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Character Pronunciation Guide

Abhi (ahb-HEE)

A young guard in the city of Adasari, brave but inexperienced.

Aïda (ah-EE-dah)

Goddess of the sky and the wind, revered for her love of freedom and equal treatment of all creatures.

Aiena Jani (ah-EE-na JAH-nee)

A white-robed prentice in the Marble Hall, the quieter and more studious of Munayair's two students.

Ajhai Jiguur (ah-jeh-HI jig-OOR)

The high adept was once renowned for her power and wisdom, but was struck by a mysterious illness years ago that left her body and mind crippled. She is seldom seen even in the Marble Hall.

Anjita Mahil (AHN-jee-tah mah-HILL)

A purple-robed prentice preparing to face initiation into grey, the color of a journeyer adept. She is a skillful healer and fighter, especially with a bow and arrows.

Antil (AHN-til)

The legendary king of Thinavaru. The first king had this name and passed it on to his descendants, male or female. Legend says that as long as Antil sits on the throne, the world will be at peace.

Aruna (ah-ROO-nah)

A pony at the Marble Hall with a roan coat. Munayair's favorite.

Asavari Eng (ah-SAV-ree EN-gh)

A purple-robed prentice preparing to face initiation into grey, the color of a journeyer adept. She is skilled in glyphs, especially for chelka magic.

Avlingai (av-LIN-guy)

A mysterious bear spirit with a kindly nature and keen insight.

Bahram Bina (BAH-ram bin-AHA)

A villager in lower Adasari.

Bast Hashemi (BAST hah-SHEM-ee)

A villager in lower Adasari. Works as a boatman. Always drunk, a little bit grouchy. Plays a handheld drum.

Bayal (BAH-yal)

In a popular myth of the Cold Lands, she was a skillful glyphmaster.

Daichiniin Bayar (dah-CHIN-in bah-YAR)

One of Munayair's friends from Sayakhun, the son of her father's right-hand man. (Surname comes first)

Chanan Mandiwal (chah-NAN MOHN-dee-wall)

A teacher at the Marble Hall, specializing in history and legends.

Chanda Das (CHAN-dah das)

A villager in lower Adasari, living in the stables at the inn and feeding the animals.

Chetana Tarokh (cheh-TAH-nah tah-ROKE)

The head of the city council in Adasari, an intelligent woman with vision.

Chintanika Futsu (chin-tan-EE-kah FOO-tuh-soo)

A teacher at the Marble Hall. She is responsible for animal husbandry.

Sarem-Oryn Dagun (sah-REM-oh-RYN DAH-goon)

Munayair's father, living in Sayakhun with the rest of the Sarem-Ori clan. (Surname comes first)

Dashjin (DASH-jin)

A prince of the Ulger.

Ellai (el-AH-ee)

An impatient, opinionated kudai.

Engge (EN-guh)

A poet of the Ulger, soft-spoken and easily frightened.

Falean Tahlo (FAH-lean TAH-loh)

Head of the adept enclave in the city of Adasari. A polite, thoughtful, and intelligent woman.

Fariba Hematti (fah-REE-bah heh-MAH-tee)

A teacher at the Marble Hall. Teaches glyphs and chelka magic.

Gora Kinian (GOH-rah KIN-ee-an)

A purple-robed prentice adept, preparing to face initiation to grey and become a journeyer adept. She is the daughter of nobility and skilled at diplomacy and international/ interpersonal relations. A born leader.

Hadad (hah-DAD)

Spirit of a thunderstorm, fiery and proud.

Erkyn Jamura  (UR-kin jah-MOO-rah)

A purple-robed prentice adept. She is one of only a few prentices from the northern land of Bui-tara. (Surname comes first)

Jöra (JOH-rah)

Goddess of the earth and of plants, she is known to be nurturing and generous, but will never let go of a grudge.

Khuson (KOO-sohn)

Free-spirited, with a clever tongue, he is always looking for the next best joke.

Lado (LAH-doh)

A villager in Lower Adasari. Works as a tanner.

Mahsa Attar (MAH-sah ah-TARA)

A teacher at the Marble Hall, trains the Keepers in the special skills they need to be successful at enforcing the law and keeping the peace.

