Deathgate Cycle - Elven Star - Deathgate Cycle - Elven Star Part 39
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Deathgate Cycle - Elven Star Part 39

Up to this point, my account of the history of Pryan has been clear and concise. Now, it will of necessity become somewhat vague, in that I was completely unable to discover the answer to the mystery of Pryan, a mystery that is shared by the world of Arianus: What happened to the Sartan?

It was obvious to me, in my research, that the Sartan were becoming increasingly few in number and that those few were having an increasingly difficult time dealing with the rapidly deteriorating situation among the mensch. The Sartan came to realize their mistake in creating the tytans and in giving them rudimentary rune-magic. As Sartan control over the giants decreased, the tytans' ability to use the rune-magic increased.

Like the legendary golems of old, did the tytans turn on their creators?

Having fought their magic myself, I can report that it is crude but exceedingly powerful. I am not yet certain why, not having finished analyzing the attacks. The nearest analogy I can furnish at the moment is to say that they hit the complex, delicate structure of our runes with one single, simple, uncomplicated sigil that has the force of a mountain behind it.

Now the citadels stand empty, but their light still shines. The mensch lie hidden in the jungle and fight among themselves. The tytans wander the world in a hopeless, deadly quest.

Where do the dragons enter in, if at all? And what is the "force" the Sartan spoke of in his last statement to me? "The force that opposes us is ancient and powerful." The force that "cannot be fought, cannot be placated." And finally, what happened to the Sartan? Where did they go?

It is possible, of course, that they didn't go anywhere, that they are still living on the other "stars" of Pryan. But I don't believe that is the case, My Lord. Just as their grand project on Arianus failed, so their grand project on Pryan came to nothing. The "stars" shine for a decade or so, then their power supply becomes depleted and their light grows dimmer and dimmer and fades out altogether. Some, perhaps, never recover. Others, after a period of years, slowly gather more energy, and gradually the "star" is reborn, sparkling in a "heaven" that is in reality nothing but ground. Might this not, My Lord, be an analogy for the Sartan?

Of course, there exist two other worlds left for us to explore. And we know that one Sartan-at least-still lives. Alfred, too, seeks his people. I begin to wonder if our quest may be similar to that of the tytans. Perhaps we are searching for an answer that doesn't exist to a question that no one remembers.

I have just now reread what I have written. Forgive these ramblings, My Lord. The time hangs heavily on my hands. But, speaking of the tytans, I venture to add one important observation before I close.

If a way can be discovered to control these creatures-and I am certain. My Lord, that you with your vast power and skill could easily do just that-then you will have an army that is powerful, effective, and completely amoral. In other words, invincible. No force, not even one that is "ancient and powerful" could oppose you.

I see only one danger to our plans, My Lord. The possibility of this danger is so minuscule that I hesitate to mention it. I am mindful, however, of your desire to be completely informed on the situation in Pryan, and so I present the following for consideration: If the mensch could ever find their way back inside the citadels, they might-by working together-be able to learn to operate the "stars." If you will remember, My Lord, the Gegs on Arianus were quite adept at running the Kicksey-Winsey. The human child named Bane was intelligent enough to figure out the machine's true purpose.

The Sartan, in their infinite wisdom, have left lying about innumerable books written in human, dwarven, and elven. The books I saw dealt mainly with the history of the races, going far back to the ancient world before the Sundering. There were, however, too many to peruse closely and so it may be, among the tomes, that the Sartan left information relevant to the "stars," to their true purpose, and to the fact that other worlds besides Pryan exist. It is not beyond the realm of possibility that the mensch might even find information regarding Death's Gate.

However, from what I observed, the likelihood of the mensch discovering such information and using it appears extremely remote. The gates of the citadel are closed and, unless the mensch come up with some sort of "savior" I predict that these gates will remain sealed shut to them forever.

I remain. My Lord, respectfully devoted to your service.

-HAPLO.

Haplo, Pryan, World of fire, vol.2 of Death Gate journals.

APPENDIX.

