

## Capricon and Beyond:

## The Renegade Chronicles Compendium

David Michael Williams

Capricon and Beyond: The Renegade Chronicles Compendium is a work of fiction. Names, characters, places, and incidents either are products of the author's imagination or are used fictitiously. Any resemblance to actual persons, living or dead, business establishments, events, or locales is entirely coincidental.

Copyright 2016 One Million Words, LLC

All rights reserved. No part of this book may be reproduced, utilized, transmitted, or stored in an information retrieval system in any form or by any means, without prior written permission from the publisher. Inquiries can be directed to onemillionwords@hotmail.com.

Cover art copyright © 2016 by One Million Words, LLC

Cover design by Jake Weiss (jakeweissdesign.com)

Author photograph by Jaime Lynn Hunt (jaimelynnhunt.com)

Interior art copyright © 2016 by One Million Words, LLC

Digital map of Capricon by David Michael Williams and Jake Weiss

Other interior art by David Michael Williams

david-michael-williams.com

### CONTENTS

INTRODUCTION

CHARACTER PROFILES

Klye Tristan

Dominic Horcalus

Othello Balsa

Plake Nelway

Arthur Bismarc

Leslie Beryl

Solomon "Scout" Aegis

Charles "Pistol" Atlins

Lilac Zephyr

Opal

Noel

MAPS

Island of Capricon (first sketch)

Island of Capricon (final sketch)

Island of Capricon (digital)

Western Arabond

HISTORY FILES

The History of Capricon: Part 1

The History of Capricon: Part 2

Regarding the Recent History of Superius and the Alliance of Nations

A Treatise on the Goblin Race

THE PEOPLE, PLACES, AND PECULIARITIES OF ALTAERRA

SKETCHES

The Sun and Sword Standard of Superius

Dominic Horcalus

The Renegades

"Albert Simplington"

UNPUBLISHED PROLOGUE

LINKS TO THE RENEGADE CHRONICLES

Volume 1: Rebels and Fools

Volume 2: Heroes and Liars

Volume 3: Martyrs and Monsters

ABOUT THE AUTHOR

INTRODUCTION

Welcome to Altaerra!

Or, rather, welcome _back_ to Altaerra!

If you're reading this, then you've likely finished the first volume of The Renegade Chronicles. (And if you haven't, you can download _Rebels and Fools_ , for FREE for Kindle at  Amazon.com and a variety of other e-readers, including the Nook and iPad, at Smashwords.com.)

I created this compendium to provide a more in-depth look at the fictional world I invented for The Renegade Chronicles—and, hopefully, other fantasy adventures. It highlights not only the island of Capricon, which serves as the primary setting for the series, but also the Continent United and other locales, detailing some events that directly contributed to the political upheaval that came to be called the Renegade War.

Creating a world takes a lot of time and, believe it or not, quite a bit of research. The content in this compendium is a compilation of my copious writing exercises, including character profiles, explorations of Altaerran history, and other miscellaneous excerpts.

The glossary, which up until now was available only with the three-in-one digital collection, is a robust resource for those who want a quick reference to the many people, places, and peculiarities of Altaerra. And even though I don't claim to be an artist, I've also included sketches of maps and characters—some from as far back as 1994, when I was a mere 15 years old.

While I've tried to minimize spoilers for the other books in the series, there are references to characters and events from those books. I encourage you to read those novels before diving into this compendium, if possible.

My hope is that this book will shed some light on my creative process and the evolution of The Renegade Chronicles over the past couple of decades, answer a few questions, and maybe provoke some new ones.

Enjoy!

David Michael Williams

9/1/2016

CHARACTER PROFILES

Before crafting the plot for The Renegade Chronicles, I familiarized myself with certain members of the cast by composing character profiles. What follows are excerpts from many of those exercises. The descriptions are comprised of answers to series of stock questions.

In some cases, details changed from the planning phase to the final draft of the novel, but these character profiles gave me a solid foundation when writing about physical attributes, personality traits, and motivations.

Klye Tristan

Klye stands at six feet tall and weighs around two hundred pounds. His medium frame is muscular but not sculpted. He has blue eyes and dark black hair that has an almost bluish sheen. He keeps his hair cropped short in back and parted in the middle. For the most part, Klye tries to stay well-groomed and grows a beard only when he hasn't the time to shave.

Klye wears whatever is available. He has been known to don various disguises, ranging from the garb of a priest to that of sailor. He prefers dark colors, particularly black. Extraneous decorations, like jewelry, he generally does without. When going into battle, he wears only the lightest of armor, usually made from boiled leather or chain-links. He prefers boots to shoes, and more often than not, a knife can be found tucked inside one boot.

Having been a thief for most of his youth, Klye is quite conscious of how he carries himself. He knows how to blend in with his surroundings, but when doesn't need to worry about fitting in, Klye carries himself with self-assured confidence. He is adept at concealing his emotions, but when he does smile, there tends to be a sarcastic, wry quality to it. Klye's glare could quite silence a minotaur.

Klye took to the role of Renegade Leader wholeheartedly. His words portray his confidence, though those who don't know him well might mistake that for bossiness. Klye does not sound educated, but neither does he sound ignorant. He'll use slang when it suits him, but in general, he talks in the register of those he's around. He curses with regularity and is not afraid of confrontation.

An unremarkable orphanage was Klye's childhood home. He knows nothing of his mother; of his father, he knows only the man's name: Benethan Tristan. He was dropped off at the orphanage when he was still an infant and remained there until he decided he could take care of himself, at which point he ran away and became a pickpocket.

Klye shuns strong drink because it dulls his senses; prostitutes, because they are not worth the coin they demand; and gambling because it's an even greater squandering of the funds he works so hard to obtain. Klye finds pleasure in duping people, tricking them out of their money, and honing his skills as a thief.

Klye doesn't like to sit idle, wasting the days away in inactivity. Only the sense of accomplishment makes him truly happy. He has a very dry sense of humor.

As a thief, Klye lied with professional ease. Since he has "reformed," Klye tends to tell the truth, but he is not opposed to lying if it suits his purpose. However, he is more likely to be painfully honest and blunt than tactful.

Klye developed the morals that would shape him early in life, and while he doesn't worry much about what the gods think of him (if there are gods), he sticks to his principles with admirable rigidity. He is not a coward; he'll unhesitatingly risk his own life for someone he cares about or for a just cause.

Klye tends to expect the worst in just about every situation. Fate, luck, the gods—these are things Klye shunned from early on. He believes he is the ultimate authority of his life and always dismissed the gods as myths. For a long time, he loathed what the gods represented. He answered to no one but himself, and pitied those who needed the reassurance that there were all-powerful deities floating around, watching over them. But as time goes on, Klye is starting to see that there might be something to the spiritual world.

A person has to earn Klye's trust and respect. Someone meeting him for the first time would probably feel a bit intimidated and maybe even wary—the man can be hard to read!

Dominic Horcalus

Horcalus comes from a long line of Knights of Superius. Like his father and his father before him, Horcalus stands tall—about 6'2"—and keeps himself in excellent physical shape. The muscles on his arms, legs, and chest are well-defined, and there's hardly any fat on his body. His eyes are gray; his hair, brown. A full, neatly-trimmed mustache graces his upper lip. Despite a rather hawkish nose and sharp chin, Horcalus is a reasonably handsome man.

Horcalus's usual garb consists of combination plate-and-chainmail armor, a shield of some sort, an open-faced helmet with a nose-guard, and his trusty longsword.

Horcalus presents himself with an air of quiet dignity. He acts and speaks proudly, though not haughtily. He has excellent posture, looking comically stiff at times. He doesn't fidget, and maintains a composed, stoic exterior unless something has him greatly discombobulated. His tone tends to soften, and he is more likely to smile when interacting with women and children.

Horcalus's speech is the epitome of proper. He'll almost always use two words in lieu of a contraction. He may use an outdated or archaic phrase or expression without realizing it.

Horcalus's childhood was not so unlike many other boys borne of Knights. His father was stern but loving, making sure his son was well-disciplined and teaching the boy everything he knew about life and the Knighthood. Horcalus became his father's squire at a remarkably young age and then went to Fort Splendor to train as a novice when he was fifteen years old.

Horcalus loves a challenge and delights in a hard-fought victory, though he is ever a gracious winner. He spends much time engaged in mock-combat, honing his skill, teaching others what he knows as well as learning from their techniques. Aside from physical trials, he likes games that improve his intellect and sharpen his wit (e.g., solving at riddles and playing chess). He has little interest in games of chance and shuns gambling.

Horcalus is not quick to laugh, but that is not to say he is devoid of humor. He'll laugh at clever joke but seldom at another's expense. He hates lies and engages in a lie only when it's unavoidable. He's a very bad liar, actually. His conscience holds a tight reign over his actions.

Like most Knights of Superius, Horcalus is extremely patriotic, but Horcalus does his best to accept people of every nation. Like many humans, he has his misgivings about the other races, but he is never less than polite to the occasional half-elf or gnome who crosses his path. He distrusts magic-users, but his greatest prejudice is against people who foment disorder and take advantage of their fellow man.

Horcalus is a stalwart optimist. He became a Knight to help make the world a better place. So long as he is fighting for the side of peace and justice, Horcalus enjoys life. Conversely, when he becomes a member of the Renegades, the disgraced Knight finds life nearly unbearable.

Horcalus serves Pintor the Warriorlord by adhering to the virtues outlined in the Knighthood's code of conduct. He knows several prayers by rote. More often than not, when he prays, he is asking for guidance or forgiveness. Horcalus also honors the other Gods of Good, though he doesn't really address these other deities by name.

While Horcalus did have a childhood sweetheart, he won't fall in love until many years after the Renegade War. Horcalus thinks love is important, and he wants a wife and family, but the quest for a soulmate is far more difficult than anything the Knighthood has ever asked of him. He always figured the gods would provide him with a capable woman when and if they see fit. Horcalus wants children too—particularly a son to follow in his footsteps as a Knight of Superius.

Horcalus made many friends while in the Knighthood. His best friend and mentor is Chester Ragellan. He develops relationships with Klye Tristan, Arthur Bismarc, and Lilac Zephyr during the Renegade War.

Othello Balsa

Although no one has ever bothered to record Othello's height, he is estimated to stand at 6'7". He is muscular though not a hulking figure. He has blond hair, which he keeps cropped short. He prefers to remain clean-shaven. Height aside, his most striking feature is his green eyes, which are a stark shade of green.

Othello's typical garb consists of well-worn buckskin trousers and a simple cloth shirt. His clothes are always practical. More often than not, he wears a large, sheathed hunting knife at his hip, a quiver full of green-fletched arrows on his back, and a yew longbow slung over one shoulder.

Othello doesn't concern himself with how others perceive him. He is accustomed to spending his days with no company other than the birds and creatures that call the forest home. He doesn't feel comfortable around large groups. Othello has good posture and moves with an almost predatory grace. He is not wont to smile or laugh. This, combined with his tendency to stare unabashedly at people, gives him a threatening and unfriendly appearance.

Othello speaks only when he has something important to communicate. He has a soft, low voice. He is not apt to use big words, but the man knows how to construct a proper sentence. Othello is seldom sarcastic or ironic. He talks in a completely straightforward and even manner.

Othello grew up with two parents and has three younger siblings. The Balsa family lived in a small, self-built log cabin. As a child, Othello visited very few villages, but what he lacked in human interaction, he made up for in exploration of the natural world.

Like his father before him, Othello was quick to learn survival skills. He was a hard worker, pitching in whenever his help was needed. He was eager to learn new things but never let his curiosity overrule proper caution and respect for the wild world. Othello remembers his childhood fondly, as he loved and respected his parents.

When one depends solely on oneself for survival, there is little time for diversion. He likes to hunt all types of game, though never for sport alone. Othello knows how to read basic writings from several languages (two human tongues as well as an elven script), but he owns no books of his own. The only music he truly appreciates is the natural symphony of the forest.

Prior to joining Klye Tristan's Renegades, Othello had never stolen anything in his life. He has killed, however, and would readily kill again if it meant keeping himself or someone he cared for safe from mortal danger.

Optimism and pessimism do not really have a place in Othello's personal philosophy. He doesn't spend much time worrying about what he cannot personally control. His expectations are affected only by his best estimation of logical results. He does not let others' attitudes (good or bad) affect him.

Othello joined the Renegades out of a sense of obligation to repay those who saved his life, curiosity about their cause, and pragmatism. Money, politics, and power interest the archer none at all.

While Othello is not religious, he does have a healthy respect for the gods, particularly Cressela, goddess of nature. Othello's spirituality has less to do with a specific relationship with the deities than an appreciation for Creation. He sees the gods' beauty in a breathtaking sunset and their wisdom in the ecological balance of the wilderness.

Prior to joining the Renegades, Othello spent much of his time fishing, trapping, and hunting. Having some knowledge of herb lore, he occasionally served as a healer for the citizens of nearby villages or for others who chose to live apart from civilization.

A stranger would probably find Othello Balsa to be "a little off." Whether intimidated by his stature or put off by his uncanny eyes, most would shy away from the taciturn archer. His seemingly preternatural senses only add to his unusualness.

Plake Nelway

Frankly, Plake's appearance is about as average as one can get. He stands at 5'7" and weighs somewhere around 175 lbs. His brown hair is seldom styled and often greasy from lack of washing. Plake is not impressively muscular, but he is in shape.

