- Anranam Places
- The old city and Anra’s shrine above Sendya — one of the few Caster temples to survive the Unmaking, and lately gifted to the Shaimin for its materials.
- Arci Peoples & Factions
- The state religion of Sendya, imported from Balinar and made law under Gradno II. Its doctrine holds that every man is master of his women, and the more a man owns, the holier he is.
- Argent Keep Places
- The Dumin’s palace in Sendya, raised on Pantan foundations its architects have tried and failed to paint over.
- Barduhl Things
- The Shaimin narcotic that hangs over Sendya like a sweet, heavy rot. It was a gift.
- Beddle Creatures
- A spy bird with no heart and no blood, brought by the Shaimin. It does not flap; it hums. When you kill one it leaks white.
- Belop Places
- The river road through the goab forest, where the sun has not touched the water in a thousand years. One boat in ten that enters this stretch does not come out.
- Benava Creatures
- Great creatures of the deep who move along the coast in patterns only a Reader can follow — warning of storms, poison tides and monster waves. Sacred to the Pantan. Harvesting them has been forbidden since the Pantan days, which has not entirely stopped it.
- Betta Places
- A northern port on Navyr Bay. Not a city so much as a digestive system — the tide brings the filth of the Northlands to its docks and the transmute mist finishes the job.
- Bit ka Peoples & Factions
- From an old Goab word for remainder — what is left after burning. Pantan warriors who fled south into the goab forests of Bittora and were never taken. They wear the Star of Nine burned into the skin over the sternum, and hold what they call the ledger of everything the world has borrowed and not returned.
- Bittora Places
- Home of the Bit ka — a southern land of goab forest, volcanic peaks and thermal rivers, built on temples and old rites where the seasons run backward and the Bit ka were never conquered.
- Black Rift Places
- The tectonic scar left by the Spear’s impact, running from Sendya all the way into Kand. So deep that nothing thrown into it is ever found.
- Boulha Things
- The Tabban headdress, with bells sewn into it. The colour marks the occasion; the bells are not optional.
- Casters Peoples & Factions
- The nine who made this world what it is: exiles driven from their home for cultivating species upon species until they set a chain of annihilation running. Home did not execute them. Home imprisoned them in the Spear and launched them into the night.
- Confine Titles & Rank
- The Dumin’s harem, a wing of the Keep built in the Goloni fashion. Those kept in it are gisels; the men who keep them are gizelers, made for the work by the Cutter. An Angizel is the current favourite, and she may choose a tendress of her own.
- Daelor Places
- A ruined moc deep in the southern wood, reachable only by the Belop river.
- Doni Peoples & Factions
- Once the scholars and record-keepers of the Gomen, later their enforcers. They used the Radore to expose Readers and killed those they found. Broken by the Arci in Sendya and exiled to Watan, where their vaults remain.
- Dorz Places
- The great desert realm north of Midsea, fed by the yearly flood of the Urnis. Half of it is the most fertile land in the Nine Lands and the other half will kill you.
- Dumin Titles & Rank
- Ruler of Sendya and, by his own reckoning, of the North. The Dumin’s will is Sendya’s law. A Dumina is his wife; the neDumin is his heir.
- Dwo Peoples & Factions
- A third sex, honoured in Zenmar and kept as consorts in the Arci temples.
- Face card Things
- A merchant’s calling card, carrying the likeness. You send it ahead to request an audience.
- Fuzin Creatures
- The Casters’ companions, believed lost in the Fall. Their coats cycle through impossible colours until they bond, and then settle. A fuzin chooses its own master, once, for life — and will not intrude where a bond already exists.
- gisel Master Titles & Rank
- The man who runs the Confine and keeps the ledger of every woman in it. In the Dumin’s absence he is god there.
- Glion Peoples & Factions
- A tall, blue-skinned people of Amberon, with serrated teeth and a boneless grace. Glion silk, spun from worms raised on goab leaves, is the finest cloth in the known world.
- Goab Creatures
- The living tree of the south, and a living archive. Its wood builds ships that cannot burn or sink. Its sap heals. Its seed will stop a heart between beats.
- Goab ships Things
- Hulls of living wood that cannot burn or sink. Any goab ship must have a Bittoran master and crew — which is the whole of Bittora’s leverage over the north.
- Goloni Peoples & Factions
- People of Golone, in the land of Balinar. They hold that clothing should celebrate a man’s beauty and display a woman’s frailty.
- Gomen Peoples & Factions
- A Pantan word meaning traitor. To a Pantan it covers every people of the Nine Lands who turned on them during the Unmaking. Those so named reject it: We are not Gomen, your word for traitors.
- Hichak Things
- A southern training weapon: bent goab wood, a padded bludgeon at one end, a quilted ember cage at the other.
- Intris Things
- A narcotic smoked in a long-handled pipe, legal in Sendya since the Dumin found it good for business. It eats the mind and leaves the paranoia.
- Iseron Places
- A frozen desert until the Shaimin claimed it as their domain — called itself native, and took the planet’s marrow out of the ground.
