by Mark Smylie
His immediate instinct was to quietly arrange the old man’s demise and safely lock away so sordid a Rumor about the Inquisition deep where he did not need to look at it, perhaps even ever again; for with Gilgwyr suddenly missing and the Sleight of Hand standing empty, it was unlikely they would be able to make alternative arrangements in time for the Festival, less than a week away, unless they were so desperate as to toss aside any discretion. Their patron might reemerge the next year or the year after with the same request, but by then Guizo would know what to look and listen for, and perhaps could catch them out.
And yet to simply keep this tucked away in his Rumor-hoard for a year seemed impossible. He was torn; corruption at such heights within the Inquisition, and the possibility that a Seated King might actually be involved, was hardly something that could be simply ignored, particularly by a man like Guizo. He loved knowing things. And at the same time, he knew that knowledge and secrets and the power they gave were the temptations that led to Amaymon, as it had for Gilgwyr; just as pleasure and lust were the temptations that led to Ligrid.
He recognized the temptation that had been laid before him, quite casually and quite on purpose by the old man, and chuckled as he sat at the table. Replace Gilgwyr as the pimp, and you can gain the favor of the powerful in the Inquisition and learn the secrets that were about to be revealed to him, the kinds of secrets that men kill to learn or to protect. Could the Nameless cult of Ligrid, Queen of Perversion, have reached that deeply into the very body that was intended to root it out and destroy it and its fellow walkers-in-darkness? Were the Inquisitors so wrapped up in their own convictions, so beholden to the power they sought to please, that they could not see what had happened to them? Could a Seated King be so lost to corruption?
He started toying with the idea; it would be simple enough. He knew Ariadesma to be both a true libertine and an adventuress of steely discipline—it was why he had sent her to Gilgwyr in the first place—and if he asked her to go through with this thing he knew she would say yes, with fear and delight. He could feel himself blushing at the thought, his breathing strained as he swallowed nervously at his own excitement. I could borrow her back from the Gilded Lady, I could guarantee her safety, make sure that she was not harmed, and she would emerge with secrets for me that could bring about the downfall of a Seated King and—
A sparrow landed on the table in front of him, and turned its head to contemplate him with one eye, and that stopped him in mid-thought.
He was surprised, even ashamed, to discover that he had even contemplated it. Rumors and secrets were his business.
But he didn’t worship them.
He laughed aloud until his body shook.
“What’s so funny?” asked Otalo Galluessi, a black-skinned Amoran like himself, dressed in a street bravo’s black leather doublet and fine brocade breeches.
“I have just been reminded of the limits of myself,” said Guizo. “And I am a happy man for it.” He breathed a little easier. “Send word to the Council of Princes. A man from the Inquisition may be seeking a prostitute in the coming days. He is to be denied, by all amongst the Marked and by those that honor our decrees. The law forbidding prostitution on the day of the Festival of Herrata is to be strictly enforced this year.”
Otalo nodded and left, followed by several others from Guizo’s crew.
He held out his hand, and the small sparrow jumped up on to his fat pointer finger. “Thank you,” he said. He raised it to his lips, and whispered in its ear: “To the King’s Shadow speed. And bear this message: A debt I owe you is about to be repaid. A Rumor that is a matter for the State, and for your ears alone. Visit when you can.”
The sparrow chirped once, and then flew up and out an open window high in the recesses of the ceiling.
Guizo settled back and returned to his orange.
And now: what to do about Sequintus? he wondered.
ACHRE—rebellious daughter of Bragea, who refused to become an Oracle Queen. Instead she wounded her father, bound a great Dragon and, as the mother of Archaia, became ancestress of the Palatians (see Palatia).
ADJIA LUNA—the Moon Huntress, one of the three goddesses of the Moon, along with her sisters Yhera and Djara. She is the goddess of birth, growth, maturity, maternity, the hunt, and dreams. As the Archer she brings a swift death. Sometimes called Adjiana.
AGALL—demigod son of Agdah Cosmopeiia, famous for his considerable temper, strength and courage; he is worshipped as the first Hero. The Sacker of Cities, he fought alongside Geteema’s children at the destruction of Ürüne Düré. One of the Four Kings in Exile, slain in the Far West but redeemed by Islik in the Underworld.
