EXPLANATION of PRONUNCIATION
ä is said as the “ah” sound in “father”
or “car”
æ is said as the “ay” sound in “hay” or
“eight”
ë is said as the “ee” sound in “scream”
or “beep”
é is said as the “eh” sound in “shed” or
“everyone”
ö is said as the “er” sound in “learn” or
“burn”
ü is said as the “oo” sound in “wood” or
“should”
~ine at the end of pronouns is said as the “een”
sound in “bean” or “seen”; the exception to this is
“Clementine,” which is said as the “eyn” sound in “fine” or
“mine.”
Words ending in e, such as “Verline” or
“Grintwoode”: the e is not sounded.
EXPLANATION of ITALICS
A word set in italics indicates that you
will find an explanation of that word also in the explicarium; the
only exceptions to this are the names of rams and other
vessels, and the titles of books, where it is simply a convention
to put these names in italics.
SOURCES
In researching this document the scholars are
indebted to many sources. Of them all the following proved the most
consistently sourced:
The Pseudopædia
Master Matthius’ Wandering Almanac: A
Wordialogue of Matter, Generalisms & Habilistics
The Incomplete Book of Bogles
Weltchronic
The Book of Skolds
& extracts from the Vadè
Chemica
A
AOWM an acronym used as the symbol of the
skolds, taken from the symbols of the Elements in the
Körnchenflecter. It represents the four-part systems of
their discipline and learning. See the Four Humours, the
Four Spheres, the Körnchenflecter and
skolds.
apprentices persons working in training
under the tutelage of their employer. Often abbreviated to
“’prentices.” A person serves and learns as an apprentice to a
master for four years, after this time becoming a journeyman or
companion working independently and gaining experience. When they
have worked at this for no less than six years, apprentices have
the right to become masters and to take on apprentices
themselves.
Arius Vigilans “the vigilant ram.” The
emblem or sigil representing the state of Hergoatenbosch and
its capital Boschenberg, and revered for its obstinacy and
hard-headedness.
army the states of the Empire are
not allowed to have large standing armies, usually no more than ten
thousand soldiers. These are considered enough for various guarding
duties about the walls of cities and major rural centers. As a
consequence there are many mercenary regiments (which are not
illegal) roaming the lands; the states employ these to do their
fighting for them. Sometimes certain states manage to gain
dispensation from the Emperor to have a standing army of
greater than ten thousand men if their lands are extensive—a nice
little loop-hole which has allowed some to amass sizable forces.
Their neighbors, of course, do not like this. They have their
ministers complain in the Imperial Parliament, from which the
Emperor may or may not order a reduction, and so the cycle
of rivalry and envy goes on. Meanwhile the mercenaries get richer.
The army referred to in the story would be Boschenberg’s
standing army, though mercenaries also seek recruits from such
places as Madam Opera’s Estimable Marine Society for Foundling
Boys and Girls.
ashmongers dealers in corpses and
products made or gained from dead bodies; the middlemen of the
dark trades, taking the dead bodies that the corsers
steal and the smugglers smuggle, and passing them on—for a
modest fee, of course—to their grateful, benighted customers. They
also trade in monsters, alive or dead, and their parts.
Because skolds and scourges frequently use their
services, they have been legitimized, but everyone knows that they
are agents for those working outside the law.
Axles, the ~ the mighty rivergates
that guard the northern and southern entrances of the Humour
River as it flows past Boschenberg. The northern Axle is
known as the Nerid Axle, and the southern the Scutid Axle. Heavily
defended with great-guns and soldiers, the gates prevent
riverine traffic from moving through without paying tolls for cargo
and/or passengers, plus a tax for the craft itself. If the master
of the vessel does not get the right forms filled in when passing
through both Axles, he is likely to be charged twice, once for each
rivergate. See rivergates.
B
baldric also called broadstraps, brightly
decorated with mottle and sometimes even a coat of arms or
sigil. Baldrics are the favorite way for most everymen to
advertise their allegiances. Often a favorite weapon is hung from
your baldric. Other similar items of clothing are sashes—made of
silk; and cingulum—a more gorgeously decorated variety of baldric
worn only in pageants, processions and galas (dances). See
mottle.
bard, barding a set of proofing
worn as armor. See harness.
barge any rivergoing
gastriner.
bargemen workers of rivergoing craft as
opposed to vinegaroons, who sail the high seas and work on
rams and cargoes. Vinegaroons consider
bargemen to be lesser creatures, not as skilled as sailors, and the
bargemen resent this strongly. As far as they see it, a boat is a
boat, and still needs to be handled well to keep its trim in the
water, wherever that water might be.
Barthomæus, Instructor ~ said
“bath-o-may-uss”; one of the staff at Madam Opera’s Estimable
Marine Society for Foundling Boys and Girls. His main
responsibility is to teach the children physical skills such as
harundo and swimming and rowing. A retired yardsman,
he is not as old as Fransitart or Craumpalin, having
arrived at the foundlingery only a couple of years ago.
Bases and Combinations the foundational
chemicals from which all scripts (potives and
drafts) are begun. Each realm or script has
its selection of Bases. For example bezoariac, used in
making Cathar’s Treacle, is one of the Bases of the
realm known as alembants—scripts used to alter someone’s
physique. The most common Base for all realms is water.
Combinations are the ways in which both Bases and their resulting
scripts might be combined for more potent or varied
results.
baskets derogatory term meaning base and
unworthy fellows, especially monsters.
Battle of the Gates see Gates, Battle
of the ~.
Battle of the Mole see Mole, Battle of
the ~.
beast-handlers or, more properly,
tractors or feralados; people who feed, clean, bridle, train and
control the many beasts used in warfare. They are especially used
to care for and control the bolbogis, the dogs-of-war, great
gudgeon monsters like the Slothog, keeping them in
check with thick chains and carefully applied potives.
Tractors lead their beasts into battle, working up their rage with
the pricking of goads till they are near the enemy lines. With the
enemy close, the beasts are released to storm off into the foe.
Occasionally the monsters “malfunction” and turn on their
own army, doing great harm till they can be subdued.
belladonna also called pratchigin in the
south and sweet-lass in Boschenberg and its lands; a powder
made from the root of the deadly nightshade bush. In small doses it
is used to relieve stomach complaints. A slightly stronger dose can
give a slight uplift to one’s spirits. Too much belladonna,
however, can put you into a coma or, even worse, kill you. It is
sometimes added to Cathar’s Treacle to help with digestion
and make takers feel a bit better about themselves. It is not
essential, however, and Cathar’s Treacle works just as well
without it.
bells of the watch aboard rams and
other watergoing craft, and in any naval college or school, a bell
is rung on every half hour of a watch: 8 bells are rung at the
beginning of each watch, then 1 bell after the first half hour, 2
bells after an hour, 3 bells after an hour and a half and so on
until 8 bells are reached again and a new watch called. Exceptions
to this are the two dogwatches, where only 3 bells are rung before
ringing out 8 to begin a new watch once more. See
watches.
Best Cuts the expensive dishes on a menu;
those meals said to be fashionable. The strange thing is that after
a few seasons they may well find themselves listed under the
Rakes instead, and meals once considered common and cheap
make their way back into the Best Cuts. Ah, the vicissitudes of
fashion. See Rakes.
bezoriac, bezoariac, besorus one of the
Bases; a thickish liquid, usually clear but sometimes
straw-colored; used in the making of Cathar’s Treacle and
many other scripts that change the way the body functions
and also for antidotes.
biggin wooden cup or flask in an oiled
leather case, with a lid of the same which fastens shut and helps
hold in most of whatever the biggin is holding. For traveling,
water- and wineskins or canteens are more common, but a biggin will
do over a short journey.
Bill of Fare what we would call a “menu,”
fare meaning “food,” bill meaning “list.”
billet-boxes the cheapest accommodation
in a wayhouse or hostelry: little more than a cupboard set
into a wall containing a cot and some space to store one’s things.
They might range as high as four billet-boxes up a wall, with a
ladder to access those above the first. Cramped and uncomfortable
for anyone over six feet tall.
Billetus, Mister ~ owner and proprietor
of the Harefoot Dig, along with his wife Madam
Felicitine. He inherited the Dig from some distant part
of the family when he was young and single after a short stint as a
cooper’s apprentice, and has run the wayhouse ever
since.
birchet restorative draft used to
reduce swelling and numb pain. Its powerful reaction with the body
when first swallowed is thought to help against the rise of a fever
as well. See scripts.
black coney pie a pastry made from rabbit
meat stewed in a mixture of herbs that makes the flesh go
dark—almost black—as it cooks.
boatswain also bosun; standing officer of
a vessel, which means he stays with the craft no matter what,
whether it is at sea or laid up in ordinary. With the
assistance of the boatswain’s mates, he is responsible for bunting
(flags), rigging, blocks, cables, anchors, any other ropes or
cords, a vessel’s boats, the seamanship of the vinegaroons
working the vessel including those under the gastrineer,
turning the watches and ensuring the gunwale and sides of
his vessel are clean and at all times clear of clotheslines, stray
ropes, caulking and any other foreign matter. One of the most
learned and experienced sailors on board a vessel, he is paid
anywhere from forty-six to sixty sous a year.
bogle(s) the most commonly used term for
monsters generally; it can also be used to mean the smaller
varieties of monster, those of less than a human’s height,
including nuglungs, nimbleschrewds, glamgorns and that white
creature Rossamünd sees in the waters of the Humour.
Even a small monster is deadly dangerous and very hard to
kill. Anyone wishing for a long life will treat even these with a
great deal of care.
boobook, boobook owl small white and
brown owl with large black eyes and a pleasant woodwind call. It is
said that they are mortally afraid of monsters, and so to
hear one is a happy sign.
book child any child raised in an
orphanage, foundlingery or any other institution for the housing or
care of stray or unwanted children. They are called book children
because their names are always entered into some kind of book when
they arrive at the institution. As a consequence it is customary
for the children to take on the family name of “Bookchild”
when they grow up and move on, especially if they do not know their
original family name.
Bookday the day Madam Opera holds
once a year to celebrate the lives of all the foundlings
living under the roof of her marine society. One day does
all and passes for a kind of birthday, even if the actual date of
birth is known. Madam Opera would rather that no child get
any lofty ideas about being more special than the others, though
she does not enforce this policy on her staff strictly.
bookhouse another name for a foundlingery
or a marine society. So named from the book its occupants’
names are written into.
Boschenberg said “bosh-en-burg”; the
great city of the people who now call themselves the
Hergotts, and who are descended from the fierce tribes that
were native to the region, the Bosch, who were eventually conquered
by the Empire.The name means “the hill or mount of the
Bosch” where, as legend goes, the last of the Bosch made their
mighty yet doomed stand before the might of a long-dead emperor’s
armies. See Hergoatenbosch and Hergott.
Boschenberger(s) those living in or
coming from Boschenberg.
bosun’s whistle or pipe; a whistle with a
distinctive three-note call used by a vessel’s boatswain
(bosun) to order those under his authority to their respective
tasks. In the marine society it is used in much the same way
by Master Heddlebulk, piping the children to various tasks.
The bells let them know what time it is.
bothersalts popular potive used to
drive away monsters. It smells terrible, and even worse to
bogles, affecting the mucous membranes, such as inside the
nose and throat, and also the eyes, stinging powerfully and even
causing (temporary) blindness. There are no flashes or bangs with
bothersalts, just a puff of the powder and much stumbling and
screaming from the victim. One of the remarkable things about them
is that even if they get wet, bothersalts will dry back into fine
crystals ready for use again, unlike many other repugnants of its
kind. This makes them popular among vinegaroons and
bargemen and this is why Craumpalin knows how to make
them.
bower maid maid who looks after a bower
(bedroom) and the bedding, washing and clothing needs of whoever
might occupy that room. In the Harefoot Dig, the bower maids
simply attend to the ablutions and comforts of the guests staying
in their rooms. Bower maids can be privy to some very delicate
information, as they serve their masters and mistresses in the most
intimate room of the house. Consequently, some bower maids have
been forced to betray the master or mistress by bribes, threats or
pain, while certain master spies use such a disguise to do their
nefarious work.
boxthorn medium to large bush with small
dark hardy leaves that grows all about the Soutlands,
especially in remoter places. It gets its name from the roughly
boxlike shape it gains as it matures, and for the one- to
three-inch thorns sticking from trunk, branch and twig. As with all
thorny plants, rural folks regard them as ill luck, attracting and
hiding monsters. They are thought to be a favorite
hidey-hole for bogles and are often pruned and lopped if
found growing too near civilization.
Branden Rose, the ~ name by which
Europe is known throughout much of the Soutlands, the
vast southern lands of the Empire. She has this appellation
because she has spent so much time in Brandenbrass that she
is mistakenly believed to have originally come from that
city.
Brandenbrass enormous city well to the
south of Boschenberg, and one of its main rivals for trade
and prominence. Situated on the north-western shores of the
Grume, Brandenbrass is known for the great size of its
navy and the adventurous roving of its sea captains and
merchants. Even though it controls very little land, after
centuries of strong and enterprising trade Brandenbrass has become
a significant power. Its standing army is tiny—no more than
three thousand souls, yet such is its wealth and fame that several
of the most elite mercenary regiments use Brandenbrass as their
headquarters, being granted protected lands—or parks—by the city’s
walls to billet and train. This is a convenient and perfectly legal
arrangement that gives the city first pick of many thousands of the
land’s best soldiers should they ever be needed. At the time of
Rossamünd, Brandenbrass is ruled in the Emperor’s
name by the Archduke Narsesës and his loyal Cabinet.
Brigandine, the ~ a collection of little
kingdoms far to the northeast of the Half-Continent, past
Mandalay and Tumbalay, across the Bay of Bells (Sinus
Tintinabuline). Each one is ruled by a cunning pirate-king,
supremely successful corsairs who have amassed enough wealth and
loyal following to establish themselves as minor potentates of
their own realms. Some pirate-kings are secretly sponsored
by certain states or kingdoms on the understanding that they will
leave that state or kingdom’s own vessels alone but freely harry
all other shipping. In exchange the sponsoring power allows
clandestine access to its own ports and markets, thus allowing a
pirate-king or -queen and his or her rascally hoard to
flourish.
brigands also called bog-trotters, along
with smugglers; robbers, highwaymen and ne’er-do-wells,
desperate men living in the semi-wilds and rural lands,
looking to waylay passers and rob them, beat them or even murder
them. A brigand’s life is tough and usually short, contending with
both the officers of Imperial Law (such as the lamplighters)
and the monsters that lurk all about them. The best chance a
brigand has of surviving is by gathering with others of his or her
kind in a violent gang or band, the bigger the better. Such a gang
is ruled by the most ruthless of them, and together they can cause
a lot of anguish and trouble to both man and monster. If a
band of brigands do not have a skold in their midst, they
will commonly kidnap one and force him or her to work for them
under threat of death—another risk the humble skold has to
run. Brigands work hard to keep their dens secret, taking
convoluted paths to and from their lairs. For, if a brigand’s den
is discovered, or even a hint of it is known to the authorities,
they descend upon the murderous band with merciless alacrity.
Truly, only the most destitute and desperate would ever venture on
a life like this. One of the favorite weapons of brigands for
hand-to-hand fights and making threats is the carnarium or
“flesh-hook,” such as that used by butchers. It is their
distinctive item, almost a badge of the job.
bright-black highly polished black
leather; what we would call “patent” leather.
bright-limn lanternlike device used to
illuminate homes, streets and ships. Its glow comes from a certain
species of phosphorescent algae known as glimbloom or just bloom,
which glows very brightly when soaked in a certain soup of
chemicals called seltzer. These chemicals cause the algae to glow
strongly. When the algae are out of the seltzer, they cease to give
off light. The glass panes of a bright-limn are always arranged
hexagonally and the stem of bloom hangs off-center, which means
that to “turn a bright-limn off,” you simply lay it on the side
opposite the stem of bloom, which leaves it out of the seltzer.
Gradually it will dim down as the algae dry and become dormant. To
“turn” it back on, you stand the bright-limn upright or roll it to
its opposite side and very soon it will begin to glow again. The
great advantage of a bright-limn is that it has no flame, and so
there is no chance of an accident causing some part of the very
wooden cities of the Half-Continent to burn down—just a
puddly mess and a funny smell. They are also low maintenance, in
that there is no wick to trim or oil to change. In fact a
bright-limn can be left to glow continuously day and night without
any ill effect. The seltzer does, however, slowly go off, changing
from a pale yellow to a deep orange; when it is completely bad, it
becomes a dirty, toxic green and begins to be harmful to the algae.
When the deep orange is turning filthy brown, it is time to change
the seltzer.
Brindlestow Bridge, the ~ ancient bridge
on the Vestiweg, which crosses a gorge at the bottom of
which runs the Pill, a small stream that empties into the swampy
lands at the mouth of the Humour. Originally built by the
ancient Tutins, the Brindlestow Bridge has been refurbished
several times and, as an obvious choke point, is a favorite ambush
of the monsters, and even brigands. At least once a
season some kind of pugnator has to be sent out to clear the
bridge or the road of bogles.
Brindlewood, the ~ or the Brindleshaws; a
broad forest of pine and turpentine, beech and myrtle on the
hilly southwestern tip of Sulk End (a region known as the
Sough). The Vestiweg passes right through it,
entering at the northwest corner and joining the Gainway in
the forest’s sparse eastern fringes. Though regarded as
ditchlands, and largely given over to the monsters,
the Brindlewood is tame as ditchlands go and several brave
folk still make homes there. These Shawsmen live in lonely manors
or dwell in towns such as Herrod’s Hollow—a logging town—to work
the nearby sawmill, or Silvernook, and are frequent patrons
of the Harefoot Dig.
broadside side of a ram or other
vessel of war; also the name for the simultaneous firing of the
guns on one side of a ram.
Bucket kitchen boy employed at the
Harefoot Dig.Whenever he has a free moment, he likes to play
at cards with the other boys working at the Dig.
buff, buff-leather soft, untanned
leather, still strong and durable; the type of leather favored by
gaulders, making very tough proofing indeed.
“by the precious here and vere”
exclamation of surprise, wonder, amazement or exasperation, meaning
“by the precious west (here) and east (vere).” In the
Half-Continent, although the usual north, south, east and
west are more common terms, directions of the compass are given
classical names used by great peoples of the past:
♦ north = nere, said “near”; also nout, said
“nowt”
♦ south = sere, said “seer”; also scut, said
“scoot” or sout, said “sowt”
♦ east = vere, said “veer”; also est
♦ west = here, said “heer.”
C
cannon muzzle-loading guns charged with
black powder wrapped in cloth or paper canisters and usually solid
iron round-shot, fired by a match through a primed touchhole or by
use of a flintlock mechanism. They come in a range of weights: the
small-guns—3, 4, 6 and 9 pounders; the long-guns—12 and 18
pounders; the great-guns—24, 32, 42 pounders; and the
siege-guns or cannon-royal—50 and 68 pounders. The numbers denote
the approximate weight of the shot fired from the cannon. The guns
themselves are much heavier (for example, a 32 pounder weighs
between 2 tons and 2¾ tons and is roughly 9 feet 8 inches long). A
typical cannon is also called a culverin, long-barreled with a
decent range.There is also a stocky short-barreled cannon known as
a lombarin or lombard, named after the Lombards of the island of
Lombardy who invented it. Though their shorter barrels mean a
significant reduction in accuracy, it means that they can fire a
much bigger shot of metal than a culverin of the same weight. So, a
lombard weighing about 2.8 tons, roughly the same weight of that 32
pounder culverin mentioned earlier, would be a 50 pounder, firing
50 pounder shot. Lombards are more popular on the cruiser class of
ram—the frigates and the drag-maulers—where they allow these
smaller vessels to blast out a considerably higher “weight of
shot,” as it is called, than if they were armed with just
culverins. The loss of range is compensated for by the superior
agility of these lighter ironclads.
cargo(es) boxlike gastrine vessels
that carry goods and even passengers all about the vinegar
seas. Cargoes sit much higher out of the water than the low and
menacing rams, having two more decks above the water than a
ram. All decks are used as hold space, although cargoes do
carry a small battery of cannon on the topmost deck. Cargoes
move appreciably slower than rams of the same tread of
gastrines, which makes them easy prey for pirates and
privateers. Consequently they usually travel in convoys with an
escort of two or three rams—typically drag-maulers or heavy
frigates. The largest cargo, the grand-cargo, is as big as the
biggest ram, the main-sovereign, and dwarfs most
other vessels, yet it is slow and will not leave a port without a
strong escort. These vessels are costly to build in both money and
time, and their owners are loath to lose them. Cargoes require
about one tenth of the manpower required to work a ram. See
gastrines.
carlin coin money; a silver ten
sequin piece or five eighths of a sou. See
money.
Cathar’s Treacle or plaudamentum;
draft drunk by lahzars; its main function is to stop
all the surgically introduced organs (mimetic organs) and
connective tissues within a lahzar’s body from rejecting
their host. The nature of the ingredients and the way in which they
react means that Cathar’s Treacle does not keep for very long at
all, a few hours at best, and has to be made afresh each time. It
must be taken twice a day, or the lahzar risks
spasming. If lahzars go more than a few days without
the treacle, their organs start to rot within them, and after a
week without it the lahzar’s doom is certain. The
parts, or ingredients, for Cathar’s Treacle are as follows:
10 of water
1 of bezoariac
½ of rhatany
¼ of Sugar of Nnun
1 of xthylistic curd
½ of belladonna (optional)
1 of bezoariac
½ of rhatany
¼ of Sugar of Nnun
1 of xthylistic curd
½ of belladonna (optional)
There are other drafts that a
lahzar must take periodically, but Cathar’s Treacle is the
most important. For fulgars the next most important is a
daily dose of fulgura sagrada or saltegrade. For wits it is
a daily drink of iambic ichor; Friscan’s wead every two days; and
two tots of cordial of Sammany three times a week plus other traces
throughout their lives. Such dependency is a trade-off for the
immense power they possess. A physician would also recommend
a dose of evander every so often to lift the wind and
fortify the pith.
chain mail despite the advent of
proofing, chain mail is still made and worn. It might not be
bulletproof like gaulded clothes, but it is effective
against the raking claws and snapping teeth of bogles, and
if some kind of proofing is worn beneath, then the
protection is excellent—a kind of troubarding. See
harness.
Chassart also Chastony or Chassault; one
of the southernmost city-states of the Frestonian League,
famous for its soaps and perfumes.
chemicals the main way people have used
to confront the threat of monsters of the millennia. These
chemicals come in all manner of exotic concoctions and brews. See
scripts, potives and drafts.
Chief Harbor Governor the most senior
pilot of a port and harbor, in charge of all the other pilots and
of the movements of shipping into and out of his jurisdiction; they
have a universal reputation for being irascible and rude, which
probably comes from dealing with egocentric captains and masters
all day.
“chiff-chaffing lobcock” talkative fool,
someone who says or talks too much, a “flabbermouth.”
city-state(s) the lands of the
Empire are divided into distinct domains, each dominated by
a city and ruled by a regent in the Emperor’s stead. These
regents are all dukes, duchesses or earls, as the Empire
will not allow anyone to hold the title of “king” or “queen” and so
get lofty ideas (the only exception to this is the Gightland
Queen).
claret a usually cheap red wine mixed
with apple or pear pulp. It has become fashionable for the more
jauntily rich to drink it, part of a whole adventure of slumming it
with the lesser folk.
Clementine capital city of the whole
Empire, where the Emperor has his three palaces, each
housing one of the Three Seats (Imperial thrones). Situated in an
ancient region called Benevenetium, upon the edge of the
Marrow—a great gorgelike trench or drain dug a millennium
ago from the capital to the sea, 2,300 miles to the east. A massive
city, it is home to two million souls and the Imperial Parliament,
where representatives of all the member states and realms and
conclaves bicker for a bigger share. It was built aeons ago on an
even more ancient granite plateau; a massive citadel of marble and
granite with ponderous fortifications and fourteen huge gates and
equally huge drawbridges, famous and named with appropriately lofty
names: the Immutable Port, the Port Aeternus, the Immortal Gate,
the Undying Door, the Sempiternal Gates, the Amaranthine Gate, the
Port of the Elect, the Perdurable Door, the Doors Inviolable, the
Stout Gate (Door), the Port Indomitable, the Impenetrable Gates,
the Doors of the Potential, the Sthenic Gate. It has been described
as “. . . a heap; a rambling urban palace of tall marble and spired
granite, its towers sharing spaces with the clouds. It has become a
place of corrupt opulence and epitomizes all that is broken in its
far-spread kingdom . . .”
clerk’s sergeant noncommissioned officer
in charge of military clerks; a common rank among revenue
officers, where they are often far more active than their title
of “clerk” might suggest.