Mehan Das (MEH-han das)

Twin brother to Chanda, but much quieter and more thoughtful by nature.

Sarem-Oryn Munayair  (sah-REM-oh-RYN MOO-nah-yair)

A purple-robed prentice adept, preparing to face initiation to grey and become a journeyer adept. She is the most skilled glyphmaster in her year, particularly with chelka magic. She is also the only Sayakhunii currently at the Marble Hall. (Surname comes first)

Naasiha (NAH-see-hah)

A mysterious snake spirit.

Napai (nah-PAH-ee)

God of the sea. He is known to be thoughtful and slow to move, but once he begins there is no stopping him.

Nasim (nah-SEEM)

A villager of Lower Adasari. She is the niece of Sisue Mishra and she works in Upper Adasari as a maid at the adept enclave.

Nastaran Satti (NAST-ar-ahn SAH-tee)

A mercenary with a fierce temper. She fights with twin daggers that she carries on a belt.

Odde (Odd)

The dragon said to be living in the center of the world. Legend says that when she wakes, she will devour the world and then herself.

Osoljin (OH-sol-jin)

King of the Ulger.

Parisa Sanrizu (pah-REE-sah sahn-REE-soo)

A teacher at the Marble Hall.

Radhan Mishra (RAHD-han MEESH-rah)

A villager in Lower Adasari. Runs the inn and has a good singing voice.

Ronyl (ron-EEL)

Also known as Golyn, she is the spirit of the River Uttseema.

Sachin Tarokh (SAH-chin tah-ROKE)

Lieutenant of the guard in the city of Adasari. Very handsome and popular with women of all ages.

Sakihan Sayyadi (SAH-kee-han sah-YAH-dee)

A quiet, soft-spoken mercenary. Fights with short spears that he carries on his back.

Unsalkhiin Savra (oon-SALK-een SAH-vrah)

Lives in Sayakhun among the Sarem-Ori clan. She is Munayair's mother's aunt and a respected storyteller. (Surname comes first)

Monkhiin Shivne (mon-KHEEN SHIV-neh)

Mage of Tsai-chuul, quiet but always watching and listening. (Surname comes first)

Simrat Mander (SIM-raht mahn-der)

The journeyer adept who found Munayair in Sayakhun and brought her to the Marble Hall to begin training to become an ink adept.

Sisue Mishra (sis-OO MEESH-rah)

A villager in Lower Adasari. Runs the inn and is very kindly and well-liked.

Sorath (SO-wrath)

God of the sun and fire. Known to be fiery and passionate, for protection of those weaker than him.

Batiin Taichar  (baat-TEEN tah-EE-kar)

Mage of Tsai-chuul, ambitious and trying to get ahead in the world. (Surname comes first)

Tel (tell)

Muanyair's chelka. Shaped like a human from wood, with flexible joints and command glyphs carved into ankles, wrists, and forehead. He has a ceramic forehead for changing commands.

Unsalkhiin Temujin (oon-SALK-een TEH-moo-jin)

A guard who accompanied Munayair's mother from her clan (Besh-ar-Unsalkhiin) to the Sarem-Ori clan for her marriage, and stayed to guard her children as well. (Surname comes first)

Tevulai (TEH-vooh-lah-ee)

First captain of the Ulger. A fierce warrior.

Unaraq (OO-nah-rahk)

Spirit of fire.

Vidya (VID-yah)

A white-robed prentice and Munayair's talkative, easily distractible student.

Zain (ZAY-nuh)

Also known as the Conquerer, Zain landed on Taellori shores and led an army to conquer their lands.

Unsalkhiin Zolzaya (oon-SALK-een zohl-ZAH-yah)

Muanyair's cousin from the Besh-ar-Unsalkhiin clan. (Surname comes first)

Terms Pronunciation Guide

Andustava

(AHN-doo-sta-vah)

Hilly, green, and bathed in warm sunlight. Populated mainly by goat farmers and fishermen. Capital city: Tara Vale.

