The 8 Squared

 1 ~ Tangles Dictum

‘Seven. You can hold to that with some certainty. It’s part of their name, actually. Chaen means Seven. Chaen-dian means “Seven of them”.Chandrian.

Now Ben is university educated, and that is where he has learned a bit of ancient Temic, a language that predates ‘the old Tema that only priests know’ by a thousand years. But we should also remember that the university is Amyr run, and that they are at least as old as Thelu’s first priests and would also speak the old language of the world. Furthermore, nothing Amyr influenced should be taken at face value in these books, or indeed in their own books, and Dian is not Drian just as Chaen is not Chan. Inconsistancies indicate errors and given that Pat has stated that he poured an awful lot of time and thought into creating names for this language, and since Names Are Important, it is only fair that I do the same in order to decipher it back again, and I would expect things to be error free.

The Chaendrian are a groupe of various number. (Likely seven, given their name.)

Our folk history author writes his words to show an oddly spelt old Vintish dialect where lots of quainte olde wordes are given an extra letter ‘e’ for some rustic reason. Since the writing was from two hundred years ago, and Caudicus tells us that spelling wasn’t considered so important in ‘those days’ it may indicate spelling alterations were a common occurrence, which may or may not be important, but the author only assumes that the number and their name are connected.

‘You would do better to call them the Seven though. ‘Chandrian’ has so much folklore hanging off it after all these years. The names used to be interchangable, but nowadays if you say Chandrian people think of ogres and rendlings and scaven. Such Silliness.’

The Cthaeh cannot lie. And he all but 100% confirms that Yes there are Seven of them, and his word is always true. But that doesn’t mean that the whole word ‘Chandrian’ translates exactly into ‘seven-of-them’, He doesn’t actually confirm that as being a fact, and so it might not be so after all.

My beef with Ben lies with the structure of the words. If ‘dian’ means of them, then what does ‘drian’ mean? Adding a letter for unknown reason is grating as I cannot translate that part well enough myself to argue my case. But ignoring Ben’s assertion that ‘Dian-Drian’ both translate as ‘of-them’ for now, the numerical indicator spellings Chan- and Chaen- are quite obviously not the same thing. There is a whole extra letter ‘e’ written in the ‘older’ spelling which looks as though it has been ‘cut away’ from the shorter and more commonly known version and therefore is clearly a more recently adapted spelling. The Cthaeh, who knows all, gives us a tip as to the preferred faen way of naming procedure when different spellings may needlessly complicate matters. It suggests that the easiest way to avoid confusion is to simply don’t use either spelling and just abbreviate the whole meaning down to it’s most salient part, and then to use actual numbering instead and just call them ‘The 7.’ But I don’t want to blindly do what he says, I want to know more about such things.

Seven words


Now The Chaendrian are a world famous phenomena, and so the chances on everyone in every country and in every language all coming up with the exact same way of spelling are going to be slim, narrative septagy shouldn’t apply to proper names so why didn’t folk just stick with Chaendian once and for all in every language where they were known? The description should always be the same unchanging combination in every language. As far as the number 7 goes, we have it on good authority that in Siaru the old term ‘Chan Vaen edan Kote’ spells the number 7 as ‘chan’ which is only four letters long, not five as it is in the Temic ‘Chaen’. Even the Ademic have a word in their secret language for the Seven, which is another Old language from the days before the chaen-dian were first… created? That word which is indeed talking about the same ‘handful’ of powerful bad things is ‘Rhinta’ which bears no resemblance to any of our seven words so far, but that is a better word to use than chandrian, apparently, and there are other words quite similar too rhinta which do make appearances elsewhere.

In the Commonwealth, where they generally speak Aturan, we have a Big clue from Pat, but only in the 10AE spelling. In the original printing, Trapis tells us

‘But on the Seventh day, Tehlu drew near before Encanis could bring his power to bear and the seventh city was saved. That is why Seven is a lucky number and why we celebrate on Caenin.

This gives us the modern Aturan spelling for the seventh day, and it sort of looks a little bit like our other 7 words. ‘Caenin’ is also what much travelled and knowledgable Arliden probably uses himself in life and so it isn’t surprising that he didn’t know the archaic name for the seventh day of the week too, although Laurian did have a good ear for such things. HOWEVER, in the 10AE the word Caenin has been deliberately replaced by Pat with the equivalent word in Temic, ‘Chaen’ which is the old word for the seventh day in the old language which would have been spoken by the people like Perial who were actually living in the story at this time. Deliberate changes to the text for no obvious reason are signposts from Pat telling us that we are following the correct path and investigating the correct things with our lucky 7 words. Without such clues, the puzzle is possibly too difficult to solve, but with them… we can continue with confidence, and perhaps a bit of a smirk on our faces.