Closet head cook of the Harefoot
Dig, with only a modicum of ability as a cook. If he was not an
old chum of Billetus, he would probably have been replaced
by Uda a long time ago. As one of the live-in staff, part of
his pay is given as accommodation in the staff quarters.
Clunes one of the southernmost realms of
the Empire, famous for the skill and sweetness of its
singers; they are said to have gained such talent from their
contact with the reclusive and musical folk of Hamlin and
Cloudeslee.
Cockeril, the ~ privately
owned thirty-two-guns-broad heavy-frigate in harbor at
High Vesting.
concometrist also metrician; one of a
highly trained group of fastidious researchers and soldier-scholars
whose sworn charter is to measure and record the length and breadth
of all things. Trained for five years in colleges known as
athenaeums, they are released on the world bearing two precious
gifts awarded to them upon graduation. The first is a calibrator, a
yard-long ruler of hardened wood marked with feet and inches,
either end being capped with brass ferules. The calibrator is both
a tool of the trade and a trusty weapon. Concometrists can be
recognized by the calibrators they carry. The second award is the
mysterious numrelogue, a large book two to three inches thick, to
be filled with the cryptic formulas and strings of ciphers that
only their kind know, recordings of all a concometrist has seen,
investigated and measured. When a numrelogue is full, it is handed
back to the concometrist’s governing athenaeum and he or she is
handed a new one to fill. Navigators, surveyors and metricians
(measurers) are all types of concometrist. They also make good
clerks because of their attention to written detail. See Appendix
4.
conductors also trunk roads; major roads
between cities maintained at the expense and energy of the local
rulers; these were originally made to allow easier marching for
armies but are now just as busy as routes of trade. See
highroads.
conduit(s) major roads between cities
maintained at the expense and energy of the Emperor,
originally built by the soldiers of the Empire as they
forged their way into new lands. See Imperial Conductors and
highroads.
Conduit Vermis the Wormway,
running from Winstermill to Wörms and passing through
the Ichormeer. Once the Conduit Vermis enters that swamp, it
quickly becomes one of the most dangerous roads to travel,
oppressed by powerful threwd and haunted by a great
variety of monsters. All attempts to civilize that stretch
of the Wormway have failed, often disastrously.
corsers grave robbers, tomb raiders and
suppliers to the dark trades. They provide corpses and body
parts for the growing demand of benighted laboratories all about
the land. It is dangerous, putrid work: corsers run a continual
risk of falling foul with the authorities and monsters
(those bogles who creep about in cemeteries and tombs are
among the most vicious and violent), yet the money earned in this
line of work makes the risks worth the while taking.
Corvinius Arbour one of the more powerful
family houses in Boschenberg, connected with the mighty
Saakrahennemus clan of Brandenbrass, whose ancient lineage
has sprouted many of history’s prominent figures.
counteroffend counterstrike move in
harundo; one of the many moves that are part of the
Hundred Rules of Harundo.
coxswain petty officer in charge of the
small boats aboard a ram or cargo such as the jolly
boats and the captain’s launch; paid about thirty-six sous a
year.
Craumpalin, Master ~ said
“krorm-pah-linn”; dispensurist working at Madam Opera’s
Estimable Marine Society for Foundling Boys and Girls,
attending to the medicinal needs of children, other staff, Madam
Opera herself and even many folks who live and work in the
neighborhood of the marine society. Trained as a
dispensurist by the navy, he served with his old
friend and messmate Master Fransitart. When
Fransitart was pressed into service as a boy, it was a young
Craumpalin who befriended him first and has stayed true to him
since. If you ask him, Craumpalin will tell you he was born in the
Patricine city-state of Lousaine.
Craumpalin’s Exstinker a potive
Craumpalin makes for Rossamünd, to hide his smell from
noses that do not need to know. See nullodours.
cromster(s) one of the smallest of the
armed, ironclad river-barges, having three-inch cast-iron
strakes down each side and from four to twelve 12-pounder guns (see
cannon) upon each broadside. Generally single-masted,
though the biggest may have two masts. Below the open-deck is a
single lower deck called the orlop. Forward of amidships (the
middle of the craft) is typically hold space for cargo. Aft of
amidships the orlop is reserved for the gastrines and their
crews. Cromsters sit low in the water and are generally suitable
only for rivers and the inshore currents of sheltered bays. You
might find cromsters much further up a river than any
gastrine craft, yet only the most foolhardy or brave
(between which there is seldom any difference) will take them out
into the deeps of the vinegar seas. Their short keels make
them ideal for shallow waters; however, large swells can wash over
the deck dangerously and capsize them. Though not as fast as other
gastrine vessels (six knots at best), cromsters are small,
sturdy and maneuverable and one will find them the most commonly
used of all rivergoing craft. The crew of a cromster, as with all
other riverine craft, are known as bargemen. See Appendix
7.
cruorpunxis spilled-blood punctures, said
“kroo-or-punks-sis”; the proper name for a monster-blood
tattoo.
cudgel or fustis; any wooden stick,
heavy, sometimes bound or studded with iron or another metal and
usually of no more than four feet in length; usually fashioned
straight from the branch of a tree and used in the martial training
of harundo and other stick-fighting disciplines. Types of
cudgel range from the smooth and straight stock to the
knot-and-knuckle-headed knout; they include the excessively knobbly
knupel, the gabelüng (“fork in the road”) with its
two-pronged head, the stang (or quarterstaff) and the overlong
prugel-staff. Cudgels are normally preferred over swords because
heavy, blunt blows do more harm through proofing than the
cut or stab of a blade. They also serve well as walking
sticks.
cudgel-master person who has won the
right to bear a knupel, and so is deemed skilled enough to
teach others.
culix said “cyoo-licks”; blow with the
butt end of a cudgel or stick: one of the many moves that
are a part of the Hundred Rules of Harundo.
curtain wall surrounding walls of a city,
so called because they go straight up and down like a curtain. This
makes them vulnerable to cannon fire but provides an impenetrable
barrier to adventurous bogles. Curtain walls built in the
last few hundred years, however, may have a sloping outer face
called a scarp, to help deflect shot from cannon. Each city
will have several rings of curtain walls, a new line built as the
population expands beyond the previous ring. The older the city,
the more encircling curtain walls it will possess.
D
Dank day-watchman of the Harefoot
Dig, having charge over protecting the wayhouse, its
guests, owners and employees against attack from brigands
and highwaymen and, most importantly, monsters. He hands
over his responsibility to Teagarden when the evening watch
begins.
dark trades, the ~ clandestine
trafficking of illegal goods, but most particularly corpses of
people, body parts of man and monster and whole
monsters, dead or alive. It is exceedingly dangerous for
those involved, from the corsers and trappers, the
ashmongers in the middle to the various secret clients, yet
the demand for the products of the dark trades is the highest it
has ever been and the money to be had makes the dangers endured
entirely worthwhile.
day-clothes also schmutter; any garment
not proofed.
days of the week the first is Newich—the
“new watch,” then Loonday—the “moon’s day,” Mareday—the “sea’s
day,” Midwich—the “middle watch,” Domesday—the “family’s day,”
which is a day of rest, followed by Calumday—the “sky’s day,” and
finally Solemnday—the last day of the week, when people stop work
two hours earlier to go home and celebrate the closing of another
successful seven days. See months of the year and Appendix
1.
Dido ancient Empress and founder of the
Empire of the Half-Continent, from whose line was
reckoned the Emperors until the Haacobins usurped the
Three Thrones. Great-granddaughter of the legendary Idaho of the
Attics, she was betrayed by her ministers and fled to save her
life, gathering about her other remnant races from the fall of the
Phlegms to begin the Empire in which this book takes place.
The Didodumese are her scattered descendants, and most
peers—especially the Antique Sanguines (see social
status)—claim some link to her and so to her glorious
great-grandmother.
Dig, the ~ nickname used by locals for
the Harefoot Dig.
dispensurist(s) said
“diss-pens-yoo-rist”; “lesser” kind of skold, concerned only
with potives and drafts that help and heal. Six
months at a rhombus and two years as an apprentice
dispenser under a fully qualified dispensurist will get you your
license to practice. Dispensurists are liked and trusted, even more
than skolds. They are also considered to be
habilists.
ditchlands as far as men reckon it, the
world is divided into five distinct regions or marches.
Ditchlands are “frontier territory,” the fourth-most region or
march and the outermost domain of man, just before the
wilds (where everymen seldom go and never dwell).
Ditchlands are the “front line” of humankind’s push to civilize the
whole world. In ditchlands populations are small and live very
close for mutual strength, always behind walls, with windows
permanently barred and doors kept locked even at the height of day.
Chimneys here are built highest of all. No one goes anywhere
without wearing proofing, even indoors during the day.
Everyone keeps stores of potives supplied by skolds
and carries some on all excursions out of doors. Many ditchland
communities are supported by a sturdy military presence of either
pediteers (soldiers) or lamplighters or both. Small
fortresses built along the main road in the region typically form
the hub of a settlement and are the last places of refuge in event
of some major attack by monsters. See marches.
dolatramentis(tum) said
“doll-la-truh-men-tiss(tum)”; any mark made on the skin to show
one’s skills and heroic feats, either spoors or
monster-blood tattoos.
Domesday said “doams-day”; fifth day of
the week, and typically a day of rest. See days of the
week.
draft(s) • any concoction meant to be
taken and have effect by swallowing, as opposed to potives,
which work externally. See scripts. • the depth to which the
hull and keel of a boat or ship descends into the water. A vessel
with a shallow draft can negotiate shallow waters.
drudge the smallest of the oceangoing
gastriners, employed to tug and tow other larger vessels
about the crowd of a harbor. Some are armed with cannon and
work to guard their port. These are called gun-drudges. See
rams.
E
eekers folk who, because of poverty or
persecution or in protest, live in wild or marginal places, often
alone and scrounging what life they can from the surrounding land.
Many eekers are political exiles, sent away from, or choosing to
leave, their home city because of some conflict with a personage of
power. It is often marveled upon by other folk just how it is that
eekers survive in the haunted places where they are forced
to live. It is commonly held that most have sedorned themselves,
that is, become despicable sedorners, so that the
monsters will leave them be. They are already mistrusted and
despised for their eccentric ways, and such a suspicion only makes
them doubly so.
Elements, the ~ the basis of the
four-part system of understanding used by skolds, physicians
and other habilists. Simply put, the Elements are earth,
air, fire and water and have many accompanying corollaries. See the
Four Humours, the Four Spheres, the
Körnchenflecter.
Emperor the supreme ruler of an Empire,
in this context the Empire of the Half-Continent; the
original line of Emperors was descended from Dido, the
founder of the Empire and great-granddaughter of Idaho, the
mythic hero-queen of the Attics. The current Emperor is Scepticus
XLV Haacobin Menangës, who is working to reconcile the Didodumese
and their supporters to his dynasty’s claim.
Emperor’s Billion, the ~ name of the
shiny gold oscadril coin given to any person as an incentive
to enter the Emperor’s Service and become an Emperor’s
Man. This type of payment is called “coat and conduct” money,
promised to anyone who wishes to join up, whether to serve the
Emperor, or some realm’s navy, or even a mercenary
regiment. From this coat and conduct money new recruits are meant
to pay for their travel to their new job and for parts of their kit
when they get there. A billion is any coin that is the largest
denomination of a realm’s currency (for example, the sou is
the billion of Soutland money). See money.
Emperor’s Highroads, the ~ see
conduits.
Emperor’s Man, an ~ any person working
for the Empire and therefore the Emperor.
Lamplighters are Emperor’s Men because they are employed by
the Empire to watch the Emperor’s Highroads.
Empire, the ~ also called the
Haacobin Empire, the Old Empire, the Benevenetian Empire or
the Empire of the City-states. When the Sceptic Dynasty
(said “sep-tik”) ruled, it had been called the Sceptic Empire. The
imperial domains of the current Haacobin Dynasty are divided
into three parts (pars regia magna). In the north is the Seat,
where Clementine, the Imperial Capital, is, and
includes the western lands of the Stipula, the agricultural lands
of the Leven and the Table, which extends right along the southern
wall of the Marrow. In the east is the Verid Litus, made up
of the old inheritance of the Orprimine on the coast, and the
mining lands of the Sink beneath. In the south is the
Soutlands extending from Catalain and the western edge of
the Ichormeer, across to Hergoatenbosch and
Thisterland, and down along the Grume, the Patricine and the
Lent, reaching as far inland as Maine and ending at the northern
edge of the wildlands known as Dusthumlinde (the Dusthumës). These
lands are divided up into city-states, the boundaries of
each being fixed in the Henoticon—the Formula of the Division of
the Land drawn up in HIR 1011 by Empress Quintinia Excrutia
Scepticus. Heavily amended, the document still stands as the legal
blueprint of borders and border rights and is constantly invoked as
states wrestle with each other for mutually coveted lands and their
resources. The original Henoticon is kept in the subterranean
vaults of the Quintessentum (the Imperial Archive in
Clementine). Control is maintained through its sprawling
conquests with the aid of the subcapitals: cities of grandeur built
by the Haacobins to keep an eye on their restive subjects so
far from the friendly gaze of Clementine itself. In the
Soutlands are the subcapitals of the Considine and the
Serenine. On the Verid Litus is the Campaline. They are gorgeous
places and an essential part of the “Grand Tour,” attracting
tourists from all the lands.
enrica d’ama said “enn-ree-kah dar-mah”
or “enn-ree-ka deh-arm-ah,” lady of the house; chatelaine, woman in
charge of the running of a home, wayhouse, hostelry or even
a palace, with authority over all the servants and even any guards;
not necessarily the owner of the home, wayhouse, hostelry or
palace.
equiteer said “eh-kwit-tear”; another
name for a cavalryman. Horses are not used in great numbers outside
of cities because monsters tend to find them the most tasty
of the beasts of burden. Consequently the use of cavalry is
limited. If one is to move a squadron of equiteers about the
country, one has to be prepared to defend them against curiously
hungry monsters thinking with their bellies.
equiteer boots footwear typically worn by
equiteers, made of bright-black leather and reaching to the
knees. At the top of the boot, coming from the outer side, is a
flaring panel of proofed leather called a shin-collar. This
protects the knee, especially when bent as the equiteer sits
in the saddle. Equiteer boots also have raised heels anywhere from
1 inch to 2½ inches high, which hook on to the stirrup and so
provide a better seat in the saddle.
ettin among the largest of the
land-living monsters, looking like enormous deformed men (as
much as fifty feet tall); strong of limb but not hard to hurt or
even slay despite their size. They are not very bright; indeed,
many are quite simple to outwit.When they are in a rage, however,
they can do great harm, and gangs of them marauding for food in the
winter months can be terrible.
Europe, Miss ~ experienced and well-known
fulgar, who encountered lahzars in her childhood and
was instantly fascinated. This fascination turned to obsession and
she ran away from home, traveling secretly to Sinster to be
transmogrified by the best surgeon available. Since then she
has been all over the world, conquering monsters and men’s
hearts wherever she lands. As Rossamünd noticed, the inside
of her forearms are lined with tiny X’s, cruorpunxis
showing her many-score kills. They are dainty little marks, showing
Europe’s distaste for the vulgar, leering faces that are by far
more common, their “prettiness” belying the violence and mayhem
done to earn them. See fulgar, lahzar, the Branden
Rose.
evander, evander water restorative
draft that fortifies the body’s capacity to fight disease,
infection or poisoning while also giving a lift in spirits.
everymen everyday people; not
monsters, which are called üntermen. This includes
skolds, sagaars, leers but excludes those who have tampered
with their biology in any way, that is lahzars, who are
known as ubelmen.
excise master, excise sergeant those
working to collect the tolls and taxes lawfully demanded by their
lord. See revenue officers.
explicarium spurious list of invented or
obscure words drafted to apparently make some fabulous, fabricated
tale more palatable.
F
factotum personal servant and clerk of a
peer or other person of rank or circumstance. Lahzars
have taken to employing a factotum to take care of the boring
day-to-day trifles: picking up contracts, collecting fees for
services rendered, looking to food and accommodation, writing
correspondence, heavy lifting and even making their drafts.
When on the road and looking for a place to kip for the night, a
master/mistress and his or her factotum may find that restrictions
of accommodation or finances mean that only one gets a room (and,
consequently, a bed). The factotum must make do, and will usually
share floor and bench space with other servants next to a kitchen
or common room stove. Such arrangements are typical for most
servants.
false-gods mighty monsters
standing several hundred feet high who appear only every thousand
years or more and are meant to live deep, deep down at the bottom
of the vinegar seas. They are reputed to be able to control
people’s minds, and each one has secret septs and cabals among
everymen, who worship and revere them and seek with ancient
sciences to raise them up from the deeps. The Emperor and
his regents have special agents whose sole task is to root out and
destroy these septs and cabals, for whenever a false-god has risen
from the depths it has meant doom for civilization, and history has
taught that only the urchins and their kind can drive them
back into the sea . . . and it has been a long time since anyone
had anything to do with an urchin.
falseman, falsemen also called liedermen;
leers who can tell a person’s true emotional state, and so,
most usefully, can determine whether or not that person is being
truthful. The washes they use to change their eyes make the whites
turn bloody red and the irises go a bright pale blue. See
leer.
family name also famillinom; the name of
your sires that you are born into, the name of your whole family.
Among peers this is the most important name, for it declares
one’s pedigree. “Bookchild” is often given to orphans and
foundlings as a kind of surrogate family name, but really it is a
forename.
Farmer Rabbitt happy tiller of the soil
and herder of cows who has a smallholding on the edge of the
Brindleshaw folklands (land set aside for common use) near
Silvernook. He often goes into that town to trade and
resupply his rather remote farm. His wife, Judy, is even merrier
than he, and they make a jolly couple indeed.
Faustus the red-star and actually a
distant planet that nightly moves through the constellation of
Vespasio and follows green Maudlin across the sky—who, as
legend has it, is his lover—forever chasing and never catching.
Faustus is regarded as the Signal Star of frustrated or
jilted lovers and of lost causes.
Felicitine, Madam ~ one of the region’s
minor gentry, and wife to Mister Billetus, proprietor of the
Harefoot Dig. She married young and below her station, and
is well aware of it. Painfully alert to the commonness of her
surroundings, she works hard against Billetus’ more relaxed
attitude to keep the tone of the Dig one befitting a lady.
She seldom enters the common room, allowing it to remain as a
concession to “Mister Bill’s worldly ways.” Despite all this
snobbery and friction, and after over twenty years of marriage, she
and Mister Billetus are still very much in love.
fiasco small case or box or compartmented
bag in which a woman might keep her cosmetic unctions, beautifying
creams and other such applications; sometimes also called a clutch
bag.
Fiel, Fiele said “feel” or “fee-ell”; a
land so far over the oceans from the Half-Continent it is
considered a myth. The few reports that exist of it say it is
filled with even more fabulous and terrifying creatures than dwell
in the Half-Continent.
firelock any flintlock small arm, such as
a musket or pistol. See flintlock musket and flintlock
pistol.
first name the very first name a person
is given, nominated at birth, the name by which a person is most
commonly known and called.
flintlock musket or just musket or
firelock; a long-barreled muzzle-loading firearm that fires
a round bullet of lead about ¾ inch in diameter called a ball.You
can hit what you are aiming at with a musket as long as it is no
more than 150 yards from you, though the ball will still travel
with ever-diminishing force for about 600 yards. After every shot
the musket must be reloaded. The flintlock mechanism that makes
this and other such weapons work is a hammer held by a spring,
holding a piece of flint. When the hammer is released by pulling
the trigger, it flies forward and the flint strikes an upright
piece of steel known as the frizzen, which is thrown back, exposing
the pan full of fine-grained priming powder beneath it. The flint
causes sparks to fly off the steel frizzen and into the pan,
catching the powder alight and sending the flash through a small
hole in the side of the barrel called a touchhole. This flash
ignites the gunpowder packed in the barrel itself, which blasts out
the ball. When a flintlock is fired, there is a distinctive
two-part flash as first the pan flares and then the barrel itself.
The very quick have a chance to dodge the shot when they first see
the flash in the pan. If the tales are to be believed, some
monsters have also realized this.
flintlock pistol a small arm with the
same flintlock mechanism as the flintlock musket; often
lavishly crafted, with the butt of the handle typically formed into
a club so that, after the weapon has been fired, it can be gripped
by the barrel (reinforced for such use) and swung about like a
truncheon. An innovation for both the pistol and the musket has
been the “skold-shot”: a ball treated in certain deadly
scripts that make them far more harmful to a monster
than a normal bullet, which rarely does any real or permanent harm.
The only problem with skold-shot is that its chemicals
slowly react with the inside of the weapon’s barrel, wearing it out
far more quickly than conventional ammunition. This increases the
chance of the weapon bursting, or blowing a hole in its side just
when you least expect.The pistoleer is a type of adventurer who
specializes in using flintlock pistols; these are dashing fellows
with a taste for glamour and high excitement. Armed with
skold-shot, they even have some effect as
monster-hunters, although they have to earn well, as they
need frequently to buy new pistols, worth about twenty-one
sequins each.
florin coin money; a 10
guise piece or ½ sequin. fo’c’sle or
forecastle; forwardmost section of the upper deck of a ram,
between the foremast and the bow. Given that the decks of a
ram are flush (that is, flat), the correct term for this
part of the vessel is the forward deck. In the vernacular of the
vinegaroon, however, the old term remains.
folding money bills of paper obtained
from a bank or local ruler, where the equivalent value is purchased
in coin and written upon the bill; lighter and more convenient than
coins, they are also a whole lot more fragile.
forename name a person takes on or is
given or granted in later life. Nobility and the pretentious will
give their children a forename as well as a first name when
they are born, to show how special and important they are.
foundling(s) also wastrel; stray people,
usually children, found without a home or shelter on the streets of
cities or even, amazingly, wandering exposed in the wilds.
The usual destinations for such foundling children are workhouses,
mills or the mines, although a fortunate few may find their way to
a foundlingery. Such a place can care for a small number of
foundlings and wastrels, fitting them for a more productive life
and sparing them the agonies of hard labor.
Fouracres hardy Imperial postman who has
been on many adventures while delivering the mail and survived many
an encounter with a monster. Sometimes called Fourfields, as
a play on the word “acres,” he has also given the name
“Quarterfields” as an alias when this has been necessary. Fouracres
has worked in the Empire’s service as an ambler (a walking
postman) for sixteen years. See Imperial Post Office.
Four Humours, the ~ these are considered
the basic parts of a properly functioning pith (metabolism).
Each is also paired with a season of the year and corresponds to
the other four-part systems of understanding the universe. There is
blood, of course, also called sange and represented by the letter
A and paired with summer; then phlegm, represented by the
letter W and paired with winter; followed by yellow bile,
also called choler and represented by the letter M and
paired with spring; and finally black bile, also called melanchole,
represented by the letter O and paired with autumn.
Four Spheres, the ~ the first and
innermost sphere is a person’s soul, his or her internal being. The
second sphere is a person’s body. The third sphere is the world.
The fourth sphere is the cosmos. Teaching on the Four Spheres also
coincides with the Four Humours and the elements as shown in
the Körnchenflecter:
Skolds learn these along with all the other four-parts, so
as to gain insight into the functioning of the systems about them
and how to interact and alter them through their chemistry.
♦ soul = phlegm = water (W)
♦ body = melanchole (black bile) = earth
(O)
♦ the world = choler (yellow bile) = air
(M)
♦ the cosmos = sange (blood) = fire (A).
Fox Hole, the ~ also Voxholte,
Hergott for “foxhole,” said “vokshalt”; elegant and refined
hostelry in High Vesting famous for its height (seven
floors!) and the size and opulence of its rooms. The exceedingly
wealthy or famous like to stay there.
Fransitart, Dormitory Master ~ born of
unknown parents, Fransitart lived with his little brother as a
wastrel on the streets of Ives. The day after his brother
died in his arms, Fransitart was hunted and taken by a press-gang,
and put aboard the main-ram Adroit as a ship’s boy. There he
met Craumpalin, who defended and befriended him, and they
have remained true friends and brothers-in-arms since. How it is
that Fransitart and Craumpalin have come to be serving in a
state entirely different from the ones in which they were born is a
story entirely all its own. Fransitart’s affection for
Rossamünd has a lot to do with his grief over his younger
brother.
