A Quick Guide to The Stonewiser Series
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People
Sariah:
An exceptionally gifted stonewiser, our reluctant heroine has a knack
for getting in and out of dangerous situations. When she discovers
lies in the sacred stones, she must challenge the powerful Guild that
owns her, the stones she serves, the goddess she worships and even
her own prejudices to find the truth. Along the way, she must defeat
the corrupt Guild, restore justice to the Domain and save her world
from obliteration before the war escalates, the rot destroys the land
and her enemies kill her.
Kael:
Sariah's unlikely ally is a Domainer rebel leader, a fierce and able
warrior who is not just a descendant of the ancient house of Ars, but
also a land-healer and a roamer. He defies old prejudices—not
to mention his better judgment—to become Sariah's blanket mate
and free his people from injustice.
Alista:
Kael's oldest sister is blind by virtue of a tragic past and lives in
the Goodlands with her son Setti.
Anton:
Originally from the Bottom Islands, Saltsted's brew master is also an
underground wage master for the forbidden games pilgrims and natives
like to play. He is Paulo's twin brother and is also hooked to Sapi.
Aya:
Kael's mother was a powerful
stonewiser who died under mysterious circumstances.
Arron:
Sariah's former master is one of the Guild's wealthiest stonewisers,
the Speaker of the Guild's ruling Council and second in command after
Mistress Grimly. Sariah's escape from Arron, together with her
attempts at discovering the stone truth, has led Arron to take over
the Shield and hunt Sariah across the Domain and the Goodlands.
Ashmid:
One of Sariah's many masters, Ashmid is a mediocre stonewiser with a
liking for canundro, coin and power.
Belana:
The pale, blind woman who,
together with her twin sister, Telana, wields the Prism's power in
order to serve a mysterious purpose in Grimly's Mating Hall.
Deleon:
A marcher for the Domainer settlement of Meron.
Delis:
A Domainer hunter belonging to the executioners' itinerant tribe who,
upon refusing her orders to assassinate Sariah, takes the stonewiser
as her "donnis,"
or pet.
Eda:
The stunning Domainer, keeper of the Enduring Woods, is also Sariah's
dangerous rival.
Eneis:
One of the four Wisdom sages venerated by the Hounds in the Bastions,
Eneis is known as The Teacher. His Wisdom is always expressed in
questions.
Elestor:
A marcher for the Domainer settlement of Sadona.
Eliazar:
Eliazar son of Ars, also
called Ars, was Kael's father.
Enita:
Atica's Marcher can be very helpful to Sariah, but she has plans of
her own.
Grimly:
A powerful stonewiser, the head of the stonewisers' Guild for the
last forty years is a master of secrecy and deceit. She is the
Guild's Prime Hand and presides over the Council and the Guild's
Halls.
Gudo:
A free-range stonewiser who serves the Domainer settlement of
Panadam.
Horatio
Maliver: The deposed leader
of the Guild's army—the Shield—has a dark past with
Sariah and a proven knack for treason. He's searching for his lost
son, who is also Kael's nephew.
Hounds:
The mysterious creatures who guard the land beyond the Bastions are
fierce warriors pledged to follow the Wisdom and protect the sacred
secret sheltered in their midst. They are also known as Meliahs'
hounds.
Ilian:
The first of the Hall of Scribes, Ilian was Sariah's brutal breaker
and first mistress and is a loyal follower of Arron, the Guild's most
recent Speaker.
Jania:
A marcher of the Domainer settlement of Urises.
Jol:
The keeper of the saba is a formidable warrior from the Bastions
pledged to Sariah's mission. He leads a group of lethal fighters who
call themselves Meliahs' Hounds.
Julean:
Once the Shield's second in command, Julean is now Mistress Grimly's
sworn man, commanding her guard.
Kemere:
A Domainer runner who is
partial to Lazar, Kael's youngest brother.
Lazar:
Kael's dazzling younger brother is a water-seeker and a runner.
Leandro:
A failed Domainer roamer whose wised game pieces hold the clues to
Sariah's search. He may or may not be insane, dead, or imprisoned.
Lexia:
A stonewiser who was trapped with Sariah in the Mating Hall, Lexia
has secrets of her own.
Lorian:
The first of the Hall of
Numbers is also a member of the Guild's ruling Council.
Malord:
The most experienced of the Domain's free-range stonewisers, Half-man
Malord masks his vast experience, knowledge, and considerable
stonewising power behind the crippling injuries he suffered years ago
on the Shield's quartering block.