Chaen is counted a lucky number from ancient times which remembers the seventh wondrous city of the old world, of which everything else, including it’s name, is now long forgotten. Every story we have tells us that the name given to the seventh day is based around the word for lucky Seven to celebrate the day on which the seventh city was spared from destruction. The Tehlin Church then arrived on the scene and promptly gave its own names to the next four days. Now these are proper words with deep religious undertones. Felling replaced 8-day. Reaving replaced 9-day. 10-day was changed to Cendling and the last day of the span, the old 11-day, was completely hijacked and turned into Mourning, which has become a general day of abstinence and religious reflection and is the new focal point of the entire span which only helps draw common folks attention away from the significance of the number seven buried away in the middle. But the practice of counting the first seven days has been deeply engrained in the very fabric of Temerant life since the lost days of Ergen, Perial’s villagers came for her son on the first day of the seventh span. Collectively, the days one to six might also represent the six cities which did later fall. But the church was not instantly all-powerful and change was slow in the coming to the far reaches of the four corners and it was many years before the iron law and the book of the path finally forced the world to change it’s calender to fit with their holy ideals. Even Trapis corrects himself when he remembers ‘No, wait, there wasn’t any Mourning yet’ and so it seems that instead of the rather sweeping change of completely renaming everything, they simply incorporated the old traditions in so much as they even used the old numbering system in their own spans and furthermore introduced the ‘seven days of high mourning’ where they meddled with the countings of such things to their own satisfaction.

And so logically, and rhetorically, if follows that if Chaen means the seventh say, the first 6 days names will reflect the previous six numbers, too, and if that is true then this tells us that Luten. Shuden. Theden. Feochen. Orden. & Hepten are representative of the phonetic equivalents of the first six numbers the original language of the Egren empire, Temic.

Rosetta Stone

If we can take the calendar as an approved key, we should be able to confidently take one huge step towards translating some further pieces of Temic we are given. Writing our list of days down next to each other reveals a running theme throughout in that the numbernames all end with the same suffix. ‘-en’. Putting on my tinfoil helmet once again makes me think it quite probable that this suffix is an addition to the root numbering structure and that it is likely going to be something that has been added to the root seperately to indicate what exactly we are counting, (like one potato, two potato,) and so the whole is officially something that is ‘other’ than the real number itself. One good thought is that it acts like a pronunciation indicator fir-st. (1st) Seco-nd. (2nd) Thi-rd. (3rd) Four-th. (4th) Etc whilst another thought suggests that ‘-en’ is the suffix used when counting days specifically which indicates that they correct translation of our list is actually 1-day. 2-day. 3-day. 4-day. Since I like both theories I am going to propose that they are both correct and the construction is actually a two-part binding, a lot like those used in Sygaldry and Sympathy both.

If we assume that all the ‘-En’ part always means ‘-Day’ in it’s meaning, and if we were counting something other than days then this suffix would need not apply. Without it the root numbers will be

Lut = 1. Shud = 2. Thed = 3. Feoch = 4. Ord = 5. Hept = 6. Cha = 7.

This is now sounding, to me, a lot like the phonetic names that we give to our musical notes, namely Do, Re, Mi, Fa, So, La, Ti. Music knows how to follow a meter. Language too has a structure and numbers will always follow set rules when they are combined. It is not expected that this is going to be like a tally score, one scratch for each letter in each number, which would make one a one letter word, two a 2, three a 3, and although 4 actually is four letters, but there are limits to such an infinite scale as the last digit on any list, the number nine, would have a name that was nine letters long! and that is going to prove very unwieldly when we reach the upper levels of unlikely mathematics that will involve doing multiplication sums to combine two different word numbers together to make even more complex numberwords later on in this study.

