The Barrow (98 page)

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Authors: Mark Smylie

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THULAMITES
—barbarians of the
Midlands
, horse-riding raiders who dwell in great stone citadels. Now allied to
Palatia
.

URGRAYNE
—a daughter of
Djara
Luna; one of the Four Queens of the Compass, and called the Witch-Queen of the Harath
Éduins
. Active throughout the world since the days of
Ürüne Düré
, she has a reputation as a mysterious meddler. Some Daradjans are said to follow her instructions and are called members of the Witch's Host (see
Daradja
).

ÜRÜNE DÜRÉ
—a great isle in the
Mera Argenta
, where
Ariahavé
led her favorites in the
Golden Age
to teach them the arts of civilization and found the realm of
Düréa
. Lost beneath the sea at the end of the Golden Age. Usually translated from the Düréan as “Mountain of Thrones.”

USURPER, the
—common name for Urech Aiths, the current Duke of
Palatia
, who took the Ducal Throne in a coup at the end of the
Assassin Cycles
.

UTHED WOLD
—one of the seven great woods of the
Middle Kingdoms
, a place of darkness and death held by the Azharites, followers of
Azharad
and the
Nameless Cults
.

VALE OF BARROWS, the
—ancient burial place of the queens and kings of
Daradja
and
Dania
. Largely unused for centuries, now considered cursed and home to necromancers, witches, ghosts, and ghouls.

VANI
—a son of
Ammon Agdah
and
Geteema
, often depicted as having either an eagle or vulture head; the Mountain King who brings the Spring thaw. Ancestor god of the Vanimorians (see
Vanimoria
).

VANIMORIA
—mountainous land to the west of the
Mera Argenta
; considered the southern edge of the
Midlands
, but during the
Golden Age
was the earthly realm of
Geteema
, and so was spared some of the desolation which has marked the rest of Geniché's Paradise. Inhabited by proud, martial mountain barbarians and considered a key component of the
Thessid-Golan Empire
.

WAR IN HEAVEN, the
—a 21-year war at the end of the
Golden Age.
After the sinking of
Ürüne Düré
and while
Yhera
wandered in grief,
Irré
accused
Illiki
Helios of abandoning the defense of
Düréa
to become the Sun King after the death of
Agdah
Cosmopeiia, and organized a rebellion in the Heavens against him. Illiki Helios was cast into the Underworld and Irré assumed the mantle of the Sun King. On Earth,
Ishraha
usurped the Dragon Throne of
Illia
from
Islik
in a parallel rebellion. At the end of the war, Yhera returned from the Underworld and restored Agdah and Illiki to the Heavens, though neither could be Sun King. That position was taken by Islik himself, who returned from exile to claim both the Dragon Throne of Illia and the Sun Throne.

WATCHTOWER KINGS, the
—Maelite and Danian kings and warlords who fought against
Githwaine
and were granted citadels in western
Dania
to keep watch over
Lost Uthedmael
and the
Thessid-Golan Empire
by
Fortias the Brave
(see
Djar Mael
). Once their domain was called
Maece
.

WHITE ELIXIR
—one of the three magical elixirs produced by alchemy. A white liquid or powder that can be used to heal, create magic mirrors, turn base metals into silver, or impart the gift of languages or Second Sight.

WINTER CENTURY, the
—period of over 100 years following the
Catastrophe
, during which the world saw a period of cold and darkness, and
Hathhalla
ruled as the Sun's Veil. The hunt for the
Worm Kings
is most intense during this period. Ends with the death of
Githwaine
.

WORM KINGS, the
—common name for the kings and generals of the Imperial Court of the
Thessid-Gola Empire
who became twisted by foul magics after the disappearance of
Dauban Hess
. To retain their appointed thrones, they embraced bloodthirsty rituals that extended their lives at the price of their humanity and the corruption and decay of their bodies. The
Oracle Queens
cursed them in revenge for the sack of
Khael
, and after the
Catastrophe
befell them, they were hunted to extinction by the last of the
Dragon Kings
.

WYVERN KING, the
—brutal ruler of the
Manon Mole
during the
Age of Legends
, avowed enemy of the
Spring Queens
. Defanged by the Spring Queen Ymaire.

YHERA
—Queen of Heaven, Goddess of Night, Queen of the Waters, one of the goddesses of the Moon, and often worshipped as the Creatrix, the divine origin of all that is. She is the goddess of language, sovereignty, rulership, wealth, wisdom, love, fertility, protection, and war. Also known as Yhera Cosmopeiia, Yhera Luna, Yhera Chthonia, Yhera Anath, Yhera Fortuna, and Yhera Invictus, amongst other epithets.

For some years I wrote and illustrated a fantasy comic called Artesia. With my various duties at the graphic novel publishing company (and now BOOM! Studios imprint) Archaia increasingly taking me away from my drawing tables, finding the time to actually finish what I had started became increasingly difficult. With comics, the drawing and painting is the time-consuming part (at least for me), so after a while I turned to the idea of writing (without the art) as a way to continue working with the world and characters of the Artesia graphic novels. Years ago I had worked on a “prequel” screenplay to Artesia with my brother, John, and our mutual friend Hidetoshi Oneda, and that screenplay served as the basis for this book. To them I owe a great deal of thanks and no small portion of credit.

Familiarity with Artesia is not required, I hope, to enjoy
The Barrow
. Over the years a lot of people have contributed their support, enthusiasm, critiques, and comments to the Artesia comics and graphic novels or the Artesia roleplaying game, and to all of them I extend once more my thanks and gratitude, as well as my hope that they find this a worthy iteration of the characters and world with which they may already be familiar.

For either their general advice or specific comments on this manuscript, my thanks to Thomas Harlan, John Fultz, Mike Lee, and Myke Cole (and my apologies where I have occasionally ignored what I've been told). And many, many thanks to my editor, Lou Anders; to the fine folks at Pyr and Prometheus Books, including Catherine Roberts-Abel, Nicole Sommer-Lecht, Bruce Carle, Gabrielle Harbowy, Jade Zora Scibilia, Melissa Raé Shofner, Mary Read, Jill Maxick, and Lisa Michalski; and to Sam Weber and Gene Mollica.

Author photo by Monika Broz

Mark Smylie
has worked as a writer, illustrator, editor, and publisher for over a decade. His epic military fantasy graphic novel series, Artesia, was first published by Sirius beginning in 1999. He was nominated for the Russ Manning Award for Best Newcomer that year, and for an Eisner Award for Talent Deserving of Wider Recognition in 2001. Over the years his illustrations have appeared in game books from Wizards of the Coast, White Wolf, and most recently Kobold Press, and in collectible card games from AEG. He designed and illustrated a role-playing game based on Artesia that won the Origins Award for Role-Playing Game of 2006 and three Indie RPG Awards; the game was also nominated for six ENnies. Mark founded Archaia Studios Press (ASP) in 2002 as a self-publishing home for his graphic novels, and the company, now an imprint at BOOM! Studios, has expanded over the years to publish a wide variety of American and European graphic novels, including award-winning titles such as
Mouse Guard
,
The Killer
,
Return of the Dapper Men
, and
Jim Henson's Tale of Sand
. Mark still serves as the imprint's chief creative officer. He lives in New Jersey, which he actually enjoys a great deal. Author Site:
www.swordandbarrow.com

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