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Journal of an Adventurer
Bonus Content: Updated Glossary and Map

Bonus Content: Updated Glossary and Map

Abyssus: This is the dark underworld of Favinonia—all evil is born in these pits. The dogma of the Trinity warns of a time when Amordous and his devils and demons of the Abyssus will rise again and take this world. It is also a common swear word used by the crass.

Adventurer: A person specially registered to work within Favinonia's borders. The title carries many responsibilities, including permission to bear arms, the ability to take jobs from the Hall, and compulsory enlistment in times of crisis.

Amsul: The name of the world Favinonia resides in.

Amordous: The dark underlord of the Abyssus. The Orange have been searching for his secret cults for the last two hundred years.

Beast Races: Description of beast-like humanoids from Havanti. Dragon-like Balauron rules them.

Blue: Aspect of law and knowledge. This aspect controls the courts and oversees the libraries. People of an academic background follow this aspect of the Trinity. Saint Jenell—the incorruptible wordsmith and fact-finder—represents the Blue Aspect.

Charter: A group of Adventurers with a mission statement and guidelines for their group. An official record is kept at the Hall that outlines each Charter's mission statement, history, and reputation.

College of Magi: An ancient order of Favinonian magic-users. All types of magic are learned here, except for necromancy or 'magic of the dead'. Their primary goal is to revitalise the knowledge of the arcane, which was lost during the Massacre of Magic.

Common swear words: In polite society, these words are not used (but even the most civil tongue will slip). Standard swear words include slip-sucker, copper-pincher, skinflint, tinker's dam, Jara's hammer, and son of a motherless goat. Some people may also invoke the saints (Jara, Mela, Jenell) or the Trinity.

Creatures of Abyuss; Servants of Amordous: The name given to people who have made deals with Amordous for power, riches or fame. They always have a tell-tale sign that they are bound to the Deep Lord, from tough skin like stone, talons instead of nails, a third eye or a spear-like tail. It is the sworn duty of the Orange Crusaders to find, hunt and destroy these abominations.

Dwarf: Dwarves are the traders and merchants of Favinonia. Family is everything to the Dwarf, as only their family can be trusted with commerce. They are open to customers, even friendly, but Dwarves have an underlying culture of profiteering.

Einion: Capital of the Iron Duchy. It was carved from a haematite mountain as it rises nearly 900 metres to the sky, and the base is over. The entire structure is made from hematite in a high-density concrete, a type of iron ore, which could be why the Dukedom has been flushed with iron since the founding of Favinonia.

Elf: Elves are an uncommon race in Favinonia. Their origins are rife with mystery. Most know that they originated from an overgrown jungle in the south. Most are primitive but have a knack to evolve and adapt to new environments. As they are not actual citizens of the kingdom, many work as scouts, hunters, and farmers in rural regions. However, because of their particular fertility period, many become prostitutes, both male and female. At the Height of Truth, their hair turns the purest white, which indicates they are fertile; conception guaranteed.

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FK: Foundation of Kingdom; how many years since the foundation of Favinonia.

Favinonia: The land of human origin, comprised of seven different states: The Core; Western Duchy; Southern Earldom; Northern Electorate; Eastern March; Northern Colonies; and the Eastern Expanse.

Folk: (also known as Lizardfolk) A scaly race from the great swamp of Favinonia's southern border. They are related to the Elf race, indicated by their similar features, such as their pointed ears and facial characteristics. Their mane of feathers, akin to hair, changes colour depending on their mood. Beware of a Folk with bright scarlet feathers!

Gib-Gib: Gib-Gibs are a breed abomination of the College of Magi. They use these creatures to guard their vaults and for the training grounds of their agents. They are ravenous eaters who will strip a body clean within minutes. They are a ball of fur with arms and legs, no eyes but the ability to sense the vibrations in the earth with a heightened sense of smell with a large mouth with rows of teeth like the great white shark. By consuming meat, they will grow and evolve into Greater Gibs, who can breed lesser versions of themselves and use rudimentary weapons. The Magi often need to put down these creatures as they can multiply to plague of locust state and consume every living animal they come across.

Green: Aspect of agriculture and life/death. Toilers of the ground and healers of the sick. Saint Mela—the plague-ender, life-giver and first saint—represents the Green Aspect. People who follow this aspect give thanks to the first saint for bringing the Trinity to Favinonia.

Gnome: Once, this race connected to the mystical, but now they are enthralled with technology. They have a tremendous interest in how elements work together and react to one another; they are also very interested in what makes them explode.

Halfling: The Halflings are a nomad race. Some travel in tiny houses on wheels or barges that can traverse the many rivers in Favinonia. If you are drawn to discover what is on the other side of the next hill, you may begin to understand the need that drives all Halflings to keep moving.

Half-breed: The forgotten children of Elves and the good folk of Favinonia. These individuals have become one of the fastest-growing races in the land. As they are a constant reminder of the indiscretions of many citizens, they are despised by their parents' race. Most half-breeds are wanderers, often seen in the poorest parts of society. Slurs include white-back, Truth-spawn, white-bred, and she-bop.

Hall: Established around 100 FK to cope with the bounty of the goblinoid races, the Hall has now become the administrative headquarters for Charters, Adventurers, and the Job Board.

Havanti: The far-Eastern land, shrouded with mystery, ruled by ten clans, and the home of the Beast Races.

Incanta: People who were born with Magik. Their abilities can manifest at any point in the said person's life. They tend to be drawn to a type of elemental magik like fire or air; or the ability to summon an otherworldly creature. These magiks are far beyond what the College Magi. Another name for them is Spell-Hurler, which the Magi usually uses.

Lake Merrin: The largest freshwater lake in Favinonia. Also, the name of the main town in the northern province of Western Duchy. The current ruler is Count Darel Isenhart.

The Massacre of Magic: A period in early Favinonian history that caused the indiscriminate slaughter of all magical creatures. The Massacre of Magic spanned over a century.

Lake Merrin’s Map [http://imgur.com/gallery/GnGYKGc]