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The Forever War

Novel By: Ousma

This is a fantasy story of three kingdoms, and there are two main characters; Princess Azaa and Prince Sacien. For a full summary, check my profile.

My first post of Forever War contains background info that doesn't need to be read, but may help throughout the story. I have uploaded a map in my misc writing that will make Azaa and Sacien's adventures easier to follow.

Be warned: I am very sporadic with posting. I will post two or three chapters in the span of a couple weeks and then not post again for months. It's just how I am as a writer. If I don't have the inspiration I don't write, because when I force it nothing comes out how I want it too. If you can't stand sporadic posting, don't read this novel (although I do want you to, haha). View table of contents...


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Submitted:Mar 1, 2011    Reads: 420    Comments: 25    Likes: 6   

A Brief History of Terrla
Little is known of the history of the land that is home to the three kingdoms before the Arrival. The native people, who resided in the area that is now the city of Almuhn, did not make a regular practice of recording their history. Even after the Arrival that marked the tumultuous change into what the continent is now, little was recorded, and that part of history is hazy. All that is known is that the Dragons and Griffins have been there, they say, since the beginning of time. When exactly the natives of the continent emerged is unknown.
The Arrival (first 500 years)
This is where Terrla's history starts. Hundreds of ships landed on the far shore of what is now Tarkoral. It is said that many more arrived over the next week. Where the people came from and what their purpose of travel was has been lost with time, and no more foreign ships have ever appeared since. Some theorized that a natural disaster of epic proportions drove the people from their native land. Others think that perhaps they were sent to find new land, and traveled for so far and so long that they could not afford to turn back; or really even knew how to get back.
The area of the Tarkoral Kingdom was populated and settled over the next half a century. Ships were sent to traverse the entire coastline of the continent (as it was unknown then how large it was), and a scout group was sent on foot to find a way through the mountains. Dua's pass was discovered and named for a God of the culture's religion. It took a total of three ship expeditions before one was successful in traversing the circumference of the continent.
The next century was spent exploring and settling the rest of the continent. The natives of what is now Almuhn were discovered. The people had not yet gained the technology or interest in exploration, and had not known of the Arrival. They showed the new people how to survive in the desert. It was not for about four hundred years until the area that is now the Razaabi was truly settled; any of the Arrivals that lived there were either nomadic or shared the main encampments with the natives. The native language, also shared with the Dragons and Griffins, was learned by the newcomers, and the name Terrla was eventually coined for the continent. The fact that the newcomers named the continent Land of Hope suggests a dark past from wherever they came, perhaps supporting the theory of the natural disaster, war, or an oppressive leader.
The Dragon War (500th-600th years)
A friendship resided almost instantly over the newcomers and the natives. The natives had information on the land and its assets, and the new people had new technologies. Goods and cultures were exchanged, and the relationship flourished.
However, an uneasy peace had settled over the Dragons and Griffins and the new people. The people did not understand these creatures; they had never seen anything like them. They were seen as hostile, terrorizing beasts. But to the natives, they were as natural and as much a part of life as the sun and sand and trees. The beasts and the new arrivals only warily accepted each other.
This unease was put over the edge when the people of one of the few desert settlements began an excavation for rubies near the home of a wild clan of Dragons. Their home, an oasis, today is one of the two Dragon keeps of the Razaabi Kingdom. The construction of the quarry caused damage to the sacred oasis, triggering a deadly war.
Although at this point the three regions that would eventually become kingdoms were comprised of the newcomers, who were all originally part of the same culture, differences in the climates and ways of living had began to affect the people. These small differences would eventually grow to create the three different cultures of three very different kingdoms, connected only by language and the Terrla gods created from a mixture of native and newcomer beliefs. Despite these growing differences, the people of the other regions were connected to the desert inhabitants by heritage, and were quick to come to their defense. Although the Dragons and Griffins had a history of differences, the Griffins allied with the Dragons due to their shared, and growing, discomfort with the newcomers. The natives were placed in a tough situation; they had ties to both sides, and choosing one could permanently ruin the relationship with the other. While leaders of the natives chose to officially take a neutral stance, the people were dissatisfied. Most of the native population wanted to be a part of the war, but they could not agree on a side to take. This would launch the natives into a bloody civil war.
The Dragon War would last for thirty years, and the native's civil war would fizzle out a few years after the creation of the Ishna Treaty. During the civil war, the natives split into two opposing sides. The first, who sided with the newcomers, remained in the area that is now Almuhn. The Dragon supporters were forced to create their own military settlement, and the city that they built is the ancestor of today's Khalistan. Although no hostilities remain today among native descendants, Khalistan is still heavily populated with native people.