In a perfect world, all things would be equally allotted the exact same amount of letters so that they could all display their long names equally, a triangle of three parts in the simplest form, one letter for each bit of their three part name. But this is not a perfect world, alas, perhaps, and Our assorted number/letter count is all different where we really deserved to see everything laid down in apple pi order. Since everything I have seen up until now indicates that any name is really a three part name, and considering we are going to need all the luck we can get, when it comes to breaking these numbers down into names again, I believe that we should use a maximum of three letters in our counting words to ascertain each of our true seven day-relating number words. Applying this 3-part thinking to the word Feochen for example will allow us to split it into three syllables, fe+och+en. We have already accounted the ‘-en’ part to indicate that we are counting a number of days, but Fe-och meaning 4 still looks far too complex to me.

Sticky Stuff

Remembering our other lessons in Pat magic though might help us to put everything together in a way that will satisfy our understanding of the universal laws that apply to all things Temerant. Ben begins teaching sympathy by using pitch pine as a sort of placebo glue to help things fit easier together. It wasn’t strictly necessary, only a glue for the mind, but once you understand the principals at that level of magic it helped supplying a basic yet familiar understanding of unfamiliar concepts when it comes to unfamiliar practices, a lot like Kvothe has to explain to both Marten and Denna about ‘invisible string’ where a technical explanation would be out of the quiestion. This magic glue also makes an appearance in sygaldry lessons when Kvothe explains that when you are working with runes, some runes for different things fit nicely together, whilst others do not. It is a universal rule that some things, like numbers, just fit better than others do, such is the way of things. Kvothe explains the complicated process of how to stick two runes together with the use of ‘linking runes’ such as ‘Ule and Doch are both for binding’ and so when it comes to unfamiliar concepts we do at least have a grasp of accepted practice on what might be possible in our entry level Temerant language construction class too.

It appears to me as though the ‘Fe-‘ part in Feochen may be an example of how two pieces of our puzzle simply do not fit very well, at least not without an extra linking rune in between, and if that is so then we can recognize the magic glue for what it is. Fe-en alone might not create a satisfactory combination of ‘4-day’ by itself, and so to make it work at such a desired level the universe has declared that it was necessary to use the linking rune ‘doch’ between them which has the right linkage to fit with both edges at once. This would create the new word Fe-Doch-En to mean Four (th) day. Yes, I am aware that Doch is not Och, but there are 197 different runes in the sygaldry alphabet and we do not know them all. Just enough to make some educated guesses. So when looking back at our original calender I will predict that the correct constructions are as follows.

Lu (t) en , Shu (d) en , The (d) en , Fe (och) en , Ord-en , Hep (t) en , Cha-en.

We will note that five and seven are similar in that they do happen to fit nicely without any magic glue, but the general trend is to break up the vowels and consonants in a way that doesn’t need to use any added accents, such as ‘Ë’ to do the dirty work when it comes to pronouncing diphthongs.

There is indeed some evidence that what I am suggesting is in all actuality the correct method for the construction of converting numbers into names when we look to the language of Siaru. In Pat’s most famous example we are given four words by Kilvin that translate into a five word sentence!

‘Chan Vaen edan Kote‘ , we are told on good authority, means ‘Expect Disaster Every Seven Years.’ This will clearly mean that in that ancient and secret language, One of these words is going to have to do double-duty and represent two words at some point. Those who may disagree with my reasoning might possibly suggest that this will simply be a case similar to our own worlds words ‘century’, ‘decade’ or ‘lustrum’ which mean a period of ‘100 years, 10 years and 5 years’ respectively, and it is true that such terran language tricks might well be the answer here in Temerant too. But in the case for my methods defence, I will point out that if ‘Cha’ is the universal base for ‘7’ then it can act in a similar vein to our adding ‘-en’ to mean 7-day, so adding ‘-n’ might turn it into ‘7-year’ instead, which gives me two examples that both follow the same pattern. This translation would also leave the three remaining words ‘Vaen edan Kote’ to cover ‘every, expect and disaster.’ which would simplify a much easier basic word substitution for the rest of the saying into 1-2-3 order.

Breakdown

Since I have arrived at this conclusion using the lucky numbers 3 & 7, again. Now I always like to check my working to it’s limits and so to do that we should always try to break these things apart in a test of destruction.

