Chronicles of Arborell, Copyright Wayne Densley 2005 All Rights Reserved



Here you can find a short glossary of terms used in the Chronicles of Arborell web serial "Blood and Iron". Most of these terms can be found also in both the Windhammer Special Edition and the companion novella, The Inquisitor's Lament. Further information and a deeper understanding of the lands of Arborell can be found within these books.


Arborell
The world within which all the books and series of the Chronicles are set. From the ice wastes of the north to the warm climes of the far south it is a world of vast mountain ranges, thick forests and wide open plains. It is upon these wide lands that Men from across the Grey Sea established the Four Nations.

Year of settlement
This is the basis of the Kalborean calendar and over the years has been adopted as the standard measure of time within the Four Nations of Man. Based on the arrival of the original refugees who made it across the Grey Sea and settled in Arborell, it is a measure of the length of human habitation in Arborell. At the time of this story it is the Year of Settlement 517.

EarthMagic
EarthMagic is the underlying power that binds every living (and dead) thing in Arborell together. A physical presence, it can be harnessed by those who understand it and can be used for both good or ill. At the time of this adventure only the Dwarvendim of the Great Stone Kingdoms have achieved affinity with the EarthMagic. It was with the power of EarthMagic that the ancient Trell created the Hordim and set in train the circumstances of their own demise. EarthMagic is also known to some as the Shan'duil.

The Horde
The Horde is a general term for the many creatures that inhabited Arborell before the coming of Men. Created by the Ancients as servants and labourers, the creatures of the Horde rebelled at their servitude and destroyed everything the Ancients had built. The four main groups known collectively as the Horde are the Mutan, the Jotun, the Hresh, and the Morg. Creatures of the Horde are known most commonly as Hordim.

The Mutan
Of all the creatures of the Horde, the Mutan are the most mysterious. Created as Slavemasters by the ancients they are highly intelligent and are the hub of all power within the Horde Clans. It is rumoured that they also have harnessed the powers of EarthMagic and use this power to maintain dominion over all other Hordim.

The Jotun
Created as engineers and miners, the Jotun are three metre tall giants. Intelligent and powerfully built they were the instigators of the rebellion that threw down the Ancients. Heavy facial features and a liking for Warhammers in battle have given the Jotun the reputation of ferocious fighters and cunning adversaries. Those who wish to show disrespect call such creatures Jotun Trolls. It is however, unwise to do so.

The Morg
Tolerated by the Horde and despised by Men, the Morg are feared throughout the Four Nations. Thin and emaciated, most stand no more than knee high, but they have a fierce reputation for slaughter and sabotage. Cruelty is their nature and they fight without mercy or pity. Morg do not venture into the world in packs of less than thirty, their liking for razor-sharp knives and the torture of their victims well-known throughout Arborell. Any creature that crosses their path is doomed to a long, painful death.

The Hresh
The Hresh are one of the more numerous creatures of the Horde. Created by the ancients as weapons of war, they are highly disciplined and intelligent. Human in size and anatomy, they have predominantly green skin and can be identified easily by the tusk-like teeth that protude from their lower jaws. Although they appear brutish in nature they are well organised and adhere to a rigid clan structure that enforces harsh discipline. They are completely under the control of the Mutan and obey all orders without question.

Crue
A Crue is any group of Hresh warriors under the control of a Hresh Commander. A Crue can be any size from a few warriors to an army. The size of a Crue is relative only to the importance of the Hresh Commander who controls it.

The Four Nations
Men came to the world of Arborell after a journey that started far beyond the cold waters of the Grey Sea. Not much is written of this journey, except that the remnants of four great nations were fleeing the tyranny of a greater evil. Once settled in Arborell these refugees re-established the power of their nations and this lead to the rise of what has become known as the Four Nations of Man.

The Kalborean Union
Kalborea is the largest and most powerful of the Four Nations. Comprised of twelve independent city states the Union holds sway over much of the land area of southern Arborell. At the time of this adventure Kalborea is at peace with its neighbours but this will not remain so. In time the Kalborean Union will come to dominate the other nations and stand as a ruthless tyranny itself.

The Dwarvendim Stone Kingdoms
Very early in the history of human settlement in Arborell the Dwarvendim established their own Kingdom in the rugged reaches of the Krodestaag mountains. Physically powerful they stand on average a head shorter than most other men and are skilled workers of stone and iron. In the complicated politics of the Four Nations they stand alone, envied by many for their mastery of EarthMagic.

The Faeyen
Unlike the the other nations the Faeyen have never enjoyed the frontier life. Skilled in metalwork and the manufacture of fine clothing, they have concentrated their efforts in the new world as merchants and producers of high quality goods. In particular they are skilled in the artifice of jewelry and fine objects. At the time of the creation of the Stone Kingdoms the Faeyen also went west and established their own dominion upon the far plateaus of the Lower Rift. Here they built huge citadels which have been their homes ever since.

The NomDruse
The NomDruse have remained seperated from the other nations since the time of the First Horde War. Seen only in times of conflict with the Hordim, they keep to themselves and protect their borders with powers that are a mystery to other Men. Few have seen the NomDruse and they trade little with the other nations. Great suspicion has been drawn against them but the other nations have been content to leave them alone in their solitude.


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This ebook, and all associated books and other documents are the intellectual property of the author, Wayne F Densley, and all rights are reserved by him. Blood and Iron has been designed for viewing at 1024 x 768 resolution. Any questions regarding the Chronicles of Arborell can be answered by emailing the author at densleyw@shoal.net.au
Chronicles of Arborell, Copyright Wayne Densley 2005 All Rights Reserved

Blood and Iron Volume One is a companion title to the Chronicles of Arborell interactive adventure series. More books in this series can be found at the Chronicles of Arborell homepage.