The Kingdom of Pardinal
Nation of sailors and simple folk, Pardinal is a place many seek to build families, retire to, or seek the olden ways. Those of the druids and rangers seek the peace and beauty of this land. So too do knights and ladies fair look to the verdant meadows, gleaming castles, and courts of love, dance, merriment, and tournaments. - Aerolus Undargen, noted sage
Having lived in Pardinal all my life, I have come to the conclusion that Aerolus Undargen never made it to Portua. - Shylock Wier, noted sage
There are only three professions in Pardinal: farmer, sailor and bandit. - author unknown
It has been said that there are only three professions in Pardinal: farmer, sailor, and bandit. I find that to not be entirely true. Actually it is farmer, sailor, and politician; it is a fine distinction, but why give bandits a bad name? - King Leo IV
Pardinal is the nation south
of Ertain and west of Coria, and has the largest coastline of
any of the human kingdoms. Portua, the capital city, has a large
port facility, second only in size to the great port city of Bayris.
Many Pardinese (called "Pardies" or "Pards"
by their neighbors) take to the profession of sailor on the great
caravels and trading ships of Pardinal. As such, Pardinal has
a close alliance with the city of Bayris and the unique islands
Inland, Pardinal is a beautiful country filled with forests, rolling
hills and deep rivers. Much of Pardinal is unspoiled, with most
of the farming and livestock occurring in the south. Lush farmlands
stretch to the south between Misthaven and Visden. Between Fudrien
and the Haven's Arch, livestock is raised in the vast grasslands
by ranchers. There is abundant fishing along the coast and in
the many lakes and rivers of the land. It is said that no man
can starve to death in Pardinal.
The Railir Peaks and the surrounding hills are an eternal source
of trouble to Pardinal. Many humanoids and monsters consider these
mountains their home, and it is not uncommon for ogres, orcs and
other fell beasts to come down from the mountains to raid the
nearest farms or towns. It is perhaps because of these attacks
that the idea of a single standing army never took hold in Pardinal.
Most towns have a patron lord, a throwback to the feudal system,
who maintains a military force of his own. The King's Riders,
an elite force of messengers who answer only to the king, are
charged with the responsibility of running messages and warnings
to towns, as well the summoning of the personal armies.
Culture and Society: Nowhere
in all of Antaron is there a place with such a dichotomy of types
of people. In the fields and farmlands, Pards are a simple folk
who love the land, enjoy a good story, a good drink, and any form
of merriment. The people of the land are plain speaking, almost
blunt to one another, which often disturbs the visitors from Ertain
or Coria. However, the generosity and kindness of the people is
renowned. They wear simple clothing, are very practical, and have
an earthy common sense about them.
Then you enter the cities, or to a lesser degree, the castles,
keeps and small towns that dot the landscape. City folk tend to
be showy, well-spoken, and self-serving. Politics is a game that
everyone plays, and everyone knows how well everyone else is playing.
Status, position, money, and favors are the pieces and the court
of Portua is the board in this expansive game of Hazards. (see
The Pardinese that seek the life of the sea are very different
from their land-dwelling brethren. They have a more worldly view,
having seen more of Antaron than most people ever will. The sailors
wear exotic clothing (sometimes quite revealing), and generally
have a looser moral code than those on land. They often make satirical
songs and jokes about Pardinal, and generally view both city and
farm folk as fodder for their humor.
All Pardinese are known for being bold, blunt, shrewd, and having
a self-directed satirical sense of humor. They openly mock their
lords, each other, and even their king. In fact, one of the biggest
celebrations in Pardinal is the Midsummer Eve Festival. This celebration
of the gods and the seasons lasts for three days and is a huge
social event. The last day of celebration is referred to as King
Leo Day. On King Leo Day, most Pardinese dress up like the king,
wearing bright, gaudy clothing and fake crowns. Purple is worn
by commoners, despite the law. Prizes are often given for the
best (or worst) impressions of the current King. This tradition
is performed annually in honor of King Leo IX, who was actually
an impersonator for most of his reign (see
Strangely, they do not have this sense of humor to anyone outside
of Pardinal making similar jokes.
