Appendix
[Author's Note: Normally, an appendix or glossary would go at the end of a finished novel, and you would only reference it when needed. As this novel is in progress, I put it first so I don't have to keep moving it with every added chapter. I know it is long, but it's either 5,000 words of direct explanation or 500 extra pages of in-story explanation, and I'm trying to just stick to the plot. It's not entirely necessary to know all of this, but it will help to understand certain references later on. This is a very big world, as complex as our own, and you can't put the intricacies of our own world into a 5,000 word summary. If you are uninterested, just skip ahead one chapter. Thank you for reading!]
Common terms to know:
Elven words-
Lulumi (lulu-me)- beloved, my love, my dearest, term of endearment and deep affection.
Dovlin- sexy, hot stuff
Saipaki (sigh-pack-e)[a, for plural]- friend, dude, bro, mate, amigo.
ra’Paki- male friend, usually romantic.
ny’Paki- female friend, usually romantic.
Grusik- scum, low life, shit stain, criminal
ra’Hin- older brother
Nivlahn- younger brother
ny’Hin- older sister
Faalahn[a, for plural]- younger sister[s]
Ohm’raha- apology
ny’Salohm- female ruler, queen, empress
ra’Salohm- male ruler.
Szotro- impure, also meant as a mutt or mix breed
Grun- means common, used as a derogatory word towards the commoners
Grun’gal- common child, meant as a whoreson.
Vorishki words
(the subject will come first before the descriptor, eg. “Roscrow, sal’bah.”)
Malashe (e is silent)- female ruler
Sal’bah- Sexy
Susafis- akin to shit, used more often as bullshit.
Avamay- dessert, sweet treat, meant as a term of endearment when said at or about someone
Thawgul- trouble maker
Thuf- Thanks
Names pronounced differently than spelled:
Bultaj: Bull-tey
Roscrow: Ross-cr-ow (not Ross-crow)
The Planet: Tyliss
Third planet in orbit, 1 moon. Once had dozens of nations, now only 9 major ones left. The chosen planet of the Seven Serpent gods. Home to a unique particle known scientifically as John-Ept particles but are most commonly known as “serpent scales,” and are considered to be the life essence of the gods when they breathed upon the world to create life. These particles exist everywhere on the planet and give the sky a glittering appearance. All beings born on the planet have these particles inside them, in the very fibers of their DNA, unable to remove them, and must be replenished, thus preventing anyone born there from ever successfully leaving long term. Occasionally, they will spin closer together until they create a Glimmer, which can travel snaking through the air for kilometers, and every culture has different lore about them. These particles can be harvested directly from the air and compressed in a vacuum until they form a tiny blue, very cold, sun-like structure that puts out insane amounts of power they call a Blue Fusion Core. These cores can be made in all sizes to power all forms of items, but tend to be expensive. Once the particles lose their power in the core, they can be decompressed and released back into the atmosphere where they will replenish their power over time. The planet has slightly less gravity than earth, is only a hair smaller, but is much more temperate over a larger portion than earth. Only one stretched out continent that makes a partial, misshapen U shape across the planet with many large, scattered islands. Some small nations still exist that no one talks about as they are neither threatening nor worth conquering, though occasionally they get pillaged by much larger nations for any Tamers that may have tried to escape to them.
Frazenthrall- Northernmost country, mostly frozen, contains the last of the Drakinthrall lineage. Is particularly strict with their Tamers, does not allow them much freedom and is careful not to let them have too many Guardians. Made up of 4 nations.
Sadgos’Lak- mostly mountain ranges, rich in mining, powerful military, land locked. Made up of 11 mostly conquered nations. Home to the city-state of Throne Drakinthine, an ancient, powerful and wealthy city created by the Drakinthine line of Tamers deep in the mountains. The government allows their Tamers to rule their fortress as they always have, but only on paper. They also allow rogue Guardians to enter and protect their assets.
Mardarow- mostly farming and exports tons of food. Has a truce of non-aggression with Sadgos’Lak and an alliance with Zaparow, and many bustling ports trading far and wide with numerous other countries. Their lineage of Tamers died out due to refusal to make offspring, though rumors persist of unawakened Tamers among the Commoners. Made up of 9 nations, only one of which was forced and much civil unrest exists along the border with Zaparow.
