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The Sword of Stars is Book Four in the Dragon Calling series and continues the story straight from the events of Dual Destiny (Book Three). The book was first published 28th April 2018, by independent publisher, Starsea Press.

The author, N. R. Eccles-Smith, is also the illustrator of the map, glyphs and book cover.

The Sword of Stars is available in both eBook and paperback formats.

Dedication

"For Pete Lindsay, whose exuberant belief in the series has left me humbled and inspired. And for my Soul Guards, your support has been my oxygen."

The book is dedicated to an avid fan of the Dragon Calling series, who stepped in with faith and enthusiasm to support the series by financing some of the projects, including print runs.

Book Blurb

"It means it is time for me to stop watching the future and start shaping it. It is time for the centaurs to take action, indeed, for all of Valadae to set their gaze northward and ready themselves against the encroaching darkness."

The first two Beacon Throne guardians have been awakened. The third lies far away to the east, beckoning Laeka'Draeon's company onward in their race to stop a second Manna Eruption from destroying Valadae.

But with every achieved triumph the danger grows, not only from the enemies of the old wars, but from within Laeka'Draeon's own group.

And from across the allied realms, Belzor Ven'Ho rises to the call of destiny and, along with his closest companions, takes up arms in a bid to aid Laeka'Draeon's quest by breaking the enemies hold over the northern kingdoms.

The forces that have shaped the young dragon's journey so far are set to converge, and the effects will be felt across all of Valadae.

Glossary

Titles and Phrases from the Hilesal Language:

“Ade stela nil’selm ko’opre Elrathil”—Closest translation: ‘Of joyful tears out from Elrathil (the Great Power).’ Said by Ubi in response to seeing the Merge Door’s magic activate.“Ade stela nil’selm ko’opre Elrathil”

“Alin. Goweln ko’opre alin, tu’ga daho, Elrathil’-milem’her. Ols daho, Her’ade’alt”—Translated: ‘I am. Welcome out from me, into you, Beautiful Blue Child. Also you, Child of West.’ A more accurate structural translation would be: ‘I am. I welcome you, Beautiful Blue Child. And you, Child of the West.’ Lord Eran Va’eleon’s greeting to Shifra and Laeka’Draeon.

“Alin lema tu’ga daho, Lord Va’eleon”—Translated: ‘My gratitude into you, Lord Va’eleon.’ Shifra’s show of respect for the evaish overseer’s help in leading them to the Beacon Throne.

“Alin lema tu’ga daho, alin gisun’tuthralans”—Translated: ‘My gratitude into you, my Soul Guards.’ Belzor’s response to Doriel and Laurana’s energy transfer, after his Joining with Imurainiir in the Cheviir River.

Beruun Terrolaghn—Meaning, Black Mountains. Once known as the Border Realm, the mountain range of the far north was re-named after an influx of corrupted manna transformed it into a perilous, desolate wasteland.

Denin—Meaning magic, or of magic. The term used to describe an individual or creature-kind capable of manipulating manna, both from their surroundings, and from their own body.

“Elis tu kithon, daho olem del”—Translated: ‘Near in time, you will see.’ Lord Va’eleon’s response to Laeka’Draeon and Shifra in regards to the location of the Beacon Throne.

Elrathil—Meaning, beautiful, or of beauty. The title once belonged to the forest now known as Darks Whelm. Elrathil is also the name of the Great Power from the unicorn’s ancestral creed, said to bestow the energies of rejuvenation and beauty.

“Emana’hiliye ade Yonis’elet Idasuth”—Translated: ‘Song (musical sound) of Sunlight’s Promise’, is the name of the ballad passed down through the Inshurima Clad.

“Emruna. Alin, Abner ade ade’sod Aatahawth, wen’-nokleralus daho, Misht’thurelin”—Translated: ‘Emruna. I, Abner of same blood (kin) Atahawth, with knowledge (acknowledge) you, High Prophet.’ A more accurate structural translation into vadish would be: ‘Emruna. I, Abner of Clan Atahawth, acknowledge you, High Prophet.’ This was the morwulf warrior, Abner’s, response to Belzor’s arrival.

Et’denin—Meaning not magic, or not of magic. It is the term used to describe an individual or creature-kind not capable of manipulating manna. Although it is possible for an Et’denin to reach a degree of magic through certain influences, it is a difficult art to master, and a poor replication compared to its natural counterpart.

“Hitye Gisdonetu misht, ko’opre alin ta’li larate’sa. Ta’li’wenok’atun idones ko’opre standend, tu’ga alin gisdel li Deliye. Ko’opre kithon tuplok ta’li’wenok’atun, idones et’del li. Imurainiir alin hilesa”—Closest trans-lation: ‘Hear Creator high, out from me is this prayer. Sword of endless truth, into my spirit be Sight. Out from moment and space unending, truths be seen. Imurainiir I summon.’ The Song of Summoning used by Belzor to awaken Imurainiir’s powers.

