Ruin Mist Chronicles Bundle
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Ylsa Heman Bowman first rank. A female archer and later a sectional commander.
Y’sat Xith’s friend of old, dwells in the city of Krepost’.
Yug Southernmost point of the known lands, one of the minor kingdoms.
Yvonne Fraddylwicke Baroness Fraddylwicke. Low ranking noblewoman; Baron Fraddylwicke’s wife.
Ywentir Last stronghold of the Watchers; a sanctuary of old.
Z (Zabridos – Zashchita)
Zabridos Forest in northern part of Greye; one of two brothers who were woodsmen.
Zadridos Forest in northern part of Greye; one of two brothers who were woodsmen.
Zapad Minor kingdom, renowned for its wealth and the tenacity of its people.
Zashchita A Territory city that is a defensive outpost. “Traders claimed the walled city of Zashchita was carved from the very trees of the forest and its building lifted so far into the heavens that they were lost in the clouds.”
Zash is an Old Kingdom word meaning defense or wall. Chita is an Old Kingdom word meaning place. Together the words mean defensive place or fortress.
Chapter 7
Inhabitants of Ruin Mist
Ruin Mist has many inhabitants. In this chapter, you’ll learn about some of the main ones encountered in the books. As you read this, keep in mind that the different peoples have different ideas about the other inhabitants of Ruin Mist and that the descriptions here primarily are from the viewpoints of either men or elves.
Beastmen
The Beastmen of the Hunter Clan first appeared during the Great Wars. Little is known about them except that they are for-hire hunters and trackers. They are half human and half animal—the type of animal is unknown but suspected to be that of a black tiger or black wolf.
Saliva dripping from the upturned canine fangs of beastmen indicates they are on a hunt and may have sighted their prey. They frequently lick their hair-covered faces with their long, sticky tongues and ride magical horses that have the power to bend time and distance. No other race has been able to tame the horses of the beastmen, but many have tried.
Dragons
In Ruin Mist, dragons are one of the ancient races, and among the firstborn. Dragons are mentioned along with eagle lords and titans as early races of Ruin Mist.
Not much is known of the great dragons of Ruin Mist. There is mention of them in the History of the Ages of Ruin Mist. The dragons, along with the great titans of Ruin Mist, are known to be rulers of their time. In the legends of Ruin Mist, dragons are said to be a hundred times the size of a man.
Dragon History
Dragons are a mysterious and secretive race that once inhabited Ruin Mist. Their time of power and rule came before the dawn of the First Age. During the First Age, dragons and titans ruled over men, elves, and dwarves.
During the Great Purge, the dragons and titans were overthrown and thus ended the First Age. In many parts of the kingdoms, dragons are remembered as dangerous and cunning. There were once many races of dragons and each was as unique and distinct as men, elves and dwarves. Over-Earth is the ancestral home of the dragon races.
Dwarves
The dwarves of Ruin Mist are different from typical fantasy dwarves. In Ruin Mist, dwarves are one of the kin races, but not among the firstborn. Titans and dragons are the firstborn and the early rulers of Ruin Mist.
In the Second Age of Ruin Mist, after countless wars waged against themselves and the other races (men, elves, and dwarves) settled into an uneasy peace within their divided lands. Dwarves kept separate from men and elves. Near the beginning of the Third Age of Ruin Mist, the dwarves cut all contact with men and elves. As the ages passed, dwarves became folk of myth and legend, leaving only absence like a darkness where once there had been great presence and a light.
There are two main lines of dwarves in Ruin Mist:
Dwarves of the lower Samguinne, referred to as true dwarves or simply dwarves.
Dwarves of the upper Samguinne, referred to as false dwarves or gnomic dwarves.
Dwarven History
In the early ages of Ruin Mist, dwarves dwelt in many areas of Under-Earth. They were friends to the dark elves and loathed the forest elves. They were highly regarded for their prowess in battle and their ability to mine ore from deep within the earth.
Gnomec dwarves, sometimes referred to as gnomes, are an ancient line of dwarves whose ancestors once had great powers of divining and magic. Magic in dwarves is rare and was regarded suspiciously by other dwarves until the Rhylle/Armore wars, when the gnomes were driven out of the known lands.
The exile sowed the seeds of discontent and thus a cycle of hatred and revenge between gnomec dwarves and other dwarves was born. This led to the gnomec dwarves aligning with the kingdoms of men against Under-Earth.
Eagle Lords
The eagles of Ruin Mist are a race of beings that have many qualities of men, but are not Men. While they could be described as being half man and half bird, they are neither.
In Ruin Mist, eagles are one of the ancient races, and possibly among the firstborn. Eagle lords are mentioned along with titans and dragons as early races of Ruin Mist.
Not much is known of the great eagles, or eagle lords, of Ruin Mist. There is mention of them in the History of the Ages of Ruin Mist.
The eagles are relative to the time of titans and dragons, but are not known to be rulers of their time. Rather, the eagle lords ruled over the skies, and there were once many clans of the great eagles.