PATRYN RUNES AND THE VARIABILITY OF MAGIC.

A Basic Overview for Patryn Aspirants.

Transcription Note: The Sartan have always found the Patryn approach to rune magic far too dry and clinical for their liking. The Patryn, on the other hand, have always sniffed at the Sartan's rather mystical and philosophical approach to what they see as a mixture of art and power. This passage on magic was certainly scribed by a Patryn. It may yet be considered abrasive to many who read it. For example, the use of the term object, or objects, in this text is not limited to inanimate things but is applied to people as easily as to a chair. The Patryns, who consider it their destiny to order all creation under their rule, make no distinction between the two.

To manipulate an object you must understand it. This basic principle is at the heart of all Patryn rune magic. It is the key to our destiny of order.

We who see and understand an object for what it truly is-in all its aspects-have control over it. That quality and power that we use as magic is actually the manipulation of the power of existence. We are but minds that observe the full truth of the world around us. Magic is the recognition of the fire burning behind us when all else see only their own shadow on the wall. Rune magic defines in symbols the true quality of all things that might exist.

PATRYN RUNE MAGIC: THEORY AND PRACTICE.

Patryns altering any part of the world about them, first attempt to "name" an object fully. An object's true name is far more than a convenient description. In Patryn magic, an object's name defines precisely the state of the object relative to the underlying Wave of Possibility. Naming an object completely is critical to the level of success that the Patryn will have in later "renaming" the object into an alternate state or form.

Runes provide a set of symbols by which we can name (understand) and rename (change) any object. The student of Patryn magic is a student of the rune, for it is only through the runes that an object can be most fully named.

Theory and Concept.

Runes give formal structure to our magic. Our runes generally form magic in the following ways: 1. Naming of the object. Any rune of power first identifies the object being changed to its true extentin other words, names the original object fully.

2. Calling on the Sympathetic Name. In this, we build (1) the power runes required to alter the state of the present object and (2) state-of-being runes that define the position on the Wave of Probability where such a state would be expressed. These two combined-power and position-form the Sympathetic Name.

3. The object is renamed. By applying the Sympathetic Name to the object, the object's state changes and the object is renamed. This new name becomes the object's name for as long as the magic dictates. Powerful Sympathetic Names can be permanent, while those that are not so powerful may last only a moment.

The Laws of Rethis.

While the principles of rune magic had been known many epochs before the Sundering of Worlds, abnormalities and inconsistencies still existed in the shaping of magic. One of the great thrusts in magical research was the defining of these abnormalities.

However, in our Year of Exile 1391, Sage Rethis of the Vortex [30] structured several basic laws of rune magic, which endeavored to encompass the anomalies that had been experienced since time began. Although his works were initially greeted with such skepticism as to result in his eventual death at the decree of the Lords in Exile, they were later accepted by that supreme body and are now the standard foundation of our understanding of magic.

THE BALANCE IN ALL NATURE. Rethis began with the understanding that all things must have balance to exist. The full name of an object has balance for it defines the state of harmonious existence in the Wave of Possibility. While this principle was well known among rune magicians, Rethis placed it as the foundation of his reasoning-and thus the First Law of Rethis: An Object's Name Has Balance.

EQUILIBRIUM FACTOR. One of the greatest puzzles in magic was its tendency to occasionally go awry. The precise intent of the wizard's rune structure would work to specifications on any number of similar objects only to suddenly, and for no obvious reason, behave differently on an object that was for all intents and purposes identical to those previously renamed.

This effect, noted Rethis, is similar to those seen constantly in apprentices who are first learning to master the runes and often structure runes that are not balanced. Such unbalanced runes still functioned but often with bizarre results.

Rethis reasoned that such poor structures still functioned because the magic itself sought its own balance when the rune did not supply it. This became the Second Law of Rethis: An Unbalanced Name Will Tend to Balance Itself.

RUNIC IMBALANCE. Having established his first two rules, Rethis addressed directly the problem of the master wizards who still, on rare occasion, found their spells going awry.