Zaparow- Massive, made up of 15 nations, many of which through force, so has many different cultures, biomes and languages and a powerful military. Home of the very first city-state Academy, also with a powerful army, basically owns the nation even though “officially” separate. Named such as it possesses the most massive library ever gathered on the planet inside of a dead volcano and, by order of its head librarian, is open to anyone who flies their flag and comes in peace to learn in the library. City has 7 districts that sprawl all over on the outside of the mountain: Syvin Court, Ghaller Heights, Tyrin Bizarre, Upper and Lower Pradiash Township, Thurndor Center, and Gallows District. The mountain main is mostly library and all things to do with the government and military, including housing and the ability to be self contained for up to a decade.
Lindarow- tropical and luxurious, home to the religious city-state New Izzing, which houses the Ish’Ire Tamer lineage. Made of 11 nations, most of which joined willingly. Is fairly lax with their Tamers, but also moves them around a lot as a way to protect them.
Gala’hal- Southernmost nation, mostly frozen, broken into many large landmasses. Made up of only 6 nations. Lost their last Tamer in a dispute with their neighbor, Daltar.
Ali’Andra- Desert nation, home to the most elusive Andra Tamers, protected by the Dar’goshen Mountains and the Eternal Storm that keeps out all but the most determined. Very few in history have ever been there and returned so not much is known. Land locked. Shares borders with Sadgos’Lak, Zaparow, and Daltar.
Daltar- mostly arid, has mountains, very little fertile land, but is still powerful in its own right with their Daventhire lineage of Tamers. Lots of clothes, jewelry and weapons come out of here. Was once 13 small nations, most joined together through political means.
Isles of Dolhaar- Island nation rich in resources, made up of many islands so far from the main land that it is inaccessible to all dragons but the Scouters and is considered their ancestral grounds where most wild ones return to breed. Is often a bastion for rogue Tamers. Has the members of 3 different Tamer houses and does not engage in fighting because no one can reach them without being seen. Does not allow Tunk’ta to come on land as none have ever existed there and they bring ecosystems not native to the islands.
The Species:
Humans: The humans on this planet live an average of 200-230 years, which is about how long the dragons live. Early on, there was a concerted breeding effort to create several castes of humans, which saw the rise of an intricate and well-funded orphanage system that a large percentage of the population is raised in. From that came a tradition of open relationships and a free love society as no one was forced to care for the children they created on a planet where giant monsters could snatch you up with a crying infant. The War Riders are taller and more muscular to handle the mighty dragons, averaging around 7’, and are often in charge of the government and other areas of power. The Commoners are much shorter and less muscular overall than Riders, they are, of course, the most common and usually handle most other positions. Scout Riders were made small, averaging around 4’10”. Few Scout Riders live among regular civilians, and none that are Bonded.
Elves: They do not die of old age, though are in no way immortal. The average elf is about a foot taller than the average human, though on Tyliss, they are usually equal in height with the Rider caste, though much more svelte. They produce a pheromone that humans find absolutely delightful and have an extra muscle in their throats that gives them the ability to growl and purr and have reflective eyes with slits like cats. With only one lung, they don’t have a great deal of stamina like humans but are quick sprinters since they have such long legs. However, unlike humans, they don’t need a great deal of sleep, usually only 1 hour to a human’s 6, which is something all their kin, cloned or otherwise, possess.
H’elflings- The cross between human and elves, with 2 hearts and 3 lungs. While the two species often recreate, to procreate is very rare since the extra organs often go awry and different gestation lengths, so the infant often dies. Very few have been born on Tyliss, but those that are often end up in the orphanages and quietly disappear into the slave trade. Even though the two species are on friendly terms does not mean either really accepts this cross species. Shunned almost entirely by elves. While not exactly shunned or feared on Tyliss, they are considered second rate citizens and aren’t protected by the same laws as humans. Elven genetics only reliably last six generations.
