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Child of Thunder (Renshai Trilogy)

Page 66

by Mickey Zucker Reichert


  Ti (Tee)—The original name for Devil’s Island.

  Varli (VAR-lee)—Home of the Varlians. Patron: Frey & Freya.

  Vikerin (Vee-KAIR-in)—Home of the Vikerians. Patron: Thor.

  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. The easternmost portions of the Westlands are forested, with sparse towns and rare barbarian tribes. To the south lies an uninhabited tidal plain.

  Ahktar (AHK-tar)—One of the largest central farm towns.

  Auer (OUR)—A small town in the eastern section.

  Béarn (Bay-ARN)—The high kingdom. A mountain city.

  Bellenet Fields (Bell-e-NAY)—A tourney field in Erythane.

  Bruen (Broo-EN)—A medium-sized city near Pudar.

  Corpa Bickat (KORE-pa Bi-KAY)—A large city.

  Corpa Leukenya (KORE-pa Loo-KEN-ya)—Home of the cult of the white bird, created by Siderin.

  Corpa Schaull (KORE-pa Shawl)—A medium-sized city; one of the “Twin Cities” (see Frist).

  The Dun Stag—A Pudarian tavern famous for its ale and frequented by travelers and merchants.

  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 Western 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 tiny farmtown.

  The Hungry Lion—a Pudarian tavern frequented by locals.

  Iaplege (EE-a-pleej)—A secret gathering of cripples, criminals, and outcasts.

  The Knight’s Rest—An inn in Erythane.

  Loven (Low-VENN)—A medium-sized city.

  The Merchant’s Haven—The inn in Wynix.

  Myrcidë (Meer-si-DAY)—A town of legendary wizards, now in ruins.

  Porvada (Poor-VAH-da)—A medium-sized city.

  Pudar (Poo-DAR)—The largest city of the West; the great trade center.

  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.

  Town of Santagithi—A medium-sized town, relatively young.

  Shidrin (SHIH-drin)—A farmtown.

  Sholton-Or (SHOLE-tin OR)—A Western farm town.

  Strinia (STRINN-ee-a)—A small, barbarian settlement.

  The Western Plains—A barren salt flat.

  Wolf Point—a rock formation in the forest surrounding Erythane.

  Wynix (Why-NIX)—A farmtown.

  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.

  LaZar the Decadent (LA-zar)—A poor, dirty city.

  Prohothra (Pree-HATH-ra)—A large city.

  Rock of Peace—A stone near the road from Rozmath to Stalmize where the bard, Mar Lon, preached peace.

  Rozmath (ROZZ-mith)—A medium-sized city.

  Stalmize (STAHL-meez)—The Eastern high kingdom.

  Tower of Night—A single, black tower originally built by Carcophan’s magic, then rebuilt with normal materials.

  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 are tightly constrained by Odin’s Laws.

  The Great War—A massive war fought between the Eastland army and the combined forces of the Westlands.

  Harval—“The Gray Blade.” The neutral Sword of Power (see Swords of Power).

  The Knights of Erythane—An elite guardian unit for the king of Erythane that also serves the higher 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.

  Morshoch—“The Sword of Darkness.” The evil Sword of Power (see Swords of Power).

  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.

  Ristoril—“The Sword of Tranquillity.” The good Sword of Power (see Swords of Power).

  The Sea Seraph—The ship owned by an elf known only as the Captain that sails the northern seas.

  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.

  Swords of Power—Three magical swords crafted by the Cardinal Wizards and kept on the plane of magic except when in the hands of a Wizard’s champion. It is prophesied that the world will end if all three are brought into the world at once. This event has occurred. (See Ristoril, Morshoch, and Harval).

  The Trobok—“The Book of the Faithful.” A scripture that guides the lives of Northmen. It is believed that daily reading from the book assists Odin in holding chaos at bay from the world of law.

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