Since the apprentices' spells obviously had odd results due to imbalance and since the master wizards' spells showed similar failures (although far less often), Rethis reasoned that they must somehow be related. He asked himself, What could account for imbalance in a master wizard's spells?

GRAIN OF MAGIC AND VARIABILITY. As Rethis worked on these problems, he came across an obscure monograph submitted to the Lyceum where he studied. It had been written by Sendric Klausten, a Nexus runner of great reputation in the Labyrinth but little known in the Vortex itself. It had apparently been penned on a rare return through the First Gate based on the runner's experience in the Labyrinth.

Nexus runners were attempting to break through the Labyrinth to the legendary Nexus on the far side. In those early days, the effort was still in its infancy and many centuries would pass before the runners would prove successful.

There was no greater testing ground for runes than the Labyrinth because it required greater complexity and finesse than did common use in the Vortex. Klausten, in his adventures in the Labyrinth, discovered that there was an actual limit to the detail to which a rune could be constructed.

Balance in the magic and ultimate definition of the probability being woven are crucial to the user of rune magic. Unless the weave of magic is infinitely precise, the effect will be different in detail from that originally envisioned by the magician. All rune theory seeks to define the balance of the rune as a Sympathetic Name to the object that exists.

Rune structures may, as you know, contain other rune structures. This seemingly endless progression of smaller and smaller levels of detail attempts to redefine the balanced and ordered state of objects into another state. Each level of detail more intimately defines the object until-in theory-the object is fully defined and, therefore, stable.

Klausten discovered, however, that as the rune grew more and more detailed, the presence of the rune itself affected the state of the object. A rune could be crafted into such detail that its own detail in turn affected the object the magician intended to affect. Thus the object's name would be subtly changed. The rune-balanced for the object before the change-would then be unbalanced. Further balancing of the rune would then continue to change the object, again forcing the rune to be unbalanced. Thus, Klausten explained, there was a limit to how detailed a rune could be created toward its effect. Klausten called this the Barrier of Uncertainty.

The Barrier of Uncertainty is a level of definition beyond which the runes cannot penetrate. This limit to a rune's detail is apparently related to the ancient Empirical Constant (6.547E27 or h)-although why this is so remains a mystery.

Beyond the Barrier of Uncertainty, rune structures fail to have their anticipated effects. No further rebalancing seems evident in magics that attempt such artful subtlety.

This bottom level of detail in rune structures (which has been proven to hold true in both Sartan and Patryn magic) is referred to as the Grain of Runes. It is the most detailed structure that can be constructed from runes without the presence of the runes themselves changing the magic being attempted.

THIRD LAW OF RETHIS. Rethis found in Klausten's writings the key to why even the most detailed magic occasionally fails. Rethis theorized that if the object being renamed was balanced beyond the Barrier of Uncertainty, then no rune could produce a Sympathetic Name with sufficient detail to rename the object with balance. His own Second Law would then take effect with occasionally random results for even the most advanced wizard.

So it was that Rethis penned this third-and most controversial-law:.

No Rune Has Infinite Balance.

When a rune structure approximates a new state, the Wave of Probability produces a phenomenon called Stasis Reflex. This, basically, is nature's way of correcting for the small imbalances in all magic rune structures that may evidence themselves through the Barrier of Uncertainty.

The Third Law of Rethis has also been occasionally rephrased as "no rune is perfect," The Barrier of Uncertainty seems to condemn rune structures to a most elemental imperfection when dealing with magic at its most delicate base.

While this may prove to be rather disturbing from a philosophical standpoint, in everyday use it is of little value. Because the Second Law of Rethis tells us that even an unbalanced object will tend to seek its own balance, rune magic continues to operate as the great force in our destiny.

It was, however, the philosophical ramifications that caught up with Rethis. The Lords in Exile successfully prosecuted him for anarchistic heresy and his life was forfeit. Today, songs are sung in his praise, although he never had the opportunity to hear them.

Dimensional Magic and Future Development.

