The Scarecrow (Master of Malice Book 1) (53 page)

Read The Scarecrow (Master of Malice Book 1) Online

Authors: Cas Peace

Tags: #Dark Fantasty, #Epic Fantasy, #Sword and Sorcery

BOOK: The Scarecrow (Master of Malice Book 1)
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Lerric.
Client-king of Bordenn, father of Queen Sofira.

Levant, Rendan, Lord.
First Minister to High King Elias.

Mathias Blaine.
The Manor’s senior officer and General-in-Command to High King Elias.

Matty
. Stableboy at Jinny’s mansion.

Morgan Sullyan.
Son of Brynne Sullyan and Robin Tamsen. Also the name of Brynne’s deceased father.

Neremiah, Arch Patrio
. Senior churchman at Loxton’s Minster.

Nolah
. Brothel keeper in Port Loxton.

Odren, Cleric.
One of Neremiah’s junior clerics who accompanied Reen to his island prison.

Othal.
Red-haired swordsman in Lerric’s forces.

Parren, Glinn.
A Captain at the Manor under Colonel Vassa. Killed by Robin for treachery.

Pengar.
A Manor swordsman in Robin’s company.

Pylock, Lord.
A noble at Port Loxton.

Rafe.
Bouncer at Port Loxton brothel.

Regus, Sir
. One of Elias’s nobles.

Rhys.
One of King Lerric’s men.

Rienne Arlen
. A healer and Cal Tyler’s life mate.

Robin Tamsen.
A Major at the Manor under Colonel Sullyan.

Roshan,
Senior Patrio at Loxton’s Minster.

Ruvar, Cleric Patrio
. leader of the Order of the Wheel on Serna Island, Reen’s former prison.

Seline, Princess.
Daughter of King Elias and Queen Sofira.

Serrin, Frar.
Young cleric befriended by Reen on Serna Island.

Seth
. Baron Reen’s manservant.

Sharmel, Lady
. A noblewoman at Port Loxton.

Sofira.
Queen to High King Elias Rovannon.

Solet.
The Manor’s stablemaster.

Tad Greylin.
Former kitchen boy at the Manor, now a cadet.

Tambor
. Tad’s horse.

Taran Elijah.
Court Artesan to Elias Rovannon.

Taric,
Cal and Rienne’s youngest child.

Tobias.
Robin’s warhorse.

Valustin.
A captain of King’s Guard at Port Loxton.

Varian, Frar
. A member of the Order of the Wheel on Serna Island.

Varth.
Black-haired swordsman in Lerric’s forces.

Wil Gerion.
A corporal at the Manor.

Withen, Master.
Port Loxton’s master stonemason.

Wrekin
. Coachman to Sir Regus.

Yve,
a junior cleric at Port Loxton’s Minster.

 

Andaryan Characters

Aeyron Pharikian.
The Hierarch of Andaryon’s son and Heir.

Anjer, Lord General.
Officer in overall command of the Hierarch’s forces.

Idrimar Pharikian.
The Hierarch’s daughter.

Jay’el.
Son of former pirate Ky-shan.

Kyrie
. Younger of Lord Sekayin’s two daughters.

Ky-shan
. Former pirate, now runs the Hierarch’s shipping business.

Lirina
. Daughter of Lord Seyakin and Prince Aeyron’s intended bride.

Rykan.
Deceased Lord of Kymer province, one time aspirant to the Andaryan throne.

Seyakin, Lord
. Lord of Dalkia, father to Princess Lirine.

Timar Pharikian.
The Hierarch, Supreme Ruler of Andaryon.

Ty Marik
. Once Count of Cardon province, now Duke of Cardon and Kymer.

 

Realms of the World

First Realm—Endormir

Endormirians are sometimes known as ‘Roamerlings’ because of their itinerant habits. They are small and slim, dark skinned, with brown or black eyes showing hardly any whites. The Artesan gift runs only through the males, and gifted males always become clan-leaders. As Endomir suffers from severe winter conditions, its people cross the Veils into the other realms for the winter months, where they are well known as traders.

 

Second Realm—Sinnia

Sinnians are tall and milk-haired, with pale skin. They live in clans and were once nomadic but now live in settlements. All are born able to control their metaforce up to the rank of Adept and are thus considered ‘sports’. Their race often produces highly gifted musicians and storytellers.

 

Third Realm—Relkor

Relkorians are small, fierce and stocky, notorious for raiding the other realms for slaves to work their mines and quarries. Their Artesans, both male and female, invariably become slave-lords.

 

Fourth Realm—Albia

Albia is the human realm. The Artesan gift runs through both male and female lines, each gender being equal in potential. The craft is currently out of favour due to raiding by both Relkorian and Andaryan Artesans. Albians widely believe that all Artesans use their powers only for gain and control.

 

Fifth Realm—Andaryon

A warlike race characterised by eyes with slit pupils. They fight constantly amongst themselves, vying for position within the Hierocracy. The Artesan gift passes only through the male line and females play a minor and downtrodden role. Only the most powerful Artesan can become and hold the rank of Hierarch. Their battles for supremacy are governed by strict, ritualistic laws.

 

Terms

 

Arch Patrio.
The leader of Albia’s Matria Church.

 

Artesan.

A person born with the ability to control metaforce and Master the four primal elements.

