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Glossary

Alicorn: A one-horned beast resembling a horse. Typically white or black with red eyes, though color can blend through interbreeding. The white Alicorns are generally of a softer temper than the black, though that also can change with breeding.

Alvassin: A Trading City on the fork of the Riddon and Telo rivers and Renne Channel. It began as a small fishing village and has grown to the trading mecca of the continent. It is its own country and therefore governed by its own laws and people. It is an unified city - people of all colors and ideologies are treated equally. The bulk of the city is cradled between the Riddon and Renne, though warehouses, silos, and small settlements surround the city on all sides. Travel across the rivers is generally done by ferry, which are usually business run by individuals.

Ametris: The name of the continent on which Cicerone takes place. The climate is temperate and appears to be in the southern hemisphere of the unknown world.

Apprentice: A young wizard who has completed his studies within Tier. He or she is appointed a Cicerone and taken out into the world to complete their three trials to become a full Wizard.

Artifact: An object imbued with magical energy created by skilled craftsman and infused with magic by a wizard. Some Artifacts are used for specific tasks such as amplifying magical power, or even a weapon that always returns to its owner. Some are only useable by wizards as they draw upon the user’s own magical strength. Others use energy drawn from the environment around them, or used up magic stored within. The extent of capabilities and even size are unknown as Artifacts are still being discovered across the continent.

Barren Lands: The eastern side of the continent of Ametris where the old capitals used to be. It was destroyed in the Wizard's war 1000 years ago. It is now a desolate land that none venture into. It is guarded by the Venkeliss Mountains and Birean Sea.

Birean Sea: The Sea runs into the Riddon river, which is fed by the runoff from the Venkellis Mountains. The waters are apparently ripe with items from the old world. It borders the Barren Lands. Saghian sits on its western edge. The water is clear and pristine.

Cicerone: The term from the old language used by Wizards to describe the person who takes a young Apprentice out of Tier to complete their three trials. A Cicerone is expected to teach their apprentice what it means to be a wizard - in the ways of both magic and humanity. A Cicerone is expected to divulge some of their personal secrets and spells so that a young Apprentice may learn about the elements and choose his specialty and goals in life.

Deiket Mountains: The mountains that stretch across the southern half of the continent. Hidden within them is the Thieve's Guild, and the country of Maorgin uses them as a natural defense. The mountains are rich in ore which is mined by Maorgin. They stretch all the way to the Birean Sea.

Dierga Pass: A pass known to very few, which crosses the Deiket mountains to the Thieve's Guild. The passes under the mountain are believed to be carved by the long-departed dwarves.

Dilarme Ocean: The ocean surrounding the continent of Ametris. The seas are generally rough, and the water cool. 

Dragon: Dragons are believed to by either myth or long extinct on the continent. There are many documents from before the breaking that relate to Dragons. They are believed to be highly magical creatures and are used as coats of arms or insignia by many families across the continent. They are a symbol of strength, longevity and cunning.

Elven Forest: Situated in the middle of the continent edging the Venkeliss Mountains. The forest is home to the elves of Ametris, who live somewhere within its borders. The trees inside are monolithic in size and seem to hum with a magic of their own. It if forbidden for armies to travel inside its borders, and Mercenaries are only permitted just inside. Wizards may pass freely down the road inside that leads to the mountains and the second training area for Wizards.

Eskanto: A small fishing village situated on a grouping of islands to the north of Tier. Its main export is fine jewellery and porcelain, as well as the Artifacts that are found in the process of fishing. It is believed that pirates call the islands home, though the people of Eskanto deny any connection to them.

fal'Tyrn/Training Forest: The first testing grounds of an Apprentice Wizard. It is forbidden to all but Wizards. There is a magical barrier that surrounds the forest, deterring those who would enter and keeping other beasts inside. Little is know about how it works or why. In the centre of the forest is the testing area for Apprentices. It is found just to the north of Telo Lake and River.

Guiding Hand, The: The All-Seeing Eye. An item believed to be that which points the user to all other Artifacts, items infused with magic. Its existence is believed to be myth.

Imilian Plains: Home to that which was a bustling city and countryside before the breaking and is now in ruins. Little is known about it. It is found on the northern edge of the Tamas grasses. The city is empty - all knowledge and remains have been taken by the Wizards of Tier, the Thieve's Guild or explorers. It is considered an ill-omened ruin.

