Collin—A young security guard at Auréa Palace who used to have an interest in Kyrin.
Daican (DYE - can)—The emperor of Arcacia.
Daniel—Daican’s son, the prince of Arcacia.
Davira (Duh - VEER - uh)—Daican’s daughter, the princess of Arcacia.
Elôm (EE - lohm)—The one true God of Ilyon.
Goler—An Arcacian army captain and bitter rival of Trask.
Grey—The baron of Landale.
Holden (HOHL - den)—A former informant for Daican but now part of the resistance.
Jace—A half-ryrik former slave and gladiator.
John Wyland—A retired knight.
Kaden (KAY - den)—Kyrin’s twin brother.
Kyrin (KYE - rin)—A young Arcacian woman with the ability to remember everything.
Lenae (LEH - nay)—A widowed Landale woman.
Liam—Kyrin’s older brother and an Arcacian soldier.
Marcus Altair—Kyrin’s eldest brother and an Arcacian army captain.
Marcus Veshiron (Veh - SHEER - on)—Kyrin’s grandfather and an Arcacian general.
Meredith—A young girl from Tarvin Hall. Like a little sister to Kyrin.
Mick—A resistance member from a wealthy mining family.
Rayad (RAY - ad)—One of Jace’s close friends and mentor.
Richard Blaine—A knight and old family friend of Daican.
Sam “Endathlorsam”—A talcrin man and Tarvin Hall’s wisest scholar.
Solora (Soh - LOHR - uh)—Daican’s wife, the queen of Arcacia.
Tane “Imhonriltane”—Sam’s nephew.
Trask—Resistance leader and son of Baron Grey.
Trev—A former member of Daican’s security force. Now part of the resistance.
Tyra—Jace’s black wolf.
Vilai (VI - lye)—Arcacia’s female moon god.
Warin (WOHR - in)—An Arcacian man active in the resistance against the emperor. Lifelong friend of Rayad.
William—Kyrin’s father and an Arcacian army captain.
Zocar (ZOH - cahr)—The head master of Tarvin Hall.
New Characters
Aaron—A half-crete miner from Dunlow. Timothy’s older brother.
Carl—The Altair’s groundskeeper. Ethel’s husband.
Ethel—The Altair’s housekeeper. Carl’s wife.
Falcor Tarn—A crete from Dorland. Leetra’s fiancé.
Glynn (GLIN)—A crete from Dorland. Captain Darq’s lieutenant.
Harold—Timothy’s employer.
Josan Silvar (JOH - san SIL - vahr)—A crete from Dorland who left to learn more about Elôm.
Leetra Almere (LEE - truh AL - meer)—A female crete from Dorland. Falcor’s fiancée and Talas’s cousin.
Lydia—Kyrin’s mother and the General’s daughter.
Michael—Kyrin’s younger brother.
Parker—Marcus’s lieutenant.
Ronan “Ronny”—Kyrin’s youngest brother.
Scerle (SCERL)—An Arcacian soldier and interrogator under Marcus’s command.
Talas Folkan (TAL - as FAHL - kan)—A friendly crete from Dorland. Leetra’s cousin.
Timothy—A half-crete young man from Dunlow. Aaron’s younger brother.
Verus Darq (VAYR - uhs DARK)—A crete captain from Dorland.
Dragons
Brayle (BRAYL)—Holden’s dragon.
Exsis (EX - sis)—Kaden’s dragon.
Gem—Jace’s dragon.
Ivoris “Ivy” (EYE - vohr - is)—Kyrin’s dragon.
Shalmar (SHAL - mahr)—Warin’s dragon.
Storm—Talas’s dragon.
Locations
Arcacia (Ahr - CAY - shee - uh)—The largest country of the Ilyon mainland.
Arda—An island country off the coast of Arcacia. Inhabited by talcrins.
Ardaluin Bay (Ahr - DUH - luin)—The large bay off of Arcacia’s western shore.