Freckle glamgorn bogle; small,
tough and friendly-seeming.
Frestonia a small collection of
Soutland states, the chief among these being the
city-state of Frestony. They have formed their loose
confederation in answer to the rising power of the inland states of
Castoria, Pollux, Maine, Axis, Isidore and Haquetaine.
frigate smallest of the dedicated
fighting rams and the middle of the three rates of cruisers,
usually of twenty or twenty-four guns-broad , with only
gun-drudges being smaller. Nimble and fast, they are
considered the “eyes of the fleet,” running messages and performing
reconnaissance. Despite being the smallest rams, the largest
frigate can be almost as long as a drag-mauler. These
oversized frigates are called heavy-frigates, having up to
thirty-two guns on one broadside.They are popular among pirates and
privateers. See Appendix 6.
frock coat coat normally worn by men,
with a long hem reaching the knees and often flaring out jauntily.
With more and more women seeking adventure, it has become
fashionable for them to wear frock coats too, often more gorgeously
decorated and trimmed, the hems flaring even more extravagantly
than the male version. Frock coats for either sex are almost always
proofed.
fulgar(s) said “fool-garr,” also
astrapecrith (“lightning-holder”); a lahzar whose surgically
inserted organs (known as the systemis astraphecum) allow him or
her to make, store and release immense charges of electricity.
Fulgars have several tricks up their sleeves, which together are
known as eclatics. These include:
♦ arcing—the most basic skill: simply generating
a charge of electricity and releasing it by touching the target.
Indeed, a fulgar has to make physical contact to have any effect,
for the electricity must be earthed to do its work.
♦ resisting—which can be used in combination with
arcing, where a fulgar makes little charges between thumb and
forefinger, or hand on thigh, or hand to hand, storing the arcs for
a bigger “zap.” In this way the fulgar’s whole body can become
charged with electricity, and anyone grabbing it would get the full
force of the shock.
♦ impelling—a bizarre potency that requires
experience and talent to master, whereby fulgars take hold of
people and make them move or not move as the fulgar sees fit. It is
done by subtle manipulations of a continuous charge running through
the victim and requires a lot of energy to perform. The best
results are achieved when the fulgar has a firm grip on his or her
foe.
♦ thermistoring—another potency requiring
skill and wisdom, it involves bringing lightning bolts down from
the sky. This is the only potency that does not need touch to have
effect, for the fulgar acts as a channel for the bolt, directing
its blast to targets even one hundred yards away. The better a
fulgar gets at thermistoring, the greater control he or she
has over the bolt’s final direction. Along with this is also a
little trick called terading or “grounding,” where they let some of
the charge of the lightning earth itself through one arm while
letting the rest of the charge out or storing it in the organs.
Grounding greatly reduces the chance of a thermistoring
fulgar being blown asunder by the bolt.
♦ vacillating—a nifty little eclatic whereby
fulgars send a mild arc through themselves to protect from the
potencies of a wit. It is a variation on resisting but
without storing the charge. The harder a wit tries, the
stronger the fulgar needs to make the arc. Vacillating also helps
fend off some of the terrors of threwd, although its
efficacy is limited and diminishes as threwd becomes
stronger.
Fulgars get their name from the artificial organ
known as the Column of Fulgis, a jellylike muscle that produces the
electrical charges they wield. Most fulgars mark themselves with
the spoor of a diamond, which is the universally recognized
sign of their kind. See fuse and related topics,
lahzar and thermistoring.
fulgaris said “fool-ger-riss”; two poles
of differing lengths used by fulgars to extend their reach
and give a thermistor control over bolts of lightning. The
longer pole is the fuse, the shorter being the stage.
Both fulgaris are wound tightly with copper or iron fulgurite wire
and capped at each end with ferrules of the same metals.
Fundarum non Obliviscum motto of
Madam Opera’s Estimable Marine Society for Foundling Boys and
Girls, writ large across the top of the main entrance; a
Tutin phrase which means “found [but] not forgotten.” Very
touching.
fuse six- to twelve-foot pole of cane or
wand-wood, tightly coiled along its entire length with copper wire
and capped with copper, brass or iron fulgurite; the longer of the
two fulgaris, the shorter being called the stage. A
fuse extends the reach of fulgars, allowing them to deliver
their deadly jolts while staying out of reach themselves. The
second, and more bizarre, use for them is an aid in
thermistoring—the calling down of lightning bolts from on
high. This can normally be done only on overcast days, as clear
weather does not provide the necessary conditions for the
generation of lightning. The fulgar sets an arc in the fuse
to “call down a bolt from the gray,” that is, to encourage a
lightning strike. When the bolt hits, it travels down the fuse and
into the fulgar and is either stored within (but only very
temporarily, for risk of bursting asunder) or redirected through
the hand or the stage, which gives greater control in
determining the final direction of the levin-bolt. Fulgars
who thermistor often do it at great risk to themselves, and
are often called thermistors or thunderers. See fulgar,
fulgaris, lahzar, stage, thermistor.
G
Gainway, the ~ very old road and the main
way between Winstermill and High Vesting. It
continues farther north beyond Winstermill, heading far into
Sulk and eventually finding its way to Proud Sulking.
These days the southern stretch of the Gainway is often considered
a part of the Wormway. As the Gainway approaches High
Vesting, it becomes a beautiful broad avenue lined with tall
ancient oaks and a marvel of the region in autumn, when people
might travel just to see the red and golden glory.
Gallows Night traditional night for many
executions by hanging, prisoners being kept specially for then. A
great public spectacle, it is not to the taste of some.
gander slang for a guise, the
smallest denomination of money in the Soutlands, and
used mostly in Brandenbrass and its neighboring areas. A
play on words: guise sounds just like “geese,” while gander
is a male goose.
gastrine(s) engines that turn the
screws (propellers) of rams and other vessels. A
gastrine is a big box of wood bound with metal, inside of which
great musclelike organs (called gastorids) have been grown about a
metal section of treadle-shaft (what we would call a “camshaft”) or
shaft-section within the box. On the organ deck of a vessel these
boxes are put in a row, their shaft-sections connected by great
pins, making a whole treadle-shaft that runs the length of the
vessel. Each line of gastrines (know as a “gastrine pull” or just a
“pull,” which includes its accompanying limbers) is attached
to a set of gears and great levers called a dog-box, which allows
the gastrineer to determine the level of power of each pull
and where it is used: all on one screw or two screws,
or even three for the biggest rams and cargoes. The
muscles of a gastrine are made by learned people known as
viscautorists (“gut-growers”) especially for this purpose. They are
raised inside each gastrine box from basic living matter, like a
kind of senseless animal. Inside the box are many wooden
protrusions called bones, onto which the muscles fix as anchor- and
leverage-points. Once a gastrine is “fully grown,” the muscles
inside and the whole box itself are one complete organ. To open the
box is tantamount to surgery. In this fully grown state the
gastrine is taken from the test-mills (“laboratory-factories”) to
the dockyards to be lowered into the bowels of the receiving
vessel. There its shaft-section is fixed to those of the gastrines
on either side as each is integrated into the pull. When stimulated
by their limbers, the gastrines’ muscles begin to move,
gaining momentum until they work on their own to push and pull at
the treadle-shaft, which turns the gears, which turn the
screw and so moves the ship. Like ships themselves,
gastrines are often referred to as “her” and “she.” Through special
chutes and hatches a gastrine is fed a series of “meals” each day,
comprising a nutritious, lumpy soup called pabulum. Beneath the
pull is a sluice-way that allows the waste expelled from the
gastrines by discrete pipes to wash down the middle of the vessel
into the bilge to be pumped out into the sea.With all this pabulum
soup and waste sloshing about, the organ deck can smell almost like
a butcher’s shop. Nadderers (sea-monsters) love the taste of
gastrines and are attracted by the slick of grime and effluent that
trails in the wake of a gastrine-run vessel. A large part of a
vessel’s crew is devoted to the care of the gastrines, their
limbers and the pull they are a part of. In fact gastrines
and the rest have precedence over the men serving them, being fed
first and cared for first; without your gastrines the crew quickly
becomes irrelevant. In the course of its working life a gastrine
might die from disease, old age or from damage sustained in a fight
or a storm. Sometimes when this happens, the gastrine seizes up,
interfering or even stopping the movement of the screw. This
is known as clearing, and when it occurs the gastrineer’s
mates grab great axes hanging from the walls, chop into the side or
top of the gastrine box and, up to their armpits in ichor,
hack the stiffened muscles away from their part of the
treadle-shaft to allow free movement of the screw again. As
you would expect, this is to the ruin of the gastrine itself, which
must be replaced as soon as possible. It is best to replace all the
gastrines of a pull at once, but this is expensive both in money
and time; it is far more usual for single gastrines to be replaced
as needed. When this happens, the remaining gastrines behave
sluggishly for a while. Some say it is because they are mourning
the loss of a fellow. Others say this is daft. The longest a
gastrine will live is about twenty years, if its life is easy and
its work even and steady—like a cromster on the river
Humour. A gastrine working in the pull of a vessel like a
drag-mauler—speeding up, slowing down, stopping abruptly as
something is rammed, enduring mountainous seas, taking shocks as
the vessel is hit by cannon balls or assaulted by
sea-monsters—such a gastrine will survive only about five
years before needing to be replaced. There is almost no sound made
by a working gastrine, more a silent pound-pound-pound that
throbs right through a person’s body. When a gastrine vessel such
as a ram passes you by, all you will hear is the hiss of the
water parted by the bow and running down either broadside, and feel
a faint throbbing in the air about. Just as a vessel under the
power of sails is said to be “sailing,” so a vessel under the power
of gastrines is said to be “treading,” the past tense being “trod.”
When a vessel is at anchor, it will usually have its gastrines
treading over slowly without the screw being engaged,
keeping them ready for a quick start if a threat or startling news
makes it necessary. See gastrineer and limbers.
gastrineer petty officer on a vessel, of
the same rank as a boatswain and in charge of the healthy
running of the gastrines and limbers. On large
vessels the gastrineer will have a sizable crew under his command,
the most senior of these being the gastrineer’s mates, all working
to make sure the gastrines are fed, healthy and working
well. Even a half-decent gastrineer will be well aware of the
strange quirks of his gastrines, even naming them, knowing
for example that No. 3 is sluggish on extremely cold days, that
“Lillith” (No. 6) is inclined to work too hard, making Nos. 5 and 7
lazy, and so on. He passes this knowledge on to his mates so that
they might learn the ways of a gastrine pull and go on to
serve their own vessels. A gastrineer earns about fifty to seventy
sous a year, not including prize money.
gastriner any vessel powered by
gastrines.
gater or gatekeeper; person who guards
and watches a gate, allowing or refusing people thoroughfare.
Gates, Battle of the ~ considered the
great battle of the current age, fought in HIR 1395 (the
last year of the Sceptic Dynasty) between the armies of the
Empire, the Soutland City-states and the
Turkemen. The battle forms part of a time known as the
Dissolutia, where one dynasty fell and another rose to take its
place. At the time the southern city-states, known as the
Soutlands, had gained such power and relative independence
that they formed a league, the Stately League, to petition the
Emperor, Moribund Scepticus III, for greater say in the
running of the Empire. This petition was denied and
consequently the Stately League or Leaguesmen determined to gather
a grande army, march the dangerous miles north and force a
“yes” from the old stinker. Moribund Scepticus III caught wind of
this and knew his own army of eighty thousand, though tough
and experienced, was no match for the League’s army of
several hundred thousand citizen-soldiers and mercenaries. So, as
the peers and marshals and soldiers of the Stately League
started on their great enterprise, the Sceptic Emperor
called for help from the only source of sufficient strength, his
great rival the Püshtän, the Lord of the Omdür and Emperor
of the Turkemen. The Turkeman Emperor eagerly took
the chance to aid his anxious cousin and rapidly mobilized a grande
army of his own, conveniently camped on the northern border
of the wildlands dividing the two powers. This duly arrived, ahead
of the Leaguesarmy—as the Stately League forces were being called.
With gratitude and rejoicing the terrified people of
Clementine lowered the gates of the great bridges that guard
the crossings of the Marrow, the mighty drain that protects
the northern borders of the Empire, and let the
Turkemen across. It was a great day for the Püshtän, for no
Turkeman army had ever won across the Marrow, and now
they were being invited like so many guests. No sooner had his
soldiers completed the daylong crossing of the bridges (such was
the size of his army) than they immediately stormed the
outer walls and districts of Clementine and put the middle
and inner city under siege. The battle raged all night in the
suburbs and along the walls as Turkemen infantry and their
horrifying bolbogis, giant monsters bred for war, wrestled
from street to desperate street with the Empire’s elite
regiments. Moribund Scepticus III had been betrayed. Heralds were
sent by the dozen to the approaching Leaguesarmy, though only three
made it through alive to tell them of the Emperor’s distress
and the threat of defeat by the hated Turkemen. What had
begun as an expedition of conquest had now become a quest of
salvation, not just of the Imperial Capital but of all the
Stately League held to be distinctly their own. Without rest the
Leaguesarmy night-marched the final miles. By the dour, gray
afternoon of the next day they were deploying their first
battalions for assault upon the rear of the Turkemen force.
With Clementine skillfully invested, the confident marshals
of the Püshtän turned their attention to defending themselves
against the arrival of the Leaguesarmy. Moribund Scepticus III, his
family and attendants watched from the highest minarets as the two
great armies faced each other across the field before
Clementine’s famous gates. Both he and the Turkemen
marshals below were amazed at the size of the Leaguesarmy. Almost
half a million soldiers of the proud Soutlands had arrived,
and before their trailing columns had even arrived upon the field,
the Leaguesman marshals began the attack. The massive artillery
parks of the Turkemen roared, sending hundreds of Leaguesmen
to an immediate end. The terrible bolbogis were sent forth
bellowing, barely restrained by their panicking
beast-handlers, musket ball and cannon shot of the
Leaguesarmy stopping only a meager few. Strutting proudly behind
these gudgeon beasts came the Turkeman infantry—the
heavy-armored ghirkis and musket-wielding infantis. To meet them
strode two hundred thousand haubardiers and
troubardiers, hundreds of skolds and scourges
and with them a company of lahzars, only recently arrived in
society and used for the first time in war. Wherever the
Turkemen bolbogis were left unchallenged by scourge
or lahzar they prevailed, destroying whole battalions of
their enemy. But where they met a knot of scourges or a lone
lahzar, there they ultimately met their end. The
Emperor watched in horrified wonder as the first deadly
bolts of lightning stuck down, summoned by the fulgars,
startling everyone but the fulgars themselves. And though
the scourge Haroldus is credited as the great hero of the
day, it was these newcomers, the fulgars, who most quickly
bested the bolbogis, while the wits dismayed whole companies
of Turkemen under the agony of their frission.When the two
armies were fully engaged, the Emperor’s survivors,
who had remained quiet till then, stormed from sally ports with
Haroldus at their head, besetting the besiegers and
attacking the right flank of the Turkeman army. Surrounded,
the hard-pressed Turkemen fought valiantly on. Their most
mighty bolbogis, the Slothog, still stood and shattered one
hundred men with every blow. The Leaguesarmy line began to falter
where the Slothog raged. The few lahzars that
remained were not near enough to help, the rest all gone to their
dooms and with them all the scourges and any skold
who could make a stand. Even as the right and center of the
Leaguesarmy began to crush their enemy, the left was on the verge
of crumbling. In the nick of time Haroldus and the
Clementine elites struck home, rolling up the
Turkeman right flank and driving them in on the center in a
rout. Though the legend has it that the “great skold”
challenged the Slothog alone, he was in fact supported by
the doughty battalions of both Clementine and the Stately
League. There, after a grisly struggle, Haroldus sent the
Slothog to its doom, losing his own life in the process. But
the deed was done and with the death of the Slothog, the
Leaguesmen pushed forward and the Turkemen, their last
gambit played and ruined, ran headlong into the ravine of the
Marrow or fled into the wildlands that surround the capital,
and few ever made it back to their homes or the smiles of loved
ones. The Empire had won—or had it? The original order of
business had not been settled, the League had not had its demands
heard. Their marshals conferred with their ministers and their
peers and offered parley to the Emperor if he would just
hear them out. Here now was an opportunity for Moribund Scepticus
III to save himself and his own dynasty, to share some of his power
and remain on the three thrones. For no matter what reformations
the Stately League would force, the Empire would survive.
But, with his remnant army looking to him to be still strong
in the flush of first victory, while the Leaguesarmy seemed
exhausted, at an end, Moribund became obstinate. He was not going
to be some lapdog to the states, bending and twisting to their
whims: he was the Emperor Supreme, as his sires had been
before him. He ordered his troops to the attack, shut the gates and
went to the baths in a glow of false security.With surprise in
their favor the Emperor’s army prevailed for a time, but as
they pushed the Leaguesmen back, they encountered a third of the
Leaguesarmy’s strength, including twenty battalions of
troubardiers, held in reserve. With a rataplan of drums and
the cry of war these reserves pressed into the fight, the Imperial
Army breaking against them like so many waves. With their
force on the brink of annihilation, the Imperial marshals quickly
capitulated and their entire weary army, still forty
thousand strong, were taken captive. They did not stay captive for
very long. The next day, and unknown to the Emperor, a
delegation did arrive at the tents of the lords and marshals of the
Stately League. In its number were many disaffected and jealous
ministers and peers who, either fed up with the flaccid
corruption of their incumbent master or wishing to rule for power’s
sake alone, had formed an uneasy alliance against their Imperial
master. They received the complaints of their southern brothers and
a compact was quickly made: if the Leaguesmen backed their cause
and their candidate for a new dynasty, then their new
Emperor, once safely installed, would make sure their needs
were answered. Till all this was accomplished, the southerners
would remain as Clementine’s and the new Emperor’s
guard. Thinking he was loved by all his subjects, convinced of the
unfailing loyalty of his ministers, Moribund Scepticus III sat
secure in his inner palace, confident of the impregnability of
Clementine’s ancient walls. Yet that very night, as the
Leaguesmen upstarts were let tamely into the city, he was violently
slain by agents of the new compact, and their chosen replacement,
the conniving Menangës of the family Haacobin, thrust into
his place. Moribund Scepticus III’s sons and daughters,
granddaughters and grandsons, brothers, sisters, nieces and nephews
and distant cousins too were arrested, to be either slaughtered,
imprisoned in the deepest dungeons and so forgotten or sent into
distant exile. Over two hundred people suffered or died that night,
each one of them of the same family line. So began the reign of the
Haacobin Dynasty. So ended the line of the Sceptics.
gauld, gaulding chemicals and processes
that make many different kinds of cloth and other organic materials
highly resistant to tearing, cutting or puncturing—“bulletproof” if
you wish—yet not much heavier than the original fiber and still
almost as flexible. Any garment like this is called proofing
or, less commonly, gaulding or gauld-cloth. Each gaulder has
his own secret recipe, inherited and vigilantly guarded, and,
though some recipes are more effective than others, the end result
is much the same: cloth, leather and such once soaked, boiled,
baked, dried and resoaked and so on in a series of solutions will
by the end of the process be extraordinarily toughened. Combined
with panels of multilayered gauld-leather or plates of steel, and
backed with pokeweed padding, proofing can keep the
wearer very safe indeed. Another of the advantages of
gaulded clothing is that it is incredibly hardwearing—even
the cheaper kinds. Consequently, the uniforms of soldiers on
campaign and wayfarers out on the road typically last for
years rather than months. In fact it has become more common for
those who can afford it to wear proofing more than
day-clothes. While proofing will stop a sword thrust
or a musket ball, it cannot, unfortunately, stop bruising or bones
being broken beneath it as they take the shock of a blow, or
internal ruptures from heavy hits to the chest or abdomen. This is
why blunt and heavy weapons like cudgels are so popular. And all
gaulded cloth will eventually wear out. Fibers being struck
repeatedly begin to crush and tear till the proofing is
useless. Damage like this appears slightly darker and scuffed, and
the cheaper the gaulding is, the quicker this “wearing out” in
battle occurs. Small areas of light scuffing can be re-treated and
“healed” by a gaulder who knows his business, but once the
damage to your proofing goes beyond this, you know it will
soon be time to replace your harness. Gaulded
clothing that is new and in good repair is said to be “bright,” a
term left over from the days when metal armor was the norm.
gaulded treated with the gaulding
process.
gaulder craftsperson who makes
gauld and uses it to make proofing.
Gauldsman Five one of the best
gaulders in Boschenberg; he has been supplying
high-quality proofing to most of the city’s wealthiest
peers and magnates for over four decades. With a good
reputation comes high prices, though even Gauldsman Five’s cheapest
garments offer excellent protection for the money.
generalities geography, general knowledge
and common sense.
Germanicus, Mister ~ agent of
Winstermill Manse, who is waiting for Rossamünd in
High Vesting to take the boy on to his new masters. Mister
Germanicus is a patient man, but even he has his limits.
Gibbon boatswain’s mate and
bargeman aboard the cromster Hogshead; his big hope
is to one day own his own vessel and press his crew to do his
dastardly doings.
Gightland Queen, the ~ common name given
to the Queen of Catalain, because much of that realm’s lands are
taken over by the swamp known as the Gight. She is the only “king”
or “queen” allowed within the political structure of the
Empire. No one remembers how this liberty was secured, and
the records of it are kept utterly secret, yet every Emperor
or Empress has allowed the title to remain while the best a regent
of any other state can hope for is grand duke or archduke or
duchess. It is boasted that traditions maintained in the Gightland
Queen’s courts are a faithful continuation of the ancient rites of
the Attics, the long-gone ancestors of the Empire.
glamgorn or glammergorn; one of the
smaller kinds of monster, a true bogle; they come in
all manner of shapes, pigmentation, hairiness; big eyes, little
eyes; big ears, little ears; big body, little limbs; little body,
big limbs; and all the variations in between. Often feisty and
jittery, certain kinds can get downright nasty, the worst of them
being known as blightlings. One of the bizarre idiosyncrasies of
glamgorns is that they like to wear clothes, everyman
clothes pinched from washing lines and unguarded trunks. There are
rumors that, dressed like this, glamgorns—and worse yet
blightlings—have been able to sneak into the cities of
everymen to spy and cause mischief.
Gluepot, the ~ another name for the
Ichormeer, an enormous swamp and fen on the western borders
of Wörms, through which the Conduit Vermis runs—a
very dangerous and threwdish place.
Gosling (Gosling Corvinius Arbour)
foundling at Madam Opera’s Estimable Marine Society for
Foundling Boys and Girls. Being born of nobility, he truly
thinks he is better than the common “plugs” he is forced to bunk
with at the foundlingery. He is just biding his time until he is
allowed to leave—not long now—and then he will show us all just how
superior he is. Then we will all be sorry we ever thought we were
even worthy of breathing the same air as he.
great-guns another name for
cannon, especially those firing twenty-four-pound shot and
heavier. See cannon.
green-fire name for the electrical sparks
and arcs made by a fulgar.
Gretel bower maid at the
Harefoot Dig, born in Boschenberg but now one of the
live-in staff at the Dig. She is cheerful and chatty and has
a “thing” for Doctor Verhooverhoven.
Grinnlings, the ~ name Rossamünd
gives to the nimbleschrewds because of their broad,
apparently wickedly grinning mouths. See
nimbleschrewds.
Grintwoode, the ~ Hergott name for
the Brindlewood.
Grume, the ~ said “groom”; the bay of
milky olive water on which High Vesting and
Brandenbrass have their ports and harbors.
grummet least-skilled and lowest-ranked
ship’s boy aboard a vessel; an offensive term when used against
anyone of higher rank or standing. Because of their special
instruction, children from a marine society are
automatically of a higher rank than these when they arrive to serve
on a vessel. To use this term of them is very insulting.
gudgeon said “gudd-je-onn” or “gud-jin,”
also made-monsters; any monster that has been made by
men, by necrologists, black habilists and taxidermists out
of parts of real monsters, people, inanimate objects and
animals. Usually the most vicious of any creature. Rever-men
are a type of gudgeon, as are bolbogis like the Slothog; it
is also argued that lahzars are gudgeons too.
guildhalls headquarters of the local arm
of a guild. Guilds are composed of tradesmen of a particular trade
who once, many centuries ago, got together to make sure that the
quality of their work was uniformly high, and that prices were
always fair. They have grown to have significant monopolies,
wrestling with mercantile corporations over markets, with
peers over self-governance and even with the Emperor
over the running of the Empire. At their worst they fix
prices, hold suppliers to ransom and in some cities force
nonmembers out of their trade. At the same time they do well at
protecting their own from exploitation.
guise said “geez” or “gees”; coin of
smallest value of the Soutlands, made of bronze.Worth one
three hundred and twentieth of a sou or one twentieth of a
sequin or one four hundred and eightieth of an
oscadril. It is represented by the letter g. See
money.
