Kakdali) - mages that travel the entire world, summoning the Elements as needed to maintain the environment and for the purposes of the citizens in exchange for goods and services.
  • Expositor - the form of address for a priest.
  • Far-sight - the spell used by combat mages to fight through the eyes of a warrior.
  • Gryzchek - the capital city of Kildaga.
  • Hakkan Brah - an instrument played by the bards of Kwagl that originated with the practice of stringing together bows of different sizes to create music.
  • Hasharak - a small city to the southeast of the capital city of Gryzchek
  • Healers - lay people who use herbs and poultices to heal surface wounds and other ailments.
  • High Commander - the leader of the warrior class. Each kingdom maintains its own ranks of warriors and has its own leader.
  • High Priest - the leader of the priests, who is responsible for the exposition of the Magic Covenant.
  • Inquisitors - a subclass of warriors that are trained from an extremely young age to torture and interrogate enemies.
  • Kakdali - the Elemental mages.
  • Kakdalo - the combat mages.
  • Kalifur - cute, small creatures that inhabit the shores of inland lakes whose teeth are valued by magic-crafters.
  • Kapulak Simor - A Kildagan expression that means things happened a certain way because the magic needed them to (similar to God Will Provide).
  • Karna berry bush - a shrub whose bark yields a sweet, fruity tasting drink when brewed as tea.
  • Kildaga - Darakin's home kingdom in Kwagl.
  • Kiltor Forest - a forest in the central southern region of Kildaga
  • Kirkalan - the civilized continent.  
  • Kizgar - a ritual that welcomes the children of hunters to the class.
  • Krekdapop - a demon whose only susceptibility is to lightning.
  • Krowlin - village in the southwestern region of Kildaga
  • Krupiska - a town in the north of Kildaga.
  • Kwagl - Darakin's home realm.
  • Long Robes - term that common people use to describe the wealthy and politicians, referring to their tendency to wear robes as an indication that they don't work and therefore don't need to wear clothing that allows them to perform menial labor.
  • Lord-Governor - civilian political leaders of the nations of Kwagl.
  • Lord-Mayor - civilian political leaders of towns and cities.
  • Mage seat - the fortress of the Arch Mage's throne in Gryzchek.
  • Mages - persons who are born to use magic and summon the imprisoned Elements to cast spells. All mages are born with silver hair.
  • Magic-smiths - those who design and create magical items.
  • Mepon - a tasteless hot cereal eaten in Kildaga.
  • Motivator - an Inquisitor who uses the threat of immediate physical reprisal to 'motivate' magical students that are having difficulty tapping into their abilities.
  • Myrantia - A kingdom on the Barbaric Continent.
  • Nutberries - an odd plant whose very sweet, sugary-tasting fruit resembles both a nut and a fruit. The spikes of the plant have a bitter taste and a high alcohol content.
  • Perposa - a city that lies in the borderlands between Myrantia and her neighbors.
  • Picto - a demon whose only susceptibility is to water in snow form and as such, is generally only found in the hot and arid climates of Kwagl.
  • Pona Seed - a spice used to flavor food in Kildaga.
  • Prekalik Dingora - autumnal harvest festival at which a ritual sacrifice of the ill and unsound takes place.
  • Priests - religious order that engage in prayers generally relating to the souls of the departed and perform Dekkars or funeral rites for fallen mages and warriors.
  • Purris - a foul-smelling root that grows on Darmira and is used to make a paste that repels insects.
  • The Rails - Kildagan term for sea-sickness.
  • Reclaimers - Workers who harvest usable and salable parts from the remains of demons, also called Dreshkar 
  • Replenishing - the act of resting or using mage tea to restore the magical energy of a depleted mage.
  • Sea Serpents - monsters that populate the Unpassable Sea
  • Seers - Persons who are connected to the magic of Kwagl and periodically have visions of events relating to the other magic users of Kwagl.
  • Shamans - magic users born with black and silver hair who used worship and supplication to summon the free Elements in ancient times. Shamans became extinct with the imprisonment of the Elements after the Elemental War.
  • Shar berries - a poisonous fruit that grows in the southern forests and plains of Kildaga.
    Shar berries
  • Shirinax - a prison that houses most of the magic-born prisoners of Kildaga.
  • Sifting House - building where relcaimers process demon remains.
  • Successor - the mage who will take the place of the current Arch Mage.
  • Sylanya - The kingdom to the southeast of Kildaga.
  • Thin Blood - Term used by hunters to refer to warriors. Refers to the fact that hunters are born and bred to be hunters as opposed to warriors, who are chosen based on their abilities and strength.
  • Trial - a sacred rite in which a wounded warrior proves his worthiness to rejoin the warrior class after an injury that took him out of a fight.
  • True Death - occurs when someone's sacrifice at death is considered unworthy of Becoming One with the World. This is generally believed to be a fate for citizens who are not mages or warriors and and have not served Nature to their fullest ability.
