A

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 resistant to Imperial Rule. Their remoteness from the mainland allows them a great measure of autonomy beneath the Bankorpool Empire's banner. While historically at odds 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 present Khorall of Dawnview Vale is Khorall Kisa Allaine, currently without a consort. Her mother, Linnell Allaine, stepped down from rulership just before the Midsummer's Council of 2625. Khorall Linnell's younger sister Sasha Allaine rules Glacier Keep. Khorall Sasha's twin sister and previous mistress of Snowgate Keep, Innocence Allaine, was slain along with her fiancee, Lord Danton Kierkegaard, two months before their wedding day by rumored Montague-backed mercenaries. Snowgate is now ruled by Khorall Kisa's younger sister, Eleni Allaine, which also makes her the youngest keep-lord on the mainland. Allaines have a reputation for being sharp-sighted regarding surviving Noble and Imperial political machinations. This was more than evident during the Midsummers Council of 2625, where they broke the alliance between Montague and Talantal, rewrote the boundaries between Highside and Frontier Keeps, ended the steel embargo, and gained the Noble Family Korie as allies. Striking red hair is a trait inherited by many in the Allaine family.

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 a breed in their own right. Known as Amber horses, they tend to be light gray in color, often with darker spots on their hind quarters, with 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. One should take note of the fact that neither the Amber Inn nor Amber beer has any direct relationship 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, there was a period when the first Keeps were built. Long ago, when there were fewer stars in the sky, the first kingdoms were founded. Known as the Ancient Age or the First Age, it was a time of craftsmen and architects and builders. It was the time of the Bright Empire. Very little is known of its actual history, although a number of common legends do date back that far. There is the tale of the lost treasure city of the Dall Gwynn. There is the tale of the bloody battle at the Port of Lys. There are stories of King Yrick of Caer Maeyin and the very first rumors of Ironsilver date back to this Age.

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. While the mainland kingdoms certainly outnumbered 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 dominions. Her compassion is open to all, be they Imperial, Pagan or the rare godless person on the Heartwood. In return, most people will gladly shelter one of Her followers, and there are fell rumors surrounding those who dare to harm one of Her healers.

 

B

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 that 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 that rules the lands around 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, 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 — is considered to be the Imperial Colonies. When the Empire came to these lands, they brought peace and order, by both law and religion. They maintain the roads and their knights protect the common folks, and this stability has provided for an era of prosperity. With the Bankorpool Empire came the Imperial Court, the pantheon of four Deities that, 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 owing fealty to the Emperor in the Archipelago. In return, they have the mandate to manage their territories peacefully — as long as they do not stray from either the Emperor's will or the teachings of the Imperial Court. However, since it has been at least a generation since the last Imperial Viceroy has visited 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 townsfolk and farmers have known no other Lords than those of the Empire, and most people 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. Prince Lhannon thereby took vengeance for the defeat and death of his brother Prince Dherrick Bankorpool and solidified the Imperial presence on the mainland. While it might have taken five more years for the Allaines of Dawnview to be convinced to swear fealty to the Empire, they were assured dominance after the Battle of Skaefla Pass.

The Battle of Skaefla Pass A common ballad that depicts 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. In its refined form, Black looks like small black crystals, like ebony fragments of hard sugar. It is normally taken by dissolving the crystals on one's tongue. This sometimes leaves a very dark distinguishing stain on the tongue and lips of the user. While sometimes used as an anesthetic or painkiller, it has a more common use of 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 was so named because of its location at the edge of what was once 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; instead a council of Merchant Princes rules the town.

Bouncer A common nuisance to farmers and herders, a bouncer is a small predatory feline usually weighing between thirty and fifty pounds. Normally dull grayish brown in color, their ears and muzzles often have white highlights. While their primary habitat is the lightly wooded areas of the High Tarn, they can also be found in the pine forests at the foothills of the Black Mountains or around 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 farmhouses, 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 age of the Bright 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; 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 of the nine Noble Families on the mainland; 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 are barely able to put away enough store to survive the winter themselves. They are quite unable to 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 Noble Family Brockman rules their lands. It is 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.

 

C

Captain of the Guard A titled position in the household of a major Keep, the Captain of the Guard's duty is that of 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. Usually, 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 Rhoni and their fancy travels across the mainland. Of all those tales, the most legendary and most quietly whispered are those of the Rhoni Cards. With these specially painted pasteboard deck, a Rhoni lass is said to be able to tell the Future. Moreover, opposed to stones or the reading of palms, the telling of the Rhoni Cards is said to be accurate.

Carters Standing between twelve and fourteen hands tall, Carters are a breed of horses normally found in the Montague Highlands. These ponies are very strong for their size and make good draft animals; they are also famous for their rough shaggy coats and their generally disgruntled disposition. Due to their sure-footedness, 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 ordinarily shy away from inhabited areas and seem to have the ability to vanish into thin air if pursued. Hunting or pursuing the Centauri thus becomes a dangerous practice, since their pursuers have a tendency also to vanish when they do. They are said not to have any concept of territory or property and wander wherever their whims might wish. According to rumors, an oath that is bound by the Centauri is one that 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 does not ferment, it does retain its flavor for 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. Inside the cursed forest are several groups of light cavalry, barbarian riders and brigands who prey on the local villages and merchant caravans. They have claimed the forest as their own; sometimes they manage to gather enough riders and energy bring their fight to very walls of Bordertown itself.

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. Range after range of empty snow fields and battered, treacherous glacier jambles, these lands are uninhabited and unexplored.