All our current rune structures are based around patterns in two dimensions. New research by the Master Cryptographers of the Vortex would suggest that stable rune structures might be assembled along three-dimensional lines as well. Such runes might be crudely thought of as boxes, spheres, multihedrons, and a variety of linking conduits for power transference and effect definition.

While such structures might introduce a revolution in rune structures and power, such structures have not yet been developed that retain stability as well as our traditional structures. Dimensional structures also appear to be subject to the same Barrier of Uncertainty as standard runes. Perhaps, in time, such runes will be a part of our society and our purpose.

A WORD ABOUT SARTAN RUNE MAGIC.

From time to time, you may find yourself intrigued by the mystic and backward approach of the Sartan runes. These runes-after one cuts away all of the pseudo-religious and simple-minded claptrap-function in ways similar to our own runic structures.

There is, however, a most fundamental-and dangerous-difference between the Sartan approach to magic and our own: Our inductive reasoning as opposed to the deduction of the Sartan.

In Patryn rune magic we seek out the essence of the individual object and from it induce and effect the more general principles of the universe that surrounds us. Thus we alter the balance in an individual object and then allow that rebalancing to impact the general principles that originally supported the object.

The Sartan, on the other hand, attempt to alter the general principles of existence to achieve specific results. This dangerous thinking might be likened to altering the universal laws of genetics to obtain a better lunch for yourself on a particular day.

Our magic works from the specific case out toward the more general (induction) while Sartan magic works from the general principles of existence inward toward a specific solution (deduction). Both approaches are powerful. The War of Admigon-the last great war before the Captivity of Beybon and the Sundering of Time-was fought between the Sartan and ourselves with bitter results. The Labyrinth that surrounds us and imprisoned our people at the time of the Sundering is the prime example of both the power of the Sartan and their irresponsible and reckless use of it. All creation now seeks a state that will again bring balance and harmony to all.

The time for the New Balance-our order-has come.

1 Made from a compound of calcium deposits taken from the bones of dead animals and processed with other organic elements to form a pliable paste.

2 Elven society in Equilan regulates time as follows: one hundred minutes to an hour, twenty-one hours in a cycle, fifty cycles to a season, and five seasons to a year. Time measurement varies from place to place on Pryan, according to the local weather conditions. Unlike the planet Arianus, where there is day and night, the sun never sets on Pryan.

3 A winged fowl of the segrouse family used for long-distance communication. A faultless, once properly trained, will fly unerringly between two points.

4 The medium of exchange of Equilan. It is a paper equivalent of stones, which themselves are extremely rare, being found generally only at the very bottom of the world.

5 Lodestone. An ancestor of Lenthan, Quindiniar was the first to discover and recognize its properties, which-for the first time-made overland travel possible. Before the discovery of ornite, people had no way of telling direction and would become hopelessly lost in the jungle. The location of the mother lode is a closely guarded family secret.

6 The thickness of moss used to cover elven dead.

7 Darktime is not truly dark in terms of night falling. It refers to the time during the cycle when shades are drawn and proper people go to sleep. It is also the time, however, when the lower, "darker" levels of the city come to life, and so has developed a rather sinister connotation.

8 Seasons on Pryan are named according to the cycle of the crops: Rebirth, Sowing, Vounglife, Harvest, Fallow. Rotation of crops is a human concept. The humans, with their skill in elemental magic as opposed to the elven skill in mechanical magic, are much better farmers than the elves.

9 A plant whose perpetually flowering petals curl each cycle in rhythm with the weather cycle. All races use the plant to determine the hours of the day, though each race knows them by a different name. Humans use the actual plant itself, whereas elves have developed magical mechanical devices to mimic its motion.

10 'Originally a child's toy known as a bandalore, the raztar was made into a weapon by the elves. A round case that fits snugly in the palm holds seven wooden blades attached to a magical spindle. A coiled length of cutvine, wrapped around the spindle, is looped around the middle finger. A quick flick of the wrist sends the spindle lashing out, blades magically extended. Another flick pulls the weapon, blades shut, back into the hand. Those skilled in the art can send the weapon out as far as ten feet, the flashing blades ripping through flesh before the opponent knows what's hit him.