  • The Unknowable Mystery of Death - The people of Kwagl believe that it is impossible for them to comprehend how Nature converts life into death. They believe that adherence to their magic Covenant will allow them to join Nature's consciousness (Become One with World) upon their death. Since death is considered a Divine Act, executions must be quick with minimal suffering to the condemned.
  • Unpassable Sea - an ocean so filled with monsters that it is not possible to use for travel between the two major continents. Some travel is done close to the shore, but even that is fraught with danger.
  • Unredeemables - Those judged to have failed the Covenant to the point of dishonor and blasphemy are believed to be cast upon death into a hell dimension for eternity.
  • Verigun - a city in the western territory of Kildaga.
  • War of Five Summers - conflict that arose between Myrantia and the civilized kingdoms when the barbarians refused to send shamans to the Elemental school in Kildaga.
  • War-Master - the title given to the high commander of the Sylanyan kingdom.
  • Warrior class - the fighters of Kwagl. These men are chosen to join the class at a young age after passing tests of strength and dexterity. Each kingdom maintains its own ranks of warriors.
  • Warrior Trial - The trial by combat that a warrior undergoes both to join the brotherhood and to prove their battle worthiness if they've been inactive due to injury.


The Players


Book I
  • Darakin - an Elemental mage who is involuntarily summoned away from his magic realm to a non-magical one filled with technology.
  • Nora - the barmaid that Darakin falls in love with and eventually marries.
  • Mrowley - the gray and white alley cat that Darakin's translation spell lets him understand. Mrowley becomes Darakin's guide in his new environment.
  • Ravenwynd - owner of a New Age shop that helps Darakin with magic supplies.
Book II
  • Darakin - Elemental mage who helps fulfill a prophecy by returning to Kildaga with his son.
  • Nora - Darakin's wife
  • Mrowley - Darakin and Nora's cat who was endowed with the blessing of long life by a dryad.
  • Mythelio - Kildagan combat mage-lord who leads the combat mages and warriors in a rebellions against the arch mage.
  • Etheran - the arch mage who is deposed and imprisoned by Mythelio.
  • Dolia - one of the leaders of the renegade Elemental mages who are fighting against Mythelio and his combat mages.
  • Ryken - one of the few warriors who remains true to his oath to the mage seat and doesn't join the rebellion.
  • Dyminal - the captain of the guard of the mage fortress.
  • Rodsmic - one of the Elemental mages in Dolia's renegade group.
  • Theno - warrior commander who joined Mythelio and the rebellion.
  • Arak - Darakin and Nora's son. He is the first shaman of Kwagl magic to be born in centuries.
  • Maggie - Darakin and Nora's daughter.
  • Jasper - Labrador puppy that Arak adopts while in Kildaga.
  • Liskara - conjuration mage that Arak becomes enamored of.
  • Zimela - seer that Mythelio forces to remain at the mage fortress providing him with information from her visions.
Book III
  • Darakin - Elemental mage who now lives in upstate New York with his family.
  • Nora - Darakin's wife
  • Mrowley - Nora and Darakin's cat
  • Jasper - Arak's dog
  • Arak - Darakin and Nora's shaman son who escapes to Kildaga when he is pursued by a ruthless corporation.
  • Ravenwynd - A Wiccan who befriended Nora and Darakin.
  • Maggie - Arak's sister, who is a seer and accompanies Arak to the Kwagl realm.
  • William Harrison - Head of the meteorological and geological research department at Beranyn Industries.
  • Gerald Madison - Meteorologist that works for Beranyn.
  • Sam Knoll - member of William Harrison's security team.
  • Jim Slade - leader of William Harrison's security team.
  • Etheran - the current arch mage
  • Ryken - the High Commander of the Kildagan warrior class
  • Kirinel - Etheran's seer who replaces Zimela after Mythelio is defeated.
  • Farrim - warrior member of Ryken's expedition crew.
  • Garbok - warrior member of Ryken's expedition crew.
  • Tryndal - warrior member of Ryken's expedition crew.
  • Cragor - warrior member of Ryken's expedition crew.
  • Varus - hunter member of Ryken's expedition crew.
  • Jerthos - Lord-governor of Kildaga's civil (non-magical) government.
  • Gelroy - combat lord-mage of Sylanya
  • Markia - scholar member of the mage council 
  • Rodsmic - the new Successor to the arch mage's seat
Book IV
  • Darakin - Elemental mage who now resides on a farm in upstate New York
  • Nora - Darakin's wife
  • Mrowley - Nora and Darakin's cat
  • Jasper - Arak's dog
  • Arak - Darakin and Nora's shaman son
  • Maggie - Darakin and Nora's daughter, and a seer who has visions of Kildagan magic, but also has foresight in her home realm
  • Liskara - a conjurer that was banished from Kildaga to Darakin's realm for misusing her magic
  • Ravenwynd - New Age Wiccan that befriended Darakin and Nora. She is the priestess of a coven that worships on Darakin's farm.
  • Ryken - the High Commander of the Kildagan warrior class
  • Cragor - Ryken's second-in-command
  • Tryndal - another of Ryken's trusted warriors
  • Varus - the hunter who usually accompanies Ryken when the services of a hunter are required.