Gull friend and gormless stooge of
Weems; foundling at Madam Opera’s Estimable Marine
Society for Foundling Boys and Girls.
gun-broad, guns-broad a description of
the number of cannon down just one broadside of a vessel of
war.
gun-drudge drudge fitted with a
small battery of cannon. See drudge.
guns the measure of a vessel’s strength
in cannon; the entire battery of cannon carried by a
vessel.
H
Haacobin, Haacobin Dynasty said
“har-koh-bin”; the current family and court ruling the
Empire. They overthrew the old Sceptic Emperor
immediately after the Battle of the Gates and have ruled
ever since.
Haacobin Empire another name for the
Empire in which Rossamünd is a citizen; so named for
the current ruling dynasty, the Haacobins, who seized power
in Clementine two centuries ago. Before them was the Sceptic
(said “septic”) Dynasty, which held power for half a
millennium.
habilist(s) “clever people”; what the
citizens of the Half-Continent think of as a “scientists,”
who study and are involved in one, some or all of the pursuits of
habilistics. Includes dispensurists, skolds,
scourges, physicians, surgeons, viscautorists
(“gut-growers,” those who grow organs such as are required in
sthenicons and gastrines, a process known as
viscautory), even taxidermists. The darker students of
habilistics are the black habilists or morbidists: the
necrologists (those who raise corpses to life); the cadavarists
(those who make monsters from parts, an illegal discipline called
fabercadavery); the therospeusists (who grow monsters from
living matter, an illegal art known as therospeusia, said
“ther-rosspew-zee-ah”); or the transmogrifers (surgeons who
operate on people to make lahzars, a process known as
transmogrification or clysmosurgia). Though these dark philosophies
are illegal throughout the Empire, they are welcomed in
other realms, such as Wörms or Sinster (yet their
secret work continues unabated). Habilists are sometimes
derogatively called cankourmen, for all their dabbling about with
chemicals, and this term is often used to especially mean a black
habilist.
habilistics or natural philosophy;
“science” as the people of the Half-Continent understand it,
involving the studies of how things work and perhaps even why they
work. Mostly it involves lots of reading of ancient or even secret
texts, dissections of corpses of men and monsters, making
lots of potions (scripts), watching the stars wheel about
the heavens and searching for the most powerful chemical in the
cosmos. Each domain of study is called a philosophy.
hair-tine ornamented “needle” of wood or
cane used to hold hair in place; often lacquered and richly
decorated at one end.
Half-Continent, the ~ also called the
Haufarium, Sundergird or Westelünd; broad oversized peninsula
where, in one small part, this story takes place.
hanger or sometimes sea-hanger; slightly
curved military sword with the narrow yet heavy blade favored by
the navies of the Half-Continent; not to be confused
with the infantry hanger, which is more typically called a
jacksword and has a straight blade.
Harefoot Dig, the ~ “rabbit-footed” (as
in “fast-footed”) girl; wayhouses such as this are typically
given names taken from a locally famous event or person or
object.
harness also called barding;
another term for a set of proofed garments. The most basic
is a proofed weskit and jackcoat or frock coat
or platoon-coat, and as a set is called half-harness. After that
comes threegauld or trebant, comprising a more solid, close-fitting
garment called a haubardine which reaches the top of the thighs,
from which hangs tassets or plates of proof-steel that cover the
upper leg, over which is worn a well-proofed jackcoat or
frock coat. The most complete harness is known as true or
full harness or troubarding, and usually incorporates a haubardine
with tassets and metal chest and even arm armor as well. Anything
less than half-harness is known as dog-, jack-, or parlor-harness,
a make-do of bits and strips of gaulded cloths, and is
considered as useless as not wearing any proofing at all.
See proofing and gauld.
Harold (Haroldus, the Great Skold ~)
actually a scourge, he is lauded as the hero of the
Battle of the Gates, even though he died in that fight and
was on the losing side. In the unsettled times that followed the
battle, the new Emperor needed a hero to focus attention on
positive things, and the greatest advantage that Harold presented
was that he was not alive to argue or disappoint. Ah, such is
propaganda. See the Battle of the Gates.
harundo a form of bastinado (or bastinade
art) or fustigating, that is, stick-fighting or cudgel-play.
There are other types of bastinado, including a wild version called
gyre and a graceful form from Tuscanin called fustigio. Harundo is
popular because of its elementary yet effective moves. It is
capable of taking on most other forms but lacks their distinctive
or flamboyant strikes.
haubardier(s) said “haw-bard-ear”; foot
soldier or pediteer wearing threegauld harness of a
haubardine with platoon-coat and tassets. On their heads they wear
their telltale miter, a tall tapering hat with a flat crown. Their
main weapons are the musket with bayonet and a jacksword.
Designated heavy infantry. See pediteer and harness
and Appendix 2.
haunted frequented by monsters,
home to nameless fears; infected with threwd.
Heddlebulk, Master of Ropes ~ master and
teacher at Madam Opera’s Estimable Marine Society for Foundling
Boys and Girls. As his title suggests, his main responsibility
is to teach the knots, splices and rope-work required of little
vinegaroons ready for service to their regent. He is an old
bargeman who used to work the Humour aboard
cromsters and monitors and on the piers.
Hergoatenbosch said “herr-goh-ten-bosh”;
the vast protectorate lands of grain fields and pastures stretching
west from the shores of the Humour and Boschenberg,
and under the control of that city.
Hergott(s) race of people who live in
Boschenberg and Hergoatenbosch. It is also another
name for Bosch, the language they speak; though, as true children
of the Empire, they more commonly use Brandenard, the
language of trade throughout the Soutlands.
Hermenèguild canal-side suburb of
Boschenberg, crowded with merchants and their shops.
Hero of Clunes famous actress and singer
who comes from Clunes, and whose reputation for beauty of
face and voice are well deserved.
High Vesting originally a harbor guarded
by a fortress with a score of eekers as neighbors. In the
150 years since its founding it has grown into a city of one
hundred thousand souls. It was sited and built by
Brandenbrass as a harbor exclusively for an expanding
navy. After the Battle of the Mole the rams
were moved closer to home, while many Boschenbergers began to
settle behind its walls, using it as a welcome port of trade free
from the strictures of the Axles. A power shift inside the
city gave the more numerous Boschenbergers control of the city and
immediately placed it under the protection of their old home. The
Dukes of Boschenberg were only too happy to oblige. Though
perfectly legal, this understandably infuriated the regent of
Brandenbrass and his subjects, who built the Spindle
in retaliation.
highroads also called conductors;
major ways of traffic between cities. Imperial Highroads, or
conduits, are those sponsored and maintained by the
Empire, while ordinary highroads are tended by the states
they travel through. Any one highroad will be in various states of
repair along its path: anything from paved to bare earth that
becomes a quagmire in the wet. The farther a highroad travels from
civilization, the worse its condition becomes. Some, like the
Felicitine Way connecting Clementine with the
Soutlands, almost disappear. The Felicitine Way becomes
little more than a rutted footpath as it goes through the Grassmeer
before emerging again in friendlier lands. See conduits and
conductors.
HIR stands for “Horno Imperia
Regnum” (this year of Imperial Sovereignty) and is a
designation of years of the current age reckoned from around the
time of the Empire’s first establishment.
Hogshead, the ~ slow,
run-down cromster of six guns-broad. See Appendix
7.
hogshead large barrel holding about
fifty-four gallons. A normal barrel holds about thirty-six
gallons.
Humour, the River ~ ancient waterway
draining out of the swamps of the Gight in Catalain and running
south to empty into the Grume. It is the main line of
communication for great cities such as Catalain, Andover,
Boschenberg and Proud Sulking, as well as many
smaller towns and fishing villages. Once threwdish and
haunted by all kinds of monsters , the Humour has
been tamed by centuries of use by everymen, making it safer,
although not monster free. Sometimes also called the
Humourous.
Hundred Rules (of Harundo), the ~ rules
encompassing the movements and countermovements of the bastinade
(stick-fighting) art of harundo, as learned by
Rossamünd at the marine society. As a part of these
Hundred Rules are the names given to each of the moves or
positions. These include:
dexter—the right-hand side
sinister—the left-hand side
decede—step aside
regrade—step back
procede—step forward
pugnate—charge or rush
offend—strike out
counteroffend—counterstrike
absist—defend to attack again
sustis—pure determined defense
machina—unbalancing strike to torso
turbus—high to low overhead strike
falacia or faust—a feint
iterictus—low, tripping strike
frausiter—leg strike
torque—“roundhouse” strike
ban—disarming strike
titubarus—unbalancing hip strike
capat—strike at the head
internunt—strike at the body
bracchiatus—strike at the arm
lacert—upper arm or shoulder strike
obtrector—quick follow-up attack
spinat—back or upper spine strike
posticum—buttocks or lower spine hit
radix—(illegal) strike to the groin
culix—hit with the handle-end
ventus—spinning strikes
intrudus—poking strikes
versus—flat strike, side to side
orto or ortus—upper cut, low to high
These can be employed in combinations, including
the obturamentum, a defensive routine with counterstrikes, or the
flagellum, a series of quick strikes, and many others. To have even
a basic facility with harundo, you are expected to know
every one of these names.
Hurlingstrat Hergott for “hireling
street,” where those looking to ’prentice themselves out to a
master or those seeking an apprentice can go at certain
times of the year to a public market held for the purpose. Found in
the suburb of Bleekhall.
I
ichor any fluid of the consistency or
color of blood such as monster blood, or like a discharge of
pus.
Ichor shortened, poetic form of
Ichormeer.
Ichormeer, the ~ proper name for the vast
swamp also known as the Gluepot or Sanguis Defluxia, taken
from the vile, dark, bloodlike color of the waters and bogs. It is
said that parts of the Ichormeer are so threwdish that they
can drive a person mad. With a great loss of life, the
Wormway was cut through its southern reaches and the
Ichorway joined to it in the hope of taming the swamp. These roads
have done little, however, to curb the threwd or cow the
monsters that make the Ichormeer their home. Full of
festering bogs and farting ponds, it is shunned now by men, and any
who travel through it along the Wormway do so seldom, very
quickly and under heavy escort.
Imperial Capital capital city of the
whole Empire. See Clementine.
Imperial Post Office a rather excellent
service provided by the Emperor and his bureaucracies; a
mail-delivery service mostly done by coaches along highroads
between cities and major rural centers. For places off the
highroads, the Emperor kindly provides
amblers—walking postmen who get into all the nooks where people
sequester themselves. An ambler’s life is dangerous; they are
typically skilled at avoiding or protecting themselves against
monsters. Frequent customers of skolds, amblers
invent clever and slippery ways to make sure the post always gets
through. Mortality rates are high among them, however, and the
agents who employ them prefer orphans, strays and foundlings
who will not be missed by fretting families.Your lowest-ranked
ambler can earn about twenty-seven to thirty sous a
year.
indexer mathematicians trained to keep
large lists of numbers in their heads, and to have sharp memories
that can be accessed in much the same way you or I might go through
a filing cabinet.
Indolene said “inn-doh-leen”; fellow
gater with Teagarden, guarding the Harefoot
Dig during the bitter night. She is actually a sagaar, a
combative dancer who has slain more than a handful of
monsters in her time, several of them in the act of
assaulting the Dig, as is proved by the cruorpunxis
marked upon her arms. Indolene hails from a large Soutland
state called Isidore.
Inkwill, Mister ~ one of the registry
clerks at Winstermill, recording in triplicate all documents
and forms received by or sent from the manse. Inkwill is
actually a concometrist who did his five years’ training at
the Pike Athenaeum in Brandenbrass. As concometrists and
mathematicians are old rivals, Inkwill and Witherscrawl do
not get on very well at all.
Instructor Barthomæus see Barthomæus,
Instructor.
ironclad • (adj.) to be covered in
riveted strakes (sheets) of cast iron thick enough to stop a
cannon ball. A strake will stop any cannon shot,
though it might buckle some under the blow of a sixty-eight
pounder. Repeated hammering from many hits can, however, weaken the
great rivets holding the plates to the side to the vessel,
eventually causing them to come away. The exposed wooden planks
beneath, while sturdy enough to repel a few shots, become a weak
point and a target. For ram captains who prefer a straight
shoot-out, this is the goal of their tactics, to pound off an
opponent’s strakes and leave him vulnerable and ready to “strike
his colors” (lower his flag and give in). • (n.) another
name for rams or any other craft covered in iron sheet
armor. These iron sheets are coated in a protective chemical known
as braice, which makes the metal turn dark brown and stops the
caustic waters of the vinegar seas from corroding it.
Ives one of the larger city-states
of Frestonia and Fransitart’s place of birth.
J
jackboot high boot reaching over the knee
and having a flaring “collar” about the top, but being open behind
the knee.They are usually made of bright-black
leather.
jackcoat differs from a frock coat
in that its frock is not as long and does not flare out as far. The
materials used to make a jackcoat are cheaper or less fine. It is
more a commoner’s item of clothing.
jacksword or infantry hanger;
straight single-edged sword with a short, heavy blade and heavy
handle; as much good as a club or a sword, and favored by
soldiers.
jakes, the ~ latrine, loo or water
closet.
john-tallow repugnant potive
kneaded into an oily clay whose main purpose is to smell so good to
a monster that it draws it more than the scent of a person.
Given that smell is one of the subtler senses of a monster,
that they can tell the difference between everymen and their
own kinds by smell, deluding them in this way is very effective but
also very difficult. Used in conjunction with other odor-alterants,
it can make for some powerful effects. See scripts.
Juice-of-Orange though we might take
orange juice for granted, for the poor and rustic of the
Half-Continent it is typically unheard of and a rare treat
indeed. The growing of particular fruits can be a mildly difficult
task, as orchards attract certain monsters. As such it makes
the price of these fruits prohibitive for the less
well-to-do.
K
knupel said “noo-pull,” also called a
virga; the most rough and knobbly of all the cudgels, it is
often awarded to those who gain mastery of a bastinade
(stick-fighting) art such as harundo.A knupel is about 4½
feet to 5 feet long, thick at the hitting end and thinner at the
strap-bound handle. Regarded as a “battlefield” weapon, a knupel
can cause horrendous injuries.
Körnchenflecter, the ~ said
“kern-chen-flek-tr”; also called the Parts-wheel or Principia
Circum: a table showing how the Four Elements react to or
retard each other. From this is made a complex set of tables known
simply as the Reactive Index, where all the Sub-Elements are
shown in their reactions to each other. With it a habilist
will plan combinations and experiments accordingly. The
Körnchenflecter is valued not so much for the information it
displays but as part of a skold’s history, a treasured
symbol of the trade. See Appendix 3.
kraulschwimmen said “krowl-shwim-men”;
some of the biggest and most cantankerous of the nadderers
(sea-monsters), usually resembling enormous, grotesquely
deformed fish. Intelligent and cunning, they spend most of their
time warring with the false-gods over control of the Deeps.
Many also have a sweet tooth for vinegaroons and the muscles
inside gastrines and will come to the surface to hunt for
these along the cargo lanes of the world’s oceans.
L
ladeboard left side of a ship if you are
facing the front or bow, the side of a vessel usually put against a
wharf or pier; corresponds to our “port.”
laggard a leer who can see through
things, into dark and hidden places, and look at things far off.
The name comes from the word “lag,” which means to scour or scrub
something. The washes they use to change their eyes make the whites
turn olive-brown while the irises become a deep yellow. See
leer.
lahzar(s) sometimes spelled in old texts
as “lazhar,” said “luhzar”; also called catharcriths, thanatocates
(“death-bearers”), orgulars (“haughty ones”—the name once given to
the heroes of old), spooks-and-pukes or just spooks.Though no one
knows for sure, it is commonly held that lahzars first appeared in
the Empire around HIR 1263, over a century before the
Battle of the Gates. They were said to be among the
survivors of a race of previously unknown peoples from far
northwest beyond the Half-Continent who called themselves
the Cathars. It was rumored that these Cathars were fleeing the
destruction of their realm by the rise of one or many
false-gods. Settling in the far west beyond Hamlin and
Pechenneg, and in the once small stronghold of Sinster in
the east, these Cathar refugees brought with them their ancient
surgical knowledge, techniques unknown in the Half-Continent
except to a learned few. These techniques were called clysmosurgia
and involved grafting into a person’s body special organs—called
mimetic organs—harvested from beasts, altered and grown in vats.
Once put inside a person’s body, these mimetic organs could give
the subject unheard-of abilities; the power to generate deadly arcs
of electricity inside the body (the fulgar), or send forth
brain-frying waves of invisible energy (the wit).
Clysmosurgia was quickly rejected by the conservative as a form of
“dark” or “black” habilistics (also called morbidology) and
it was declared illegal throughout the Empire. Yet since
their refuges were, and still are, beyond the Imperial
jurisdiction, the Cathar surgeons continued their work. To
put a person through clysmosurgia is called transmogrification, and
a person so transmogrified is called a “lahzar,” a Cathar word
meaning “those who have returned (from the grave),” called so
because of the long period they are under the surgeon’s knife. One
side effect of having these impostor organs within them is a
constant dull ache, occasionally sharp. For wits it
manifests itself behind the eyes and in their skulls; for
fulgars it hurts in their arms and shoulders and down in
their guts. Even a lahzar’s scars might ache on cold days. Another
problem is gauntness caused by the overworking of their
pith—what we would call “the metabolism” and “immune
system,” as their bodies strive to accommodate the intruding flesh;
this can bring on mood swings and even psychotic episodes. Lahzars
might be powerful, but they are far from happy folk. It took almost
three quarters of a century before people began to catch on to just
how much more effective these new lahzars were against
monsters. During that period lahzars were outlawed in
Imperial lands. Their success at the Battle of the Gates,
employed in disobedience to Imperial law, won them a grudging
acceptance in society. Since then, while clysmosurgia remains an
illegal realm of habilistics, lahzars themselves have been
legitimized, their labors rivaling and even eclipsing the work of
the traditional skolds. Because, however, lahzars have so
many alien organs stuck into them, it is still a topical
parlor-room debate as to whether or not lahzars are actually a kind
of gudgeon. This is an idea that lahzars find completely
offensive and refute utterly. As a consequence of this question,
their foul moods and strange drafts, lahzars are still
considered pariahs, a necessary evil. Even with an expensive set of
proofing, nonlahzars would find them extremely difficult to
beat in a fight, and this has granted them a status that is not low
but simply outside the existing social ranks. This unique status
has made becoming a lahzar popular with the fashionably bored young
sets of the gentry and the peers, and they spend large
chests of their mama and papa’s sous to make the trip to
Sinster and seek out the best transmogrifer they can afford.
A surgeon of average skill will perform clysmosurgia for
about 1,200 sous; the best will do it for about 3,000
sous. Payment can be made in advance, or over a period of
time from the lahzar’s earnings as a monster-slayer, soldier
or bodyguard. After an initial period of interviews and testing, a
subject is either refused or allowed to proceed. A refused subject
is free to seek another surgeon. If accepted, it takes
several days to complete the operations to make a person into a
lahzar (transmogrify them). The whole time the subject is kept
drugged and strapped to the cutting table. Once the
transmogrification has been done, and the lahzar has been “made,”
it can take anywhere from one month to half a year for a person to
recover. During this recovery they receive training from the
surgeon’s aides (called articles) in the ways of a wit or a
fulgar. From time to time it is common for lahzars to return
to their surgeon for observation and “repairs”—operations to
mend damage caused by illness, organ rot, spasming or
violent injury. These repairs require only a day or so under the
knife and a fortnight at the most for healing afterward. The
“skills” or “abilities” or “powers” their organs give to a lahzar
are called potencies (sing. potency). It is these potencies
that make a lahzar so effective against monsters (and people
too for that matter). The arcs and lightnings of a fulgar
and the mental and sensory assaults of a wit are much more
consistent in their deadly power and easier to deliver than a
skold’s or scourge’s potives. Despite this lahzars
are regarded less as civilization’s heroes and more as a
distasteful new “fad.” Obviously lahzars will charge for their
services, commanding high prices for the efficacy of their labors:
In a quiet year they can earn around two hundred sous; in
bumper years when monsters are overactive this can rise to
five hundred sous. See fulgar, wit,
Sinster and surgeon.
. . . when a spook does set their hand to
job,
ye’ll knows ye nickers be gone for good.
ye’ll knows ye nickers be gone for good.
lahzarine said “lazz-er-reen” and also
orgulous; of or pertaining to a lahzar; concerning all
things to do with lahzars.
laid up in ordinary vessel that has been
emptied of most of its crew and its stores, taken up out of the
water onto a dry dock to be careened (have its hulled cleaned),
thoroughly repaired, overhauled, refitted and made ready for
another lengthy service on the vinegar waves.
lambast(s) great rope-and-steel sprung
engines of war used to hurl large harpoonlike projectiles known as
bastis. The bladelike tips of these bastis are typically treated
with toxic scripts designed to especially harm
monsters. A thick chain attached to powerful steel arms is
wound back with a large winch that takes several men to operate.
When the chain is wound right back, it is locked with a trigger and
the bastis is laid into a special groove or track. When all is
ready, the trigger is tripped and the bastis is flung out as far as
three hundred yards. Lambasts are most usually found on rams, where
their main job is for use against kraulschwimmen and other
nadderers (sea-monsters ), but they are also used to throw
harpagons, great grappling hooks made to ensnare other vessels, or
as a last resort when the shot lockers are empty and the powder all
used.
lamplighter(s) essentially a kind of
specialized soldier, mostly employed by the Empire, though
some states also have them. Their main task is to go out in the
late afternoon and evening to light the bright-limn lamps
that line the conduits and conductors (highways) of
the Empire, and to douse them again in the early morning.
They are fairly well paid for soldiers, earning about twenty-two
sous a year.
Lamplighter-Marshal most superior officer
of the lamplighters; the one that Rossamünd is going
to serve under is in charge of the whole of the Wormway from
Winstermill to Wörms and the lamplighters who
work along it.
lamplighter’s agent clerks and the like
seeing to the business of the manse and the
Lamplighter-Marshal in far-off cities and other lands. Their
main tasks include visiting and delivering dispatches to other
manses and Lamplighter-Marshals, organizing supplies
and suppliers from the suppliers’ end, seeking new recruits,
hunting down leads on smuggling rings, appealing to the
Emperor in Clementine itself for more pay or
resources and so on.
landaulet said “land-or-let”;
open-topped, four-wheeled carriage usually drawn by a single horse
and having two seats within that face each other. A folding top
divided into two parts may be drawn completely over to protect from
inclement weather. Used in the cities where horses are safer; only
the foolish or those capable and willing to defend their trusty nag
dare take a landaulet out beyond.
leer(s) also called perspicriths
(“sense-holders”), cognisters or vatiseers; a creepy lot trained in
seeing small and otherwise missed detail, remembering faces,
following scents and trails, spying, shadowing and all such prying
arts and the use of the sthenicon and olfactologue.
They soak their eyes over a period of months in special potives
collectively called washes or opthasaums, which irreparably change
the colors of the eyes and permanently alter the abilities of their
sight. The first of these opthasaums prepares the eye for
transformation and is called Saum of Adparat or adparatic syrup.
After a month of soaking in this wash, one hour each day, the leer
spends another month soaking his or her eyes in either of two
washes: Bile of Vatës will make the more common leer known as a
laggard with brown and yellow eyes, and cognistercus or
Swill of Cognit the less common falsemen, with red and pale
blue eyes. The whole process of changing a person’s eyes is called
adparation, and one can tell a leer by these weirdly colored orbs.
Each also takes particular kinds of drafts to enhance his or
her capacities in day-to-day duties. Leers are highly sought after:
laggards in the wild places to warn against monsters
and other lurking dangers and to track brigands,
smugglers and escaped prisoners; and falsemen in the
cities to work for the wealthy and for government, wheedling out
the dishonest and sycophantic and interrogating the suspicious.
Though they alter their biology in a chemical way, they are not
regarded with nearly as much suspicion or loathing as
lahzars and are not questioned as potential gudgeons.
