Thaumaturgic Form of Gates

Inkàðura is a transitional form and perhaps the most elusive of magical studies. The art attempts, in different fashions, to blur the “lines” between the Waking and Ethereal worlds. There are inherent risks in this direction of study. Anytime the borders are compromised, attention is inevitably drawn toward the breach. In addition, most Inkàðura spells require vast amounts of power and so may only be cast at certain locations or times. The average level of magic available in any given location on Teréth End is usually not enough to support Inkàðura magics.

The ultimate objective of those delving into the secrets of Inkàðura, is the secret of teleportation. However, teleportation has proved again-and-again to be elusive. The bending of time has been accomplished (i.e., Ælàmra), magical aging typically has nothing to do with actual time and everything to do with the breakdown of a body’s elements (i.e., Vīsìktrū). The bending of space has confounded the Weavers of Teréth End for Ages. Those wishing to move from Waking point A to Waking point B without traversing the space between, have resorted to crossing the Ethereal. While this effect is similar to teleportation, it is a much more dangerous and laborious endeavor.

The dangers of the Ethereal are discussed elsewhere. It should also be mentioned in passing that it is theoretically possible to cross the Nether. The infamous wizard Jzar claimed to have explored this route more than once. Details of his journeys are lost to those that would follow in his footsteps, as his subsequent journals are an incomprehensible word salad.

The general principles involved with crossing into the Ethereal are understood by many a journeyman Weaver. The process does not seem incredibly difficult; it is the requirement of raw magical energy that makes the magic generally unworkable. Another challenge is the fact that returning to the Waking world from the Ethereal is less well understood. Wizards enjoy musing about the powers of the ancients almost as much as discovering new spells. A favorite story is that of Portals which once connected points within the Waking World. These Portals were permanent gateways that opened into the Ethereal. Journeyers were able to enter the Portals, follow silver paths through the Ether, and exit through other Portals back into the Waking World without engaging in the rigors of lengthy physical travel. The last of these Portals, which stood at Kyrm Oryzálan in Æzàlari, is thought to have been destroyed when the temple collapsed in the Second Acèntyra-Dekàli War. Regardless of whether any of these Portals remain, it appears that the knowledge to create them has been lost, as no new gates have been constructed in over a thousand years.

Portals aside, magics do remain that would allow an intrepid Weaver to breach of the Vor Kyùrada. In order to make an opening, the Weaver must first find a suitable pocket. Pockets are small extra-dimensional spaces that exist within the Vor Kyùrada, between the Waking World and Ethereal. Pockets are less difficult to breach, but hard to find. Many scholars have likened them to “bubbles”, floating between the realities. Before a pocket can be opened, the wizard must first find and capture it. There are a number of specialized Weavings for this very purpose. Knowing the spells however, is only half the battle. It also helps to know when and where the pockets may appear. Pockets cannot be found everywhere, and in fact cannot be found in most places. Complicating things further, most pockets appear to move at varying speeds and directions, without regard for physical obstacles. This unworldly nature, can make them difficult to capture even by a prepared wizard.

Notables of Inkàðura include: Korázul of Panæð, Tirrid of Zyrr, Yur Yarg of Kændal.






  • Codex of Yur Yarg. A dense collection of smallish parchments bound between two worn leather leaves. Each page is crammed with tiny writing in an obscure script. The Codex is notoriously hard to decipher. The last several pages of the book are filled with an nonsensical strings of words and complex diagrams which are widely believed to be completely indecipherable. The book is a popular holding for the college due to the inclusion and only known copy of the author’s final spell, Yur Yarg’s Eyes of the Invisible. (113 pages)
    • Author: Yur Yarg
    • Written: Kændal, late 5th century DR
    • Language/Script: Old Kændàlic G: 15, WoD: 2; Old Kændàvar
    • Published: Handwritten
    • Copies: 1; Salóndor College, Kændal
  • Nethertome of Jzar the Mad.
    • Author: Jzar the Mad
    • Written: 2nd century DR
    • Language/Script: Dekàlic G: 18+, WoD: 3; High Davar
    • Published: …
    • Copies: …
  • Verrès Ignòlgiō. (The Vast Unknown) An unwieldy tome of dull black leather and large vellum sheets. The Verrès Ignòlgiō begins as a treatise on extra-planar travel and the inherent risks of breaching world veils but ends as a descriptive account of the author’s venture into a nameless outer realm, what he found there that he could understand, and his desperate and ultimately successful struggle to return. Korázul’s intent in writing the book is to dissuade further travel into the outer realms, though the ultimate effect has been to pique the unnatural curiosity of his ilk into attempting the very same. The book is very useful to those studying the outer realms, both as a reference and a warning of what one should expect. (310 pages)
    • Author: Korázul
    • Written: Panæð, bet 305-331 DR
    • Language/Script: Dekàlic G: 13+, WoD: 2; High Davar
    • Published: Panæð, Tanàdtar Scriptorium, 331-340 DR
    • Copies: 23; House of Ðarád’Zor (Oð), Iron Library (Oð)

Nomenclature: Inkathura Dekàlic: Inkàðura (magical form), Inkàðuri (pertaining to), Inkàðuryn (specialist), Inkàðuryr (specialists)