AGDAH COSMOPEIIA—the Year God and God of the Shining Sky, the god of the year-cycle: the growths of spring, the harvests of the fall, and the deprivations of the winter. He was slain by Geteema in defense of Düréa, but later restored by Yhera to Heaven. Also called Agdah Helios (the Cosmos Sun) and Ammon Agdah (the Household Protector and the Keeper of Animals).
AGE OF CREATION, the—period prior to the beginning of history proper, when Yhera and the other gods created the world in twenty-two great Acts, starting with Yhera’s dream of overcoming a Great Dragon in the primordial Darkness, and ending with a great Crime committed by mortal man which causes Geniché to pass into the Underworld and pronounce the First Law.
AGE OF LEGENDS, the—second age of Known World history, beginning with Islik’s ascension to the Sun Throne in Heaven and ending with the destruction of the Imperial capital of Millene some 498 years later.
AKKALION—the Lion Emperor of Thessid-Gola. The first prince of Thessid-Gola to claim the throne of Dauban Hess since the wars of the Worm Kings. He embarked on a series of conquests to restore the Empire to its former glory until he was overcome by the Gray Dream the night before the Black Day Battle. His mind has been trapped in the Gray Dream ever since, and he has sat dreaming on his throne in Avella for over four hundred years.
AKINE MOG—Sorcerer-King of Kathek, a city in Setine, who rose to power in the Winter Century. Started the Fire War with Sekeret in which cannon and bombards fueled by the Black Elixir were used for the first time (see Grand Sekeret).
AMAYMON—the Whisperer, the Prince of Intrigue and Secret Power, and the god of secret knowledge, bribery, corruption, and assassins, worshipped by those who want something for nothing. One of the Forbidden Gods and a Servant-Ruler in the Six Hells. He counseled Irré to overthrow Illiki Helios and Ishraha to begin his rebellion against Islik the Divine King, thus beginning the War in Heaven. One of the Forbidden Gods.
AMI—the Morning Star, the Dawn Maiden, twin sister of Dieva, and the goddess of love, fertility, and romance. As the Sun’s Herald she holds a special place in Divine King cult practice.
AMORA—anciently a Düréan colony favored by Illiki Helios, now a realm balancing the worship of the old gods and more recent influence of the Sun Court. Once part of the Thessid-Golan Empire, Amora is now independent with the help of Palatia, and has annexed nearby Meretia as a buffer state with the Empire.
AN-ATHAIR—currently a castle and small city in the Erid Wold, but once the center of a great realm of the same name ruled by the Spring Queens. Home to the Athairi.
ANGOWRIE—one of the Middle Kingdoms, originally the hold of one of the Watchtower Kings. The current king is Euwen Jaraslas, betrothed to a daughter of the King of Erid Dania.
ARCHAIA—the daughter of Achre, student of Ariahavé, and the founder of the city of Palatia and builder of its Seven Gates. She bore three daughters, who founded the three most ancient Houses of Palatia. With her daughters, she sailed to war against Geteema’s children, and was slain in defense of Düréa.
ARIAHAVÉ—the Civilizer, Yhera’s brightest and most rebellious daughter. She is the protectress of cities and citadels and their citizens and defenders; she is the patroness of civilization and its heroes. After Geniché abandoned the Earth, she taught the lost peoples of the world the arts of society—agriculture, poet
ry, spinning, pottery, music, and mining. She is Yhera’s general and the chief war goddess of the Palatians, her most dedicated adherents.
ASSASSIN CYCLES, the—hundred-year period in recent Palatian history of internecine, inter-House struggle for control over the thrones of Palatia, ending with the rise of the Usurper.
ATALLICA—primary kingdom of the eastern Middle Kingdoms, centered on the city of Therapoli. Ruled by Aurian kings and nobles (see Auria), and populated by both Aurians and Danians (see Dania).
ATHAIRI—the peoples of An-Athair and the Erid Wold. The Athairi mix the bloodlines of the peoples of Dania, Düréa, and Daradja, as well as the Fae, and have a reputation for folk magic and wisdom as a result.
AUDRA—the Voyager, legendary Queen of Palatia at the beginning of the Bronze Age largely responsible for that city’s rise to current power. Last of the Black Arrow Queens and first of the Copper Queens.
AURIA—a principality of Atallica and the Middle Kingdoms, and ancient name for the lands settled by the Aurians, seagoing pillagers descended of Heth.
AWAIN—Awain Gauwes Urfortian, the current High King of Therapoli and the Middle Kingdoms; a descendant of Fortias the Brave.