See falsemen and laggards.
left-decede to decede is to step aside
quickly, 90° to the line of attack, while turning to face your
attacker as, it is to be hoped, he or she stumbles past you. A
left-decede is a rapid sidestep to the left with a half turn to the
right—a defensive move that is part of the Hundred Rules of
Harundo.
Lentine grand-cargo massive cargo vessel
that comes from the ports of a distant southern coastal region
known as the Lent.
letter of introduction letter written for
you by a significant person of rank and merit, saying who you are
and your qualities (and flaws), recommending you to whomsoever
should read it. It is often sealed with a wax seal, to add a sense
of veracity. An excellent letter of introduction can open many
doors.
letters, to have your ~ to be able to
read and to write competently—neatly and with correct spelling—more
than a few words or simple scrawled sentences. Those who can read
but have never been taught to write are called partly lettered. (“I
can read me letters, sir, but a cain’t make ’em.”)
levin-bolt another term for lightning.
Liberum Infantis Tutin for book
child.
Licurius said “ly-kyew-re-us”; a
leer and factotum for Europe. Originally one
of the lifeguards of the Duchess of Naimes, he has served
Europe for over ten years. Licurius has left his
sthenicon on too long, letting the organs within grow up
into his nose and face. Leers who let this happen are known
variously as breach-faced leers, aspexitors or leerbrechts;
and any biologue that is allowed to grow unchecked like this is
said to be exitious (said “eck-zi-shoos”) or ruinous. During his
time with Europe, Licurius’ thoughts have become darker,
more suspicious and bitter, and his hatred for monsters has
grown. More recently the two of them have begun doing wicked and
infamous things, things they will not talk about, and somehow it
has been Licurius who has led in them.
limbers small versions of a
gastrine, metal-bound boxes of wood in groups of twos or
threes down either side of each gastrine. They are used to
warm up and loosen the muscles of the much bigger counterpart to
make them ready for operation. If a gastrine is not massaged
by a limber first, it could tear, become swollen and infected,
thereby reducing its performance and even occasioning its death.
The limbers themselves are warmed up by the gastrineer’s
mates, who crank long handles in the limber-box that turn a much
smaller version of a treadle-shaft within called a maiden. Once the
revolutions of the maiden have reached a certain rate, the muscles
of the limber, having been nicely massaged by this turning, will
take over and by a series of jointed levers, repeat this process on
a greater scale with the gastrines. If a vessel needs more
speed it may put some or all of its limbers to work, helping the
gastrines to turn the main treadle-shaft. There is a risk of
permanent harm being done to the limber, but because they are much
easier and cheaper to replace, this risk is often taken. The best a
captain could hope to get by putting “all limbers to the
screw”—as it is called—is an extra knot or, at best, two.
This may not seem like much, but at the relatively slow speeds of
all watergoing craft of the Half-Continent, one to two knots
can equal the difference between success or doom. See rams,
gastrines and gastrineer.
limn-thorn bright-limn fixed to a
pole, or hanging from the same.
Liquor common collective name for the
vast expanse of deep ocean or gurgës to the east of the
Half-Continent, beyond all the smaller pontis (seas) and
mares (oceans).
Little Dog quiet page boy in service to
the Harefoot Dig. He is the bottom of the rung and it is his
job to fetch and carry and run messages to wherever he is sent,
even the dangerous countryside. Although Little Dog is well aware
of the risks he endures and lives in constant dread of being sent
out on wild nights, no one else seems to consider this, and he
finds himself dashing about in the unfriendly dark bearing little
more than an RSVP to a dinner. Poor little fellow—he has faced many
terrors for a boy so young, and has survived each one so far . .
.
long johns outer underwear made from
wool; leggings for warmth and protection, with reinforced knees.
Some have socks sewn onto the ends and are referred to as
sock-johns or smockjacks.
longshanks shorts with legs reaching to
the knees, often proofed and very hardwearing. Typically
worn with long johns as is the fashion, longshanks are
preferred to breeches, and are certainly more fashionable.
looby fool, idiot, stupid person, ignoramus. A
lubber.
Loquor said “loh-kor”; a distant land far
to the east, beyond Wörms and the mountains of the
Tausengramdornin (“thorns of a thousand tears”). It is said to be
deadly threwdish and filled with the most fearsome
utterworsts.
lubber or landlubber; a derogatory name
given by vinegaroons to any landsman, or anyone clumsy or
dangerously awkward.
M
Madam Felicitine see Felicitine,
Madam.
Madam Opera see Opera,
Madam.
Madam Opera’s Estimable Marine Society for
Foundling Boys and Girls marine society run by Madam
Opera. See marine society.
main-sovereign largest of all the
rams, with a minimum of one hundred great-guns
running down one broadside (not including lambasts or
tormentums); enormous and slow and needing drudges to
help them maneuver. See rams and Appendix 6.
manifest list of the cargoes carried by a
vessel.
manse fortress or large fortresslike
house that serves as the headquarters for lamplighters, and
a place of final refuge should it be needed.
marches also called bounds, extents or
parts (partitions), or the precincts of man. The division men have
given to their domains, calling them rather grandly the Exculta
Hominum Vita Partitio or “divisions of civilization.” They are
based on the perceived safety of each region from monsters
and the effects of threwd. There are five marches, starting
with the safest or “quietest,” as it is commonly referred to: urbis
(city) > paris (parish, canton or pagis) > scutis (soke or
fenceland) > fossis (ditchland) > horridas terrestrum
(the wilds).
The first four marches, from the city to the
ditchlands, are known as the termina hominis, “the precincts
of man,” and are seen as radiating out from each city in a series
of expanding rings. The wilds remain the horridas
terrestrum, “the rough (or frightening) lands,” and are all the
wide, shapeless places beyond the four rings of the precincts,
uncharted and untamed. Of them it can easily be said, “here be
monsters.”
marine society institution established to
teach children the rudiments of naval life and so prepare them for
the ever-needful navy. In a typical marine society, life is
divided up into watches, just as it is on a ram or
cargo, and for several years, until they reach the age of
work, each child is taught ropes and knots; watches and
routines; signal sending and reading; hoisting flags; scrubbing,
swabbing, holy-stoning and mucking (that is, cleaning); climbing
ratlines; recognizing ranks, types of vessels and their
descriptions (tabulation); letters (making a marine society
child highly prized); simple cosmology (the positions of stars);
and reading charts. Extra subjects peculiar to different marine
societies might include bastinade (stick-fighting, of which
harundo is a part); stowing and setting hammocks; rowing;
matter (history); and generalities (geography).
Marine societies are run by an owner, or someone appointed by the
naval board of that realm. Typically they are staffed with
semiretired vinegaroons seeing out the last of their days in
continued service to their regent. It is one of the few pension
options offered to sailors past their prime, and to get a position
at a marine society is considered a great stroke of fortune or
Providence.
Marrow, the ~ also called the Würtem-way,
among many other names. Just above Clementine is a massive
man-made gorge, a huge moat to keep all the terrors of the foul
lands beyond from invading Clementine land. It represents
the northernmost extent of the Empire, and was started in a
time before it even existed. In its early days the Empire
took up the work of finishing the Marrow, taking another two
hundred years to do so. This required vaults of money and
several thousand lives, with laborers lost to accidents, brutal
punishments and attacks from the ever-present monsters. The
Marrow runs west to east for 1,200 miles from the Foeder Cidës to
the Pontus Cadmia (“yellow sea”). At the bottom of this gorge is a
clogged, trickling stream that started in a swamp and flowed to
nowhere, cutting a groove in the granite plateau. It was along this
eroded waterway that the moat was begun, and now the waters of that
stream flow from the swamp to the Spout, a collection of pipes
protruding from the cliffs along the Pontus Cadmia far away to the
east. All along the Marrow are giant fortresses known together as
the Ortygometra (“land-rail”) linked by a conduit called the
Geometra. These fortresses keep watch on the Empire’s
northernmost border, while its pediteers march patrols along
the Geometra. Though not very beautiful, the Marrow is recognized
as one of civilization’s great wonders, a testament to man’s
determination against the monsters, and seeing it is a part
of the Grand Tour.
matter the subject in school we would
call “history.”
Maudlin said “moord-lin”; a planet and
one of the brightest lights in the night sky, having a distinct
greenish tinge. The largest planet, it can be seen as a tiny yet
definite disk. Away from city lights, you might also spot Maudlin’s
largest moon, Jekyll, circling the planet in retrograde orbit
(opposite to the direction of orbit of almost all the other planets
and moons). Maudlin rises late and so is a mark of the passing of
midnight and the approach of morning. She is said to be fleeing
Faustus, who chases her each night across the cosmic dome,
and so is held as the Signal Star of the suffering, the
desired and the desirable.
Meesius said “mee-see-us”; one of
Gauldsman Five’s many fitters and a retired
vinegaroon who once fell foul of Fransitart and
Craumpalin. In the solution of his predicament, Meesius
found himself owing them a great debt they have never previously
claimed.
mess-kid small wooden pail with high
sides for eating food out of.
Messrs. Idby & Adby, Mercantile &
Supercargo mercantile company which, having lost one too many
oxcarts of goods on the Vestiweg, hired Europe to do
her deadly work for it in the Brindleshaws.
Midwich the “middle watch.” See days
of the week.
milt the depth of one’s self; the core of
one’s soul and convictions, deeper even than the heart.
Misbegotten Schrewd, the ~ average-sized
ettin said to haunt the Brindleshaws.
Mole, Battle of the ~ great naval battle
near a small navigation island call the Mole. It was fought over
thirty years ago between a collection of states including
Brandenbrass called the Solemn League and the islands of the
Wretchwater and their supporters, the mercenary state of Lombardy
and a third mysterious ally. The conflict was one of many over the
long-contested rights of use and passage of two bodies of water:
the Gullet, the narrow strait between Coursing and the mainland;
and the Quimpermeer, that part of the Grume northeast of the
Gullet. Strangely, Quimperpund, the state these rights worked
against most, though part of the Solemn League, did not send
rams to the conflict. This was a profound betrayal, and
though the Solemn League won the battle, it resented Quimperpund’s
treachery and, so many years later, still do. Fransitart and
Craumpalin were both present at the battle, serving on board
the eighty-eight guns-broad main-ram, the NB
(“Naufustica Branden”) Venerable, with Fransitart
directing the fire from the first gun deck, while Craumpalin
served at one of the guns and handed out restoratives when
there was a lull or a desperate need. That was back in the time
before they joined the Boschenberg navy. See the
Surprise.
money most currencies of the
Empire have three denominations: the billion—the biggest
coin, representing the most amount of money; the dollion or
dollar—the middle or secondary coin; and finally the common or
comma, which is the smallest coin in size and worth. For example,
the most used currency is that of the Soutlands, used in
almost all interrealm and international transactions. It is divided
into:
sous (billion) > sequins
(dollar) > guise (comma)
= 16 sequins = 20 guise
= 16 sequins = 20 guise
With the Imperial oscadril it works like
this:
oscadril (billion) > special
(dollar) > commial (comma)
= 14 specials = 18 commials
= 14 specials = 18 commials
There are many, many more currencies around the
Half-Continent, some left over from pre-Imperial times and
still used among locals, especially in more remote or rustic
places. It can be very complicated, and money changers have made a
very profitable industry out of unraveling the mysteries of
currency exchange.
monitor(s) twenty-four to thirty-two
guns-broad rivergoing vessels of war, similar to rams
in that they have an enclosed gun deck, yet sitting lower in the
water. They are ironclad and powered by gastrines.
The heavy keel is much reduced in size and the vessels have a much
shallower draft to allow for the shallower depths of rivers
and shoreline waters. They handle poorly in stormy seas, although
this does not prevent them being taken on patrols close to shore.
With their shallow draft they can bring their guns to bear
alarmingly close to land.
monster(s) also called üntermen,
nickers, bogles, beasties, bugaboos, baskets,
sprigs, kraulschwimmen, nadderers, nasties and many
other names; any creature not considered human or a dumb animal.
The most basic division is into two:
♦ Incolids: the natural, native monsters, which
are thought of as forces of nature, a physical expression of nature
defending itself.
♦ Homonculids: the man-made monsters
(gudgeons), which are considered perversions of nature,
certainly by monsters themselves, and by most people as well.
What distinguishes a monster from a person is
that it is often more grotesque, bent, disproportioned (this is a
human perspective, of course), possessing claws and fangs and
spines and a murderous intent to kill people. What makes monsters
different from the dumb animals that walk the earth is harder to
define, although it is agreed by most scholars of the
Half-Continent that clear rational intelligence and the
capacity to speak (even the rudimentary gruntings of the dumbest
ettin) are the most important difference. For nickers
(land monsters) it is also agreed that a common difference is that
many nickers walk about on two legs and have two (or more)
arms. This is not absolute, however. For nadderers (or
sea-monsters) it is generally their cleverness and cunning and
their enormous size that distinguish them from the fishes, the
sharks and the whales. No one knows where the monsters came from,
but for as long as history records, humankind has been locked in a
war with them—the Hyadthningarvig or Luctamens Immensum or the
Immerwar—the Everlasting Struggle, not just in the
Half-Continent but all the world over. As humans seek to
expand their empire, their grip and control of the land, so the
monsters resist them, plaguing and spoiling. Yet monsters find it
hard to live where men have gained control, and the more people
living in one place the fewer monsters there will be, although
there are always some. This makes the cities the safest places for
people to dwell, and from them everymen wage their side of
the war. There are rumors of some realms that live in
understanding or even cooperation with the monsters, but this is
unthinkable for those dwelling in the Half-Continent; such a
thing would be the act of vile sedorners
(monster-lovers) and a crime against humankind. No one knows
absolutely where monsters come from. Old histories say that there
have been many—urchins, the false-gods, many
nuglungs and kraulschwimmen—who have been in
existence since before humankind. These they call the primmlings
(“the first”). However, it is known too that new monsters keep
appearing, made after this prehistoric time. Theories abound as to
where they come from. Probably the most unusual is found in the
Vadè Chemica, which suggests that they are knit together in
mud and slime made fertile by threwd and the sun’s warmth.
Habilists name this hot threwdish mud “gravidia
lutumi” (“pregnant slime”) and theorize that the stronger the
threwd is in a place and the muddier it is, the more likely
that place is to spawn monsters. This whole process is known as
spontaneous self-generation, and monsters who are born in such a
way are called sprosslings (“born ones”). See nuglung, glamgorn,
nicker, kraulschwimmen, bogle and gudgeon.
monster-blood tattoo also
cruorpunxis; tattoos given to someone who has just slain a
monster, and made with some of the siphoned blood of that
same monster. Once pricked into the skin, the
monster’s blood reacts strangely with everyman blood,
causing a quickly festering, throbbing sore that eventually sloughs
off its scab to reveal permanently port-red to blood-brown marks
beneath. These tattoos are usually a highly stylized face based on
the bogle the person slew. Those who make a profession of
marking tattoos in monster blood and making spoors
are called punctographists. The best punctographists—those who make
the most impressive images and do it with the least pain—earn
themselves a comfortable living. A decent cruorpunxis, say
about two inches by two inches, will set you back about two
sous. Punctographists are most likely to be found in busy
rural centers where monsters haunt the lands about, and in
cities where wealth and fashion keep them in demand. Saved
monster blood (called cruor or sometimes ichor) will
remain usable for a little over a day before congealing. Kept cool
and hidden, it can last for almost three days. This gives the
victorious pugnator a little time after slaying the
nicker to bottle its blood and make for the nearest major
town to get a tattoo.
monster-hunters those whose work it is to
defend the realm of humans against the realm of monsters.
See teratologists.
monster-lover being of such a disposition
is a terrible crime. See sedorner.
months of the year there are 16 months in
the Half-Continent year, most of 23 days, with 3 having 22
days. This means that there are 4 months in each season. For summer
there is Calor (22 days), Estor (23 days), Prior (23) and Lux (23).
For autumn there is Pilium (23), Cachrys (23), Lirium (23) and
Pulchrys (23). For winter there is Brumis (22), Pulvis (23), Heimio
(23) and Herse (23). For spring there is Orio (23), Unxis (23),
Icteris (23) and Narcis (22). The year always ends with a day to
spare, Lestwich, the last day of the year. This means that the new
year always starts on a Newich, and therefore the dates of the year
always fall on the same days year in, year out. Farmers, fishermen
and other folk working by the seasons and the evolutions of the
moon like this calendar a lot: its predictability makes their lives
that little bit simpler. See days of the week and Appendix
1.
morbidity putrefaction or bacterial
breakdown and decay.
Mortar, the ~ suburb in
Boschenberg famous for its proofing.
mottle patterns and colors of allegiance
shown on clothes, harness, flags, baldrics and other
sashes and ribbons. Every state, realm or organization has
its own mottle, a distinctive combination of two or more colors (or
tinctures) arranged in immediately recognizable patterns. Tinctures
have definite meanings and are used accordingly. For example, the
colors of the Empire are rouge and cadmia with leuc (red and
yellow with white), meaning “justice, honor, wisdom”; the mottle of
Boschenberg ocher and sable (brown and black), meaning
“hardiness and wisdom (shrewdness)”; Brandenbrass sable and
leuc (black and white), meaning “wisdom and integrity.” The
following list shows the colors used in mottle, their proper or
technical name, positive meaning and negative meaning:
When flying flags, negative meanings are shown by hoisting a pure
black strip (the black rider) beneath them. For example, a fortress
succumbing to the effects of threwd might fly an orient
(purple) flag with a “black rider” to show that the place is
overcome with madness. By using the same device, one could pass
insults to an enemy across the field of war.You can say a lot with
colors.
♦ white: leuc, argent—wisdom, integrity,
chastity, joy—death, fear
♦ yellow: cadmia, or—understanding,
honor—cowardice, mendacity
♦ orange: orot, orange—courage,
determination—betrayal, perfidy
♦ red: rouge, gules—eagerness, justice—blood,
destruction
♦
pink:geranium,carman—merriness,humanity,ruth—fainthearted-ness,
gluttony
♦ purple: orient, brawn—majesty, fortitude,
discretion—false hope, madness
♦ deep blue: prüs, cobalt—steadfastness,
constancy—oblivion, frustration
♦ light blue: celest, azure—peace,
prudence—poison, confusion
♦ green: chloris, vert—freedom, hope,
health—disease, jealousy
♦ brown: ocher, tan—nature, hardiness—excrement,
dim-wittedness
♦ deep brown: mole, sepia—honesty,
antiquity—irascibility, decay
♦ black: sable, nycht—mourning, wisdom,
shrewdness—cunning, death.
muck hill pile of poo.
mules square-heeled slipper with no heel
piece or quarters; any flat-heeled, soft shoe that is fastened to
the foot and leg with ribbons.
Mullhaven, the ~ harbor and roads (safe
anchorage) before High Vesting. Its name is Hergott
for “sandy harbor.”
musket see flintlock musket.
musketeer foot soldier or pediteer
wearing half-harness of a weskit with platoon-coat
and a thrice-high; his main weapon is the musket fixed with
bayonet. Designated medium infantry. See pediteer and
harness.
N
Naimes said “naymz”; moderately large
Soutland city-state found in the southwestern corner of a
fertile farming region known as the Villene (said “vill-enn”), a
region inland of Frestonia. Naimes has grown rich on the trade of
timber, meat and certain semiprecious metals and gems. Being
pinched, however, between the great powers of Haquetaine, Maine,
Westoverin and Castoria has limited its growth. Its regent, the
Duchess of Naimes, has suffered no little embarrassment at the
wayward behavior of her daughter, her only child and heiress.
nasties one of the many euphemisms for
monsters.
nativity patent official document that
declares the place and time of birth and bears an official seal and
signatures. The record of all the places a person might live and
any citizenship he or she might be granted is also recorded on a
nativity patent.Without one, it is hard for a person to establish
his or her identity and almost impossible to get decent work or
even be allowed into most cities.
navy unlike standing armies, the states
of the Empire are allowed to have navies as big as they can
afford them to be, and so the states do just that. These standing
navies are known as fleets-in-being and serving in them is the
single most common occupation, with only the merchant marine coming
anywhere near as close (after this comes serving the bureaucracies
of the Empire). Navies are mostly made up of rams,
which are massive ironclad vessels of war. These are
employed for various integral tasks:
♦ landguarde = coastal patrols and guarding the
integrity of maritime boundaries.
♦ ward-marchant = protection of cargoes
and the like, often in convoy.
♦ marquelin = privateering and execution of
letters of marque (government-granted right to do the work of a
pirate).
♦ line-of-fleet = operating in battle fleets and
squadrons.
♦ kraultrekker = on the prowl for
kraulschwimmen and other sea-monsters , to drive them
away from ports and cargo lanes.
♦ main-surveyor = exploration, charting and
reconnaissance: spying, basically.
♦ courser = (not to be confused with
corsers) commissioned with the sole task of hunting down and
sinking or capturing pirates.
♦ register-ship = responsible for carrying
currency, precious metals and other goods valuable to state or
Empire.
Universally calling themselves the Senior
Service, the navies of the states are always looking for new
recruits. They put up posters promising great rewards, fete famous
or valorous captains to keep their popularity high, press vagrants,
foundlings and merchant vinegars (men serving on merchant vessels)
into service, offer convicted criminals a berth in place of serving
in the notoriously foul prisons, pinch or entice the crew from the
rams of other states; in short, do whatever it takes to keep
their ships fully manned. Life in the navy is tough, and
vinegaroons often die younger than landlubbers (or just
“lubbers,” as vinegaroons will say), affected by the
caustic sprays that wash over their rams and pit and scar
their skin.Yet the pay is higher for equivalent work on land and
the chance of prize money very real. Though
vinegaroons do not wear uniforms, their rams have
distinct collections of flags, unique for each state or realm,
called bunting. The biggest piece of bunting is the enormous
rectangular flag known as the spandarion, showing the mottle
and sigil of the state to which the ram belongs. A fleet
decked out in full bunting flapping proudly in the breeze is a most
beautiful sight. There are also cypher flags or burges—used to
communicate from vessel to vessel—run up on lines between the
masts. By these a commodore or admiral can give orders to his
squadron or fleet, and vessels can relay simple information. A
typical navy consists of twenty to thirty capital rams
including three to five main-sovereigns, sixty odd cruisers
(see Appendix 6) and many schooners and other small sailers
for observation and running messages (advice boats). It is usual
for a city-state to support more rams than it could
ever shelter in its harbors. This is because about two thirds of
any navy is at sea at any one time. Maintaining even a half-decent
navy costs mind-bogglingly immense amounts of money,
money that a state may not always have in its coffers.
Consequently, navies will be involved in their own private
enterprises, or invest in companies and seek investors from among
those who benefit most from their labors. Naval agents are
responsible for all this wheeling and dealing, and great clouds of
them bustle about the Half-Continent in pursuit of funding
for their masters. See rams and vinegaroons.
nicker(s) general name for all
monsters that live on land (sea-monsters generally
being called nadderers), and also used more specifically of those
monsters who are the size of a person or larger. See
monsters.
nimbleschrewd(s) type of blightling (the
worst sort of glamgorn) who runs about in gangs. As with
many other glamgorns, they like to dress in human clothes
and adore making mischief wherever and however they can. A
nimbleschrewd’s idea of mischief goes far beyond just simple pranks
(these they will do); what they like best is making everymen
miserable and wretched and even killing them. See
glamgorns.
nostrum scripts that are not part
of the common lexicon (popular and well-known scripts).
Instead they are the unique or rare concoctions of a specific
skold or school of skolds.
nuglung(s) small but very powerful kind
of bogle, often having a head like a twisted version of an
animal’s. It is said that nuglungs serve the urchins, the
lords of the monsters, as messengers and spies, and are
often found sneaking and prying into the deeds of men. They are
notoriously tough to kill, although most potives work just
as well on them as on any other monster. The worst, most
violent and cruel of the nuglungs are called pernixis. See
monsters.
nullodour a collection of potives
designed to hide or confuse or fake certain smells. Their most
common use is to mask the distinctive odor of a person so that he
or she remains unnoticed by monsters. Used in conjunction
with john-tallow, it offers you an excellent chance to throw
off pursuit and escape with your life.
O
old salt one of the many names for a
sailor of the high seas. See vinegaroon.
olfactologue “smell-machine”; a biologue
(biological device) used to make smells profoundly more noticeable
while also increasing the wearer’s ability to discern subtle
differences in odors otherwise impossible to sense. Made of a
simple wooden box strapped over the nose and mouth but leaving the
eyes unobstructed. See sthenicon for a detailed description
of the parts that make up an olfactologue. As with a
sthenicon, if you wear an olfactologue for too long, the
organs inside will start to grow up your nose and into your face.
