by Helen Lowe
lantern boats: river craft used in Ij; the annual races are held during the Festival of Masks
Lathayra: a land south of Emer
Low of Meraun: a code followed by the Derai House of Peace
Lawr: honor guard, serving the House of Night
Leto Ilvaine: grandson of Prince Ilvaine
Lien: assassin of Ij
Lily of Ormond, the: Ghiselaine, Countess of Ormond
Linden: Winter Country shaman and spring-singer for Rowan Birchmoon’s clan
Linnet: companion to Ghiselaine, Countess of Ormond
Lion Throne: throne and also court of the Shah of Ishnapur
Lira: guard, formerly serving the House of Night
Long Pass: main pass into Emer when coming from the River
Lord Bonamark: Marklord of Bonamark, in Emer
Lord Captain: overall commander of the Patrol
Lord Falk: Castellan of the Northern March of Emer
Lord Isrradin: Ishnapur’s ambassador to the River lands
Lost: Derai with old powers who have fled the Wall of Night and disappeared into Haarth
Luin: page in the ducal palace at Caer Argent
lurkers: common name for a species of Swarm minion; also smotherers
Lyinor: legendary lady of Emer and doomed springtime love of the hero Rolan; both are remembered in a spring song
Madder: red roan warhorse, belonging to the squire Jarna
Madness: condition associated with Jaransor
Main Road: road that runs the length of the River lands, maintained by the Company of Engineers from Ar and kept safe by the Patrol
Maister: Haarth term for a scholar or teacher
Maister Carick: see Carick
Maister Gervon: priest of Serrut and teacher at Normach
Malian: only child of the Earl of the House of Night, also known as Heir of Night, Child of Night, and Daughter of Night
Malisande: companion of Ghiselaine, Countess of Ormond
Mallow: Normarch horse, allocated to Carick
Manan: Normarch inn wife and healer
Many-As-One: name the Swarm of Dark’s adherents call themselves
march: border territory of Emer
mark: see Land Marks
Marten: guard in the service of Normarch
Masters of Ij: heads of the Three of Ij; also includes the leaders of the princely and merchant houses
Mayanne: one of the Nine Gods of the Derai
Meraun: the Healer, one of the Nine Gods of the Derai
messenger horses: horses, usually black, belonging to the Derai messenger corps; famed for their endurance and speed
Mhaelanar: Defender (or Defender of Heaven), one of the Nine Gods of the Derai, also called the Beloved of the Nine, Great Strategist, and Shield of the Derai
mindburned: result of a form of psychic attack; see mindsweep
mindspeech: communicating directly from mind to mind, an old Derai power; see powers
mindsweep: a wave of psychic power, designed to sweep away any obstacle in its path
Minstrels’ Island: one of the central islands forming the city if Ij; location of the College of Minstrels
Miro: assassin of Ij
moon-bright helm: part of the arms of the hero Yorindesarinen; see Nhenir
Morin: honor guard, serving the House of Night
Mother Goddess: see Imulun
Mykon Ambard: envoy of the Assassins’ School and great-nephew to Prince Ilvaine
Naia: caretaker of the heralds’ Guild House in Ij
Nerion: Malian’s mother, the Earl of Night’s former wife
Nerys: honor guard, serving the House of Night
Nevi: boatman of Ij
New Keep: newer, inhabited stronghold of the Keep of Winds
Nhairin: former High Steward of the Keep of Winds
Nherenor: a Swarm envoy in Emer
Nhenir: moon-bright helm, part of the arms of the hero Yorindesarinen
Nindorith: a power of the Darkswarm
Nine Gods: nine gods of the Derai: Hurulth, Kharalth, Mayanne, Meraun, Mhaelenar, Ornorith, Tawr, Terennin, Thiandriath
Nine Houses: nine Houses of the Derai Alliance
Nine Queens: nine priestess-queens who jointly rule Jhaine
Nirn: Swarm sorcerer
Normarch: stronghold of the Castellan of the Northern March
North Gate: northern exit from the city of Ij, on island known as The Sleeve
Oakward: secret society, said to exist in Emer to resist evil
Oath, the: see Blood Oath
Old Earl: current Earl of Night’s father, Malian’s grandfather, now deceased
Old Empire: empire said to have existed prior to the Derai arrival on Haarth, stretched from Jaransor to Ishnapur
Old Keep: original Keep of Winds, now abandoned
One: prophesied hero who will come to unite the Derai and defeat the Swarm, predicted to be born of the Blood of the Houses of Night and Stars
