The World of the Nine Pillars
Here you can find:
- Glossary of Terms
- Map of the Known World
- Location History & Details
- Religions (coming soon)
- Artwork
- The Magic of the Nine Pillars
A
Acton - The Pillar of Speech. The most important of the Nine Pillars since all magic is derived from the spoken word. Also can be invoked to bridge language barriers, as in for the people of Brong when they travel abroad (or when the rare wizard visits that region). An essential part of existence since beings cannot survive if they cannot communicate. The Avatar of Acton is thought to resemble a wizened old man.
Alsher (Myst-Alsher) - Refers to the Divine Female of the Mystian faith, or the Cathedral that bears her name. The first woman, companion of Garvon, and said to embody the characteristics of kindness and mercy.
Anathema (magic) - Refers to spells that are forbidden because of their destructive or subversive nature. Can also refer to the use of a living being as a power source to power a spell, as in the creation of scythorsont.
Ascension - Refers to the process by which a being becomes an Avatar. Technically not the same as death, though the being is no longer alive in the traditional sense.
Avatar - A living embodiment of magic, representing one of the Nine Pillars. Historically speaking, an avatar was a chosen human who, upon their death, ascended to live on as the conscious being acting on behalf of the balance of magical forces.
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B
"Bless my vengeance" - A common invocation of Vexen's blessing. Wizards and others use these words to prove the rightness of their cause when they seek to balance an injustice. Sometimes it works, often it does not, since humans have a very narrow view of justice.
Blood Reef - Rift in the sea floor that makes sea travel hazardous directly east of Illiadora (between Illiadora and the Blood Coast). Some historical records say it is related to the ascension of Vexen, but these are unreliable.
Burning Man (or Burning Men) - Refers to a specific type of wizard whose exposed skin appears to be aflame without being consumed. As a group, they rule the city of Flaem and are the major source of fire magic historically. A Burning Man will typically have five to ten times the magical power of a regular wizard. It is unknown how they mate, but it is a commonly held belief that giving birth to one will kill the mother. Their history is chronicled in a now-lost volume called the Degorum Bast.
"By the Nine" - A common exclamation of surprise or frustration, mostly uttered by wizards.
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C
Cannon - A magical capacitor commonly used for ship-to-ship combat. Due to the mistrust of wizards aboard ships and the lack of reliability to magical currents on water, cannons have become the main method of defending cargo against pirates and other scourges of the sea. When used on deep water, cannons can be discharged once before needing to be recharged through proximity to dry land.
Carrion - A creature who has been transformed by the implanting of glassy black horns into its head. Most often this refers to the formerly human, as in the Carrion Army, but due to the experiments of the overseer Feraldus there are beast versions as well (e.g. Dragonlings, Hellhounds, Bison, etc.). Carrion may be created by implanting the horns in a living creature, the basic method, or in a dead creature, creating an undead version. The basic Carrion creature may retain some of its memories, but this is random and should not be relied upon. If a basic Carrion is killed, it can be raised once more—at the cost of any intelligence it might have once had. These "undead" Carrion are treated as fodder, and sometimes referred to as "peasants." The surest way to kill a Carrion is to tear out its horns, the source of its strength and life.
Currents - Refers to the magical power that flows through all things, living and nonliving alike. Imagined to be an invisible layer of fluid energy encompassing the world, thicker in some areas (e.g. Illiadora and Flaem) than others. Certain spells, like teleportation, are available only in certain areas where the currents are very strong. Other areas, like null zones and the Syllowaste, the magical currents can completely unavailable or simply unreliable. These areas would essentially interrupt the flow of magic through a wizard to his spell, making flight over such terrain impossible. Wizards draw upon the currents, using their bodies as a channel, to fuel their spells. The more power a wizard draws on a regular basis the more it affects their constitution, yet the more power a wizard draws over time the more their lifespan increases. Growth in power also comes with practice.
Curse - Refers to a type of spell better explained as a "negative enchantment." Curses, once placed, are essentially parasites that feed off of a being's life energy until they expire or until the being dies. Most, if not all, known curses are anathema.
