skjald (SKYAWLD)—NORTHERN. musician chronicler.
svartalf (SWART-alf)—ELFIN. “dark elf.”
svergelse (sverr-GELL-seh)—RENSHAI. “sword figures practiced alone; katas.”
take—a game children play.
talvus (TAL-vus)—WESTERN. “midday.”
thrudr (THRUDD)—NORTHERN. “power, might.”
torke (TOR-keh)—RENSHAI. “teacher, sword instructor.”
Tre-ved-en (TREH-ved-enn)—RENSHAI. “Loki’s cross” a Renshai maneuver designed for battling three against one.
trithray (TRITH-ray)—TRADING. a purple wildflower.
Tvinfri (TWINN-free)—RENSHAI. a disarming maneuver.
Ulvstikk (EWLV-steek)—RENSHAI. a sword maneuver.
uvakt (oo-VAKT)—RENSHAI. “the unguarded.” A term for children whose kjaelnabnir becomes a permanent name.
Valhalla (VAWL-holl-a)—NORTHERN. “Hall of the Slain.” The walled “heaven” for brave warriors slain in battle.
Valkyrie (VAWL-kerr-ee)—NORTHERN. “Chooser of the Slain.”
valr (VAWL)—NORTHERN. “slayer.”
Vestan (VAYST-in)—EASTERN. “The Westlands.”
waterroot—TRADING. an edible sea plant.
wertel—TRADING. a specific plant with an acid seed used for medicinal purposes.
wisule (WISS-ool)—TRADING. a foul-smelling, disease-carrying breed of rodents which has many offspring because the adults will abandon them when threatened.
yarshimyan (yar-SHIM-yan)—ELFIN. a type of tree with bubblelike fruit
PLACES
Northlands
The area north of the Weathered Mountains and west of the Great Frenum Range. The Northmen live in ten tribes, each with its own town surrounded by forest and farmland. The boundaries change:
Asci (ASS-kee)—home of the Ascai; Patron god: Bragi.
Aerin (Ah-REEN)—home of the Aeri; Patron god: Aegir.
Blathe (BLAYTH-eh)—home of the Blathe; Patron god: Aegir.
Devil’s Island—an island in the Amirannak. A home to the Renshai after their exile. Currently part of Blathe.
Erd (URD)—home of the Erdai; Patron goddess: Freya.
Gelshnir (GEELSH-neer)—home of the Gelshni; Patron god: Tyr.
Gjar (GYAR)—home of the Gjar; Patron god: Heimdall.
Nordmir (NORD-meer)—the Northlands high kingdom, home of the Nordmirians; Patron god: Odin.
Shamir (Sha-MEER)—home of the Shamirins; Patron goddess: Freya.
Skrytil (SKRY-teel)—home of the Skrytila; Patron god: Thor.
Talmir (TAHL-meer)—home of the Talmirians; Patron god: Frey.
Westlands
The Westlands are bounded by the Great Frenum Mountains to the east, the Weathered Mountains to the north, and the sea to the west and south. In general, the cities become larger and more civilized as the land sweeps westward. The central area is packed with tiny farm towns dwarfed by lush farm fields that, over time, have nearly coalesced. This area is known as the Fertile Oval. The easternmost portions of the Westlands are forested, with sparse towns and rare barbarian tribes. To the south lies an uninhabited tidal plain.
Almische (Ahl-mish-AY)—a small city.
Béarn (Bay-ARN)—the high kingdom; a mountain city.
Bellenet Fields (Bell-e-NAY)—a tourney field in Erythane.
Corpa Bickat (KORE-pa Bi-KAY)—a large city.
Corpa Schaull (KORE-pa Shawl)—a medium-sized city; one of the “Twin Cities” (see Frist).
Erythane (AIR-eh-thane)—a large city closely allied with Béarn. Famous for its knights.
The Fields of Wrath—Plains near Erythane. Home to the Renshai.
Frist (FRIST)—a medium-sized city; one of the “Twin Cities” (see Corpa Schaull).
Granite Hills—a small, low range of mountains.
Great Frenum Mountains (FREN-um)—towering, impassable mountains that divide the Eastlands from the Westlands and Northlands.
Greentree—a small town.
Hopewell—a small town.
The Knight’s Rest—a pricy tavern in Erythane.
New Lovén (Low-VENN)—a medium-sized city.
Nualfheim (Noo-ALF-highm)—the elves’ name for their island.
The Off-duty Tavern—a Pudarian tavern frequented by guardsmen.
Oshtan (OSH-tan)—a small town.
Porvada (Poor-VAH-da)—a medium-sized city.
Pudar (Poo-DAR)—the largest city of the West; the great trade center.