After about a week, the box could still be taken off, though you
would find tendrils up your nose that would tear out painfully.
After a month of wearing an olfactologue (or a sthenicon),
it could not be removed without surgery and the loss of the front
of your face. Used most by leers, who swallow special
drafts beforehand to help make their senses sharper and
sniff exotic powders to retard the invasion of the biologue’s
organs.
Opera, Madam ~ third daughter of middling
gentry. In her twenties, Madam Opera Gelderwine found true love
with a daring equiteer officer of superior breeding and
charm only to have a scandal (so serious that few still know
anything about it and Madam Opera will never tell) dissolve the
engagement and leave the young agonized Opera forever unwilling to
try at love again. Taking on the title “madam” anyway, to put off
any more suitors, of which there were several, she set off on the
Grand Tour and traveled the known world for several years seeking
solace in glamorous cities. Running out of money, she finally
returned to Boschenberg, the city of her birth, to find all
that remained to her was an old mansion in a run-down part of the
city. With no income and no prospects she took up one of many
navy contracts being offered at the time to run a marine
society, the first unmarried woman to have ever done so. Hiring
pensioned vinegaroons as her staff (who received their pay
from the navy rather than from the madam, and included
Fransitart and a year later Craumpalin), she began
her Estimable Marine Society for Foundling Boys and Girls. She is a
lonely, middle-aged lady who spends most of her days stalking about
the marine society seeing who she might catch at “knavery
and misdeeds!” as she calls it, or sitting in her private rooms
receiving guests and dictating letters for Verline to take
down. To the children Madam Opera seems grand, calculating and
sour.To any of the young men who act as agents for the various
services seeking to hire marine society children, she seems
an obvious flirt.
operasigis pain-marks or grief-signs,
said “oh-por-ah-sij-jiss”; another name for spoors.
Ormond one of the Signal Stars;
the fourth-brightest light in the night sky, preceded by the white
planet Penelopë and followed by purple Hadës. Ormond rises even
later than Maudlin, and its appearance shows that the night
is old and dawn approaching.
oscadril also oscar or owl; the largest
coin of the Empire, made partly with gold and worth 1½
sous. On one side is a relief of the Sagacious Owl (the
symbol of Clementine’s mint) and on the other a Pillar or
two Pillars entwined with a sash (a symbol of the Empire
itself). If you were to toss a coin for a test of luck, you would
say, “We’ll flip for it! You tell me—the Pillar or the Owl?”
Various Emperors have tried over the centuries to make the
oscar the standard currency throughout their domain.Yet somehow it
has never worked and the sou remains the merchant, and
therefore most common, coin.
P
Padderbeck, the ~ one of the many quays
in Boschenberg, situated along the banks of the
Humour; small quay built along a narrow canal called the
Stoorn, coming off the main flow of the river to increase the
access of trade. Other similar canals include the Humrig,
Glastornis and Glachtig.
Padderbeck Stair, the ~ walkway about and
steps leading down to the Padderbeck itself, though the two
names are often used interchangeably.
pamphlets large many-paged periodicals, a
cross between what we would call “newspaper” and “magazine,” often
filled with scandalous and fabulous stories of current politics and
past events. The pamphlets that Verline kindly buys for the
marine society are paid for by her sister the Lady
Praeline, who has the money to afford them.
panniers baskets or boxes with fastenable
lids that are borne by animals or fixed to carriages for carrying
stores and goods.
parlor maid usually a maid-servant who
waits at the meal table. In Verline’s case, however, though
she is called a parlor maid, her responsibilities and chores
involve much more than just serving Madam Opera meals.
Parts, the ~ or just lowercase: parts;
all the Elements, Sub-Elements, chemicals and
minerals and other ingredients that are used to make
scripts.
patchouli water water in which the petals
of the patchouli flower have been soaked. The water is then
strained to leave a pleasantly scented liquid for dabbing about
oneself or dripped into a kerchief to be wafted about the
room.
pediteer said “ped-it-ear”; the common
name for a foot soldier, as opposed to an equiteer or
cavalryman. Musketeers, haubardiers and
troubardiers are the three most common pediteers. Along with
them are the ambuscadiers, frankarms and other light
infantry.
peer(s) the nobility, those considered or
considering themselves to be of highborn blood: ancient kings and
queens, dukes, duchesses and the rest. All of the regents of the
states of the Empire are peers; indeed, you can never be a
regent unless you are a peer.There are certain bloodlines within
the peerage that are considered superior to others, such as the
Corvinius Arbours of Boschenberg or the
Saakrahennemus of Brandenbrass. Probably the most superior
is a broadly scattered bloodline: those of a group called the
Didodumese (said “dy-dod-dyoo-meez”), a lineage not reckoned in the
person’s name but by their birth and nativity patent. The
Didodumese are all those descended from Dido, the founding
Queen of the Empire who ruled 1,600 years ago. There are
even some without a peerage who belong to this illustrious set,
scattered and squabbling across the whole Half-Continent and
beyond. The current Haacobin Emperor is not one of the
Didodumese, who hold that the supreme leader of Dido’s realm
must be one of her descendants. He often contends with their
political arm in the Imperial Parliament and their spies and
assassins in the palaces.
peregrinat almanac made hardwearing and
even waterproof for use by wayfarers and other
travelers.
Phoebë the most common name for the moon,
the governing orb of the night sky.
physic, physician well liked and well
respected, physicians train for four to six years at physacteries,
spending a further year or two in a sanatorium (hospital) before
being granted their full degree. With this they are allowed to be
called “Doctor” and are free to practice their trade in the wide
world. There they tend to all the aches and sprains of the ailing
public, bleeding, balancing the humours, diagnosing and
recommending drafts to be sought from dispensurists
or procedures needed from surgeons. Physicians will even
attempt a little surgery, which they are qualified to do, and folks
are much happier to be under a physic’s knife than those butchers
the surgeons. Physicians charge for each attendance and can
earn about three hundred sous a year.
physics the study and practice of caring
for the sick and injured; what we would call “medicine.”
Pike, Mister ~ boatswain of the
Hogshead; a very quiet and obedient man who yet manages to
control the crew set under him.
Pinsum, Master ~ the most bookishly
learned of Madam Opera’s employees and master of
matter, habilistics and generalities at the
foundlingery . He has never been a sailor nor even seen the
vinegar seas, but rather was a small-time actor before
serious lumbago (chronic muscular pain in the legs) made it
impossible for him to continue in a job that required so much
standing up. Answering a petition of employment put out by Madam
Opera, he began work at the foundlingery while Rossamünd
was still a baby. He also teaches letters.
piped to bed one of the many signals
given by the masters of the foundlingery upon the bosun’s
whistle to tell the children to go to bed. Once it is blown,
the foundlings have fifteen minutes to be beneath their blankets.
See bosun’s whistle.
Pirate-kings of the Brigandine, the ~
pirate-kings associated with the Brigandine Coast, northeast of the
Half-Continent, beyond the Liquor. There are other
pirate-kings sitting in their strongholds in other lands, but those
of the Brigandine are the most infamous.
pith also pluck or constitution; what we
would call “metabolism.” It also means intestinal fortitude or
“guts.” plaudamentum see Cathar’s Treacle.
Poéme once-fashionable suburb in
Boschenberg, now given over to factories and warehouses;
where Madam Opera’s Estimable Marine Society for Foundling Boys
and Girls is also found; now famous for not much at all.
pokeweed or pockweed; a reedy plant that
grows in swamps, and best in threwdish swamps, from whose
stems is made a tough, durable fiber of the same name. It takes
well to gauld and is prized as padding in
proofing.
Pontoon Wigh, the ~ a main street in
High Vesting that runs parallel to the coast. Clean and
possessing a glorious square, it is an address much sought after by
the best corporations and mercantiles.
Pontus Nubia the “black sea,” whose acrid
waters are quite literally black like ink.
poop or poop deck; rearmost section of
the upper deck of a ram, between the aft mast and the stern.
Given that the decks of a ram are flush (that is, flat), the
correct term for this part of the vessel is the aft deck. In the
vernacular of the vinegaroon, however, the old term
remains.
portable soup flat, unappetizing-looking
oblong slats of black material about the size of a man’s hand. They
are made from a brothlike soup of beans that is strained, mixed
with powdered bone and dried till it is hard. It is then etched
with the manufacturer’s mark, wrapped in greased paper and shipped
off to sell. Soaking one slat in hot water for about half an hour
(or three hours for cold water) will cause it to dissolve into the
black goop it was to begin with. Not very tasty, but light,
nutritious and it takes up little room, making it an ideal
wayfood. It can even be eaten as it is, though you would
have to bite and chew very carefully or risk cutting up your mouth
and tongue.
potive(s) any concoction meant to have an
effect externally, that is, not by swallowing or some other
introduction into the body, as opposed to drafts, which need
to be swallowed to work. Some potives still have to touch exposed
skin to have an effect. See scripts.
Poundinch, Rivermaster ~ master of the
Hogshead; he has served on many vessels on the vinegar
seas and gained a lot of experience on the behavior and
temperaments of both people and ships.
Praeline or properly the Lady Praeline,
said “pray-leen”; younger sister of Verline. Her locally
famed beauty allowed her to marry well above her station, much to
the shame of both families. His parents see her as a grasping
upstart; her parents (now passed away) saw her as getting “hoity”
and too big for her own boots. Her sister is just happy her husband
treats her fairly.
prattling hackmillion person who talks
big but cannot back it up with action; “hackmillion” is a term used
of someone who makes many swings and showy stabs at an opponent
with a sword or other weapon but to little or no effect: all show
and no results.
precincts of man, the ~ see
marches.
prize(s), prize money typically they are
the capture of another ram or a cargo, or even a
seaside town or city; the taking of some significant person worth
ransoming; or the proven slaying of a sea-monster (the
bigger it is, the better the reward). Prize money is paid as an
incentive for heroic endeavors and is distributed to the whole crew
of a ram by their government in amounts deemed appropriate
for the deed accomplished. This distribution, however, is very
uneven, with the captain of the vessel getting far and away the
largest share, the rest trickling down till the lowest yonker
(cabin boy) or grummet might receive barely more than an
extra day’s pay. It really does depend on the quality of the prize
taken. There have been occasions where the capture has been such a
haul, like a fleet of treasure ships bound for Turkmantine, that
the prize money earned by the entire crew is enough to set each one
up for life. The smaller rams—the frigates and
drag-maulers (see Appendix 6)—are more active, and on average their
crews can expect to double their year’s pay with prize money. The
vinegaroons of the larger rams—iron-doughts,
main-rams and main-sovereigns (see Appendix 6)—will
normally earn prize money equal to about half their annual pay. For
a fee, naval or prize agents will take care of the tiresome and
punctilious work involved in securing a crew’s prize money, and
naval offices are bustling with them all year round. Prize money is
also offered to landed folk for the killing of monsters or
capture of criminals.
proofed treated with gauld to turn
into proofing. See gauld, gaulder.
proofing any garment proofed, or
treated with gauld, so that it has become sturdy cloth armor
as good as, if not better than, any ancient metal suit. See
gauld, gaulder.
Proud Sulking also called Schmollenstolz;
the major city of the farming region known as Sulk, situated
on the east banks of the river Humour. A quiet rival of
Boschenberg, it offers access to its ports and cheap land
transport so that barges might discharge their cargoes and
avoid the high tolls of the Axles. It is also becoming the
preferred river-port for the taking in of produce from
Sulk—grains, vegetables, cotton, flax, limestone—for export
to the rest of the world. This was once Boschenberg’s
monopoly.
prow front, pointed part of a vessel
forming part of the bow. On a ram the prow curves down and
forward into a beak called a ram, from which these vessels
take their name.
pugnator said “pug-nay-tor”; a common,
some consider vulgar, term for monster-hunter. See
teratologist.
“Pullets and cockerels!” exclamation of
disgust or surprise or astonishment; it means, quite literally,
“hens and roosters!”
Q
quabard said “kwe-bard” or “kay-bard”; a
shorter version of a haubard; like a weskit only lined with
gaulded-leather plates and fitting more tightly, fastened
with buckles at the side or back rather than buttons. See
harness .
quarto also quarter; any body of soldiers
significantly smaller than a platoon, which is roughly thirty men.
Typically a quarto is around ten souls.
’quins slang for sequins.
R
Rabbitt, Farmer ~ see Farmer
Rabbitt.
Rakes, the ~ items on a menu considered
to be common and unfashionable; food for rough and rustic folk to
eat; the cheap part of the menu. See Best Cuts.
ram(s) also rams-of-the-main, men-of-war
and sometimes grandly called naufustica; the ironclad,
gastrine-powered ships of war used by most of the navies
of the Half-Continent. The forwardmost tip of the prow is
pushed forward in a great iron “beak” called the ram, giving these
vessels their name. With their iron hulls blackened or browned with
special chemicals to stop corrosion (called braice) and sitting low
in the water, rams look sinister and powerfully threatening. Yet
though the outside might be dark iron, within a ram is a world of
wood: beams, posts, planks, bulkheads, smelling strongly of
creosote, gunpowder and sweat. Rams are generally divided into two
types: the smaller, lighter, faster, less heavily armed called
cruisers; and the big, heavily gunned and armored and slower kind
known as capitals, rams-of-the-main or just rams. Cruisers have
only one gun deck and no more than three masts. They are the
workhorses of a navy, used most in escort, reconnaissance
and running messages. They are the eyes and ears of the fleet,
roving out from the main battle (fleet) to find the enemy’s
position. The lightest cruiser is the gun-drudge, followed
by the frigate, the largest being the drag-mauler. This
cruiser has the largest ram of all, and is built to charge monsters
and other vessels and survive the impact. Drag-maulers are the
fastest rams at about 14 to 16 knots. The quickest ever,
Scythe 36, achieved an unheard of 18½ knots in a fair wind
with all limbers to the screw. Frigates are
only a little slower at about 13 to 14 knots. Gun-drudges
can manage only about 11 knots. Capitals or rams have two gun
decks, with the heaviest cannon arranged on the second or
lower gun deck. Essentially floating batteries, capitals line up
stem to stern one after the other in a fight. This is called the
line-of-battle, and in this formation enemy fleets will pound away
at each other for hours until a decision is reached. Cruisers are
considered too small to take a place in the line-of-battle and
patrol behind their own line to protect its flanks. The lightest
capital is the iron-dought, whose upper gun deck extends only two
thirds the length of the vessel and travels as fast as 11½ to 12
knots. The next is the main-ram. Achieving no more than 11 knots,
they are still by far the most common of the capitals, forming the
backbone of all serious navies. The largest of all rams are the
main-sovereigns, which are so large they can do little
better than 8 knots and often require gun-drudges to help
them maneuver. Different captains will employ their rams in
different ways, concentrating one or a combination of the three
basic tactics:
♦ gunnery—simply standing off another vessel and
blasting at it with your cannon till it submits. Rams rarely
sink under a barrage of shot but their masts and upper works are
typically smashed and their strakes (iron plates) always in need of
serious repair.
♦ ramming—where the ram is moved into a favorable
position to gain momentum and strike another vessel with its beak.
Ramming is most likely to sink a vessel.
♦ boarding—involving getting in close, launching
harpagons (see lambasts) and drawing alongside the enemy so
that your crew armed with pikes, axes, hangers, blunderbuss,
bothersalts, grenadoes and pistols can drop gangplanks and
leap the gap between. Boarding is the best way to keep a ram intact
for recommissioning into your own navy.
Though a captain may train his crew as he
wishes, there will be a preferred method for the whole fleet as set
by the lords of that particular navy. Commonly, states who
build their own rams are more inclined to board or shoot, for they
know how much it takes to make one. States that buy rams from
others and from private manufacturers will as happily sink a vessel
by ramming it as blast away at it with guns. It is interesting to
note that the larger a ram is, the more its captain will be paid to
work her. When a ram is commissioned (officially named and
launched), it is quickly crewed and sent to sea. There it will
spend the rest of its days, returning to its home port only
occasionally and rarely staying for long. See frigate, navy
and Appendix 6.
reagents any of the ingredients used for
potives and drafts; also called parts or
the Parts.
realm • a specific group of
scripts, all with similar effects. See scripts. • in
the politics of the Empire and its neighbors, a realm is any
region controlled by a king or queen.
red must edible fungus from the must
family. Not all musts are toothsome, and some are downright
poisonous. One of the great advantages of red must is that it keeps
a very long time, squashes without bruising, is very light and very
good for you. This makes it ideal wayfood.
repellents typically a combination of the
realms of scripts (repugnants, fulminants and
discutants) incorporating all chemistry designed to dissuade and
drive monsters (and people) off. Bothersalts is one
of the more popular repellents, though not the most powerful.
Others include Salt-of-Asper, Frazzard’s powder, glitter-dust,
trisulxis, bombast’s ash, boglebane and green-flash or
gegenshein.
restorative scripts concerned with
reviving and healing. See scripts.
revenant, rever-man, rever what we would
call “zombies,” “the walking dead”; some are whole reanimated
corpses, others are made from bits and pieces of different corpses
and even animal parts. They take a lot of learning and skill to
make properly. If not well preserved, their stink gives them away.
If their brains are not reconstituted correctly, they are wild and
unmanageable. The best quality revers are used as assassins, often
dissolving to puddles of untraceable filth when the dastardly deed
is done. Occasionally one breaks free of its everyman
masters and terrorizes a community for a while or escapes into the
wilds, where it gets short shrift from the local
monsters, who hate such abominations and are hated by them
in return. See gudgeons.
revenue officers employed by almost every
state or realm, they are used to gather the duties and taxes
of imported and even exported goods. Revenue officers have a
mandate for search and seizure, and go on patrols and raids.
Usually efficient and zealous, they have the power of state and
Empire behind them and the fear of the gallows or Catherine
wheel at their employ. They are the harriers of smugglers,
corsers, ashmongers and all those involved in the
dark trades. Such as these guard both the Axles and
the Spindle, and work closely with lamplighters to
catch the crooks.
rhatany one of the ingredients in
Cathar’s Treacle, made from the poisonous black rhatan
bloom, which is native to many of the most threwdish and
haunted swamps and bogs, particularly the Ichormeer.
The whole flower is dried and crushed very finely to make the
powder. On its own it is very poisonous.
rhombus a place where skolds go to
learn their craft. In their two years there the student
skold, called a rhubus, learns the basic scripts, and
from these how to prepare his or her own nostrum and vulgum.
In this they are taught the Elements and
Sub-Elements, the Bases and their
Combinations, Körnchenflecter, the Four
Spheres and the Four Humours. They also study the
Vadè Chemica and many other forbidden books on
habilistics , ancient and new, as well as matter
(history). People are not allowed to attend a rhombus unless they
already have their letters, that is, they can read and
write.
rivergates great fortifications built
across rivers and broader streams to protect a certain valuable
place or as an outworking of a city’s more terrestrial
embattlements. Certain riverside duchies and principalities have
long used their rivergates to control trade, not just into their
own domains but into domains beyond as well. Though the cause of
wars and great resentment, ancient Imperial Concessions that
allowed these states to legally inspect and tax riverine trade
under Imperial observation were kept when the Haacobin
Dynasty seized the Imperial Seats. This has been much to the
disgust of other states who have suffered the tollways for
centuries—and a bitter disappointment too: it had been hoped that
the Haacobin Emperors would bring a new kind of justice to
the Empire. Since then, a handful of more aggressive states
have successfully lobbied the Emperor for the right to build
their own rivergates, and so to have their share in the great
profits. This has meant that some rivers have two or three or even
four such structures choking them, as their owners rant and
politick and threaten the others—for example the troubles on the
river Humour between Boschenberg and its ancient
Axles, and Brandenbrass with its smart new
Spindle. Many of the less honest have devised ways to get by
rivergates, especially those engaged in the dark trades or
others wanting to avoid the taxes and tolls they charge.
rivermaster the most senior officer
aboard a barge or any other rivergoing craft; not always the
owner of the vessel; lower in rank than a captain.You have to serve
on the vinegar waves to be allowed that rank.
rock salt salt mined like a rock from the
earth. Fulgars suck or chew on lumps of the stuff to keep
the concentration of salt in the blood high, thus making them
better conductors of electricity.
Rossamünd said “ross-uh-moond”; awkward
boy-hero and under-grown foundling of Madam Opera’s
Estimable Marine Society for Foundling Boys and Girls.
Rupunzil, the ~ fine
cromster of sixteen guns, owned by Rivermaster
Vigilus.
S
sagaar(s) dancers and fighters whose
skills and art came originally from lands far to the north beyond
the Marrow—Samaarkhand, Mansuûng and Ghadamése—and were
first encountered by the Empire as it came into conflict
with the kingdom of Wenceslaus. There are many forms and styles of
sagaris (the skill of the sagaar) more complex and varied than
harundo and the other bastinade arts. Sagaars live to dance,
to attain a state known as “the Perpetual Dance,” where every
action, every tiny lift or twitch, is all part of one unbroken,
lifelong dance. In the lands of their origin they are
court-entertainers and the prime teratologists
(monster-hunters), employing their extreme flexibility,
nimbleness and speed with varieties of potives even older
then the skolds’. In the Empire, sagaars are thought
of only as teratologists and find many opportunities to hunt
and drive off monsters. Yet all sagaars would just prefer to
dance. Sagaars usually wear tight-fitting clothes to allow
unhindered movement of limb and those of the Empire also
mark themselves with spoors in the form of spikes radiating
down and around one cheekbone, just under the eye (usually the
left). It is well known that sagaars and lahzars do not like
each other very much.
sailer vessel under the power of sails
rather than gastrines; not to be confused with a
sailor, a fellow who works on a ship at sea.
Sallow Meermoon reluctant fugelman
skold of the communities around the Brindleshaws.
Being forced by her parents and fellow citizens to train as a
skold at the rhombus in Wörms, she has
recently returned and is very unhappy with her lot in life. Despite
this she has still been very thorough about being a skold,
even down to getting the vertical-stripe spoors that are a
mark of her trade. A fugelman is a teratologist employed by
a community to be available to defend it from monsters.
Candidates for this task are usually local, and most are proud to
serve their homeland in such a way. Fugelmen are traditionally
skolds, but wealthy communities have taken to sending their
candidates off to be transmogrified into lahzars.
scourge also exitumath or orgulars
(“haughty ones”—the name once given to the heroes of old; this is a
title also given to lahzars); a skold who specializes
in monster-hunting exclusively, making and using the most
powerful, dangerous and deadly potives: potives that melt
things on the spot, or cause them to almost instantly rot or turn
to carbon or even petrify living things to stone. Scourges are
typically covered from head to toe in special bandages and wear
quartz-lensed spectacles to protect them from their own chemicals.
Though they are preferred to a lahzar, scourges are still
regarded as a bit unhinged and unmanageable, and live a life of
violence much the same as their lahzarine rivals.
screw(s) what we would call a propeller;
a method of propulsion used by gastrine vessels.
Gastrines turn the shaft which drives the screw that in turn
pushes the ship forward.
script(s) also called thaumacrum; the
name for all the chemical concoctions made by dispensurists,
skolds and scourges. They are divided into basic
“types” or realms:
♦ restoratives or vigorants—healing and
well-being, such as birchet or evander water
♦ fulminants—explosions and flashes and makers of
fire, such as Licurius uses
♦ discutants—concusives, closely related to
fulminants, though not causing fire
♦ pestilants or venificants—poisons
♦ mordants—corrosives such as special kinds of
acid used by scourges
♦ abruptives—preventative measures such as
nullodours
♦ repugnants—scripts that repel like
bothersalts and those that attract, like
john-tallow
♦ alembants—scripts that alter the biology, such
as the washes that transform the vision of a leer’s eyes.
Cathar’s Treacle comes under this heading too
♦ expunctants or obliterants—scripts that utterly
destroy or slay instantly, many of which are theoretical
“superweapons.”
There are four recognized physical states these
realms can come in:
♦ fumes—smokes and gases
♦ pomanders or ashes—powders
♦ liquors or waters—liquids
♦ sugars or salts—crystallized versions of the
above three.
scrutineers another name for revenue
officers, sometimes used to especially mean those who have the
power of search and seizure.
Sebastipole, Mister ~ leer and
agent for the Lamplighter-Marshal of Winstermill; has
served there for over half of his life. His mother coming from
Pollux and his father from Sebastian, Sebastipole was raised in the
small southeastern kingdom of Burgundia. He is sharp-minded,
efficient and fiercely loyal to the Lamplighter-Marshal.