His typical outfit consists of a faded cotton shirt and worn, patched trousers. If he happens to be armed, he is likely carrying a short sword or a knife, but in a brawl, he'll wield just about anything as a weapon.

Plake walks with a swagger, often crosses his arms defensively, and generally presents himself with undue importance. He acts tough, adopting an aggressive stance and tone at the drop of a hat. He bites his nails in public, spits, and performs any number of uncouth habits without a second thought.

When he speaks, Plake sounds like the uneducated, self-righteous hick he is. Plake's father was a deadbeat; he left town not long after word of his lover's pregnancy reached his ears. Plake grew up at his mother's brother's ranch, where he was taught how to ride and train the wild horses of Param. His mother, whose spirit was crushed after Plake's father took off, could never bring herself to discipline Plake, who was more than a handful, and so it was left to Plake's uncle to keep him in line.

As he was needed to keep the ranch running, Plake was never formally educated. His uncle tried to teach him what modest skills he himself had learned over the years, but Plake was a horrible student—slow to catch on and quick to get into mischief.

Plake's leisure activities include drinking liquor, riding horses, consorting with women, and fighting. He gambles when he has money, which isn't often. He is more inclined to laugh at a jest if it's at somebody else's expense, and just about anything can be hilarious to Plake when he is drunk.

Plake will lie if it gets him out of trouble. He has been known to cheat in order win money. It doesn't take much to provoke him to fight, though he has never killed a fellow human being.

Plake thinks the world is out to get him and blames his misfortunes on anything and everything except himself. He doesn't not believe in the gods, but neither does he give them much thought. As for the meaning of life, Plake has yet to discover it. He is bored most days, looking for any way to add some excitement—which was why he was so eager to join the Renegades.

Arthur Bismarc

At the start of The Renegade Chronicles, Arthur is sixteen years old. He is about five and a half feet tall and weighs one hundred and twenty-five pounds. He has red hair, brown eyes, and a pale completion. He is more lanky than muscular.

When he was living at home, he wore the plain, ordinary clothes of a farmer—stained, weather-worn shirts and trousers, a drab cloak, and so forth. After running away from his home in Hylan, Arthur had but one outfit, the clothes he happened to have been wearing that fateful day. He acquired some additional clothes in Port Town when he became a dockworker, but they were cheaply made. By the time he reaches Fort Faith, Arthur's clothes are ripped and soiled.

Arthur carries an unremarkable hatchet to defend himself.

He is uncomfortable in his surroundings more often than not, avoiding eye contact and keeping his head down. He has been known to stammer and fidget when nervous. When he works up enough courage to speak, he is more likely to be asking a question than anything else. He doesn't speak in an uneducated way, but there is a lot he doesn't know about the world.

Glen Bismarc, Arthur's father, fathered eight children. Arthur has two older brothers, one older sister, three younger sisters, and one younger brother. The Bismarc family has lived in the same house for the past few generations. Consequently, Arthur has seen very little of the world outside of Hylan.

Even though life on the farm wasn't easy, he misses his family so much that Hylan seems almost like heaven in comparison to life on the run from the law. Unlike his more boisterous older brothers, Arthur was ever a reserved, introspective child. He was the least likely of the Bismarc children to get into trouble. Actually, he was kind of a mama's boy.

Arthur has read the few books the Bismarcs owned many times over, craving the excitement of vicarious adventures. Since he is quite insecure, Arthur is not prone to make jokes, but he will laugh when something is truly funny, especially if everyone else is laughing. But Arthur is not one to make light of life. He takes things very seriously—perhaps too seriously.

As he is assailed by great waves of guilt after committing minor offenses, Arthur is not good at weaving elaborate deceptions. The only lie in Arthur's life is a lie of omission, the secret that he accidentally killed Llede Hendorm, a boy from Hylan. Arthur could be considered a coward in that he is more likely to run from a fight than to duke it out.

Arthur is largely ignorant of different races and cultures, so he often doesn't know what to make of strangers.

When he was younger, Arthur had a more positive outlook on life, but his perpetual worrying has tainted his optimism. Throughout most of The Renegade Chronicles, Arthur believes he is doomed, destined to be punished for his accidental crime.

Arthur had feelings for Taralynn Seeder, but it was likely only puppy love. He has never had sexual relations of any sort. He has pictured having a wife and children of his own someday.

Arthur didn't have many friends in Hylan. Mostly, he spent his time with his brothers and sisters. Since joining the Renegades, Arthur has taken to Horcalus. Arthur gets along with Scout and Lilac, but never really connects with Klye, and he is intimidated by Othello, Crooker, and Pistol. Arthur could most certainly do without Plake, who regularly picks on him.

Leslie Beryl

Leslie regularly dresses like a man. Some might expect the daughter of Port Town's mayor to wear fancy, expensive garb, but she is most comfortable in the loose clothing favored by sailors. She is of average height for a woman. She wears her long brown hair tied back in a ponytail most of the time. While not overly curvaceous, Leslie is undeniably feminine.

Leslie has dedicated her life to thwarting her father's (the mayor's) plans. She knows something has run afoul in the local government, and as the Renegade Leader of Port Town, it is her job to organize the city's rebellion. Her ultimate goal is to get to the bottom of everything, deposing—or perhaps saving—her father, Crofton, in the process. To Leslie, happiness is peace. She wants nothing more than for things to return to how they were before her mother died.

Leslie has no children at the time of The Renegade Chronicles. In her current occupation, it's not an option, and she values independence. She does like children, though. There is a maternal side buried beneath her tough exterior.

While she and Crofton were relatively close when she was young, her father was absent more often than not—at first, playing hero and later working at improving Port Town as its mayor. After her mother died, Leslie found love in friendships. Scout is one of her oldest friends, and he might have been more than a friend at one time. Other friends include Elezar, Veldross, Maeve Semper, and other Renegades.

Accustomed to giving orders and being obeyed, Leslie nevertheless is a good listener. She makes deductions aloud, unless she thinks keeping her knowledge private would do her more good. She speaks with good grammar and sounds intelligent, though she can alter her vernacular to suit the situation. When associating with people of lower class, she has a tendency to slip into their way of speaking—especially if she is drinking.

Leslie was educated by a tutor. Crofton Beryl forced his daughter to become learned, even though young she would have rather roamed the streets of Port Town, adventuring with Scout.

Father Elezar, a paternal figure in her life, instilled in Leslie the values of the Church of Aladon. She isn't generally able to go to church or ponder the wisdom in Aladon's Verses, but she does pray to the traditionally elven god for guidance. She is tolerant of others' religions as long as the worshippers of those other faiths are similarly tolerant and follow the law. Leslie believes in all the gods in Altaerra's pantheon.

In some ways, Leslie hates her father, whose heart seemed to turn to stone overnight. But she doesn't hate those who blindly follow the mayor. While she detests killing, she would do so to defend herself or those who cannot defend themselves, though only as a last resort.

Scout makes Leslie laugh, always has. The Renegade Leader is quite serious while tending to business, and usually only laughs in the presence of her friends. Leslie would be fun at a party, but only if it were in an intimate affair. Grand balls have never suited her, and she finds them boring.

Before the Renegade War, she enjoyed sailing, exploring, and traveling. Music and art aren't really Les's cup of tea.

Leslie does not really believe in Fate, preferring to believe that we can all choose our own destinies. Despite being a criminal, Leslie is an honest person. She can be painfully truthful if it suits her need. Honesty is important to her. If she lied to her Renegades, she would lose all credibility and, consequently, become an ineffectual leader.

Leslie is quite skilled with a cutlass and can defend herself in a fight. She is, however, reluctant to put her life—or the lives of her Renegades—at risk unnecessarily. She is neither an optimist nor pessimist. Her quick-thinking usually prevents a loss from being as tragic as it could be.

Solomon "Scout" Aegis

The oddest thing about Scout's appearance is the black hood he constantly wears. It makes him look roguish but is undermined by his unthreatening mannerisms. But Scout likes his costume, apparently—or maybe he's just too lazy to comb his hair.

Scout seeks adventure, excitement, and good times. Life is a game, and one should always play one's hardest. It takes very little to make Scout happy. He's more often than not in a good mood. If he had all the money in the world, he'd probably find some way to spend it all within a day--like buying a gnomish skyship.

He has no children, though one could argue that he often acts like one. Scout has never been in love, though he does have a big heart. He cares a lot for Leslie and later grows quite fond of the Renegades in Klye's band. He reveres the memory of his father, who never forced him to grow up.

Scout has many, many friends. He knows a significant percentage of the population of Port Town and has acquaintances in just about every one of Capricon's towns. His closest friends are Leslie and Elezar and, later, Klye, Crooker, Arthur, and Lilac. Scout is eager to help others and seldom asks for anything in return.

Scout is a charismatic fellow and usually has something to say on every topic. He likes to play with his dagger, throwing it up in the air and catching it as well as throwing it at arbitrary targets.

He tends to think out loud, asking rhetorical questions. He may ramble on until interrupted. Scout likes to tell stories and tends to act them out as he's relating them.

Most of what Scout knows he learned from his father, Gaereth Aegis (a bounty hunter), including geography, tracking, combat, business (which includes literacy, mathematics, and haggling), government, history, and more. What Scout did not gain from his time with his father, he learned from the same tutor who taught Leslie Beryl. Scout likes to show off what he knows, not merely to look bright, but because he wants to be helpful.

Scout is not terribly reverent toward the gods. He does believe in them, however, and tries to follow the laws set forth by Aladon. He chose this god over the more traditional Pintor mainly because his friend Elezar is a High Priest of Aladon. Scout is tolerant of others' religions...unless they worshipped evil gods. He'd have a problem with that.

Scout hates boredom. (He's rather like a midge in that way.) He hates formal events where he must don itchy, uncomfortable garb. For the most part, Scout doesn't hate anything or anyone. He would never kill unless it were absolutely unavoidable.

Scout enjoys life more than anyone else Klye's Renegade band. He likes music as much as the next guy—especially Nathaali nose-flutes. He is not a coward, but he knows when to run. He is not apt to complain and usually finds the bright side of things.

Charles "Pistol" Atlins

Pistol is handsome in a rugged sort of way. More often than not, his jawline sports stubble, and he sports many scars and tattoos. His loose-fitting garb suits a sailor and a warrior who depends on speed to make quick kills. He is muscular and not afraid to show off his assets.

He wears a black patch over his left eye, though it does not quite cover the long scar that extends from his eyebrow down to the top of his cheek. He is not ashamed of his handicap, though he isn't quick to relate the details surrounding the injury. (While experimenting with the stolen prototype of a gnomish weapon, the thing exploded in his face.)

Then again, a pirate king ought to look rough and tough.

Perhaps the need for respect was what propelled the man down his inglorious path in life. Joining up with a band of buccaneers gave him a sense of belonging, though Pistol wanted more than that. He wanted to command, to have men at his every beck and call.

Before he joined the Pirates of the Fractured Skull, he was a nobody, and even after he joined, he was just a nobody with a sword. Pistol longed for power, and so he rose in the ranks of piracy, not merely for wealth, but for the reputation it earned him. His life goal was to become infamous. Prior to joining the Renegades, happiness was a successful raid, a particularly bloody victory, and rum-induced merriment with his crew.

As far as he knows, he does not have any living children. Pistol has never been in love, though he has been with many women over the years.

Even though Pistol commands two ships at the beginning of The Renegade Chronicles, he has few enough friends. His fellow pirates are merely comrades-in-arms. Most of the crew respects him as their leader, though he does have rivals within his own gang. If there are any pirates who are close to him at the beginning of the novel, they no doubt perish at the incident at Oars and Omens—all except Crooker.

Pistol listens when it suits him. He cares little for other peoples' problems unless they somehow affect him. The pirate king has been known to smoke a pipe as well as cigars when available. He talks like a sailor, favoring clipped words and creative curses; however, he can sound intelligent when he wants to.

If Pistol can read, he can't read well. His family was too poor to afford schooling, though he possesses plenty of street smarts. Everything he ever needed to know about being a pirate king, he picked up along the way, including mathematics, battle tactics, swordplay, and navigation.

Pistol is not at all religious, though like any good mariner, he is superstitious. The sea is more of a goddess to him than, say, Mystel. Pistol realizes that there are things out there beyond human understanding. The man hates magic and views magic as trickery, an unfair advantage. But were he able to cast spells himself, he'd probably be whistling a different tune.

Pistol has no compunction against killing. Profit and vengeance are both causes he would fight for. He hasn't much of a conscience. He has killed many men and a few women too. In fact, murder is how came to be the new king of the Pirates of the Fractured Skull.

Pistol enjoys a good game and is quite competitive. Dice, arm-wrestling, duels, drinking, and carousing with loose women fill his free time. He lives dangerously and isn't afraid to press his luck. And if things don't go according to plan, well, people die every day, so why would his situation be any different?

Lilac Zephyr

Lilac has brown eyes and short, blond hair. She's slightly above average height for a woman. Her looks are more plain than pretty. She is in good shape physically and has a charming smile.

When she was young, Lilac wanted to be a Knight, like her brother Gabriel was destined to be. However, her father, a baron, would hear none of it. Paris Zephyr thought of his heirs' upbringing as an investment for the future of his lands. He wanted Lilac to act like a lady and marry into another noble family.