AVELLA—the Immortal City, current Imperial Capital of the Thessid-Golan Empire. Once a minor city of Thessidia, it was chosen by Akkalion to be his capital while he was recuperating from wars against the Isliklidae and transformed into a city of great beauty. Home to the Phoenix Court.
AZHARAD—a Sorcerer and worshipper of the Forbidden Gods who rose to power in the Bale Mole and the Uthed Wold. A cannibal and hunter of men, allegedly buried with the sword Gladringer.
BALE MOLE—high, desolate hill range that separates Lost Uthedmael from the Vale of Barrows. A place of dark magic.
BLACK DAY BATTLE, the—battle fought on the shores of Dania between the forces of the Middle Kingdoms and Daradja and the invading Thessid-Golan Empire on a day when Irré the Black Sun rose in the sky instead of Islik. Because Akkalion was in the thrall of the Gray Dream and absent from the battle, the Empire was routed.
BLACK ELIXIR—one of the three magical elixirs produced by alchemy. A black powder that generates enormous heat and energy when properly harnessed.
BLACK HUNTER, the—favored son of Geniché, brother of Ammon Agdah, and leader of the Wild Hunt. At the beginning of winter and sometimes when he escapes the Underworld, he leads a host of ghosts, spirits, and demons across the Known World hunting those that stray from protected shelter.
BOOK OF DOOMS, the—book of 22 plates created by Bragea for his queen and their descendants to aid their oracles. Based upon the Celestial Book of Yhera. Briefly lost after the sack of Khael, but recovered by Audra.
BRAGEA—the first smith, the creator of the arts of metalworking; he is the fire-god of hearth, kiln, and foundry, creator of rune-systems and artifacts of great power. Bragea eloped with a Düréan Queen to the Isle of Khael, and their daughters became the Oracle Queens. Also called Abrage and Braphagos.
BRONZE AGE, the—third age of Known World history, dating from the Catastrophe and the Winter Century to the ascension of Akkalion to the throne of Thessid-Gola some 528 years later.
CATASTROPHE, the—the destruction of Millene, capital of the Thessid-Golan Empire, at the end of the Age of Legends by a volcanic maelstro; caused by a curse from the Oracle Queens. Begins the Winter Century.
CELESTIAL COURT, the—the ruling court of Samarappa during the Golden Age, which under Surep included the deities of Heaven in its ranks. During the War in Heaven the Court was ruled by Nymarga, until he was deposed by the return of Jala. The Court faded in power during the Age of Legends, was held by the Isliklidae for a dark time, and ended after the disappearance of its hero-savior, Dauban Hess.
CERAM—the Thunderer, a son of Thula and Illiki the Sun-Bull, ancestor-god of the nomads of the Midlands. Ceram hunted the Four Kings in Exile across the Midlands.
COROMAT—a son of Geteema and tragic hero of the ancient world. Banished from Vanimoria for withdrawing from his mother’s war on Düréa, he became one of the Four Kings in Exile and went mad for many years before returning home to reconcile with his people and resume his throne. Deposed and slain by Nymarga.
DAEDEKAMANI—a son of Yhera; the first magician, creator of the magical arts and the first magical runes. Daedekamani is a wanderer, a patron of travelers, and sometimes a psychopomp.
DALL AND PULMA—twin daughters of Thula and chief amongst her children. They bound horses, fought by Thula’s side in defense of Düréa, and now appear in the Heavens as the Twins constellation.
DANIA—lands of the Danians, now part of the Middle Kingdoms. Once comprised of Uthed Dania and Dania proper, until Uthed Dania was lost in the war against Githwaine (see Lost Uthedmael). Later Dania split into Dain Dania and Erid Dania.
DARA—first Queen of Daradja, from whom the land derives its name. Slain by Thula.
DARA DESS—called the greatest of the four ancient citadels of Daradja (Dara Dess, Heth Moll, An-Athark, and Finleth).
DARADJA—traditional name for the mountainous highlands of the Middle Kingdoms. Literally “Realm Of Dara” in Old Éduinan.
DAUBAN HESS—the Golden Emperor, the Conqueror King, greatest of the Dragon Kings. He was reputed to be a son of Islik, rose to power in Hemispia, defeated Nymarga with the sword Daybringer and drove the Isliklidae out of the Celestial Court, and came to rule the whole of the Known World. He set sail to find the Dawn Isles to greet his alleged father, and was never seen again.