Lysora, Kith-Jora, Cardista, and Alanus (although not openly)
are worshipped in Pardinal. Pardinese do not spend a lot of time
in temples but honor the gods through hard work and respectful
recently, this "national pastime" was a distant memory
of the days when vassal lords held sway over vast number of serfs
who were treated like slaves. Banditry became a better way of
life than working the fields. Then after King Leo IV made the
"possession" of serfs punishable by death, banditry
lost it's general appeal. It resurged when the feudalistic system
took hold again after the Leo Dynasty died out. Then after the
Covenants were rescinded by King Furidan I, banditry died out
again in favor of working the fields. With current events being
what they are, it is not surprising that it is on the rise once
Beginning (38 BER to 8 BER)
After the fall of the Empire
of Drannon, the assorted dukes and lords with military forces
and influence set about making the country of Pardinal. The first
council was formed to address the choosing of one of their members
as king. After the years of fighting and bloodshed, no one really
wanted to have another war to decide who would rule, but with
Sendria forming to the north, a single leader was necessary. The
first king was chosen by a series of ballots leading to the ascension
of King Hubris of the Melbren family. To prevent bloody civil
war from occurring again, and so that the Dukes did not lose all
power, the Accord of Portua was created, stating that if a King
were to die without heir, a new council would be formed to choose
another king. This was put into effect three years later after
Hubris died in a hunting accident before having a child. Thus
it went for about ten years with a series of kings that did not
stay in power long, and no legal heirs.
Feudalism, the system of land ownership that Drannon had established,
remained the system of Pardinal. Feudalism is not a system of
the free, and banditry became a problem. This would eventually
lead to the first and only civil uprising in Pardinese history.
Called by historians "The Great Serfs Uprising", it
was actually not that great nor was it much of an uprising. Since
Pardinal did not have a central military, it was more of a skirmish
that badly got out of hand. Whatever the intensity of the Uprising,
King Yulania of the Poketri family was forced to change the system
slightly to appease the people.
Then in 8 BER, Yulania died of a brain fever, leaving an 8 year
old heir, Julania and his wife (Julania's stepmother, Brallan)
to deal with the ramifications of his actions. Brallan managed
to manipulate her way through the dukes to allow her son being
made king with her serving as regent until his 18th birthday.
Many historians believe that the arrangement was based upon Brallan
following the orders of the dukes, but there is a great deal of
evidence that she did otherwise. In six years the changes of Yulania
had been reversed and things were worse than they had been before
the Great Serf Uprising. In self-defense, the dukes formed a secret
council, seized power from Brallan, and executed her for high
treason. Julania was allowed to live, but was stripped of power
completely. The boy-king was fourteen at the time and later was
exiled from Pardinal to live in Coria for the rest of his days.
Stable Years (8 BER to 86 ER)
The next few years marked
the beginning of the Golden Age of Pardinal. A new king was put
on the throne, Perscal of the Wysnet Family. Perscal put limits
on how much a vassal lord was allowed to take from his workers,
and the concept of "serf" was abandoned. The next years
lead to the Merchant Guild forming as well as the Farming Guild.
Ships begin sailing the seas and bringing trade to the Pardinese
Leo Dynasty (87 ER to 201 ER)
In 86 ER, King Leo I (Wysnet)
was placed on the throne after the death of Keonel II (Menbren).
This was the beginning of the Leo Dynasty, and the best years
of Pardinal's history. Under the nine Leos who ruled during the
next one hundred ten years, Pardinal flourished with trade from
all over Antaron. Guilds formed and grew powerful, vassal lords
became Patron Lords and the commoners became Landowners. The merchant
class grew in power and prestige, almost to the level of nobles.
It was during this time that the game of the courts began and
Hazards became a popular game. Leo V brought about the first covenant
so that Pardinal might become a land where people came to be free
from persecution for their beliefs.
But, as they say in Pardinal, all good things must end. King Leo
IX died on the night of his coronation. The circumstances of his
death are lost in antiquity, but the common story goes that he
died while attempting to sire an heir. Needless to say, his wife
was not pleased, and did what any good Pardinese woman would do
given the scandal that could arise from such an event - she covered
it up. Whether it was fate, the will of the gods, or all those
Pardinese stories, she found that the gardener of her familial
castle had a marked resemblance to Leo IX. Using wigs, makeup,
and a very talented Sanjan, this gardener was passed off as the
king. In fact, it is King Leo IX who forged the trade alliance
with Bayris, established trade with Len-Dore, and created the
limitation of powers to balance the growth of the guilds. By all
accounts, Leo IX was, during his reign, the most popular and beloved
king in Pardinese history.