When Lilac realized that she could not do what she wanted to do most, she took to traveling. She would journey to cities all around Continae, sometimes as a spokesman for her family but often just for the pleasure of exploring new places. During her travels, she became a skilled rider and fighter. Before Gabriel became a squire, the two of them would spar—their father allowing it only because it was of help to his son.

Happiness to Lilac would be to travel all around the world. She loves to learn, to see new things, to meet new people. She enjoyed the best of both worlds: royal balls as well as the commoners' revelries. However, during the time of The Renegade Chronicles, her main concerns in life are to avenge the death of her brother and help Klye's Renegades expose the evil within the Knighthood.

Lilac left her home in Superius not long after her twenty-sixth birthday. While some noblemen marry off their daughters at a much younger age, Lilac found ways to avoid engagements. She has no interest in starting a family, least of all a husband.

Due to all her traveling, Lilac has accumulated many friends, though she knows relatively few people in Capricon. Gabriel was her best friend until his untimely death.

Lilac appreciates a good challenge and likes to help people, seldom looking for anything in return. If she herself were having a problem, she would try to solve it all herself. Only if she feeling completely lost would she bother confiding in someone else. Lilac has an easy manner that makes people comfortable with sharing their problems.

Lilac can speak very properly when she puts her mind to it, but for the most part, she adopts a more casual vernacular. When she talks, she speaks frankly. She doesn't swear often.

Most of the nobles of Superius and even Capricon consider themselves religious. They go to the churches and temples dedicated to Pintor, but whether they are actually spiritual is a different question entirely. In her youth, Lilac learned all about the gods. She believes in the entire pantheon, but she doesn't think much of religion. She doesn't worship any of the gods, including Zephyr, her family's namesake.

Lilac hates the Alliance of Nations and what it has done to the Knights of Superius, even if she can't put her finger on what that is. While not a killer at heart, she is prepared to kill those who stand in her way, especially in the name of protecting her friends and allies.

Lilac likes to read in order to further her knowledge of the world. She reads whatever she can get her hands on. She likes myths and legends, finding them a good source of entertainment if nothing else.

Although she knows how to cook, a skill her mother insisted she learn, Lilac does not enjoy it. She is very social, and so her pastimes are usually those she can share with friends and acquaintances.

Of her current companions, Lilac gets along with almost everyone, including the pirates. She is probably better friends with Klye and Horcalus than the others. Because of the man's affections for her, she does her best to avoid Plake. A kinship develops between her and Dylan Torc, and even though they become allies, Lilac and Opal mix about as well as oil and water.

Opal

Opal is a very attractive woman, and she knows it. She wears clothing that accentuates her curvaceous form. She has long, red hair that she either wears down or in a braid. Opal has a pretty face too. Even when angry, she maintains an air of beauty.

For a long time, Opal's main objective in life was to learn her true identity. She has no recollection of her childhood, and she thought that if she could discover her past, she might have a better understanding of who she is. But once she realizes that she may never reclaim the lost years of her life, she is content to enjoy the present.

Opal does not have children, and she doesn't really want them either. Perhaps it's because she knows nothing about her own childhood, but Opal feels uncomfortable around little kids.

She has never been in love, though she develops an attraction to Othello Balsa. Opal might have a fear of intimacy, and she has trouble with trusting people, most likely the result of many encounters with overzealous would-be suitors. Having said that, Opal is an insufferable flirt.

During her time in Ristidae, Opal made many friends. Her best friend was Tennrin Tael, the man who found her alone and suffering from amnesia. He was a father and friend to the her at that time, and they became close throughout the years they spent together. Tennrin helped her discover who she wanted to be. She made many friends among the merchant caravans she traveled with. It is not difficult for Opal to make friends, particularly male friends.

Opal has a penchant for sarcasm, but she wields it mostly while teasing, not criticizing. She has picked up some filthy language from some of the bars and taverns she's frequented, but when she is the company of Knights, she usually tries to avoid swearing.

Opal isn't book smart, but she knows how to take care of herself. While working with the half-elf Tennrin as a mercenary, she became quite adept at firing a crossbow. She learned a little about the gods from Tennrin, who was wont to pay homage to Cressela, and more from others throughout her travels. However, she has no real use for the gods.

When she is laughing, Opal could be mistaken for one of Aladon's angel, but when her temper has been roused, she more likely to resemble a demon. Opal would kill to defend herself or others. She doesn't like to kill, though. She's more likely to kick an adversary in the groin.

Opal likes to be among merrymakers, and when the ale is flowing, she can tell a joke as good as anyone. Mostly, however, her sense of humor lands on the cynical side. She wouldn't laugh at a jester but would get a kick out seeing a braggart falling on his ass.

Aside from her old job of defending merchant caravans, Opal spent her time gambling, target practicing, and competing in archery. She likes to be surrounded by other people, enjoys their company—and the attention. One of her favorite past times is riding Nisson, the white mare that has been her constant companion for as long as she can remember.

Opal would lie if it suited her, though she usually doesn't need to. She doesn't boast or make up stories to impress people. There is so much about herself that is hidden from her; why hide more? She can be painfully truthful if she wants to hurt someone.

She's a fierce advocate for her friends, and a daunting enemy for those who rub her the wrong way. Colt and Cholk are her closest companions at Fort Faith, and she's one of very few people who can spend time with Noel without losing her mind. She will carry a grudge against Klye Tristan for years to come, and she certainly doesn't get along with Lilac. She doesn't trust any of the Renegades, really, though for reasons she can't articulate, she has forged a friendship with Othello.

Noel

Noel stands somewhere between four and four and a half feet tall. He has hardly any fat on his frame. His face is cherubic with big, blue eyes, and a wide grin, He sports a mop of short, blond curls. Noel belongs to a race known as midge. Like all midge, he resembles a prepubescent human child.

Noel goes to great lengths to promote the fact that he's a magic-caster (even though every midge is a magic-caster). He wears a conical hat in the style of old, but the headpiece loses most of its effect due to the fact Noel's is made out of straw. His blue robe is in actuality a large shirt meant for a human. Consequently, Noel's hands frequently get caught up in the long, billowing sleeves, and he is wont to trip over the trailing hemline of his makeshift gown.

Pouches and vials—filled with gods-only-know-what—dangle from his thick, leather belt that is fastened around his waist by a huge brass buckle. As far as weapons go, Noel keeps a small dagger sheathed to his belt and carries a staff made from a reddish wood and topped with a light blue gem; the rod has fire spells of varying potency locked within.

Noel carries himself with all of the confidence in the world. Despite the fact that many people (humans, dwarves, gnomes, elves, ogres, etc., etc.) disdain the midge, he does not let that dampen his spirits. He possesses a very expressive face, wearing his heart on his sleeve.

Noel speaks in a straightforward manner and has a penchant for run-on sentences. He loves to tell stories, particularly ones about his own adventures. When he uses a big word, he may say it slowly for emphasis or to show off his knowledge. If Noel had a catchphrase, it's probably "I'm telling the truth!" or "Why doesn't anyone ever believe me?"

Midge children typically leave their parents at a very early age. While there is a bond between parent and child, a young midge sees his mother or father as a teacher first and foremost. Noel's parents taught him the basics of life and magic, and then, when the whim occurred to him, Noel went his separate way to see the world.

Aside from those midge who make Pickelo South their home, many midge spend their lives traveling aimlessly. Noel's parents were particularly fond of humans and had settled in a small town in Ristidae.

Noel has been known to splash in puddles, chase butterflies, dig holes in the earth in search of worms, invent discordant songs, and make idle chitchat with people who may or may not be interested in conversation. Noel's greatest joy, however, is magic. He loves to show off what he can do and likes to help people with his spells.

Noel is a terrible liar. He can be painfully truthful, oblivious to how his words might affect those around him. He doesn't like to use his magic for vengeful purposes, but he would kill to save himself or his friends. Midge have a strong survival instinct.

Noel is curious about the many races of Altaerra. He is most at home among humans and his own kind. On top of being wary of the "evil races," he has grudge against gnomes, who generally spurn midge and magic altogether.

If something gets Noel down, he's not down for long. Because he believes that the gods have a personal interest in his life—and that they involve him in many of their plots)—he would not shy away from the concept of fate. His life philosophy is fairly simple: there are good guys and there are bad guys, and it's always better to be a good guy.

Noel reveres the all of the gods of good (and some of the neutral ones, too), but mainly, he concerns himself with the three Goddesses of Magic. He is a practitioner of black magic, but Noel wouldn't describe the goddess Vhestaz as evil...just tough, maybe.

His best friends include Klye Tristan, Saerylton "Colt" Crystalus, and Opal.

MAPS

What would a fantasy series be without maps?

My earliest rendering of the island of Capricon—back when I called it Capricorn—dates back to 1994 (or thereabout). Much has changed over the years, mostly the refining the names and locations of towns. The second map shows Capricon at the time of the Renegade War (1072 "Enlightened Age"), followed by a digitalization of my sketch by the extremely talented Jake Weiss.

I've also included a map of the Western Arabond, which is comprised primarily of Continae, along with a few other independent nations. The map shows Continae's relations to neighboring Ristidae and nearby Thanatan (also called the Deathlands). Please note that the location and scale of Capricon are inaccurately portrayed on this map.

The Island of Capricon

(first sketch)

The Island of Capricon

(final sketch)

The Island of Capricon

(digital)

Western Arabond

HISTORY FILES

Another important component in world building is developing an understanding of politics and cultures.

While tools like maps and timelines ensure a certain measure of consistency and logic, I also write "history files" that allow me to approach my world as though I'm a scholar living within it. These history files not only provide overarching context, but also allow me to mine details that add color and flavor to scenes and chapters within the series.

Common abbreviations found throughout these essays include "B.E." (Before Enlightenment) and "E.A." (Enlightened Age). As in most historical documents, "c." stands for "circa."

### The History of Capricon

Part I

Long before the dwarven realm consolidated into modern-day Afren-Ckile, the various dwarven clans waged war against each other as well as other countries. As early as the First Era, the barbarians (as they came to be known by the humans—a word, interestingly enough, borrowed from the elves who used the same term to describe dwarves, gnomes, and humans alike) departed from their homeland and sailed east to various foreign shores.

Towns up and down the coast of Western Arabond were pillaged and plundered throughout the ensuing centuries. Mostly, the dwarves focused their raiding on the island settlements between their continent and Arabond, including Bylento. The dwarves' tactics were simple: a surprise attack wherein the charging host, a battle cry on their lips, slaughtered anyone and everyone in their paths, killing man, woman, and child alike—followed by looting and a stealthy retreat. (The dwarves never captured slaves. It has been theorized that they found humans impossibly tall and ungainly, worthless and weak.)

Everything changed in the Second Era when Lyrend of Rend fomented a series of wars all throughout Altaerra. Unwittingly following the Overlord's will, the strongest dwarven clans—House Ckile, House Afren, House Olo, and House Qaarm—united, subjugating the lesser clans. The allied armies of the Four Houses strengthened their navies and sailed east.

During Lyrend's First War, the humans of inland settlements in Arabond had their first contact with the dwarves—and the reception was none too warm. It is unknown just how much territory the four armies conquered in Western Arabond, for they eventually lost it all once Lyrend was defeated. Without that demigod's divine guidance, the Four Houses turned on each other and were summarily scattered and forced to flee back to their homeland by the combined human armies.

An island off the southern coast of Lorecca (a human kingdom that once occupied much of modern-day West Cape and Glenning) was the exception. During the war, the dwarves had utterly destroyed the few scattered human settlements on the island (which the Loreccans called Ûlth'tor—translation: unknown) and claimed the entire island for their own. And after the ruling Qaarm chieftain dispatched all dissenters (i.e., warriors of the other houses) there were none to challenge his sovereignty.

Years of war ensued between the dwarven houses back in Charkelek (translation: Homeland), while House Qaarm busied themselves with exploring Ûlth'tor. During their expeditions, they discovered that elves had once dwelled there, finding evidence in various ruins, though there were few enough of those. It was as though, by sorcery, the forest folk (as the dwarves referred to them) had taken nearly everything with them went they left for...wherever.

Scholars have deduced that the elves had called the island Cëliotyrelerék (loosely: Land of Unending Sky), but the Qaarm chieftain, Qart'kahn "Thick Thighs" took the liberty of naming it Qaarstad. It was during this time that the dwarves (both in Charkelek and Qaarstad) began to settle somewhat, trading their war-based society for a mercantile-one. Advances in metallurgy, architecture, and technology in general provided the artisan dwarves with a new source of economy, and dwarven goods became coveted by the human nations.

The Qaarm found rich veins of silver, copper, and iron in the mountain range that stretched from the island's northern to southern coasts. Alongside the Rocky Crags ran the Divine Divider, which, indeed seemed to cleave the island in twain. So central Qaarstad became the site of mines and mills. Some scattered farming probably occurred in the eastern and western peripheries, but mostly, the Qaarm who dwelled near the coasts were mariners, merchants, or warriors.

Great fortresses were erected all throughout the island, though they encountered little enough opposition until the end of the Third Era (c. 100 B.E.). While the Qaarm had established themselves a new home away from Charkelek, the humans of Arabond had formed into the Three Kingdoms. And although the human realms too were making great advances in science, philosophy, and law, all was not peaceful. Canth, Nebronem, and Yehlorm, with their great wealth and impressive armies, had embraced imperialism.