In my answers, I have arrived at Lu = 1 and The = 3. Now! Trapis tale of Tehlu and the demon lord now has some interesting visual aspects as Teh-Lu now clearly uses the rune for One in his own name, and you could argue that he represents 1/3 part of Aleph’s holy trinity of ‘three-in-one’ which is all sounding rather good. In further stories about ancient things we can see ‘Lu’ everywhere as it occurs not only in Teh-Lu, but also in Lu-dis and even in Fe-Lu-rian giving us more reasons to believe in my numbers. Mixing numbers into actual names has thus opened up many new areas for further interpretation, but for now let’s just see what happens when we try to reach for the luckiest of numbers, 21 which is best represented by solving the sum Three multiplied by Seven. Or using this new key, ‘The’ times ‘Cha’. Now multiplication is complicated, but it is clear to me that the most obvious answer might well turn out to be a very interesting anagram of the letters that form it’s numbered parts, suggesting that ‘lucky 3’ times ‘lucky 7’ might just equal unlucky ‘Cthaeh.’


2 ~ The Old Stone Road

The Great Stone Road

This road is the elephant in the room. It dominates the map yet is rarely spoken of.

It is straight as a nail, flat as a table and older than God.

It runs from Imre to the Stormwal mountains, never deviating from it’s course. It doesn’t appear to actually go anywhere, the towns it does get close to were built because of it, not the other way around. It’s builders were even mindless of all the trees in the Eld, perhaps it was there before them. Our Earliest mention of it is in Hespe’s tale The Broken Road. Jax follows it westwards to Tinuë, where we are told all roads lead, before travelling onwards into the mountains in search of the moon. At face value this tells us that it was there before the creation war and thus predates Lanre and the Blak of Drossen Tor, which is coincidentally very nearly an anagram. The Free City of Tinuë is Not on the road itself, however this can be altered to fit by putting the name to the ancient area of land around the roads end as Tinuë proper and the free city being one small part of the whole, like saying that the capital of Mexico is Mexico City, but you dont have to be in Mexico City to be in Mexico. Ancient Tinuë also used to be part of the Lackless estates, which were a full earldom at the time until the bloodless rebellion, a very interesting term indeed as it also Pat’s original name for the series, Kvothe the Bloodless and to Master Namer Elodin’s choice of name for the arrowcatch.

So the road runs from Tinuë to Imre, but Imre is a modern city which has grown around the useful roads end purely because of it’s usefulness. The real end of the road is some two miles west of town after the road spans the Omethi river as it approaches its final destination. Also of note is a random standing stone which we are told marks Old roads which sort of dates it as older than they.

The Omethi bridge, called Stonebridge by the locals, is our only glimpse of the road itself. It is described as ‘Ancient, mammoth and part of the landscape with not a soul wondering who built it or why.’ …until I came along that is, although we are later informed that it has more stories and legends surrounding it than any other University landmark, such as the term ‘spit for luck’. Wide enough for two wagons to pass and sporting a waist high parapet Stonebridge is part of the Stone Road and crosses the canyon for two hundred feet clearing the river five stories below until, with the last natural obstacle now behind it, it reaches its true terminus at the University itself.

The Aturan Empire expanded around it, they even renamed it the Great Imperial Road for a while but they didn’t build it. There can be little doubt that its construction was by a highly skilled civilization and it’s very stones have withstood the ravages of time with remarkable ease, the endless trees of the Eld bearing witness to this fact. Only by employing a power at least as great as the Name of Stone would be acceptable for contemplating it’s construction since the bridge still stands and the stone has refused to crack, crumble or collapse even after all this time. It is quite obviously a road built by a race of master builders whom history has long since forgotten, such as the Ergen Empire who’s inhabitants built their wonderous cities over five thousand years before.

The Archives is the centre of the University, it’s oldest part which itself stands upon the ruins of a former university telling us it too was at the roads terminus and therefore marks a previous connection. The courtyard where Kvothe received his whipping at the pennant pole is called the Quoyan Hayal, or House of Wind and still remains where it always has, outside the Archives only door, above which are carved the words of old in their forgotten language Vorfelan Rhinata Morie. Apart from housing books, the archives is the location of our greatest mystery, that of the four-plate door. Expert craftsmanship has again been employed in its design, seamlessly built from a single piece of stone in a frame, you can run your hand across it’s face and barely feel it’s outline. Neither hinge nor handle mars it’s face, it’s only ornament are the four copper plates with their mysterious holes flush against it’s face and carved with the unknown word VALARITAS. Like the unerring road, it too could have been engineered using the name of stone and I am convinced the two are indeed inexorably linked. It is a door which holds secrets that are not for others to know and whilst it calls strongly to Kvothe,and indeed to Elodin, like no other secret does this is a door for staying shut.