One-to-Come: see One
one voice: term for the herald habit of speaking in unison
Onyx: horse belonging to the Emerian squire Girvase
Orn: Swarm warrior
Ornorith: known as Ornorith of the Two Faces, one of the Nine Gods of the Derai, Goddess of Luck; depicted as having two, masked faces, looking in opposite directions
Orth: warrior of the House of Swords
outsiders: Derai term for the non-Derai peoples of Haarth
Patrol: corps that keeps the peace along road and river, between the independent cities of the River lands
Perfumed City: capital city of Ishnapur
powers: supernatural and magical powers of the Derai, once used to combat the Swarm of Darkness. They include: ability to command objects and forces, both natural and physical; understanding the speech of beasts and birds; acute eyesight and hearing, including seeing in the dark and hearing outside normal human range; chameleon ability to blend into surrounding materials and elements; dreaming; empathic spirit bond; farseeing and foreseeing; fire calling; illusion working; mindspeaking; mind- and spiritwalking; psychic shielding; prophecy; seeking; truthsaying; and weatherworking
Prince Ath: head of the Athiri, one of the princely families of Ij
Prince Ilvaine: head of the Ilvaine kin, one of the princely families of Ij
Princess Coreil: head of the Coreil kin, one of the princely families of Ij
Raher: Emerian knight in training
Raptor of Darkness: Swarm power, a psychic vampire and eater of souls
Rastem: First of a Jhainarian Seven, serving Queen Zhineve-An
Raven: hedge knight
Rhike: Swarm adept
Rindle: river in the Northern March of Emer
River, the: lands along the Ijir River system, mainly comprising city states such as Ij, Terebanth, and Ar. Also known as the River lands
river port: Ij’s port for barges and galleys plying the Ijir and its tributaries
Ro: damosel of Normarch
Road Gate: gate where the great Main Road enters the city of Ij
Rolan: legendary hero of Emer and doomed springtime love of Lyinor; both are remembered in a spring song
Rowan Birchmoon: shaman of the Winter People, consort of the Earl of Night; see also Winter Woman
Sable: horse belonging to the damosel Alianor, in Emer
Salan: herald of the Guild house in Ishnapur, brother to Ileyra
Sarathion: lieutenant to the Lord Captain of the Patrol
Sark: guard in the service of Normarch
Sarus: veteran sergeant of the Earl of Night’s Honor Guard
School of Assassins: Ijiri School of Assassins; one of the Three of Ij
Sea House: House of the Derai Alliance, traditionally known as “the navigators”
Sea Keep: stronghold of the Sea House
Seasonal Analects: rare work by the famed poet J’mair of Ishnapuri
Secret Isle: island of Ij, home of the School of Assassins
seeing: power to
foretell and see future events
seeker: one with power to seek out the hidden and find the lost
seeking: active use of a seeker’s power
seer: one who has the power to foretell and see into the future
Selia: damosel of Normarch
Ser Alric: knight of Wymark, in Emer
Ser Amain: captain of Lady Bonamark’s knights-at-arms
Ser Bartrand: Bartrand Ar-Griffon, captain of Normarch
Serinna Sondcendre: queen of the Midsummer tourney in Emer; cousin to Ser Ombrose Sondargent, the Duke’s champion
Serivis: toll clerk of Farelle, on the River
Ser Ombrose Sondargent: Duke of Emer’s champion, but also his nephew; cousin to Audin Sondargent. Hirluin Sondargent
Ser Rannart: knight commander of Normarch
Serru: southern Aralorn name for Seruth
Serrut: Emerian name for Seruth
Seruth: one of the three gods of the River and lands beyond, the lightbringer and guardian of journeys
Seven: name of a power working, sacred to Imuln
Seven, a: elite Jhainarian warriors bound together in a unit; escort of the priestess-queens of Jhaine and may also be associated with the Ishnapuri magi
Shadow Band: initiates of Kan sworn to protect the Princes of Ar; not aligned with the Ijiri Assassins’ School
Shah: title of the ruler of Ishnapur
shielding: power to conceal objects or people from both physical and psychic search
siren worm: powerful minion of the Swarm
Sirith: city of the River, feuding with Emaln
smotherers: see lurkers
Solaan: instructor for the squire training at Normarch