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D
Darsch - The Pillar of Darkness. Thought to represent the unknown (rather than secrets, which are always known by someone), Darsch is commonly attributed to fears and the uncharted. Darkness was associated to the Pillar because so much is unknown during the night, and the source of darkness is the night sky itself. The Avatar of Darsch, when one ascends, is rumored as a being made up of shadows that flees from the light, though this is all conjecture. Many fear that when the Ninth Avatar ascends the world will be blanketed in darkness forever.
Dragon - A beast of the natural world, with as much intelligence as a giant lizard would naturally have. They know very little except protecting their territory and will use fiery breath, claw, and tail when it is threatened. Dragons can fly but, since they are mostly subterranean creatures, they do not usually fly very far. Mostly their wings are used to "hop," to gain a terrain advantage over whatever they're attempting to destroy or otherwise consume. Due to its valuable scales, teeth, and bones, the race of dragons has been nearly wiped out worldwide. So few exist that Flaem has forbade any slaying of dragons, even while the city itself is in mortal danger.
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G
Gargoyle (Alabaster) - A statue in Fort Sondergaarde made of a nearly-indestructible stone quarried nearby. It is a representation of their indomitable spirit and, like the Fortress, is imbued with ancient enchantments. During The Ninth Avatar, the gargoyle comes to life and harries the Bloody Lady, believing it to be an agent of the ones who decimated the city. Upon seeing the red dragon outside Flaem, however, it moves to attack that beast. These creatures have a rivalry nearly as old as humanity itself.
Garvon (Myst-Garvon) - Refers to the Divine Male of the Mystian faith, or the Cathedral that bears his name. The first man created by Myst, said to embody the characteristics of strength and bravery.
Grunt - Refers to a foot soldier. In the case of the Carrion, it can refer to either the common or undead variety.
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H
Hemur - The Pillar of Body. All things are contained inside of a vessel, or are represented by some object. While Hemur does not dictate the health, form, or longevity of these things, it revels in the fact that existence would not be possible otherwise. Just as the temples and houses that bear its name, the Avatar of Hemur is thought to be represented by a human female in the prime of her life.
Hooden - The Pillar of Secrets. Associated both with Acton, for secrets and lies, as well as Valesh, for illusions and hiding, a vital part of existence is the separation of certain things from other things. Just as prey must burrow or run or blend in with its surroundings to elude a predator, so too must information and identities be kept in secret in certain cases. The Avatar of Hooden is thought to be a spider, though no one has ever claimed to have seen it.
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K
Kasar - The island upon which stands the Great Watchtower. Sometimes referred to as the Shifting Isle for its unpredictable position in the sea.
Katar - A wedge-shaped, dual-edged shortsword with a handle rather than hilt and pommel. Favored for close combat, most often wielded in pairs.
Kingdom of Coups - Casual name for Ferraut and its outlying territories, more commonly referred to as the Five Points.
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M
Magic - Refers to the bending of natural forces by channeling the currents of power through one's own body. The result could be an enchantment or curse, or evoked affect. Spells rely on the spoken word to shape them, along with the will of the caster, and must be researched and tested before they are perfected. Many wizards keep a grimoire on their person at all times, for the purposes of reference and to aid in their experimentation efforts. Some, the more paranoid, trap their grimoires or encode them so that they will be dangerous or useless to others.
Meteor - The name of the spell used to decimate Shargoth and, later, Rochelle. Part of the Degorum Bast.
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O
Oracle Stones - Very little is known about the source of these stones, or why they allow those with some amount of magical talent are able to "see" through them. The stones, themselves, are incredibly heavy despite their size, and completely immune to magical forces. Those with a considerable amount of power can use the stones to see the past, elsewhere in the present, or even sometimes the future. Just as with spells, the amount of power channeled affects the length and accuracy of the vision. Note: Though the Mystians own and utilize an oracle stone, they do not believe its origins come from the Nine Pillars. Also, the power of the Seeress is not associated at all with the oracle stones.
