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ALLAINE Proud and independent, the powerful family Allaine rules over Dawnview Vale. Of the nine Noble Families of the mainland, the Allaines are the most distant and historically were the most resistant to Imperial Rule. Their remoteness from the mainland allows them a great measure of autonomy beneath the Bankorpool Empire's banner. While often at odds during the Midsummer's Councils with Talantal's Kories and the family Montague, the Allaines have traditionally maintained strong ties with the Kierkegaards of Highgaard and the Clans of Amber. The current Khorall of Dawnview Vale is Khorall Linnell Allaine, and her consort is Janfri al'Khyanna. The current heir is young Lord Kisa Allaine. Khorall Linnell's younger sister Tiffany Allaine rules Glacier Keep. Khorall Tiffany's twin sister and mistress of Snowgate Keep, Brittany Allaine, is assumed to be dead, having been lost with her fiancee Lord Danton Kierkegaard, two months before their wedding day. Snowgate is thus being held in stewardship, until Khorall Linnell's younger daughter Eleni is old enough to rule. Allaines have a reputation of being sharp sighted when it comes to surviving the machinations of Noble and Imperial politics, and many of the family are also noted for their striking red hair.
AMBER Rare upon the mainland are the steeds raised beyond the Satin River by the clans of Amber. While the nomads raise horses of all types, a line of small, fast and relatively intelligent horses have become both distinct and coveted enough to be considered its own breed. Known as Amber horses, they tend to be light gray in color, often with darker spots upon their hind quarters and fair colored manes. They are known to be high spirited and are considered difficult to properly train.
AMBER BEER Almost every tavern on the mainland makes its own beer, or has it brewed by a friend of the barkeep locally. Some beers, of course, are better than others. Most famous, and most desired, is a rich, deep and golden brew made in Talesan's Village. Acknowledged all the way out to Trundle-on-the-Hill, the Amber beer from the Amber Inn is simply the best drink on the mainland. It should be also noted that neither the Amber Inn or Amber beer has any direct relation to the nomadic clans of Amber.
AMBER KEEP Amber Keep is the primary stronghold of the nomadic Clans of Amber. Located in the center of the Plains of Kaa, there are no roads or other trade routes leading there. The only way to approach the Keep is through open Amber territory, leaving one open to trespassing charges by whichever one of the four wandering tribes discover you. Currently the Keep is the responsibility of the noble Amber clan of Halahmbrah.
ANCIENT AGE Long before the coming of the Bankorpool Empire, long before the dark witch led times, when there were less stars in the sky, there was a period when the first Keeps were built and the first kingdoms founded. Known as the Ancient Age or the First Age, it was a a time of smiths and of the Bright Empire. Little is known of its actual history, save that several common legends date back this far: the tale of the lost treasure city of the Dall Gwynn, the bloody battle at the Port of Lys, King Yrick of Caer Maeyin and the very first rumors of Ironsilver.
ANDWISE OF TALANTAL At the beginning of the Third Age, Prince Dherrick Bankorpool began his crusade to subjugate the mainland. The Imperial Army was impossible to stop, rolling over the forces of Talantal, Talesan's Village and Brockman's Holdfast as if they were giants striding through bickering children. For while the mainland kingdoms certainly out numbered the Imperial invaders, they spent as much time fighting among each other as they did the oncoming forces. Talantal had fallen, and the Imperials were striking deep into the Lowside when they were stopped by an a barbarian army made up of people from all the Little Kingdom Keeps. Beneath the banner of Andwise Korie, the heir to grand Talantal, the mainland forces eventually drove the Imperials back to the sea. For the rest of his life, Andwise ruled the mainland, and by all accounts it was a rule of law and justice, tempered with honesty and fairness. This lasted until his death. With no one to stand in his place, the individual Keep Families once again fell to bickering, which proved their downfall when Prince Lhannon Bankorpool arrived to avenge his father's death.
LADY ATTERA Soft and quiet, Lady Attera is the most beloved of all the Imperial Court, the only deity that even the most devout pagans will speak of in quiet reverence. For while she is the least member of the Imperial pantheon, mercy and healing are her dominion. Her compassion is open to all, be they Imperial, pagan or the rare godless upon the Heartwood. In return, most folks will gladly shelter one of her followers, and there are fell rumors surrounding those who dare harm one of Her healers.
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THE BALLAD OF JEMINY'S HILL The story of Jeminy's Hill reaches back to the end of the Second Age, when the Eastern armies swept down from the Black Mountains like a darkling wind. The ballad tells of a small village which had no way to stand against the oncoming hordes, and its defense to the last swordsman by a small band of New Jvrillian mercenaries. Prominent in the song is the final promise of Captain Jeminy Kilkenna and its cost to a young sworder named Kenyon Costaigne.
BANKOR The Bankors are a Minor Noble Family, who rule the lands about Sherman's Keep. They owe fealty to the Kories of Talantal, and can be considered a cadet branch of that greater House. The current head of the household is Lord Roderick Hendricks Bankor, and his lady wife is Jessica Kel Ritter-Bankor.
BANKORPOOL EMPIRE From across the Opal Seas came their fleets, and their home is the fabled Opal Archipelago. The Great Bankorpool Empire has been the dominant political, social and military force in this Third Age, so much so that it is known even now as the Imperial Age. The entire mainland, from Talesan's Village to Dawnview Vale are considered to be the Imperial Colonies. When the Empire came to these lands, they brought the peace and order, by both law and religion. They maintain the roads and their knights protect the common folks, and this stability has provided an era of prosperity. With the Bankorpool Empire came the Imperial Court, the pantheon of four deities which in turn have become the most dominant religions this side of the Black Mountains. The Empire itself practices a distributed system of benevolent dictatorship, with the major families of the mainland owning fealty to the Emperor in the Archipelago. In return they have the mandate to peacefully manage their territories - as long as they do not stray from either the Emporer's will or the teachings of the Imperial Court. However, since it has been at least a generation since the last Imperial Viceroy has come to the mainland to speak the Emperor's will, this has not been a hardship. There is, however, still a Prince ruling in the Imperial Duchy of Trundle-on-the-Hill, and there are also rumors of an Imperial Prince vanishing into the Dirkwood Forest. After hundreds of years of peace, the common townsfolks and farmers have known no other lord than those of the Empire, and most are very proud to be considered Imperial citizens.
THE BATTLE OF SKAEFLA PASS The battle of Skaefla Pass was the turning point in the conflict between the Bankorpool Empire and the Little Kingdoms. At Skaefla Pass the Imperial forces, under the command of Prince Lhannon Bankorpool, crushed the forces of Talantal, taking vengeance for the defeat and death of his brother Prince Dherrick Bankorpool and solidifying the Imperial presence upon the mainland. White it might have taken five more years for the Allaines of Dawnview to be convinced to swear fealty to the Empire, after Skaefla Pass Imperial dominance was assured.
THE BATTLE OF SKAEFLA PASS A common ballad depicting the fall of the mainland to the Bankorpool Empire at Skaefla pass, this song has intriguing connotations. Depending on the minstrel's interpretation, this can either be a song celebrating the arrival of the Empire or a lament for the fall of the Little Kingdoms.
BLACK Smuggled over the Black Mountains at great risk and cost, Black is a dangerous drug with the properties of an alkaloid anesthetic. Small black crystals, like sable fragments of hard sugar, is its refined form and it is normally taken by dissolving the crystals on one's tongue. This sometimes leaves a distinguishing sable stain on the tongue and lips of the user. While sometimes used as an anesthetic or pain killer, its more common use is as a dangerous recreational drug. While Black is said to be able to banish any nightmare, waking up from Black induced dreams can be deadly.
BLACK MOUNTAINS Running south from Trundle-on-the-Hill to Dawnview Vale, these great mountains separate the mainland from the terrible East. Tall and jagged, they are young peaks and definitively bound one side of the known world. Beyond the East the only lands on the far side of these mountains are frozen wastes and dangerously tumbled glaciers. Between Trundle and Dawnview the mountains separate for a bit, creating a series of fertile valleys connected by high passes. These valleys make up the Highgaard Reaches, ruled over by the Noble Family Kierkegaard.
BORDERTOWN Located at the end of the Highland Path and beneath the shadow of the Forest of Roth, Bordertown is an active trading community. The primary caravan routes between Trundle-on-the-Hill, the frontier Keeps of Highgaard and Dawnview, passage around the Skaefla Plateau to Amber and the rich fields of the High Tarn and Talantal all meet at Bordertown. Located at the junction of the Highland Path, the Greenlands Path and the Road East, Bordertown got its name by the fact that it used to be located at the edge of the Kingdom of Roth. However Roth fell soon after the end of the Second Age. Bordertown owes no fealty to any of the Noble Families, but is instead ruled by a council of Merchant Princes.
BOUNCER A common nuisance to farmers and herders, a bouncer is a small predatory feline usually weighing between thirty to fifty pounds. Normally dun in color, their ears and muzzles often have white highlights. While their primary habitat are the lightly wooded areas within the High Tarn, they can also be found in the pine forests at the foothills of the Black Mountains or about Dawnview Vale.
BREMENTOWN Located at the crossroads of the infamous Road East and the most western pass into the Highgaard Reaches, Brementown is a quiet village, much smaller than one might normally expect. Containing little more than a tavern, smithy and a handful of farm houses, it is a simple way station just outside Cragside town and The Rock.
BREMENTOWN Dating to the end of the second age, this ballad tells of the fall of Brementown to the oncoming Eastern hordes and the betrayal of its defenders by the town's inhabitants.
BRIGHT EMPIRE One of the few legends to survive from the First Age, the Golden Empire was a time of prosperity and growth to outstrip even the most glorious success of the Bankorpool Empire. The Nobles were strong and all honored their duties to peer and subjects, and even the lowest serf did not hunger or fear injustice. Its Lord is said to be King Yrick, the first King, who led mortal kind out of the terrible Shattering Wars. He ruled from the oldest of all the Keeps, mortal kind's first city, tall and sparkling Caer Maeyin. The golden civilization of the First Age ended, however, when the Eastern peoples rose from the darkness and drowned the Keeps in blood.
BROCKMAN Reclusive and worn, the Family Brockman is one the nine Noble Families on the mainland, and the center of their lands is the fortress known as Brockman's Holdfast. Of the mainland families, however, brockman's holdings are the poorest and most sparse, the keep's farms and manors barely able to put away enough store to survive the winter let alone support a Noble Family in the manner required for that Family to fulfill its duties as liege and Imperial representative. The Family's fortunes were further battered a handful of generations ago, when the Montages broke from the family, to claim the lands about the wealthy marble quarries for their own. Since that time the Family has been in steady decline. The current master of the family is the widower Khorall Dab Brockman.
BROCKMAN'S HOLDFAST Located above the Highland Path and at the edge of the Silk Creek Ravine, Brockman's Holdfast is the Keep from which the family Brockman rules their lands. Designed more like a fortress than a protective citadel, there is no true town associated with it, but there are a handful of small villages located within a quarter day's ride out.