Q’Ra- A genetically modified super soldier created by the elves before they had peace with humans. Using parts of human DNA they got off the intergalactic black market, the elves did everything in their knowledge to create a pure and unapologetic human hunter and made a species that was as much mental warfare as physical. Gaunt faces, pale, ashen skin, sharp teeth, and entirely black eyes with reflective centers, they stand around 9 feet tall, depending on the batch they were created in. The elves thought themselves clever by making only males. It was believed that they would complete their objective of killing off the humans before eventually dying out by killing each other without offspring. However, simply not making females did not stop the iron-willed Q’Ra from having the desire to breed, and they quickly discovered that they were capable of producing offspring with humans much more easily than pure elves can, which created an ultimately more powerful species. On Tyliss, 2 different Q’Ra from the same batch (and with immense bounties on them) regularly visit and create offspring at a pace of about 1-2 per century, which is why the first generation Q’Hu on this planet specifically call each other “brothers,” meant as a casual insult more than a term of inclusion, which leads to the second and third gen calling them “uncle” or “daddy,” also meant as a casual insult.
Q’Hu- The offspring of a Q’Ra and human. This superspecies sports 3 lungs and 2 hearts. With all the dense musculature of the Q’Ra, and all the athleticism and whimsical intelligence of humans, they are regarded with as much fear and hate as their sires and often bear the burden of being considered monsters and banned from most human planets. On Tyliss, however, they are generally accepted as second rate citizens only so long as they were born on the planet. All Q’Hu are signed into a planetary registry that keeps track of them to the best of the government’s ability. Broken into generations with each subsequent generation being more diluted by human blood. Q’Ra genetics can persist through seven generations. First generation Q’Hu are only male. Most Q’Hu live nomadic, solitary lives, even when in the military. Like elves, they are not considered true adults until they are at least 500 years old because they have not come to truly understand the gravity of their longevity among humans, and because it is the time frame of the most deaths, weeding out those who are too short sighted for their own longevity. It is their custom to fight for dominance when meeting. Once Tamer numbers declined sharply and became restricted by governments, the Q’Hu became known to harbor unclaimed Tamers and even help them escape, which prompted some governments to expel them and even deny them access to the services of their Tamers.
Sarlykein- Warm blooded lizard people covered in spines, horns and frills. Currently in a long term truce with humans after a short war. Standing anywhere from 7-10 feet tall, mostly in neck. Lay eggs, only mate for breeding purposes, staunchly patriarchal. Highly religious, they consider it a terrible crime to not believe in their long worshiped gods. However, as they were unprepared to fight in space, they were easily defeated by humans and generally avoid them.
Vorishki- A race of vaguely bug-like people. Long thin bodies, segmented parts and limbs, 4 arms and 2 legs, and come in many pastel colors. Can regrow their limbs. Hands have 2 large fingers and a thumb while their feet have 2 large toes pointing forward and one pointing backwards on digitigrade stilts that makes them 7-9 feet tall. They have 3 eyes and sharp teeth. Their ears have twirling cartilage that create an elegant point like a shell. Live about 600 years. Mostly transplants from their own war torn worlds. They have created a network of trains on the planet and many are part of a syndicate that controls a large supply line of illegal goods. The leader of the syndicate is known as the Conductor as he controls the trains. Since the governments don’t want to spend the money to create their own train system, they often look the other way of the gang’s activities in exchange for cheap transport of military and government business. Only way for humans to tell apart the genders is by their voice; males have deep, booming voices and singing is their way of attracting mates.
Da’La’Gin- (La’Gin- female/ Gin- male) A species of beast-like humanoids who are primarily scientists and combine magic and technology. In their language, a “bang’gin” is a “gentleman” and humans thought that was funny, so they created a cheap party drink known as the Bang Gin (Roscrow’s favorite). Very friendly, these people have been close friends with humans from the start of their galactic adventures. Vaguely reminding humans of their beloved dogs, especially with their big, wagging tails and fluffy, sometimes floppy ears (though their faces are more akin to a kangaroo), these furry humanoids, slightly smaller than your average human at around 4-6 feet tall, are dependable and trustworthy. They do not live as long as humans, only about 60-70 years at best.
Balkan- the humans of Balk are as close to elves as humans have gotten without adding elven blood or using artificial means. Created more out of spite than admiration, as a “hold my flute” genetic experiment, so no elves are actually allowed to live there, and anyone who falls in love with one is exiled. It is the next nearest human colony to Tyliss, which is a common place for their exiles to end up. Also went through a very similar, though bit more barbaric, breeding program to create a tall, svelte, long lived species of humans (600-800 years), though there was never an attempt to change the ears. Many of their customs are blends of human and elven.