About ten years ago, Sebastipole became a leer at the
request of his superiors. He appreciates the power of his augmented
sight but finds the wearing of a sthenicon repulsive.
Therefore, although he possesses one, he uses it only seldom, when
duty calls for it. His eyes give him away as a falseman. See
leers.
sedonition the state of being a
sedorner; loving monsters, or at least not hating
them, as most folks do.
sedorner official and most insulting and
incriminating name for a monster-lover. Anyone having any
sense of friendship or understanding with monsters is said
to be under the influence of outramour—the “dark love.” Those worse
affected by this outramour are apparently meant to run off into the
wilds to spend the rest of their short lives with the
bogles they so admire. To be heard even trying to understand
monsters from a sympathetic point of view can bring the
charge upon you. Different communities and realms deal with
sedonition to different degrees of severity, but it is not
uncommon for those found guilty to be exposed on a Catherine wheel
or even hanged on a gallows.
Senior Service, the ~ the name the
navy gives itself; service in the navy is considered
superior to service in the army, as a lamplighter, in
an Imperial post or anything else. See navy.
sequin second-highest value coin of the
Soutlands, made of a silver alloy.Worth one sixteenth of a
sou or twenty guise or one twenty-fourth of an
oscadril, it is represented by the letter q. See
money.
she-oak medium to tall tree with a single
straight trunk and possessing long needles instead of leaves that
droop to the ground and hiss musically in even the lightest breeze;
tough trees that grow in almost any environment.
Shunt, Mister ~ gastrineer of the
Hogshead and probably one of the nastiest fellows you are
ever likely to meet. He speaks little and uses his knife a
lot.
Signal Stars, the ~ also called the
Superlatives. The nightly glowing orbs that are said to show one’s
way through life and the land. They include the Signals of Paths
(also known as the Atrapës), which aid navigation (probably the
most important and genuinely useful); the Signals of Ardence, meant
to aid those in love; the Signals of Lots, apparently watching over
those making important choices or testing their fate, and so on.
The stars that do not have these mystic or informative qualities
are called the Luminaries.
Silvernook large town between High
Vesting and Winstermill made rich and bustling by the
silver mine nearby opened over a century before and still proving
to be a plentiful source of the precious metal.
Sinster city where lahzars are
made; remote, built on the fork of two threwdish rivers in
the region known as Burgundis. It is divided into two parts:
Sinster Major and Later Sinster. Sinster Major is the original city
founded before the beginnings of the Empire by a community
of Burgundians. When, centuries later, the survivors of the fall of
Caathis (the Cathars) arrived, they were welcomed, and expanded the
city, building Later Sinster. It is from here that they perform
their blasphemous surgeries to turn people into lahzars.
Ironically, the notorious surgeons of Sinster are also the best,
and despite their reputation as black habilists, have
secretly saved the life of many of the Empire’s loftiest
peers.
Sitt footman and bootblack—or shoe
polisher—working at the Harefoot Dig. As it was once so
excellently said, “A scuff, madam, is a terrible thing!”
skold(s) also habilist or
zaumabalist (“soup-thrower”) or fumomath, the term for a
teratologist who does the work of fighting monsters
using chemicals and potions known as potives. They throw
these potives by hand, pour them from bottles, fling them
with a sling or fustibal (a sling on a stick), fire them from
pistols know as salinumbus (“salt-cellars”), set traps, make smoke
and whatever else it takes to defeat and destroy a monster.
We might call them “combat chemists.” They typically wear flowing
robes and some kind of conical hat to signify their trade. The most
common hat is the overtap, which folds back slightly over the
wearer’s head (see page 201). More serious and aggressive skolds
will mark themselves with distinctive spoors, a vertical bar
running over the eye (or both eyes) and down the face from hairline
to the jaw; or a horizontal bar from one earlobe across the mouth
to the other earlobe. Skolds learn their arcarnum (“secret
knowledge”) and the skills peculiar to their trade at one of many
organized “colleges” throughout the Empire called a
rhombus. It takes at least two years to properly prepare a
person as a skold, and any more years spent after that hone their
knowledge and some skills still further. Entry into a
rhombus is expensive and difficult, and places are
limited.The best have waiting lists over twenty years long. The
forerunners of the skolds were the self-taught rhubezhals (said
“roo-beh-zaal”), the monster-hunters of the ancient people
know as the Skylds. In fact the word “skold” is a corruption of
“Skyld,” a name given to those rhubezhals who ventured beyond their
lands to serve ancient foreign kings. These expatriate rhubezhals
learned new skills and scripts in those foreign lands, and
began formalizing their knowledge, writing it in books. Finally
they formed guilds with each other—the rhombuses—and began
to train recruits. And so the skolds as they are recognized today
were founded. Skolds earn a good portion of their living also
making potives to sell to everyday folk, so that they might
also protect themselves from and even fight the monsters.
Scripts made for this common use are called vulgum;
scripts that skolds keep secret to themselves are known as
nostrum. Your basic vulgum potive like
bothersalts sells for about 1 guise for one dose. The
average skold will earn about 180 sous a year in prize
money, monster-ridding contract fees and sales of their
vulgum. Used broadly, the name skold can mean one of five different
trades:
♦ skolds—sometimes called high skolds, formally
trained at a rhombus, your standard “combat chemist”;
♦ scourges—also formally trained, usually
the most talented script makers, employing the most deadly
and powerful potives to do their work and often excessively
violent;
♦ dispensurists—formally trained, makers
of healing brews;
♦ rhubezhals—still existing in the eastern lands
of Wörms, Skald and Gothia, they are healer and
monster-hunter in one, taking on apprentices to pass
on their knowledge. Rhubezhals possess secrets now lost to the
skolds, who regard them as backward;
♦ ledgermains—self-taught “skolds” making
potives from books with often wildly varying results. They
are scorned by the others as dangerous, unlearned, irresponsible
and dishonest.
Small groups of skolds might gather themselves
into a tight group known as a school, sharing recipes and
developing their own special nostrum.
Slothog, the ~ a famous bolbogis or
dog-of-war used by the Turkemen; it was one of the largest
ever made and met its end at the Battle of the Gates. Its
back and shoulders were covered in four- to six-foot spines which
it could burst out just once in a battle to do terrible execution.
Like most of the best quality made-monsters, when it died it
dissolved into a useless puddle, preventing the enemy from learning
the secrets of its creation. Most bolbogis live for only a dozen
years or more. The Slothog, at the time of its demise, had been
alive for an unprecedented forty-three years, causing misery and
destruction for forty-one of them. Bolbogis are more common north
of the Marrow, that is, outside of the Empire,
especially ones of the Slothog’s size. In the Empire smaller
kinds like rever-men and the schtackleschwien
(“shta-kell-shween”) can be found, usually employed as “guard dogs”
or for hunting criminals. In the Empire, making such
creatures is illegal but owning them is not. Other general names
for bolbogis include bollumbogs, teratobellum and carnivolpës. See
gudgeon and monsters.
smugglers also called bog-trotters, along
with brigands. Many goods are illegal in one
city-state or another, banned in the Empire or some
other realm, and the smugglers see it as their task to
provide relief from the tyrannies of such policies. There is
nothing a half-decent smuggler will not secret across borders,
carry from one city to the next. They lubricate the dark
trades, trafficking all those blasphemous bits about. A
smuggler may even turn to piracy if the rewards are high enough.
Their main foes are weather, monsters and revenue
officers, whose major task is to catch them. Even
lamplighters play their part in bringing smugglers to
justice. As with most things illegal, the promise of a lot of
money makes the danger well worth it.
Snarl once one of Rossamünd’s fellow
foundlings, Snarl was employed a year ago by the
Boschenberg navy and considers himself to have reached the
acme of all that there is to wish for as a once-rejected
foundling. His time at Madam Opera’s was spent
bullying and teasing those smaller than himself (almost every other
child), but not with anywhere near the vigor or cruelty of
Gosling.
social status comprising ten recognized
positions or “situations,” the first two being known as the
Peers, the next two the Quality, then the Lectry, the
Commonality and lowest of all, the Varletry.
♦ First: Lords and Nobles [Peers]—those of
highest inherited or granted rank within the Empire, holding
the most important tasks, such as regents of the different states,
Imperial magistrates or ministers in the Imperial Parliament.
Highest ranked for the first and second situations are Princes
(rare), then Duke, then Marquis, Earl (or Count), Baron, Viscount
and, least of these, Baronet.
♦ Second: Antique Sanguines [Peers]—the
“Old Blood,” the old families whose rank and line can be traced
back to before the beginnings of the Empire. They may not
occupy many of the best jobs, but know full well that there is a
big difference between “old” nobility and “new” nobility. There are
more princes and princesses among the Antique Sanguines.
♦ Third: Magnates [Quality]—those who have come
from lower ranks to acquired enormous wealth and with it bought
great power. Such are the greatness of their riches that the
Peers and even the Emperor will go to them for
financial backing. The highest-ranked magnate is an Elephantine,
followed by a Vulgarine (or Vulgard) and, least, a Niggard. The
most senior are called Lords.
♦ Fourth: Gentry [Quality]—the landed class,
owning vast acreage and living in comfort, burdened by neither the
responsibilities of higher rank nor the lack of anything their
hearts desire. Although most own land in the country, they prefer
to live in the cities. Country gentry are considered a little
backward by their city “cousins.” The gentry imitate those of
better situation in manner and fashion. Highest rank is Companion,
then Esquire and finally Gentleman.
♦ Fifth: Bureaucrats [Lectry]—managers, lawyers,
physicians, chief clerks, naval officers, administrators,
scholars, teachers, guild-masters and other self-made folk. These
all work and live in good comfort and are never in want.
♦ Sixth: Merchants [Lectry]—as their title
suggests, these are the exporters and importers, the shop and
factory owners, the sellers, the traders. It is from this situation
that many magnates rise, having found a niche market or secured a
monopoly and exploited it to the utmost. This class also includes
farmers who own their own holdings and guild-affiliated craftsmen.
Surgeons are considered among this class, as well as most
skolds (except those born into a better situation). They
live in moderate comfort with long hours of work.
♦ Seventh: Peons [Commonality]—the unskilled or
unguilded craftsmen, skilled farmhands, foremen,
vinegaroons, soldiers, dispensurists , leers,
lamplighters, gaiters and yardsmen,
sagaars, miners, factory-hands, stevedores,
apprentices, chief servants and such as these. They live
tolerably well and work very hard.
♦ Eighth: Servants [Commonality]—maids, valets,
kitchen-hands, page boys, stable-hands, and all others such as
these who live hard and work even harder, often earning not much
over ten sous a year. ♦ Ninth: Rustics [Varletry]—unskilled
laborers, lower-class farmhands, tinkers, hawkers, woodcutters,
peltrymen (trappers), rhubezhals (see skolds), living tough,
hardworking lives.
♦ Tenth: Destitutes [Varletry]—those with few
prospects, living wretched, desperate lives, often driven to
desperate acts (such as brigands). Many of the criminal
types are lumped into this class, regardless of how successful they
might be.
Those of a higher situation have the power to
influence the lives of those below them. Lahzars occupy a
strange place in society, and no one is at all sure where to put
them. Highborn lahzars rely on their inherited situation,
yet those of lower status at birth seem to be accorded a grudging
respect similar to their noble fellows. It is all very perplexing
and forms a common topic of many a parlor-room gathering.
Sooning Street street in
Boschenberg that leads out of the suburb Poéme and
down to the canal-side suburbs and the Padderbeck.
soporific any potive or
draft designed to make people become woozy or sleepy, or put
them to sleep.
sou(s) said “soo”; the highest-value coin
of the Soutlands, made of a gold alloy; worth 16
sequins or 320 guise or two thirds of an
oscadril—the Emperor’s Billion. It is represented by
the letter S. See money.
Sough, the ~ said “sow”; the hills and
more particularly the fenlands right at the southwestern tip of
Sulk End and forming the eastern flank of the mouth of the
river Humour. The fenlands of the Sough are untamed, despite
the presence of the Arxis Sublicum or Pollburg in its midst, a
fortress established by the Empire under the pretext of
providing protection, but there really to watch over trade coming
in and out of the Humour.
Soutlands, the ~ also the Soutland
City-states, said “sowt-lands” or “sutt-lands,” depending on
what part of the Empire you are from; all the southern
conquests of the Empire situated south of the great
threwdish plains of the Grassmeer. They were systematically
subdued by the Imperial armies over one thousand years ago and are
now home to the racially mixed descendants of the old combatants,
many of whom still claim racial distinction from their
neighbors.
spasm, spasming wretched condition where
a lahzar’s body rebels for a moment against the foreign
organs squeezed within it and the organs fight back. This happens
when the mimetic (introduced) organs are being used and is usually
as a result of not taking one’s Cathar’s Treacle and the
rest. It is, however, a risk (very slight) that lahzars run
all the time, whether they have taken their concoctions or not. The
results of spasming can be various, from a slight strain within
that goes away after a few hours to severe internal hemorrhaging
and serious organ damage. After spasming, a lahzar often
needs to return to his or her transmogrifier (lahzar-making
surgeon) for observation and even further operations. See
lahzar and Cathar’s Treacle.
Spindle, the ~ rivergate built by
the city-state of Brandenbrass as a rival to the
Axles. Sanctioned by the Emperor, its presence has
added another half to the cost of doing trade on the Humour,
making life difficult for all those cities further upriver,
including (and most importantly) Boschenberg. Petitioning
and debate rage among the two cities’ Imperial ministers and their
regents, and for a student of history it all sounds like the
rumblings of yet another war.
spoors marks worn by teratologists
and other folk of violence as signs of their trade, made using a
milky liquid known as rue-of-asper, or just rue (not to be confused
with the repellent “Salt-of-Asper” ), carefully painted onto the
skin in whatever shape is desired. Apparently, it stings like lemon
juice in a paper cut. Left for about an hour, and stinging the
whole time, the rue-of-asper is then washed off with a solution of
vinegar and cloves, leaving a deep blue mark. Alternatively, the
rue can be washed off with a solution of dilute aqua regia, causing
it to leave a white mark. sprig(s) type of monster,
small and nasty and often plaguing homes and homemakers, and so its
use as an insult is obvious.
Spring Caravan of the Gightland Queen, the
~ seasonal peregrinations of the Gightland Queen, forced
to move from one of her six palaces to another as the stench of the
piles of rotting food scraps and backed-up excrement from overused
sewers becomes too much to bear or mask. She and all her
possessions, family, servants, retainers, ministers, clerks, house
guards and spurns (bodyguards) take to the road in a long, gorgeous
procession, making their way to the next palace and leaving behind
an army of servants to clean the previous one. The comfort and
opulence of these caravans are seen as the epitome of all things
comfortable and luxurious, as is everything the Gightland
Queen is supposed to do. See Gightland Queen.
stage shorter of the two fulgaris
at three feet to four feet long and used by fulgars to help
in directing a lightning bolt in the right direction once it has
been “thermistored” from the clouds. It is also a convenient
baton to extend a fulgar’s reach and parry blows from
opponents’ weapons. It is not considered politic to “come to hand
strokes” (enter into a hand-to-hand fight) with fulgars, for
any metal weapon that touches them will carry a deadly charge back
to the wielder, and although wooden weapons do not conduct an arc
so easily, they can be burst to bits instead. A better way to fight
fulgars is to hit them with the long reach of a flintlock
musket or pistol. Indeed, the best way, it is said, to fight a
fulgar—or a wit for that matter—is to be on the other
side of the Empire and have someone else do it for
you.
steerboard right-hand side of a vessel if
you are facing the bow; corresponds to our “starboard.”
sthenicon said “s-then-i-kon”; a
biologue—a biological machine; device used to seek out tiny or
hidden smells and to show things difficult to see—whether hidden or
far off—more clearly. Usually a simple, dark wooden box, with
leather straps and buckles. The back, which goes against the face,
is hollowed out and sealed within with a doeskinlike material. On
each side of this protrude stubby brass horns. Air and the
attendant odors enter through these hornlets and, by the organics
inside, are rendered more odoriferous. If the compactly folded
membrane inside that enhances smells so effectively was spread out,
it would stretch around 120 squares of feet. At the middle of the
top of the box is a modest lens, through which vision is received.
Upon the sides of the sthenicon, at the same height as the lens,
are three slots, which the user can push in and out in various ways
to alter the nature of how he sees. A small hole in one of the
lower corners is bored into the front of the box, apparently to
render the user more audible when talking, so that the device need
not be removed to allow the wearer to speak. Another slot in the
bottom of the box allows soups, thin stews and special
drafts that augment the use of this tool to be slurped with
only minor inconvenience. The whole kit is fastened to the
head—over nose and mouth—with the straps and buckles mentioned
earlier. If a sthenicon is worn for too long, the organ within can
begin to grow into the user’s own nasal membrane and even into the
face. Used mostly by leers.
stock • or calmus; the straight stick
used by beginners in harundo and other stick-fighting arts.
• an elaborately high neckerchief, wrapping about the whole
neck and throat.
strake(s) large cast-iron sheets riveted
to the wooden sides of an ironclad vessel. One sheet of a
uniform length is one strake, so that someone spotting a ram
at sea could count the number of strakes down one broadside
and, with a little arithmetic, have a good idea just how big she
is.
stramineous the color of straw.
“stuck between the stone and the sty” to
be faced with two equally unpleasant choices or situations.
Sub-Elements, the ~ all the metals,
earths, liquids and gases that make up the Four Elements. It
is the Sub-Elements that form the cosmos, the earth and all that is
in it. Some of the many Sub-Elements include fire-flash (hydrogen),
fire-damp (methane), small-air (helium), aeris regia (oxygen) and
so on.
Sugar of Nnun one of the more notorious
ingredients, it is in its own right a deadly poison whose
constituents only “those wicked men of Sinster” know
anything about. It is rumored that one of its constituents is
corpse liquor, a filthy deep-brown ichor that comes from the
rotting of bodies and is highly illegal within the Empire.
Sugar of Nnun is used for many of the more dangerous or powerful
scripts, particularly those used by scourges. It is
Sugar of Nnun that makes Cathar’s Treacle go oily and black,
and its combination with the other ingredients that renders it
helpful rather than harmful.
Sulk, the ~ broad flat lands all along
eastern banks of the river Humour and south of Gightland
(Catalain) extensively farmed by a cooperation of many states and
also dug with several quarries, providing many building materials
and minerals for much of the Half-Continent.
Sulk End southwestern tip of the vast
breadbasket of the Sulk; probably the least populated part
of that region, although the land is well tamed, becoming only
middlingly threwdish as it nears the Smallish Fells in the
east and the Sough in the southwest. Sulk End is famous for
its lettuces and strawberries and the giant windmills that grind
most of the region’s grain and much of its powdered earths as
well.
surgeon(s) sometimes called butchers,
because they poke and dig and carve into people, or sectifactors
(coming from sectification, “to operate on a living creature”).
Surgeons are seen as the dark cousin to the physicians. Most
surgeons train at the same institutions as physicians , but
concentrate more on the autopsy and workings of human and
monster than theories and cures and higher knowledge. A
surgeon’s main tasks involve amputation of gangrenous or ruined
limbs; simple surgeries like appendectomies; the removal of bullets
and splinters or teeth and spines from monsters. If anyone
in the Half-Continent were bothered to view the statistics,
they would find that more people survive the ministrations of a
surgeon than of a physician. Yet despite all the seemingly
miraculous work surgeons might do, they are still mistrusted; and
this is primarily for their connection with lahzars, and
with fabercadavery and therospeusia (the making of monsters)
and all the worst excesses of black habilistics. Because of
this surgeons are far less common than physicians or
dispensurists. People prefer, if they must deal with a
surgeon, to have a physician or even a dispensurist
act as a go-between. Indeed, in many realms it is illegal for a
surgeon to practice without the presence of a physician. It
is rumored that the current Emperor will not even let a
surgeon touch him. As with many other professions, there are
various grades of surgeon:
♦ articled surgeons—gain their training through
apprenticeship only, usually working as aides to more skilled
surgeons. Articled surgeons may, through an intensive interview at
a physactery (see physician), be granted higher status if
they have served ten years or more. Also simply called
“articles.”
♦ house surgeons—train for a year, gaining a
diploma and with it the mandate to perform the simpler operations:
extracting foreign matter from the body and amputating limbs.
♦ Imperial or senior surgeons—having completed
the full examination of three to four years, they are granted a
degree, which warrants these surgeons to perform all and any kind
of “butchery” they deem necessary.
♦ carvers—self-taught, book-learned individuals,
often serving because there is no qualified surgeon available. They
will normally do only amputations and bullet extractions and are
most common in armies and navies.
A strange little twist that goes some small way
to salvaging the surgeons’ generally bad reputation is that they
are prepared to attend duels and there tend wounds, while any
self-respecting physician would never be party to such
knavery.
Surprise, the ~ 28
guns-broad frigate of the Boschenberg navy, which has
been in service for a century. Formerly part of Brandenbrass
navy, it was captured by Boschenberg shortly after the
Battle of the Mole. It has a glorious history, taking many
prizes of pirates and sea-monsters, making successive
generations of crews wealthy. At the Battle of the Mole,
while still serving Brandenbrass, it played a significant
role in the fighting. For much of the battle the frigate had
served as all smaller rams do, trawling behind the main line
of battle in support, picking up survivors, towing larger vessels
that had been immobilized, watching exposed flanks. For several
hours its captain, a certain Mister Codmoss, had been watching his
confederates in the Solemn League’s combined navy being
ground to a stalemate by the Wretcherman fleet: an immovable line
of the 23 main-rams centered on the cumbersome
Sucathia, an enormous main-sovereign of 156
guns-broad. For the Solemn League a stalemate was a loss:
Wretch could still dictate the terms of its waterways and hold the
Grumid states to ransom. At a critical moment Captain Codmoss spied
a break in the Wretcherman line as a rising swell shifted the
well-founded positions of the enemy rams. Though it was not
its role, the courageous Captain Codmoss could see that there were
no capital rams available to seize this opportunity.
Signaling another frigate to follow his lead, Codmoss sent
the nimble Surprise dashing through the fortuitous gap into
the waters beyond the enemy line. As it passed the stern of the
main-ram Caldbink 74, it sent a volley of raking fire from
its 32-pounder lombarins, crashing through the
main-ram’s vulnerable stern windows. The crew of the
Surprise who survived would recall the horrid sound of their
shots smashing down the length of the Caldbink’s gun decks,
causing great execution to her startled gun crews. Once clear on
the other side, the quick-thinking Codmoss spied the
Sucathia and came about in a wide arc, avoiding the
determined attentions of enemy frigates and
gun-drudges as he did. Putting all limbers to the
screw, the Surprise gained all possible speed and
rammed the mighty main-sovereign just slightly forward of
amidships. The clamor of the impact—of rending, tortured metal and
splintering beams—was said to be heard over the muffled din of
battle by those watching the distant battle through spyglasses from
the Foulmouth on the northernmost tip of Wretch. Indeed, the force
of the impact was enough to tip the Sucathia sharply to its
left, listing dangerously to the ladeboard side, pointing
the guns on that broadside uselessly into the water, while
the unengaged guns of the steerboard poked into the sky. The
valiant Surprise was even worse off; now taking on water,
its ram and bow were staved almost completely in and stuck fast in
the shattered side of the main-sovereign. With half its crew
sustaining serious injury in the collision, worse was yet to come.
As the gun crews of the Sucathia recovered, they quickly
learned their predicament and turned their attention and their guns
to the diminutive upstart protruding from the ram’s
steerboard side. Cannon-muzzles were traversed as low
as possible and soon enough a murderous fire was pummeled down onto
the exposed wooden decks of the Surprise. In less than one
quarter of an hour the valiant frigate was smashed to a
useless hulk. But this was all the Sucathia could do, for
even in such a ruinous condition the Surprise could not be
pried free, and the main-sovereign was unable to contribute
any more to the fight. With the Sucathia neutralized by a
vessel almost one sixteenth its size, the main-rams fighting
against her were released to bring pressure to other points along
the enemy line. After only another hour the Battle of the
Mole was over, with the Solemn League the winner.With this
victory the easy passage of their cargoes was secured. As
for the heroic, hapless Surprise, with three quarters of her
crew dead or dying (including Captain Codmoss) and nothing more
than a ironclad shell of splinters and blood, she was towed
back to Brandenbrass by the 80-gun main-ram Director.