Auréa (Awr - RAY - uh)—Daican’s palace in Valcré.
Dorland—Ilyon’s easternmost country. Inhabited by cretes and giants.
Dunlow—A large mining town in the southern end of the Graylin Valley.
Fort Rivor (RYE - vohr)—Arcacia’s largest military fort located southeast of Valcré.
Graylin Valley—A vast valley north of Valcré filled with mining towns.
Ilyon (IL - yahn)—The known world.
Keth—A tiny mining settlement in the southern end of the Graylin Valley.
Landale—A prosperous province in Arcacia ruled over by Baron Grey.
Mernin—A town just east of Fort Rivor. Kyrin’s birthplace.
Sidian Ocean (SYE - dee - an)—The body of water surrounding Ilyon.
Tarvin Hall—An academy set up to train children for the emperor’s service.
Valcré (VAL - cray)—Arcacia’s capital city.
Race Profiles
Ryriks
Homeland: Wildmor
Physical Appearance: Ryriks tend to be large-bodied, muscular, and very athletic. They average between six, to six and a half feet tall. They have thick black hair that is usually worn long. All have aqua-blue colored eyes that appear almost luminescent, especially during intense or emotional situations. Their ears are pointed, which makes them very distinct from the other races. They have strong, striking features, though they can pass as humans by letting their hair hide their ears and avoiding eye contact. Ryriks typically dress in rough, sturdy clothing—whatever they find by stealing.
Physical Characteristics: Ryriks are a very hardy race and incredibly resistant to physical abuse and sickness; however, they have one great weakness. Their lungs are highly sensitive to harsh air conditions, pollutants, and respiratory illness. Under these conditions, their lungs bleed. Short exposure causes great discomfort, but is not life-threatening. More severe, prolonged exposure, however, could cause their lungs to fill with blood and suffocate them. It is said to be a curse from choosing to follow the path of evil. Ryriks’ eyes are very sensitive, able to pick out the slightest movement, and they can see well in the dark. Both their sense of hearing and smell are very keen—much higher than that of humans. In times of great distress or anger, ryriks can react with devastating bursts of speed and strength.
Race Characteristics: Ryriks are the center of fireside tales all across Ilyon. They are seen as a savage people, very fierce and cunning. To other races, they seem to have almost animal-like instincts; therefore, it is commonly believed they don’t have souls. They are a hot-blooded people and quick to action, especially when roused. They have quick tempers and are easily driven to blind rage. They prefer decisive action over conversation. Most have a barbaric thirst for bloodshed and inflicting pain. They view fear and pain as weaknesses and like to see them in others. They are typically forest dwellers and feel most comfortable in cover they can use to their advantage.
Skills: Ryriks are highly skilled in the woods and living off the land. They are excellent hunters and especially proficient in setting ambushes. They’re experts in taming and raising almost any type of animal. They make the fiercest of any warriors. A ryrik’s favorite weapons are a heavy broadsword and a large dagger. Ryriks aren’t masters of any type of craft or art. Most of their possessions come from stealing. What they can’t gain by thieving, they make for themselves, but not anything of quality. They think art, music, or any such thing to be frivolous. Most ryriks can’t read or write and have no desire to.
Social: Ryriks are not a very social race. Settlements are scattered and usually small. They have no major cities. Families often live on small farms in the forest and consist of no more than four to six people. Children are typically on their own by the time they are sixteen or seventeen—even younger for some males. Ryriks have a poor view of women. They see them as a necessity and more of a possession than a partner. Once claimed, a ryrik woman almost never leaves her home. She is required to care for the farm while the men are away. Most ryrik men group together in raiding parties, pillaging and destroying unprotected villages and prey
ing on unsuspecting travelers. Ryriks have an intense hatred of other races, particularly humans.
Government: Ryriks have no acting government. Raiding parties and settlements are dictated by the strongest or fiercest ryrik, so the position can be challenged by anyone and changes often.
