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The Crown of the Conqueror (The Crown of the Blood)

Page 48

by Gav Thorpe


  The Salphors are ruled over by their king. For many decades, he has been the chieftain of Carantathi, by far the largest settlement in Salphoria; though the city has been conquered several times and the line of kings changed. It is a precarious position to be king, imparting great power to call on the peoples of Salphoria but always responsible to the chieftain councils. More than one king has found his support taken away, to be usurped by a more favoured chieftain.

  The king is responsible for the most important decisions of tradition in law, presiding over disagreements between peoples, mustering armies from many tribes and responding to unexpected disaster such as pestilence or invasion. As is typical of the contrary nature of the Salphors, a king may be roundly despised by all of his subjects and yet remain in power if he deals suitably with the demands of the chieftain councils.

  Salphorian Debt

  One of the biggest causes of inter-tribe strife used to be the matter of unpaid debts, blood money owed from violent clashes and the under-payment of dowries. So great did the problem become, a new Salphoria-wide law was passed to govern the making and settling of debts.

  A Salphor who reneges on a debt becomes a marked man (and in this case a debt may be not just monetary, but also a lack of service to his chieftain, refusing to take up arms when needed, or even failure to make proper contributions to the local shrines). His debt is recorded on a tin debt token and until it is paid off, he is less than a person, considered the property of whoever owns the debt token.

  The emergence of debt tokens led to the rise in debt guardians; merchants who traded solely in debt to gather bodies of men to work their mines, fields, orchards and caravans. Debt guardians despise the term "slave" for their debtors as it implies that their charges work for free. On the contrary, a debtor accrues wages throughout his service, until he has paid off the amount owed to have his debt token melted down. As with other commodities, debt tokens have a face value but quite often their true worth may be more or less than this amount, depending on how many debtors are in a region or other circumstance. Amongst some merchants, debt tokens are treated as a second tier of coinage, and ownership of a debtor might change hand several times before he is actually able to start to work of what he owes.

  There are strict laws governing the treatment of debtors and the sanctions against debt guardians who keep men beyond their term, pay less than expected against the debt or mistreat their debtors are severe. Debt guardians are seen as an undesirable but necessary part of modern Salphorian society by most, though there are those chieftains who still prefer to settle such matters in the old-fashioned way with swords and shields.

  The Spirits

  Whereas the ancient beliefs in supernatural beings has been quashed throughout Great Askhor, in Salphoria the belief in and worship of "spirits" still survives. The exact nature of the ceremonies and shrines varies from region to region and even from tribe to tribe, but the intermingling of old customs has led to a more or less coherent pantheon.

  Spirits are known by many names across Salphoria, and their exact appearance, deeds and moods may change, but all are embodiments of nature and the world. The spirits bring rain and sun, cause plants to grow, raise up mountains and sweep the lands with plague. They can be entreated for favour or appeased with offerings, but their relationship to the peoples of Salphoria is inconsistent – just as likely to deliver pestilence as a bountiful crop.

  Some tribes have priesthoods dedicated to the spirits, though usually this role is taken on by the chieftain as being their most favoured individual. Priests do not act as intermediaries to the spirits, but they are responsible for creation and upkeep of shrines dedicated to a particular deity. There are many ceremonies and festivals attended by Salphors throughout the year, particularly in spring and autumn when crops are sown and harvests made. On these occasions, the people sing the praises of benevolent spirits and build great fires and raise a great clamour to drive away those that are hostile.

  GLOSSARY

  People

  Adral – Governor of Nalanor.

  Aegenuis – King of Salphoria, father of Medorian.

  Aghali – Salphor chieftain.

  Aleoin – Daughter of Aegenuis

  Allenya – Eldest of Ullsaard's queens and mother of Jutaar.

  Allon – Governor of Enair.

  Anasind – First Captain of the Thirteenth Legion, later Askhan general.

  Anglhan Periusis – Governor of Magilnada.

  Aranathi – Daughter of Gelthius.

  Ariid – Chief servant of Ullsaard's household.

  Asirkhyr – Hierophant of the Temple.

  Askhan – Collective term for both the native people from the tribes of Askhor and those peoples brought into the empire of Greater Askhor.

  Askhos – First King of the Askhans, founder of the empire and sire of the Blood.

  Asuhas – Governor of Ersua.

  Bariilin – Second Captain of the First Magilnadan Legion.

  Brotherhood, The – A widespread administrative sect responsible for many of the functions of the empire, including criminal law, taxation, trade, infrastructural organisation and the suppression of pre-empire superstitious beliefs. Proselytisers of the Book of Askhos.

  Canaasin – First Captain of the XIV legion.

  Daariun – Second Captain of the First Magilnadan Legion.

  Donar – First Captain of the Fifth Legion.