Mara:
The eldest surviving owner of Targamon Farm, one of the first
rot-infected areas in the Goodlands, is rescued from the Shield by
Sariah and Kael.
Meliahs:
The goddess of the sacred stones, whom Sariah is pledged to serve, is
the world's creator, the land's protector, and the stonewisers'
patroness. She thrives on her devotees' labor and sweat.
Metelaus:
Kael's older brother is Ars' marcher or main leader. He is husband to
the formidable Torana and father to nine children, including the
powerful child-stonewiser Mia.
Mia:
Kael's young niece is also Sariah's most promising pupil. Her
untapped powers are enormous and perhaps even more powerful than
Sariah's.
Neron:
Treodes's highest official is the pilgrim greeter at the Bottom
Islands, his lord's most faithful supporter and also the commander of
Treodes's forces.
Nico:
A young villager who meets
Sariah while conscripted to labor in Ruminara's infamous Canundro
fields.
O'amur:
A marcher for the Domainer settlement of Tar'edan.
Olden:
The first of the Hall of
Epics, Olden is also a member of the Guild's ruling Council.
Orgos:
The marcher of the Domainer settlement of Alabara is a shrewd and
ruthless trader who has an ongoing quarrel with Kael.
Orm:
A marcher for the Domainer settlement of Panadam.
Paulo:
A pilgrim guide at the Bottom Islands, Paulo is Anton's twin brother
and is also hooked to Sapi.
Petrid:
The leader of the Domain's
executioner tribe is also the bracelet's custodian.
Poe:
One of the four ancient Wisdom sages venerated by the Hounds at the
Bastions, Poe is known as The Dreamer.
Sapi:
This wealthy Bottom Islands innkeeper is one of the leads of
Treodes's amazing choir. She has many men hooked to her enterprises,
including Paulo and Anton.
The
Sisters, Belana &
Telana: Twin sisters, one
completely pale, the other dark, who wield the Prism's power in order
to serve a mysterious purpose in Grimly's Mating Hall.
The
Sages: Even though they have
been dead for generations, these mysterious ancient stonewisers who
lived during the time of the execration have imprinted themselves
into the stones as intrusions to influence the search for the stone
truth and the future. Their collective teachings are comprised in a
series of proverbs called The
Wisdom. The sages hold the
clues that can help Sariah to learn the truth she needs, but they
might also have plans of their own. The sages are: Poe, the Dreamer, Vargas, the Lawman, Eneis, the Teacher, Tirsis. the Seer, and the powerful Zeminaya.
Telana:
The dark sister who wields
the Prism's power in order to serve a mysterious purpose in Grimly's
Mating Hall is Belana's twin sister.
Tirsis:
One of the four ancient Wisdom sages venerated by the Hounds at the
Bastions, Tirsis is known as the Seer and belonged to the Hall of
Masons. Her Wisdom is gentle and kind.
Torana:
The wife of Kael's older
brother, Metelaus, Torana is also Mia's mother.
Torkel:
A ferocious Hound warrior, Torkel is Jol's brother and Mia's keeper.
Treodes:
The powerful and mysterious ruler of the Bottom Islands is known as
Treodes the Stone Eater. He is reputed to loathe stones and
stonewisers.
Uma:
The first of the Hall of Healing, Uma is also a member of the Guild's
ruling Council.
Vargas:
One of the four ancient Wisdom sages venerated by the Hounds at the
Bastions, Vargas is known as the Lawman. Her Wisdom is harsh and
bloody.
Zadaam:
A free-range stonewiser who serves the Domainer settlement of
Tar'edan.
Zeminaya:
The intrusion who sometimes
haunts Sariah's mind was a marcher and became the First Shield at the
time of the execration. She was also the sage in charge of the trial
that ended with the execration and the original builder of the wall.
Generations after her death, her intrusion has a mysterious purpose.
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Places
Adanton:
A town in the Goodlands,
located near the Black Hills.
Alabara:
Ruled by Orgos of Alabara,
this rough Domainer
settlement known for its rickety vertical construction is a red dye
trading center located in the northern Barren Flats.
Ars:
The Domainer settlement from which Kael hails was once one of the
foremost noble houses of the Old World and it is still a most
respected name in the Domain. Ars is an example of the Domainers'
determination to endure despite the rot, a modest but thriving
settlement favored by its location next to the Crags, one of the last
rock formations enduring in the Rotten Domain.