Maorgin: The country of the south. It's people are pale-skinned with light hair and eyes. It's main export is the ore mined from the Deiket Mountains. Known to be a militaristic country and avid pursuers of science. Little is known about it's ruling government other than it is supposedly democratic. The capital city is tucked into the mountains themselves.

Mycean Bay: A shallow bay on the western coast of Ametris. The waters are rough and it is not often travelled. It is believed the Thieve's Guild uses it to traffic goods. The people of Niyan lay claim to it, though it remains unused.

Niyan: The country of the north. Ruled by a monarchy that has held since it's founding. The country is rich in fertile lands and it's main export is the food it produces. Currently, the royal line is slowly dying off, though the means is unknown. The people are of dark skin and eyes, though the Niyan bloodline claims silver hair and red eyes. The capital is situated south of the Telo lake and River and west of the Riddon. There are many towns and villages spread across the rolling hills that comprise the large country.

Renne Channel: Flows to the north-east towards Tier. Empties into the underground lake and river system under the city which empties into the ocean. It is a busy river for trade between Alvassin and Tier. On the north side of the channel across Alvassin, there are many silos and warehouses used to store goods that are shipped between the two cities. Wide enough only for smaller trading vessels.

Riddon River: The main river that flows from the Birean sea westward and curves north to cut through the continent out into the delta to the  Dilarme Ocean. It is the main trading river for the continent and is wide enough to accommodate larger ships. Very well used. Solla and Alvassin are it's main ports, though there are small communities spanning both sides of the river. The river bears good fishing and breaks off into small creeks and channels that feed into the lands beyond.

Rolan: Uncharted and unknown to the world.

Saghian: A Maorginian city on the western edge of the Birean Sea. It is home to the farmlands of the country. Little is know about it as it is protected fiercely by the military.

Solla: A village on the eastern side of the Riddon River. It borders the Elven forest. The people are primarily hunters and traders. The people themselves are of small stature and pale-skinned. It holds no allegiance to any country and is quite private aside from it's trading port. The road that passes through the Elven Forest begins just outside the village, though the people themselves do not venture near the road or Forest.

Tamas Grasses: Situated north of the Elven Forest and Venkeliss Mountains. Borders the south of the Imilian Plains. Home to many animals as it is considered an unlucky and wild place. The land is somewhat flat, and the grasses are tall. Believed to be the old farming lands of Imilian long left to grow fallow. Few brave settlers allow their animals to pasture there, though the proliferation of wild cats, bears and their prey make it uncommon.

Telo Lake/River: The river flows from the lake eastward towards Alvassin. The lake is the primary fishing ground for the country of Niyan. Creates the northern border of the country. The river and lake are used for irrigation for farms on either side.

Thieves Guild: Hidden somewhere deep within the country of Maorgin and the Deiket Mountains. The way to the Guild itself is known to few. The guild is run by one person for the course of their life until they appoint a successor. It's Thieves and assassins are hired out by countries and peoples for various means. What kind of power or political connections the guild has is not fully known as each Head of the Guild must build his own network. Each member of the guild keeps knowledge to themselves and does not share what they learn on missions. There is a strict code of ethics the members must follow. The guild is self-sufficient in most areas.

Tier: Largest city of the continent and home to the Wizard's Tower. It has no main export besides the Wizards it houses. Income is gained by donation and other unknown means as well as minor trade. The city is run by the ruling council of Wizards, which are chosen by each individual member as they retire. The head is chosen by vote of the council. The country itself is small, claiming only the area between the rivers that surround it and the ocean. The Wizard's Tower stands in the middle of the city and houses all those with magical ability. It also stores the largest cache of old knowledge and Artifacts in Ametris. Tier buys most of the Artifacts found across the continent. It lies on the northern coast on the Renne Channel.

Vasto Pass: A mountain pass that is only rumoured to exist into the Barren Lands. Location unknown.

Venkeliss Mountains: The largest mountain range in Ametris. Also home to the second testing area for Wizards. Little is known about the mountains and they are not often travelled. They border the Barren lands and Elven Forest. The mountains are high, and snow is often on the peaks year-round. It is said mysterious creatures live within them and those who venture into them do not generally return. There are few known passes, and there are generally so far removed from populated areas that they are not used for trade or to gather raw materials.

 





Any questions, comments or concerns can be directed to Sam Lytle at lytle.sam@gmail.com .
 Story and characters copyright Sam Lytle 2001-2008. Photographs taken by Sam, family members and friends and used with permission.