The Red Horse Inn—an inn in Pudar.
The Road of Kings—the legendary route by which the Eastern Wizard is believed to have rescued the high king’s heir after a bloody coup.
Santagithi—a medium-sized town.
The Western Plains—a barren salt flat.
Wynix (Why-NIX)—a medium-sized town.
Eastlands
The area east of the Great Frenum Mountains. It is a vast, overpopulated wasteland filled with crowded cities and eroded fields. Little forest remains:
Dunchart (DOON-shayrt)—a small city.
Ixaphant (IGHCKS-font)—a large city.
Gihabortch (GIGH-hah-bortch)—a city.
LaZar (LAH-zar)—a small city.
Lemnock (LAYM-nok)—a large city.
Osporivat (As-poor-IGH-vet)—a large city.
Prohothra (Pree-HATH-ra)—a large city.
Rozmath (ROZZ-mith)—a medium-sized city.
Stalmize (STAHL-meez)—the Eastern high kingdom.
Bodies of Water
Amirannak Sea (A-MEER-an-nak)—the Northernmost ocean.
Brunn River (BRUN)—a muddy river in the Northlands.
Conus River (KONE-uss)—a shared river of the Eastlands and Westlands.
Icy River—a cold, Northern river.
Jewel River—one of the rivers that flows to Trader’s Lake.
Perionyx River (Peh-ree-ON-ix)—a Western river.
Southern Sea—the southernmost ocean.
Trader’s Lake—a harbor for trading boats in Pudar.
Trader’s River—the main route for overwater trade.
Objects/Systems/Events
The Bards—a familial curse passed to the oldest child, male or female, of a specific family. The curse specifically condemns the current bard to obsessive curiosity but allows him to impart his learning only in song. A condition added by the Eastern Wizards compels each to serve as the personal bodyguard to the current king of Béarn as well.
Cardinal Wizards—a system of balance created by Odin in the beginning of time consisting of four, near immortal opposing guardians of evil, neutrality, and goodness who were tightly constrained by Odin’s laws. Obsolete.
The Great War—a massive war fought between the Eastland army and the combined forces of the Westlands.
Harval—“the Gray Blade.” The sword of balance imbued with the forces of law, chaos, good, and evil.
The Knights of Erythane—an elite guardian unit for the king of Erythane that also serves the high king in Béarn in shifts. Steeped in rigid codes of dress, manner, conduct, and chivalry, they are famed throughout the world.
Kolbladnir—“the Cold-bladed.” A magic sword commissioned by Frey to combat Surtr at the Ragnarok.
Mjollnir—“Mullicrusher.” Thor’s gold, short-handled hammer so heavy that only he can lift it.
The Necklace of the Brisings—a necklace worn by the goddess Freya and forged by dwarves from “living gold.”
The Pica Stone—a clairsentient sapphire. One of the rare items with magical power.
Ragnarok (ROW-na-rok)—“the Destruction of the Powers.” The prophesied time when men, elves, and nearly all of the gods will die.
The Sea Seraph—the ship once owned by an elf known only as the Captain.
The Seven Tasks of Wizardry—a series of tasks designed by the gods to test the power and worth of the Cardinal Wizards’ chosen successors. Obsolete.
The Trobok—“the Book of the Faithful.” A scripture that guides the lives of Northmen. It is believ
ed that daily reading from the book assists Odin in holding chaos at bay from the world of law.
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Table of Contents
Title Page
Copyright
Dedication
ACKNOWLEDGMENTS
Contents
Prologue
1. The Summoning
2. After the Storm
3. Mountain Trails
4. Damnation
5. Elf-Captured
6. Destroyers of the Peace
7. Ravn’s Promise
8. Death on the Roads
9. Lav’rintii Parley
10. The Origins of Faith
11. The Bonds that Break
12. The Catacombs
13. Scepter of the Elfin Kings
14. The Dark Elves’ Legacy
15. Law’s Heir
16. Toward Balance
17. Valhalla
18. The Unwelcome
19. Send-offs
20. Lord of Chaos
21. Love’s Hold
22. The Price of Loyalty
23. Changes
24. The Off-Duty Tavern
25. Knight-Testing
26. Betrayals
27. Honors Challenged
28. A Demon and a Sword of Chaos
29. Chaos-Threatened
30. The Keeper of the Balance
31. A Suitable Heir
32. The Long Arm of Weile Kahn
33. A Mother’s Love
34. Garnet Eyes and Khohlar
35. The King’s Demands
36. Urgent Solutions
37. Compromise
38. Chaos Incarnate
39. One Against a Kingdom
Epilogue
Appendices
Prince of Demons Page 84