Atica:
The Domainer settlement of Atica is located at the foot of the wall
on the eastern-most tip of the Goodlands. While the inhabitants of
Atica toil to repair the wall for the Shield, they also thrive from
their often illicit dealings with the Goodlands.
The
Barren Flats: The vast
expanse of the Rotten Domain is composed of this flat geography, a
great plain flooded with the rot's brew, which is a caustic mix of
toxic water capable of melting flesh, muscle and bone in moments. The
Barren Flats are feared for their treacherous mud pools, shifting
currents and ability to trick even seasoned travelers into endless,
deadly wanderings.
The
Bastions: A forbidden
mountain range in the Goodlands' northern fringes, these towering
cliffs protect the high altitude plateau sheltering the Hounds, a
mysterious people who protect an ancient secret.
The
Bottom Islands: These little
known islands are thought to exist off the coast of the Goodlands as
reported by pilgrims who maintain they travel there to worship the
islands' infamous ruler, Treodes.
The
Crags: One of the last rock
formations spared by the rot, these ragged cliffs are located at the
western end of the central Barren Flats, next to the settlement of
Ars.
The
Domain: See Rotten Domain.
The
Ends: The eastern part of the
Barren Flats is where the inner tribes of the Rotten Domain dwell.
The
Enduring Woods: The only
remaining forest in the Rotten Domain is the all-important main
source of rot-resistant wood for the inhabitants of the Rotten
Domain. The trees here bear pods instead of fruit, and a beautiful
and influential forester manages the forest.
The
Goodlands: A vast territory
under the rule of the Guild, this land of crops and plenty is
separated from the rot-afflicted areas by an extensive wall and
protected by the Shield, an army that upholds the ancient covenant
forbidding trespassers from entering. But times are changing for
Goodlanders. The wall may be broken and the rot is on the move.
Jacoa:
The extensive plains of Jacoa comprise some of the most fertile and
productive areas in the middle Goodlands.
The
Keep: An extensive fortress
located in the Goodlands, the keep is the seat of the powerful
stonewiser Guild that rules the Goodlands.
The
Mating Hall: The most
infamous of all of the Guild's halls, the Mating Hall is a secretive
place which imprisons banished stonewisers for a sinister purpose.
Nafa:
A Domainer settlement where Sariah and Kael journey to find the lost
roamer Leandro, who may or may not hold the key to Sariah's search.
The
Principal Road: Is the main
north-south road in the Goodlands.
The
Rotten Domain: An expansive
geography which once contained the glorious cities of the Old World,
the Rotten Domain has been ravaged by the rot and is now a desolate
landscape flooded with knee-high poisonous water, often obscured by
the Barren Flats' noxious gases, and populated with only a few
surviving species, such as man-eating eels and giant snails.
Condemned to exist in this stark and inhospitable territory,
Domainers live in the isolation of their impoverished floating
settlements, defying the odds, attempting to heal the rotten soil and
dreaming of reclaiming a healthy land.
Ruminara:
This prosperous village
renowned for its canundro fields is located at the foot of the
Southern Range in the Goodlands.
Saltsted:
This sea town in the
Goodlands is known as a jumping-off point for pilgrims wanting to
travel to the mysterious Bottom Islands.
The
Southern Range: An extensive
chain of high altitude mountains stretching throughout the southern
Goodlands, the range spans all the way from the Rotten Domain in the
east to the sea in the west.
Urises:
This Domainer settlement is
located in the eastern part of the Barren Flats.
Targamon
Farms: A farm in the
Goodlands which has fallen victim to the rot.
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Terms
Bursting
Stones: Stones wised to
function as weapons.
Canundro:
The term is used to refer to
a popular type of cane that can be processed into a highly
intoxicating and addictive drink of the same name.
Clinging
Stones: Stones wised to
maintain a connection with another stone.
Deck:
A Domainer's most common
dwelling is a deck, a one-room shack with weaved walls and a thatched
roof, built over rot-resistant logs harvested from the Domain's
Enduring Woods. Domainer decks provide versatile shelter which can be
strung together to accommodate growing families and create large
settlements, smaller camps and traveling caravans as necessary.
Domainers usually wear a harness and pull their decks behind them
wherever they go. Occasionally, Domainers ride their decks, poling as
they go, but only if they can find one of the Barren Flats' erratic
currents.
Demesnes:
Over many generations, the
industrious inhabitants of the Rotten Domain have created patches of
healthy, productive land to augment their miserly food supplies. The
location of these demesnes is kept secret so that the Shield cannot
find and destroy them. The arduous process of building and developing
a new demesne entails the location of a water source among the rot's
corruptive brew, the use of wised stone to claim the space from the
rot, the growing of a hearty, thick-rooted bush that promotes land
development and the knowledge and oversight of an experienced land
healer.