  Eriekh – Hierophant of the Temple.

  Erlaan – Prince of the Blood, son of Prince Kalmud, grandson of King Lutaar..

  Eroduus – Askhan noble, admiral and fleet owner.

  Etor Astaan – Merchant and noble of Askh, father of Noran.

  Faeghun – Son-in-law of Gelthius.

  Furlthia Miadnas – Former first mate of Anglhan's landship, chief member of anti-Askhan conspirators.

  Gannuis – Eldest son of Gelthius.

  Gebriun – Legionnaire of the XIII legion.

  Gelthius – A former fisherman, farmer and bandit of the Linghan people in Salphoria, Gelthius has served as a debtor on Anglhan's landship, joined Salphorian rebels, been involved in the fall of Magilnada to the Askhans, was drafted into the Thirteenth Legion and fought in the overthrow of King Lutaar. He longs for a return to a quiet life.

  Haeksin – Legionnaire of the XIII legion.

  Harrakil – First Captain of the XVII Legion.

  Huuril – Third Captain in the Thirteenth Legion.

  Huurit – Wrestler, lover of Queen Luia.

  Juruun – Legionnaire of the XIII.

  Jutaar – Son of Allenya, second eldest of Ullsaard. First Captain of the First Magilnadan legion.

  Jutiil – First Captain of the XII Legion.

  Kaasin – Icon bearer of the First Magilnadan Legion.

  Kalmud – Prince of the Blood, eldest son of King Lutaar, father of Erlaan. Infected by a devastating lung disease whilst campaigning along the Greenwater River.

  Kalsaghan – Warrior of the Linghar, son of Naraghlin.

  Kasod – Second Captain of the First Magilnadan Legion.

  Kubridias – Salphor chieftain.

  Kulrua – Governor of Maasra.

  Laadir Irrin – Askhan noble.

  Laasinia – Chief handmaiden of Queen Allenya.

  Leerunin – Court chamberlain of King Ullsaard, treasurer of Askh.

  Lenorin – Chancellor of Magilnada, aide to Anglhan, with antiAskhan sympathies.

  Lerissa – Widow of governor Nemtun, noblewoman of Geria.

  Liirat – Dockmaster of Geria.

  Liitum – Merchant of Geria.

  Linghal – Chieftain of the Hadril.

  Liradin – Chieftain of the Cannin.

  Loordin – Legionnaire of the XIII

  Luamid – First Captain of the Sixteenth Legion.

  Luia – Second eldest of Ullsaard's queens and mother of Urikh.

  Luisaa – An infant, daughter of Urikh, grand-daughter of Ullsaard.

  Lukha – Noble of Askh, privat
e legion commander.

  Luuarit – Second Captain and surgeon in the Thirteenth Legion.

  Luusin – Second Captain of the First Magilnadan Legion.

  Maalus – Noble of Askh, private legion commander.

  Manamosalai – Mekhani shaman-chief.

  Mannuis – Warrior of the Linghar, son of Naraghlin.

  Maredin – Wife of Gelthius.

  Medorian – Son of King Aegenuis.

  Meesiu – First Captain of the III legion.

  Meliu – Youngest queen of Ullsaard and mother to Ullnaar.

  Minglhan – Youngest son of Gelthius.

  Murian – Governor of Anrair.

  Muuril – Sergeant of the XIII legion.

  Naadlin – First Captain of the II legion.

  Naathin – First Captain of the VII legion.

  Naraghlin – Chieftain of the Linghar.

  Neerlima – Wife of Prince Urikh.

  Nemasolai – Shaman-chief of the Allako.

  Nemurians – Non-human species that live on a chain of volcanic isles lying off the coast of Maasra. Standing more than twice as tall as a man, and of broad girth, Nemurians are heavily muscled, covered with thick scales and possessing prehensile tail. Extremely secretive, the only Nemurians known to the people of Greater Askhor are those who hire out their much sought after services as mercenaries. Nemurians are also well known for the skill in metalworking and the quantity of iron in their weapons and armour; an element still rare in the empire.

  Noran Astaan – A noble of Askhor, sole heir of the Astaan family and royal herald in service to Prince Aalun. A long time friend and ally of Ullsaard, rendered comatose whilst protecting Ullsaard against assassins.

  Pretaa – Mother of Ullsaard, former courtesan in Askh and lover of Cosuas.

  Rondin – First Captain of the X Legion.

  Serbicus – Salphor chieftain, co-conspirator of Furlthia.

  Thasalin – Chief brother of Geria.

  Ullnaar – Son of Meliu, youngest of Ullsaard. Clever and cultured, Ullnaar is studying civic law at the colleges in Askh, under the tutelage of Meemis.