But he died in 202 ER, on the throne, of a massive heart attack.
Had he died in his bed, or in his chambers, his true identity
would never have been found out. But when the courtier he had
been talking to suddenly found an orange-red wig in his hands
and a dead king at his feet, little could be done to save the
charade. The queen was executed for high treason, her Sanjan branded
as an oathbreaker, and Leo the Gardener was destined to be buried
in an unmarked common grave. However, many of the powerful guilds
and merchants forced the dukes to give a proper burial to the
man who was king. While lying in state, Leo the Impersonator had
more people pay their respects than any king previously, a sign
of high regard in Pardinese society.
Dark Years (202 ER to 247 ER)
After the death of the Impersonator, hard times fell upon Pardinal.
King after king ascended the throne, from all families except
the Wysnet, still rocked by the scandal. The patron lords seized
vast power by default, and feudalism took over as a way of life
once again. The dukes and lords all began to sell covenants to
increase the number of vassals holding land and personal armies.
Then the sea captains began to buy covenants to plunder the ships
of wealthy merchants at will. Soon a new class of nobles, called
the Ventar Lords, came into being, wealthy from looting and murder.
Truly, this was a dark time for Pardinal. Within twenty-five years
of the Impersonator's death, all that the Leo Dynasty had created
was destroyed and Pardinal was nearly as dark of a place as Sendria.
The Furidan Dynasty (247 ER to 348 ER)
Furidan I (Poketri) was given
crown and throne at the early age of 25. Many believe that Furidan
was to be a puppet for the dukes, but within a year of his ascension,
he proved that theory wrong. He rescinded all covenants, and used
the help of Bayris to crush the power and position of the Ventar
Lords. For sixty years, Furidan I reigned and reestablished the
free merchant market. He balanced the powers of guilds, lords
and nobles by establishing "The Court," a building in
Portua where all political dealing would occur. In the Court,
guild, merchant, lord, and noble all wielded equal power.
Furidan was succeeded by his son and grandson, who kept up the
struggle for Pardinal's peace and prosperity.
"Travers-ty" Years (348 ER to 379 ER)
After Furidan III died heirless,
the council gave power to Wilmarn I (Travers). Over the next 30
years, Wilmarn squandered the fortune of the royal treasury and
that of his own family on a project to discover the origins and
purpose of Haven's Arch. He also spent money on bards, harpers,
and other artists, in order to write long epics about him and
his family's great achievements. In the end, they had a lot of
bad poetry and no clue as to what Haven's Arch is or what it's
purpose might be.
Wyll Kings (380 ER to 431 ER)
The council was at an impasse,
with every family scheming for power and no one willing to give
up or give in to another. Thus, the merchant family of Wylls managed
to buy enough dukes and scheme enough schemes that they were given
the power of the crown. King Schelah took the throne and managed
to pass it on to his son. The Wylls turn out to be good rulers,
although very biased towards merchants and the trades.
years (432 ER to 452 ER)
King Julhoun I (Menbren) is
given the throne in 432 ER after Schelah II dies without heir.
(see Current Events)
The idea behind the giving of the covenants was to allow certain
people or groups to practice rites or beliefs that were not accepted
by society in general, without fear of unjust persecution. Covenants
were small tracts of lands set aside by nobility for these groups
so they could live in peace. Those within a covenant had to follow
King's Law, but as long as they did, they could not be touched
by local authority. Never would a covenant be given to a group
who wanted to follow an evil god or the like, but only to the
people who "thought" differently from the norm. In the
beginning, it was a truly noble and typically Pardinese sensible
idea. The first covenant was given out by King Leo V to a group
of Kith-Joran followers lead by a man named Josyph Solstice. They
believed that eating meat was murder and a disgrace to the gods.