Qaarstad encountered its first challenge militarily when Vast Yehlorm decided to annex the dwarven island into its empire. But the human navy had met its match, and, wisely, they retreated. But peace was not to be, however, for out of the West came a new challenge: the goblins. The Qaarm's hatred for these vile creatures spanned centuries and was born of the bloody wars their people had waged while defending their homeland eras ago. Though the goblins hit Qaarstad's western coast with ferocity, the dwarves, in the end, pushed them back into the Aden Ocean (c. 50 E.A.).

For the following centuries, the Qaarm faced no external threat. They continued to trade with humans and gnomes. The dwarves of Qaarstad had their first encounter with the midge circa 225 E.A. The Great Midge Migration (to Pickelo) had made its way through Arabond Proper many years prior, but it wasn't until this time that a few stray midge sojourners attempted to take respite in Qaarstad.

The magic-loving midge were not welcomed and were told, in no uncertain terms, that if they did not move on, their lives would be forfeit. Most left, but, predictably, others were determined to explore the island and/or befriend their "bearded brethren" (a term that only increased the Qaarm's ire). After a few skirmishes, the midge were expelled from the island.

Only a few centuries after the Fourth Era and the Enlightened Age began, the stability of Western Arabond's Three Kingdoms crumbled; thus started the War of the Three Kings (337 E.A.). When defeat of the humans (at the hands of the elves) prompted revolutionary wars all throughout the continent, the Three Kingdoms found their power slipping through their fingers. The Wars of Sundering that ensued left the entire continent in turmoil. As Canth and Nebronem pushed farther and farther west, Vast Yehlorm was prompted once more to conquer Qaarstad.

The dwarves were strong, but they were vastly outnumbered by Yehlorm's armies. Realizing they would need reinforcements, the Qaarm chieftain sent word to Charkelek, requesting the aid of their ancient rivals.

For one reason or another (probably a combination of delivered wealth and the promise of future fealty) in 349 E.A., Clans Ckile, Afren, and Shorûn sent ships to raid the western coast of Yehlorm. Facing a two-front war with the dwarves, Yehlorm did not send troops south to Qaarstad but positioned its armies to defend against the foreign raiders of Charkelek.

The Qaarm didn't face another external threat until 455 E.A. By this time, Vast Yehlorm was no more; in its place were a conglomerate of smaller states and kingdoms. One such nation that emerged from the Sundering Wars was Glenning. Having no love for the dwarves, the Knights of Eaglehand (as Glenning's warriors were called) invaded the island. The Qaarm were forced to retreat or die, which many did, rather than surrender. In 461, Qaarstad was destroyed, and the Glenningers set up the colony of Novislond (translation: New Land).

But the Glenning settlers enjoyed their new territory for but a couple hundred of years before the goblins returned. The brave knights were no match for the sheer numbers of the goblin horde, and King Eadger was forced to ask for aid from the newly born Kingdom of Superius (693). The two Orders (that of the Crowned Eagle and that of the Sun and Sword, respectively) finally defeated the goblins in 696, and, in thanks, King Eadger of Glenning welcomed the Superians to settle in Novislond.

The two peoples dwelled together in peace for some time until a dispute arose between the two courts in 748. When the two kingdoms went to war, so did the citizens of Novislond. Finally, after three years, King Memndrake of Superius surrendered, calling all his citizens back to Superius. Then Memndrake, known as the Gambling King by his contemporaries, offered to buy Novislond from Glenning.

The current ruler of Glenning, Prince Caedmon, agreed to sell the island, for the scars left by the Goblin Invasion were hardly healed, and the prince could not have turned down the whimsical king after learning of the generous price offered.

And so, in 751 E.A., it was the Glenningers, not the Superians, who vacated the island, and with the Glenning citizens went the Glenning name. Superians began to call the island Capricon, another prize gained by the capricious King Memndrake.

### The History of Capricon

Part II

After King Memndrake Superior purchased Capricon from Glenning, he hired the best artisans of the realm to construct the plans for a mansion that would rival Castle Superior in beauty and strength. It took twelve years for the Celestial Palace to be completed, and Memndrake gave it to his daughter, Aria, and her husband, Krocus Feldagne, as a wedding gift—a full two years after their exchange of vows.

The king himself joined Princess Aria and Krocus on their voyage from Glenning to Capricon's northeastern peninsula, where the Celestial Palace stood. A great many noblemen and ladies came too, including Prince Regent Aldrake II. At the celebration, which was as much for Aria and Krocus's anniversary as it was for the revealing of King Memndrake's masterpiece. Additionally, Sir Krocus Feldagne, a Knight of Superius, Field General of the First Rank, and Count of a small region in Superius, was promoted and named Duke of Capricon.

King Memndrake remained in Capricon for an entire year, traveling from coast to coast, as though he were inspecting his investment. Finally, the Superian king returned to his kingdom proper. Once returned to Superius, Memndrake paid little heed to Capricon, leaving Duke Krocus to do as he would.

Now, not all of the island's previous inhabitants had returned to the continent; many Glenningers had remained, particularly the farmers of Hylan, Novislond's easternmost county, which retained its name during the transition. As Superius and Glenning were allies, Krocus allowed the Glenningers to remain and welcomed immigrants from both countries. Both kingdoms were at peace during this time, but Krocus knew that the water that surrounding his duchy was as much a curse as it was a blessing. The duke would never fear a territorial war from adjacent lands, but at the same time, his land was open to attack from every side from external forces.

Capricon's former inhabitants had built several fortifications about the island, but most were small wooden redoubts. The exception was an island citadel called Merekeep, which had served as the capital of Novislond. Using stone from the Rocky Crags, Krocus had two fortresses built to complement Merekeep in the west—where an invading force would mostl likely strike first, be they goblins or dwarves—and two stone forts east of the Divine Divider.

Fort Honor was erected on the northwestern coast of the island, a bastion that would ever keep vigil for unwelcome visitors. Fort Royal was constructed far to the south, a defense against a fleet's attempt at circumventing Fort Honor. In the East, Fort Faith and Fort Valor were built farther inland. Fort Valor, which was the closer of the two to the Celestial Palace, was also the larger of the two. While the Celestial Palace had its own army, Fort Valor would the house the main host of Superian Knights that would defend the eastern half of the island should foreign armies come inland.

Fort Faith was the last fortress Krocus commissioned before his death, and it is not known why he positioned it where he did. Some speculate that he had planned to build several more of the smaller stone fortresses throughout the island.

Duchess Aria served as regent until her son Cessio was old enough to rule in his own right, but he did not remain in Capricon long, for King Aldrake II died in 813 with no heir. Cessio Feldagne, although not a Superior, was of the direct bloodline of Eldrake (as his mother was a Superior). As one of his first proclamations, King Cessio named his older sister, Alanta, Duchess of Capricon.

Where Krocus had been primarily concerned with the security of the island, Alanta managed her resources to promote trade, building roads and bridges, and establishing three major port cities—Port Gust, North Port, and one outside the Celestial Palace. The small city that had formed around the palace had been named Rydah by Aria, a tribute to her mother; with addition of a great port, Rydah's population grew, as did the city. Positioned on the northern coast of Capricon, North Port and Port Gust—both having been translated from the names of the dwarven ports that had once stood there—became the second and third largest cities (respectively) on the island.

Towns and villages began to pop up as more settlers came from the continent. Those in the East remained farmers or woodcutters; the settles on the Divine Divider were mostly miners; shepherds roamed the land west of the Rocky Crags; some settling occurred near Fort Royal, Fort Honor, and Merekeep, but for the most part, the Far West remained uncultivated.

During the reign of King Superior Feldagne (887-919), the Far West became a haven for the self-exiled, particularly those seeking religious freedom. King Superior was a stalwart believer that Pintor the Warriorlord was the only god the Superians should worship. Superior Feldagne was a stern man, known for his intolerance. In 894, Jobina Radd, a priestess of Mystel, journeyed from Superius to Rydah, where she sought an audience with Merton Kester, the current Duke of Capricon. Jobina asked permission to build a temple honoring her goddess in the western wilds of the island. Duke Merton, who was not as closed-minded as the king, welcomed Jobina to build a church in Rydah, but the priestess craved the solitude of unexplored lands. After some debate, Merton and Jobina compromised, and the healer located her temple nearer the center of the island. As the years passed, Jobina's disciples started hospitals in many Capricon cities.

In 900 E.A., a frontiersman discovered an ancient cathedral on the western coast of the island. The architecture was sophisticated yet unlike anything else the dwarves had left behind. After further study, scholars proclaimed that the cathedral had been built long, long ago to honor Aladon. While many at that time still considered Aladon to be only the god of the elves, there were a few humans who openly worshipped him. A few clerics settled in the area, intent on returning the cathedral to its former glory. As the years passed, more and more human priests of Aladon came to live at the cathedral.

Aside from piracy and the occasional coastal raids, Capricon enjoyed a peaceful existence from its purchase from Novislond in 751. When Superius went to war against Param (968), Knights were promised land in Capricon as a boon. The population also surged after the forming of the Confederacy of Continae. Once Param, Shadrach, West Cape, Glenning, Torred, Ahuli-Okx, and Superius agreed to live in peace, King Edward Borrom I thought to use Capricon as a model for peaceful coexistence and welcomed anyone from Continae to settle on the island. It was during this time that the west was truly developed, and cities like Token, the Port of Balancia, and Port Town—a city that grew around Aladon's Cathedral—were born.

The advance of the Deathland armies in 1005 caught everyone by surprise. Glenning, Torred, and Superius faced hundreds of thousands of ogres; Capricon was left to fend for itself. Rather than focus their attack on one site, the Thanatanite ogres swarmed the island, besieging Rydah and the Celestial Palace as well as Fort Valor. Fort Faith was evacuated in order to support the resistance in Port Gust. The citizens of Port Stone fled south, eventually seeking shelter in a dwarven ghost town (Steppt).

At the same time, the ogres landed on the shores between Fort Honor and North Port. As the ogres pillaged Token, the Knights of Fort Honor and Merekeep attempted to defeat the Thanatan forces in a pincer attack. But ogre reinforcements were not far behind. The army of Fort Honor was attacked from behind by a second ogre regiment. With the full brunt of the first ogre brigade upon them, the Knights of Merekeep retreated back to their castle. The defenders of Merekeep repelled the ogres for a full year before the ogre's crudely built siege engines finally penetrated the fortress's walls. The Knights, led by Fortunatus Miloásterôn, charged from the crumbling keep and slaughtered hundreds of the Deathlanders before they themselves were killed to a man.

By the time the Thanatan Conflict ended (1012), Capricon was no longer the utopia King Edward I had intended it to be. The Celestial Palace was in ruins; Aladon's Cathedral was more than half destroyed, as the citizens of Port Town had hid within its walls during the ogres' attacks; Merekeep was utterly devastated. It would be many years before life returned to normal. Some cities were never rebuilt, and others, like Port Stone and Fort Faith, wouldn't be repopulated until many years later. As a memorial for human perseverance, a new citadel was erected on the island of Lake Tear; it was named Fort Miloásterôn after the fallen commander.

Regarding the Recent History of Superius and the Alliance of Nations

### An Excerpt from the Notes of Delincas Theta

Superius was born a country of peace and prosperity. After the fall of the Three Kingdoms, King Aldrake I (called Eldrake by some) used the might of his armies to create a realm where citizens could live without fear. Throughout the Fourth Era, however, the rulers of Superius were drawn into more than a few conflicts, the greatest, perhaps, being the war with Param.

For years, the feud between Superius and Param raged on. Those people who lived near the border of the two kingdoms had the misfortune of living in a time where one could never be totally at ease. Even a lowly farmhand would be familiar with wielding a sword or axe.

King Archibald Borrom was a ruthless king, and under his guidance, Superius turned the tide of the war in its favor. When it seemed that the old king would never die of natural causes (he was 82 years of age at the time), Param bribed a royal chamberlain to assassinate him.

Thankfully, Archibald's successor, King Edward I did not share his father's love of war. Edward, who had spent much of his life reading of Arabond's history, longed to return peace to his realm. When Edward announced his plan to end the war with Param, a war that had been waging for generations—and a war Superius was clearly winning!—the nobles were stunned. Many whispered that the king was mad, and there was at least one assassination attempt sponsored by a Superian nobleman.

Edward, wise beyond his years, soothed over years of malice and warfare with the most powerful weapon in his possession: his tongue. The king himself rode to the border to meet with the king of Param. Having taken quite a beating during Archibald's reign, Param was ready to sign a treaty, especially one that was beneficial to both sides.

In 987 Edward devised a document that would bind the kingdoms of Arabond in an alliance of equality—an alliance that promoted peace, trade, and the advancement of knowledge. This combined humans realm would form a new nation: the Confederacy of Continae. Though he won over many supporters, not every land would compromise its absolute independence. In the end, however, seven out of the ten human realms welcomed the trend of peace that seemed to spread wherever the Superian King went.

Param was the first to sign the Entreaty of Continae, followed by West Cape, Torred, Glenning, Shadrach (the Oaken Kingdom), and the Desert Ahuli-Okx. Huiyah, ever wary of the descendants of the Three Kingdoms, remained isolated. Korek and Nathaal too remained skeptical and did not join the confederacy.

During the lives of Edward I and his son, Edward II, Western Arabond truly came together. Even countries that did not become annexed to Continae developed strong relations with the large nation.

But these halcyon years were not to last forever, for even if the human realms outside of Continae were intimidated by the newborn country's size, the ogres of Thanatan were not. Thanatan was a land overrun by countless tribes of brutes. By some miracle, the many clans united in a single purpose: the sacking of Continae, whose riches and prosperity had been witnessed by a company of ogre spies.

