On the Wings of Dragons: Path of the Wielders 3

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On the Wings of Dragons: Path of the Wielders 3 Page 33

by Cleave Bourbon


  The Great Sythian Forest - Huge forest stretching the whole length of the coast of Sythia from north to south. It is the home of the Eridil, among other creatures.

  The Isle of Doom - See Rugania.

  The Jagged Mountains - Huge mountain range that separates Scarovia and Abaddonia from the West. It is the home of dwarves, Dramyds, and Krullen Thul, among others.

  The Lost Army - The army of the North and West, lost near a city called Anisport, a whole continent away from where they should be.

  The Mountains of Madness - Mountain range in the northern part of Ishrak. Not only are these mountains infested with orcs and foul beasts but it is also home to the black city of Kragodor, city of the fallen (evil) dragons.

  The Sacred Land - Huge tract of land once belonging to Symboria that hosted the War of the Oracle and was devastated into a wasteland unable to support life or feed essence for wielders. It is guarded as a reminder of what magic can do to the land and is the reason magic use was outlawed in the southern kingdoms.

  The Sea Goddess - A wooden clipper ship captained by Felladane.

  The Silver Drake - A statuette made of pure silver inset with ruby eyes made by the First Trine to select the one man worthy of leading the kingdoms of the West as overlord or highlord. The gods themselves took up the Silver Drake and each bestowed into it their own gift. It is unknown what many of the gods’ gifts were, but the goddess of life, Loracia, gave the Silver Drake the gift of life. Fawlsbane Vex gave it a will and mind of its own.

  Tolennor Forest - Forest southwest of the Vale of Morgoran. It is haunted and cursed. The cursed village of Signal Hill was located in this forest.

  Tome of Enlightenment - Tome given to man by the god Fawlsbane Vex, laying down the guidelines and ability for man to do magic.

  Trigoth - Once the capital city of Trigothia, it was split into three sectors each belonging to the three Trigothian kingdoms of Adracoria, Ardenia, and Sythia.

  Trigothia - Ancient kingdom of the three major houses of Are’dune men. In the civil wars, the three families separated the kingdom into the three kingdoms of Ardenia (Arden family), Sythia (Arasyth family), and Adracoria (Adrac family).

  Tyre - City near Seabrey, Symboria. Last city before advancing to Mount Urieus.

  Vale of Morgoran - Vale with the Tower of Morgoran at its center. Once the tower stood there alone, but after Morgoran was cursed to see only the future, a small village cropped up at the tower’s base and expanded. People hoped that Morgoran could cure their loved ones or predict their future. Even though Morgoran is no longer cursed, the village still functions and remains.

  Venifyre (Ven-nee-fear) - Realm and home of the gods. In ancient dragon-speak first created by the gods, y is represented as an ea sound, so Venifyre is not pronounced Ven-nee-fire but Ven-nee-fear. So Genidyre would be pronounced Jin-nee-dear, not Jin-nee-dire.

  Veric Namear - An assassin and father of Lady Shey. He was forced against his will to abandon his family when Sheyna was still a toddler.

  Asrion - Orphaned cleric of Loracia from Brookhaven, Symboria, and close friend of Kaxen.

  Vetell Fex - Monastery located in Symboria, named after the brother of the god Vex. Vetell Fex simply means Fex’s home.

  War of the Oracle - A war started by Golvashala (the Oracle) to rid the land of magic so he could take over and rule. He was defeated and presumed dead. (This war created the Sacred Land.)

  Winterhaven - A festive winter holiday in the Trigothian kingdoms Symboria, Ishrak, Darovan, and Arillia. It is a popular date to get married in the Trigothian kingdoms.

  Wielding - The ability to magically draw essence from everything around that contains essence and wield it to accomplish higher functioning magical feats. Drawing too much essence from one area may devoid that area of its ability to replenish essence for a longer period of time. Unless one is a mindwielder, areas devoid of essence are therefore devoid of magic. Areas of devastation come back with greater amounts of essence.

 

 

 


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