As for the results of the Dragon War, both sides were heavily damaged. Despite the heavier human population, the Dragons and Griffins are powerful creatures and hard to kill. Many new technologies were born in this war to combat them, such as catapults and lancers. Lancers were glorified bow and arrows. They had severely long ranges, and shot ten foot metal lances tipped with poison. The lancers were used to pierce wings, and, with a lucky shot, the tops of the Dragon's mouths when they opened them to breathe fire.
The beasts eventually won out; but barely, and with heavy damage. To avoid future circumstances, the Dragons and Griffins used their powerful magical abilities to create the Ishna Treaty to forever promote understanding and compassion between the two races. And so the legacy of the Fliers was born. Griffins and Dragons became region specific, their young hatching for the people of their respective domains. With the powerful Dragons at their side, the people of the desert flourished, their scattered, rag-tag settlements evolving into advanced, heavily populated cities.
Peace of the Kingdoms (600th-2,300th years)
The separation of regions to Griffin and Dragon Fliers was a major contributing factor of the development of the three kingdoms, in addition to the slow emergence of cultural differences. The especially unique desert culture was the first to create a separate nation only about sixty years after the end of the Dragon War. This was quickly followed by the formation of Ekker, and Tarkoral came last, about thirty years after Ekker's birth. Before the kingdoms, each city was governed separately. The kingdoms created strengthened, unified states, and eliminated some inter-city hostilities that might have evolved into mini-wars.
With the Fliers patrolling the skies, the new nations flourished in peace, developing in their separate cultures and in their relations with each other. Trade was highly popular, as each region had unique foods, clothing, technologies, and resources.
For a short century, Almuhn seceded into its own country, simply named Almuhnia. However, when it began to take offensive efforts to claim Khalistan and the young forest city, Fehria, the Razaabi squashed it. They allowed Almuhnia to remain independent, but stripped their army to nearly nothing and ended trade. The struggling fledgling kingdom was eventually forced to re-merge with the Razaabi when citizens began to emigrate due to poverty and recession. This emigration is essentially the cause of increased native population in Takoral that still exists today.
These near two thousand years of peace are often referred to as the Great Years, or the Golden Millennium.
The Forever War (2300th year- 2800th year, present)
The causes of the Forever War, originally called the War of the Fliers until about one hundred years in, are beginning to fade in the minds of the people. The war has been raging for nearly five hundred years, and now more than anything, the war continues due to strong hate between Ekker and the Razaabi.
There were several original causes, however. The Razaabi and Ekker Kingdoms were both fast growing powerhouses- each great centers of trade, learning, technology, and military. A brittle, unspoken relationship existed between the two as their developments started to become almost like a competition. Tarkoral, separated from the world on the other side of a huge mountain range, was rather sleepy and unrushed in its growth compared to the other two.
Turmoil erupted when a group of Ekkerian spies were uncovered in the capital of the Razaabi; which at the time was Daasmi. The Razaabian people were angered, and the brittle relationship started to become hostile, small skirmishes breaking out between Ekkerian born and Razaabian citizens. A law was placed that forbade Ekkerian born citizens (including descendants of them that were born in the Razaabi) to inhabit Daasmi, Elmuni, and Khalistan. Thousands were forced to emigrate back to Ekker. Many felt betrayed, as some had stronger ties to the Razaabi, especially Ekkerian descendants that had been born in the Sun Kingdom, and had been loyal citizens.
This of course, triggered a similar response in Ekker, and thousands of Razaabian born citizens were deported out of the Kingdom. Despite the near suffocating tension, this put the two Kingdoms not into war, but only on the brink. Small riots would break out in major cities, and only a few minor skirmishes occurred like the one in Daasmi over the next few years, but they were kept under control by the Kingdoms' military and Fliers.
The King of the Razaabi, about six years later, was making plans to meet with the King of Ekker to discuss possibly lifting the deportation laws, when tragedy struck. Three Dragon eggs were reported missing from the Khalistan Dragon keep.
With the mighty Dragon Fliers enraged, and the Griffin Fliers angered at their supposedly false accusations, little could be done to stop the brewing violence. The King and the current Zerraf of the Dragon Fliers met. The Zerraf was ready for war, but the King convinced him to send a search party to the Griffin keeps of Ekker to search for proof first. If none could be found, the Dragon Fliers were to leave peacefully.
What was supposed to be a small, unthreatening search party included nearly all of the Dragon Fliers, armed to the teeth. Upon arrival at the Ekker's main Griffin keep, they gave the option of allowing a search or war. A search was permitted, and one of the three Dragon eggs was discovered; smashed. All hell broke loose. The ensuing three day battle resulted in the death of the Zerraf of the Dragon Fliers, the death of the second-in-command of the Griffin Fliers, and the destruction of the main Griffin keep. It was said that the battle could be heard across Ekker, and violent storms brewed in the sky over the keep, along with strange colored lights formed from the excess use of magic.