The Dragons: Once there were many, the remaining species all share black/grey horns for males, white/pearl horns for females. All dragons are highly social, intelligent and have familial ties similar to humans, and mourn death like people do. Lots of facial expressions and sounds to communicate. All but the Tunk’ta can mimic sounds they hear, including words. Even most wild dragons understand humans are friendly and rarely attack. Much like humans, they have pleasure during mating and will sometimes just do it for fun. Only dragons have the ability to sense a few seconds before a Glimmer forms and will warn each other and others nearby. All the dragons care for their young for up to 5+ years, and only breed again once their current offspring are able to care for themselves. Most do not reach sexual maturity until around 10-13 years of age, similarly to humans, but closer to 30 for the Tunk’ta.
Tunk’ta- Slang “Tunker.” Elven for “pondering hill”, a herd is known as a “range.” Like a strange looking tortoise, they never stop growing and their bodies alone can reach the length of blue whales. Wings became more like flippers under the shell to dig and blow away dirt so they can settle and toss the dirt on their backs, with fleshy tendrils along the underside of face and shell to draw nutrients from the soil. Long straight legs. Horns grow straight to the sides then sharply bend back to protect the eyes when they decide to go between trails. Tusks stick out of their mouths and curl out then in and up to help them bash trees aside and defend them from predators. Very docile, and even sometimes have senses of humor and curiosity. Always traveling to the point they have created roads all over the landscape that the humans often use and repair. They feed equally from the nutrients of the ecosystems growing on their backs as from the land they borrow into. Carry water in a space under the shell that they expel in the cold. Difficult to control, but perfectly intelligent enough to understand and communicate with their Bonded. Not uncommon for a wild one to look around human towns and destroy buildings, which is why major cities put their largest buildings along the outside ring as the dragons will avoid them. Is considered a major capital crime to kill one, greater even than killing a human, and Tenders are equally protected by extension. You can get away with killing a person but not one of these dragons. So loved are the Tunk’ta that even in war, battle zones move around their migrations and their roads are off-limits to military vehicles to prevent spooking them or causing pits and potholes in their paths.
War/Royal dragons- owned almost entirely by the military, these dragons are powerful and destructive. Wild ones are few as they are hunted and tamed. To become Bonded to one is to be owned by the government in most countries, even if just in a civilian sense. You certainly are not going to live wherever you want with one. About the size of Asian to African elephants. Many different kinds of faces, patterns, colors, personalities. Have a “crown” of bone on their heads similar to a ceratopsian (hollow, mostly skin, large variation in shape but not overly enormous) that their horns grow around, older ones having fused or curled horns behind the crown, which is when they are retired from service. Even in the military, these dragons maintain families, units being arranged by the dragons. Once called Royal dragons, that term now covers dragons that are often specifically saved for Tamers and their Guardians, but there’s really not much difference. Males are known as a boar, the females are known as sow.
Drakund- most common to be bonded to, can be Bonded to anyone. Size of a big bull or draft horse. Has wings, can hop and glide and sort of fly if they try hard enough, better at long distance running and is favored prey of Rattler and Saber Drawgs. Very friendly and excitable, much like muscular, scaly dog-horses. Come in many colors and patterns. Many are still wild. Not uncommon to be Bonded to one while out hunting, and even sought after for Bonding specifically, if possible.
Scouters- also owned entirely by the military, only a few thousand of these sharp nosed, shark-like, orbital reaching dragons are left wild. The dragons themselves rarely needed to land before being Bonded to humans, but have evolved longer legs and stronger muscles to accommodate humans. The wild ones look slightly different as they do not spend much time on the ground and live mostly around the Isles of Dolhaar. Darker colored above and lighter colored below. Massive, massive wing spans. No Drawg has been able to evolve to hunt them but they were never very populous to begin with since laying eggs requires landing.