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A CAPTAIN OF THE GUARD A titled position in the household of a major Keep, the Captain of the Guard is charged with raising and maintaining a levy of soldiers in personal service to the Noble Family. Often this position is held by the Khorall's second oldest son. Often the Captain of the Guard also is responsible for minor criminal investigations and judgments, where those cases are deemed beneath the notice of the Imperial Justices or in Keeps without full Imperial Court representation.
THE CARDS There are many tales of the Romany, and their fancy travels across the mainland. Of all those tales, the most legendary and most quietly whispered are those of the Romany Cards. With these specially painted pasteboard deck a Romany lass is said to be able to tell the Future. And opposed to stones or the reading of palms, the telling of the Romany Cards are said to be accurate.
CARTERS Standing between twelve to fourteen hands tall, Carters are a breed of horses normally found in the Montague Highlands. Known for their rough shaggy coats and generally disgruntled disposition, these ponies are very strong for their size and make good draft animals. Sure footed, they are often employed in the Montague stone quarries.
CENTAURI A fair and mystical race of half horses, the centauri may sometimes be found wandering the hills of the High Tarn. They generally shy away from habited areas, and have the ability to seemingly vanish into thin air if pursued. Hunting or pursuing the Centauri thus becomes a dangerous practice, since their pursuers have a tendency to also vanish when they do. They are said not to have any concept of territory or property, and wonder wherever their whims might wish. It is also said that an oath bound by the Centauri cannot be broken.
CIKAJANGA BEAN From the Plains of Kaa comes the favored drink of the Amber nomads. Made from a native vine, Cikanja Bean is a sepia colored drink with a strong and distinct flavor. While it doesn't ferment, it does retain its flavor over a long period of time.
CIRCLET Found high in the nighttime sky throughout most the year, the Circlet is a small grouping of seven stars arranged in a loose circle. It is often referred to when discussing anything cyclical, such as the passage of the seasons or the migration of some mainland birds, since it also resembles the primal rune for Time.
CHAOS RIDERS Just east of Bordertown is the Forest of Roth. And within that fell forest, claiming it as their own, are several groups of light cavalry, barbarian riders and brigands whom prey upon the local villages and merchant caravans, sometimes even massing enough might to press the very walls of Bordertown herself.
COLD WASTES Beyond both the farthest reaches of the Black Mountains and the Dawnview peaks there must be something, and where there is not the nightmare East or the sluggish Sea of Pearls, there are the Cold Wastes. Ramparts upon ramparts of empty snow fields, battered and treacherous glacier jambles, these lands are uninhabited and unexplored.
COLONIAL Imperial Colonial is the common tongue spoken across the mainland, from Dawnview Vale to Talesan's Village and from the Plains of Kaa to far off Trundle-on-the-Hill. A dialect of the languages spoken in the Opal Archipelago, the Imperial language it was brought to the mainland by the Bankorpool Empire at the beginning of the Third Age.
CORALLIS Another fell gift from the East, corralis is a poison which has an infamous history in court intrigue and mercantile maneuvering. A thick liquid, almost a syrup, it has a slight natural sweet taste and is is often diluted in a mead or a wine. Corallis shuts down a body's internal temperature controls, causing extreme chills and symptoms similar to someone freezing to death on a cold storm season night.
COVEN After the first ravage of the East and the fall of the Bright Empire, a darkness fell over the mainland. The Keeps from Highgaard to Talesan's Village had been leveled, and those who had survived had done so by scattering into the relative safety of the hills and wooded copses of the High Tarn. During this dark age there arose those who bent the power of nature itself to their will. They twisted the forests and all growing things to their beck and call, while others among them coerced the beasts to their personal will. These people used these fell skills to steal power and position across the land. Collectively they were called the Coven, and their rule dominated the Second Age. Generally considered a perverse and degenerate cult, it may sometimes still be found in practice in the forgotten corners of The Heartwood. While the followers of other pagan deities are sometimes tolerated by both the common folk and the Imperial Court, no such quarter is given to those who follow Coven beliefs. A practitioner of those older rituals is traditionally fit only for firewood.
COVEN AGE The Second Age of history is also known as the Coven Age. After the Bright Empire fell and the first cities and keeptowns destroyed, those that survived did so by fleeing into the countryside. The lack of any strong central government allowed those who practiced the Coven's arcane rituals to take power, and they became the dominant institution for many generations.The rule of the Coven was finally broken at the Battle of Silk Creek Bridge, where once again against an invasion from the East struck out from behind the Black Mountains. The battle more than decimated the Coven leadership and brought the Second Age to a close..
COVEN WOLVES The largest canine predator on the mainland, Coven Wolves can be found across the High Tarn and even to the Black Mountain treeline. Large and strong, they range from six to eight hands tall at the shoulders and are notorious for raiding livestock and general scavenging. They tend to be nocturnal hunters, their thick black fur providing excellent nighttime camouflage. They are also recognized as having a generally fierce disposition, mean tempers while also relatively intelligent, making them a very dangerous adversary.
CORLISS Nestled in the shadow of Snowgate Pass, between the Highgaard Reaches and the Dawnview Vale are the lands held by the Family Corliss. The smallest and youngest of the Noble families, they have held title to their lands for only three generations. Their ascension to peerage was as much due to the continual friction between House Allaine and House Korie as their own merits. Previously the Corliss lands were a disputed territory between the Dawnview and Talantal, and rather than see the other acquire these lands both parties reluctantly agreed to let them be held by the Corliss family. It wasn't until a year later that the Khorall Korie learned that Khorall Allaine's youngest son had been betrothed to a Corliss daughter since before the negotiations began. The eventual marriage cemented strong relations between the Families Corliss and Allaine. The current Khorall of Corliss is Khorall Katrina Corliss, with her consort being Lord Danton Ferenni.
CRAGSIDE Set beneath the Highgaard watch post known as The Rock, Cragside is a bustling merchant trading center second only to the legendary markets of Trundle-on-the-Hill and an upcoming rival to the better sited caravan stop of Bordertown. With the collapse of Roth and the extreme danger of passage through the Greenlands, Cragside has become the staging point for all goods traveling into both into and out of the Highgaard Reaches and Dawnview Vale. Both Cragside and the Rock pay fealty to the Family Kierkegaard. Cragside's market is rumored to to have such a variety that anything at all can be found in Cragside's market stalls, from fine Dawnview fashions to exquisite jewelry shipped from Trundle-on-the-Hill.
CROWN A heavy coin of stamped gold, the Imperial Crown is the basic unit of exchange within areas controlled by the Bankorpool Empire. Which is pretty much the entire mainland, even into territories which haven't seen an Imperial representative or ages. On the face of the coin is the Imperial Crown, similar to the one found on most Imperial banners. On the other side is an image of the great bear of the Bankorpool Empire.
CROWN OF ICE A lonely winters constellation, the Crown of Ice is part of The Heartwood's zodiac, and both marks and is the namesake for the first twenty five days of the Storm Season. Made up of seven bright stars, usually found low on the western horizon, the constellation represents the cold crown of Krysta.
CRUSADERS Found throughout The Heartwood and especially favored within the herds of Highgaard Keep, the crusader is a breed of small, readily trainable and very adaptable horses. While small, for their size they have an exceptional strength and sturdy constitution, which suits them very well through the deadly Storm Seasons of the Highgaard Reaches mountain valleys. An excellent overall mount, their coloration tends to chestnuts and bays, and while not massive enough to serve as a true warhorse, they are often the preferred mounts of cavalry troops.
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THE DALL GWYNN One of the few legends to survive from the First Age are the tales of the Dall Gwynn. White the stories have certainly been embellished and re-interpreted over the years, there are a handful of common themes. First, that it was a beautiful and remote city, even in its heyday. Second, that when it was abandoned, all the wealth and possessions of its inhabitants were assuredly left behind. And last, that there are stories of very lucky and very exceptional explorers who have found the Dall Gwynn, and returned with tales of great danger, treacherous terrain and the devastating beasts which protect the lost ruins. Gold and silver dominate the stories of treasure, and of course darksteel and ironsilver are also included in these misplaced hordes. Said to hold the treasures of ones dreams, while the legend of the Dall Gwynn has been the downfall of too many would be explorers, it continues to tempt those who hear its siren's call. Recently a common minstrel's tune has been "The Ballad of the Dall Gwynn", working its way west from Trundle-on-the-Hill down the Highland Path.
DALLIAN FALCON In the Highgaard reaches, hawking is a popular Noble sort. The Dallian Falcon is a small raptor, with soft russet coloring and a calm disposition. More easily trained than its larger mountainhawk cousins, it has become the traditional ladies hawk for a Dama and her daughters when out on a morning's hunt.
DAMA An older tern, found in both Imperial and mainland tongues, Dama is the term given to a lady of Noble birth. In some localities, such as Talantal, it specifically refers to the wife of a Khorall.
THE DARK PATCH While the stars are generally scattered across the night sky in brilliant patterns, there is a ragged band arcing from the far eastern horizon to the south east where there no stars shine. Known as the Dark Patch, it is said to be the path of the four Eastern Lords across the heavens. Some star watchers swear that every now and then the path will swallow a star, stealing it from the sky.
DARKSTEEL The prince of metals, Darksteel is a rare ore which is far superior to iron or steel. Stronger, lighter and more easily magiced, it is the preferred material for the weapons and armors of those holding high positions in the various Keep Households and Churches. It is also extremely rare, normally making it only affordable or attainable to those holding high positions in the various Keep Households or Churches. It is black in color, and when polished sometimes acquires a deep cobalt blue sheen. It is said that darksteel does not have to be refined, and can be found in rare strikes deep within the Black Mountains.
DAWNVIEW CASTLE Located high in the Dawnview Mountains and overlooking the sheltered vale, Dawnview Castle is the hereditary home of the Allaine Family and is the center of their holdings. Dawnview Castle is aptly named. Situated high in the mountains, the keep is literally the most eastern outpost of civilization, overlooking the glaciers and snowfields of the Cold Waste, and as such is the very first place to greet the dawn each morning.
DAWNVIEW MOUNTAINS Where the Black Mountains run from the north to the south forming a wall along the top of the world, at their most southern extreme they bend to the east, reaching for a second, smaller but just as rugged range of peaks. These are the Dawnview Mountains, the most eastern extremes of the mainland. Within the Mountains is sheltered the Dawnview Vale and the lands of the Noble Family Allaine. The only path into the mountains rises up through Snowgate Pass, and is jealously protected by the Allaine household troops.
DAWNVIEW VALE Deep within the Dawnview Mountains, the range opens up to a hidden valley. Almost as large as all the holdings of Talantal, Dawnview Vale is a sheltered and fertile glen. It contains the Sapphire Lake, and surrounding its bounds are the three keeps of the House Allaine, Dawnview Castle to the east, Glacier Keep to the north, and Snowgate Keep watching over the western pass which allows entrance to the Vale. While Dawnview has accepted its place under the Imperial banner, it should be noted that historically, Dawnview Vale never fell to the Imperial armies under Prince Lhannon Bankorpool.