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P
Pillar (Nine) - Refers to the concept of life most often utilized in magical spells. Each of the Nine Pillars represents a necessary function or faculty of life. Read more about this on the Magic of the Nine Pillars page.
Prophecy - A glimpse of the future delivered either via oracle stone, devotion to Urrel, the gaze of the Seeress (or her acolytes), or some other means. Typically prophecies are treated as warnings of what may come to pass rather than glimpses of what will come to pass, and are typically difficult to decipher meaning from. While the Seeress of Myst can and does receive prophecy, her main task is to interpret it.
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S
Scholae Magicus - The university of magic located in Illiadora. It has no entrance policy, such as the Ten Trials of Flaem's University, so it has trained some of the most powerful yet reckless wizards ever known.
Scout - Refers to a type of soldier used to search ahead. In Carrion terms, scouts are runners who were bred to traverse long distances without tiring so that messages could be delivered quickly.
Scythor - The Pillar of Doom. Just as all things change, all things that live must die. Commonly thought of as "evil," regardless. Used in much of the magic referred to as anathema. The Avatar of Scythor is commonly thought to be a vulture, and it is believed to be ill luck to kill one as a result.
Scythorsont - Also known as doom stone, this rare crystalline material comes in clusters and is used only for destructive purposes. Essentially a magical capacitor that unleashes a huge explosion, scythorsont can also be magically "linked" so that when one fires, all linked clusters also explode. To create it, one must use the already-rare terasont and corrupt it with the deaths of a number of living things. Hence it has been treated as anathema since before the Sorcerer's War, though it was widely used for mining and road-clearing in previous centuries.
Shinjou Dragon - Mythological figure of prime importance to the people of Brong. Said to be a black-scaled, serpentine dragon so large it once encompassed the entire world. Said to have a shrine somewhere in the mountainous region near Brong itself.
Sorcerer's War - A conflict of supremacy between the two schools of magic, Illiadora and Flaem, that began with the razing of Shargoth and ended with the Neutrality Pact.
Spell - See Magic.
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T
Tera - The Pillar of Life. Meaning far more than just a heartbeat, the concept of life encompasses everything from photosynthesis to spontaneous combustion to the various systems that keep a human being breathing and digesting. One of the most common Pillars invoked, but has no intrinsic "good" or "evil" attributes as a rule. For even if a life is long and fruitful, the absence of death can lead to resentment, madness, or lust for supremacy. The Avatar of Tera is thought to resemble a great tree that speaks with the voice of a wizened old woman.
Terasont - Also known as life stone, this rare blue stone imbues its user with the energy of life. It can be used as a magical capacitor, enhancing a wizard's spells, or to prolong the life of its owner.
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U
Urrel - The Pillar of Fate. Blamed for everything from bad luck to arranged marriages, this concept is inextricably linked with destiny and the future. Since all living things have a future, even if that is to die, this is a necessary concept of existence. Some devotees of Urrel gain the power to see the future, as in the oracle stones, though nearly all go mad at the sight of their own demise. As with many Seeresses of the Mystian faith, many such put out their eyes unwilling to see anything further. The Avatar of Urrel is commonly represented by a coin with the head of a man on one side and a woman on the other, and speaks in both voices at once.
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V
Valesh - The Pillar of Change. Just as things live and die, in the meantime they transform and grow. From acorn to oak, infant to elder, all things must change. When used in a magical sense, Valesh is often invoked for such things as to give a man wings or alter the properties of his skin. Considering the localization of such enchantments makes these things possible, it would be far more difficult to turn common stone into gold or bread for any length of time. There are limitations on how much any thing could possibly change. Considering the nature of its aspect, a representation for the Avatar of Valesh is impossible to specify since its form is constantly in flux.
Vexen - The Pillar of Justice. Represents the eternal balance of the universe, between life & death, good & evil, etc. and therefore a vital part of existence. While Vexen is attributed to keeping this balance, it is really the belief in the concept of justice that fuels men's desire to do so. The Pillar of Vexen has never been seen, though those who invoke its blessing often see a crimson symbol in the air between themselves and the object of their fury.