  • Rodsmic - the current arch mage
  • Markia - the Council scholar
  • Etheran - the former arch mage who has escaped imprisonment in Kildaga by traveling to Darakin's realm
  • Mythelio - the imprisoned leader of the failed Rebellion, who escapes along with Etheran
  • Jim Slade - former member of Beranyn Industries security force. He is now working VIP details with a former army buddy.
  • Gerald Madison - a meteorologist with Beranyn Industries
  • Shadowsong - a traditional witch that practices dark arts
  • Joy - Shadowsong's sister, who specializes in astral projection
  • Merig - mage warden at Shririnax, a prison that holds mages and other dangerous prisoners

Book V
  • Ryken - the High Commander of the Kildagan warrior class
  • Cragor - Ryken's second in command
  • Tryndal - another of Ryken's trusted warriors
  • Varus - the hunter who usually accompanies Ryken when the services of a hunter are required.
  • Gashon - Varus's hound
  • Rodsmic - the current arch mage
  • Derina - the Council scholar
  • Carsus - the Captain of the Fortress Guard
  • Tamrik - warrior member of Ryken's expedition
  • Inok - warrior member of Ryken's expedition
  • Palink - warrior member of Ryken's expedition
  • Usom - warrior member of Ryken's expedition
  • Jovik - warrior member of Ryken's expedition
  • Dremen - warrior member of Ryken's expedition
  • Gaverek - warrior member of Ryken's expedition
  • Karo - warrior member of Ryken's expedition
  • Lania - combat mage member of Ryken's expedition
  • Anselas - element mage member of Ryken's expedition
  • Herek - conjurer member of Ryken's expedition
  • Opiro - elemental mage found working in the service of pirates.
  • Marek - the shipmaster of The Dariel
  • Mikol - warrior who was taken prisoner by the barbarians.
  • Ongu - warrior who was taken prisoner and slain by the barbarians.
  • Zarak - warrior who was taken prisoner and grievously wounded by the barbarians.
  • Kinesas - warrior who joins Ryken's expedition later
  • Edrik - warrior who joins Ryken's expedition later
  • Merig - mage warden at Shirinax, a prison that holds mages and other dangerous prisoners
  • Zered - gigantic Barbarian who works for Zenira
  • Zenira - a barbarian witch
  • Fador - the combat-mage lord
  • Seddala - the conjuration mage-lord
  • Balikor - the high priest of Kildaga
  • Serti - a black marketeer
  • Lamic - a shipmaster who becomes involved with the black market
  • Isartin - Overseer of the reclaimers of the northern territories of Kildaga.
  • Dragdar - young shaman found in Myrantia
  • Nala - servant in the mage fortress
  • Drebin - mage warden that sits on the mage council
  • Endros - a farm-lord who petitions the mage council for assistance
  • Andrusa - the captain of the watch in the city of Verigun 
Book VI
  • Ryken - the High Commander of the Kildagan warrior class, who is currently recovering from an injury
  • Ravenwynd - Witch priestess who is the mother of Ryken's children
  • James - Ryken and Ravenwynd's son
  • Karina - Ryken and Ravenwynd's daughter
  • Cragor - Ryken's second in command, who is acting as High Commander
  • Tryndal - another of Ryken's trusted warriors
  • Varus - the hunter who usually accompanies Ryken when the services of a hunter are required.
  • Rodsmic - the current arch mage
  • Derina - the Council scholar
  • Lania- the combat-mage lord
  • Seddala - the conjuration mage-lord
  • Balikor - the high priest of Kildaga
  • Dragdar - Myrantian shaman who practices sorcery
  • Nala - Myrantian fighter and sister to Dragdar
  • Berestas - head master of the Kildaga Shaman School
  • Druthos - head master of the Kildagan Warrior School 
  • Fedrasik - Master Inquisitor
  • Sibonol - Lord-Governor of Sylanya
  • Yeris - War-Master of the Sylanyan warriors
  • Gelroy - Mage-Lord of the Sylanyan combat mages
  • Inok - Kildagan warrior
  • Gaverek - Kildagan warrior
  • Dremen - Kildagan warrior
  • Orel - a former member of the warrior class who left to run his parents tavern now frequented by the warriors after losing a leg during the War of Five Summers
  • Griegen - the only remaining seer in the realm that is still sane and able to receive visions
  • Darakin - Kildagan Elemental mage who now resides on a farm in upstate New York
  • Nora - Darakin's wife
  • Mrowley - Nora and Darakin's cat
  • Arak - Darakin and Nora's shaman son
  • Maggie - Darakin and Nora's daughter, and a seer who has visions of Kildagan magic, but also has foresight in her home realm
  • Liskara - a conjurer that was banished from Kildaga to Darakin's realm for misusing her magic and married Arak
  • Carsus - the Captain of the Fortress Guard
  • Merig - mage warden at Shirinax, a prison that holds mages and other dangerous prisoners



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