Spindle- serpentine and venomous, has stout legs and is as long as an average adult human is tall. Spits venom that can burn skin and clot blood. Can be Bonded to anyone. Many still live wild. Lives near water most of the time, or in thickly forested areas. Can glide from tree to tree and slither in underground tunnels. Most closely resembles a reptilian ferret with horns. Wing membrane attaches at the base of neck and tail. Comes in many colors. Known to occasionally attack humans on purpose– perhaps to prevent a Bonding– but very rare to need anti-venom.
The Gods:
Tap- melded gender being- Eldest of the Serpents. Once was two beings who grew so in love that they merged together. This serpent is the aspect of thought/consciousness and dream energies, master of illusion, with the power to control wills and actions. It can read minds, know all thoughts and hopes. As thoughts have power over the visible universe, Tap has the ability to alter reality and what people see at any distance, changing matter and energy at will, making itself appear as whatever it wants. Its physical skin is an ancient white Serpent with white eyes but few have ever gotten to see it. Tends to be benign though aloof. Neutral to human suffering.
Du’un- male- aspect of Time and Prophecy. Has the ability to “roll” time a few minutes in any direction but cannot decide the outcome. He can see many diverging timelines, the closer the more accurate, and is said to exist in all timelines at once, equally aware of each self within each universe. Grew corrupted by despair and hate after humans killed his beloved mate, Grelt. Was once kind and fair, has grown indifferent to human suffering. Physical form is a bronze Serpent with dazzling orange eyes like twin suns.
Grelt- female- aspect of fortune and probability. Had the ability to make improbable things occur, playing tricks with time, space and reality. Mate of Du’un, she could pluck at his strings and create a reality where good or bad things happened to people. It became a saying that Grelt was smiling or frowning on a person depending on their luck. Gentle, loving and motherly, she adored humans and was appalled by any suffering. Her human form was that of a young woman, in a blue dress with a frilly white apron that always had anything anyone who crossed her path needed, and was said that she knew every dance and could not resist no matter where she heard music. Gave rise to a religion of nuns who travel about to offer their help with giant pockets in their aprons carrying many useful things. The Nuns of Grelt are also often servants and nannies for Tamers. Grelt was mischievous and known to be a playful trickster, and loved children. Considered the mother of the Drakund. Physical form was a sky blue Serpent with a white belly and glittering blue eyes.
Sathol- male- aspect of life, chaos, growth, sexuality, and creation. This serpent is ridiculous. Unstable, unpredictable, cocky, fast paced and ever horny, he is utterly smitten by his mate, Zoha, and fawns over her no matter how she denies him. Known to take his sexual frustrations to humans, taking on their form as a handsome young man and enjoying himself among them with the same lust for all genders. Has no interest in seeing humans die as dead things cannot create or grow. Loves human imagination. Considered the father of the Tunk’ta. His physical form is a verdant serpent with mosses and plants growing all over his scales, gray like stone and black like fertile soil, green like the forests and brown like the dirt of the earth, with the most intensely green eyes that captivate any who look into his gaze.
Zoha- female- aspect of order and laws, as well as death, decay, and stagnation. Cool, calm, collected, proper. She treats Sathol with fond aloofness, only occasionally allowing her affection to be known. She brings the order into the chaos of his creations. Unlike the other Serpents, her chosen form is an elf, ghastly but beautiful, perfect and intimidating. Physical form is a white serpent with black tipped scales, terrifying to look upon with a black mouth and eyes. Is thought of as the mother of the War dragons.
Fon’ba- male- aspect of magic and wisdom. Considered the father of Spindles. Stately and majestic, is often in the form of a wizardly old man. Also is symbolized by a Spindle curled in the pages of a book or around a scroll. Exceptionally powerful, even the other Serpents come to him for their spells. Physical form is a copper colored serpent with strikingly electric blue eyes.
Brin- male- aspect of elements. Youngest of the Serpents, brother to Fon’ba. Playful, good friends with Sathol. Appears as a child, a giant and a man who crawls upon the ground (which gave rise to the religious practice of crawling by his worshipers. He once attempted to denounce the practice, but people continued doing it. The other Serpents told him to just accept the practice since all of them also had to deal with humans catching on and mimicking some of their stranger habits as religious practices in the same way.) Physical form is a Serpent of many colors (like rainbow maize), with eyes like the oceans. Said to be the father of the Scouters for they are considered masters of the element of air.