Colonial Imperial Colonial is the common tongue spoken on 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 was it brought to the mainland at the beginning of the Third Age by the Bankorpool Empire.

Corralis Corralis is another fell gift from the East. It is a poison that has an infamous history, primarily 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 wine. Corralis 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 respond to their every their beck and call while others among them coerced the beasts to their personal will. These people used these dread 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 keep towns 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 broke at the Battle of Silk Creek Bridge, where once again 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 all 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 also have notoriously fierce dispositions and mean tempers; as they are also relatively intelligent, this makes 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 the 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 Dawnview and Talantal, and rather than see the other acquire these lands both parties reluctantly agreed to allow the Corliss Family hold the lands. It was not 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 both into and out of the Highgaard Reaches and Dawnview Vale. Both Cragside and The Rock pay fealty to the Noble Family Kierkegaard. Cragside's market is rumored to have such a variety of goods that one can find anything at all can 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 in areas controlled by the Bankorpool Empire. This is pretty much the entire mainland, even into territories that haven't seen an Imperial representative for 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. It is 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 in 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 toward chestnuts and bays, and while not massive enough to serve as a true warhorse, they are often the preferred steeds of cavalry troops.

 

D

The Dall Gwynn One of the few legends to survive from the First Age are the tales of the Dall Gwynn. While the stories have certainly been embellished and re-interpreted over the years, there are a handful of common themes. First is that it was a beautiful and remote city, even in its heyday. Second is that its inhabitants most assuredly left behind all their wealth and possessions when they abandoned the city. Last is 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 that 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 one's 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 — "The Ballad of the Dall Gwynn" — has been working its way west from Trundle-on-the-Hill down the Highland Path.

Dallian Falcon In the Highgaard Reaches, hawking is a popular Noble sport. The Dallian Falcon is a small raptor, with soft russet coloring and a calm disposition. More easily trained than its larger mountain hawk cousins, it has become the traditional ladies' hawk for a Dama and her daughters when out on a morning's hunt.

Dama An older term, found in both Imperial and mainland languages, 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 scatter themselves, for the most part, across the night sky in brilliant patterns, there is a ragged band arcing from the far eastern horizon to the southeast where no stars shine. Known as the Dark Patch, this inky black band is said to be the path the four Eastern Lords take across the heavens. Some star watchers swear that now and then, the Patch will swallow a star, stealing it from the sky. The most recent oddity is that two new stars are now visible within, brazenly defiant of its traditional emptiness.

Darksteel As the prince of metals, Darksteel is a rare ore that is far superior to iron or steel. Stronger, lighter and more easily magicked, it is the preferred material for the weapons and armors of those holding high positions in the various Keep House Guards and Churches. It is also extremely rare, normally making it only affordable or attainable to those holding high ranking positions in those House militia and Churches. It is black in color, and when polished it sometimes acquires a deep cobalt blue sheen. Rumors say that Darksteel does not need refining. The rare strikes of this precious metal are most often located deep in the Black Mountains.

Dawnview Castle Located high in the Dawnview Mountains and overlooking the sheltered Vale, Dawnview Castle is the hereditary home of the Noble Family Allaine and is the center of their holdings. Due to its location overlooking the glaciers and snowfields of the Cold Waste, it is the very first place to greet the dawn each morning. Thus, the name is quite apt. This Keep is literally the most eastern outpost of civilization.

Dawnview Mountains 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 and reach 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. The Allaine household troops jealously protect this Pass.

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. Sapphire Lake dominates the southern side of the Vale, surrounded by the three keeps of the Noble House Allaine. Dawnview Castle is to the east, Glacier Keep lies to the north, and Snowgate Keep watches over the western pass that is the only 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 the stories also say that 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 hoofbeat echoes with power. Their gaze is sharp and deadly; those who have ridden them say these horses 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 on the battlefield, equally as dangerous as the Knight or Jvrillian Captain they serve. Known across all the High Tarn, the Kierkegaards raise and train these great horses. There are, however, tales of a small farm in the shadow of the Dirkwood, 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. The Empire met defeat in the shadow of the Skaefla Plateau 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. Rumors and stories claim that it is a haunted place, 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 that usually reside 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 at night in a day's travel inn a pair of travelers might sit at a table with a set of polished tablets between them. They will more often be traveling on the caravan routes through Highgaard or Dawnview than on the Highland Path. Usually of wood, but sometimes of honey marbles, each Doublebluff tile is marked with either a sword or the horse rune. It is 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, drafts 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 that wraps around the zenith. Not only a zodiac constellation, it is also the namesake for the month immediately preceding Midsummers day.

Dragoncats Whispers in late night tales tell of their strange and almost arcane appearance. Dragoncats are said to be a rare and magical creature, similar to a dusty bouncer with wide leathery wings. The tales of Dragoncats are most prevalent in the shadow of the Dirkwood Forest.

Dry Season Spanning the fifteen days on either side of Midsummers Day and lasting only thirty days in total, the Dry season is the high summer of the mainland. A time of little rainfall, it is a static period. For farmers, it is filled with the days of hard and hot work between Spring and Harvest.

Dwarves A strange and rare mainland race, Dwarves are said to be a short, sturdy and reclusive people. They are renowned for their mining, smithing, and building skills, although no one has told of seeing them since the middle of the Third Age. Indeed, many scholars believe they are the are only legend and do not actually walk on The Heartwood.

 

E

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 folk, it is a place only reluctantly spoken of at high noon. Its people worship four young Lords of Destruction, and it is a malignant shadow that haunts the mainland. Their sorceries are deadly magics, not of The Heartwood, and their tastes in combat and pleasures run hot with blood. Of all tales told by mothers to their 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. Moreover, it is a fear based on a modicum of truth, for those who have studied history claim that a terrible war with the East heralds the end of each great age.