DAVIDSON THE BLACK Where the end of the Second Age brought the rule of the Coven to the close, it also brought forth the legend of the most infamous of the land's sorcerers, that of Davidson the Black. Passionately cruel and without compassion, Davidson the Black eventually became strong enough to threaten the very power of the gods. From the darkest spheres he would call up creatures both seen and unseen to do his bidding, usually at a cost of mortal blood and souls. The stories of this fell sorcerer place him at the end of the Second Age, and it is said he was integral to the final breaking of the Coven. However, there is no mention of Davidson the Black after the Battle of Silk Creek Bridge.
DESTRIER They stand tall, hands above other horses, and each hoof beat echoes with power. Their gaze is sharp and deadly, it is said they they no longer feel fear and that the clash of steel against steel is more tempting than the sweetest apple. These are the destriers, those rare horses bred and trained for war. Known for their strength, endurance and intelligence, these beasts are a terror upon the battlefield, equally as dangerous as the Knight or Jvrillian Captain they serve. The Kierkegaards are known for their ability to raise and train these great horses. There are, however, tales of a small farm in the shadow of the Dirkwood, whose whose destriers shame even a Kierkegaard Horsemaster's best.
PRINCE DHERRICK BANKORPOOL Not long after the fall of the Coven, a grand fleet sailed into Talesan's Bay. The fleet was from the Opal Archipelago, and it brought the Great Bankorpool Empire to the mainland. Prince Dherrick Bankorpool was the leader of the expeditionary force, and within a handful of seasons he had brought all the lands on the highside of the Tarn beneath Imperial rule. He was stopped, however, soon after crossing the Silk Creek Ravine, by an army lead by Andwise of Talantal. In the shadow of the Skaefla Plateau the Empire was defeated and their conquering explorer-prince slain.
DIEATA When the East swept over the Black Mountains to ravage the Bright Empire, they brought with them their four dread lords. Master of pestilence and disease, Dieata leaves nothing but death and corruption where his minions pass.
THE DIRKWOOD Stretching from the Black Mountains to the Sea of Opals and forming the northern border of the High Tarn, the Dirkwood Forest covers most of the mainland. It is a dark, twisted wood with an even darker reputation. It is rumored to be haunted, or at least filled with a definite hunger, for those who enter beneath its canopy do not return. Indeed, it even swallowed a Prince of the Bankorpool Empire, who took an expedition inside and was never heard from again.
DOVE A dry season constellation, the Dove is made up of seven stars which usually resides midway up the western sky. It rises about the time of the spring conjunction, and vanishes just before the harvest conjunction. In the Highgaard reaches this constellation is known as the Falcon.
DOUBLEBLUFF Late night, in a days-travel inn, more often on the caravan routes through Highgaard or Dawnview than upon the Highland Path, a pair of travelers might be seen with a set of polished tablets between them. Usually of wood, but sometimes of honey marbles, each is marked with either a sword or the horse-rune. A game of subtle strategy and position, mimicking in a single hand a battle of foot soldiers and cavalry, and in many hands a campaign of Noble Family against Noble Family. Often played for stakes of guilders or crowns, Doublebluff is an ancient game, dating back to the First Age.
DRAFT They come in many colors and are perhaps the only breed larger than the fierce destriers, these are horses bred for service and the carrying of heavy burdens. Originally brought to the mainland by the Bankorpool Empire, these are the strongest of horses, but they are also not known for their intelligence. They do, however, come in two general flavors. Hot blooded drafts horses have a strength of spirit equal to their physical prowess and thus are harder to train and tend to be much more high strung. Cold blooded draft horses have a slow and even temperament, to the point of being seemingly oblivious to the loudest noises or the bay of the most hungry wolf.
DRAGON Stretching across the night sky in two handful of stars, the Dragon is a dramatic chain which wraps around the zenith. A zodiac constellation, it also is the namesake for the month immediately preceding Midsummer's day.
DRAGONCATS Whispered of in late night tales for their strange and almost arcane appearance, Dragoncats are said to to be a rare and magical creature, similar to a dusty bouncer with wide leatherish wings. The tales of Dragoncats are most prevalent in the shadow of the Dirkwood Forest.
DRY SEASON Spanning the thirty days on either side of Midsummers's Day, the Dry season is the high summer of the mainland. A time of little rainfall, it is a static period. For farmers, it is but days of hard and hot work between Spring and Harvest.
DWARVES A strange and rare mainland race, they are said to be a short, sturdy and reclusive people. Renowned for their mining, smithing and building skills they have not been seen since the middle of the Third Age. Indeed many scholars believe they are the are only legend and do not really walk upon The Heartwood.
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THE EAST Beyond the Black Mountains is a place of nightmares, that of the East itself. A geography unknown to either the Empire or even the oldest of the mainland folks, it is place only reluctantly spoken of at high noon. Its people worship four young Lords of Destruction and it is a malignant shadow which haunts the mainland. Their sorceries are deadly magicks not of The Heartwood, and their tastes in combat and pleasures run hot with blood. Of all the tales told to children to keep them in line, those of the East are most serious. Do not behave and their pale horses will come and take you away beyond the mountains, a dream feared to the heart by many a generation. And it is a fear based in a modicum of truth, for it is said that the end of each great age has been heralded by a terrible war with the East.
EASTERN HUNTING BEASTS fell creatures also lurk behind the Black Mountains. rumored to be a fell created thing, a deadly lizard whose scales shimmer like moonlight, they say the Eastern Hunting Beast is a creature of an unusual intelligence and ferocity. No one, however, has yet lived to confirm this.
THE EASTERN LORDS Young gods, deadly gods, and so very easily bored gods, the Lords of the east are the four avatars of destruction. These are the churches of the East, and their very nature speaks deep into that lands nightmare. Marin, lord of carnage, Dieata of pestilence and disease, Forlal lord of famine and drought and fell Palinate of the walking dead.
EASTERN WARS At the end of the Second Age and with the Coven at the height of its power, that was when the East chose to sweep down from the Black Mountains and across the mainland. The massacres of Tor-an-Dal, Jeminy's Hill and Brementown heralded their assault down the Road East. Known as the Eastern Wars, this invasion was halted at the battle of Silk Creek Bridge. This war broke the Coven and ended the Second Age.
EASTERNERS The people who live in the East. As brutal and arcane as their bloody gods, they are said to have pale skin and hair the color of snow. And while some harmless mainlanders might be cursed with similar traits, they will not have the telltale eastern finely pointed ears.
ELVES Elves, the Sidhe, the Fair Folk, all are names used to describe the varied and terrible immortal denizens of Faerie. There true names are not given nor spoken, for like the Sunset Riders, it is said that the Fair Folk can hear when their names are called.
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PRINCE FAAST BANKORPOOL Perhaps three generations ago, the grand fleet of Prince Faast Bankorpool sailed into Talesan's Bay. The last prince of the Bankorpool Empire to visit the mainland, his arrival was both a matter of great celebration and mystery. The Imperial Prince was fascinated with the fell Dirkwood Forest, and spent many months in consultation with the Eyes of Hastur and the local farmers investigating its history and nature. His allies were also equally weird. It is said that a dwarven lordling accompanied him upon these studies, he with a clan of his own people at his beck and call. Eventually, Prince Faast took his leave from the mainland. It is rumored that he and his strange companions entered the Dirkwood Forest. They didn't return.
FAERIE It is not real, not of The Heartwood. It is Elsewhere, someplace strange, someplace different, where the air tastes of every thing magical and fair and incomprehensibly dangerous. The lands of Faerie only tenuously borders upon The Heartwood, allowing passage between only upon rare occasions and in places of odd and dark power. Standing stones, rings of mushrooms, a path of pale moonlight, all those could be doorways to this somewhere else. But it is also the home of the Fair Folk, as deadly as they are beautiful.
FAERIE HORSES They run through immortal forests, their gallop fairer than any minstrel's song. Tall, proud, pale these are the legendary mounts of Fair Folk knights and lords. Certainly intelligent, able to dance between realms, to see them is said to be a rare privilege, but to ride them a soul's commitment. Like the mist, they are fleeting, like trying to bridle a dream.
FAERIE WARS And sometimes the fair Folk seek mortal blood. Without warning, without cause, they sweep from their strange lands upon the hills and copses of the mainland with horrible determination. They know no mercy or compassion, and their passage is marked by massacres only matched by the Eastern Hordes. And just as mysteriously, they will end, the Fey warriors vanishing beneath the light of dawn. The last such war was before the coming of the Bankorpool Empire. However, there are rumors of a significantly more recent incursion, just as bloody. But this time, it was stopped.
THE FAERIE WARS A relatively recent song, it speaks of the timeless incursions of the incursion of the fair Folk upon the mainland. While focusing about a poor caravan that got caught in the Sidhe warriors path, it tries to convey the absolute hopelessness when facing such an unpredictable and inscrutable foe. Of interest, however, are contemporary references hidden in its verses.
FAIR FOLK To speak their name is to garner their notice, and to identify them call them to you. Thus all the denizens of Faerie from the lowliest sprite to Sidhe prince, are known as the Fair Folk. There is no one common description of the Fair Folk, each is individual like all the leaves on a harvest season tree, from strangely garbed half-beast little creatures to tall, pale, golden haired warriors with long pointed ears.
FATES Three stars which reside in the northern night sky, the fates are a zodiac constellation marking the twenty five days after the Midsummer's festival. These stars represents the three blind men whom play Four Stones to determine the fate of The Heartwood.
FESTIVAL-BORN Midsummers and Midwinters are the two great festivals upon The Heartwood, celebrations of the good times and a good life. All rules, all laws, all traditions are set aside, and certainly, as a result many children are conceived as the holiday evening falls. Those children who then arrive eighteen or so handful of days later are thus known as Festival Born.
FIRST AGE The oldest known age of the mortal kind, the First Age was the period immediately after the Shattering War. A period of unequaled growth and prosperity, it is often remembered as a golden age. It is also known at the Ancient Age.
FIRSTBORN Those who first ran through the World Forest.
FLOWERED PATH Stretching somewhere from the shadows of the Dirkwood towards Bordertown, there is said to be a path of sadly beautiful magic. The stories tell of a swath of flowers, violets and columbines and lilies of the valley, which are eternally in bloom, each day of the year.
FORLAL The silent and crippling Eastern Lord, Forlal is the master of drought and famine. In his wake he leave the land but a blasted and parched heath. Thus he is the bane of those who farm and herd.
FOURSTONES One of the more popular games of chance up and down the Highland Path, four-stones is played by the tossing of of four flat stones, each uniquely marked with two runes. The results of each toss have a relative worth, depending upon which combination of runes land face up. Many of these combinations represent institutions or important pieces of Heartwood lore, for example the mastery-death-stability combination representing the Knights of Rames. Older variations, with a different set of runes, are sometimes used to tell fortunes.
FULLHAND A fullhand is the common term for five handfuls, which is twenty five of anything. It is also the number of days in a month.