Domainers:
The people who live in the
Rotten Domain are easily identifiable because their irises don't
match.
The
Domes: Two domed temples rise
on the high plateau atop the Bastions, guarding the Hounds' most
precious treasures. The Dome of the Coming is the Hounds' main
receiving temple. The Dome of the Going is where the Hounds keep
their most valuable secret.
Donnis:
An archaic term used only
among some of the ancient Domainer tribes, which loosely translates
into the word "pet," describing the unique and complicated
relationship between a donnis and his or her adonnis.
The
Execration: The defining
historical event that marks the collapse of the Old World and the
beginning of the Guild's current rule. It began with a trial in which
Domainers were accused and convicted of bringing the rot to the land
and condemned to the misery of the Rotten Domain. The wall was raised
and the populations were divided and isolated from each other.
The
Executioners: A nomad tribe
composed of outcasts from other Domainer tribes, the executioners
make their living by executing criminals convicted from the other
tribes inhabiting the Rotten Domain.
The
Gathering: A meeting of
Domainer leaders is called a gathering. Gatherings are convened to
discuss matters concerning more than one tribe, such as issues of war
and protection, supplies, collaboration, justice and more. A
gathering includes the marchers or territorial leaders of the
different tribes and their stonewisers if and when a tribe has
procured the services of the rare free-range stonewiser.
Guardian
Stones: Stones wised to
connect with a main stone that issues a warning to the stonewiser who
originally wised the stone.
The
Guild: Founded to gather and
train stonewisers, the Guild now rules the Goodlands by virtue of the
power of the stones it holds and interprets, the wealth it has
accumulated, and the formidable army that it commands.
Goodlanders:
People who live in the
Goodlands.
The
Halls: The powerful Guild is
divided into halls where stonewisers are trained into specialized
functions, including the Hall of Scribes, the Hall of Epics, the Hall
of Numbers, the Healing Hall and the infamous Mating Hall.
The
Hall of Stones: The keep's
grandest building is the Hall of Stones. It houses the Guild's Prime
Hand, the Council's great meeting hall and the Sacred Vaults.
Hepa:
A hallucinogenic drug used to heighten the senses, manipulate and
seduce.
Intrusion:
A mysterious occurrence by which a stonewiser imprints the stones
with a likeness of his or herself and projects it into the future.
Keep:
The Guild's seat is an
extensive fortress which shelters the Hall of Stones, the different
stonewiser halls, the Sacred Vaults, warehouses, workshops, orchards,
pools, gardens and stables, among many others, protected by a
formidable wised wall and patrolled by the Shield.
Keeper:
A specially appointed warrior
pledged to protect the Hounds' Saba and lead in the Hounds' sacred
purpose—Meliahs' restoration.
Land
Healer: A Domainer raised and
trained to heal the rot from the land, land healers must develop
demesnes for their tribes, supervise their development and protect
them from harm. Land healers continually observe and study the
natural world and the rot in search of a cure.
Lease:
A stonewiser who is granted
in service to another stonewiser is called a lease. Proceeds from a
lease arrangement go the leased stonewiser's hall. A lease is
mandated to serve his or her master in all ways, including wising
stones for the master's profit as required.
The
Loop: This wild, powerful
current flows in shifting and unpredictable patterns throughout the
Barren Flats, providing Domainers the occasional opportunity to ride
their decks instead of pulling them.
Main
Shield: This honorific title
applies to the commanding officer in charge of the Shield, the
Guild's formidable army.
Marcher:
In the Domain, a territorial
leader is called a marcher. He or she is the head of settlement, is
in charge of resource distribution, and represents his or her people
at the gathering.
The
Mating Hall: The most
infamous of all of the Guild's halls, the Mating Hall is a secretive
place which imprisons banished stonewisers for a sinister purpose.
Memory
Stone: A memory stone stores
a person's favorite recollections. Domainers have the rare ability to
imprint memory stones for themselves, although they need the services
of a stonewiser in order to draw out the memory from the stone.
Traditional Domainers will almost always wear memory stones around
their necks.
The
New Blood: The people who
live beyond the wall are called the New Blood and are relegated to
the Rotten Domain. They are easy to identify because their irises
don't match. They are also called Domainers.