Bader (BAH-der)

The larger and brighter of the two moons. The symbol of the order of ink adepts and of wisdom and stability.

Bui-tara (boo-ee-TAH-rah)

A land of contrasts - lush jungle and scorching desert, towering mountains and deep valleys. Capital city: Bui-Konut.

Cayori (cay-OR-ee)

Invaders from hot lands across the sea who landed in the Cold Lands and conquered it away from the original inhabitants.

chamak (CHAHM-ahk)

Magical orbs of light with stored energy, made by magicians to be used by those without magic.

chelka (CHEL-ka)

A construct of earth materials, magically powered with kinetic energy stored within its body.

Chilarin Isles (CHIL-ah-rin)

Hundreds of small islands around the edge of an enormous prehistoric volcano. Capital city: Changa Duul

Dakhosam (DAH-ko-sahm)

Populated by a strong, proud warrior-race living in thick-walled fortresses among deep fjords and soaring mountains. Capital city: Olaoak

delj (del-juh)

Spirit of gemstones that live underground.

Dhinse Bhulset (DIN-seh BOOL-set)

Festival celebrating the autumn equinox.

Dhinse Unen (DIN-seh OO-nen)

Festival celebrating the summer solstice and the triumph of reason over superstition. The eclipse of the moons occurs every year at sunset.

glyphmaster 

A master of Taellori glyphs of command, specifically those used on chelka.

gokhai (go-KAH-ee)

Spirit of a river, often very old and wise. They have seen a lot, due to their wandering through the world, and they are renowned for their healing abilities.

Howler

The smaller and darker of the two moons. Symbol of famine, war, hunger, and disease, seen as the natural enemy of Bader and of the Adepts.

ink adept

A female magician, skilled in magic, combat, diplomacy, and a hundred other skills. They are valued for their wisdom and sought after by the rulers of every nation.

journeyer adept

After training for eight years as a prentice, initiates of the Marble Hall are sent out into the world to seek out their own prentice. Once they return successfully, they will become a full Adept.

kar-ler (CAR-lur)
A Sayakhunii endearment. Translates to "little girl."

kudai (koo-DAH-EE)

Spirits of trees, especially old hardwoods. They can live to immense ages, but are often impatient and naive due to their lack of contact or experience with the world.

onol (ON-ul)

A Taellori word. Translates to "legion."

Plaenhari (plen-HAH-ree)

A mountainous frontier country. Capital city: Moorna.

prentice adept

An initiate of the Marble Hall, always a girl. They are usually selected before puberty, and spend eight years training.

ruchira (roo-CHEE-rah)

A silver coin weighing about ten grams. Worth approximately 4 USD.

Sayakhun (SAH-yah-kuh-oon)

A land of rolling grasslands, towering mountains, and trackless forests. Home of the 12 dauntless horse-warrior clans.

tachoul (tah-CHOO-ul)

A silent spirit who can drain any spirit or human it comes into contact with of energy and life. They are always hungry, but can only attack when their prey is vulnerable, usually because of strong emotion.

Taellori (tay-lor-ee)

The Cayori word for the original inhabitants of the Cold Lands.

tembu (TEM-boo)

Spirits of the wind, from tiny breezes to giant whirlwinds. They are generally short-lived.

Thinavaru (THEE-nah-vah-roo)

Subtropical rainforests, rolling moorland, 300-meter-high cliffs. Capital city is Al-Thina.

Tsai-chuul (SAH-ee-choo-ul)

Training ground of mages, a monastary tucked into the Zakhama mountains in northern Bui-tara.

ulgeroi (UHL-ger-oy)

Spirits of songs, particularly epics and legends. Known to be proud, touchy, and lovers of food and drink. Live in the legendary Court of the Ulger.

uneg (OO-neg)

A Taellori word. Translates to "fox."

unendee (oo-NEN-dee)

A ritual occurring on Dhinse Unen. People who have a dispute may enter a magical circle of glyphs to hash out their differences. The magic forces them to speak only the truth, and they cannot leave until they have both revealed a hidden truth.

vati (VAH-tee)

A copper coin weighing about 3 grams. Worth approximately 0.00125th of a US dollar.

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