DAWN ISLES, the—fabulous islands at the edge of the world, where every morning Ami throws open the Gates of the Dawn to let in the Sun.
DÉSKÉDRÉ—swath of coastal cities just north of the Middle Kingdoms. Déskédran cities are known for their licentiousness and devotion to the worship of Dieva.
DIEVA—the Evening Star, the Dusk Maiden, twin sister of Ami, and the goddess of sex and physical pleasures. She closes the Gates of the Dusk behind the Sun to usher in the night.
DIVINE KING, the CULT of the—cult of Islik, the King of Heaven and of Earth. Divine King cultists stand in opposition to the followers of the Old Religion and eschew sacrifice to the gods and eat unsacrificed meat regularly. The cult of the Divine King is split by a schism between the Sun Court and the Phoenix Court.
DJAR MAEL—land of the Maelites, a cursed people distantly related to the Daradjans and Danians, now servants of the Isliklidae.
DJARA LUNA—the Moon goddess of Death and Darkness, the queen of ghosts and dark magic, the giver of lunacy and nightmares, the keeper and revealer of secrets; goddess of crossroads, curse magic and divinations. Also called Urgale or Morgale.
DRAGON KINGS, the—ancient kings and heroes possessed of great might and powers of dominion. Ceram was the first, Dauban Hess was the greatest; descent from either indicated Dragon King blood and great latent power, but they were wiped out in wars exterminating their hated enemies, the Worm Kings, during the Winter Century. Islik was also a Dragon King.
DÜMÉGHAL—warlords and warriors of the Isliklidae, recruited from their subjects in the Far West and bound to their service by foul magics.
DÜRÉA—ancient queendom of the Golden Age and cradle and crucible of civilization. Lost to the armies of Geteema and sunk beneath the Mera Argenta at the end of the Golden Age. (See Ürüne Düré).
ÉDUINS—mountain range in the Midlands, forming a peninsula into the Mera Argenta; constituted by the Dain Éduins in the west, the Harath Éduins in the east, and the minor ranges of the Bora, Djar, and Tel Éduins as well as many smaller Moles.
EMIR—Thessid-Golan Empire term for an officer of high rank.
ERID WOLD, the—great wood in Dania, once ruled by the Spring Queens and now a haunted place, full of ghosts and spirits and reputed the refuge of witches fleeing the persecution of the Sun Court. The Erid Wold was once much larger, but is now a fraction of its ancient size.
ERLWULF—last of the known Dragon Kings, slain by Githwaine.
&n
bsp; FAE, the—immortal earth spirits that dwell in the Otherworld and often interact with the mortal men of the Known World. The fae are organized into seven great courts that are connected to woods in the Known World: the Court of the Golden Wood (the Erid Wold), the Court of the Silver Wood (the Tiria Wold), the Court of the Brazen Wood (the Neris Wold), the Court of the Night Wood (the Haras Wold), the Court of the Stone Wood (the Hada Wold), the Court of the Sable Wood (the Grav Wold), and the Court of the Drowned Wood (the Uthed Wold).
FAR WEST, the—common name for any lands west of the Midlands.
FIRST LAW, the—mandate of Geniché, cursing the world with mortality: “All those born of my Earth must follow me into Death and the Underworld.”
FORBIDDEN GODS—term first used by the Inquisition of the Sun Court to categorize the dark gods that rebelled against Illiki and Islik during the War in Heaven and reemerged as patrons of the Worm Kings. Includes Amaymon, the Corn King, Geteema, the Horned Man, Irré, Ishraha, Ligrid, Malkheb, and Nymarga.
FORTIAS THE BRAVE—Aurian hero-knight of the Middle Kingdoms, who slew Githwaine with the sword Gladringer to end the Winter Century and who later built the Great Wall that stands between the Middle Kingdoms and Lost Uthedmael. His descendants are the High Kings of the Middle Kingdoms.
FOUR KINGS IN EXILE, the—during the War in Heaven, four kings banished and in exile—Islik, Agall, Coromat, and Jala—joined together for adventures. They fought many battles, resisted the temptations of the Daradj Queen, were pursued by Ceram across the Midlands, and broke up their fellowship in the Far West after the death of Agall at the hands of a treacherous enemy called the Blooded (see Isliklidae).