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Z
Zion - Leader of the Carrion Army, also called the Great Commander. Little is known about him prior to his emergence as the one who seeks to become the Ninth Avatar. It's clear he and DaVille have a long history, but beyond this he is only known to be a ruthless seeker of power.
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The Mystian Subcontinent
Where our story begins. Contains three major locations: Myst-Alsher, the Cathedral of the Divine Female, Myst-Garvon, Cathedral of the Divine Male, and Praypor, a city made up of those too poor to live closer to the Cathedrals but too pious to live further away. All commerce and traffic, and other matters of logistics, are controlled by the men, while matters of sentiment and communication are controlled by the women. All Mystians believe they are a world apart on their small continent, and that those who dwell elsewhere and believe elsewise will are doomed to misery upon their deaths.
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The Great Watchtower
For many years, the Watchtower has been treated as the center of the known world. Home to a special wizard whose mantle is passed down after centuries of age, the island of Kasar is always treated as neutral ground. Or, at least, this is the way it used to be.
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Illiadora
One of the two major wizard cities, Illiadora is the less-choosy of the pair. Caring more about power than skill, it is the perfect home for Cairos and the likes of Vortalus. At the beginning of the Carrion War, the city is coerced into using powerful fire magic to destroy Rochelle and then double-crossed by their ally. Prior to that, Illiadora was a bustling metropolis filled with wizards and laymen alike. Its tiered levels and thick walls protect a bastion of might-makes-right, in a magical sense, but such things were not made to last.
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Brong
A private city-state, loath to admit outsiders. Before the war, Brong was famous for two things: growing rice and their feud with Rochelle. Now, with everyone in the city dead of some poison, it is unclear what will be the future of this place. Brong is the home of worship for Serené, the Master of the Winds and Waves. Citizens of Brong rarely travel, so when they do it is quite a shock when they are unable to communicate with others. Their separation from the rest of the world has given rise to their own language. Magic can be used to compensate, but it is an inconvenience. Their war with Rochelle has been going on longer than anyone can remember, but few actually know why.
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Bloodmir (city)
As with any long-running war, someone must supply the tools. Bloodmir was founded by rich merchants wanting to become even richer off the two countries' feud. They pay grunts to pick among the dead and dying for weapons and armors once the two sides return to lick their wounds, then sell the spoils back to their nations for a hefty profit. A horrid place, full of cutthroats and thieves.
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The Blood Coast
Named for its crimson-stained sands, a product of the many battles fought between Brong and Rochelle who sit at its west and east. Their feud is older than time and plays out on this thin stretch of land year after year. Most recently, it is the site where the Carrion massacred both their armies. There are no minerals to mine, no trees to hide behind, and little variety in the terrain. There are a few hills here and there but it is mostly a dark, flat plane. The sole reason folk live nearby is to pillage the battlefield and sell the spoils.
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Rochelle
Rival to the city-state of Brong, Rochelle could not be more different. Populated by dark-skinned warriors and built out of straw huts that look stronger than they really are, Rochelle is mainly an ocean fishing community until the beginning of the Carrion War. Harsh though the attack was, some might say they deserved that fate for their treatment of certain prisoners during, as well as their participation in, the Sorcerer's War. Long after the city has buried their numerous dead, they still weep and mourn. It is obvious by Pelhadar's treatment of Lady Mayrah that they also still hold to the old grudges more than ever. Unlike many other parts of the world, their goal seems to be to cling to their past to avoid losing their identity.
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Cellto
Often said to be the harshest city in the south, Cellto seems to be a very large prison. While it's true that many prisoners and criminals are sent here, Cellto is also the leading processor and supplier of livestock products. A squat city of stone and brick with black smoke billowing high into the sky and a constant stench strong enough make a man gag. Being the largest city for miles, Cellto also has a healthy trade community and active sea routes to Flaem and Bloodmir. Various guilds and corrupt councilmen hold sway here, as they are a covert collaborator with the Carrion Army.