With the Dragon Fliers pre-occupied (only a handful of them remained in the Razaabi), Ekker's forces and available Griffin Fliers were dispatched to the Sun Kingdom. When the battered Dragon Fliers returned home, Daasmi and Almuhn had been overtaken and were under Ekkerian control, the royal family evacuated to Elmuni, which was under siege. The siege was ended and Almuhn was reclaimed within a few months, but it took nearly ten years to free Daasmi. The former capital experienced a horrific Razaabian genocide, and with it under control of Ekker, the Kingdom was temporarily crippled. The city was the Kingdom's main source of ore for weaponry and trade income. However, looking back, the seize of Daasmi by Ekker could be seen as beneficial to the Razaabi. The loss of the Kingdom's main gem forced other cities to strengthen and provide for the war where Daasmi could not. Elmuni became the new capital, growing to nearly ten times the size of Daasmi, and a trade power house. Khalistan also became a main trade center, its originally sleepy ship ports suddenly bustling and expanding. Fehria was valued for its ability to export nearly endless amounts of lumber, and grew exponentially. The famous Trade Road that stretches across the Kingdom today was constructed.
While Tarkoral has remained neutral throughout the war, with ties to both Ekker and the Razaabi, it is often credited as being the Razaabi's crutch during the time that Daasmi was under Ekkerian control. With Dua's pass and Khalistan's bustling new ship ports, access between the two kingdoms was relatively easy. Essential resources and extra hands were sent to Razaabi from Tarkoral. However, although on a much smaller scale, western Tarkoral did offer aid to Ekker. Throughout the war, Tarkoral has flourished richly due to increased trade with both warring kingdoms, who could no longer trade with each other (except through illegal black market).
Throughout the war, the border line of the two kingdoms has changed multiple times. Daasmi has been claimed twice by Ekker, not counting the first seize at the beginning of the war. Ekker's valued lake city, Almenat, has been demolished twice, and at one time the Razaabi controlled both Almenat and Talmac. The border lines are currently at what they used to be, with only minor differences over ownership of the Razima Forest. An unstable treaty was attempted in the second century of the war, lasting for only about a year before it crumbled and the war continued with more fire than ever.
In the early part of the third century of war, an underground alliance was made between a small group of Dragon and Griffin Fliers, who called themselves the Peace Fliers. The group included the second-in-command of the Griffin Fliers Uramiel and his Griffin, Erovin. An unknown traitor of the Peace Fliers gave them away about twenty years into the alliance. Two of the three Griffin Fliers in the group were killed, and Uramiel and Erovin were heavily beaten and banished. The five Dragon Flier members were forgiven, but placed under severe restrictions and almost constant watch. The traitor of the Peace Fliers was never identified, but was thought to be one of the five Dragon Fliers.
Wounded and healing in the outskirts of his home town, Zephyr, Uramiel was resentful and afraid for his people. Since the discovery of his participation in the Peace Fliers, hostility had increased towards Zephyr for bearing a traitor to the Ekker Kingdom, and for suspicions that they were helping him heal. The twin Dragon Fliers, Gale and Storm, who had been members of the Peace Fliers, escaped their guard to come to Uramiel's aid, called upon by an unknown messenger citizen of Zephyr.
Together, they devised a plan, one that was called crazy, impossible, and a death wish.
After nursing Uramiel and Erovin back to health, they called upon untold forces of magic to physically separate Zephyr's territory from the mainland. They hoped not only to protect the people of Zephyr, but to create a place that would be untouched by the war, and perhaps a new headquarter for a reborn Peace Flier group. They forced Mount Mort-Kahl to erupt, using its energy to create massive earthquakes that could be felt as far as Khalistan and Quanador. They caused major damage in the capital city Savell and killed hundreds, and minor in Almenat and Daasmi, yet Zephyr was miraculously unharmed. Along with the help of continuously hardening and cracking molten lava from the volcano, the earthquakes split the land apart with a massive schism, causing the original slope from Savell down to the water to become a cliff face. Parts of Savell were actually plunged into the ocean from the split.
The efforts of separating Zephyr killed Uramiel and Erovin, and it is still unknown how exactly they forced the dormant volcano to erupt, as lava control was thought to be beyond the capabilities of both Dragons and Griffins.
From there, Gale, Storm, and their Dragons pushed the new island farther out to sea, creating two currents that surrounded the island and met in a whirlpool on the side that faced the mainland, thus allowing access to the isle only by air. This would kill Gale and his Dragon, leaving Storm and her Dragon severely weakened and on the brink of death. She went missing and was never found. She was included in Gale's death ceremony, an empty casket buried beside his.
Expeditions to the island revealed Zephyr to be flourishing, but after about twenty years, Zephyr was found to be deserted, and oddly, no remains of citizens were found. They had simply disappeared. Now, the Forbidden Isle is looked upon differently by everyone. Some, mostly Ekkerians, just see it a symbol of the Griffin Flier traitors. Others see it as a tragedy of the war, of failed peace. Starting about five years after the discovered disappearance of the people of Zephyr, an annual memorial celebration began in Ekker for the missing citizens of Zephyr, and to scorn Uramiel and Erovin, the great traitors who they blame for Zephyr's fall.
The Razaabi, who punished the Dragon Fliers of the group much less severely, have an annual memorial celebration for Storm and Gale and their Dragons, who despite their traitorous acts, were loved by most of the Dragon Fliers and seen as heroes to Razaabians across the Kingdom for their fight for peace.
Only one of the original Peace Fliers remain; Niren, and his white Dragon, Tuada. He is the second oldest of the Dragon Fliers.
The war still rages today, with no clear winner in sight. To this day, Dragons still call Griffins egg-stealers.