- Ivern Places
- The Shaimin headquarters on the northern cliffs — native basalt on the outside, and something else entirely past the security membrane.
- Kopa Things
- Southern dress — a robe worn by everyone in Bittora, in any colour, by men and women alike.
- Lithos Powers & Lore
- The living, sentient stone the Pantan built with. It hums under a Reader’s feet. Where the Gomen hold it, it has mostly gone quiet.
- Moc Places
- Primi prison, heritage site, or a tomb. Depends who you ask. The calcified remains of the Casters’ sky-structures, now sealed settlements where the Pantan are kept.
- Mocmaster Titles & Rank
- The Gomen officer who holds the key to a moc’s gate.
- Mol Din Places
- The Mountain of a Thousand Fates. Not a fire-peak but a honeycomb of glass-walled passages and vaults. Nothing grows on it.
- Mydya Moc Places
- The moc on the Rim, built into the amethyst cliffs above the Violet Sea — a great sky-structure that fell eons ago and was slowly absorbed into the rock. Once a Pantan fortress. Now their prison.
- Naduk Creatures
- A rare sea creature said to be cousin to the benava. Its fur makes the Dumin’s cloaks.
- neDoni Peoples & Factions
- A reformed order broken away from the Doni — not of that institution; what remains after it. They hold the Unmaking was a tragedy of biology, and that the only road back to the gods is through the Pantan.
- New Town Places
- The sprawl outside Sendya’s walls, called Beggar’s Ward by the people who live there. No wall keeps them in. Gradno calls it progress.
- Nexer Titles & Rank
- One of the blind southern seers who take the goab seed from childhood and see through the layers of time. There are consequences.
- Nine Lands Places
- The nine realms the surviving Casters claimed after the Spear came down, each set to be perfected and none of them finished.
- Omission Powers & Lore
- Shaimin justice. A condemned man speaks the names of all his ancestors and casts them away one by one, then his own. The family is not merely killed; it is erased from the record, and every relative on every world does the same at the same hour.
- Pacus Things
- A cheap, light alternative to parchment, made on the riverway from a plant nobody wanted to buy. Paper, in other words — invented locally, to Shaimin amusement.
- Pantan Peoples & Factions
- The first people of Vadred, made to serve the Casters and to guard against the Tenth Land. Since the Unmaking they have been confined to the mocs, their books taken, their songs forbidden. They call everyone who betrayed them Gomen.
- Pidori Creatures
- Sleek grey sea-beasts, farmed in pools at Mydya for their warmth and their meat, and honoured with an apology for their captivity.
- Plodah Creatures
- A clawed mount bred for vertical country. It does not carry a rider; it hosts one. Bond closely enough and it becomes a proxy for your own nervous system.
- Primi Titles & Rank
- The Shaimin slur for the native Vadredi. It sounds uglier said out loud with the sea below you.
- Pytal Creatures
- A flat-headed cat with faintly bioluminescent eyes. Its bonds are exclusive and it is indifferent to everyone else alive.
- Qweel Creatures
- Huge flightless beasts of the southern borderlands with iridescent shells and membranous wings, ridden in long gliding descents. The males are tamed and leased. The females come for them at night, one for one.
- Radore Powers & Lore
- A small white stone that comes only from the gorge at Azil Ka, and before that from the Spear. Floated on metallurgic oil it burns with a light that belongs to stars, not basements. Brief exposure sharpens a Reader’s sight. Too much destroys it. It is how you find a Reader, and how you blind one.
- Readers Peoples & Factions
- Pantan seers who veil their eyes and read the patterns at the edge of sky and sea — poison tides, monster waves, storms. At Mydya Moc a Reader is the only reason the sea has not taken the fortress.
- Rockfather Powers & Lore
- The figure fused into the bones of the mountain at the heart of Mydya, arms held up as though he alone prevents the collapse. Pantan folklore says he wept twice: once for the stars they lost, and once for the stone that saved them.
- Roputin Peoples & Factions
- The desert faithful of Dorz, who keep the rites of Ropia the Walker and believe animals are the souls of sinners paying an ancestral debt.
- Sarga Things
- A spirit that burns going down. Hodah is the ceremonial drink; korjae is what the tiders ruin themselves with.
- Sclapen Things
- A flying blade of Old Golone, no longer than a hand, cased in silver and carved with the Star of Nine. The blade itself is a benava’s tooth, harvested from a beast washed ashore. To a Reader’s senses it is a void — a hole in the world.
- Seevepe Titles & Rank
- A Shaimin Chief Verification Proxy — the highest authority on an occupied world, answerable in practice to nobody within reach.
- Sendya Places
- The white city on the plain, seat of the Dumin, lit by shailight bright enough to defeat the stars. Built by the Pantan before the Fall; occupied since.
- Shailight Things
- Cold chemical light. One of the few gifts of the Shaimin that anyone will admit is useful.
- Shaimin Peoples & Factions
- An empire from beyond the paths, arrived four years ago out of the northern ice with gifts, drugs, weapons and lore. They call their doctrine the Shining Path. On Vadred they operate under full stealth, letting the natives believe they are a powerful clan from the far north.