Sondargent wolf: nickname for Ser Ombrose Sondargent, the Duke of Emer’s champion
Sorriyith: a captain of the Jhainarian Guard, from Ishnapur
Southern Realms: the lands of Haarth that lie between the great deserts beyond Ishnapur; also called the Southern Lands
Stoners: derogatory term for Derai from the House of Adamant
spring song: song form that celebrates Emer’s tradition of springtime love
springtime love: Emerian tradition of romance between young men and women of the knightly and noble classes, where politics and family duty make marriage unlikely
swallowtail swords: twin swords with curved tips, favored in Haarth’s South
Swarm of Dark: enemy of the Derai; a vast entity comprising many fell creatures; see also darkspawn, Darkswarm, Darksworn, Many-As-One
Swift: river in the Northern March of Emer
Syrus: one of Queen Zhineve-An’s Seven
Tarathan of Ar: herald of the Guild, from the Guild House of Terebanth, a city on the River
Tasarion: current Earl, hereditary ruler of the House of Night
Tasian: Heir of Stars at the time of the Great Betrayal
Telemanthar: Swordsman of the Stars, an ancient hero of the Derai, twin brother of Errianthar the Priestess
Temple in the Rock: one of the oldest shrines to Imuln in Emer
Temple quarter: temple complex in a Derai keep, comprising the temples and adjunct buildings dedicated to all of the Nine Gods, plus living quarters of the priesthood
Temple of Night: the temple precinct in the Keep of Winds
Temple of Seruth: precinct in Ij dedicated to the god Seruth
Teneseti: noble family of Ij, allied to the Ilvaine
Tenneward: one of the six wards of Emer
Ter: honor guard, serving the House of Night
Terebanth: city of the River
Terennin: one of the Nine Gods of the Derai, known as both the Far-seeing and Farseer, also the Artisan or Artificer, as well as the Lord of the Dawn Eyes
Teron: follower of the Earl of Night
The Leas: a meadow area on Emer’s nothern march and the site of a former village
The Sleeve: an island in the northern part of the city of Ij, where the North Gate is located
Three: common foreshortening of the Three of Ij
Three of Ij: the three main powers that rule the city of Ij: sages, minstrels, and assassins
Tibalt: Emerian knight in training
Tirorn: warrior of the House of Swords
Token-bearer: one who bears a ring said to have been made by Terennin, which is called the Token
Torlun: priest of the House of Adamant, from the Keep of Stone
Two-Faced Goddess: see Ornorith
Var: initiate priest, serving in the Temple of Night
Vast: Emerian town in Wymark, on the border with the Southern March
Vern: initiate priest, serving in the Temple of Night
Vertward: one of six inner wards of Emer, lying to the west and south of Caer Argent
Vhirinal: an Ephor of the city of Terebanth, on the River
Wall: common foreshortening of the Wall of Night
Wall of Night: vast mountain range that protects Haarth from the Swarm, garrisoned by the Derai Alliance, and said to have been created by the House of Night; also called Shield-wall of Night
Wards: six administrative territories surrounding Caer Argent in Emer, ruled by the Lords Warden and named for heraldic colors: Vertward, Gulesward, Azurward, Murreward, Tenneward, and Cendreward
weirdling: House of Swords term for a magic user
Welun: Normarch smith
were-hunt: a power of the Swarm
were-hunters: individuals that comprise a were-hunt
Western Mountains: range that froms the western border of Emer
Westgate: one of the largest islands forming the city of Ij, and the one closest to the western Road Gate; contains several market squares and a large warehouse quarter with headquarters of several major trading houses and embassies from other River cities
Westwind Hold: satellite fort of the Keep of Winds
Wildenrush: a major tributary of the river Ijir
Winter Country: vast steppes in the north of Haarth, inhabited by the Winter People
Winter Woman: see Rowan Birchmoon
Wolf: Winter Country shaman; Rowan Birchmoon’s uncle
wolfpack: River and Emerian term for an outlaw band
wolf’s head: an outlaw
Wymark: one of the six marks of Emer; shortening of Wyvern Mark
wyr hounds: hounds of the Derai, able to track psychic trails and those with psychic powers