Burre eu Terrla

Language of Terrla

Burre- [ber] Tongue, as in language and the body part (noun)

Burrel- [ber-el] tongues, languages (noun, plural)

Burret- [bert] to speak (verb)

Eu- [oo] of (preposition)

Terre- [tare] land (noun)

Terrel- [tare-el] lands (noun, plural)

Uhla- [ew-luh] hope (noun) Uhlas- [ew-lus] hopes (noun, plural)

Uhlat- [ew-luht] to hope (verb

  • Terrla- [tare-luh] Land of Hope, old name of the land that was lost and forgotten by many after Ekker, Raazabi, and Tarkoral were formed. The name given by humans that migrated there was originally Terre eu Uhla after learning the native tongue, but over time it became Terrla to simplify the longer term. The name before Terrla is unknown, and may be nonexistent. (proper noun)

Mort- Death, to die (noun, verb) Morte- [mor-tay] deaths (noun, plural)

Kahl- [kall] Fire, flame (noun) Kahle- [kall-ay] fires, flames (noun, plural)

Kahlt- [kalt] to set fire to (verb)

  • Mount Morte-Kahl- Volcano on the Forbidden Isle, literally means Death's fire. (proper noun)

Kieyema- [ki-eem-uh] Heart, as in the body part and the spirit of a person (noun) Kieyemas- [ki-eem-ace] Hearts (noun, plural)

Jur- [jer] to show (verb)