Eagle Lord History
In the books, Ayrian, the last of the great eagles, speaks of the Gray and White eagle clans. He says there were once many, many clans of eagles.
His clan was the Gray, and he was their leader. He also tells of the White eagles who befriended men in the early days of Ruin Mist, who were later led to their doom by men.
The eagle lords were nomadic peoples. The language they speak is similar to the language of Native American Indians.
The great eagles were said to range over the northern mountains and hill country. The related ranges are:
Rift Range, a range of mountains
The Wall of the World, a range of mountains
The Braddabaggon Hills, foothills in the kingdoms
Each clan of the great eagles had a specific range, marked by the snowcaps in the mountain ranges or other such landmark visible at great distance. Ayrian’s people ranged near Solstice Mountain near the Borderlands.
Elves
The elves of Ruin Mist are different from typical fantasy Elves. In Ruin Mist, elves are not the firstborn or the Elder Kin of men. Titans and dragons are the firstborn and the early rulers of Ruin Mist.
There are many different groups of elves. The ancient lines of elves include forest elves and grey elves. In the Fourth Age of Ruin Mist, there are two known lines:
Elves of the Greye, also called grey or dark elves.
Elves of the Reaches, also called reach elves.
Down through the ages of Ruin Mist, men and elves have a long history. In the Fourth Age of Ruin Mist, men and elves are enemies.
Elven History
In a previous age of Ruin Mist, the forest elves were driven from the known lands by men. The traveler’s gates of old were sealed, and no more had been heard from the elves in millennia.
Some Reach Elves are fair skinned, while others are not, depending on lineage. Reach Elves of the Brotherhood have the power to change the color of their hair and skin, as well as that of their surroundings.
Little is known of the dark elves of Ruin Mist. What is known is that they dwell in Under-Earth. Dnyarr the Elf King of Greye is known as the last great elven king.
Giants
In Ruin Mist, Giants are one of the ancient races, and among the firstborn. Unlike dragons and titans, however, giants have kept to themselves and their members do not normally seek out the other races.
Six clans of giants are known to exist:
Hill
Stone
Mountain
Icer />
Fire
Storm
Giants are a secretive lot and do not often mix affairs with any other races. Giants are incredibly strong and untiring of will.
Hill Giants
Storm Giants
Ice Giants
Mountain Giants
Stone Giants
Fire Giants
Goblins
The dark servants of the elves. With thick green skin, large muscular bodies and upturned canines, they are fierce fighters.
Men
The primary inhabitants of the kingdoms. Their peoples are organized primarily in kingdoms. They tend to keep to their own affairs and don’t like to get involved in the affairs of other races. During the Blood Wars, mankind drove all the other races out of the kingdoms and severed all ties.
Titans
The titans of Ruin Mist are a race of supreme giants. In Ruin Mist, titans are one of the ancient races, and among the firstborn. Titans are mentioned along with eagle lords and dragons as early races of Ruin Mist.
Not much is known of the great titans of Ruin Mist. There is mention of them in the History of the Ages of Ruin Mist. The titans, along with the great dragons of Ruin Mist, are known to be rulers of their time. In the legends of Ruin Mist, titans are said to have ridden from the heavens upon the backs of dragons.
Titan History
Titans are a mysterious and secretive race of super giants that inhabit Over-Earth. Their time of power and rule came at the dawn of the First Age. During the First Age, dragons and titans ruled over men, elves, and dwarves.
During the Great Purge, the dragons and titans were overthrown and thus ended the First Age. In many parts of the kingdoms, titans are remembered as wicked, foul and evil, but this is possibly a great misjudgment, for the greatest of all titans, Ky’el, gave men, elves and dwarves their freedom from enslavement.
Amir is Ky’el’s son. Amir fought beside his father during some of the greatest battles ever fought in the history of Ruin Mist.
Trolls
The trolls of Ruin Mist do not mix much in the affairs of men and elves. Two races of trolls are known to exist:
Swamp trolls
Wood trolls
Swamp Trolls
Swamp trolls live in swamps and unlike their cousins, they are quite civilized. While they prefer to live in mud-built homes on the edge of swamps, many have ventured into the lowland plain areas of Under-Earth. Swamp Trolls are rarely seen in the kingdoms of men. Although swamp trolls might not like it, they do have a more gentle nature than most races of beings that are larger than men. But take heart not to anger a swamp troll, for they have a long memory and are fierce warriors.
Wood Trolls
Wood trolls are nasty creatures who hunt in packs and live primarily in trees. They are ugly, smelly creatures and the strike of their claws can be deadly. Like their distant cousins the swamp trolls, wood trolls primarily dwell in Under-Earth.
Due to the lack of understanding of trolls, swamp trolls and wood trolls are misnamed by men, elves, and dwarves. While swamp trolls dwell in mud houses within watery areas such as swamp and bogs, wood trolls are the troll kin who favor water. Thus while wood trolls live in wooded areas, they are usually found near a major source of water, such as a lake, river or deep swamp. Much of the sordid history of the Kastelle and Adrynne swamps is due to the machinations of the wood troll clans.