Eastern Hunting Beasts Fell creatures also lurk behind the Black Mountains. Rumored to be a creature created by sorcery, a deadly lizard whose scales shimmer like moonlight, some 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 They are 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 powerfully about that land's nightmare. Marin, Lord of Carnage. Dieata, Lord of Pestilence and Disease. Forlal, Lord of Famine and Drought. Palinate, Lord of the Walking Dead.

Eastern Wars At the end of the Second Age, with the Coven at the height of its power, 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 ended decisively at the Battle of Silk Creek Bridge. This war broke the Coven and ended the Second Age.

Easterners Easterners are 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. Moreover, while some harmless mainlanders might possess the curse of similar traits, they will not have the telltale finely pointed ears of the Easterners.

Elves Elves, the Sidhe, the Fair Folk... these are all names used to describe the varied and terrible immortal denizens of Faerie. One should never speak nor give out their true names for, like the Sunset Riders, legends say that the Fair Folk can hear when one calls their names.

 

F

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. According to accounts of that time, a Dwarven lordling accompanied him upon these studies, along with a clan of his Dwarven people at his beck and call. Eventually, Prince Faast took his leave from the mainland. Rumors say that he and his strange companions entered the Dirkwood Forest. They did not return.

Faerie It is not real; it is not of The Heartwood. It is Elsewhere, someplace strange, someplace different, where the air tastes of everything magical and fair and incomprehensibly dangerous. The lands of Faerie only tenuously border on The Heartwood, allowing passage between the two only on 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. However, it is also the home of the Fair Folk, who are as deadly as they are beautiful.

Faerie Horses They run through immortal forests; their gallop is fairer than any minstrel's song. Tall, proud, and pale, these are the legendary mounts of Fair Folk knights and lords. They are certainly intelligent and able to dance between realms. To see them is said to be a rare privilege, but to ride them is a soul's commitment. Like the mist, they are fleeting... like trying to bridle a dream.

Faerie Wars Sometimes the Fair Folk seek mortal blood. Without warning, without cause, they sweep from their strange lands onto the hills and copses of the mainland with horrible determination. They know no mercy nor compassion, and massacres — matched only by the Eastern Hordes in ferocity — mark their passage. As mysteriously as they began, 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. However, this time, it was stopped.

The Faerie Wars A relatively recent song, The Faerie Wars speaks of the timeless incursion after incursion of the Fair Folk on the mainland. While the song focuses on 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 the contemporary references hidden in its verses.

Fair Folk To speak their name is to garner their notice; to identify them is to 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 that reside in the northern night sky, the Fates are a zodiac constellation marking the twenty-five days after the Midsummers Festival. These stars represent the three blind men who play Four Stones to determine the fate of The Heartwood.

Festival Born Midsummers and Midwinters are the two great festivals on The Heartwood, celebrations of the good times and a good life. All rules, all laws, all traditions are set aside. Certainly, as a result, many children are conceived as the holiday evenings fall. Those children who then arrive nine or so fullhand of days later are therefore known as Festival Born.

First Age The First Age was the period immediately after the Shattering War and is the oldest known age of the mortal kind. Often remembered as a golden age, it was a period of unequaled growth and prosperity. Another term for the First Age is 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 that 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 leaves the land entirely a blasted and parched flatland. 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, Fourstones is played by the tossing of four flat stones; each uniquely marked with two runes. The results of each toss have a relative worth, depending on which combination of runes lands face up. Many of these combinations represent institutions or important pieces of Heartwood lore, for example, the Mastery-Death-Stability combination represents 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.

 

G

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. Khorall Sasha Allaine currently rules there.

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 farther than anyone has traveled. Small groups of nomads are said to steal a subsistence living upon its borders. However, the sandy seas of the desert's interior are 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 calendar's month. Other names for the Greater Moon are Hunter or the Hunter's Moon.

Greenlands Traditionally known as The Greenlands, these are the rich farmlands that stretch east of Bordertown to the Corliss moors. 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.

Greenlands Path The Greenlands Path cuts through the Greenlands and the Forest of Roth and is the original road between Bordertown and Dawnview Vale. 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, for 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 a stimulant normally found in a powdered form the color of ash. While fairly rare on 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 long period of time it is certainly addictive, and those coming off its effects often experience severe shakes and other symptoms of exhaustion.

Grey Owl The grey owl is famous for its ability to hunt in the dark. It lives on the High Tarn and 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. The Imperial shield is stamped on the face of the guilder, and on its opposite side are the letters I.C., standing for Imperial Coinage.

 

H

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 At the far edge of the Little Kingdoms, travelers may sometimes find a halfling village. Peaceful and reclusive, these small people live mostly quiet lives, trading farmed goods to the Clans of Amber. As they are not known for traveling, few Imperials beyond those at Third Falls Keep have ever seen a halfling.

Halahmbrah As the holders of Amber Keep, the family Halahmbrah is currently the most powerful of the Amber clans. Famed horse masters, their personal territory borders the Satin River. This often causes quite a bit of friction, for the younger and more independent of the Halahmbrah households have been known to raid the holdings belonging to the kel Kerrys of Third Falls Keep. The current Lord of this family is Khashall Kahlil djal Yushua kjal Halahmbrah.

Hammer The Hammer is a springtime constellation containing six stars. It is seen 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 handful 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 backwood areas of the High Tarn. They are herbivores, and usually travel in small herds overlooked by a dominant male. The males have large, pointed racks of antlers.