Naturally, in a society of farmers and ranchers, this idea did
not gather a lot of support, and in fact there was some violence,
as well as one reported lynching. Josyph went to King Leo V and
appealed to him. It was from the imaginative mind of Leo V that
Covenants were born. (See history, The Leo Dynasty)
Unfortunately, like many things in Pardinal that start out sensibly,
the ideas of covenants became quite attenuated over time due to
the political greed of the nobles. After the last of the Leos
died off, the royal nobles began giving covenants as political
favors and gifts. This lead to the covenants being given to sea
captains who, by the legal word of the covenant, were protected
from persecution, but did not have to follow King's Law because
they were not on King's land. The profession of Covenanteer (or
"Ventars" in the common tongue) was born, and many Pardinese
sailors turned to piracy. Very quickly the Ventar lords became
rich men preying on the merchants they once worked for, completely
protected by the deed of covenant. This lasted for a number of
decades until King Furidan I ended the practice of covenants entirely
and, with the help of Bayris, ended the reign of the Ventars on
the seas. According to rumor, the coffers of the King are still
full with the gold "liberated" from the Ventar lords.
Events: King Julhoun I of the Menbren
family rules over Pardinal and has for about twenty years. He
is about sixty years old, in very poor health, and has recently
been abandoned by his son and heir who, according to rumor, has
left the country. It is believed that the heir left soon after
the king announced he was marrying again, a young lady that was
not only the heir's age, but the childhood sweetheart of the young
man, as well.
King Julhoun is accomplished player of Hazards in both senses.
Julhoun is an opportunist who rarely makes decisions unless they
in some way benefit him personally. Recently, Julhoun reinstated
the giving of covenants, but only if signed by the hand of the
king. He has allowed, by neglect, the other royal families to
take powers upon themselves that should never be allowed in any
hand but the king. This has lead to many "Barons" and
"Viscounts" appearing with gifts of lands and their
own personal army. Feudalism is beginning to have resurgence in
The Sanjan is the personal "manservant"
of the nobility. Everyone who is anyone simply must have a Sanjan.
The Sanjan is the keeper of appointments, records, and all things
of power. They are the ones who arrange the meetings, orchestrate
the power struggles, and set up the "affairs" of state.
The Sanjan have a simple code: Keep the Word and the Silence.
The Word refers to the unbreakable confidence that a noble must
have in their Sanjan to arrange things as they have been instructed.
The Silence refers to the faith that a Sanjan will never reveal
his master's secrets to another person.
Sanjan are trained from a very young age. They are taught about
politics, diplomacy, and many of the skills needed to run the
day to day life of a noble. They are also taught the even more
useful skills of hiding in shadows, moving silently, and talking
in a complex secret language to allow discussions between Sanjan,
without anyone ever understanding the true topic. The language
is quite interesting, as it uses the same words as the common
tongue. However, two Sanjan discussing the price of fish at the
market are really making arrangements for one noble to do another
a favor for future consideration. No outsider has ever figured
out the Sanjan language and to date no Sanjan has broken the silence.
It has been suggested that there are many secret languages that
actually linked a code word. So if a Sanjan walks up to another
and asks, "How is the market today?" he is actually
saying which of the languages he would like to use.
The number of Sanjan that have broken the code or betrayed their
masters has been very few throughout time. Any Sanjan caught at
such a crime is stripped of their rank, whipped one hundred times,
publicly stripped, and branded on both cheeks with the symbol
of a broken chalice (oathbreaker). Such a person would have to
leave Pardinal immediately because they would be shunned and treated
as vermin by any who see the brand.
In return for such dedicated service, Sanjan gain a level of power,
prestige and personal wealth unheard of outside of the nobility.
Merchants regularly give Sanjan discounts and gifts, not to mention
that nobles respect the word and opinion of a well-placed Sanjan.
The Riders are the personal guard
and protector of the king. Originally messengers that rode between
vassal lord to king with orders and instructions, the Riders have
changed over time to the elite fighting force they are now. Riders
can come from any background, though very few nobles seek such
a perilous undertaking, and start training at a very young age.
The weapon of choice and symbol of the Riders is the cutlass.
As explained at the start of training, the cutlass has two sides,
one sharp and one blunt. The sharp side represents the willingness
of the Riders to fight for king and country. The blunt side represents
their duty to protect the King and family at all costs.
Riders are trained extensively with horses and even with the most
ordinary of horses, can go great distances and tremendous speeds.
The Riders also raise their own horses that are faster and have
great endurance. These horses are almost always chestnut colored,
with a white mark on the left haunch, similar to a hand. Some
say that the horses are magical, but a Rider will laugh at such
a comment and say, "All horses are magical." Riders
also receive intensive training with cutlass and short bow as
primary weapons, as well as basic training on survival in the
wild, hunting, and endurance.