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GLACIER KEEP Located in the shadow of the Highbeck Jambles, Glacier keep is one of the three major holdings in Dawnview Vale. Set against the Cold Waste glaciers, overlooking the road between Snowgate Pass and Dawnview Castle, Glacier Keep is renowned for its gardens and its beautiful vistas. It is currently ruled by Khorall Tiffany Allaine.
GRAIN A common drink along the Highland Path, grain is a generic term for any liqueur distilled from a variety of different grains or vegetables. There are many varieties of grain, each brewed slightly differently depending on individual family recipes and local traditions.
GREAT WASTES Beyond the Plains of Kaa the savanna fades off into a hot and broken landscape. These Great Wastes are a harsh desert region, stretching father than any have traveled. Small groups of nomads are said to steal a subsistence living upon its borders, however the sandy seas of the desert's interior is uninhabited.
GREATER MOON Two moons circle The Heartwood, chasing each other across the sky. The larger of the two is The Greater Moon, a pale white disc set against a sea of stars. It has a period of approximately twenty five days, which matches the pace of the calendars month. It is also known as Hunter, or as the Hunter's Moon.
GREENLANDS The rich farmlands which stretch east of Bordertown to the Corliss moors were traditionally known as The Greenlands. Dominated by the Forest of Roth, this was also the location of the Kingdom of Roth, which rose to prominence for a handful of generations near the end of the Second Age. Since then this area has become overrun by barbarians and even darker brigands, making it a very dangerous land to cross.
GREENLAND'S PATH The original road between Bordertown and Dawnview Vale, the Greenlands Path cuts through the Greenlands and the Forest of Roth. However, with the fall of Roth and the subsequent infestation of brigands in the old kingdom territory, this road has become extremely dangerous, indeed usually fatal, to travel. This danger is no mere child's tale, indeed, to say that someone is "taking the Greenlands Path" is synonymous with saying that they are beginning a suicidal venture.
GREY Often used by mercenaries to stay awake for long periods of time, grey is stimulant normally found in a powdered form the color of ash. While fairly rare across the mainland, it can be found in the darker corners of Bordertown, having traveled down the Road east from Trundle-on-the-Hill. When taken over a period of time it is certainly addictive, and folks coming off its effects often experience severe shakes and other symptoms of exhaustion.
GREY OWL Known for its ability to hunt in the dark, the grey owl is found on the High Tarn, and is often associated with farmers barns. It is a large bird, with an average wingspan of three feet.
GUILDER A guilder is a coin of imperial mint, crafted of silver. Ten guilders are equal to one crown. On the face of the guilder is the Imperial shied, while on its opposite side are the letters IC, standing for Imperial Coinage.
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HALF CROWN A fairly uncommon coin, the half crown is a simple bronze disc, two of which are worth one Imperial Crown. On the face of the coin is stamped the Imperial crown, and there is a bear's head on the reverse.
HALFLINGS Away, at the far edge of the Little Kingdoms, folks may sometimes find a halfling village. Peaceful and reclusive, these small people live mostly quiet lives, trading farmed goods to the clans of Amber. Not known for traveling, few Imperial folks beyond those at Third Falls Keep have ever seen one.
HALAHMBRA The holders of Amber Keep, the family Halahmbrah are currently the most powerful of the Amber clans. Famed horsemasters, their personal territory borders the Satin River. This causes no little friction, for the younger and more independent of the Halahmbrah households have been known to raid the holdings of the Kel Kerry's of Third Falls Keep. The current t lord of this family is Khahshall Kahlil djal Yushua kjal Halahmbrah.
HAMMER A springtime constellation, the Hammer contains six stars and can be found rising above the southern horizon during the months of Tiger and Horse.
HANDFUL A handful is the common term for five of anything. It is also the number of days in the week. Five handfuls also make a fullhand.
HART Across the High Tarn and through its scattered woods one will often find the graceful herds of harts. Smaller than a horse, perhaps pony sized at best, these cloven hoofed animals are often hunted for meat, especially deep in the back wood areas of the High Tarn. They are herbivores, and usually travel in small herds overlooked by a dominant male. The males have large, pointed, and when enraged, racks of antlers.
HARVEST CONJUNCTION The second of the two yearly conjunctions of The Heartwood's two moons. Occurring on the first day of the forth week of the month of Yrick, this is also the date traditionally set for tithing to one's feudal lord. In the less civilized areas of the mainland, this evening is also time for a harvest celebration and for paying respects to one's family and elders.
HARVEST SEASON The year's third season, the harvest spans eighty five days after the dry season. It begins in the second half of the month of Fates and lasts until the beginning of Crown of Ice. Especially as the season draws to the close, this is a time of major agricultural work across all the mainlands farms, when the harvest is gathered and food stored and prepared to last the cold storm season and into the spring.
LORD HASTUR The coming of the Bankorpool Empire to the mainland brought more than just Imperial rule. It also brought Imperial law. And that is represented by the second member of the Imperial Court, Lord Hastur the Just. It is Hastur who wrote the laws and serves as the final judge when weighing a man's soul against them. The most prominent members of this church are the Judges of Hastur, who often serve in high positions within a Khorall's court and sit in judgment over disputes between nobles or commoners. It is also said that Hastur has eyes all across the world, gathering information, so that the Judges can make their decisions based on all available information. The Judges of Hastur are known to be able to call upon Hastur himself when leveling a verdict. While this will always be a true verdict, it is one without mercy, which judges both the accused and accuser. Thus, many folks try to resolve differences before facing any Judge against such a final decision.
THE HEARTWOOD While it is more common to call the land upon which one walks the earth or the land, its proper name, used among scholars and wizened historians, is The Heartwood.
THE HIGHEST TARN Deep within the lands of Montague, there is a single lonely lake. Located at the highest elevation in the High Tarn, this is the source of the Silk Creek and is the namesake for the High Tarn. upon its shores is the motte and bailey fortress of Montague Keep and it the center of their stolen territory.
THE HIGH TARN The long rolling hills, scattered lakes, and rock outcroppings which stretch from the sea to the mountains. It is bordered by the Plains of Kaa, the Dirkwood Forest and the Greenlands. The High Tarn covers the majority of the mainland, and derives its name from a single large lake located in the center of Montague lands. Split by the Silk Creek Ravine, the lands east of the ravine are of generally lower elevation, and are thus known as the lowside tarn, while those lands west of the ravine are known as the highside.
HIGHGAARD KEEP Stretching from Brementown
to the Dawnview Mountains are the hidden valleys of the Highgaard Reaches.
central is Highgaard Keep, home of the Noble family Kierkegaard. The reaches
themselves are a series of deep valleys carved into the Black Mountains,
linked together by a chain of rugged high altitude passes. During the harshest
weeks of the storm season the mountain blizzards close these passes, cutting
off trade from Brementown through Highgaard to the Dawnview Vale. The people
of Highgaard tend to be steadfast and practical, reflecting the harshness
of their mountain life. Currently the Khorall of Highgaard is Kristof Kierkegaard.
A widower, his current heir is his youngest son, Rikart Kierkegard. His
older son, Danton, is assumed to be dead, having vanished with his fiancee,
Brittany Allaine, two months prior to their marriage. There are rumors,
however, that the Khorall Kierkegaard and the Khashall of Amber have been
arranging a political marriage between Rikart and one of the Halahmbrah
daughters.
HIGHLAND PATH The Highland path is the
mainland's primary caravan route, stretching from Talesan's Village in the
west eastwards to Bordertown. Winding its way through the High Tarn, it
also serves Talantal, Highside Heather, and a scattered series of smaller
villages. between the keeps and the villages one can find many taverns of
varying sizes along the trail, each about a day's travel apart.
HIGHSIDE The Silk Creek Ravine slices across the High Tan, running north to south, divides the rolling plains into two sections. The western section is, in general, at a higher elevation, and is known as the highside.
HIGHSIDE HEATHER Located along the Highland Path, handful or so days east of Talantal, Highside Heather is a small village located at the edge of the Silk Creek Ravine. The seemingly innocuous hamlet is located at an extremely important site, at the only bridge over the Silk Creek, where the Highland Path jumps from the highside tarn to the lowside. Most caravans arrive at the village around midday, and most move on and do not spent the night.
HOLE IN THE WALL In the gaming houses of Bordertown and Cragside many hours are spent about a corner table and three rune covered stones. Hole in the Wall is a common game, where predicting which combination of runes show after the toss determine the outcome. If a player wishes, on stone may be re-rolled. In most games when is the roll is favorable, the player can use that stone in place. However if the roll is unfavorable, the player often looses twice their stake.
HORSE The second twenty five days of the year is the month of Horse. It is also a springtime constellation, one which rises over the northern reaches of the Dirkwood Forest.
HORSEMARKS A horsemark is a common heraldic device dyed into the necks of horses to identify either the individual knight or the household the knight belongs to. Horsemarks have often been transferred to shields and banners, and are the source of The Heartwood's armory. Normally only used by representatives of the Empire and the Imperial Court and the Noble families, the New Jvrillian Mercenaries have also adopted this practice.
HUNTER Of the all the different horse breeds, the most prevalent is the hunter. Known for their speed and jumping skills, they are the preferred riding horse for most of the mainland. While they can be of any color and marking, most tend to be roans or chestnuts.
HUNTER The Heartwood's larger moon is most commonly refeed to simply as the Greater Moon. However, in the less civilized portions of the mainland it is often called Hunter, a name dating back to the Second Age.
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IMPERIAL AGE The common name for the current period of history, or at least as it is referred to by Bankorpool scholars. It is self-named for the domination of the Bankorpool Empire, and more specifically the dominance of the deities of the Imperial Court. It is also known as the Third Age, having followed the Ancient Age and the Coven Age.
IMPERIAL COINAGE The standard coinage of the Bankorpool Empire, which is accepted by all the keeps and towns of the mainland The coinage system works off a gold standard, that of the Imperial crown. The star, half crown, guilder and penny are the other Imperial coin. The last mint is located in Trundle on the Hill.
IMPERIAL COURT The four churches of the Bankorpool Empire are collectively known as the Imperial Court. The dominant religion of the mainland, they are also the state religions of the Bankorpool Empire. Technically, in the true word of the Imperial Court, all other religions are false and pagan and their followers suited only for firewood. However, all four churches recognize and live with the pragmatic fact that the pagans of the mainland have to be tolerated. The four members of the Imperial Court are Lord Rames the Protector, Lord Hastur the Just, Lord Jagnar the Dark, and Lady Attera the Kind. Most mainlanders, unless they prove themselves otherwise, are generally assumed to be lay members of the church of Rames.
IMPERIAL FAMILIES The ruling families of the Bankorpool Empire are in themselves the highest level of the Empire's peerage. For most of the social positions within the mainland feudal systems, there is an Imperial equivalent. And in all cases, a member of an Imperial Family is of higher rank than those of a Noble Family or minor Nobility. Only another member of an Imperial family may bring charges against another member of an Imperial Family. The more well known Imperial households include those of Yrick, Koromov, Bankorpool, Translev, Velikii, Deynnekko and Faast.