Harvest Conjunction The second of the two yearly conjunctions of The Heartwood's two moons is the Harvest Conjunction. It occurs on the first day of the fourth week of the month of Yrick, and it is also the date traditionally set for tithing to one's feudal lord. This evening is also the time for a harvest celebration and for paying respects to one's family and elders across the areas of the mainland where Imperial influence is not as strong.

Harvest Season Harvest is the year's third season. It spans the 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. It is a time of major agricultural work across all the mainlands farms especially as the season draws to the close. This is when the harvest is gathered and food is stored and prepared to last through 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, which 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 the Laws. The most prominent members of this church are the Judges of Hastur, who often serve in high positions in a Khorall's court and sit in judgment over disputes between Nobles or commoners. It is also said that Hastur has eyes all over 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 Lord Hastur himself when leveling a verdict. While this will always be a true verdict, it is one without mercy, for it judges both the accused and accuser. Thus, many people try to resolve their differences before facing any Judge against such a final decision.

The Heartwood While it is more common to call the land on which one walks the earth or the land, its proper name — used by 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 lake is the source of the Silk Creek and is the namesake for the High Tarn. On its shores is the motte and bailey fortress of Montague Keep and it is the center of their stolen territory.

The High Tarn The long rolling hills, scattered lakes, and rock outcroppings that stretch from the sea to the mountains is known as the High Tarn. 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. Those lands west of the ravine are known as the highside tarn.

Highgaard Keep Stretching from Brementown to the Dawnview Mountains are the hidden valleys of the Highgaard Reaches. Central to the Reaches 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 Kierkegaard. His older son, Danton, is assumed to be dead, having vanished with his fiancee, Innocence 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 to Bordertown in the east. Winding its way through the High Tarn, it also serves Talantal, Highside Heather, and a series of smaller scattered 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 Tarn, running north to south, and 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 Found along the Highland Path a handful or so days east of Talantal, Highside Heather is a small village situated 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 spend the night.

Hole in the Wall In the gaming houses of Bordertown and Cragside, gamblers spend many hours sitting at a corner table with three rune covered stones. Hole in the Wall is a common game, where predicting which combination of runes will show after the toss determines the outcome. If a player wishes, one stone may be re-rolled. In most games, when the second 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 that rises over the northern reaches of the Dirkwood Forest.

Horsemarks A horsemark is a common heraldic device dyed onto the necks of horses to identify either the individual knight or the household the knight serves. Horsemarks have often been transferred to shields and banners, and are the source of The Heartwood's armory. Traditionally only used by representatives of the Empire, the Imperial Court, and the Noble Families, the New Jvrillian mercenaries have now also adopted this practice.

Hunter Of all the different horse breeds, the most prevalent on The Heartwood 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 roan or chestnut.

Hunter The Heartwood's larger moon is most commonly referred to simply as the Greater Moon. However, in the less civilized portions of the mainland it is often called Hunter, a name that dates back to the Second Age.

 

I

Imperial Age The common name for the current period of history is the Imperial Age, or at least it is referred to as such 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 Imperial coinage is the standard currency of the Bankorpool Empire and 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 coins. The last Imperial mint on the mainland is located in Trundle-on-the-Hill.

Imperial Court The four churches of the Bankorpool Empire are collectively known as the Imperial Court. Collectively, they are the dominant religion of the mainland, as well as the state religion 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 Lord Rames.

Imperial Families The Imperial Families — the ruling families of the Bankorpool Empire — are the highest level of the Empire's peerage. For most of the social positions found in 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 a 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 as a five-pointed star and is stamped in such a manner that allows it to be separated into five separate pieces. Each piece is worth a crown.

Ironsilver The most precious metal in tales that that have survived from the First Age, Ironsilver is a legendary metal of a soft white color. The stories say that Ironsilver does not tarnish, that armor made from it never fails, arrows never miss, and swords never miss their mark.

 

J

Lord Jagnar the Dark For every life, there is a death. It is a dark truth, but one that 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 condone the existence of 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. If one wakes to find such a scarf on 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 that affects the respiratory system. It causes choking, diaphragm convulsions and a flood of liquid in the lungs. It kills similarly to drowning or strangulation. A dull red salve, it too is imported from the East.

Justice A position within a Noble Household, a Justice is a titled rank. A Justice's responsibility is to maintain the laws of the Imperium and adjudicate over disputes. Often this position is held by a Justice of Hastur.

New Jvrill A Pagan cult, the cult of New Jvrill 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's contract is his honor, and most will die before failing fulfilling its terms. In truth, over the years both rivalries and traditions have evolved, making the internal relationships between various troops as dynamic as the cult's relationship 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 The original form of worship of Jvrill, the cult of Old Jvrill is also a Pagan cult. It is, quite simply, a berserker's cult. It teaches the power and glory of warfare and the excellence of strength over weakness. For the most part, it has a suicidal hatred of all things Eastern, a fitting accent to its generally belligerent nature. Not surprisingly, there are few surviving members of this cult. These Jvrill followers are considered socially unacceptable, mindless brutes, barely human, certainly deranged and absolutely dangerous.

 

K

Kavass The most common non-alcoholic drink on 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 either cold or hot. In general, in the Black Mountains and the Frontier, kavass is traditionally served cold, sometimes even with ice. On the moors of the High Tarn, it is often served hot and can be found in most day's travel inns.

kel Kerry The minor noble family kel Kerry holds Third Falls Keep, the most powerful keep along the Satin River. The kel Kerrys owe fealty to the Kories of Talantal. The current Lord of Third Falls Keep is Lord Mikail kel Kerry.

