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Prince of Demons

Page 84

by Mickey Zucker Reichert

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

 

 

 


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