IMPERIAL STAR The Imperial Star is a large gold coin minted with a five-pointed star, stamped in a manner which allows it to be separated into five separate pieces, each worth a crown.
IRONSILVER The most precious of all stories which have descended from the First Age, Ironsilver is a legendary metal of soft white color. It is said that ironsilver does not tarnish, that armor made from it never fails, arrows never miss, and swords always hit.
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LORD JAGNAR THE DARK For every life there is a death. It is a dark truth, but one which gives order to the world. And the Lord who watches over the gates of death is Lord Jagnar the Dark. While the Imperial teachings cannot countenance a death god, and his church is officially outlawed, even Lord Rames the protector must acknowledge death's existence. Followers of Jagnar are said to be cold blooded killers of great skill. Their symbol is a red scarf, and if one wakes to find such a scarf upon their pillow, it is said that they have been marked for death by Jagnar's swords and will not live to see the next dawn.
JUNKER A blade venom, junker is a fast acting poison which effects the respitory system. It causes choking, diaphragm convulsions and a flood of liquid in the lungs, it kills similar to drowning or strangulation. A dull red salve, it too is imported from the East.
JUSTICE A position within a Noble Household, it is a titled rank. A Justice's responsibility is to maintain the laws of the Imperium and adjucate over disputes. Often this position is held by a Justice of Hastur.
NEW JVRILL A pagan cult, this is the modern form of worship of Jvrill, one of the older gods of war. The church of New Jvrill teaches the pragmatics of combat, and promotes discipline and duty. The core of this church is the mercenary troop. The troops are, in theory, neutral to the vagrancies of politics, and fight for hire based only on pay and contract. A Jvrillian contract is his honor, and most will die before failing at its term. In truth, over the years both rivalries and traditions have evolved, making the internal relationships between various troops as dynamic as the cults relation ship to the various factions on the mainland. This cult is tolerated on the borders of Imperial influence due to its necessity in combatting Eastern influenced warriors and other villains..
OLD JVRILL A pagan cult, this is the original form of worship of Jvrill. It is, quite simply a berserker's cult. It teaches the power and glory of warfare and the excellence of strength over the weak. It has a usually suicidal hatred to all things eastern, a fitting accent to its generally belligerent nature. Unsurprisingly, there are few surviving members of this cult. These Jvrill followers are considered socially unacceptable, mindless brutes, barely human, certainly deranged and absolutely dangerous.
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KAVASS The most common non alcoholic drink upon The Heartwood, kavass is a staple of many a merchant or mercenary's morning. It is a clear liquid, and is unique in that it is served both cold and hot. In general, in the Black Mountains and the Frontier, kavass is traditionally served cold, sometimes even with ice. Upon the moors of the High Tarn it is often served hot and can be found in most day's travel inns.
KEL KERRY The family Kel Kerry holds Third Falls Keep owing fealty to the Kories of Talantal. The most powerful Keep along the Satin River, the current Lord of Third Falls Keep is Lord Mikail Kel Kerry.
KELPIES One of the more dangerous of the Faerie creatures, Kelpies are hungry, malevolent horses. They tend to be carnivorous and are frequently found in in swamps or other similar boggy places. Rumors say that they can be tamed with a bridle woven of gold. That and a few children or two, to take a nip out of their carnivorous appetite.
KHANNISH One of the more primitive and dangerous of the pagan cults, Khannish is the lord of the hunt. His followers are found primarily in the backwood corners of the High Tarn, far from Imperial oversight.he teaches the way of the hunter, and all not of his church are considered to be prey. To serve them they raise half wild hunting dogs, the mysterious and equally dangerous Snarkhounds.
KNIGHT MARSHALL A position of titled nobility, the Knight Marshall is in charge of the muster and training of a Noble Family's soldiery. Often, a family's Knight Marshall also serves as the Captain of the household guard.
KHOL One of the darker pagan cults, Khol is a devious and parasitic deity the lord of thieves and cut purses. His church is often found in the shadowed alleyways and slum neighborhoods of a keep or other node of civilization, and is often organized in the manner of a guild or brotherhood. Their symbol is a penny with a hole punched in it, hung around one's neck on a loop of leather.
KHORALL Khorall is the title given to the ruling lord of a Noble Keep, such as Dawnview Castle or Talantal. It is an old word, dating back to the First Age.
KIERKEGAARD An old family whose heritage dates back to the First Age, the Kierkegaards traditionally hold title to the lands of the Highgaard Reaches, and rule them in the name of the Bankorpool Empire. The Kierkegaards are also famous for their stable of horses, and are known to train some of the finest cavalry horses and destriers upon the mainland. While they officially owe allegiance to the Imperial households, it is a well known fact that the Kierkegaards enjoy a close personal relationship with the Allaines of Dawnview Vale, and have a history of standing beside them both martially and politically. There are some scofflaws who whisper that at times it seems that the Kierkegaards are but a cadet branch of the Dawnview households. Most Kierkegaards would certainly disagree. The current lord of the Kierkegaards is Khorall Kristof Kierkegaard. A widower, his heir is his younger son Rikart Kierkegaard.
KORIE The most powerful and most wealthy of all the Noble Families, the Kories rule the five rings of Talantal and all the manners beneath its gaze. Also the most aristocratic of the noble families, the Kories maintain strong ties with Imperial traditions and the individual churches of the Imperial Court. They have been the host of the noble's council for the last full hand of years and have no compunction against using their economic strength to sway political decisions. Currently they are building strong ties with the rogue family Montague, and there are rumors of a wedding between a young Montague lord and the only Korie daughter, Felicia. On the other hand, there has also been a tradition of friction between the Kories and the Allaines. The current lord of the Kories is Khorall Dorian Yricksson Korie. His heir is Lord Marcus Korie. The other surviving members of the Korie household include brother Tray Korie, daughter Felicia Korie, and the youngest, Dominic Korie. Khorall Korie's lady, Dama Gweneviere Kel Liam-Korie, died while bearing Dominic.
KRAIGSKELL The Kraigskell holdings are located east of Highgaard at the base of the glacial Kraigskell Jambles. A series of small interconnected valleys, these lands are managed by the family Kraigskell in fealty to Khorall Kristof Kierkegaard. A rather quiet and steadfast holding, Kraigskell is a peaceful anomaly in the Frontier, being a strong holdfast of Imperial tradition and following.The head of the family Kraigskell is Lord Haakon Kraigskell, and his wife is the Lady Mina Kraigskell.
KRYSTA Of all the pagan beliefs, there is not one which has made an impact on the mainland culture as that of Krysta. Krysta is a dark goddess, and she is the keeper of the underworld, her dominion being that of death. Envisioned as a cold and heartless lady, situations of death or dying are often referred to as 'dancing with Krysta', 'falling into cold Krysta's embrace', or being 'beneath the Crown of Ice.' She is still worshiped in the forgotten corners of the mainland, and under certain circumstances her representatives are tolerated in areas of strong Imperial following. Being the premier death goddess, her servants dispense final justice in pagan villages, and as such are sometimes called upon to act as executioners in Imperial lands, so that Imperial hands are not bloodied by this judicial killing.
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LANDCRAWLERS From the shadow of the Dirkwood Forest comes tales of large crab-like creatures which occasionally ravage the nearby plains. Fierce and deadly, they tend to erupt in a swarm of a handful or two, darting out from the Forest on an inscrutable schedule of hunting. Their rampages seldom last more than a couple days, before they return to their haunted retreat.
LARSEN Small and quiet, the Noble family Larsen holds the port town of Talesan's Village. In some ways they are a farmer or fishers favorite manner of lord, they keep themselves quiet in their Keep, seldom intrude upon the day to day life of the village, and their taxes are well within most family's means. As a result, the family Larsen is the least wealthy of the Noble houses, and have little influence beyond their few manors. The current lord of Talesan's Village and Keep is Khorall Tieg Larsen, with his lady Dama Clarissa Kel Liam-Larsen and their children Melinda and Erhland.
THE LEGEND OF DALL GWYNN The Legend of the Dall Gwynn is a relatively recent ballad describing the lure and treasures of the mythical lost city of the Dall Gwynn. The song seems to have originated in Trundle-on-the-Hill and is now very popular along the Highland Path and Bordertown area.
LESSER MOON The smaller of The Heartwood's two moons is commonly known as the lesser moon. With a period of approximately twelve days, it moves through the night sky approximately twice as fast as its companion.In the less civilized portions of The Heartwood, it is often called Silver or the Silver moon, and is associated with night flowering plants and herbs.
PRINCE LHANNAN BANKORPOOL The youngest son of Prince Dherrick Bankorpool, Prince Lhannon Bankorpool, heir to the Bankorpool throne, commanded the second expeditionary force into the mainland. A strong and fierce leader, his campaign sweeping from Talesan's Village to the broken mountains at Snowgate Pass. The key victory was the defeat of Talantal at Skaefla Pass, which solidified Imperial control of the mainland. At the end of his rule he had brought all the Little Kingdoms into the Empire, started to build the Highland and Greenland paths as a true road, and founded the Imperial fortress city of Trundle-on-the-Hill. By the time of his death there was a general piece in the land and the foundation had been set for the prosperity and growth which has typified the Imperial Age.
LIAR The most dangerous and feared poison on The Heartwood, Liar is a clear, odorless and tasteless drug, virtually indistinguishable from water. It is an extremely powerful neurotoxin, which causes massive failure to the victim's autonomous nervous system. Liar, however, has an extremely short shelf life, making the task of actually poisoning someone with it extremely difficult. Spoiled liar is relatively harmless, crimson in color and has a bitter coppery taste.
THE LIBERATION OF TALESAN'S VILLAGE The Liberation of Talesan's Village is a bright and light song telling of the liberation of Talesan's Village by Andwise of Talantal. The song points out one of the more interesting historical oddities of the small seaside Village. Over the years Talesan's Village has been taken over, liberated, taken over and liberated again to such an extent that a change in government has become a common and everyday sort of occurrence to its inhabitants. As long as the taxes don't change, there are fish in the bay and grain in the fields, life just goes on.
THE LITTLE KINGDOMS Collectively the keeps scattered across the mainland are known as The Little Kingdoms. The lords of these keeps are the mainland's Noble Families, and they rule in the name of the Great Bankorpool Empire, The families and their associated lands are: the Kories of the Duchy of Talantal, the Allaines of Dawnview Vale, the Kierkegaards of the Highgaard Reaches, clan Halahmbrah of Amber, the Larsen of Talesan's Keep, the Konstantines of Darkdown, the Brockman of Brockman's Holdfast, the family Corliss of Corliss manor and the Montagues of the Montague Highlands.
THE LORD CHANCELLOR The personal advisor to a Khorall is known as the Lord Chancellor. It is a position of titled nobility. This position is one granted only by the Khorall and it depends on the Khorall's nature whether or not he will have a Lord Chancellor. For example, Talantal's Khoralls all traditionally maintain this post, while the Allaines of Dawnview seldom use such advisors.