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The Syllowaste
A blasted, uncharted wasteland that stretches the entire length of the south between Brong and Cellto. Not only is it a horrid desert where nothing can survive, there are rumors of beasts that live in tunnels under the ground. It is said that those who enter the Syllowaste never return, which is why Rochelle used it as a death sentence for many of their prisoners of war. DaVille eludes to this while speaking to Lady Mayrah, but never explains his familiarity.
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Fort Sondergaarde
A symbol of defiance, as immobile as a mountain, the Fortress has stood against all attackers for decades. With walls made of magically-infused timbers, and positioning to see any approaching assault long before it arrives, it is easy to imagine how such a city might become complacent. What little standing army they had was decimated by Drakkaram's brute-force attack. The war has left the city little more than a smoking ruin, but such good real estate is not easy to come by. The future of this location is still to be determined.
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Flaem
The wizard city with standards. While Illiadora may accept everyone who can summon a flame without burning themselves, Flaem is more selective. Provided that there are no abnormalities in their upbringing, applicants to the University must pass trials as well as a lottery process to study and apprentice there. A bastion of safety, particularly after the Neutrality Act to end the Sorcerer's War, Flaem sits in a great place to receive southbound goods from Ferraut and northbound goods from Fort Sondergaarde and Cellto. Trade caravans take land routes both north to Travell and south, to the Fortress and outlying rural areas, and the culture of wizards remains alive and well here despite the war. At the end of Circulosa's Siege, the western area of Flame was damaged by the dragon and resulting explosion left a crater in the ground exposing to the tunnels below. It has also created a null zone, an area of no magic that may never disappear.
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Shargoth/Great Northern Wall
The first city destroyed at the beginning of the Sorcerer's War, Shargoth was incinerated very similarly to Rochelle. It's no coincidence; the same spells were used in both attacks. Heat from the flaming meteors turned some of the sand to glass, and this far inland there was no coursing water to put out the fires. A blast also destroyed a section of the wall that once separated Shargoth from Flaem, so now the main road runs right through the ruins. Travelers prefer to avoid this route, if possible, since the ruins and the desert further north crawl with raiders like the Amber Horde. Trade caravans departing from Flaem are desperate for guards, since there is a shortage of mercenary men after the beginning of the Carrion War; they've all gone to Ferraut, according to the ferryman of the Attagos.
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Travell
The home for those who have no home. Travell is a loose community but a large one, with neither walls nor standing army. They're obviously not naive, however, since at least one large shipment of weapons was purchased from the smiths in Flaem to be transported by Kismet's caravan. Travell is where refugees and rejects are treated with respect. All who come are welcomed, so long as they can abide by simple societal rules. It's been long said that if you can't live in Travell, there is no place for you in the world.
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The Port of Ince
A bustling seaport, protected from most natural disasters by the bay it sits inside. Anything can be bought and sold here, and nearly all seaborne goods pass through Ince at least once during their journey from source to destination. Seawrights and shipbuilders make their fortunes here, and its about the closest place Captain Satok has to a home (aside from a cell in Cellto).
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Hakes
One of the Five Points of the Ferraut territory, Hakes was formerly famous for its dueling ring. With the war on, many have given up dueling forever to become soldiers and mercenaries, congregating in the castle city itself. Each of the Five Points is ruled by a territorial governor and their tax and tariff structure is based fully on the will of the current king. When the king dies, a lottery is drawn for one nobleman from each Point as well as the capitol, to choose the new king. Monarchs are murdered so often here, the Five Points has earned the nickname, "The Kingdom of Coups."
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Ferraut, Castle City
The Five Points region, the capitol city, and the enormous castle in its center all share the name Ferraut. It is the seat of the current king, regardless of which area he came from before being chosen, and it is the center of power in the north. Ferraut is famed both for its trained knights and its rate of pay for mercenaries, attracting many of the best (or possibly the biggest-mouthed) warriors across the known world. Much like Flaem, however, Ferraut chooses a wait-and-see approach when the Carrion War begins. Safe behind their walls, they watch to see whether they will need to fight or not.
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