CHARACTERS

Frauke – Frow-kuh

Kaourintin Ar Moal – Core-in-tin Are Mole

Goulven Dosser – Gool-ven Doss-err
A Walker of Helias and Frauke’s master.

Ado – Ay-doh
Frauke’s pet ghost dog.

Villagers in Penti

Alar – Ah-larr
A fisherman and Kaourintin’s friend.

Dahud Groll – Dah-hood Grawl
A healer who takes Frauke in.

Gaida – Gay-dah
Marig’s mother.

Marig Abalain – Mare-ig Ab-ah-lane
A cook married to Pever Abalain. She becomes Frauke’s friend.

Nolwen Groll – Nowl-when Grawl
Dahud’s adopted daughter and apprentice.

Pever Abalain – Peh-ver Ab-ah-lane
An inn-keeper married to Marig Abalain.

Goulven’s Apprentices

Agnia – Ag-nee-ah
A Walker of Houarve and Goulven’s apprentice. She completed suicide several years ago.

Matilin – Mat-ill-in
A Walker of Hourve and Goulven’s apprentice. He replaced Agnia when she died.

Sezny – Says-nee
A Walker of Maudez and Goulven’s apprentice. He replaced Tilat when he died.

Tilat – Till-aht
A Walker of Maudez, Frauke’s friend and Goulven’s apprentice. He was killed by Goulven several years ago.

Urloes – Urr-lows
A Walker of Helias and Goulven’s oldest apprentice.

Other Characters

Argantael Renan – Are-gann-tale Reh-nahn
Eozenou’s only living daughter, the princess of Pengan-Ker.

Bieuzi Mahe – Bee-oo-zee Mah-hey
One of King Eozenou’s followers, now a ghost.

Edara Corre – Ee-dar-rah Core-rey
Joceline Corre’s wife, now a ghost.

Eozenou Renan – Ee-oh-zen-oo Reh-nahn
The immortal king of Pengan-Ker.

Ioena Tanet – Eye-oh-enn-ah Tan-ett
Once a scholar who studied Maelissen, now an imprisoned ghost.

Joceline Corre – Joss-el-in Core-rey
The owner of a successful brothel.

PLACES

Allore – Ah-lore
A large city in Pengan-Ker where Frauke lives with Goulven.

Aoden – Ay-oh-den
A country bordering Pengan-Ker where Walking is legal.

Erethorel-Res – Err-eh-thor-ell Rez
Ancient ruins in the kingdom of Aoden.

Erethoren – Err-eh-thor-enn
A temple beneath the ruins of Erethoral Res in the kingdom of Aoden.

Guennec – Gwen-eck
A large city in Pengan-Ker.

Learine – Lee-ahr-een
An ancient land that is now part of the kingdom of Adoen.

Lesneven – Less-nev-enn
An abandoned castle near the village of Penti.

Lunaire – Loon-air
The capital city of Pengan-Ker.

Pengan-Ker – Ping-gan Care
A kingdom founded by Eozenou Renan, where the magic of Walking is forbidden.

Penti – Pent-ee
A small fishing village on the coast of Pengan-Ker.

MAGIC

Walking and the soul cycle

Walking
A form of magic that lets its users travel to the realms of death and use their magic. It requires a chant, channel and charge and is forbidden in Pengan-Ker.

The soul cycle
The cycle in which new life is created from the dead as they pass through all four realms of death.

Maelissen – May-ell-listen
The realm of memory, one of the four realms of death. When people die, they lose their memories here before passing on to Helias. Ghosts may remain trapped here with unfinished business, and lost information/secrets can be found here. Walkers of Maelissen can manipulate people’s memories

Helias – Heel-ee-aas
The realm of true death, one of the four realms of death. Once the dead have lost their memories in Maelissen, they come to Helias, which is their final resting place. Walkers of Helias can kill people with their magic.

Houarve – Hoo-are-veh
The realm of emotion, one of the four realms of death. Once the dead reach Helias, they slowly lose all of their emotions. These emotions travel through Houarve, which is a great river, to reach Maudez. Walkers of Hourve can change people’s emotions.

Maudez – Maw-dezz
The realm of new life, one of the four realms of death. New life is created from the emotions of the dead here, completing the soul cycle. Walkers of Maudez can heal and prolong lives. 

Chant
The specific words required to Walk or use a realm of death’s magic.

Channel
The object required to Walk or use a realm of death’s magic.

Charge
The power or energy required to Walk or use a realm of death’s magic.

Other magic

Enactment
An ancient form of magic from the living realm that is now almost forgotten. It can imbue objects with special powers when a rite is performed properly. 

Magicking
A form of magic from the living realm. It can change items in simple ways, such as making them more potent or changing their colors. 

Soul-incarcera: soul inn-car-cer-ah
A magical device that can trap souls, granting its creator immortality as long as they continue to sacrifice souls.