“Kithon li elis”—Translated: ‘Time is near.’ Lord Va’eleon’s slip into hilesal when telling Laeka’Draeon and company that the time had come for the blood moon entrance to be opened.

“Ko’opre daho ga atunel eri wen ade’sod. Tu’ga daho donad’deliye. Tu’ga daho donad’hitye.”—Translated: ‘Out from you to abide here with kin. Into you strong sight. Into you strong hearing.’ A more accurate structural translation into vadish would be: ‘You wait here with your kin. Watch carefully. Listen carefully.’ Lord Va’eleon’s instruction to Moldav and the other hippogriffs.

“Laku her, gisun wenok’koruminod, daho gisdel tu’ga larate’yeko ta’li’wenok’atun, ta’li alin larate’sa. Ta’li alkres larate’sa”—Translated: ‘Little child, soul without corruption, your spirit into peace eternal, it is my prayer. It is our prayer.’ Ubi’s dirge for Tiel.

Teles alin ol’leneth ilethin,Teles alin ol’leneth ilethin, Lithanth elrathil, leneth dethet, Ta’li’wenok’atun, Teles alin, men wen alin, atunel wen alin—Translated: Follow me beloved (much loved) lady, follow me beloved (much loved) lady, secret beauty, love awakened, eternal, follow me, rest with me, abide with me. The lyrics from the evaish love song, The Dreaming Pools.

“Tu’ga alin daho notus li”—Translated: ‘Into me your name is.’ Belzor’s response to Abner’s introduction.

“Tu’ga daho li alkres lema, opre daho goweln alkres”—Translated: ‘Into you is our gratitude, from your welcoming us.’ Shifra’s response to Lord Eran Va’eleon’s welcome; spoken in hilesal as a show of respect.

Other Titles and Phrases:

Armon-nen—Meaning, High Place of Ancient Waters, it is a large glade within the realm of Coron-Mias designated for healing and rejuvenation. The pools within Armon-nen, like the Mist-wood Eideleus Pools, are connected directly to a raw manna vein, endowing them with powerful healing properties.

Athenaeum—An olden duarden structure where knowledge, information, and memories are documented and stored. Duards known as grafters (individuals endowed with specific and sacred Et’denin magics) record tales and histories in various formats and use enchantments to protect and preserve them. Only one remains active (the Ghiaroan Athenaeum in Enquelandria); the rest are lost to the Deep Ways.

Aunuen—Also known as the Troth of Penitence. A seemingly trivial gold amulet, it is in truth an artefact of incredible power, capable of untold manna manipulations. Its origin is shrouded in mystery.

Braeweur—The Yokushin of the dragon creature-kind.

Centaur—One of the ten ruling creature-kinds of Valadae. Cultured and beautiful, centaurs are often the inspiration for sculptures and eloquent proses. They are fierce warriors, and devoutly spiritual, both traits lending them a strong sense of justice. Although Et’denin, centaurs have studied the arts of Healing magic for hundreds of cycles, and those who dedicate their calling to the gift, often excel at it.

Coil Slug—Named after the spiralling shape of its protective shell, the coil slug is a pale omnivorous mollusc that dwells in dry subterranean regions. Though slow-moving and practically blind, coil slugs are highly sensitive to heat and vibrations and can detect potential prey from up to three miles away. Their bodies house large glands filled with neurotoxic mucus, which they spit at prey in order to paralyse.

Dae—The capital city of the kingdom of K’tailiur, and hub of morwulf nobility, military, and economic might.

Deep Ways—A grand network of underground roads and structures created by the duarden creature-kind to connect their subterranean empire. The Ways span the length and breadth of Valadae, as well as the Banded Plains and the Black Mountains. Most of the Ways have been abandoned, since the fall of the Duarden Empire of Hunadreas and the decimation of the hobgoblin raids during the War of Shores.

Deijech—From the faerie dialect, meaning damned or curse and condemn. It is a predominantly coarse and vulgar declaration, used in anger or frustration.

Delkraul—The horvish translation for dragon.

Dragon—One of the ten ruling creature-kinds of Valadae. Intelligent learners, formidable fighters, and unsurpassed in magic and foreign culture, dragons are received with a mixed response: revered by some, abhorred by others. Despite the mixed reputation, dragon-kind signifies Transcendence and Might—the unity between the Eternals and the Temporary.

Duard—One of the ten ruling creature-kinds of Valadae. Duards are robust and hard-working, skilled in mining, metal smithing and all variants of stone craft. They are renowned for their architecture, inventions, and obstinate natures.

