Chapters (38)
- BY DJANGO WEXLER
- Title Page
- Copyright
- Dedication
- Contents
- Map
- Prologue
- Chapter 1
- Chapter 2
- Chapter 3
- Chapter 4
- Chapter 5
- Chapter 6
- Chapter 7
- Chapter 8
- Chapter 9
- Chapter 10
- Chapter 11
- Chapter 12
- Chapter 13
- Chapter 14
- Chapter 15
- Chapter 16
- Chapter 17
- Chapter 18
- Chapter 19
- Chapter 20
- Chapter 21
- Chapter 22
- Chapter 23
- Chapter 24
- Chapter 25
- Chapter 26
- Epilogue
- Acknowledgments
- Glossary
- About the author
- An Invitation from the Publisher
Life in the Splinter Kingdoms is generally more dangerous than in the Republic, without the arcana-armed Legions to keep order and suppress plaguespawn. However, this varies greatly from polity to polity. In spite of their name, not all the breakaway states are monarchies—there are free cities, republics, and other political experiments, sometimes changing rapidly as they war with one another. As a general rule, the farther from the Republic they are, the smaller and less stable they become, with larger kingdoms like Grace, Meltrock, and Drail being stabilized by the opportunity to trade with the Republic.
While dhak is illegal in the Republic, its status in the Splinter Kingdoms varies. Some attempt to maintain the Republic’s ban, while others, like Grace, embrace dhak and encourage its creation and sale. Smuggling across the Republic border is a major business. The Twilight Order asserts that its centarchs have the right to go anywhere in the old Chosen Empire to hunt dhak and dhakim, but as a practical matter some Splinter Kingdoms are openly hostile to Order agents, and they must move secretly there.
sunsplinter—an arcana device that serves as a deiat battery, storing power for future use by other arcana. Most notably used by blasters as a power source. Only someone with a connection to deiat can refill one, so fully charged sunsplinters are rare and expensive.
sunstone—an arcana light source, powered by deiat, which produces bright white light. Controlled by deiat and requiring periodic infusions of power to keep operating, so used only by the Twilight Order or Republic elites.
swiftbird—A cousin of the loadbird and the warbird, specialized for riding. Generally resembles a loadbird, but with longer, leaner legs. Contrary to its name, the swiftbird specializes not in speed but in endurance. A warbird might outrun one over the course of a short charge, but a swiftbird can keep up a rapid pace for ten to twelve hours a day with sufficient food and water, allowing riders to cover long distances.
thickhead—A large reptilian creature used as a beast of burden. Thickheads resemble giant lizards, with short tails, tough, scaly skin, and bony protrusions around their skulls. They are tremendously strong and can pull very heavy loads, although their fastest pace is not much more than a walk. They are also very sure-footed and can traverse almost any terrain. Slow and expensive to maintain compared to loadbirds, they’re used for particularly heavy burdens or as pack animals over bad roads.
Though thickheads look fierce, with their beaks and spiked skulls, they are pure vegetarians and display almost no aggressive behavior. Their smell tends to rile loadbirds, who sometimes snap at them or shy away. When threatened, a thickhead lowers itself to the ground and puts its forepaws over its face, protecting its vulnerable eyes and belly and relying on its tough hide to repel an attacker. Once hunkered down, they are notoriously difficult to get moving again.