 

Brine rum.

Strong liquor, drunk by pirates on Andaryon’s eastern seaboard.

 

Cardinal stone.

The stones in a stone circle that sit at each of the four compass points.

 

Cheosian Red.
A fine Andaryan red wine from Cheos province.

 

Codes of Combat.

Strict laws governing any conflict between Andaryan nobles.

 

Demons.

Derogatory term used in Albia to describe those of the Andaryan race.

 

Earth ball.

An explosive sphere of Earth element formed by an Artesan for use as a weapon.

 

Fellan
.

A dark, aromatic and bitter beverage brewed from the seeds of the fellan-plant.

 

 

Firefield.

A barrier formed from the primal element of Fire, through which only Artesans can pass. Firefields formed by those of inferior Artesan rank can easily be destroyed by those of a higher rank.

 

Firewater.

Incredibly strong liquor.

 

Free traders.

Another term for pirate.

 

Immanence, your
. Form of address used when referring to Albia’s Arch Patrio.

 

Kingsman.

Term used to describe members of the High King’s fighting forces.

 

Matria Church.

The Minster in Port Loxton, seat of Albia’s primary faith, the Faith of the Wheel.

 

Metaforce
(sometimes also called life force).

The force of existence pertaining to all things, both animate and inanimate.

 

Perdition.

A state of non-being for the soul—a place where souls with no ultimate destination reside.

 

Primal elements.

Earth, Water, Fire and Air.

 

 

 

Primal Sacrament.

Andaryan name for the Pact, an agreement brokered between Andaryan nobles. Used to settle wars ending in stalemate, it involves the willing suicide of a powerful Artesan.

 

Primary Magister.

Chief Justice Minister of Andaryon.

 

Portway
.

Structure formed by an Artesan from a primal element—usually Earth or Water—which gives its creator access through the Veils.

 

Psyche.

An Artesan’s unique and personal pattern through which they can manipulate metaforce and channel the primal elements.

 

Roamerling.

Slightly derogatory term for the nomads of Endormir.

 

Sally port
.

A small door within a larger fortified barrier, allowing only one person to pass through at a time.

 

Substrate
.

The medium in which the primal elements reside, and in which the world and all things have their being.

 

Tangwyr.

Monstrous Andaryan raptor trained to hunt men.

 

The Pact.
(See Primal Sacrament).

 

The Staff.

Mysterious and terrible weapon capable of stealing and storing metaforce. Can only be used by Artesans.

 

The Veils.

Misty barriers separating the five Realms of the World. Only Artesans have the power to move through the Veils.

 

The Void
.

Dark abyss at the end of life into which all souls pass before reaching their final destination.

 

The Wheel
.

Central principle of Albian faith.

 

Velletian Guard.

Personal guard of the Hierarch of Andaryon.

 

Witch.

Derogatory term for an Artesan.

 

Artesan ranks and their attributes

 

Level one: Apprentice.
Person born with the Artesan gift and the ability to influence the first primal element of Earth. Able to hear other Artesans speaking telepathically but unable to initiate such speech.

 

Level two: Apprentice-elite.
Has some skill in influencing their own metaforce. Has attained mastery over the element of Earth. Able to initiate telepathic speech but only with Artesans already known to them. Able to build substrate structures, identify a person by the pattern of their psyche, and counter metaphysical attack to some degree.

 

Level three: Journeyman.
Has mastery over Earth and is able to influence Water. Able to build portways and travel through the Veils. Has some skill in using metaforce for offense. Also able to initiate psyche-overlay and converse telepathically with any other Artesan. Possesses some self-healing potential.

 

Level four: Adept.
Has mastery over both Earth and Water. Able to build more complex substrate structures such as corridors. Able to influence where such structures emerge. Possesses stronger offensive and defensive capabilities. Able to merge psyche fully with other Artesans. Increased healing abilities.

 

Level five: Adept-elite.
Has mastery over Earth and Water and is able to influence Fire. Possesses great healing powers which can even aid the ungifted (with their permission). Able to initiate powersinks and merges of psyche. Able to construct such structures as Firefields.

 

Level six: Master.
Has mastery over Earth, Water and Fire. Able to control the power of an inferior Artesan against their will. Control over personal metaforce now almost total. Possesses incredible healing powers.

 

Level seven: Master-elite.
Has mastery over Earth, Water and Fire and is able to influence Air, the most capricious primal element. Able to absorb a lesser or even equal-ranked Artesan’s power and metaforce provided some link or permission (however tenuous) can be found.

 

Level eight: Senior Master.
Has complete mastery over all four primal elements. Is able to absorb another Artesan’s power by force, even sometimes without a link. Possesses a high degree of metaphysical (and usually spiritual) strength.

 

Level nine: Supreme Master.
It has never been fully established whether this rank actually exists. Supreme Masters are supposedly able to influence Spirit - largely regarded as the mythical ‘fifth element.’ Ancient texts refer only to the possibility; no mention has ever been found of a being attaining Supreme Masterhood.

 

Sport or lay-Artesan.
Freaks of nature, sports are thought to be able to control their own metaforce from birth, to whatever level of strength they inherently possess. As they receive no training their working is often undetectable. They are also believed to be able to ‘hear’ the thoughts of those around them; gifted or ungifted, and directly, not through the substrate.

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