Preferred Occupations: The vast majority of ryriks are thieves. A few hold positions as blacksmiths and other necessary professions.
Faith: Ryriks disdain religion of any kind. They were the first to rebel against King Elôm and led others to do so as well.
Talcrins
Homeland: Arda
Physical Appearance: Talcrins are a tall, powerful people. Talcrin men are seldom less than six feet tall. They have rich, dark skin and black hair of various lengths and styles. Their most unique feature besides their dark skin is their metallic-looking eyes. They have a very regal, graceful appearance. Men often dress in long, expertly crafted jerkins, while women wear simple but elegant flowing gowns of rich colors, particularly deep purple.
Race Characteristics: Talcrins are considered the wisest of all Ilyon’s peoples. Some of their greatest pleasures are learning and teaching. Reading is one of their favorite pastimes. They have excellent memories and intellects. Talcrins are a calm people, adept at hiding and controlling strong emotion. They are peace-loving and prefer to solve problems with diplomacy, but if all else fails, they can fight fiercely. They have a deep sense of morality, justice, loyalty, and above all, honesty. They are an astute people and don’t miss much, particularly when it comes to others. Besides learning, they are also fond of art and music. Most talcrins are city dwellers, preferring large cities where libraries and universities can be found. Of all the races, they live the longest and reach ages of one hundred fifty, though many live even longer. Because of this, they age slower than the other races. Talcrin names are known to be very long, though they use shortened versions outside of Arda.
Skills: Talcrins excel in everything pertaining to books, languages, legal matters, and history, and are excellent at passing on their wisdom. They are often sought as advisors for their ability to easily think through situations and assess different outcomes. They are master storytellers and delight in entertaining people in this way. Though they strive for peace, most talcrin men train as warriors when they are young. They make incredible fighters who are highly skilled with long swords, high-power longbows, and spears. When not reading, many talcrin women enjoy painting and weaving. Their tapestries are among the most sought after. Both men and women enjoy music and dancing. They are expert harpists. Beautiful two-person dances are very popular in talcrin culture and are considered an art form. Metal-working is another skill in which talcrins are considered experts. Their gold and silver jewelry and armor are some of the finest in Ilyon.
Social: Talcrins are a family-oriented people and fiercely loyal to both family and friends alike. Families are average in size, with between three to seven children. Men are very protective of their families and believe their well-being is of utmost importance. Their island country of Arda is almost exclusively populated with talcrins. Scholars from the Ilyon mainland often come to visit their famous libraries, but other races rarely settle there. Many talcrins inhabit the mainland as well, but are widely scattered. The highest population is found in Valcré, the capital of Arcacia. They get along well with all races, except for ryriks. Though generally kindhearted, they can hold themselves at a distance and consider others ignorant.
Government: The governing lord in Arda is voted into authority by the talcrin people and serves for a period of two years at a time, but may be elected an unlimited number of times. His word is seen as final, but he is surrounded by a large number of advisors, who are also chosen by the people, and is expected to include them in all decisions. Those living on the mainland are under the authority of the king or lord of whichever country they inhabit.
Preferred Occupations: Scholars, lawyers, and positions in government are the talcrins’ choice occupations, as well as positions in artistry.
Faith: Talcrins are the most faithful of all races in following King Elôm. The majority of those living in Arda are firm believers, but this has become less so among those living on the mainland.
Cretes
Homeland: Arcacia and Dorland
Physical Appearance: Cretes are a slim people, yet very agile and strong. They are the shortest of Ilyon’s races, and stand between five foot and five foot ten inches tall. It is rare for one to reach six feet. They are brown-skinned and have straight, dark hair. Black is most common. It is never lighter than dark brown unless they are of mixed blood. Both men and women let it grow long. They like to decorate their hair with braids, beads, leather, and feathers. Crete men do not grow facial hair. A crete’s eyes are a bit larger than a human’s, and very bright and colorful. A full-blood crete will never have brown eyes. They dress in earthy colors and lots of leather. All cretes have intricate brown tattoos depicting family symbols and genealogy.