  • Kieyema-jur- A gesture between male and female, takes place of handshake that would normally take place between same genders. It means showing of the heart, and is named after the motion of the gesture. The man always goes first when performing the kieyema-jur. It is native to Raazabi Kingdom (noun)

Tai- [tie] sword, blade (noun) sharp (adjective)

Tais- [ties] swords, blades (noun, plural)

Ishna- [eesh-nuh] to blend, to combine (verb)

Jurasen- [zhur-ah-sen] teacher (noun)

Jurasene- [zhur-ah-seen] teachers (noun, plural)

  • Jurasen is a highly respectful word usually reserved only for Masters, and is always capitalized when speaking to or talking of a specific person

Jurasent- [zhur-ah-sent] to teach (verb)

Riu- [ree-oo] student (noun)

Rius- [ree-oos] students (noun, plural)

Riut- [ree-oot] to learn (verb)

Vashhallen- [vosh-hol-len] invincible (adjective)

Vashhale- [vosh-hayle] invincibility (noun)

Zerraf- ­[zair-af] father (noun)

Zerrafe- [zair-ayfe] fathers (noun, plural)

Zarasta- [zar-ah-stuh] mother (noun)

Zarastas- [zar-ah-stuhs] mothers (noun, plural)

  • Zerraf and Zarasta are the titles used to refer to Dragon Flier leaders. In the language, when capitalized, it means a Dragon Flier leader. When in lower case, it refers to a mother and father in the biological sense, as in relation to daughter or son.

Armen- [ar-mehn] honor (noun)

Arment- [ar-mehnt] to honor (verb)

Knora- [nohr-uh] infinity, infinite (noun, adjective)

  • An armen-knora is the most binding of promises. When this is said in reference to a promise made, it means the person who says it will sacrifice their life to keeping the promise. It is said that anyone who promises with an armen-knora and breaks it will meet a gruesome death. (noun)

Okira- [oh-keer-uh] wind, breeze (noun)

Okiras- [oh-keer-uhs] winds, breezes (noun, plural)

Okirat- [oh-keer-at] to blow, to gust, to breathe (verb)

  • An okira-arment is a sacred aerial dance performed by Griffins to honor their goddess, and the dance takes many years of practice to successfully perform. It literally means 'to honor the wind'. (noun)

Varna- [var-nuh] sanctuary (noun)

Varnas- [var-nuhs] sanctuaries (noun, plural)

Varnat- [var-nat] to sanction (verb)

Dashiri- [dahsh-eer-ee] spirit, soul (noun)

Dashiris- [dahsh-eer-eez] spirits, souls (noun, plural)

  • Varnas eu dashiri are places in nature where Dragons place their glass artwork as tribute to their goddess. These places are considered extremely sacred, and are often well hidden. Popular areas of placement are the Tarkoral Mountains and desert oases. (noun, plural)

Sacien- [sah-see-en] life (noun)

Saciene- [sah-seen] lives (noun, plural)

Sacient- [sah-see-ent] to live (verb)

Souvienne- [soo-vee-enn] love (noun)

Souvinelle- [soo-vee-nell] loves (noun, plural)

Souvient- [soo-vee-ent] to love (verb)

Vanallen- [ven-ahl-len] hero, great one (noun)

Vanallia- [ven-ahl-lee-uh] heroine, great one (noun)

Vanallene- [ven-ahl-een] heroes, great ones (noun, plural)

Vanallias- [ven-ahl-lee-uhs] heroines, great ones (noun, plural)

Vanallent- [ven-ahl-lent] to perform a heroic deed (verb)

  • Vanallen and Vanallia are the terms used to refer to Griffin Flier leaders. Vanallia are generally rarer than Vanallen; there have only been a handful since the creation of the treaty. Ekkerian culture has always valued men more in leadership roles. For example; if King Daskan were the King of Ekker, he'd be ridiculed for having three daughters and no sons. However, the few women who have been Vanallia were more than worthy for the position, and worked hard to prove themselves. Most of them are the most highly regarded warriors and leaders in Ekkerian history.