The plains between Continae and Sylvanayérek had remained all but deserted since the Wars of Sundering, and this was the route the ogres took into Continae. The number of Thanatanites was truly astounding, and the ogres hit hard and fast. It was all Eastern Continae could do to repel the invading armies.

Unknown to most, however, there were various settlements that had surfaced over the centuries, calling the buffer zone between human and elven civilizations home. It was a pincer attack of huge proportions that eventually expelled the ogres back to their native lands, Continaen knights and hearty frontiersmen working together against the hoard of monsters.

When the Thanatan Conflict finally ended (the war lasted a total of seven years), the land east of Continae was in ruins. To repay their unexpected allies, Edward II sent men and women to help rebuild. The reconstruction took some time, and many of the Superians decided to remain, having formed families and friendships in the meantime.

The newly rebuilt nation was without an identity, without a ruler, and Superius was quick to welcome it into the Confederacy. However, some of the other countries within Continae were wary of Superius' growing power. Superius, due to its population, had always had more authority than any of the other kingdoms. These skeptics feared this was an opportunity for Superius to gain even more authority, as the large kingdom could simply set up a puppet government in the nameless land.

The realm named itself Ristidae in 1041, using the ancient word ristid, which means cousin. Though they would not upset the Confederacy of Continae's balance of power by joining it, Ristidae vowed to remain allies with it as an independent country.

Aside from some Kings of Continae's concern with Superius expanding through Ristidae, there were other reasons why Ristidae remained separate from the confederacy. Many of the Ristidaen people were of mixed descent. Elven exiles had taken up residence in this realm as early as the Wars of Sundering. Some Continaens were wary of allowing elves, half-elves, or humans with any elven blood a say in their nation's future. Also, many Ristidaens feared that their freedom would be diminished by Continae's massive political system. In the end, it seemed the birth of a new, separate nation was in the best interest of everyone.

With the ogres repelled, King Edward II died with his realm in order (1070). The new King of Superius was a man of extraordinary insight. Though Edward III had been too young to remember the Thanatan Conflict, he devoted his life to ensuring no new war would disturb the peace of Western Arabond. Like his grandfather, Edward III spent much time in study and in thought.

Even though both Continae and Ristidae were thriving as nations, Edward III was not satisfied. He knew that so long as there was a lack of unity, it was only a matter of time before some new conflict erupted into full-fledged war. The Superian king reflected on the poor relations between Korek and Continae, the prejudices his own people possessed toward the Huiyans, the distrust and hostile attitudes against all elvenkind that were passed on to every new generation.

Aside from trade, most humans had little use for the dwarves, and there were still scrimmages between Ristidae and Thanatan on their common border. No, Edward III was not content with the way things were. His grandfather and father had taken great strides to further a harmonious existence for all citizens of Western Arabond, but there is was still much that could be done.

When Edward Borrom III proposed the idea for a Union of Nations, the Continaen leaders were skeptical. Obviously, the Confederacy of Continae had been a success, but even if the Superian king could convince the other human realms to set aside their differences, they predicted the other races would not unite with them. After several revisions to his original plan, Edward III drafted the Scroll of Alliance, which would unite all interested countries in a loose alliance. It wasn't exactly the utopian society the king had wished, but it was a step in the right direction.

After some lengthy discussions between the leaders of Continae, the Scroll was sent to all the countries of Arabond, the elves of Sylvanayérek, the dwarves of Afren-Ckile, Bylento (a country comprised of both human and centaur settlements), and Pickelo (inhabited by midge and gnomes).

Predictably, the elves returned the Scroll unsigned, as did Huiyah, Korek, and Nathaal. Only one tribe in all Thanatan signed the Scroll, one of the larger communities that had forsaken the warlike ways of the ogre race.

Along with the Blokic ogres, Ristidae was quick to sign the Scroll of Alliance. The dwarves of Afren-Ckile, under the rule of Queen Saphress Falda, also joined the Alliance, though it has been speculated that her motivation was mostly the chance for increased trade; after all, an ocean separated Afren-Ckile from the continent of Arabond, so they had little to fear of an attack from Continae's neighbors.

Bylento was the fifth nation to sign the Scroll of Alliance, followed by Pickelo—specifically, Pickelo South, the homeland of the midge. The gnomes of Pickelo North refused to join any organization that associated with the midge, their bitter rivals in all things.

In the end, the Alliance of Nations was a loose agreement among six countries: Continae, Ristidae, Blok, Afren-Ckile, Bylento, and Pickelo South. It wasn't precisely what Edward III had envisioned, but it was a start.

However, instead of ensuring peace, the signing of the Scroll of Alliance did just the opposite, and the trouble began in Continae.

Not everyone had been as enthusiastic about an Alliance, and, after learning that ogres and midge had accepted the offer, the dissenters feared Continae would become a laughing stock. The confederate representatives had failed to voice the will of the people, apparently, and the dissenters decided to take matters into their own hands, claiming that "Crazy Edward III" had brainwashed their leaders.

These Renegades, as they came to call themselves, sprang up in every Continaen kingdom, including Superius. For some Renegades, this was a matter of racial pride; they wanted nothing to do with non-humans and certainly didn't want them residing in Continae. For others, it was an excuse to thwart the will of the Superian Crown, an act that was long overdue in their minds. The Renegades of that opinion were fighting a revolution to return their own kingdoms back to power. Other Renegades who did not necessarily want the Confederacy to crumble selfishly fought to prevent the riches of Continae from being taken by their new would-be allies.

Though the Renegades were not united in motive, they were united in cause. The rebellion had no central leadership and suffered from poor organization. For a long time, the leaders of Continae paid them little heed. Edward III, whose eyes were looking outward, seemed to be in denial about what was occurring within his borders.

Just one year following the signing of the Scroll of Alliance, many people were already referring to the "Renegade War."

Continae wasn't the only country facing internal strife. Renegades began to strike out in Ristidae, though in smaller numbers. The ogres of Blok were unified in their decision to join the Alliance, but neighboring clans saw the maneuver as a threat and decided to rid Thanatan of Blok before their ties with the humans became too tight.

Civil unrest might have escalated in the dwarven empire of Afren-Ckile were it not for Queen Falda, whose political brilliance and intimidating demeanor kept her people in line. Also, with the humans at war with each other, the boom in the arms trade would well prove to be worth the embarrassment of their associated with the midge.

Bylento, far removed from any conflict, sat back and watched, probably thinking that this was to be shortest alliance in history.

The midge of Pickelo South offered to help Continae during this dark hour, but in this both Renegade and loyalists agreed: introducing midge into the conflict would benefit neither side. (Though it should be noted that one midge played an important role near in that war and the one that immediately followed.)

The Renegade War lasted full two years, but it might have gone on for many more were it not for the discovery of a sinister plot that aimed to foment chaos within every nation in the Alliance. ...

Delincas Theta

Chief Advisor to the King of Superius

Ambassador of Continae

A Treatise on the Goblin Race

The following is an exploration of a topic that, until now, has gone mostly neglected—the goblins of T'Ruel.

There are at least two reasons why no one before now has attempted to record the details of this particular race. First of all, what is known about the goblins, which is very little indeed, pertains mostly to their militaristic exploits; that is to say, there has been very little peaceful contact between the goblins and the other races.

Secondly, since the other races regard the goblins strictly as an enemy, no one has had the desire—or the objectivity—to examine them as anything more than a threat. If anyone has ever wondered about the goblins' language, religion, government, or other cultural aspects, these must have been but passing whims rather than the foundations of scholarly study.

And perhaps it is this ignorance that is responsible—at least in part—for the devastation wrought during the Goblin War of 1073, not to mention the previous wars that humans of Western Arabond had waged against the T'Ruellians throughout time. In the years preceding each Goblin War, the word "goblin" was used facetiously (e.g., "You'd best behave yourself, son, for the goblins take naughty boys away while they sleep."). Hence, in the decades before the Goblin War of 1073, the general populace thought of goblins not as a legitimate, sentient race, but as creatures of fable.

(In fact, much folklore treats goblins as either undead creatures—probably due to their alliterative grouping with ghosts and ghouls—or as denizens of the Hells, as though goblins were lesser demons or graduated imps.)

By necessity, the scholar must discount most all the old stories about goblins. From the mostly unfortunate dealings we humans have had with goblins, we can state beyond doubt that goblins are neither trapped souls of the damned nor natives of another plane.

Like humans, elves, dwarves, and all the rest, goblins are creatures of flesh and blood and are native to Altaerra. And yet our stories of ghosts, goblins, and "things that go bump in the night," may actually predate mankind's first encounter with the goblin race (at least in some areas), which may mean one of two things: either contact between humans and goblins occurred earlier than recorded historically, or upon first contact, humans named the black-hearted monsters from across the sea after the goblins in the old stories.

If the latter theory is true, it would mean that the goblins themselves then adopted the human appellation, which, while it seems unlikely that a people would don a name chosen by outsiders, might actually be the case. It is not impossible to imagine that the goblins welcomed the spread of that foreign reference, for with the dreaded name spread the news of their horrific accomplishments. The word "goblin" already carried with it an aura of fear and mystique, so why wouldn't the would-be conquerors capitalize on the added advantage of such a reputation? Certainly the human word was a better choice than the many slanderous names the dwarves employed.

[Nota bene: The Superian word "goblin" comes from the Westcanthian word "gobelin," which itself was derived from the Yehlormic Tongue's "gobelinus." The origin of all forms is "kobalos," a Mothecan word. "Kobalos," too, is the root etymology for present-day "kobold."]

As previously stated, most of what we know about the goblin race stem from physical clashes in both the recent and not-so-recent past. Mention of goblins in human history does not occur until well into the Fourth Era, when their alien armies swarmed the shores of what today is called Capricon. With a vast ocean separating the T'Ruellians' homeland from the continent of Arabond, it is no wonder that the Glenningers who lived on that island were surprised—and terrified—to meet the foreign invaders.

It is known now that the dwarves of Afren Ckile shared a long and bitter history with the goblins; however, as the humans had just wrested control of Capricon away from the dwarves less than three centuries prior (not so lengthy a period to the long-lived dwarves), it is no wonder that the dwarves had not shared any of their knowledge—of goblins or otherwise—with the human realms.

Today, in an age when trade and communication are rich between man and dwarf, we know much more about the goblin race than the men and women of the Fourth Era. But the Glenningers of Novislond, as Capricon was then called, soon made one deduction that still holds true today: goblins are fierce fighters and give no quarter.

It took the combined forces of the Knights of Eaglehand and their allies, the Knights of Superius, over three years to repel that invasion (usually referred to as the First Goblin War). Despite the prejudiced boasts of the dwarves and the mistaken assumptions of humankind, the goblins are more than savage berserkers who use sheer numbers to overwhelm a foe. Rather, goblins use the brimming ranks of their armies as a supplement to their tactics, which were—and perhaps still are—superior to the Glenningers' and Superians'. For example, while practically all the citizens of Western Arabond were distrustful of wizards and their ilk during the Fourth Era, the T'Ruellian's battalions were wont to contain magic-wielding shamans.

The goblin fleet that washed up on the shores of Novislond must have truly been a sight to see. Conservative reports claim that no less than one hundred galleons crossed the Aden Ocean to spark the fire that flared into the First Goblin War, and some accounts swear there were ten times that many—that the goblin armada stretched from one end of the horizon to the other.

Few of the T'Ruellian's ships survived the war. Most were either burned by the prevailing human armies or were used by the goblins to make a hasty retreat across the sea. In a letter to his family back in the Continent, one Superian Knight wrote this of one of the abandoned galleons: "It looks more like a tower than a ship, for the masts, which are half again as long as our largest vessels, make the craft taller than it is long or wide. For such a seemingly destructive race, the craftsmanship of the galleon is truly superb. The cells below deck could easily contain a small army, which indeed they did."

Reports from Afren-Ckile, Bylento, and other smaller islands confirm that the goblins had been a seafaring race long before their arrival in Novislond, and even in times between campaigns, goblin pirates roam the waters between continents. This is not so surprising when one considers the credo of the T'Ruellians. The goblins believe they are destined to rule the entire world; a race of conquerors would need not only superior methods for waging war, but also advanced technology in transportation.

The weaponry and armor of the goblin invaders varied from warrior to warrior, and much of their equipment seems to be borrowed from other cultures, including humans, dwarves, and centaurs. The T'Ruellians of the First Goblin War did not rely much on long-range tactics, though there were a few companies of slingers and stone-throwers. Perhaps believing that a strong enough offense can compensate for a lesser defense, the goblins wore relatively little in the way of armor. Many of the warriors wore boiled leather cuirasses or padded cloth armor; a few wore costumes supplemented with iron studs or bronze plates. Shields were a rarity, for goblin warriors were wont to wield spears or other polearms that require the use of two hands. Goblins attacking with two swords or a hatchet in each hand were not uncommon.

While the goblins seem to have no use for a cavalry, they are wont to counter an enemy's cavalry by bringing three ranks together tightly to form a spearwall.

The prowess of goblin warriors vary from veterans whose skills would put a Superian Knight to the test to the less disciplined—some would say cowardly—fighter who will run when his personal safety is threatened. Surprisingly, the latter category make up a relatively small percentage of the goblins' armies; it stands to reason that with so many battles, campaigns, and wars going at any given time, the average T'Ruellian will become an experienced soldier much earlier in life than his human counterpart.