“Ect’vularm”—From the phylkir dialect, meaning ‘Deep appreciation.’ Yarad’s expression to Ubi for healing him.

Elt Pine—A sturdy evergreen tree found exclusively in the cooler regions of K’tailiur. The sap is used to harden and water-proof morwulf cloth armour.

Emruna—A morwulf idiom, spoken to express one’s acknowledgement to something of superior or sacred origin.

Enargri Vierin—From the near-extinct phylkir dialect, mean-ing Energy Purge. An ancient and powerful manna manipulation technique, documented as being used to rend demons from possessed forms, and purifying corrupted flows of energy. Considered a controversial and dangerous form of magic.

Fellis—A bipedal creature-kind with a long tail, large fox-like ears, and feline facial features. Fellis are hardy creatures, with a strong devotion to family and honour. Their naturally oily fur and superb sense of direction make them adeptly suited to the labyrinthine marshy regions in which they dwell.

Flame and Flight—The titles used in reference to a dragon’s inherent ability to control fire and air.

Fuls ov Kuvvasharrn—From the horvish dialect, meaning Fire of Judgement.

Gestk—From the faerie dialect, meaning get off it, and is generally used as a mild expletive of surprise or annoyance.

Goblin—A loutish and highly adaptable creature-kind, found across multiple regions of Valadae. There are three types of goblins, all of which have unsociable and uncouth tendencies toward other creature-kinds. Their shared anatomy includes horned heads, two-toed feet, and tough, leathery skin.

Haunjer—One of the ten ruling creature-kinds of Valadae. Tall and robust, with grey skin covered in hair, thick tails, pointed ears and vivid eyes, haunjers affect an arresting presence among other creature-kinds. They live by strict tribal customs, and generally view other kinds as socially inferior, with the exception of morwulves and dragons.

Hemlan—One of the ten ruling creature-kinds of Valadae. Hemlans are a well-adapted, creative, and generally impulsive kind, with a wary disposition toward powers greater than their own. Their original culture is difficult to source from amidst the sundry blends adopted from other Valadilian kinds, although it is due to this inherent curiosity and absorption that their expanse of knowledge is one of the greatest.

Hippogriff—One of the ten ruling creature-kinds of Valadae. Known for their rigid, logical dispositions, Hippogriffs are well-respected across all the kingdoms. They are reclusive and rarely leave their kingdom, even at the behest of allies. Of the Three Winged Kings (gryphons, hippogriffs, and manorphis) hippogriffs are the largest and strongest. They are also the most obstinate, and take their culture and duties very seriously.

Hobgoblin—The infamous Enemies of Valadae, hobgoblins are abhorred by every sentient creature in the eleven kingdoms. Once a strong and proud tribal kind, they were enslaved and brutally indoctrinated by the manticors, turning them into savage butchers, with no empathy for other living things.

Horvish—The native language of the duards and hobgoblins.

Ku’in—A morwulf title, bestowed to those who are masters in their pursued occupation or duty.

K’tailiur—The small and secluded northern kingdom ruled by the morwulves. Though rich in culture, history, and beautiful landscapes, K’tailiur has suffered heavily from the impacts of war and conquest, and as a result is very unreceptive to outside influences, including cultural exchange and import.

Leaf-greenling—Vadish slang term for an individual who is immature or inexperienced. Often used in a disparaging manner.

Manna—The energy that forms and sustains all things. Manna that is manipulated by Denin or spells is called magic.

Manna-bleed—Also called a manna-bubble, this natural phenomena occurs when a portion of the world’s flow of raw manna becomes separated from the main current and closes in on itself, creating its own separate flow. Unlike Corruption, which is a complete reversal of the original manna flow, manna-bleeds continue to flow in the correct direction, though their presence can warp natural laws (such as gravity, mass, and light).

Manna Hold—A specialised technique of using one’s internal manna to hold onto something outside of the body. Requires close proximity and can quickly lead to exhaustion if misused.

Manticor—An ancient and powerful creature-kind with a feline body, webbed wings and spine-studded tail. Believed to have hailed from the desolate tundras of the Undone Lands, they were the catalyst behind the War of Shores, and the tyrants who enslaved and ultimately destroyed the peaceful hobgoblins. Ruled by a culture steeped in dark mysticism and cruel indoctrination, manticors are intelligent schemers and pitiless in their manipulation and torment of others.

Melio Cress—A small flowering plant which grows in damp, well-shaded regions. Both the flower and stem contain strong antiseptic properties, and are used both orally and topically to combat various illnesses and injuries.

Memory Phantom—A Spirit Message unable to impart its message to its recipient or return to its creator. As a result, the Message wanders in perpetual purposelessness, unable to fulfil its calling, and so unable to return to the manna stream of life.