Troants
As trolls and giants are often mixing, there is also a race of half-troll half-giant folk called troants. Troants have a more even temperament than their troll cousins have and are often smarter and stronger than their giant brethren are. Because of a higher intelligence and better nature, troants are more likely to associate with humans than either trolls or giants.
Wolmerrelle
Wolmerrelle are shape changers, the half-animal and half-human race that worship Arr. Wolmerrelle are known to have 2, 3 or even 4 heads. The strongest, those linked most directly to their nearly human past, have a single head and they are the largest of the wolmerrelle in body size.
Chapter 8
Exploring Common Trades
in the Kingdoms
In the kingdoms, men and women live and die by their tradecraft. Master craftsmen often become teachers and have many apprentices. An apprentice must train for several years before he can become a journeyman, and many journeymen do a lifetime’s work without ever becoming masters of their craft.
Bladefighters
Bladefighters are found throughout the kingdoms and the free cities. Another name for a bladefighter is a hired blade. As you might imagine, there are many places in the kingdoms where hired blades earn tidy sums for their work. If you need to hire many blades, best look to the free cities where they understand the true value of gold.
There are three bladefighter trade classes. From highest to lowest these classes are:
Blademaster A master class bladesman. To become a blademaster, a bladesman must learn the trade of the weaponsmith, and after fashioning his own long blade, he must use that blade to defeat a magical beast, a champion or an outcast blademaster.
Bladesman A skilled bladesman who earns a living by his long blade. Bladesmen are often called into the service of the crown.
Blade An apprentice bladesman.
Booksmiths
In the early days of the kingdoms, many entered the booksmith trade, but as the ages pass, fewer and fewer young people enter the trade. With an ever dwindling population of booksmiths, master booksmiths have grown far and few between. If you need to find a master booksmith, you’d better travel to a major city.
Because of their access to books and libraries, closed to all save noblemen, master booksmiths typically are very learned and this learning and the passing of years gives them wisdom, which is highly sought after. Many master booksmiths are also advisors to the noble houses, where they are involved in the politics of the land.
There are three booksmith trade classes. From highest to lowest these classes are:
Master Booksmith A master class booksmith. To become a master booksmith, a booksmith must scribe and bind a book for a nobleman or lore keeper, who must in turn bestow the title of master booksmith.
Booksmith A highly skilled scribe who is capable of writing and binding books. Some books, such as the Great Book of Sever, can take a lifetime to scribe.
Scribe A writer of scrolls and often a producer of parchment. Scribes are highly regarded, for there are few commoners who can read and write.
Coachmen
Becoming a coachman is one of the only ways to see the greater world in relative safety. Caravans are protected by armed escorts and kingdom soldiers. But the life of a coachman isn’t all flowers and green fields. Coachmen are the last line of defense in protecting travelers from street bandits, thieves, and things that go bump in the night. Because of this, the best coachmen have also trained as bladesmen.
There are three coachman trade classes. From highest to lowest these classes are:
Carriagemaster A master class coachman, typically in the service of nobility. To become a carriagemaster, a coachman must train as a bladesman, become skilled in close-range and long-range fighting, and then prove himself on a journey.
Coachman A journeyman class, typically assisting a carriagemaster or acting as a carriage attendant.
Cart An apprentice coachman.
Huntsmen
In cities, huntsmen rarely get the respect they deserve, but it is a foolish nobleman that keeps no huntsmen. For it is the huntsmen who learn the ins and outs of the wild country, the huntsmen who track the mysterious creatures that pass through the lands, and the huntsmen who learn how to trap what is needed when the winter snow chills the land.
A typical chief huntsman has a range, a given lot of land that he is responsible for keeping track of. The chief huntsman may assign senior huntsmen to look over parts of the land, but is ultimately responsible if something should happen within that range.
There are t
hree huntsman trade classes. From highest to lowest these classes are:
Chief Huntsman A master class huntsman often in the employ of a noble family or great house. To become a chief huntsman, a huntsman must be appointed or must discredit the current huntsman and prove himself worthy of a promotion. Chief huntsmen are expert trackers and are skilled with many weapons, including bows and swords.
Huntsman A journeyman class hunter who earns a living hunting wild game and tracking.
Hunter An apprentice huntsman.
Linemen
Directing a caravan train is not a job for the faint of heart. Caravanmasters must understand strategy and field tactics if they are to outwit Mother Nature (storms, floods, and other natural phenomena) and the mix of thieves, cutthroats, and dark creatures that they’ll encounter.
The best caravanmasters can create elaborate travel plans from two pieces of information: The starting point and the ending point of the journey. To be successful, the caravanmaster must be able to hire bladesmen, obtain supplies (food, horses, wagons, etc.) and complete the journey without causing or sustaining injury or losing the goods.