THE LORD EXCHEQUER The manager of a Noble Family's moneys and other valuables is known as the Lord Exchequer. This is a position of titled nobility, whose influence is directly related to their Khorall's fortunes. Obviously the Lord Exchequer of Talantal is an extremely powerful man, while the treasurer of Talesan's Village much less so.
THE LORD EXECUTIONER A rare position in the ranks of titled nobility, the Lord Executioner is given the responsibility of executing the decisions of Imperial law and the Justices of Hastur.
THE LORD SHERIFF Nominally in charge of maintaining Imperial law within a keep's territory, the Lord Sheriff is a position of titled nobility. The larger the Keep the more power a Lord Sheriff has, and the more autonomy, having to be able to regulate the affairs of the associated manors both near and far.
THE LORD TAX COLLECTOR The least popular of all the positions of rank, the Lord Tax Collector is responsible for increasing their Noble Family's coffers. In places such as Talantal, the common folks despise this lord, but dare not say a thing against one of such power. Often the lord Sheriff or the Captain of the Guard assign a handful of strong swordsmen to help the Lord Tax Collector in the day to day pragmatics of his duty.
THE LORD PROTECTOR A position of rank, a Lord Protector is the personal bodyguard of a member of a Noble Family, traditionally the Khorall. The Imperial Lord Protectors are true Imperial families of their own, the most well known being the families Deynnekko and Pennmaster.
LOWSIDE Where the Silk Creek Ravine divides the High Tarn into two portions, the lands east of the ravine are, in general, at a lower elevation than those west. These eastern hills are known as the the lowside tarn, and stretch from the Silk Creek to the Forest of Roth.
LOWVINE A creeping ground vine, lowvine is the source of a common medicinal sedative of the same name. This medicinal herb came into use during the Second Age and is a common staple of village healers and wise-women.
THE LULLABY OF THE TARN A very old traditional lullaby, the Lullaby of the Tarn is sung to young children usually before bed. While still popular in the backwaters of the High Tarn, it is frowned upon as simple and uneducated in the Imperial lands.
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MANOR Held in the name of a major Noble family, a manor is an area of land containing several small villages and farms. Manors are thus associated with a particular keep or town, and may normally be found within a day or two's ride from that keep. Most manors manage the farms and herds which support the local population center, while a few, like those that watch over the Montague Quarries or the iron mines in Highgaard, are centered around some other economic focal point.
MANOR LORD The lord or governor of a manor. A minor noble title, and while it confers no ownership of land, the manor lord is responsible for the management of a small holding, in the name of the Khorall to whom he holds fealty. Manor lords are usually given a stipend, based on the success of the particular holding. Manor Lords can easily fall out of favor and be replaced, or be replaced by some one who had suddenly gained favor.
MARIN The most fell of the young Eastern Gods, Marin is the Lord of Carnage and Destruction. In his path he leaves but a trail of blood, reveling in the torment and doom he and his followers create. Of all the Eastern Lords, Marin is the most feared. First, Marin's followers are the most visible of the eastern churches, being the patron of bloodthirsty barbarians and vicious serial killers. Second, his followers are the most out-going of the easterners, questing far out of of their way to find any chance for a bloody fight.
MARRENNEN Most traders who travel the length and breath of the mainlands are followers of Marrennen, the patron deity of The Heartwood's merchants. A pagan deity, his church is one of the more well tolerated by the Imperial Court, since the regulation of trade and commerce complements the order and growth important to the Imperials. Marrennen's followers are also the major source of news and information traveling up and down the intricate network of trade routes. Marrennen's symbol is a punched penny on a leather thong.
MEREBEAST Small and furry, ranging from two to three hands-breath long, a merebeast is a small, very furry, eight legged critter found in lands of the High Tarn. Barely domesticated by farmers, merebeasts are famous for their soft fur and extremely vicious disposition.
THE MERCHANT PRINCE A minor noble title, given to the person in charge of governing the mercantile guilds within a particulars Noble Family's jurisdiction. Also known as the Master Guildmaster or the Grandmaster of the Guilds, it is a position forced upon the local populace by their Khorall. In areas of Imperial influence this is usually a member of the Khorall's family or close retinue and usually a follower of the Imperial Court, a lay member of the church of Lord Rames at the very least. The farther one gets from Imperial influence, the more secular this position becomes, to the point where it could even be possible to find a follower of Marrennen holding this position.
MIDSUMMER'S DAY The first of the Mainland's major holidays, Midsummer's Day is a celebration held in the middle of the Dry Season. It is held on the last day of the month of the Dragon, though the festivities often last well into the first day of the month of Fates. A time celebrating growth and life, traditionally one is bound by no laws or rules on this day, and can partake of the festivities in any manner one might wish as long as it brings no harm upon another. Nobles often use Midsummers to grant amnesty to prisoners held for minor crimes and it is a favorite day for weddings to be held. Midsummers day is honored by both Imperial and pagan churches.
MIDWINTER'S NIGHT The second of the Mainland's major holidays, Midwinter's Night is a celebration held in spite of the cold storm season, a time to set aside the harshness of the season and remember the joy of surviving and the promise of the upcoming spring. Beginning at sunset on the last day of Crown of Ice, the revelries often last until morning on the second day of the month of Wolf. Similar to Midsummer's Day, traditionally one is bound by no laws or rules, and can partake of the festivities in any manner one might wish as long as it brings no harm upon another. This is often a time of feasts and gift giving, with most Nobles often sharing a bit of their wealth with the poor and less fortunate.
MINOR NOBILITY Those given positions of power by the Noble Families. Some are minor branches of the Noble Families, others can be appointed. Examples are Manor Lords, Knight Marshalls, or Justices. Minor Noble Families are those placed in control of territories remote from their house of fealty and include the Mallorys, kel Kerrys, kel Liams, and Bankors. Minor Nobility brings no ownership of land, but are often given the prime responsibility for fulfilling their required roles in the name of their Khorall.
MONTAGUE Holding the harsh and broken lands about the Highest Tarn, the Noble Family Montague is a breakaway faction of the Brockman's of Brockman's Holdfast. With a reputation of being as tough and bitter as the lands they have claimed for their own, the Montagues are the youngest of the mainland's Noble Families and have only held their highlands since the beginning of the Third Age. They rule from Montague Keep and their current lord is Khorall Hadrian Montague. He has two brothers and a sister. Troy Montague has vanished from the Montague court and eldest brother Jakal is the Keep Warlord. Talia Montague is his sister, and there are currently rumors of marriage arrangements between her and the Khorall of Talantal.
MONTAGUE KEEP Set upon the edge of the Highest Tarn, Montague Keep is a motte and bailey style holdfast from which the Noble Family Montague rules the territory they have annexed from Brockman's Holdfast. The newest of the Little Kingdom keeps, it was built at the beginning of the Third Age.
THE MONTAGUE QUARRIES The source of the Montague treasury are three quarries situated near the Highest Tarn. Tall ravines slashing through the broken highlands, these quarries are the primary source of marble on the mainland. The Quarries, however, are where Montague criminals are put to hard labor, and are legendary for their harsh and terrible living conditions. No one has ever escaped from the Montague Quarries. The quarries are located at Laine's Town, Keegan's Town and Juleston.
MOUNTAIN HAWK From the Black and Dawnview Mountains comes the largest of the mainlands raptors. The largest, only found in the wild, are rumored to have wingspans of over six feet, with two to three foot wingspans the norm. The smaller species of these russet hawks are a favorite of falconers and are relatively easy to raise and train to the hunt.
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NOBLE FAMILY The major ruling families of The Heartwood and the mainland, they are the traditional lords of the Little Kingdoms. Only a member of a Noble Family can own land. The primary Noble Families are the Allaines of Dawnview, the Kories of Talantal, the Brockmans of Brockman's Holdfast, the Montagues of Montague Keep, the Konstantines, the Halahmbrah of Amber, the Kierkegaard of Highgaard Keep, the Corliss of Corliss Manor and the Larsens of Talesan's Village. Only another member of a Noble Family, or a member of an Imperial Family can bring charges against a member of a Noble Family.
NIGHTHAWK A raptor of the bleak Dirkwood Forest, nighthawks are rumored to be fierce nocturnal predators. Haunting the shadows of the Dirkwood, tales say they hunt not only livestock but small children as well. Adults have wingspans of four to five feet, and they are as black as the rare moonless night.
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OPAL ARCHIPELAGO Known to be located in the western regions of Opal Sea, beyond the horizon from either Talesan's Village or Sherman's Keep, the Opal Archipelago is the home of The Great Bankorpool Empire. It is said to be a long chain of uncountable islands of all shapes and sizes. The smallest no more than a handful of paces across, while the largest, home of the Imperial Palace, is larger than even Talantal and all its far flung manors.
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PAGAN CULTS Generally the cults which existed in the mainland prior to the dominance of the Imperial Court, technically any cult not of the four Imperial churches are considered pagan. By Imperial law following a pagan belief is a high crime and one may be burned for belonging to them. Unofficially, pagan cults are tolerated as long as they do not draw attention to themselves. This is especially true the father you get from the seacoast and into the frontier. Indeed, by the time one reaches Bordertown, often you can find members of the Imperial churches working side by side with a known pagan. It's a given necessity that far from the acknowledged centers of civilization. However, even so, these pagans know that if they flaunt their traditions in front of Imperial officers, they too could end up as firewood.
PALINATE The last of the four Eastern deities, Palinate claims to be a lord of the dead and is the master of the undead. As such, Palinate represents the most blasphemous of the Eastern churches, for he does not let the dead rest or pass on, but in turn captures their spirits and forces them to walk upon the waking world and do his bidding.
PENNIES ON A DEAD MAN'S EYES The placing of pennies on a dead person's eyes is an old custom to secure a peaceful rest for any dead, irregardless of their own personal belief or membership in any church. A tradition reaching back to the Shattering, it is still practiced in the backwater areas of the mainland. Some say it is a tithe to Krysta, so that her Ferrymen will successfully guide one's soul to their appropriate resting place.
PENNY The smallest Imperial coin, the penny is made of copper and one hundred pennies are worth one Imperial crown. One side is stamped with the initials I.C. for Imperial Coinage, while the opposite side is blank.
PLAINS OF KAA Located to the south of the Satin River, the Plains of Kaa are said to reach to the very edge of the world. Rolling plains and savanna, they tend towards broken badlands and desert heaths the farther one gets from the river and Sherman's Bay. Amber Keep is located in the center of the Plains of Kaa, and the plains as a whole are claimed by the four Amber clans.
POET The third month of the year, as Poet comes to an end so does the spring, and soon will come the brief and hot Dry Season. It is also a zodiac constellation.
PORT OF LYS A fabulous sea port of the First Age, the Forgotten Fleet was said to have launched from its sheltered bays. The Port of Lys fell to the East at the end of the First Age and its site has been lost ever since.
PRICKLEBERRY An uncommon red berry found along shaded stream sides upon the High Tarn, prickleberry is said to have both medicinal uses and can be made into a soothing inebriate. Prickleberry salves can be found in many backwater farm village pantries, and fetches a good price when brought to a keep town market. When brewed into an ale or mead, prickleberry is said to quickly bring on a good willed rest, and can provide one with a much needed nights sleep when tormented by a cold or fever.