Kelpies Kelpies are hungry, malevolent horses; one of the most dangerous of the Faerie creatures. They tend to be carnivorous and are frequently found 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 backwoods corners of the High Tarn, far from Imperial oversight. He teaches the way of the hunter, and everyone not of His church is 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 mustering and training of a Noble Family's soldiery. Often, a family's Knight Marshall also serves as the Captain of the household guard.

Khol Khol is a devious and parasitic Deity — the Lord of thieves and cutpurses — and His is one of the darker Pagan cults. 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 on 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. They have a history of standing beside them in matters both martial and political. There are some detractors who whisper that it seems at times 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 wealthiest of the Noble Families, the Kories rule the five rings of Talantal and all the manors beneath its gaze. 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 Nobles' Council for the last fullhand of years and have no compunction against using their economic strength to sway political decisions. Previously, they were building solid ties with the rogue family Montague, including rumors of a wedding between a young Montague Lord and the only Korie daughter, Felicia. On the other hand, there was a tradition of friction between the Kories and the Allaines. This all changed during the Midsummer's Council of 2625, where the Kories broke off with the Montagues in exchange for ending the Allaine steel embargo. 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 son, Dominic Korie. Khorall Korie's lady, Dama Gweneviere kel Liam-Korie, died while giving birth to Dominic.

The Korie-Allaine Midsummer's Pact of 2625 The Nobles' Council of 2625 is said to have been the most dramatic in generations, somehow topping the previous year when the Allaine Khorall snubbed every other family by sending one of their house guards instead of participating in person. The result was shocking, to say the least: The Montague-Talantal alliance was broken and replaced by a pact between the Allaines and Kories involving all sorts of rumored agreements. These included the end of the Frontier Keep steel embargo, the border between the Frontier and Highside Keeps being redrawn, a Montague Lord being stripped of his noble rights, and an Imperial Family regaining theirs.

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 the 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 that has made as much of 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. She is 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. Because of this, they are sometimes called on to act as executioners in Imperial lands so that Imperial hands are not bloodied by judicial killings.

 

L

Landcrawlers From the shadow of the Dirkwood Forest come tales of large crab-like creatures that 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's or fisher's favorite manner of Lord. They keep themselves quiet in their Keep, seldom intrude on the day to day life of the village, and their taxes are well within most families' means. As a result, the Noble 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; he resides there 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 in the areas along the Highland Path and in Bordertown.

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 Lhannon 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 swept 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 true roads, and founded the Imperial fortress city of Trundle-on-the-Hill. By the time of his death, there was a general peace in the land, and the foundation was set for the prosperity and growth that has typified the Imperial Age.

Liar Liar is the most dangerous and feared poison on The Heartwood. It is a clear, odorless and tasteless drug, virtually indistinguishable from water. It is an extremely powerful neurotoxin that 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 lively 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. This cycle happens 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 Larsens of Talesan's Keep; the Konstantines of Darkdown; the Brockmans 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 although the Allaine Family of Dawnview seldom maintains 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 and the Treasurer of Talesan's Village much less so.

The Lord Executioner The Lord Executioner is given the responsibility of executing the decisions of Imperial law and the Justices of Hastur. It is an exceptionally rare position in the ranks of titled nobility.

The Lord Sheriff Another position of titled nobility is the Lord Sheriff, who is nominally in charge of maintaining Imperial law within the boundaries of a Keep's territory. The larger the Keep, the more power and autonomy a Lord Sheriff will have. This gives the Lord Sheriff the ability to be able to regulate the affairs of the associated manors both near and far.

The Lord Tax Collector The Lord Tax Collector is the least popular of all the positions of rank because he is responsible for increasing his Noble Family's coffers. In places such as Talantal, the common folks despise this Lord but dare not say a thing against anyone with such power. Often the Lord Sheriff or the Captain of the Guard will assign a handful of strong swordsmen to help the Lord Tax Collector in the day to day performance of his duty.

The Lord Protector The Lord Protector is another position of minor nobility, being the personal bodyguard of a member of a Noble Family. Traditionally, this will be the Khorall. The Imperial Lord Protectors are true Imperial Families of their own. The most well known of these families are the Imperial 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 to the west. The lowside tarn is made up of these the eastern hills and stretch from the Silk Creek to the Forest of Roth.

Lowvine Lowvine is a creeping ground vine and is the source of a common medicinal sedative of the same name that has been used since the Second Age. It continues to be 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 A Manor is an area of land containing several small villages and farms that is held in the name of a major Noble Family. A particular Keep or town holds the allegiance of a particular Manor, and the Manor may normally be found within a day or two's ride from that Keep. Most Manors manage the farms and herds that support the local population center. There are a few, like those that watch over the Montague Quarries or the iron mines in Highgaard, that are centered around some other economic focal point.

Manor Lord The lord or governor of a Manor is known as the Manor Lord. This is 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 can be replaced by someone who has suddenly gained favor.

Marin The most malicious of the young Eastern Gods, Marin is the Lord of Carnage and Destruction. In His path, He leaves only 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 from within the Eastern churches, as He is the patron of bloodthirsty barbarians and vicious serial killers. Second, His followers are the most widely traveling of the Easterners, questing far out of their way to find any chance for a bloody fight.

Marrennen Most traders who travel the length and breath of the mainland 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 on the mainland. Marrennen's symbol is a punched penny on a leather thong.