- Shaimin Ill Powers & Lore
- The plague that came with contact. It spread out of Ivern while they built their fortress and it has killed thousands. The Shaimin sell the medicine.
- Shevan Peoples & Factions
- The beautiful ones. The indentured servants who kept the iron heart of the ship beating while their betters slept in frozen light — and the ancestors of the Tabban.
- Shining Path Powers & Lore
- Shaimin doctrine, and the light they claim to carry to every world they reach. Convert presence into trust, and trust into submission.
- Sieve-engine Things
- Shaimin water-drive — a sealed black box that swallows water at the bow and throws it out the stern. It moves a ship without rowers, and everyone who sails on one complains of the hum.
- Skorn Places
- A city in a volcanic basin ringed by seven lakes, four cold and three hot. Ancestral home of the Teska line.
- Spinot Creatures
- Six-legged hunters of the Belop canopy, hungry for goab seed and human flesh in equal measure. The grabbers stop your boat. Something else comes down for you.
- Star of Nine Things
- The nine-pointed symbol: the mark of the Casters, each arm closing in a small loop like something returning to itself. The Bit ka wear it burned into the skin. The Maneriks have taken it for a flag.
- Tabban Peoples & Factions
- Wandering merchants, tolerated for their goods and cursed for their road. By law they must announce themselves with ribbon-bells so the righteous can shut their doors. They keep the fuzin, and they remember where they came from.
- Talen Feir Powers & Lore
- Wind and fire. The same words in the old tongue of Mydya and in Bittora, and the oldest expression the Bit ka know. Not a name anyone claims lightly.
- Teska Hall Places
- The long low hall of dark wood on the hill above Skorn, under the shield of three moons over a crossed spear and sword.
- The Fall Powers & Lore
- What the Nine Lands call the collapse that followed the Unmaking — the loss of the making, the lore, and nearly everything that could read the stone.
- The Influence Powers & Lore
- The Vengal art: not looking at someone but pushing — finding the rhythm of the blood at the wrist and rewriting what the mind believes is happening to it.
- The Meer Powers & Lore
- A passage that opens through the goab wood without warning and seals itself again — a gift of freedom from what the Pantan of Daelor call the tiny brothers of the wood.
- The Reader's Song Powers & Lore
- The old rhyme the Readers of Mydya learn first. Tomorrow is today / In the Reader’s way / Upon the edge of violet sea / Are patterns of the prophecy.
- The Spear Places
- The ship that carried the Casters into exile and struck this world hard enough to nearly break it. It still stands, still pulses, and still bleeds amber vapour into the sky. Those who go in to mine what it bleeds do not live long.
- The Tear Powers & Lore
- In Bit ka telling, a shard broken from the Stone of Casting — the relic the Casters’ home world believed a god had used to make all things. It is what let them cast and create. No one agrees on what became of it.
- The Tenth Land Powers & Lore
- A prophecy every child on Vadred knows as a nursery rhyme: a streaking star heralds the arrival of a tenth land and the end of the world. The rhyme also keeps count — conquer one land and it takes two; take three and it holds the world. The Shaimin, arriving as that tenth land, have found priests willing to rewrite it as a promise of salvation.
- The Unmaking Powers & Lore
- The purge that ended the Casters’ age. The Pantan rose against their masters to stop what the Casters had become; the Gomen concluded the world was doomed by the Pantan themselves, and tore it apart. Everyone has been paying for that misunderstanding since.
- Tope Creatures
- A small rodent kept in a cage under the table. Its secretions heighten whatever you are already feeling, and it feeds on your adrenaline to do it.
- Tradesh Places
- The holy city on the island of Molor, where the Roputin and the Arci keep their rival shrines on the slopes of a mountain that will not stop groaning.
- Transmute Powers & Lore
- The poison tide of changing, when new life comes up in chilling combinations. Most of it dies within seconds. What survives, the law requires you to destroy.
- Troppo Titles & Rank
- An Arci high priest. The High Troppo’s feet do not touch common ground.
- Vadred Places
- The world. In the old tongue the word means nine — nine Casters, nine lands.
- Veiling Powers & Lore
- The film a Reader draws across the eyes — a secondary membrane that absorbs light instead of reflecting it. In second sight the world drains to silver and shadow, and the patterns show.
- Vengal Peoples & Factions
- A rare Pantan bloodline who could bend a person’s will with a look. The old prohibition that no Pantan may meet a Gomen’s eye comes from fear of them. Hunted almost to extinction in the purge.
- Violet Sea Places
- The ocean off the Rim, glowing at its edge, light rising from the deep like a rumour of something sacred.
- Watan Places
- An island in the Middle Sea. The Doni fled there, and their vaults hold the books they took from the Pantan — including one called Arrival, which no one who has read it can remember.
- Yad Titles & Rank
- In Bittora, a trusted friend. Given rather than claimed.
Nothing in the lore by that name. Try another word.