Xeria: a priestess of the House of Stars at the time of the Great Betrayal, reputed to be one of the greatest power wielders born to the Derai; also called Star of the Derai
Yorindesarinen: greatest hero of the Derai. Heir of the House of Stars in her day, she slew the Worm of Chaos but died of the wounds received in that battle; also referred to as the Child of Stars
Yris: Patrol river pilot
Zarn: one of Queen Zhineve-An’s Seven
Zharaan: a priestess-queen of Jhaine in the years following the Cataclysm
Zhehaamor: a priestess-queen of Jhaine
Zhineve-An: a priestess-queen of Jhaine
Zorem: one of Queen Zhineve-An’s Seven
Acknowledgments
When I wrote the Acknowledgments for The Heir of Night (The Wall of Night Book One), I said that “writing the first book in a series is always a major undertaking.” Well, as I have found out, writing a series is a major undertaking, and the second book is as significant, if not more so, than the first. In the case of The Gathering of the Lost, the natural pressure on the second-in-series to keep the momentum of the first book going was compounded by the fact that in the year from September 4, 2010, my home city of Christchurch suffered three major earthquakes (7.1, September 4; 6.3, February 22; 6.3, June 13) and over 8, 000 noticeable recorded aftershocks, many of these significant events in their own right. Living in this environment, and in particular dealing with the citywide and property-level damage that followed both the February 22 and June 13 earthquakes, all made for a challenging writing environment.
So there are people I would like
, and need, to thank, who have made a difference in getting this book written under extremely difficult circumstances.
Firstly, my lead editor, Kate Nintzel of HarperVoyager USA, for her patience, understanding, and encouragement under very trying circumstances. But also, for her love for and understanding of the story and what I am trying to do with it. Thank you, Kate, for always being part of the solution.
And to the UK team at Orbit, particularly Bella Pagan and Joanna Kramer, who have also been consistent in their concern and support.
I also owe particular thanks to my agent, Robin Rue, and her assistant, Beth Miller, who were always there to help keep the writing path as smooth as possible.
One of the consequences of both the February and June earthquakes was liquefaction, a phenomenon where the ground turns to slurry, and silt and floodwater are spewed to the surface. Our property was relatively hard hit, and so I would like to thank the forty-five people who turned out over three days to help us dig out in February, including my cousin Christine, and friends Joffre, Janine, Peter, Irene, Petra, Kayley, Andrew, Susi, Tina, Paul, Dave, James, and their friends and roommates, and all the helpers from Aikido Shinryukan Canterbury.
I also need to thank all those who helped again on June 13: Joffre, Dave, Caroline, Susi, Peter, Fitz, Ram, Shane, and Chris—as without their help I would not have met my July 1 deadline for completing this book.
Other, equally valuable disaster assistance that helped me to keep going and keep writing in 2010-2011, was provided by Lou Stella, Wen Baragrey, Jacqui and Colin Church, and Jenny Grimmett and Mike Elston. I also very much appreciate the three-week, dedicated writing retreat offered by Mary and Frank Victoria, as the time away from continual aftershocks enabled me to really get traction on finishing the book. My very sincere thanks to you all.
A writer always owes profound thanks to those who read the raw manuscript and offer constructive feedback—in this case, Andrew Robins, Irene Williamson, Peter Fitzpatrick, and Chris Whelan. All provided invaluable insight and assistance, for which I am extremely grateful.
Publication day, coming after months and years of hard work, is always an exciting moment. As part of the launch fun around The Heir of Night (The Wall of Night Book One) I ran a competition on my blog, with the winner’s name to be used for a character in The Gathering of the Lost. The winner was Jan Butterworth. Jan, I hope you enjoy the appearance made by your character.
Last but not least, and as always, I wish to thank my partner Andrew for his unfailing encouragement and support. Good times, bad times—what more can you say?