So what might lie at the far end of this enigmatic road? We haven’t actually seen it but we do hear from historians that the lands around Tinuë were once controlled by the Lockless family meaning that they, historically, have always controlled their end of the road. It is another private and secret place and we have the historian Caudicus’ self investigatory rumour that…

‘In the oldest parts of the Lackless lands, in the oldest part of their ancestral estate,there is a secret door. A door without a handle or hinges. There is no way of opening it. It is locked but at the same time lockless.’

It should also be noted that the type of key Meluan used to unwrap the Loeclos box is of a shape and design that would fit the four holes in the four plate door at the University end of the road. This is not concrete evidence, but we don’t believe in coincidence here and so it might as well be carved in stone for all to see that here is a link. We have a huge stone road made for unknown purpose, most probably created by using the name of stone. At each end of the road are mysteriously individual yet uncannily identical sounding individual locked doors, standing like a pair of bookends which, together, make up the working title for KKC3.
The Doors of Stone.

3 ~ Myr T

Myr Tariniel is an awkward name in my head, and translating it to fit alongside Denna's Mirinitel is difficult. It's got too many bits going on, too many syllables, too many edges, too many parts. Too many possibilities. I prefer to abbreviate anyway. The city itself might well bear it own 3 part name. But Myr Tariniel means something specific, obviously, we just don't know what. 
It could well mean the Shining city. 
But my jot is going on White Tower.


We don't really need to map out Myr T, Skarpi does that for us, but we can perhaps make a bigger picture as we try to map the empire of Ergen in a more visual format.
Landscape skyline if nothing else.
[One line diagram per page? Then total gridlock 64]

'Sit and listen for I will speak of the shining city as it once was, years and miles away...'

For a start, hat is an odd sounding introduction. An announcement that almost sounds like an invocation, or a legally binding declaration. He has chosen to offer his Talent bet to the unknown owner of the voice which called for a story about Myr Tariniel, but has also acknowledged that Kvothe would get his own answers, too.

We can take much from Skarpi's tale, since we now know who he really is, and thus can treat his words with respect. He was as good as there, after all.
The basic image we receive is that Myr T was built of special white stone and it's Lord lived in a tall tower.

We can aldo assume the towers location to be the highest point in the world , maybe that was part of why it was deemed superior to all of the other cities who were then subordinate to it. 

'Eight cities remained. They were Belen, Antus, Vaeret, Tinusa, Emlen, and the twin cities of Murella and Murella. Last was Myr Tariniel, greatest of them all.'

The order in which Skarpi lists them is deliberate. It is not alphabetical but neither is it random.
Why should the greatest come last? Because that statement clearly means that it was the end of the line, the terminus of a great chain of other cities that started far away with Belen at #1, then Antus at position #2 etc etc. Now Occam's Razor suggests that instead of being scattered like the notable 4Corners cities are, Ergen cities were actually built all in a row. A straight line of cities running right across the world like a scar, or maybe even a zip? Each one with their own smaller version of city rulers in their own lesser towers we can imagine. That line of thinking suggests they actually followed the exact same line that is now the province of the Old Stone Road, quite possibly the line was called the Drossen Tor back then, and each city might well be strung out equidistantly along the path in Apple pi order from Imre to Tinüe before heading up the mountainside to the big White Tower of Lord Selitos at the top.



Diagram tak
Now ee can best represent this information in the form of a grid on a board of 8x8. Write the numbers 1-8 in the first line, and their translation in the second row. City names can fill up line three. Any problems, guess.



The A-myr are named in memory of it and they would hope to emulate the same ideal that was Myr-T. Their order's symbol is also depicted as a tower, and If the game they are playing were chess then I suppose that would make the Amyr to be the white rook, but they don't play chess in the 4Corners, (unless they call it Tirani over there) but they do play Tak!
The rules of Tak are simple and easily learnt and some small understanding of the game will be useful. Boards are available in the gift shop but you can hopefully still grasp the gist of this trichapter without them.

Quite how gods really play their beautiful games is beyond mortal ken.


4π ~ Tak

You need an abstract mind to play a beautiful game. One man's love is another man's lust. 