Physical Characteristics: The crete’s body is far more resilient to the elements and sickness than other races. They are very tolerant of the cold and other harsh conditions. Their larger eyes give them excellent vision and enable them to see well in the dark. They don’t need as much sleep as other races and sleep only for a couple of hours before dawn. Their bodies heal and recuperate quickly.
Race Characteristics: Cretes are tree dwellers and never build on the ground except when absolutely necessary. They love heights and flying and have a superb sense of balance. They are very daring and enjoy a thrilling adventure. They mature a bit more quickly than other races. A crete is considered nearly an adult by fifteen or sixteen and a mature adult by eighteen. They are a high-energy race and prone to taking quick action. Cretes are straightforward and blunt, coming across as rather abrupt at times. They are not the most patient, nor understanding, and they have high expectations for themselves and others. They are a stubborn, proud, and independent people, and don’t like to conform to the laws and standards of other races.
Skills: Cretes are excellent climbers, even from a very young age, able to race up trees effortlessly and scale the most impassible cliffs and obstacles. Because of this fearlessness and love for heights, they are renowned dragon trainers. They are masters at blending in with their surroundings and moving silently, which makes them excellent hunters. All crete males, as well as many females, are trained as skilled warriors. Their choice weapons are bows and throwing knives, though they can be equally skilled with lightweight swords. Cretes are also a musical race, their favorite instruments being small flutes and hand drums.
Social: Cretes live in close communities and often have very large families, maintaining close connections with extended family. They are very proud of their family line and make sure each generation is well-educated in their particular traditions and histories. They consider it a tragedy when a family line is broken. Still, all children are cherished, both sons and daughters. Every crete is part of one of twelve clans named after various animals. Men are always part of whichever clan they are born into. When a woman marries, she becomes part of her husband’s clan. Though cretes are proud of their clans, they show no discrimination, and their cities always have a mixed-clan population. Cretes are hospitable to their own people and well-known acquaintances, but suspicious and aloof when it comes to strangers. It takes time to earn one’s trust, and even longer to earn their respect.
Government: The highest governing official is the crete lord. He is essentially a king, but directly below him are twelve men who serve as representatives of each of the twelve clans. The lord is unable to make any drastic decisions without the cooperation of the majority of the twelve clan leaders. Each crete city has a governing official who answers to the twelve representatives. Directly below him is a council of men consisting of the elders of each major family in the city. In the past, the cretes ultimately fell under the authority of the king of Arcacia, but with the deterioration of the Arcacian government, they’v
e pulled away from its rule.
Preferred Occupations: Hunters, dragon trainers, and warriors are the favored occupations of the cretes. But leatherworking is another desirable occupation. This is typically done by the women of a household.
Faith: Most cretes have remained faithful to King Elôm, or at least are aware of Him.
Giants
(Also known as Dorlanders)
Homeland: Dorland
Physical Appearance: Giants are the largest race in Ilyon. Standing between seven to nine feet tall, they tower above most other peoples. They are heavily built and powerful, but can be surprisingly quick and agile when the occasion calls for it. They are fair-skinned, and their hair and eye color varies greatly like humans. They dress simply and practically in sturdy, homespun clothing.
Race Characteristics: Despite their great size and power, giants are a very quiet and gentle people. They dislike confrontation and will avoid it at all cost. They are naturally good-natured and honest, and enjoy simple lives and hard work. To those who don’t take the time to get to know them, they can seem slow and ignorant, but they are very methodical thinkers, thinking things over carefully and thoroughly. While not quick-witted, they are very knowledgeable in their fields of interest. They are generally a humble race and easy to get along with. They tend to see the best in everyone. Their biggest failing is that, in their methodical manner, it often takes too long for them to decide to take action when it is needed.
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