Though some may disagree (namely, the Knights of Superius and the Knights of Eaglehand), this scholar proposes that the T'Ruellians would have won the First Goblin War had they been willing to spend the necessary resources. It is rumored that no less than half of the invading army retreated in 696 E.A., and despite the bard songs that claim the Knights of both orders routed the T'Ruellians, the goblins left willingly. Maybe they had underestimated the resilience of Novislond's defenders, or maybe they decided, after surveying much of the island colony, that gaining the land was not worth the loss of life. Then again, perhaps that particular battalion was simply needed elsewhere for some other campaign.

If the humans of that day had learned anything about the T'Ruellians, it should have been that the goblins were not simply mindless monsters bent on slaughter. And if our race did not learn that lesson then, we certainly got another chance. The Second Goblin War (sometimes referred to as the Renegade-Goblin War) erupted three hundred and seventy-seven years later, but by this time the goblins were once more reduced to the stuff of folklore in the minds of most humans.

In many ways, the human population was even less prepared for a goblin invasion the second time around. This is due, in part, to two reasons. One, as previously mentioned, the kingdoms of Continae had had little enough contact with the goblin race since the First Goblin War; two, the respective governments—though primarily the Superian throne—were distracted by the political uprising of the Renegades. With their eyes looking inward at the scattered rebellion, it is little wonder the humans were caught off guard by the return of T'Ruellians in 1072.

Putting military matters aside, most of what we know about goblin society stems from secondary sources, particularly accounts from the dwarves of Afren-Ckile. According to their histories, which were passed down orally until near the end of the Fourth Era, the dwarven and goblin races have been feuding since "the Beginning." Both races were at one time completely subterranean peoples. The dwarves claim that while they harvest ore, gems, and other stones from the earth in order to create, the goblins, who (again, according to the dwarves) are a naturally destructive race, mine only because they are greedy. Rather than using Altaerra's bounty to better their civilization (as the dwarves allegedly do), goblins hoard what they find for no other purpose than to have more than their neighbors.

Though some dwarves will begrudgingly admit that the T'Ruellians are capable fighters, most refer to them as craven, mostly due to the fact that they prefer to overwhelm an enemy and have no qualms against stabbing an opponent in the back. The dwarves consider themselves honorable warriors.

Dwarven myths are full of goblins as well as other creatures that shared their underground caverns and tunnels. Kobolds and gnomes, which are now considered separate races but which were often used interchangeably in the dwarven lays, take on a myriad of roles. In some tales, the kobolds are humorous scavengers who do the dwarves' bidding for mere table scraps. In one famous dwarven epic titled Hekissh Jegx'lekif ("Hekissh the Stone-Eater"), the warrior-smith figure—which is popular in almost all forms of dwarven literature, representing the duality of creation and destruction—slays no less than three hundred gnomes single-handedly. In Hekissh Jegx'lekif, gnomes are spiteful little creatures who are cruel for the sake of being cruel. More modern references to the gnomes are neutral, however, and in some versions of the aforementioned epic, the gnomes have been replaced by goblins.

The problem with using ancient dwarven "literature" as a source for information on goblins is that the dwarves give any one thing many names, and particularly with other peoples and animals, they interchange names seemingly arbitrarily (e.g., the confusion between gnomes and kobolds). It could be that the goblins of today are in fact the same race that the dwarves called kobolds centuries ago, but it is impossible to make any safe assumptions. A recent count revealed roughly a dozen different names that the dwarves use to refer to the T'Ruellians (and all of them are far from complimentary).

There are two words, however, that are used more frequently than the others—"orkem" (which has no known translation) and "atter'ckaaf'int" (which loosely translates to "four-legged spider").

When the dwarves began settling on Altaerra's surface (presumably in the First Era), they began to clash with the goblins on a much larger scale. Raids for food and treasure as well as skirmishes for territory had been common enough below ground, for that was all there was room for. With nothing but the sky above and space all around, the dwarves and goblins had more room to fight their battles. Thus, the first true wars between those races were waged in the newly formed surface kingdoms.

Predictably, the dwarves swear it was the goblins who attacked them first and for no other reason than to start trouble. After all, open space was abundant; the goblins did not need the dwarves' land. One should keep in mind, however, that the many of the dwarven clans were conquerors. There is no evidence to prove that the goblins made the first move. On a side note, the generally accepted dwarven histories show that throughout the following thousands of years, the dwarves clashed with the goblins almost as often as they warred with themselves.

No dwarf can say exactly when the land (kingdom? empire? country?) of T'Ruel was established. There is reason to believe that the goblins, too, fought regularly among themselves throughout the first three eras. But as the dwarves cared nothing about what the goblins did outside of the shared battlefield, they never bothered to record such details as to how the goblins changed from one war to the next.

Perhaps we will never know when the feuding goblin states unified into T'Ruel (or even if it was a direct evolution), but judging from the dwarven histories and accounts passed down orally, T'Ruel was an established nation as early as the third century of the Fourth Era, about three hundred years before the unification of Clans Afren and Ckile brought the dwarven nations together and between seven and eight hundred years before the formation of the Confederacy of Continae.

THE PEOPLE, PLACES, AND PECULIARITIES OF ALTAERRA

### (All individuals are human unless otherwise noted.)

**Abaddon** — One of several hells, ruled by the god Darclon.

**The Aden Ocean** — A large body of water that borders Continae and surrounds Capricon.

**Afrek-Ckile** — A western nation ruled by dwarves, member of the Alliance.

**Ahuli-Okx** — A vast desert inhabited by nomads, member of the Confederacy of Continae and the Alliance; also called the Desert Ahuli-Okx.

**Aladon** — God of virtue, primarily worshipped by elves, one of the seven Gods of Light; also called Almighty Aladon.

**Aladon's Cathedral** — A large church in Port Town, Capricon.

**Alban Damek** — Knight of Superius, stationed at Rydah, Capricon.

**Albert Simplington** — The alias of a powerful black-robe who paraded as a surgeon at Fort Faith, Capricon.

**Aldrake Superior** — Founder and first King of Superius; also called Eldrake.

**Aldrake's Twelve** — The original Knights of Superius.

**Aleth Beryl** — Deceased wife of Crofton Beryl and mother of Leslie Beryl.

**The Alliance of Nations** — A peace treaty that encompasses Afren-Ckile, Blok, Bylento, Continae, Pickelo South, and Ristidae.

**Altaerra** — The Superian word for the world itself.

**Arabond** — An eastern continent made up of many countries, including Continae.

**Aric** **Narrestif** — Priestess of Mystel and chief healer at Fort Valor, Capricon.

**Aron** — A small village in central Capricon.

**Arthur** **Bismarc** — A runaway from Hylan, Capricon, and member of Klye's Renegades.

**The Assembly of Magic** — A governing body for the wizards of Altaerra.

**Avuru** — A midge who owns Hidden Treasures, a mageware shop in Therrat, Ristidae.

**Ay'goar** — A goblin lieutenant who serves under Drekk't.

**Ay'sek** — A goblin shaman assigned to Drekk't's army.

**Baxter Lawler** — Knight of Superius, lieutenant, stationed at Rydah, Capricon.

**Belek** — God of creation and construction, primarily worshipped by dwarves, one of the seven Gods of Balance.

**The Benevolent Seven** — See The Gods of Light.

**bitzmah** **root** — A plant required for casting certain spells, including black magic.

**black-robe** — Any spell-caster who uses black magic.

**Blok** — A small nation comprised of a single ogre clan in Thanatan, member of the Alliance.

**Bly Copperton** — A member of Hylan's militia, brother-in-law of Pillip Bezzrik.

**Braiseph Harrow** — A powerful black-robe of yore who excelled at creating portals.

**Bryant** **Walden** — Knight of Superius, High Commander, stationed at Rydah, Capricon, and seneschal of the Celestial Palace.

**Bylento** — An island nation inhabited by humans and centaurs; member of the Alliance.

**Byron** **Vanguard** — Knight of Superius, killed by Renegades en route to Port Errnot, West Cape, and Saerylton Crystalus's cousin.

**Caelan** **Bismarc** — Knight of Eaglehand, perished during the Wilderness Crusade, Stannel Bismarc's father.

**Canth** — One of three massive kingdoms in Western Arabond that fell during the Wars of Sundering.

**Capricon** — An island province of Continae that is ruled by Lord Magnes Minus.

**Castle** **Borrom** — The palace of Edward Borrom III, King of Superius.

**The Celestial Palace** — The home of Lord and Lady Minus in Rydah, Capricon.

**Celon-Tor** — God of battle and honor, primarily worshipped by centaurs, one of the seven Gods of Light.

**Chadwich** **Vesparis** — Knight of Superius, stationed at Fort Faith, Capricon.

**Charles "Pistol" Atlins** — King of the Pirates of the Fractured Skull, member of Klye's Renegades.

**Chester** **Ragellan** — Disgraced Knight of Superius, former Commander of Fort Splendor, Superius, and member of Klye's Renegades.

**Cholk** — A dark-skinned dwarf from Thanatan, former Renegade, accompanied Saerylton Crystalus to Fort Faith, Capricon.

**The Chosen of the Chosen** — Any goblin gifted with _vuudu_ ; also called shamans.

_Chrysaal-rûn_ — An enchanted sword wielded by Saerylton Crystalus; also called the crystal sword.

**The Church of Pintor** — A sect of worshipers of the Great Protector, some of whom are monks.

**The Citadel Dungeon** — A massive prison in Superius reserved for criminals serving life sentences.

**Clyde Dovely** — A dockhand who works the northern harbor in Port Town, Capricon.

**Colt** — See Saerylton "Colt" Crystalus.

**Colt's Army** — The unofficial name of Saerylton Crystalus's ragtag troops during the Goblin War.

**The Confederacy of Continae** — See Continae.

**Continae** — A confederacy of human kingdoms comprised of Ahuli-Okx, Glenning, Param, Shadrach, Superius, Torred, and West Cape; also called the Continent United.

**The Continent United** — See Continae.

**Corrine Minus** — Lady of Capricon and wife of Lord Magnes Minus, resides at the Celestial Palace in Rydah, Capricon.

**Cressela** — Goddess of nature and growth, one of the seven Gods of Balance.

**Critter** — A highwayman, former member of the Thief Guild in Rydah, Capricon.

**Crofton Beryl** — Mayor of Port Town, Capricon, and Leslie Beryl's father.

**Crooker** — Member of the Pirates of the Fractured Skull and Klye's Renegades.

**The Crypt** — One of several hells, ruled by the god Thanatos; also called Thanatos' Crypt.

**the crystal sword** — See Chrysaal-rûn.

**Crystalus** — A noble Superian family ruled by Lord Laenghot Crystalus.

**Dale Mullahstyn** — Knight of Superius, sergeant, stationed at Rydah, Capricon.

**Darclon** — God of power and domination, one of the seven Gods of Darkness.

**Dark Lily** — A black-robe assassin who specializes in battle magic and subterfuge.

**The Deathlands** — See Thanatan.

**Defenders' Plague** — Slang for the overwhelming desire of the besieged to attack the besieger in spite of impossible odds.

**Delincas Theta** — A red-robe, ambassador for the Assembly of Magic at Castle Borrom, Superius.

**The Divine Divider** — The largest river in Capricon, which divides the island in western and eastern halves.

**Domacles Herronin** — A Renegade Leader whose troops harass the Knights of northwestern Capricon.

**Dominic Horcalus** — Former Knight of Superius who reluctantly joined Klye's Renegades.

**Dragon's Hoard** — A potent kind of alcohol.

**Drekk't** — A goblin general tasked with conquering eastern Capricon.

**Dylan Torc** — Knight of Superius stationed at Rydah, Capricon, and member of Colt's Army.

**Earl** — A red-robe who reluctantly accompanied Klye, Noel, and Zack on past adventures.

**Edward Borrom III** — King of Superius during the Renegade War and the Goblin War.

**Eldrake** — See Aldrake Superior.

**Elezar** — High Priest of Aladon's Cathedral in Port Town, Capricon, and Renegade sympathizer.

**Eliot Borrom** — Crown Prince of Superius during the Renegade War and the Goblin War.

**Else Fontane** — Proprietress of the inn Someplace Else in Rydah, Capricon.

**the elven homeland** — See Sylvanayérek.

**The Emperor of Huiyah** — Ruler of the secretive nation of Huiyah.

**The Emperor of T'Ruel** — The highest authority of the goblin nation, a shaman, rumored to be a demigod.

**Ezekiel "Zeke" Silvercrown** — Knight of Superius, subcommander, stationed at Fort Faith, Capricon.

**Fairmoor** — A city in Superius and the hometown of Gaelor Petton.

**Falchion** — The leader of a band of highwaymen, former member of the Thief Guild in Rydah, Capricon.

**Feol** — God of joy and celebration, one of the seven Gods of Light.

**Fort Colt** — See Fort Faith.

**Fort Faith** — A small fortress in central Capricon that was sacked during the Thanatan Conflict and repopulated with Knights of Superius during the Renegade War.

**Fort Honor** — A mid-sized fortress in northwestern Capricon.

**Fort Majesty** — A mid-sized fortress in Superius, where Gaelor Petton was stationed before Fort Faith.

**Fort Milo** — See Fort Miloásterôn.

**Fort Miloásterôn** — A large fortress in western Capricon under the command of Fredmont Calhoun; also called Fort Milo.

