Fireblood (Whispers from Mirrowen #1)

“Kill him.”


A knife plunged into Tyrus’s back. It was a mortal wound. He knew it instantly. He had examined corpses that had been stabbed that way. The Kishion dropped him face-first into the scrub. His heart shuddered. Pain filled him, pinpricks all over his body. The sound of the waterfall was the last thing he remembered.





GLOSSARY


Aeduan: a race from the southern kingdoms of Wayland and Stonehollow. They are primarily fair-skinned with dominant and recessive traits for hair color, eye color, and complexion. Many consider the Aeduan as mongrels because of the variety of their physical characteristics. However, they have proven to be very adaptable and most resilient to the Plague. The Aeduan were the principal founders of Kenatos.

Boeotian: a race of tribes from the northern territories known as Boeotia. They have no central government, though they purportedly revere an individual known as the Empress. They are nomads with no permanent cities and live off the land. They are strong and typically have brown or black hair and are prone to fight amongst themselves, pitting tribe against tribe. Their skin is heavily veined and tattooed, giving them an almost purple cast. They have sworn to destroy the city of Kenatos, and occasionally unify for the purpose of attacking the island kingdom. Silvandom is the primary defense against Boeotia.

Bhikhu: a class primarily found in Silvandom and Kenatos. These are highly trained warriors that specialize in all forms of armed and unarmed combat and are trusted to preserve the peace and dispense justice. They cannot own treasure or items of value, and treat life with the greatest respect. They are often mistaken as being cruel, for they will punish and deliberately injure as a way of teaching their morality of painful consequences. The Bhikhu are typically orphans and nobility who have abandoned worldly wealth.

Canton Vaud: the seat of the Druidecht hierarchy, known as the Thirteen. These are the wisest of the Druidecht and they travel throughout the kingdoms to solve social and political problems and to represent nature in disputes over land. When one of the Thirteen dies, the remaining vote to replace that person with a promising Druidecht.

Carnotha: a small marked coin denoting the rank of thief. Showing it to another ensures cooperation in an activity as well as access to information and illegal items. There are purportedly only five hundred such coins in existence, and in order to acquire a carnotha, one must steal it from another thief. They are carefully safeguarded and hidden from authorities. There is one carnotha that identifies the location of all the others and can determine whether one is a fake. The bearer of this one is known as the Master Thief.

Chin-Na: a lesser-known class found in Silvandom and only taught amongst the Vaettir and usually only to nobility. In addition to the martial aspects of the Bhikhu, the Chin-Na train their bodies to exist on very little air and have learned to harden their bodies and focus their internal energy to the point where even weapons cannot pierce their skin. As such, they do not float, but their attacks are so focused and powerful that they can strike down an enemy with a single blow that damages internal organs. Only the most trusted and dedicated to Vaettir ideals are allowed to learn the secrets of the Chin-Na.

Cruithne: a race from the eastern mountains of Alkire. They have grayish-black skin, ranging in tones, with hair varied from pale blond to coarse gray. They are easily the largest of men, in terms of weight and size, but not slow or ponderous. The Cruithne are known for their inquisitiveness and deep understanding of natural laws and spirit laws. They founded the Paracelsus order in their ancient homeland and transferred its knowledge to Kenatos.

Druidecht: a class found in every kingdom except Kenatos. Those in Kenatos consider them superstitious pagans, though harmless. The knowledge of the Druidecht is only transmitted verbally from mentor to disciple. It teaches that the world coexists with a spirit realm known as Mirrowen and that the spirits of that realm can be communed with and enlisted for help. A Druidecht cannot heal innately, but it can enlist a spirit creature that can. When a disciple has memorized the unwritten lore and demonstrated sufficient harmony with nature and Mirrowen, he or she will be presented with a talisman that will enable him or her to hear the thoughts of spirit creatures and communicate back. The variety of spirit creatures is diverse and so Druidecht often only stay in one place for a few years and then move to another place to learn about the denizens there. The Druidecht are the only outsiders trusted by the Boeotians to enter their lands unharmed.