LORE
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Welcome, seeker! Dive into the enchanting world of Khayaal, a crafted universe full of unique lore, layered stories and adventures with memorable characters exploring timely themes.


Planet Ikleel
First Epoch
First Epoch
First Epoch
The divine history of Ikleel suggests that in the first epoch, there was a great rivalry between the Djüne, who resemble fiery demons and Vanimals, humanlike but with animalistic traits. Both the Djüne and Vanimals live very long lives.
The Djüne, Vanimals and Humans, it is said came to Ikleel at the time of the descent, which is said to be hundreds of thousands of years ago, possibly longer.
The Djüne occupied the land of Nar-as-Samum and Vanimals made Küor Araz, a territory north of Nar-as-Samum, their habitation. For thousands of years, they fought across their borders. Until one day, humans appeared in their territory. At first, they ignored such weak beings, but slowly humans spread into their lands, set up trading posts, and began to set down roots.
The arrival of the humans seemed to have caused the Djüne and the Vanimals to set aside their rivalry and unite to repel humans spreading in Ikleel. Under the leadership of Volgorok, ruler of the Djüne, the Djüne and Vanimals engaged humanity at the Battle of Rift on the western shores of Koemox. The humans rallied around the Heralds.
Yet even before the battle they knew they were outnumbered and did not possess the physical prowess of the Djüne and Vanimals, so a great quest was undertaken to recover the seven Vessels of Nur which also came down at the time of the descent. Many Heralds and other great heroes were lost in the quest for the Vessels. Yet to find them they did and with the light of the Vessels the armies of the Heralds overcame Volgorok, who was driven back to the shadowlands of Nar-as-Samum. As for the Vanimals they retreated to Küor Araz, vowing to never engage with either Djüne or humans again.’
Second Epoch
Second Epoch
Second Epoch
Historians label the period after the Battle of the Rift, the second epoch – the golden age of humanity, where under the guidance of the Heralds, humans spread to all corners of Ikleel. Trade routes were established, centres of education and learning built. Some of the greatest Heralds of the time came together to construct the Isthmus, a parallel realm to the physical world, to remind humans of our eventual return to the Gardens of Liyuün.
Yet deep in the shadowlands of Nar-as-Samum, Volgorok and his deputy Mörtan plotted and schemed. Their envy of humans knew no bounds. Having learned from their mistakes, Volgorok and Mörtan recruited men and women to their cause, through the promise of Dhulmi powers. Over the centuries their acolytes secretly rose to prominent positions and matters came to a head when their human helpers took control of several major cities, thereupon declaring fealty to Volgorok.
The humans rallied behind the Heralds. Volgorok was slain. Mörtan and the remaining Djüne escaped into the Isthmus. Unbeknown to the Heralds, Mörtan the Conjurer had created a Dhulmi part of the Isthmus, and corrupted the remainder of it as he descended deep into Dhulm. Mörtan has also made other changes which you will learn about when you enter the Isthmus.
Third Epoch
Third Epoch
Third Epoch
Book One, Aron, is set during the closing period of the third epoch. The last of the Heralds died several thousand years ago. The third epoch has been marked by a steady decline of the loss of sacred wisdom and knowledge, the fragmentation of society, and a distortion of the economic system.
Aphorisms
Aphorisms are short sayings or maxims - though brief, they are dense in meaning. As inheritors of a rich spiritual tradition, the Nurani Conduits draw wisdom from three aphoristic texts. These being The Wisdom of the Way, The Book of Heralds, and A Fool’s Paradise. Below are the aphorisms which start each chapter of Aron (Book 1):