**Fort Royal** — A mid-sized fortress in southwestern Capricon.

**Fort Splendor** — A large fortress in Superius formerly under the command of Chester Ragellan.

**Fort Valor** — A mid-sized fortress in eastern Capricon under the command of Stannel Bismarc.

**Fortunatus Miloásterôn** — A Knight of Superius who perished at the fall of Merekeep, the namesake of Fort Miloásterôn.

**Fredmont Calhoun** — Knight of Superius, Commander of Fort Miloásterôn in Capricon.

**Gabriel Zephyr** — Knight of Superius, stationed at Fort Splendor, Superius, and Lilac Zephyr's brother.

**Gaelor Petton** — Knight of Superius, lieutenant, stationed at Fort Faith, Capricon.

**Gaereth Aegis** — Solomon "Scout" Aegis's father, died prior to the Renegade War.

**Gerard Ralz** — Knight of Superius, Commander of Fort Splendor, Superius.

**Glen Bismarc** — A farmer who resides in Hylan, Capricon, and Arthur Bismarc's father.

**Glenning** — A lush kingdom protected by the Knights of Eaglehand, member of the Confederacy of Continae and the Alliance.

**Gloria** — A healer who works at the Temple of Mystel in Capricon.

**Gnuren** — God of wisdom, primarily worshiped by gnomes and scholars, one of the seven Gods of Balance.

**The Goblin Empire** — See T'Ruel.

**The Goblin War** — The unofficial name of the goblin invasion of Capricon and Continae.

**The Goblinfather** — See Upsinous.

**The Goddesses of Magic** — The three goddesses who serve as the source for white, red, and black magic, namely Syphrenia, Quess, and Vhestaz, respectively.

**The Gods of Balance** — Belek, Cressela, Gnuren, Krisesten, Javell, Quess, and Zephyr.

**The Gods of Darkness** — Darclon, Lystra, Phyria, Thanatos, Trepek, Upsinous, and Vhestaz.

**The Gods of Good** — See The Gods of Light.

**The Gods of Light** — Aladon, Celon-Tor, Feol, Mystel, Pintor, Syphrenia, and Tristana.

**The Great Protector** — See Pintor.

**Gregory** **Wessner** — Knight of Superius, stable master at Fort Faith, Capricon.

**Gresshel** — A small town in Param, birthplace of Zusha Blisnes.

**Harrod Brass** — A high-ranking member of the Three Guards in Port Town, Capricon.

**The Healing Goddess** — See Mystel.

**Hidden Treasures** — An underground mageware shop in Therrat, Ristidae, owned by Avuru.

**High Masters** — Three high-ranking roles within the Assembly of Magic that represent white-, red-, and black-robes, respectively.

**Horcalus** — See Dominic Horcalus.

**Huiyah** — An ancient kingdom that borders Continae and refuses to join the Alliance.

**Hunter** — See Parthenope Hunter.

**Hylan** — A rural community in eastern Capricon and the hometown of Arthur Bismarc.

**The Immovable Tower** — See Vearghal Ahern.

**Jalil Shenn** — A healer and overseer of the Temple of Mystel in Capricon.

**Javell** — God of justice, one of the seven Gods of Balance.

**Jer'malz** — A goblin lieutenant who serves under Drekk't.

**Julia Blisnes** — Deceased wife of Toemis Blisnes and mother of Julian Blisnes.

**Julian Blisnes** — Deceased son of Toemis and Julia Blisnes, father of Zusha Blisnes.

**The Kings of Continae** — An imprecise term referring to the rulers of the individual countries that comprise the Confederacy of Continae.

**Klye Tristan** — A former thief who became a Renegade Leader and traveled to Capricon.

**The Knights Exemplar** — An ancient order that served as the inspiration for the Knights of Superius.

**The Knights of Eaglehand** — The chief defenders of Glenning.

**The Knights of Superius** — The chief defenders of Superius and much of Continae.

**Korek** — A harsh, cold nation located at the northernmost tip of Western Arabond.

**Kraken** — A port town in southcentral Capricon rumored to be governed by a former pirate.

**Krisesten** — Goddess of free will, one of the seven Gods of Balance.

**The Lady of Capricon** — See Corrine Minus.

**Laenghot Crystalus** — Superian nobleman and patron of the Crystalus family, Saerylton Crystalus's father.

**Larissa Blisnes** — Deceased wife of Julian Blisnes and mother of Zusha Blisnes.

**Leslie Beryl** — Renegade Leader of Port Town, Capricon, and daughter of Crofton Beryl.

**Lilac Zephyr** — Daughter of Lord Paris Zephyr, sister of Gabriel Zephyr, member of Klye's Renegades.

**Llede Hendorm** — A resident of Hylan, Capricon, and a peer of Arthur Bismarc.

**Loony Gomez** — The Guildmaster of the Thief Guild in Rydah, Capricon.

**The Lord of Capricon** — See Magnes Minus.

**Lucky** — A former member of the Thief Guild in Rydah, Capricon, and member of Colt's Army.

**Lystra** — Goddess of avarice and lust, one of the seven Gods of Darkness.

**the mace of Pintor** — A blunt bronze weapon wielded by Stannel Bismarc.

**Maeve Semper** — Former pier guard, second-in-command of the Renegades in Port Town, Capricon.

**Magnes Minus** — Lord of Capricon and husband of Corrine Minus, resides at the Celestial Palace in Rydah, Capricon.

**Mastermage** — The highest authority within the Assembly of Magic.

**Matthew** **Fisk** — Knight of Superius, stationed at Fort Faith, Capricon.

**Memndrake Superior** — Third King of Superius; also called the Gambler King.

**Merekeep** — A Capricon fortress destroyed during the Thanatan Conflict and rebuilt as Fort Miloásterôn.

**Meridia** — A tropical island whose citizens may or may not be cannibals.

**midge** — A mischievous race whose members resemble human children, the most powerful spell-casters in Altaerra.

**Miles Tentrunks** — A traveling merchant in Capricon, acquaintance of Mitto O'erlander.

**Mitto O'erlander** — A traveling merchant whose routes take him throughout eastern Capricon.

**Mystel** — Goddess of health and life, one of the seven Gods of Light; also called the Healing Goddess.

**Mystel's Temple** — See The Temple of Mystel.

**Nebronem** — One of three massive kingdoms in Western Arabond that fell during the Wars of Sundering.

**The Nefarious Seven** — See The Gods of Darkness.

_n'feranost_ — A goblin phrase used to address the Chosen of the Chosen.

**Nisson** — A white mare owned by Opal.

_n'Kirnost_ — A goblin phrase used to address the Emperor of T'Ruel.

**Noel** — A black-robe midge who believes the gods sent him to save Fort Faith, Capricon.

**North Port** — A port city in northcentral Capricon.

**Novislond** — The name of the island of Capricon before Superius bought it from Glenning.

_n'patrek_ — A goblin phrase used to address a superior, such as a general.

_n'Pruelta_ — A goblin phrase that roughly translates to "my prince."

**Oars and Omens** — An inn near the northern harbor of Port Town, Capricon.

**Ogre** — The nickname of a large human dockhand who works the northern harbor in Port Town, Capricon.

**The Ogre War** — See The Thanatan Conflict.

**The Ogrebasher War** — See The Thanatan Conflict.

**Opal** — A woman with no memory of her past who befriends Saerylton Crystalus and Cholk en route to Fort Faith, Capricon.

**Orin Stelwar** — A young red-robe who works at Hidden Treasures, Avuru's apprentice.

**Osric Curraal** — A Renegade Leader in Continae, former comrade of Cholk.

**Jaeson Ostler** — Knight of Superius, stationed at Fort Valor, Capricon.

**Oswaald Stelwar** — Guildmaster of the Merchant Guild in Therrat, Ristidae, and Orin Stelwar's father.

**Othello Balsa** — A Superian forester and skilled archer, member of Klye's Renegades.

**Paradise** — An afterlife free of pain and suffering believed to be governed by the Gods of Light.

**Param** — A small country known for its horses, member of the Confederacy of Continae and the Alliance.

**Paris** **Zephyr** — Superian nobleman and patron of the Zephyr family, Lilac Zephyr's father.

**Parthenope** **Hunter** — A member of Hylan's militia and paramour of Pillip Bezzrik, hates her first name.

_Peerma'rek_ — A skull-topped staff that grants its owner access to _vuudu_ spells, a valuable goblin relic.

**Petton** — See Gaelor Petton.

**Phance** **Swordsail** — Knight of Superius, stationed at Fort Faith, Capricon.

**Phyria** — God of sickness and suffering, one of the seven Gods of Darkness.

**Pickelo** **North** — A country inhabited by gnomes, which did not join the Alliance because the midge, their bitter enemies, did first.

**Pickelo** **South** — A country inhabited by midge, member of the Alliance.

**Pillars** — A small village in western Capricon.

**Pillip** **Bezzrik** — A member of Hylan's militia, brother-in-law of Bly Copperton, paramour of Parthenope Hunter.

**Pintor** — God of protection and peace, one of the seven Gods of Light; also called the Great Protector and the Warriorlord.

**Pintor's** **Cup** — A public house in Port Town, Capricon, owned by Veldross.

**The Pirates of the Fractured Skull** — A clan of pirates that prowl the Aden Ocean in two ships, _Rendwater_ and _Seahunter_.

**Pistol** — See Charles "Pistol" Atlins.

**The Pit** — One of several hells, ruled by the god Trepek.

**Plake Nelway** — A rancher from Param who impulsively joined Klye's Renegades.

**Port Alexis** — A large port city in West Cape from which Klye's Renegades disembarked for Capricon.

**Port Errnot** — A port city in West Cape from which Opal, Cholk, Saerylton Crystalus, and his men disembarked for Capricon.

**Port Gust** — A port city in northeastern Capricon; also called the Port of Gust.

**Port of Balancia** — A large port city in southwestern Capricon.

**The Port of Gust** — See Port Gust.

**The Port of Stone** — See Port Stone.

**Port Stone** — An abandoned port city in central Capricon that was sacked during the Thanatan Conflict; also called the Port of Stone.

**Port Town** — A port city in western Capricon, home to Aladon's Cathedral.

**Quess** — Goddess of red magic, one of the seven Gods of Balance.

**Quillan Dag** — Mayor of Hylan, Capricon.

**Ragellan** — See Chester Ragellan.

**Ranfir** — A rare _yivahla_ scorpion with two tails from Ahuli-Okx, the pet of Shek Irenistan.

**red-robe** — Any spell-caster who uses red magic.

_Rendwater_ — One of two ships owned by the Pirates of the Fractured Skull.

**Renegade** **Leader** — A title bestowed upon anyone who commands a band of Renegades.

**The Renegade War** — The unofficial name of the Continaen rebellion against the Alliance of Nations.

**Ristidae** — An untamed land populated by humans and half-elves, member of the Alliance.

**The Rocky Crags** — A mountain range that runs parallel to the Divine Divider River in central Capricon.

**Roger** **Duerot** — Knight of Superius, stationed at Fort Miloásterôn, Capricon.

**Roland** **DeGrange** — Captain of the Three Guards in Port Town, Capricon.

**Rollace** **White** — Knight of Superius, stationed in Superius, and Saerylton Crystalus's uncle.

**Ruben** **Zeetan** — A highwayman and former member of the Thief Guild in Rydah, Capricon.

**Ruford** **Berwyn** — Captain of the Guard in Rydah, Capricon.

**Rydah** — Capital city of Capricon, located in the eastern part of the island, home to the Celestial Palace.

**Rydah's** **Thief** **Guild** — See The Thief Guild.

**Ryleigh** **Tristan** — Deceased Knight of Superius, grandson of Tristam El'Drake.

**Saerylton** " **Colt** " **Crystalus** — Knight of Superius, Commander of Fort Faith, Capricon.

_sai-morí_ — Stealthy assassins organized by clans, native to Huiyah.

**Sandros** **Phoenix** — Knight of Superius, stationed at Rydah, Capricon.

**Scout** — See Solomon "Scout" Aegis.

**The** **Scroll** **of** **Alliance** — The official document signed by representatives of the countries that comprise the Alliance of Nations.

_Seahunter_ — One of two ships owned by the Pirates of the Fractured Skull.

**Selwyn** **McRae** — Knight of Superius, subcommander, stationed at Fort Miloásterôn, Capricon.

**Shadrach** — A modest country known for its lush forests, member of the Confederacy of Continae and the Alliance.

**shaman** — Any priest of Upsinous who can wield _vuudu_ ; see also The Chosen of the Chosen.

**Shek** **Irenistan** — A red-robe, member of the Assembly of Magic, stationed at Fort Miloásterôn, Capricon.

**Solomon** **"Scout" Aegis** — Renegade of Port Town, Capricon, and member of Klye's Renegades, son of Gaereth Aegis.

_Stalwart_ _Mariner_ — A large merchant vessel that sails the Strait of Liliae.

**Stannel** **Caelan** **Bismarc** — Knight of Superius, Commander of Fort Valor, Capricon, and warrior cleric of Pintor.

**Steppt** — A mountain-ringed city in central Capricon.

**Strait of Liliae** — The body of water between the island of Capricon and Continae.

**the sun-and-sword standard** — The emblem of Superius, which features a downward-pointing sword encircled by a sunburst.

