by Jack Massa
ghost dogs - corpses of human sacrifices, reanimated to serve as guards in ancient Valgool
Gwales - mountainous land north of the Tathian Isles
Gwelthek - native language of Gwales
Iruks - hunting people of the South Polar region
Khylum Destrae - also called the Missing Mountains, an impenetrable region in central Nyssan, formed in the Age of the World’s Madness
kiia - edible fern of the tundra; leaves are used to wrap dried fish
klarn - Iruk sacred hunting group, consisting of five to eight warriors. Members of a klarn share a group-soul that gives them strength and courage.
kul shirra - ghost dogs
lamnocc - large deer of the Polar region
Larthang - Westernmost of the Three Nations. Home to a race of powerful witches.
mage - any skilled practitioner of magic
myro - sentient sea-creatures spawned from dolphins
Nagaree - ancient empire of northern Nyssan
Nyssan - Easternmost of the Three Nations. Home to several races. Normally divided into Near Nyssan and Far Nyssan.
Ogo - Larthangan name for the Deepmind. Literally, 'drift.'
pure shaping - the Larthangan magical art of creating immediate effects through the power of thought
quon-xing - pure shaping
serds - a sentient race evolved from deep-sea fishes; powerful sorcerers who ruled Glimnodd during the Age of the World's Madness
skimmer - small boat for ferrying cargo
Tath - Middle realm of the Three Nations. A group of islands, home to a race of seafarers and traders.
thrall - a sentient being whose mind and will have been subjugated by sorcery
torms - winged people of northern Nyssan, spawned from birds
trinket - any object fashioned to contain or enhance magic power
trinketing - the Larthangan art of constructing trinkets
Tuan - the ruler of Larthang, a sacred king or queen
Tysanni - Glimnodd’s legendary third moon, which disappeared in the Age of the World’s Madness
volrooms - tusked, white-furred bears
wei-shen - the Larthangan art of deepseeing
wei-xing - general term for the Larthangan arts of deepshaping
weng-lei - the Larthangan art of magical combat
windbringer - a sentient fern-like plant; skilled at attracting winds and therefore prized by mariners of all nations
witch - broadly any female mage; strictly, a woman trained in the Larthangan arts of the Deepmind
yulugg - giant sea mammals, similar to whales
Author’s Note
Once again, sincere thanks to my Beta Readers, Marilyn Massa and John W. Kelly, and to my editor, Jaime Henriquez.
The Glimnodd Cycle includes these books:
Cloak of the Two Winds
A Mirror Against All Mishap
Tournament of Witches
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