Merebeast Small and very furry, ranging from two to three hands-breath long, a merebeast is an eight-legged animal 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 The Merchant Prince is a minor noble title given to the person in charge of governing the mercantile guilds within a particular 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. The individual holding the position is usually a follower of the Imperial Court, a lay member of the church of Lord Rames at the very least. As one gets farther from Imperial influence, this position becomes considerably more secular... to the point where it could even be possible to find a follower of Marrennen holding this position.

Midsummers Day Midsummers Day is a celebration held in the middle of the Dry season and is the first of the mainland's major holidays. It is held after the last day of the month of Dragon, although the festivities often last well into the first day of the month of Fates. It is a time in which everyone celebrates 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 to another. Nobles often use Midsummers to grant amnesty to prisoners held for minor crimes, and it is a favorite day for couples to hold their weddings. Both Imperial and Pagan churches honor Midsummers Day.

Midwinters Night Midwinters Night is a celebration held in spite of the cold Storm season and is the second of the Mainland's major holidays. It is 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 Midsummers 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 to another. Midwinters 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 The minor nobility are those given positions of power by the Noble Families. Some are cadet branches of the Noble Families; others are often appointed. Examples of minor nobility are Manor Lords, Knight Marshals, 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 their Khorall often gives them the prime responsibility for fulfilling their required roles in his name.

The Monster Lady of Grand Talantal Local rumors and children's tales speak of a dreaded monster that lurks in the poorest ring of the fair city of Grand Talantal. Outside the Keep, she is sometimes used to corral misbehaving children in line, with the warning of "be good, or the Monster Lady of Grand Talantal will come to steal you away for her breakfast."

Montague Holding the harsh and broken lands around the Highest Tarn, the Noble Family Montague is a breakaway faction of the Brockmans of Brockman's Holdfast. With a reputation for 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. They 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 the eldest brother Jakal is the Keep Warlord. Talia Montague is the Khorall's sister, and there are currently rumors of marriage arrangements between her and the Khorall of Talantal.

Montague Keep Set on 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. Built at the beginning of the Third Age, Montague Keep is the newest of the Little Kingdom keeps.

The Montague Quarries The source of the Montague Treasury is three quarries situated near the Highest Tarn. The Quarries are tall ravines slashing through the broken highlands and are the primary source of marble on the mainland. Montague criminals find themselves in The Quarries where they work at hard labor. The Quarries are legendary for their harsh and terrible living conditions. No one has ever escaped from them. Laine's Town, Keegan's Town and Juleston are the locations of the Quarries.

Mountain Hawk The largest of the mainland's raptors come from the Black and Dawnview Mountains. The largest are rumored to have wingspans of over six feet, although these birds are only found in the wild. The normal wingspan of domesticated mountain hawks is two to three feet. 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 Noble Families of The Heartwood are the traditional Lords of the Little Kingdoms and they now rule the mainland in the name of the Bankorpool Empire. Only a member of a Noble Family can own land. Only another member of a Noble Family or a member of an Imperial Family can bring charges against a member of a Noble family. 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 of Darkdown; the Halahmbrah of Amber; the Kierkegaards of Highgaard Keep; the Corlisses of Corliss Manor; and the Larsens of Talesan's Village.

Nighthawk A raptor of the bleak Dirkwood Forest, nighthawks are rumored to be fierce nocturnal predators. Living in the shadows of the Dirkwood, tales say they hunt not only livestock but small children as well. Adult nighthawks have wingspans of four to five feet, and they are as black as the rare moonless night.

 

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Opal Archipelago The Opal Archipelago is located in the western regions of the Opal Sea, beyond the horizon from either Talesan's Village or Sherman's Keep. It is home to The Great Bankorpool Empire. It is said to be a long chain of uncountable islands of all shapes and sizes. The smallest is 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 speaking, the cults that existed on the mainland prior to the dominance of the Imperial Court are known as Pagan cults. However, technically any cult not of the four Imperial churches is said to be Pagan. By Imperial law, following a Pagan belief system is a high crime and one can 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 farther you get from the seacoast and into the frontier. Indeed, by the time one reaches Bordertown, you can often find members of the Imperial churches working side by side with a known Pagan. It is a given necessity at such a great distance 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. Instead, He 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 meant to secure a peaceful rest for any dead, regardless 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 penny is the smallest Imperial coin and is made of copper. One hundred pennies are worth one Imperial crown. One side is stamped with the initials I.C. for Imperial Coinage; the opposite side is blank.

Plains of Kaa Located to the south of the Satin River, the Plains of Kaa are said to reach the very edge of the world. Rolling plains and savanna, they tend towards broken badlands and desert flatlands the farther one gets from the Satin 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 Clans of Amber.

Poet Poet is both the third month of the year and one of the zodiac constellations. As Poet comes to an end, one knows that Spring will be soon be giving way to the brief and hot Dry season.

Port of Lys The Port of Lys was 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 The prickleberry is an uncommon red berry found along shaded stream sides on the High Tarn, and 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 will often quite quickly bring on a peaceful rest and can provide one with a much needed night's 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 people, however, accuse the frontier keeps of not staying true to these traditions.

 

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Lord Rames the Protector As 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 on 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 prevented 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 turn to for aid and protection.

Raven Raven is The Heartwood's eighth month and comprises the last twenty-five days of the Harvest season. The coming of the Raven foreshadows the approaching Storm season. 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 west of the Silk Creek Ravine.