**Superius** — A prosperous country at the heart of the Continae, member of the Alliance.

**Sylvanayérek** — An enormous nation in Eastern Arabond populated by elves; also called the elven homeland.

**Syphrenia** — Goddess of white magic, one of the seven Gods of Light.

**Taralynn** Seeder — Resident of Hylan, Capricon, and peer of Arthur Bismarc.

**The** **Temple** **of** **Mystel** — A hospital devoted to helping anyone in need, located in western Capricon.

**Thanatan** — A savage continent south of Arabond that is home to many different races, including dwarves, humans, minotaurs, and ogres.

**The** **Thanatan** **Conflict** — The official name of the repelled ogre invasion of Capricon and Continae.

**Thanatos** — God of death and decay, one of the seven Gods of Darkness.

**Thanatos'** **Crypt** — See The Crypt.

**Therrat** — A prosperous trade city in Ristidae and home to Hidden Treasures.

**The** **Thief** **Guild** — An underground organization of pickpockets and burglars in Rydah, Capricon.

**The Three Kingdoms** — The collective name of Canth, Nebronem, and Yehlorm, three human nations in Arabond that thrived prior to the Wars of Sundering.

**The Three Wise Kings** — A reference to the respective rulers of Canth, Nebronem, and Yehlorm.

**Toeburry** — Captain of _Stalwart Mariner_.

**Toemis** **Blisnes** — A former resident of Fort Faith, Capricon, and Zusha Blisnes's grandfather.

**Token** — A small city in northwestern Capricon.

**Torred** — A modest country known for its metalworkers, member of the Confederacy of Continae and the Alliance.

**Tourney** — A large city in Superius relatively near Castle Borrom.

**Trepek** — God of fear and torment, one of the seven Gods of Darkness.

**Tristam** **El'Drake** — A deceased Knight of Superius, allegedly one of Aldrake's Twelve.

**Tristana** — Goddess of love and romance, one of the seven Gods of Light.

**T'Ruel** — A goblin empire in western Altaerra, located across the Aden Ocean from Continae.

**Tryst** — A former member of the Thief Guild in Rydah, Capricon, and member of Colt's Army.

**T'slect** — A goblin prince charged with conquering Continae, son of the Emperor of T'Ruel.

**Two-Hands Henry** — A dockhand who works the northern harbor in Port Town, Capricon.

**Upsinous** — God of guile and deception, primarily worshiped by the goblins, one of the seven Gods of Darkness; also called the Goblinfather.

**Vast Yehlorm** — See Yehlorm.

**Vearghal Ahern** — Knight of Superius, lieutenant, stationed at Rydah, Capricon; also called the Immovable Tower.

**Veldross** — Half-elf proprietor of Pintor's Cup in Port Town, Capricon, and a Renegade sympathizer.

**Vhestaz** — Goddess of black magic, one of the seven Gods of Darkness.

**Vincent** **Magmund** — Knight of Superius, lieutenant, stationed at Fort Miloásterôn, Capricon.

**the vorpal sword** — An enchanted sword with an incredibly keen edge, wielded by Lilac Zephyr.

_vuudu_ — Magic bestowed upon shamans by the god Upsinous.

**the** _vuudu_ **staff** — See Peerma'rek.

**The Warriorlord** — See Pintor.

**The Wars of Sundering** — A series of civil wars that reduced the Three Kingdoms to a collection of smaller countries and city-states as well as diminished magic throughout Western Arabond.

**West Cape** — A thriving country known for its ports and trade routes, member of the Confederacy of Continae and the Alliance.

**white-robe** — Any spell-caster who uses white magic.

**Wizard's Mountain** — The tallest spire in the Rocky Crags, which towers over Port Stone, Capricon.

_yaamek_ — An untranslatable insult of the indigenous people of Ahuli-Okx.

**Yehlorm** — One of three massive kingdoms in Western Arabond that fell during the Wars of Sundering; also called Vast Yehlorm.

_yivahla_ — An incredibly venomous, nocturnal scorpion native to Ahuli-Okx.

**Zack** — A swordsman who accompanied Earl, Klye Tristan, and Noel on past adventures.

**Zeke Silvercrown** — See Ezekiel "Zeke" Silvercrown.

**Zephyr** — Goddess of music and art, one of the seven Gods of Balance; also a noble Superian family ruled by Lord Paris Zephyr.

**Zusha Blisnes** — Daughter of Julian and Larissa Blisnes, grand-daughter of Toemis Blisnes.

SKETCHES

Disclaimer: I do not purport to be an artist.

I suspect many authors have attempted to render their characters in a visual format of some kind. Many of my early sketches of The Renegades are atrocious. But in the interest in providing a thorough look into the world-building process, I'm including some of the more tolerable drawings, including a doodle of Superius's standard (2000), a portrait of Dominic Horcalus (2000), a sketch of a few of The Renegades (1998), and a portrait of the wizard who, at least in these novels, goes by the name Albert Simplington (1999).

The Sun and Sword Standard of Superius

Dominic Horcalus

The Renegades

From left: Lilac, Horcalus, Klye, Scout, Pistol, Arthur and an unrevealed character.

(Why Arthur is dressed like a Knight and the identity of the archer will be revealed in future novels.)

"Albert Simplington"

UNPUBLISHED PROLOGUE

After completing the first three books of The Renegade Chronicles, I flirted with the idea of writing a prologue for _Rebels and Fools_.

My intentions were twofold: I hoped to convey the political climate at the time of the signing of the Scroll of Alliance as well as introduce the Stranger, who otherwise doesn't appear in the book until the second section. Adding an earlier glimpse of this villain, I hoped, would plant the seed of the mystery of his identity right off the bat.

Ultimately, I decided against including the prologue for these reasons: it delayed the action of seeing our protagonists sneaking into Port Town, the political commentary felt too obtuse, and, frankly, the scene itself needed a lot of work. For instance, we spend an awful lot of time in the Stranger's mind, which makes everything just that much harder for the reader to picture.

Nevertheless, I'm including the prologue here because the scene itself captures a milestone in Altaerran history, and it shows just how cunning and patient the Stranger (and his entire species) can be.

### The Stranger

Though he prided himself on possessing both a keen intellect and a plethora of self-control, he nevertheless felt his breaths come quicker and quicker, keeping time with his racing pulse.

It surprised him how completely the bloodlust, as alluring as any siren's song, consumed his entire body. Perhaps not completely, he admitted to himself, for beneath the invigorating surges of desire and need, his mind remained in control.

Taking deliberately slower breaths, he surveyed the scaffold upon which some of the most important men alive were gathering to make history. From where he was standing, he could clearly see the King of Superius, de facto spokesman for the Kings of Continae. And although Superian Knights surrounded the stage on all sides, he was certain that he could plunge his dagger deep into King Edward Borrom's heart before any of his Knights, menacing expressions and all, could do a thing to stop him.

Such a bold attack would be his last, he knew, for even if he were somehow able to evade the swarm of angry bodyguards after the assassination, Edward's pet wizard, no doubt lurking in the shadows and away from the eyes of realm's close-minded citizens, would not allow him to escape unscathed. In fact, he would have bet his last coin that the red-clad magic-caster had already placed wards of protection on the scaffold or on the king's person.

With a wizard working his miracles in secret, King Edward and the other Kings of Continae could afford to post only a few actual guards. And thus, they could convey a distinct lack of concern for any peasants-turned-rebels who might leap out of the crowd.

But he was no serf. Nor was he native to any of the lands that made up the Confederacy of Continae, though one would be able to tell just by looking at him. He sounded like a Superian—a well-bred Superian, in fact—and, because he had resided in Superius ever since rumors of this very occasion had found their way to him, the stranger knew all of the greetings and gestures required of him.

Shifting his gaze from King Edward to the crowd of farmers, merchants, artisans, and noblemen, the stranger couldn't keep a wry smile from twisting the corners of his mouth. As much as he yearned to see all of the Kings of Continae slain, lying motionless on a stage stained red with blood, he knew he would do everything short of revealing his true identity and hidden talents in order to save any of them.

For reasons his sword arm sometimes seemed to forget, he needed the Kings of Continae alive—for at least a little while longer.

Besides, the stranger thought as he watched the final Continaen King take his place on the scaffold, each of them had at least one heir. And rendering one or two of the countries leaderless would probably only bring Continae closer together and thus make the united realms of men stronger. Patience was the key—patience and cunning. The time for killing would come later.

The stranger's reverie was interrupted when the crowd's cheering, which had begun when the Superian King had first ascended to the stage and had been sustained throughout the other Continaen Kings' arrivals, dissipated into collective mutters and uncertain applause.

But even a renewed fanfare of trumpets and tambours could not drown out an occasional boo or disparaging shout. The stranger saw the Knights of Superius stationed throughout the mass of onlookers move quickly to quiet the dissenters with threatening words and gestures that promised severe punishments.

The stranger, however, remained silent, inconspicuous.

This was King Edward's big day. The Alliance of Nations was his brainchild, and the Superian King had dedicated many years of his young life to making the treaty a reality. Almost an entire year had been spent arguing with his own advisors, followed by months and months of compromises with the other Kings of Continae. As much as he loathed Edward Borrom, the stranger did respect the man's resolve, his undying dedication.

When the last of the foreign emissaries reached his place, the entire assembly atop the scaffold was seated as one. Only King Edward remained standing, for he was to give the first of many speeches, expressing his utter joy at what the Signing of the Scroll signified. The stranger heard words like "common good of all" and "a new halcyon age," but he was certain that, like himself, most people were only half-listening to the king.

Surveying the crowd once more, the stranger confirmed that nearly everyone was staring at the foreign dignitaries, who had come from places most of them had heard of only in lays and half-fictions of yore as well as modern-day rumors.

Among the foreigners was a half-elf, his posture stiff and stoic. Sitting beside the tall, regal half-elf, the four midge, donned in their traditionally bright-colored robes, looked even shorter than they typically would. Beside the midge, a dwarf gazed intently at King Edward, and though it was braided, the dwarf's yellow and white beard flowed past his knees and almost rested on the scaffold's wooden floor.

Perhaps the next group of representatives was the most exotic; two centaurs, called horse-men by Superian commoners, were sitting in an awkward-looking half-crouched position, their equestrian hindquarters folded under their human upper-bodies. Despite the rarity of centaurs in Continae, many in the crowd looked instead at five hulking ogres, a race of warriors that had not been seen in Superius since their last series of raids more than fifty years ago.

Now the stranger was not listening to King Edward's speech at all, not because he found it all to be rubbish—though that was true—but because he knew the gist of the king's speech by heart. He also knew what his nemesis, Edward Borrom, was not sharing with the public.

Both Edward Borrom and the stranger realized that the Superian King's attempt at uniting the humans with the other races—no matter how loose the union—was quite a gamble. Edward had achieved a major victory, the stranger conceded, for despite all of the resistance from his more traditional and practical compatriots, today the Scroll of Alliance would be signed; the Alliance of Nations was to become a reality.

And yet King Edward's victory was far from complete. The Superian King dreamed of uniting all of the races of Altaerra as one people, truly integrating the world for the benefit of all and ushering in a new age of everlasting peace and harmony.

The stranger silently scoffed at such an idealistic and unrealistic goal. How many ladies in the crowd would faint at the mere thought of sharing a feast with ogres, a people their fathers and grandfathers had warred against for seven long years?

Too, the stranger knew, there were many within the borders of Continae who would rather things stay as they had always been for the sake of comfort. He had heard more than a few slurs against the dignitaries' respective races since he had arrived at Castle Borrom. Racial tension aside, many humans did not want to compete with foreign markets. The artisans and smiths of Torred loathed the dwarves, whose products, available only through the black market now, were ever in higher demand. The new influx of lumber from Ristidae could well steal away the jobs of honest woodcutters in Glenning and Shadrach. And so forth.

Clearly, the Alliance of Nations had many obstacles to overcome, yet the stranger knew that King Edward Borrom III might still accomplish what he had set out to do. The stranger—and King Edward both—surely realized the world was watching from afar, and other countries saw that the Alliance was not a human ploy to usurp control of the world by use of the quill rather than sword, they might well sign the Scroll at the time of their choosing.

But as he watched the kings and emissaries sign the Scroll of Alliance that day, the stranger wanted to laugh out loud. He knew it was far more likely that the Alliance of Nations, supported by a weak document of intangible intentions and unstable ideas, would come crashing down upon itself.

Thus far, all the Superian King had done was open a door of possibilities. In essence, he had fashioned a tool that could either create the utopian society that Edward Borrom so desperately dreamed of, or the Alliance could destroy all the hard work the king and his ancestors had done to bring peace and order to the continent.

Quite the gamble indeed, he mused, as an ogre added his rough, jagged script to the Scroll—though, sadly, no one would ever know whether the Alliance would have succeeded on its own.

The stranger would make certain of that.

THE RENEGADE CHRONICLES

Volume 1: Rebels and Fools

Volume 2: Heroes and Liars

Volume 3: Martyrs and Monsters

ABOUT THE AUTHOR

Photo: Jaime Lynn Hunt

**David Michael Williams** was exposed to sword-and-sorcery fantasy at the tender age of 12. He dove headlong into fiction writing when he competed in a short story contest in sixth grade. While the tale—a glorified battle scene, really—garnered no accolades, two of its characters survived for many years thereafter and appear in The Renegade Chronicles.

David lives in Wisconsin with an amazing wife (who somehow puts up with his storytelling addiction) and two larger-than-life children.

Visit his website at david-michael-williams.com.