Imagine, if you can, two Gods or rather the two Aleu. One is the god of day and the other the god of night. Between them they watch over the whole world, one half at a time, and never the twain shall meet. Their world in question is also their gameboard and it has many squares and many stones to be placed Their actual board is infinite and thus has Far too many components for the numbers to make any sense to us mere mortals. But for all the difference it is all the same, it's just a question of scaling and focus, and it Is only a game after all.
Now games have goals and in Tak the objective is to create a pathway of stones that will run right across the board. It occurs to me that if our two gods were also playing Tak, which is the assumption upon with this whole piece now rests, then there are some interesting opportunities to apply the same rules of Tak to the shape of the world that is Temerant by
Superimposing a giant Tak board over the Map of 4Corners of Ergen.
The size of our board can vary but the largest suggested size in the rulebook is 8x8. Earth people are comfortable with this as that is the same size board used in chess, a game that also needs 64 squares. Odd fact, chequers only utilises 32!
If we line our board up along the length of the old stone road we might then imagine this stone line to show the winning combination of a completed path and thus the endgame position, but who won? The stone of this road today is neither black nor white but is ... well, Stone colour, a nice neutral grey implying the end of this game to be a draw. 
Now there are of course rules about draws which come down to the judge counting the amount of flat stones used in it's construction and our road is declared 'straight as a nail, flat as a table, older than god'
So it looks like one god must have won, but which god was that again?
Now, alongsides normal stones, which may be either standing like way stones or lying like lay stones Tak also has capstones. Very Powerful pieces that can flatten upright stones and may also form part of the winning path. In this recreation I am going to give a name to the white Capstone as being Myr Tariniel and place it as instructed. It's location dictates it was the last stone in the road therefore the other seven stones that proceed it will have their own given names, namely Belen , Antus, Vaeret , etc. giving us a skyline of seven standing white stones in a line and the capstone makes eight
In the days of Ergen, Myr T was a city made of white stone which shone after dark, solar stone I suppose, sort of. But then came Lanre Day when the white tower fell, it fell beneath the shadow of darkness. When the black Aleu player made his move it turned seven of the white stones into dark ones. The black capstone overthrew the White Capatone and the white castle was replaced with his own Black Castle. 
Across the lands below six more stones were flattened and burned, and followed suit , so inverting the colour of the road
But one White gamestone did not topple and turn to darkness. One tower did not fall because one ruler remembered the lethani. And thus a total victory for the black Aleu was averted.

The only white stone still stood on a black road of ruin was the lucky seventh stone , and that city of stone was named Murella.

3 ~ Belen

Stone #1 was named Belen and that is the third important city in our board map. All the rest are just so much decoration really. But Belen is a city which we Can actually flesh out with a map or several. 
 Iax followed the Line of the road ever eastwards towards its mountainous end which means that when Jax first crossed into Ergen to begin his moonquest it was through a door somewhere in the far west. The site of the first white city seems logical suggesting that Jax likely stepped through some mysterious black door between realms ( a door first opened by the departing Tinker Aleph) and Iax emerged into Ergen in the city of Belen. From position #1 he then departed on his quest and crossed the whole game board from that square forth.
But Belen of Ergen is where we will now turn our attention. It's time to visit The University. 

Ancient Belen of Ergen was the home to a ruler of its own, and her name was Lady Lyra. She was married to Lanre, the captain of her guard, and Skarpi reports that between them

"They defended Belen from a surprise attack, saving the city from a foe that should have overwhelmed them. They gathered armies and made the cities recognise the need for allegiance." 

Unpacking that sentence tells us that since it was a surprise attack, Lyra and Lanre must have been in Belen when it happened in order to defend against it. Only afterwards did the cities band together in unity meaning that at the time of this attack Belen was defending itself independently. That tells us it was a problem dealt with by the local defence militia, ie Lanre and Lyra. 
The Lord and Lady of Belen

We might then assume that when Lord Lanre left Belen to go confront Lord Selitos then his path would have taken him in Iax own footsteps. Eastwards down the line of stone cities, perhaps collecting his 'Chandrian to be' along the way, until he reached the final stone, the White Capstone of Myr Tariniel for Lanre Day.




Seven lights went out that day, never to rekindle, but one lighthouse still shone whilst the others became dark houses.
7 lighthouses upright stones , equals the pure white light of Myr T.if you break light, you get a spectrum giving each lighthouse a colour. Roygbiv. 
Seventh lighthouse remained, = Murella, city of violet, city of Felurian, the ultraviolet queen of twilight. Her light no longer exists in mortal. God took it and created the Fae by lighting a candle in the darkness. Moon link is extra.
7-1=6. Colours in a Temerant rainbow. One person Chandrian.







Popular posts from this blog

Big Brother

Pub Crawl

Act 1 Scene 1