Laurelia- [lor-eel-ee-yuh] forest, usually referring to a tropical climate (noun)

Laurelias- [lor-eel-ee-yuhs] forests (noun, plural)

Laos- [lay-ohs] king (noun)

Laose- [lay-oos] kings (noun, plural)

  • The laurelia-laos is a rare, legendary bird that is said to be created by Jeno, the god of wishes, himself. It brings peace and fortune to the life of anyone who sees it, and indicates hope for the future. Their song is thought to be the most beautiful sound in existence, and supposedly conjures rainbows. Like phoenixes, they live an incredibly long life, sometimes for thousands of years, and then burst into flames, and a new bird is reborn from the ashes. In legend, it says that one laurelia-laos rules in the Razima Forest, and one more rules in the Dasania Rainforest of Tarkoral.

Vol- [vole] thunder (noun)

Volt- [volt] to thunder (verb)

Jek- [jehk] hoof (noun)

Jeke- [jeek] hooves (noun, plural)

  • Voljeke are large herbivorous mammals that inhabit the Razima forest.

Requine- [ray-keen] mark, symbol (noun)

Requinel- [ray-keen-el] marks, symbols (noun, plural)

Requinet­- [ray-keen-et] to mark, to brand (verb)

Grana- [grah-nuh] greatest, utmost, biggest, highest, large (adjective)

Heirth­- [hairth] thanks, gratitude (noun)

Mercent- [maer-sent] to thank (verb)

Mercenin- [maer-sen-in] grateful (adjective)

Paya- [pie-yuh] kin, family (noun)

Payas- [pie-uhs] families (noun, plural)

Bélui- [bay-loo-wee] child (noun)

Béluis- [bay-loo-wees] children (noun, plural)

Ohka- [oh-kuh] also, as well (adverb)

Ehrt- [airt] to be (verb)

Ahnora- [ah-nor-uh] gift, present (noun)

Ahnoras- [ah-nor-uh] gifts, presents (noun, plural)

Ahnorat- [ah-nor-at] to give, to present, to show or display (verb)

Quénat- [kay-nat] to question, to ask (verb)

Quénayr- [kay-nair] question (noun)

Jhevent- [zhay-vant] forgiveness (noun)

Jhevt- [zhevt] to forgive (verb)

Rheknor- [rek-nor] the act of suffering or hurting, sickness, ailment (noun)

Rheknot- [rek-not] to suffer

Pessuin- [pess-win] cycle, process (noun)

Pessuine- [pess-ween] cycles, processes (noun, plural)

Avehlt- [ah-velt] to continue, to prevail, to survive (verb)

Kavakat- [kah-vah-kot] to walk (verb)

Inuenal- [in-way-nall] intertwined, mixed, wrapped (adjective)

Inuenat- [in-way-nat] to mix, to wrap, to hug (verb)

Mehn- [mayn] hand, paw (noun)

Mehne- [men] hands, paws (noun plural)

Mehnt- [maynt] to hold (verb)

Muern- [moo-waern] now, at the present time (adverb)

Restuet- [rest-oo-wet] to return (verb)

Rules of the Language:

  • To plural a noun that ends in a consonant, you add e to the end. Ex: Kahl and kahle
  • To plural a noun that ends in e or o, you add l to the end. Ex: Burre and Burrel
  • To plural a noun that ends in a, i, or u, add s to the end. Ex: Uhla and Uhlas
  • To make a noun into a verb, for example, Uhla, which means hope, you add a t to the end. You would then get Uhlat, which means to hope.

Folklore, Legends, Culture, and Religion

Even before the Great Arrival, the natives of Almuhn and the intelligent Dragons and Griffins were each rich in culture. After the new arrivals began to mingle and intersperse with the natives, a blending of cultural ideas occurred, creating the beliefs shared by most all in the three kingdoms today. Each kingdom concentrates on certain parts of the blended belief system based on their unique culture and territories.

Dragons and Griffins

The Creation

The two sister goddesses of the Dragon and Griffin beliefs, whose names are too sacred to speak, are said to have created the continent and the two mighty beast as the first inhabitants. They were the only creations granted with intelligence and magic.

The first sister created Griffins from a hurricane, and this is the apparent explanation behind the Griffins' ability to have magical control over wind, and with practice, water. The second sister, not to be outdone, created Dragons from a sandstorm, equipping them with the abilities of desert survival, control over fire, and with practice, earth.