Morwulf—One of the ten ruling creature-kinds of Valadae. A quietly passionate, reclusive kind, morwulves are one of Valadae’s oldest civilised inhabitants, and have an enduring dedication toward their kingdom and creed. Elite contenders in the fields of music, art and war, they are both feared and respected by all other ruling kinds.

Muulta—A large plated beetle, known for its attractive silver-blue colouring and highly prized eggs. Muultas live in arid regions, in large colonies, and are surprisingly placid unless provoked or a nest is threatened.

Rogue—In reference to dragons, the Rogue condition is a violent internal disruption of the natural manna and a spiralling descent into madness. The condition occurs when a dragon’s manna stream is severed from the unified streams of the rest of its creature-kind. The severing is almost always a deliberate act, and can only be accomplished by a dragon of greater physical and mental strength. There is no known reversal for the Rogue condition.

Satyr—A raucous, hardy creature-kind, native to the kingdom of Gelian. They are lovers of music and have a strong passion and connection to all forms of plant-life, especially trees.

Seinuanu—A fellis rite of passage, in which a Pawling leaves his/ her village to live as a drifter for a full cycle of seasons, before returning to claim the status of Full-Grown.

Soujor—The incredibly rare offspring of a mortal creature and an eudemon (a benevolent spirit that has harnessed a physical form; the opposite of a cacodemon). Soujors can shift between the seen and unseen realms at will. Lady Megandel’s Soul Guard, Ourntar, is a soujor.

Soul Guard—The title of an individual who has sworn their life to the service of another. The calling of Soul Guard is stringent and often requires cycles of pre-planning and a long initiation. It is a life-long vow, which only death can break.

Soul Transferral—A powerful spell in which the caster rends his/ her own spirit from the body to transfer into an (usually) inanimate object. The spirit can then manipulate said object, and, if powerful enough, possess anyone who comes into contact with the object. Considered a form of Dark magic, and highly taboo in most Valadlian cultures.

Spirit Message—A composition of raw manna implanted with the thoughts or words of an individual, intended for a chosen recipient. Steady concentration and the ability to use Spoken magic are crucial in creating a Spirit Message, although neither is needed to receive one. Spirit Messages are capable of absorbing copious amounts of information while retaining their original message with unalterable integrity.

Tainted Shadows—Mysterious entities of a abhorrent and corrupted nature. Very few records have been found documenting more information, though it is known that the ‘voices’ of the shadows cause violent madness leading to self-mutilation and suicide. Sadukravon referenced them as ‘the Parasite’s half-spoken songs’.

The Hold—The ruling regime of the hobgoblin creature-kind, comprised of twelve members. Members are as follows: Hongrin Priest (head of the Hold), Thane (retainer to the Priest), Chancellor (record-keeper and order executive), Spyrd (spy-master), High General (commander of military forces), Base General (second-in-command under High General), Sky Legion Captain (leader of airborne armies), Ground Legion Captain (leader of ground armies), Us’hur (overseer of general populace), Arguul (overseer of consumable resources), Porcvant (overseer of Spawning Chambers), Cultist (indoctrinator).

The Gathering—An epic event in the history of Valadae, in which all the armies of the eleven kingdoms gathered beneath the towers of Klonnoth Aire and drove the last of the enemies of the War of Shores into exile.

Troll—A large carnivorous creature found in mountainous regions across Valadae. Trolls are highly territorial and often aggressive, though surprisingly caring of their offspring.

Ukaito Pack—A famous fellis invention that can demat-erialise and store almost any object into one of its many small compartments, indefinitely. The technique of crafting a pack is one of the fellis’ greatest secrets.

Unicorn—One of the ten ruling creature-kinds of Valadae. Alongside the morwulves, unicorns are another of Valadae’s oldest civilised kinds, renowned for their stunning beauty and their skill in Healing and Light magic. They are graceful, gentle, and steady in their disposition, although hold a fierce intolerance against any sort of corruption.

Vala-Kas—A division of elite morwulf warriors, answerable only to the king and queen of K’tailiur. The Vala-Kas carry out missions of a sensitive nature, including reconnaissance and assassinations.

Vetashra—The Yokushin of the morwulf creature-kind.

Yokushin—An ancient and complex Continuance spell, created by merging the magic law of Spoken with that of the Blood Oath (one of the very few irrevocable castings of manna lore). A Continuance spell is a self-sustaining casting, which does not require additional channelling or use of individual energy from those bound to it. In this case, the Yokushin is a Continuous spell placed over several dozen creature-kinds, and activated through the vocal recitation of specific names. The Yokushin’s primary purpose is to protect the thoughts and conversations of its users from forces with malicious intent.

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