11 Moss beds that grow in the very tops of the gigantic jungle trees.

12 The eleven army is divided into three branches, the Queen's Guard, the Shadowguard, and the City Guard. The Shadowguard keep to the lower regions of the city and are presumably adept at dealing with the various monsters that dwell beneath the moss plains.

13 Anciently, in the Labyrinth, a person's age was calculated by how many Cites he or she had passed in the attempt to escape. This system was later standardized by the Lord of the Nexus to enable him to keep accurate records regarding the Patryn's population. A person emerging from the Nexus is questioned extensively and, from what details he or she provides, an age is determined and assigned to them by their lord.

14 A gigantic spider with a shelled body, the tyro has eight legs. Six are used for tree and web climbing, the two front legs each end in a clawed "hand" that is used for lifting and manipulation. Cargo is mounted on the back of the thorax between the leg joints.

15 Ice does not occur naturally in any of the known lands of Pryan. It came into common use after its discovery through human magical experiments on weather. Ice is one of the few products made by humans that is in demand in elven lands.

16 Peytin, Matriarch of Heaven. The elves believe that Peytin created a world for her mortal children. She appointed her eldest twin sons, Om and Obi, to rule over it. Their younger brother, San, become jealous and, gathering together the greedy, warlike humans, waged war against his brothers. This war sundered the ancient world. San was banished below. The humans were cast out of the ancient world and sent to this one. Peytin created a race known as elf and sent them to restore the world's purity.

17 Elven word, meaning "boss."

18 candy, the elven expression for someone passing fiction off as the truth, is a human concoction much loved by elves, who are extremely fond of sweets. The candy tastes quite delicious but eating too much can have dire consequences on elven digestive systems.

19 Human measure of time, equal to a fortnight 20 Drugar was the product of marriage late in life. His mother, though she maintained most cordial relations with Drugar's father, kept her own house, as was the custom of dwarven women when their children had reached maturity.) 21 Firebrand-a length of wood soaked in resin that flames quickly when the proper rune is spoken.

22 A word used by both Sartan and Patryn to designate those of the "lower" races-human, elf, and dwarf. Applies to all equally.

23 A navigational device developed by the Quindiniars. A sliver of ornite is suspended in a tiny globe of magically enhanced glass. Because ornite always points a certain direction (believed by elven astrologers to be a magnetic pole), this direction is labeled norinth. The other directions are determined from that point.

24 An extremely large, squirrellike animal that can bound swiftly over flat plains on all fours or can glide from treetop to treetop, utilizing a winglike flap of skin, connecting its front and hind legs.

25 Without any means to navigate, exploration was extremely hazardous because the odds were slim that a person leaving one place would ever find his way back to it.

26 The Labyrinth takes its toll on those imprisoned there. Those Patryns who are driven insane by the hardships are known as "gatecrashers" due to the peculiar form the madness took, leading all its victims to run blindly into the wilderness, imagining that they have reached the Last Gate.

27 The elves are a matriarchal society; by elven law, land holdings, residence, and household goods pass from mother to eldest daughter. Businesses remain in the hands of the elven males. The house, therefore, belongs to Calandra. All the Quindiniars-including Lenthan, her father-live there by her sufferance. Elves have great respect for their elders, however, and therefore Calandra would politely term the house "her father's."

28 Elven for "I don't understand."

29 Stout beer.

30 The Fifth Realm-often called Limbo or simply the Nexus by those who are unfamiliar with its structure-is divided into three concentric regions. The outermost region is called the Nexus and is the place where the Deathgates of all realms converge. Four of the Deathgates lead to the Elemental Realms while the fifth gate leads into the Labyrinth. Beyond the Labyrinth lies the Vortex. It was in this place that the Sartan originally imprisoned the Patryns. After three millennia, the Patryns managed to escape the Vortex through the Labyrinth and gain control over the Nexus and all of its Deathgates.

end.