There she was left for several years, rusting in the shallows off
the Silt Mounds, before a private contractor, in a fit of
patriotism, took her into dry dock and remade her anew to be
employed as a marquelin (a privateer vessel—see navy). It
was in this capacity that she was captured by the Boschenberg
navy, which quickly took her into its service, proud to have
won such a noble vessel for its fleet.
sustis pure determined defense, with
cudgel held up; one of the many moves that are part of the
Hundred Rules of Harundo.
swamp oak dark, scruffy tree that grows
tall in bogs and fens; the presence of swamp oaks is said to
indicate the presence of monsters, and so they are chopped
down when found in the precincts of man.
swine’s lard oily fat of dead pigs,
boiled and used for cosmetics and scripts alike.
T
Teagarden gater, head of the night
watch and chief yardsman at the Harefoot Dig. The
chain mail he wears, though a little old-fashioned, is an
heirloom that has passed through twelve generations to make it to
him. He wears it with pride, but is a practical man and so has a
stout haubardine beneath (see harness).
teratologist(s) also pugnator,
monster-hunter, theroscaturgis (“beast-destroyer”) or
catagist(~is) (“destroyer”). Strictly speaking, a teratologist is
one who studies monsters. The term is used, however, to mean
anyone with a professional interest in monsters, especially
those who simply want to destroy them. Teratologists include:
lahzars—both fulgar and wit; skolds and
scourges; sagaars (the dancers); and filibusters or
venators, everyday folks with no particularly unusual skill, just a
bunch of potives bought from a skold, a sturdy brace
of weapons, a keen eye and a cunning mind.
Different teratologists have different
reputations:
♦ A skold or filibuster walking into the
common room of a wayhouse will typically find himself or
herself being greeted warmly and invited to join a table of
regulars in a drink.
♦ If a fulgar or a scourge walks
into the common room of a wayhouse, he or she might be
greeted by a wary nod, a brief word of welcome or general
wariness.
♦ The arrival of a wit is met with
suspicious silence, with people staring, or turning away
embarrassedly if the wit looks their way; no hearty
welcomes, no free drinks, just barely concealed fear and
loathing.
♦ Sagaars are too new to the culture of
the Empire for folks to generally know what to do with them.
Usually they are regarded as strange curiosities or otherwise
ignored.
teratology technically it is the study of
monsters and anything to do with them (such as
threwd); more broadly it also means the study and practice
of theroscaturgy (“beast-destroying”); that is,
monster-hunting.
test shortened from testle (“appliance,
apparatus”); the place where a skold or scourge or
any other habilist makes potives and drafts;
what we would call a “laboratory.” Confusingly, it can be anything
from a building to a cart or portable box.
thermistor • act of thermistoring.
• the name for a fulgar who thermistors—that is, causes
lightning to strike from an overcast sky. They do it at great risk
to themselves, and because thermistoring can only be done on
cloudy, rainy days, thermistors have a reputation for being gloomy
and dour—which, as it happens, is often true. Sometimes also called
thunderers. See fulgar, fulguris, lahzar,
stage.
thermistoring the action of using a
fuse to make lightning strike from the sky. See fuse
for a more detailed description of how this is done. See
fulgar and thermistor.
thew the body; one’s strength of limb and
health, including pith, one’s metabolism.
threwd also called the Horrors; threwd is
the sensation of watchfulness and awareness of the land or waters
about you. Although no one is certain, the most popular theory is
that the land itself is strangely sentient, intelligent and aware,
and resents the intrusions and misuses of humankind. Paltry threwd,
the mildest kind, can make a person feel uneasy, as if under
unfriendly observation.The worst kind of threwd—called pernicious
threwd—can drive a person completely mad with unfounded terrors and
dark paranoias. Many expeditions of several thousand sent to tame
certain regions of terrible threwd have disappeared without a
trace. Once or twice a survivor or two has returned, ravening and
broken. Not even a lahzar’s potencies can protect from the
most pernicious threwd. It is well known that wherever threwd
occurs, there monsters are too. Some teratologist
scholars go so far as to suggest a mutually beneficial relationship
between all monsters and the threwd. It has even been
posited by the more eccentric natural philosophers that threwd is
not just strong and weak, but also good and bad. Such an idea
borders on sedonition and is not taken seriously. Several
old books have said that there are those monsters powerful
enough to have their own threwd, the power to terrify, drive mad or
control weak minds at will, and that the worst of them can project
such threwd far beyond themselves to take a whole place under their
control—a forest for example. In fact the mind-control exercised by
the false-gods is thought to be a kind of threwd.
threwdish possessing or radiating
threwd; haunted; frightening or terrifying, especially
because of the threat of monsters.
thrice-high taller variation of a
tricorner hat, with its three angled brim-panels protruding
straight rather than curving in toward the crown.
Tin Drum Lane main thoroughfare of the
Mortar in Boschenberg, where some of the city’s, even
the region’s, best gaulders can be found. The stink of
boiling gauld in all its varieties hangs over the street
like a cloud.
Tochtigstrat Hergott for “windy or breezy
street.”
tomahawk small-headed ax with a hollowed
blade on one side and a broad spike on the other; the handle is
often entirely bound with leather or sergreen (sharkskin); light,
effective in a fight and good for throwing too.
tormentum(s) essentially large catapults
used to throw great hollow metal shells called censers at any
threatening monsters, especially the bigger kinds. These
four-foot-diameter censers are filled with prodigious amounts of
fizzing, smoking potives and are flung in fuming arcs at any
oncoming nicker. They are especially popular in harbor
defenses, for gigantic nadderers (sea-monsters) have the
nasty habit of rising out the depths at certain times each
year.
treacle shortened form of Cathar’s
Treacle.
trews either long, thick woolen stockings
or tight-fitting leggings of the same material, worn as an
undergarment.
troubardier said “troo-bard-ear”; foot
soldier or pediteer wearing full-harness of a
haubardine with tassets, a testudo (metal back-and-breastplate) and
sometimes pauldrons (metal shoulder armor). They protect their
heads in distinctive full-faced metal helmets such as bascinets,
sallets or the odd-looking hundshugel. Main weapons are the poleax
(actually a hammer and a bec-de-corbin on a pole), langrass (huge
two-handed sword) or clauf (long metal-studded club). Designated
assault infantry. See pediteer and harness.
tuck • or tuckin; small tin-silver coin
worth two sequins or one eighth of a sou. • name
given to a small foldable knife.
Turkemen, the ~ said “tur-keh-men”; not
in this current story. The Turkemen, their ruling caste the Omdür
and their Emperor the Püshtän rule a vast empire to the
north of Clementine and the rest of the Haacobin
Empire. For many centuries they have had their thoughts bent on
conquering the Haacobins. The threat of the Turkemen is the
main reason the various rivaling parts of the Empire remain
in uneasy unity.
turnery eating utensils made of wood
instead of cuttle, that is, pewter.
turpentine tall, broad-spreading
evergreen tree with a rough dark gray trunk and small dark leaves,
associated with threwd and monsters. Its sap and wood
are strongly resistant to the caustic waters of the vinegar
seas, making it favored for the construction of wharves and
other harbor structures. Great forests of turpentine are grown to
meet the demand for lumber, and these plantations attract all sorts
of skulking bogles and nickers.
Tutin said “tyoo-tin”; a race of people
who conquered the Soutlands and beyond, the most senior
being the Emperor, who rules from Clementine. Also
the language spoken by them, which is very close to Latin in our
own world (to the purists I give my deepest apologies).
tyke another name for
urchin.
tyke-oil potive that works in the
opposite way to a nullodour, in that it intensifies your
smell while making it as foul to a monster as possible. The
idea is to make you repulsive and seemingly inedible. It is a last
measure when you know there is no getting away from a
monster.
U
Uda said “yoo-dah”; second cook of the
Harefoot Dig, serving under Closet. Most people would
say that Uda is a better cook, that you can tell when she has made
a dish and when she has not; so much so that some regulars ask for
her to cook their meal, which she hates because Closet finds
it so offensive. Once or twice Closet has ignored these
requests and has been caught out each time. Uda has even been
employed by local nobles to cook for their grand dinners.
umbles one’s gizzards and guts.
Unhallows Night another name for
Gallows Night.
urchin(s) also tyke; among the
most powerful of monsters, having humanlike bodies but heads
like different kinds of animal. Very rarely seen by people, if at
all in modern times, they are said to be almost indestructible.
Ancient texts suggest that the lords of the monsters are
among their number and that there was once, many thousands of years
ago, free communication between everymen and urchins. Probably the
best known is one called the Duke of Crows, an urchin-lord or
nimuine, ruling an enormous threwdish forest called the
Autumn of Sleep.
utterworsts • the wildest, most
black-hearted of monsters; • anything considered the worst kind of
evil.
V
Vadè Chemica said “vay-dah
kem-i-kah”; ancient book on habilistics, particularly the
making of scripts (called scryptia or scryptics). Said to
contain destructive, forbidden information, it was apparently
written by a group of unknown authors from a now-lost race who were
so far in advance of current “technologies” that it is still an
authority today. Indeed, most have trouble fathoming exactly what
large parts of it mean. In the Empire it is illegal to have
a copy of the Vadè Chemica, though many people have secret
copies of excerpts from it, including a small seven-volume series
called the Seven Nephthandous Tomes. Outside of the
Empire it is held in higher regard. The rhombus in
Wörms, for example, has well over a dozen copies and its
apprentices study it closely the entire duration of their
training. The skolds from Wörms are thought to be the
best in the Half-Continent.
venison ragout spicy dish made of cubes
of deer-meat and various vegetables, cooked in a thick, rich sauce
till they are so tender they almost fall apart.
Verhooverhoven, Doctor ~ local
physician of the Brindleshaws, a fellow in his early
thirties who enjoys the good favor of the peers and gentry
of that region. Born in High Vesting of poor parents, he
scraped together enough to pay for his own training in the
physic arts, working for four years as a surgeon’s assistant
onboard various rams of the Boschenberg navy.
Verline said “verr-leen”; parlor
maid to Madam Opera and the eldest daughter of a proud
serving-family, who see service as an honor and a dignity. Tender
and caring of almost all of the children of the madam’s Marine
Society, Verline has a soft spot for Rossamünd:
something in his awkwardness reminds her of herself as a child. Her
role is to tend to the needs of Madam Opera, though she is
often caught up in some mission of tenderness for some child or
other. Almost as beautiful as her younger sister Praeline,
Verline is the darling of the all-male staff at Madam
Opera’s, who often leave her little gifts and do whatever she
asks. Verline herself would never dream of abusing such affection,
and returns it wholeheartedly to the men she calls “those dear old
salts.” Praeline (or more properly the Lady Praeline,
for she has married well above her station) provides the
money to her older sister to buy such small luxuries as
pamphlets.
Vespasia also Vespasio; constellation
sitting high in the night sky. At certain times the red planet
Faustus will appear like an eye in the midst of Vespasia.
This is regarded by the superstitious as a sign of ill
fortune.
Vestiweg, the ~ or Vesting Way; road
running from Proud Sulking, parallel with the river
Humour, meeting with the eastern bastion of the
Spindle before going through the Brindleshaws to a
junction with the Gainway.
Vigilus, Rivermaster ~ master and owner
of the fine sixteen-gun cromster Rupunzil.
vigorant(s) scripts concerned with
reviving and healing. See scripts.
vinegaroon(s) common term for a sailor at
sea but not on a river (bargemen), whether working a
ram or a cargo, and of any rank. Two things that make
a vinegaroon stand out in a crowd is the clumsy, rolling walk that
comes from moving around decks constantly pitching and yawing with
the sea; and red, pitted and blotchy skin, especially on the face,
damaged by the caustic sprays and spindrift of crashing waves and
wind-whipped waters. The life of a vinegaroon is hard and they
often die young; for one to live into his sixties is a remarkable
feat.
vinegar seas, vinegar waves also the
acerbic seas, the lurid seas, the soda-seas or the Main; sometimes
also called simply “the vinegar,” “the deeps” or even just “the
sea” or “the ocean,” of course; named for the sharp, sour-wine
smell of their waters, caused by the exotic salts that dissolve up
from the ocean floor. Although these salts smell similar, they make
the seas and oceans distinctly different colors: bright yellow,
orange, red, violent blues, murky greens, white and even black. The
acrid nature of the seawater is inhospitable to people. After half
an hour in the water, your skin will become red-raw and sting
sharply. After about three quarters of an hour, painful blisters
will form and even pop. After an hour and a half in the vinegar,
the salts in the water will have leeched into your body, retarding
and even stopping the precise chemical reactions in your cells that
keep you alive. Shock sets in, and soon after this your end will
come. The creatures that make the vinegar seas their home,
including the nadderers (sea-monsters), are made to live in
it and thrive. Anything caught from the oceans for eating has to be
soaked in brews known as dulcifiers (said “dool-sih-fy-ers”), which
neutralize the poisonous salts and (apparently) improve the flavor
of the meat. This process is known as “soaking,” and can take a
long time to do properly. Fortunately, there are several types of
fish that do this naturally within their own bodies and can be
caught, cooked and eaten straightaway. Most of these, however, do
not taste nice.
Vlinderstrat Hergott for “butterfly
street”; Madam Opera’s Estimable Marine Society for Foundling
Boys and Girls is an address upon its crumbling walks.
Voorwind, Clerk’s Sergeant ~ revenue
officer in charge of one of the many gates of the Axle.
His pay does not stretch far enough to properly provide for the
needs of his twelve children (aged between four months and eight
years old—one set of triplets and two sets of twins), and so he has
taken to receiving bribes as additional income.
W
watches there are 7 watches in a day, the
day starting at 12 noon. Each watch is 4 hours long, except the two
dogwatches, which are only 2 hours each and were devised to make
sure that people working by the watches do not have to do the same
ones over and over. A bell is often rung or a drum beaten or a
bugle sounded every half hour of a watch; 1 bell (or rataplans or
blasts) for the first half hour, 2 bells for the second half hour,
3 bells for the third and so on; 8 bells signals the beginning of
the next watch, even for the dogwatches.
♦ Afternoon Watch from 12 noon till 4 P.M.
♦ First Dogwatch from 4 P.M. till 6 P.M.
♦ Second Dogwatch from 6 P.M. till 8 P.M.
♦ First (Night) Watch from 8 P.M. till
midnight
♦ Middle (Night) Watch from midnight till 4
A.M.
♦ Morning Watch from 4 A.M. till 8 A.M.
♦ Forenoon Watch from 8 A.M. till midday.
See bells of the watch.
Way, the ~ a rather poetic term for roads
and a life lived wandering them.
waybill piece of paper granting the
bearer access to any of the states or cities marked on it.You are
allowed to enter a state not marked on it provided your other
documents are in order and you get permission from the appropriate
bureaucracy of the new state and the correct entry on your waybill
as soon as possible.The best kind is an Imperial waybill, which
declares you a “Citizen of the Empire,” and gives the right
to cross from one state to another within the Empire,
without needing particular permission from that state’s regents or
representatives.
wayfarers also hucilluctors (said
“hyoo-sil-luk-tor,” meaning “one that goes hither and thither”);
frequent travelers of highroads and byroads. A rugged and
tough lot, hardy and knowledgeable in outdoor survival and thrival;
usually good at running away—from the authorities and
monsters. Too much skulking about can become irksome, and
many a wayfarer, in country that demands constant tiresome
wariness, longs to be able to stroll down the road in the broad day
with happy pace and an easy whistle. The term can also mean any
traveler on the road. See Appendix 5.
wayfoods foods prized for their
lightness, nutrition and long life, and therefore by
wayfarers (travelers), vinegaroons (sailors) and
pediteers (soldiers). Fortified sack cheese, portable
soup and red must are all common wayfoods; the
whortleberry is among the most expensive and the most
remarkable.
wayhouse what we might call an “inn,” a
small fortress in which travelers can find rest for their soles and
safety from the monsters that threaten in the wilds
about. The most basic wayhouse is just a large common room with an
attached kitchen and dwelling for the owner and staff, all
surrounded by a high wall. Indeed, the common room still forms the
center of a wayhouse, where the stink of dust, sweat and
repellents mingles with wood-smoke and the aromas of the
pot. The Harefoot Dig is large as wayhouses go, with stables
and carriage sheds, a carvery as well as a common room, a reading
room, many kinds of bedrooms to suit different purses, a large
staff and full-time guards.
Weegbrug Hergott for
“weighbridge”; a busy street in Boschenberg, being the
address of many warehouse and store yards.
Weems fellow foundling living at
Madam Opera’s.Taller than Rossamünd even though he is
younger, and apt to pick on our boy.
weskit proofed vest. See
harness.
whortleberry one of the best and most
expensive of wayfoods. They are prized because one small
berry can give an adult enough energy to last much of a day and
even revive the spirits like a good restorative.
Whortleberries come from (not surprisingly) the whortleberry bush,
small with dark thorny leaves; it is found only on the western side
of the Half-Continent. The semi-independent farming region
of the Patter Moil has grown wealthy and powerful cultivating them,
as have the kingdoms of Wenceslaus and Stanislaus (the Lausid
states). Yet these “cultivated” plants do not produce nearly as
powerful a fruit as those found in wild and threwdish
places. Brave pickers still venture into the wilds to
collect this better harvest.Those who survive can make twice as
much for the same amount as the orchard-grown variety. They are
best picked when pink and fresh; typically they are dried to
increase their keeping. Another method of preserving them is to
make whortleberry jam, carried in clay jars and eaten with one of
the many hard-breads available as wayfood. Their amazing
properties work just as well in any preparation of the berry and
all keep for a very long time. They apparently work for
monsters just as well, and the orchards in Patter Moil and
the Lausids are heavily guarded.
wilds, the ~ places beyond the civilizing
influence of humankind; places where monsters abound and
threwd is strong, and plants grow fecund and free. People do
not live in the wilds, and pass along quickly if traveling through
them, normally in groups with a solid guard or powerful
potives. Acquisitive everymen ogle the wilds
greedily, desiring more land, more room, more wealth, and so they
periodically send expeditions to tame some part of it, fighting
with monsters, building fortresses and outposts. If all this
goes well, they then invite settlers to make a home, the desperate
seeking a better life, to try to make the wilds into a
ditchland. These expeditions fail as much as they succeed.
See ditchlands and marches.
wind the soul or spirit of a person;
feelings of well-being and other emotional states, the psyche;
associated with one’s milt.
Winstermill modern fortress built shortly
after the Battle of the Gates to declare the new
Emperor’s firm grip on things. It now serves as the
manse (headquarters) of the battalion of lamplighters
serving on the Wormway.
Winstreslewe ancient name of a fortress
built by the Tutins to guard what were once the southeastern
borders of their realm. Winstermill was erected upon its
foundations, which already included the tunnel through which the
Gainway and the Conduit Vermis pass and meet.
wit also called neuroticrith (“holder of
a distorted mind”) or strivener; a kind of lahzar, a wit’s
potencies (skills or powers) cannot be seen like the sparks and
flashes of a fulgar, but are rather felt. Collectively
called antics, these potencies are subtle and more sinister,
affecting the victim’s mind, brain and nervous system. They are all
variations on an invisible bioelectrical field, a “pulse” of energy
called frission, that wits make with their surgically introduced
organs. The use of frission is called witting or strivening:
♦ sending or witting—the most basic and
best-known antic, involving a “sending” and a “returning” of
frission all about the wit. With the returning a wit can get an
internal, mental idea or feeling of where all sources of
electricity are about them, whether an animal or a person or a
monster or even a biologue (“living machine”) like a
gastrine. It takes practice for wits to understand and
interpret the returning. With experience they can actually
recognize the distinct electrical flutterings of a particular
person, and so sending is often used to track people down. Beyond
the cities this antic is used to warn early of a monster’s
approach, well before even a leer can tell. As a side effect
of this, any living creature caught in the frission will feel sick
or dizzy and even faint for a moment, throwing off concentration or
causing a misstep or fumble. Those who might suffer from travel
sickness will be worse affected, vomiting and staggering. The very
best wits can send with only the slightest disturbance to those
around them.
♦ scathing or striving—probably the most
notorious of the antics, scathing is a raw pouring forth of power
that twists and agonizes the mind. With it an experienced wit can
lay flat a whole room of foes, while the most skilled can use it to
permanently break or even kill with frightening accuracy. Sometimes
referred to as “the eye (or glare) of death.”
♦ writhing—with this antic a neuroticrith can
cause aches and pains in victims’ limbs, causing them to twitch
with the ache of it; conversely, it can be used to temporarily
paralyze people and leave them without feeling. Worse yet, writhing
is used to momentarily blind, or stop ears or render a person mute.
It requires a goodly amount of experience and a modicum of talent
to use this potency with any use or effect.
♦ faking—this is a very difficult potency, with
the wit requiring a view of his or her victim. With delicate,
subtle and precisely “aimed” probings of their frission, the wit
can make a person think that he or she has heard or felt something,
when in reality there is nothing. The best wits can even make
people believe they have seen something that is not there. People
can be driven barmy with such unseen pestering, or have their
attention diverted at just the wrong moment.
A wit who is “green” has little control over the
direction of the frission and it tends to radiate all about. With
practice wits gain control over the area and direction of their
frission till they can send it to a particular point. Most wits
need to see what they are aiming at, but the most talented need
only gently send (wit), find the target and afflict it from afar.
Wits must be careful with all their potencies; if they overreach
themselves and push too hard, they risk a violent bout of
spasming. Excessive use of any of the antics will leave them
exhausted and prone to illness. Along with this, after only a few
months’ strivening, wits will begin to lose their hair until they
become completely bald. Some then show their baldness with pride;
others cover it with often brightly colored and jauntily styled
wigs. Either is a telltale mark of a wit. They also mark themselves
with the spoor of an arrow on the arch of an eyebrow,
between the eyes or the corner or lower lid of one or both eyes;
this is the universally recognized sign of their kind. Wits are
trusted even less than fulgars, and their surly demeanor
(due in some part to the constant pain they suffer) does little to
help their grim reputation. See lahzars.
Witherscrawl, Mister ~ sour
indexer of Winstermill; punctilious, fastidious,
intelligent and rude to those he deems of less worth than himself.
Clever enough to write with both hands without having to look. As
an indexer, Witherscrawl is a type of mathematician, and
therefore a rival to Inkwill.
wordialogue collection of words; a
lexicon, normally upon a particular subject or set of
subjects.
work docket small cardboard book marked
with the Empire’s or your own city-state’s seal, in
which your work history is recorded: the date you started your job,
the date you left it and any outstanding points good or bad your
employer feels beholden to mention. A “good” work docket can get
you almost any job you wish; a “bad” one relegates you to the
meanest of labors. The seal they bear makes them hard to
forge.
Wörms ancient city in the east, beyond
the Ichormeer, situated on the western flanks of the mighty
Wormwood forest; made mostly of black stone, with its walls topped
with spikes and gallows, and built right in the midst of land that
is still threwdish even after centuries of effort, Wörms is
a grim place full of serious, intense people and renowned for the
quality of its skolds, especially its scourges, and
for the proofing made there. It was the second city founded
by the Skylds—an ancient people who fled over the Mare Periculum to
the Half-Continent (which they call Westelünd) many thousand
years ago. The people of Wörms still proudly call themselves
Skylds, and their oldest and most powerful houses reckon their
descent from those early times.
Wormway, the ~ the Conduit Vermis,
the Imperial Highroad that runs from High Vesting to
Wörms; it runs through the Smallish Fells, along the top of
Hurdling Migh and right into the red horror of the
Ichormeer. The region immediately surrounding the Wormway is
a ditchland known as the Idlewilds: a collection of colony
towns, fortresses and cothouses (the homes of the
lamplighters) each founded and sponsored by different
powers, including the Empire, Boschenberg and
Brandenbrass.
wurtembottles lazy, fat black flies
living as maggots in the putrid bogs of the Wurtemburg Foulness
beyond the Imperial boundaries and flying south when transformed
from a pupa. Some see them as carriers of foul diseases.
X
xthylistic curd said “zy-lihss-tik” curd;
one of the ingredients for Cathar’s Treacle, being made from
the glandular secretions of certain sea-monsters combined
with the dried marrow and a powder of well-seasoned bones. See
Cathar’s Treacle.
Y
yardsman one of a number of people
responsible for the protection and order of a driveway and
accompanying yard outside a wayhouse or manor-house or
palace or any other such place. Your average yardsman earns from
between twenty-five to thirty-five sous a year depending on
his or her abilities.
Z
Oh, my bursting knees! There is no entry for
z at all.