Risha Risha's 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 in an extremely difficult birth, be it either human or animal. 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. 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 the favorite route the armies of the East use when they swarm out from behind the Black Mountains to ravage 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. It is more fortress than social or economic center, as it watches over the walled town of Cragside. This town is a major trading center between the Frontier Keeps of Highgaard and Dawnview and the Mainland Keeps of Talantal, Montague, and Talesan's Village.

Rhoni The Rhoni are the migrant people of The Heartwood, a close collection of family caravans known to wander the length and breadth of the mainland without bounds. While there is a romantic attachment given to the Rhoni lifestyle, it is well balanced by a swarthy and unseemly loose reputation and the sure knowledge that one way or another all Rhoni are thieves. However, the Rhoni's skill at fortune telling is well known across The Heartwood, and a Rhoni card reading is considered an accurate soothsay.

Rhoni Dagger One of the Rhoni's favorite and more infamous weapons is the Rhoni dagger. A Rhoni dagger is a thin black blade, usually between eighteen and twenty-four inches long. Instantly recognizable, they are otherwise uncommon and seldom found outside Rhoni possession.

Roth The lands of Roth are those immediately east of Bordertown, centered on the Forest of Roth, and claiming most of the Greenlands. It was a short-lived kingdom that 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 that was the backbone of the kingdom of Roth prior to its fall. Legend has them playing a major role at 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 As the longest river on the mainland, the Satin River flows from the glaciers around Highgaard Keep. Flowing east to Lilia's castle, then around the Forest of Roth, it then turns west around the far side of the Skaefla Plateau before emptying into 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 obviously 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 Midsummers day. It is a Harvest zodiac constellation that 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. This post is often held by the second eldest son of the Noble family while the eldest, the Heir, is groomed for Court and dealings with the other Noble Families. In this way, the younger brother can manage the important yet mundane affairs of the household in support of the elder brother.

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 vast reaches is the Opal Archipelago, the home of the Great Bankorpool Empire. The two major mainland ports on the Sea of Opals are at Talesan's Village and Sherman's Keep.

Shadowcats Shadowcats are small, dark felines — usually black or dark grey in color — that are a nocturnal menace to farmers and their herds. They have tufted ears, and usually spend most of their time near 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 that affects a person's coordination. It causes the victim's reflexes and actions to slow down, sometimes even causing convulsions. While very effective at causing substantial clumsiness in its victims, it is only rarely fatal.

Shawmier Shawmier is a deadly powder-based poison from beyond the Black Mountains; it has 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 Sherman's Bay is a large natural seaport to the south of Talesan's Village, located where the Satin River feeds into the Sea of Opals. Sherman's Keep is located here. While Sherman's Bay has a better port than Talesan's Bay, it 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 town. It is held by the minor noble family Bankor, who owe their fealty to the Kories of Talantal.

Silk Creek Silk Creek is a long river that originates at the Highest Tarn and swirls along the creek bed to join the Satin River at Third Falls Keep. It flows at the bottom of the Silk Creek Ravine, which 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 can only be crossed at the village of Highside Heather. The bridge, aptly named the Only Bridge, was shattered at the end of the Second Age. The original honey marble on the western side of the bridge has been replaced with heavy wooden planks.

Silk Creek (The Breaking of the Coven) Silk Creek, The Breaking of the Coven is 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, the entire Coven hierarchy was dead and the huge Eastern war host had been driven back beyond the Road East.

Silk Creek Ravine Silk Creek Ravine is a deep gorge that 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, and finally ends at Third Falls Keep and the Satin River. Because it is so deep and steep, it can only be crossed at one point — at the village of Highside Heather.

Silver Silver is a very old and common name for the smaller of The Heartwood's two moons.

Silver Lady Silver Lady is a very old and common name for the smaller of The Heartwood's two moons. It very likely dates back to the Second Age, and almost certainly is Coven in origin.

Skaefla Pass Skaefla Pass is 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 those 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, Dawnview Vale stood alone against the Bankorpool Empire, leaving it the last of the Little Kingdoms to come under Imperial rule.

Skaefla Plateau A large plateau on the low side of the High Tarn, Skaefla Plateau's northern slopes are rocky and establish one side of Skaefla Pass. The southern and western slopes are tall cliffs along the edges 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 wooded vales of Black Mountain, slinks tend to drop out of trees onto people. They are a bit annoying in that way.

Snarkhounds A very furry mid to large sized canine, the snarkhound is truly only semi-domesticated. A snarkhound appears to have tawny fur; however, if one is allowed to inspect the snarkhound more closely, one would see undertones of very many shades of brown, tan, sepia, blacks and grays. These hounds are renowned for their hunting abilities and are treasured by the Hunters of Khannish.

Snowgate Keep Sitting high above Snowgate Pass, Snowgate Keep is a small keep that overlooks the entrance to Dawnview Vale. One of the three keeps of Dawnview, it owes fealty to Khorall Allaine. It is traditionally ruled by either an immediate family member or a close relative of the Dawnview Khorall, currently the Khorall's sister, Dama Eleni Allaine. She is the youngest of the mainland's rulers. Snowgate Pass is the site of the Empire's only attempt to force entry into Dawnview Vale. It failed at a significant cost to both Imperial and Dawnview forces.

The Snowqueen The Khorall of Dawnview Vale during the arrival and subsequent invasion of the Bankorpool Empire on the mainland came to be known as the Snowqueen. When she died, Dawnview Vale 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 that kept Dawnview Vale independent for so long. The Khorall received this infamous title due to 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. They are camouflaged for hunting across the fields of the High Tarn by their tawny color and green stripes. While they mostly prey on wild horses and hart, a few are rumored to have discovered a taste for humans. As they are very intelligent and cunning, it is certainly a very good happenstance that they are also fairly rare.