Being sisters, the two goddesses fight frequently, as have the Dragons and Griffins throughout history. The great mountains of Tarkoral are said to have been formed from a mighty battle between the sisters, as indicated by the earthquakes from the Dragon sister and turmoil in the ocean from the Griffin sister that occurred during their formation.


The wild Dragon and Griffin clans used to have seasonal festivals to celebrate their respective sister, but the tradition was lost after the Ishna Treaty. The beasts still honor their sisters, however. Griffins continue to practice traditional okira-arment, which means to honor the wind, an intricate sort of aerial dance that takes years to learn. Wild Griffin young would perform okira-arment as a coming of age ritual, and the dances are still taught to new Griffin Fliers from the old.

Dragons, on the other hand, tribute artwork to their sister. The clever species invented glass by putting sand under extreme heat from their flame, and perfected the art of glass creation. Humans learned the process from Dragons, but have never been able to create anything as beautiful as the Dragons with their tools and with what the Dragon's consider to be 'artificial' fire. After humans began mining metals such as gold and iron, the Dragon's were the first to discover that adding these to the glassmaking process would create different colors in the glass, whereas before there was no control over the colors that appeared. Dragon glass art adorns both of the Razaabi's keeps, the homes of the wealthy, and in nature around the continent where Dragons have placed them for their sister. It is said that great luck is to come to anyone who happens to stumble across one of these hiding places for the tribute glass. The Dragons call these places varnas eu dashiri, or sanctuaries of the spirit, the spirit referring to their sister. It is said that each glass piece attributed to the sister contains a piece of the Dragon's and sister's souls. Varnas eu dashiri are extremely sacred to Dragons, and to damage one is said to bring great misfortune. If a Dragon discovers the culprit, the vandal will be killed.

Outside of the two sisters, Dragon and Griffins worship no other known deities, and have no other religious practices outside of honoring their sisters with okira-arment and varnas eu dashiri.


Zaahn- Sun God, also the God of Fire, father of the Dragon andGriffin sisters

Shira- Earth Goddess, mother of the Dragon sister

Osinae- Ocean Goddess, also the Goddess of Water, mother of the Griffin sister

Iren- Wind God, God of the Monsoons, mentor of the Griffin sister

Zenoir- God of Time, Father Time, son of Zaahn

Korr- God of War, son of Zaahn

Vellaya- Goddess of Love, daughter of Zaahn

Tuada- Moon sister, daughter of Osinae and Iren

Luvena- Moon sister, daughter of Osinae and Iren

Jeno- God of the Stars, God of Wishes, son of Tuada and Zenoir

Kapala- Tarkorite Goddess of Summer, daughter of Zaahn and Shira

Uviere- Tarkorite Mountain God, son of Zaahn and Shira

Tenu- Tarkorite God of the Forests, son of Zaahn and Shira

Lanaea- Tarkorite Goddess of Agriculture, daughter of Kapala and Iren

Puala- Tarkorite Goddess of Fruit, daughter of Lanaea

Ziku- Razaabian Goddess of Sandstorms, daughter of the Dragon Sister

Saahlen- Razaabian God of Rivers, son of Zaahn and Osinae

Mahlgir- Razaabian God of Ore, son of Zaahn and Shira

Hespir- Razaabian God of the Forges, son of Mahlgir

Oaea- Razaabian Goddess of the Oases, daughter of Saahlen

Okipae- Ekkerian Goddess of Hurricanes, daughter of the Griffin Sister

Hira- Ekkerian Goddess of Dance, daughter of the Griffin Sister

Shiku- Ekkerian God of Earthquakes, son of Uviere

Enoa- Ekkerian Lake Goddess, daughter of Zaahn and Shira

Prayer to Fallen Prey

Mita paya, bélui eu Zaahn ohka, j'ehrt mercenin sal heit el mi ahnora eu sacien, ae ji quéna jhevent sal heit rheknor. Ven heit mort li grana pessuin avehla, sal sacien ae mort kavaka sé inuénal mehne. Muern, restuen el orait zerraf

My kin, fellow child of Zaahn, I am grateful for your gift of life to me, and I ask forgiveness for your suffering. In your death the great cycle continues, for life and death walk hand in hand. Return now to our father.


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