  Ullsaard – King of Greater Askhor. Married to Allenya, Luia and Meliu. Father to Urikh, Jutaar and Ullnaar. Pretender to the Crown of the Blood.

  Urikh – Son of Luia, eldest of Ullsaard, Governor of Okhar. As heir of the family, Urikh has spent considerable time expanding his personal assets and influence across the empire.

  Named Salphorian peoples and tribes: Pretari, Caelentha, Deaghra, Hadril, Hannaghian, Laeghoi, Linghar, Menaeni, Orsinnin, Vatarti, Vestil,

  Places

  Altes Hills – Low mountain range stretching coldwards from the Magilnadan Gap to the coast of Enair. This range forms the duskwards boundary of coldwards Ersua and all of Anrair. Sometimes referred to simply as the Altes.

  Arondunda – Salphorian settlement, home of Kubridias.

  Askh – Founding city of the empire, capital of Askhor, birthplace of Askhos. The largest and most advanced city of the empire, boasting the Grand Precinct of the Brotherhood, the Royal Palaces, the Maarmes arena and circuit and many other wonders of the world.

  Askhan Gap – The widest, and only easily navigable, pass in the Askhor mountains. Protected by the Askhan Wall and dominated by the harbour at Narun.

  Askhor – The homeland of the Askhan empire, situated in the dawnwards region of the empire, bordered by the Askhor mountains and the dawnwards coast.

  Askhor Wall – A defensive edifice stretching the entire width of the Askhor Gap, built in the earliest years of the empire to defend against attack from the neighbouring tribes. The Askhor Wall has never been attacked.

  Carantathi – Current capital of Salphoria and seat of King Aegenuis's court. Lying far to duskwards of the Greater Askhor border, its precise location is unknown to the empire.

  Cosuan – New settlement at the mouth of the Greenwater.

  Daasia – Settlement on the Greenwater, hotwards of Geria.

  Enair – Most coldward province of the empire, brought into the empire during the reign of King Lutaar's predecessor. A land of strong winds, frequent rain, large marshlands and heavy forest. Enair has no major cities and relies on timber trade and sea fishing for its low income. Birthplace of Ullsaard.

  Ersua – Most recent province of the empire, situated dawnwards of Nalanor and separated from Salphoria by the Free Country. Consisting mostly of the foothills of the Altes Hills, Ersua is now Greater Askhor's main source of ore for bronze.

  Ersuan Highlands – A range of mountains that separates Ersua from Nalanor, curving several hundred miles to duskwards between Ersua and Anrair.

  Geria – Harbour town on the Greenwater, capital of Nalanor, whose quays are owned by the Astaan noble family.

  Grand Precincts of the Brotherhood – An imposing black stone ziggurat situated on the Royal Hill in Askh, predating the founding of the city. The centre of the Brotherhood's organisation, it is here that ailurs are bred, the fuel known as lava is created and the great library of the empire - the Archive of Ages - is found, and adjoining the precinct are the highest law courts of Greater Askhor. No-one other than a Brother or the king have ever set foot within.

  Greenwater River – More than seventeen hundred miles long, this is the greatest river of the empire and main route of trade and expansion.

  Labroghia – Salphorian region situated on the duskward slopes of the Lidea mountains, infamous for its mines run by debtor labour.

  Landesi – Village in Salphoria, populated by a tribe of the Linghan peoples. Birthplace of Gelthius.

  Lidean Mountains – range of mountains separating Ersua and Near-Mekha from Salphoria, marking the coldwards edge of the Magilnada Gap and extending more than a thousand miles coldwards to the sea.

  Maarmes – Area of Askh, dominated by the sporting circuits and arena of the same name, where ailur chariots are raced and wrestling tournaments take place. Maarmes is also home to the bloodfields of Askh, where nobles can resolve disputes in mortal combat. All duels on the bloodfields are to the death. Commonly, such duels are over marital disputes; if a marriage proposal is opposed, a noble that kills the head of a noble family undertakes to marry the daughters of that family.

  Maasra – Province of the empire situated hotwards of Askhor, with a temperate climate and long coastline. The chiefs of the Maasrite tribes acceded to the empire without battle, though they initiated the Oath of Service by cutting out their tongues so that they could raise no opposition to the conquest. Its people are known across the empire for their placid disposition and its wine is considered the best in the empire. Nemuria lies just off the coast of Maasra.

  Magilnada – A city founded by Baruun at the coldwards extent of the Altes Hills, in opposition to the rise of Askh. Magilnada has changed hands through many Salphorian chieftains since its founding, until its status as a free and protected city was guaranteed by agreement between King Aegenuis and King Lutaar. Though fallen into much disrepair, Magilnada remains a formidable fortification on the border between Greater Askhor and Salphoria, and the presence of its garrison protects the vital trade routes between the two.

 

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