Sorcerer's Moon The Sorcerer's Moon is a very old and common name for the larger of The Heartwood's two moons. It is said to date from the end of the Second Age... around the time of the Battle at Silk Creek.

Spirits The old traditions on the mainland teach that everything, living or inanimate, contains some sort of Spirit. These Spirits are still worshiped in the backwood areas of the High Tarn, despite the fact that this sort of worship is looked on as a silly and ignorant activity by the rest of The Heartwood's inhabitants.

The Spear This constellation is commonly seen over the eastern horizon, just above the Black Mountains. It takes the form of a spear with a favor tied to it, just beneath its head. Until recently, it was made up of thirteen stars. The smallest one seems to have gone missing.

Spring Season Spring is counted as 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. It spans the months of Tiger, Horse and Poet, and then the first two handful of Dragon.

Spring Conjunction The first yearly conjunction of the two moons is known as the Spring Conjunction. It occurs during the first half of Spring, on the first day of the fourth week of Horse. 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 Crown of Ice and Wolf. It is a period of rough storms, snows, cold, and wind on the mainland's eastern reaches while cold rains and thunderstorms dominate 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 cruel Eastern Gods has a personal minion on the mortal plane who undertakes their liege Lord's demands on 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 names 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 Swordbitch is a common term — usually meant as an insult — used to describe a woman who carries and uses a sword.

Swordwench While traditionally called something less polite, it appears there actually are certain women who live by the sword. See the annotation above (Swordbitch). Of course, they would be tolerated in far-off Dawnview Vale - understandable as Allaine is also the only Noble Family silly enough to let women rule. At best, they can be called troublemakers, rumored to be behind the most recent attack of Chaos Riders on Bordertown and have caused a ruckus at the 2624 and 2625 Midsummers Councils. One is said to have seduced the New Jvrillian hero, Barris Ironhand, from his rightful place as a Jvrillian Swordlord, while another plays guard in Talantal's poorest ring. They all probably follow some manner of church, most likely someone inconsequential and definitely pagan deity.

 

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Talantal Talantal is both the castle of the Noble Family Korie and the city around it. It is the most powerful and aristocratic of the Little Kingdoms, ruling over the largest number 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. Talantal is a large walled town, made up of five rings. The lowest and largest of the rings is a general residential area, mostly made up of the poorest of Talantal's residents. The second ring houses many craftsmen, as well as some inns. The third ring is for wealthy merchants and the fourth is where the Nobles and those who serve the Nobles reside. The Keep itself opens out into Talantal's fifth and smallest ring, which also houses the Imperial Cathedral, a hospice for the Ladies of Attera, and cloisters for those who serve the Imperial Court. 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. It is certainly a political marriage, with no touch of romance or love.

The Tales of Thomas Montgomery The Tales of Thomas Montgomery is 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, therefore, are favorites in the more common taverns or gaming halls.

Talesan's Bay A large natural harbor on the west coast, Talesan's Bay is 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 point of the Bay and is the location where the Bankorpool Empire landed and began their conquest of the mainland.

Talesan's Keep Talesan's Keep is the small keep overlooking Talesan's Bay and is held by the Noble Family Larsen. It is located above Talesan's Village and oversees a small assortment of manors. The Keep is neither rich nor prosperous, but it manages to survive from 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 Talesan's Run is 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 the perfect example of that magical creature's unpredictability. This song is well loved 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 overrun 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 choice of this port as their primary landing point on the mainland.

Third Falls Keep Located at the junction of the Satin River and the Silk Creek, Third Falls Keep is 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 Talantal.

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 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 around 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 help to determine one's standing.

Tiger A springtime constellation that trails for quite a long distance in the sky, Tiger is also the first twenty-five days of the year. The constellation represents the fierce softpads that inhabit the fields of the High Tarn.

Timber Wolves Pack hunters that prowl the pine forests of the Black Mountains, timber wolves are fierce canines and the bane of farmers and travelers, especially along the Highgaard Reaches during the Storm season.

Titled Nobility Titled nobility is 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 involves a specific position. This position could be either in an advisory role to the Noble Family or as a position that has attached to it specifically 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 and is 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, Trundle-on-the-Hill is located at the end of the Road East and on 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.

Tshokolat A delicious delicacy imported from the East, tshokolat is also known as chocolate.

 

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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 that moves randomly around the night sky and is the only constellation to sometimes appear in the Dark Patch.

 

W

Wandering Stars The Wandering Stars is a constellation that stretches across the sky, following the general direction of the Highland Path.

Wave Chaser These large seabirds are common along the shores of Talesan's and Sherman's Bays. There is a variety of wave chaser species; some are small while some have 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 that one cannot survive them. At least, 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 most 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 the 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 twenty-five days of the year, Wolf is also represented by the loneliest zodiac constellation.

 

Y

Yrick The third twenty-five days after Midsummers day, Yrick is named after the powerful first king of the Bright Empire. It is also a Harvest season zodiac constellation.

 

The following is 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 Pavel 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
Waverider's Watch

Talesan's Village
and the Noble Family Larsen

Talesan's Keep
the lands about the Keep, including 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 Halahmbrah Family

Halahmbrah
Alhahnah — Terilanquel — Nehrimanstel

Bordertown
and other independent manors
these manors owe fealty to specific Families,
but are geographically distant from that Family's holdings

Bordertown
East Manor — Rhoni Manor — Geoffrey's Town — Greenland's Manor
Brementown — Logan's Hill — Sheridan's Farm — White Horse Manor