PRIMARCH The primarch is a Titled Noble, the highest ranking church official in the Noble Family's domain. In Imperial keeps this position is sometimes jointly held by the Lord Protector, when he is also a Knight of Rames. A primarch is responsible for the spiritual well being of the Noble family, and holds private services for the family and is their nominal confessor. In the mainland keeps this position is always held by a follower of the Imperial Court. Some folks, however, accuse the frontier keeps of not staying true to these traditions.
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LORD RAMES the PROTECTOR The dominant member of the Imperial Court, Lord Rames the Protector watches over the Imperial lands and is the primary bulwark against the forces of darkness and chaos. He is the lord of strength, power, order, and law. He brought forth the code of chivalry by which his Knights and Squires live, and also leads Imperial troops into battle. While he is the enforcer of Imperial law, the followers of Rames do not pass judgment over criminals and miscreants. That is the duty of Lord Hastur. However, they can summarily execute pagans and sorcerers if the need arises, and they are not limited from using deadly force to maintain order and discipline. However, the pinnacle of service to Lord Rames is to become one of his Knights, an acknowledged hero of the lands to whom even the lowliest peasant can to turn for aid and protection.
RAVEN The last twenty five days of the Harvest Season, Raven is The Heartwood's eighth month. The coming of the Raven foreshadows the approaching storm season, and it is also a Zodiac constellation made up of five stars.
RICHTER GWYNN Literally, this name translates as the Knight of White. It is a minor tale told in the backwater parts of the High Tarn, of a wandering knight who gives aid to those in trouble. The tale seems to have contemporary origins, and is strongest in areas east of the Silk Creek Ravine.
RISHA Risha is the most harmless of the pagan cults, being the worship of a fertility goddess dating back to the First Age. She is said to be the patron of both farmers and herders, and in the backwater areas of the mainland still called upon to aid during an extremely difficult birth, be it either human or critter. Risha's followers are usually bound to one particular location, and they are responsible for its growth and well being.
THE ROAD EAST The path leading from Bordertown to the Imperial city of Trundle-on-the-Hill is known as The Road East, because it ends on the sane side of the Kh'Lhy'Ra Pass, beyond which lies the nightmare of the East. It is a dangerous path, skirting a narrow strip of land between the Dirkwood Forest and the Black Mountains. Several well known towns are located on the Road East including Brementown, Jeminy's Hill and Tor-An-Dal. This is also a favorite route the armies of the East use when they swarm out from behind the Black Mountains to savage the mainland.
THE ROCK A small citadel-keep guarding the pass into Highgaard Reaches, The Rock is held by the family Shannon and pays fealty to Lord Kierkegaard. More fortress than social or economic center, it watches over the walled town of Cragside, a major trading center between the Frontier Keeps of Highgaard and Dawnview and the Mainland Keeps of Talantal, Montague and Talesan's Village.
ROMANY The migrant people of The Heartwood, the Romany are a close collection of family caravans known to wander the length and breath of the mainlands without bounds. While there is a romantic attachment given to the Romany lifestyle, it is well balanced by a swarthy and unseemly loose reputation and the sure knowledge that one way or another all Romany are thieves. However, the Romany's skill a fortune telling is well known across The Heartwood, and a Romany card reading is considered an accurate soothsay.
ROMANY DAGGER One of the Romany's favorite and more infamous weapons is the Romany dagger. A Romany dagger is a thin black blade, usually between eighteen to twenty four inches long. Instantly recognizable, they are otherwise uncommon and seldom found outside a Rom's possession.
ROTH The lands of Roth are those immediately east of Bordertown, centered upon the Forest of Roth. and claiming most of the Greenlands. A short lived kingdom, it had its heyday a handful of generations before the end of the second age and lasted one generation into the Third. The kingdom of Roth fell in a single night, and the tales of the Greenlands Path being a suicidal venture also dates from this fall.
ROTHIAN KNIGHTS The Rothian Knights were a legendary troop which was the backbone of the kingdom of Roth prior to its fall. Legend has them playing a major role in the end of the Second Age, as well as being a valorous and stalwart fighting force.
RUFFS Common across the length and breath of The Heartwood, "ruff" is the generic term used to denote any canine type mongrel.
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SATIN RIVER The longest river upon the mainland, the Satin River flows from the glaciers about Highgaard Keep, east to Lilia's castle, then around the Forest of Roth, and then turns west around the far side of the Skaefla Plateau to the Sea of Opals. It forms the border between High Tarn and the Plains of Kaa, reaching the sea at Sherman's Bay. At the western end of the Skaefla Plateau the Silk Creek joins the Satin, at the location of Third Falls Keep. The Satin is navigable all the way up to Third Falls Keep, which is obvious the last in a set of three waterfalls preventing any further river traffic east.
SCHOLAR The first full month of the Harvest Season, Scholar is the second twenty five days after the celebration of Midsummer's day. A fall zodiac constellation, it rises over the Dirkwood Forest.
SENESCHAL The seneschal of a Keep is a Titled Noble, whose responsibility is the day to day management of a Noble Family's holdings. Often this post is held by the second eldest son of the Noble family, so that he can manage the important mundane affairs of the household while the eldest, the heir, is groomed for court and dealings with the other Noble Families.
SEA OF OPALS Stretching from the western coast of the mainland as far as one can see and sail, the Sea of Opals is The Heartwood's greatest ocean. Located in its reaches is the Opal Archipelago, the home of the Great Bankorpool Empire. The two major ports on the Sea of opals are Talesan's Village and Sherman's Keep.
SHADOWCATS A nocturnal menace to farmers and their herds, shadowcats are small, dark felines, usually black or dark grey in color. They have tufted ears, and usually haunt the wooded areas of the High tarn. They rarely attack anything bigger than themselves.
SHAGGER One of the more effective blade venoms, shagger is a poison which effects a person's coordination. It causes the victim's reflexes and actions to slow down, sometimes causing convulsions. While very effective it is only rarely fatal.
SHAWMIER A fell poison from beyond the Black Mountains, shawmier is a powder based poison with a bitter taste and a cinnamon scent. It causes a slow rot of internal organs, the extent and toxicity depending on the amount of shawmier a victim has ingested over time.
SHERMAN'S BAY A large natural seaport, to the south of Talesan's Village, Sherman's bay is located where the Satin River feeds into the Sea of Opals. Sherman's keep is located here. While a better port than Talesan's bay, Sherman's Bay was discovered by the Empire much later, and has yet to grow past its older rival.
SHERMAN'S KEEP Located on Sherman's bay , at the mouth of the Satin River, Sherman's Keep is a small but growing port. It is held by the minor noble family Bankor, who owe their fealty in return to the Kories of Talantal.
SILK CREEK A long river which flows from the Highest Tarn to join the Satin River at Third Falls Keep*. It flows at the bottom of the Silk Creek Ravine, and is the border between the highside and lowside tarn. It is a small river, but because of the steep and deep ravine it has carved, it is only able to be crossed at the village of Highside Heather.
SILK CREEK (THE BREAKING OF THE COVEN) A very long ballad describing the last battle of the Coven witches and the Eastern demons at Silk Creek Bridge at the end of the Second Age. It tells of the destruction of the Coven army by the invading eastern forces, and the rise of the Rothian Knights. At the end of the battle all the Coven hierarchy were dead and the huge eastern warhost driven back beyond the Road East.
SILK CREEK RAVINE Deep gorge which splits the High Tarn into two regions, the highside and the lowside. The ravine stretches from the lands of Montague, along the western side of the Skaefla Plateau, finally ending at Third Falls Keep and the Satin River. So deep and steep it is, it can only be crossed at one point, at the village of Highside Heather.
SILVER A very old and common name for the smaller of The Heartwood's two moons.
SILVER LADY A very old and common name for the smaller of The Heartwood's two moons. It is said to date from the Second Age, and might certainly be Coven in origin.
SKAEFLA PASS A relatively narrow stretch of land on the Highland Path just east of Highside Heather. It is bordered on the north by the Silk Creek Ravine and on the south by the Skaefla Plateau. It is the site of the last battle between the Imperial forces and that of the mainland, which resulted in the Bankorpool Empire laying claim to the mainland from Talesan's Village to the Highgaard Reaches. After the battle of Skaefla Pass, the only Dawnview Vale stood alone against the Bankorpool Empire.
SKAEFLA PLATEAU A large plateau on the low side of the High Tarn. Its northern slopes are rocky, forming one side of Skaefla Pass. The south and western slopes are tall cliffs, along the edge of the Satin River and the Silk Creek. It stretches from just above Highside Heather to the Plains of Kaa. hard to reach, the top of the plateau is said to be an empty, rocky badlands.
SLINK A small predatory feline, found in the Dirkwood, the Forest of Roth and occasionally the woods in the Black Mountain vales. They tend to drop out of trees onto people. A bit annoying in that way.
SNARKHOUNDS A very furry mid to large sized canine, truly only semi-domesticated. The Snarkhound has tawny fur, of very many shades of brown, tan, sepia, blacks and grays. They are renowned for their hunting abilities and are treasured by the Hunters of Khannish.
SNOWGATE KEEP Sitting atop Snowgate Pass, Snowgate is a small keeping watch over the entrance into Dawnview Vale. One of the three keeps of Dawnview, it owes fealty to the Lady Allaine, and is traditionally ruled by either a member of the immediate family or close relation to the Dawnview Khorall. Currently Snowgate is being held in stewardship, until Dama Eleni Allaine is old enough to take on the responsibilities of running a keep. Snowgate is the site of the Empire's only attempt to force an entry into Dawnview. It failed, at a great cost to both Imperial and Dawnview forces.
THE SNOWQUEEN The Khorall of Dawnview Vale during the arrival and subsequent invasion of the Bankorpool Empire upon the mainland. Upon her death, Dawnview was the last territory to swear fealty to the Empire, almost a generation after the Battle of Skaefla Pass. It was only the Snowqueen's iron will and hand which kept Dawnview Vale independent for so long. The Khorall received this infamous title resulting from her harsh decisions made during the battle of Snowgate Pass, when the Empire tried and failed to invade Dawnview Vale. Since then the term "snowqueen" is given to anyone with an icy lack of compassion.
SOFTPAD A much feared predator, softpads are large, solitary felines. A tawny color with green stripes, they are camouflaged for hunting across the fields of the High Tarn. While they mostly prey on wild horses and hart, a few are rumored to have discovered a taste for man. Very intelligent and cunning, it probably is a very good happen stance that they also fairly rare.
SORCERER's MOON A very old and common name for the larger of The Heartwood's two moons. It is said to date from the Second Age, around the time of the battle at Silk Creek.
SPIRITS The old traditions upon the mainland teach that everything, living or inanimate, contains some sort of spirit. These spirits are still worshiped in the back woods areas of the High Tarn, but this sort of worship is looked upon as a silly and ignorant activity by the rest of The Heartwood's inhabitants.