The
Old Blood: The people who
live in the Goodlands are often called the Old Blood. They have
matching eyes and are also called Goodlanders.
The
Old World: This term usually
refers to the world as it was before the rot destroyed the land.
The
Prism: The mysterious
prismatic stone is part of the most sacred stone of them all and has
astounding capabilities that only Sariah can wise.
The
Quartering Block: This
massive stone located in the courtyard of the Shield's fortress is
used to net punishment as prescribed by the Guild.
Roamer:
A Domainer trained to infiltrate the Goodlands in defiance of the
Guild and the Shield, in order to procure forbidden goods and
information.
The
Rot: Scalding, caustic and
stinking, this thick destructive flow is ravaging the world.
Runner:
The fierce Domainer warriors are renowned for their ability to run
the Barren Flats' knee-high waters for days at a time. They are
reputed as versatile fighters practiced in a variety of weapons,
which include not just the sword but also the sling and the serrated
fangs of the Domain's deadly rotfish. They wear body suits made of
the Domain's special weave, which is able to repel the rot's brew.
Saba:
The Bastions' Hounds use this
respectful title to address the person they believe is the foretold
leader of Meliahs' restoration, the Hounds' most sacred cause.
Sabita:
The Bastions' Hounds use this
respectful title to address the person they believe may be an
alternative or a challenger to the anointed Saba.
Seventh
Stone: This legendary stone
holds the final clues that will complete the tale told by the seven
twin stones, the only stones capable of revealing the truth about the
events leading up to the execration.
The
Sacred Vaults: A series of
secured cellars beneath the Guild's keeps, the Sacred Vaults store
gifted stones, invaluable riches and prized Old World antiques.
The
Seven Twin Stones: The
sequential tales told in these seven pairs of stones are the only
tales capable of revealing the truth of the events leading up to the
Execration.
The
Shield: The Guild's powerful
army, the Shield is pledged to hunt rogue stonewisers and to keep
Domainers and the rot out of the Goodlands by whatever means
necessary. The Shield's warriors wear a distinctive copper, leather
and wood shield over their bodies.
Simmering
Fire: A very powerful type of
fire generated when a trained stonewiser wises a particular kind of
stone, simmering fire is a valuable if expensive service that Guild
stonewisers offer to the Goodland's population. Traditionally,
simmering fire is used to clear the land in order to set up
cultivation fields, a quick option that spares farmers the huge
amounts of labor and sweat otherwise required.
Stones:
Wised stones are capable of
storing tales, from simple recollections, to documents, agreements,
legends and stories, an invaluable resource of information, justice
and wisdom for a world under siege by the rot.
Depending on what kind of
information they store, there are different kinds of stones,
including memory stones, guardian stones and tracking stones, among
many others.
The
Stone Eater: A mysterious
leader from a faraway land reputed for his hatred of stonewisers and
feared for his odd eating habits.
The
Stone Madness: A disease that
often strikes stonewisers whose minds are overcome by the strain of a
difficult wising.
The
Stone of Creation: The most
sacred stone of all, the stone of creation was the stone used by
Meliahs to create first the world, humankind and stonewisers. It is
also the most coveted of stones and it is believed to have amazing
powers.
Stone
Tales: Stories, messages and
agreements in the form of words or images that are stowed in wised
stones. They can only be witnessed by stonewisers, born and trained
to witness the tales in the stones.
Stonewiser:
In a world devastated by the rot, stonewisers are the only people who
by birth and training are capable of imprinting and retrieving the
tales preserved in the stones, the history passed down through the
generations. Stonewisers are the truth's pledged protectors, the only
link between the past and the present, order and chaos.
The
Third Covenant: This ancient
decree established the Guild's absolute rule after the execration,
invested the Shield with the order to protect the Goodlands from the
rot, and forbade Domainers from traveling outside of the Rotten
Domain under the punishment of death.
Tracking
Stones: Stones wised to track
a specific person or persons.
Twin
Stones: These stone pairs
must be wised together in order to surrender their tale.
Warning
Stones: These types of stones
can be wised to provide different kinds of warnings.
The
Wisdom: A series of proverbs
comprising the founding sages' teachings to the mysterious Hounds,
the people who live in the land beyond the Bastions.
Wised
Stones: Sacred stones that
store messages, personal narratives, covenants and record the history
passed down through the generations. The tales stored in the stones
serve as witness to the truth and as the basis for justice. Stone
truth is valued above anyone's word.
Wising:
The process by which a born and trained stonewiser witnesses the
contents of a stone tale.
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