Terminology or is it a Glossary?

With my upcoming print and ebook, Lake Merrin n the verge of coming out I thought it was time to ‘spoil’ a couple of things for the book. First off is the Terminology of Favinonia. People have asked me what is the ‘FK’ mean or who is this Jara, Mela or Jenell? Simple these are common words that need no explanation, like ‘Hey, that is a dog!’ or ‘Could you throw a shrimp on the barbie!’ or even ‘G’day mate, how are you goin’?’
So without further ado, here is my Terminology/glossary!

Terminology

Abyssus: This is the dark underworld of Favinonia, where all evil is born. The White Aspect of the Trinity warns of a time the devils and demons of the Abyssus will rise again and take this world. It is also a common swear word used by the crass.

 

Adventurer: A person specially registered to work within Favinonia’s borders. It carries many responsibilities, including: permission to carry weapons; the ability to take jobs from the Hall; and compulsory enlistment in times of crisis.

 

Amsul: The name of the world Favinonia resides in.

 

Beast Races: Description of beast-like humanoids from Havanti. They are ruled by dragon-like Balauron.

 

Blue: Aspect of law and knowledge. This aspect controls the courts and oversees the libraries. People of an academic background follow this aspect of the Trinity. Saint Jenell—the word-smith; incorruptible; fact-finder—represents the Blue Aspect.

 

Charter: A group of Adventurers with a mission statement and guidelines for their group. An official record is kept at the Hall that outlines each Charter’s mission statement, history, and reputation.

 

College of Magi: An ancient order of Favinonian magic-users. All types of magic are learned here, except for necromancy, or ‘magic of the dead’. Their primary goal is to revitalise the knowledge of the arcane, which was lost during the Massacre of Magic.

 

Common swear words: In polite society, these words are not used (but from time to time, even the most civil tongue will slip). Common swear words include: slip-sucker, copper-pincher, skinflint, tinker’s dam, Jara’s hammer, and son of a motherless goat. Some people may also invoke the saints (Jara, Mela, Jenell) or the Trinity.

 

Dwarf: Dwarves are the traders and merchants of Favinonia. Family is everything to the Dwarf, as only family can be trusted with commerce. They are open to customers, even friendly, but Dwarves have an underlying culture of profiteering.

 

Elf: Elves are an uncommon race in Favinonia. Their origins are rife with mystery. Most know that they originated from a large jungle in the south. Most are primitive, but have a knack to evolve and adapt to new environments. As they are not true citizens of the kingdom, most find work as scouts, hunters, and farmers in rural regions. However, because of their selective fertility period, many end up as prostitutes; both male and female. At the Height of Truth, their hair turns the purest white, which indicates they are fertile; conception is guaranteed at that time.

 

FK: Foundation of Kingdom; how many years since the foundation of Favinonia.

 

Favinonia: The land of human origin, comprised of seven different states: The Core; Western Duchy; Southern Earldom; Northern Electorate; Eastern March; Northern Colonies; and the Eastern Expanse.

 

Folk: (also known as Lizard-folk) A scaly race from the great swamp of Favinonia’s southern border. They are related to the Elf race, indicated by their similar features, such as their pointed ears and facial characteristics. Their mane of feathers, akin to hair, changes colour depending on their mood. (Beware of a Folk with bright scarlet feathers!)

 

Green: Aspect of agriculture and life/death. Toilers of the ground and healers of the sick. Saint Mela—the plague-ender; life-giver; and first saint—represents the Green Aspect. People who follow this aspect give thanks to the first saint for bringing the Trinity to Favinonia.

 

Gnome: Once this race was connected to the mystical, but now they are enthralled with technology. They have a boundless interest in how elements work together and react to one another; they are also very interested in what makes them explode.

 

Halfling: The Halflings are a nomad race. Some travel in small houses on wheels or barges that can traverse the multiple rivers in Favinonia. If you are drawn to discover what is on the other side of the next hill, you may begin to understand the need that drives all Halflings to keep moving.

 

Half-breed: The forgotten children of Elves and the good folk of Favinonia. These individuals have become one of the fastest-growing races in the land. As they are a constant reminder of the indiscretions of many citizens, they are despised by their parent race. Most half-breeds are wanderers, often seen in the most squalid parts of society. Slurs include: white-back, Truth-spawn, white-bred, and she-bop.

 

Hall: Established around 100 FK to cope with the bounty of the goblinoid races, the Hall has now become the administration headquarters for Charters, Adventurers, and the Job Board.

 

Havanti: The Eastern land; shrouded with mystery, ruled by ten clans, and the home of the Beast Races.

 

Lake Merrin: The largest fresh water lake in Favinonia. Also the name of the main town in the northern province of Western Duchy. The current ruler is Count Darel Isenhart.

 

Massacre of Magic: A period of time in early Favinonian history that caused the indiscriminate slaughter of all magical creatures. The Massacre of Magic spanned over a century.

 

Months: There are 13 months with 28 days. The months are (in order): Founding; Peace; Builder;  Sage; Orange; Iron; Blue; Invention; Green; Harvest; White; Trinity; and Truth.

 

Orange: Aspect of retribution and protection. This aspect oversees the protection of Favinonia’s wellbeing, and ensures swift retribution to those who hurt the innocent. Saint Jara—the hammer; demon-slayer; husband of Saint Mela; and protector of the innocent—represents the Orange Aspect. The law allows the Orange Holy Order to use whatever force necessary to protect Favinonia.

 

Order of the Shield: The Duke’s Guard; named after the relics of the past. Most members also have positions as commanders in the Favinonian Army.
The Trinity: The one true God of Favinonia. Everyone worships one aspect of the Trinity: Blue, Green, or Orange.

 

Western Duchy: (also known as the Iron Dukedom) The land north-west of Favinonia. Its responsibility is to guard the country against the Wild Lands and the Great Wall to the north. Three words to describe the people of Western Duchy: honourable, stalwart, and duty-bound. The current ruler is Duke Trahern Isenhart III.

 

Western City States: An unofficial alliance of city-states to the west of the Wild Lands. Mainly a seafaring race, the Western City States are run by guilds, mercenary companies, and merchant princes. It has little land to grow food. For many years it was the only trade route to the eastern country of Havanti.

 

University of Engineers: The most learned place in Favinonia. The great minds of technology gather here to teach and research new and exciting ways to improve life, without the use of magic. Fields of study include: medicine, biology, pharmacy, chemistry, and physics. The newest innovation from the University of Engineers is steam and electricity.

Chapter One | Chapter Two| Chapter Three | Chapter Four | Chapter Five

To buy your copy head to samuelcolbran.com

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