Chapter 1 Dvin


Chapter 2 Breaking the Seals


Chapter 3 Uncovering a Conduit


Chapter 4 Urua


Chapter 5 Elements


Chapter 6 Expectations


Chapter 7 Agitating an Audience


Chapter 8 Istmus


Chapter 9 Scroll Master


Chapter 10 The Rider


Chapter 11 Healing Hearts


Chapter 12 Rooftop Dance


Chapter 13 Taking Stock


Chapter 14 Planting a Relic


Chapter 15 Seeking Solace


Chapter 16 Hiring an Assassin


Chapter 17 Boxed In


Chapter 18 Doubts


Chapter 19 Trade Deals


Chapter 20 Ruining a Dress


Chapter 21 Piercing a Heart


Chapter 22 Called to Account


Chapter 23 Show of Strength


Chapter 24 Sultana of Hearts


Chapter 25 Rasa


Chapter 26 Threads of Hope


Chapter 27 An Unholy Offer


Chapter 28 Finding the Girl


Chapter 29 Two-dozen


Chapter 30 Many Schemes


Chapter 31 Only Way Out


Chapter 32 Recovering a Relic


Chapter 33 Vessels of Nur

Cast of Characters
Alifa
Almas
Artay
Azadeh
Behrooz
Belal
Bouson
Brant
Cinan
Dassin
Daria
Darrick
Durayd
Gurgen
Hale
Hildebrandt
Jamshi
Kaivan
Kansabar
Kaşifa
Kerbasy
Konrad
Lin
Mörtan
Negin
Nimar
Orinda
Patriarch
Paxon
Pedram
Ramin
Rasa
Vard
Vartez
Zorar

Glossary

Some of the terms used in the series are explained below:
Dhulm
Duff
Liyuün
Isthmus
Kamish
Kha
Majlis
Nur
Opius
Scroll-light
Sherwani
Souk
Tasbeah
Vizier
Conduits
Nurani Kha
Dhulmi Kha

Elements
Conduits cannot access the Source directly but must harness it through an element. Conduits access their Kha abilities through:
Sand (Element)
Calmer / Agitator (Kha Ability)
Silica (Element)
Clarifier/ Distractor (Kha Ability)
Corallite (Element)
Threader (Kha Ability)
Ochre (Element)
Hefter (Kha Ability)
Obsidian (Element)
Imbuer (Kha Ability)
Limestone (Element)
Nourisher/ Decayer (Kha Ability)
Volcanic Ash (Element)
Revealer (Kha Ability)
The Isthmus
The Isthmus itself is a point between two realms, the physical and what lies beyond – the metaphysical.
In the Nurani part Conduits ascend through the levels. In the Dhulmi part Conduits descend through the levels. The state of the Conduit’s heart determines what he or she experiences when entering the Isthmus. However, those who have sworn to take the path of Nur will always enter the Nurani and those of Dhulm will always enter the Dhulmi.
Within the Nurani part of the Isthmus a Conduit can enter Dhulm by willingly submitting to the ground fog at any level. In the Dhulmi part a Conduit can enter Nur by stepping into the shard of light that is always breaking through the clouds. However, their ‘letting go’ of Dhulm must be genuine, or else they will be obliterated by the light.
Each Mökam (station/ level) of the Isthmus holds different relics, which often take the form of jewels, or old artifacts which may even look like junk to the casual observer. Relics can amplify the powers of a Conduit in the physical world. A relic obtained from a higher/ lower Mökam of the Isthmus will be more potent than others. An Imbuer is key to understanding the potential of a relic.


Level
Description
1
2
3
4
5
6
7

Algae
The primary fuel source on the planet is algae. It can be found in the oceans and seas, as well as in some places on land. It is used to power lighting, machinery, transportation, and other objects.
There are different types of algae:
Green
Benign and used to fuel lights, basic power. Has no harmful emissions. Found closer to shore and harvested by divers.
Blue
More energy can be drawn from blue algae. It is used in motorised vehicles, machinery and equipment such as scroll-lights.
Gold
Higher grade and used for more powerful industrial level machinery. Also harnessed for weapons systems by the military.
Red
Highest grade. Location is unknown. Myths abound as to where it is and what it can enable.