SPRING The Heartwood's first season, a time of planting and growth. It is also a welcome period of recovery from the harshness of the Storm Season.
SPRING CONJUNCTION First yearly conjunction of the two moons which occurs during the first half of Spring. The conjunction tends to be a time special to many pagan cults.
STORM SEASON The last season of the year, the storm season lasts through the months of Wolf and Crown of Ice. It is a period of rough storms, snows, cold, and wind upon the mainland's eastern reaches, while cold rains and thunderstorms dominating the warmer, western areas.
SUN The sun is always referred to in the feminine, as in "Her light" or "beneath Her light."
SUNSET RIDER Each of the four fell Eastern Gods has a personal minion on the mortal plane, who undertakes their liege lord's demands upon The Heartwood. They are never mentioned, nor named, and the term "Sunset Rider' is equally dangerous. If they are spoken of at all, it is only at high noon on a clear day, for it is said that they can hear their name when spoken and will come to investigate.
SWIFTLING A small bird, the swiftling tends to be a reclusive forest dweller. While small, they are lightning fast, and thus can be quite dangerous if angered.
SWORDBITCH Common term used to describe a woman who carries and uses a sword.
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TALANTAL The castle of the family Korie. It is the most powerful and aristocratic of the Little Kingdoms, ruling over the largest set of manors of any Noble Keep. A center of trade on the western side of the High Tarn, it overlooks both the Highland Path and the Silk Creek ravine. A large walled town, it is made up of three rings. The lowest and largest of the rings is a general residential area, the second ring is for rich merchants and the third is where the Nobles and those who serve the Nobles reside. The Keep itself opens out into Talantal's third ring. The current Khorall of Talantal is Dorian Korie. His son and heir is lord Marcus Korie, and there are rumors across the hills that he is soon to be wed to Dama Talia Montague. Certainly a political marriage, with no touch or romance or love.
THE TALES OF THOMAS MONTGOMERY A series of very humorous songs depicting the exploits of a rogue by the name of Thomas Montgomery. This song seems to be fairly recent, originating from the Imperial city of Trundle-on-the-Hill. Each minstrel seems to have their own version of his exploits and with each passing day there seems to be a new song or tale of his misadventures to sing. Most of his exploits tend to poke fun at the nobility, and thus are favorites in the more common taverns or gaming halls.
TALESAN'S BAY A large natural harbor on the west coast, where the Blackwater River feeds into the Sea of Opal. It is a narrow estuary, infamous for the speed and depth of its tides. Talesan's Village is located at the most inland reach of the bay, and is the location where the Bankorpool Empire landed and began their conquest of the mainland.
TALESAN'S KEEP The small keep overlooking Talesan's Bay, held by the Noble Family Larsen. It is located above Talesan's Village, and rules over a small assortment of manors. The Keep is neither rich nor prosperous, but it manages to survive season to season. However, the townsfolk tend to support the Larsens and their manner of rule. The Larsen family is small and the current Khorall is Tieg Larsen.
TALESAN'S RUN A very humorous song depicting the misadventures of Old Jvrillian Talesan Tornblade and the founding of Talesan's Village. It involves a unicorn, and is perfect example of that magical creature's unpredictability. This song is beloved by the common folk, disliked by New Jvrillians and hated by Old Jvrillians.
TALESAN'S VILLAGE Located at the mouth of the Blackwater River on Talesan's Bay, Talesan's Village is a small fishing port. It was originally founded by Talesan Tornblade, an old Jvrillian stormlord, as told in the song Talesan's Run. The Noble family Larsen rules Talesan's Village and it is the location of the High Cathedral of Lord Rames the Protector. Throughout its history, Talesan's Village has been overrun, conquered, liberated and over run again, so much that a change of fealty became a matter of course. The only constant was the easy going rulership of the family Larsen. This ended at the beginning of the Third Age, with the coming of the Bankorpool Empire and their choosing this port as their primary landing point upon the mainland.
THIRD FALLS KEEP Located at the junction of the Satin River and the Silk Creek and held by the minor noble family kel Kerry. It is a trading keep and primary contact point between the mainland keeps and the clans of Amber. As with most of the satin River holdings, the kel Kerrys owe their fealty to the Kories of Bankorpool.
al' THLESSSHA Another Eastern blade venom, al' Thlesssha is a slick syrupy mixture with a dull orange shine. While it is not fatal in itself, it prevents blood from clotting, making it a very dangerous in a melee.
THOMAS MONTGOMERY The legendary trickster of the mainland, the tales of Montgomery's exploits are always full of humor, usually involving him somehow tricking or otherwise getting the upper hand when dealing with Imperial nobles. The stories of Thomas Montgomery appear to be recent, maybe a generation or two old at the most. Figuring prominently in his adventures is a mysterious and very beautiful dark haired companion, sometimes said to have bright violet eyes.
THREECE Found in gaming halls and about merchant caravan evening fires, threece is a game of chance, played with octagonal sticks. Each face of the stick is marked with a rune or symbol and the sticks are tossed to determine one's standing in the game. Not only are the symbols important, but whether or not the sticks lay atop each other after the toss.
TIGER A long springtime constellation and the first twenty five days of the year. The constellation represents the fierce softpads which haunt the fields of the High Tarn.
TIMBER WOLVES Pack hunters who prowl the pine forests of the Black Mountains, these fierce canines are the bane of farmers and travelers, especially along the Highgaard Reaches come Storm Season.
TITLED NOBILITY A social position granting a title of respect and peerage. A Titled Noble holds a higher social position than a Minor Noble and the rank usually it involves a specific position either in advisory to the Noble Family, or to undertake specific appointed tasks. Examples include the Justice, Exchequer, or Knight Marshall of a Keep or Imperial holding.
TRADETALK Spoken by those who follow the merchant god Marrennen, Tradetalk is a polyglot of Forestalk, Imperial and other dialects designed to keep certain merchant bargains or consultations confidential.
TRIAD A very rare and valuable drug, triad is a precise mixture of black, grey, and white. Triad is said to have all the benefits of each without any of the side effects. Like black, grey and white, it comes from the East. It is very expensive, and very treacherous. Misproportioned doses of triad can have extremely unpredictable effects.
TRUNDLE ON THE HILL A strongly fortified city located at the end of the Road East and at the Imperial side of the Kh'lhy'ra Pass. The gateway to the East, Trundle-on-the-Hill is a major trading point. It is also a major mining town, producing iron and steel from the Black Mountains. It is also one of the last true Imperial holdings, ruled by Prince Pavel Translev. The old Imperial Fort is located here, as well as the last remaining families making up the Imperial Guard.
TSHOKLAT A delicious delicacy imported from the East, otherwise known as chocolate.
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WANDERING STARS A constellation which stretches across the sky, following the general direction of the Highland Path.
WAVE CHASER Common along the shores of Talesan's and Sherman's bay, a wave chaser is a large sea bird. There are various types and kinds of wave chasers, some small, some with wingspans of up to four feet.
WHISKEY A golden colored liquor made in Talantal.
WHITE A dangerous hallucinogen from the East, white is said to provide visions so potent one cannot survive them. No one yet has.
THE WHITE CLIFFS The White Cliffs form the Northern edge of the Skaefla Plateau, overlooking the Highland Path.
WILLOW WEED A liquid extract of the willow tree, willow weed is a potent medicine, used as a local anesthetic.
WINDRIDER The common raptor of the mainland, the windrider is a medium sized hunting bird. It can be found in most areas and has a range from the Sea of Opals to th foothills of the black Mountains.
WODE Commonly used by Old Jvrillian fanatics, wode is a blue dye rumored to provide protection in battle. It is often the only armor worn by the crazed old Jvrillian swordlords.
WOLF The last twentyfive days of the year, Wolf is also represented by the loneliest zodiac constellation.
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UNICORN The unicorn is a fabulous mythical beast, said to be a white horse with a tall golden horn. They are also said to be the epitome of unpredictability. The Unicorn also is a constellation which moves randomly about the night sky and is the only constellation to sometimes appear in the Dark Patch.
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YRICK The third twenty five days after Midsummer's day, Yrick is named after the powerful first king of the bright Empire. It is also a harvest season zodiac constellation.
A listing of the Noble landholdings and their Keeps with associated manors.
DAWNVIEW VALE
and the Noble Family Allaine
Dawnview Castle
Sunrise Manor - Temple Lands - Sapphire Lake Manor - Ferreni Manor
Glacier Keep
Highroad Manor - Highbeck Manor - Kelleni Manor
Snowgate Keep
Lowroad Manor - Rockfall Manor
CORLISS
and the Noble Family Corliss
Corliss Manor
Pathwatch Manor - First Inn Manor - Corlisson Manor
THE HIGHGAARD REACHES
and the Noble Family Kierkegaard
Highgaard Keep
Kierkegaard Manor - High Pass Manor - Eight Hoof Manor - Snowcap Manor
The Rock
Cragside
Kraigskell Keep
Whitewater Manor - Jambled Manor - Southvale Manor
Lilia's Castle
Woodland Manor - Westroad Manor - Korren's Manor
THE DUCHY OF TRUNDLE-ON-THE-HILL
and His Imperial Highness Prince Pavol Dimitri
Translev
Trundle-on-the-Hill
Last Chance Manor - Swampy Manor - Black Mountain Manor - Brokentooth Mountain
Manor
MONTAGUE HIGHLANDS
and the Noble Family Montague
Montague Keep
Laine's Town - Juleston - Keegan's Town- Farlands Manor
BROCKMAN'S HOLDFAST
and the Noble Family Brockman
Brockman's Holdfast
Elb - Farnach - Karnach
THE DUCHY OF TALANTAL
and the Noble Family Korie
Talantal Keep and Town
Heatherton - Oldstone Manor - Morning Guard Manor - Westside Manor
Pathside Manor - Rolling Hills Manor - Koby's Point - Four Lake Keep
Three House Manor - The Eastmarch - Greentown Manor - Donovan's Farms
TALESAN'S VILLAGE
and the Noble Family Larsen
Talesen's Keep
The lands about the Keep, including the Talesan's Village.
The Farmer's Compound - Cliffside Manor - Brass Ring Manor
THIRD FALLS KEEP
and the Minor Noble Family kel Kerry
Third Falls Keep and Crossington
Second Falls Keep - First Falls Keep - Plainsend Manor - Blaze Manor
SHERMAN'S KEEP
and the Minor Noble Family Bankor
Sherman's Keep
Southside Manor - Freetown Manor - Last Tide Manor
THE CLANS OF AMBER
currently ruled by the Halahmbrag Family
Halahmbrah
Alhanam - Terilanquel - Farahnah - Nehrimanstel
BORDERTOWN
and other independent manors
These manors owe fealty to specific families, but are geographically distant
from that family's major holdings
Bordertown
East Manor - Romany Manor - Geoffrey's Town - Greenland's Manor
Brementown - Logan's Hill - Sheridan's Farm - White Horse Manor
Copyright 1993 Kh'lyhr'a Press/Mike Naylor