Currently there are about one hundred Riders serving the king
(which is an all time low) under the leadership of Gertrude Parsinal.
Gertrude is a fiery temper redheaded woman who pushes the Riders
to their limit, while mothering them at the same time. There are
rumors suggesting that Gertrude and the current King do not like
one another, but Gertrude would never abandon her position nor
break the code of the Riders.
Throughout history, the Riders have endured many a noble's idea
on how to improve their "look." The riders resist any
such notions that have included: all white uniforms, switching
their mounts to an all black breed, training in agriculture, and
wearing of purple armbands to denote their loyalty to the king.
Despite these many suggestions over time, the Riders have maintained
their own uniform of brown and green over leather amour.
Trade and Commerce: Pardinal
is known for its vast fleet of ships which exports and imports
goods to and from all over Antaron. This is made possible by the
mix of hardwood and softwood that is available in the kingdom
for making ships. There are two vast forests near Portua that
are reserved for the huge oak and ryonwood trees needed to make
the central masts of the caravels.
There are two trees that are completely indigenous to Pardinal;
ryonwood and harpswood. Ryonwood is a hard wood that is very resistant
to water and rot. It is reddish in color and grows to heights
of 30 to 50 feet. Excellent for rudders, masts, and the hull of
ships, this wood is sometimes exported at very high prices. A
quarterstaff of ryonwood is a highly prized weapon of the druids.
Harpswood is a smaller softwood tree, known for its rapid growth
and its particular orange-colored pulp. Harpswood is highly pliable,
especially when soaked in water or oils. Some of the best harps
and lutes in Antaron are made of harpswood.
Lumber, cloths, some iron ore, and precious gems are exported
overseas. Mostly Pardinal trades in the goods of Len-Dore Isles
and Bayris to the countries that do not have the ready access
to such finery. The shells, pearls, colorful cloths, and fiery
drinks of Len-Dore fetch a high price. Try as they might, Pardinese
sailors have not made their way into the Tiborn Isles to open
up that market. Livestock and foodstuffs are traded with the closer
neighboring countries of Coria and Ertain.
Values and Taboos: It is difficult
to look at the values of the Pards without splitting them into
the three groups of farmers, sailors, and city-folk; however,
there are some things that run true in all Pardinese. They have
a great love of music and celebration. The Harper and Bardic Guild
is one of the most powerful and influential in all of Portua.
They especially love music, songs and verse that contain the "double"
theme. Pardinese literature is filled with stories of heroes who
are actually the villains, kings that are actually commoners,
and people in disguise as someone else.
Despite the intrigue and the scheming, Pards do not often sink
to the level of murder, as it is considered "bad form"
or "cheating." Anyone can have someone killed, but then
you lose a potential ally in the future. That is not to say it
never happens, but it is extremely rare. It is very important
to the people who play the game, to look like they are not playing
the game. Image is everything to a well-placed Pard.
Pardinese also love a good drink, and even love a bad one. It
is considered taboo in Pardinal to do business with someone who
will not drink with you. In fact, when business is going to be
discussed, an opening drink called a "dealin" is always
served. If you go to even the smallest of towns in Pardinal, you
will find someone who makes their own cider, beer, or mead. Some
of it is very good, and some of it is just plain awful. A good
example of this is the beer called Bullseye. Made near Strykhaven,
Bullseye has a very sweet aroma, a bitter flavor and an aftertaste
that can only be described as sea-salt mixed with oranges. Not
surprisingly, Bullseye doesn't trade well.
Pardinal is ruled by a King who presides over five "royal"
families, a vast amount of noble lords, and even more minor lords
and families. Furthermore, the assorted guilds also have a voice
in the courts, especially the Bards & Harpers, Merchants,
Field & Ranch Workers, and the Sailors. Whenever a king dies
without heir, the leaders of the royal families meet at council
and choose a person to rule. The royal families, in an attempt
to keep the bloodline pure, are much inbred, and often have no
heirs. A member from a royal family is always chosen, with only
one recent exception (see History, Wyll Family).
In theory, each royal family controls an equal portion of Pardinal
and is responsible for its defense, upkeep and people. The royal
families then appoint Wardens, Mayors and Patron Lords to govern
over the people and maintain defensive armies. This system has
had some success and some failure over time.
There were originally four royal families, but about 70 years
ago the Wylls moved themselves into power. The Wylls are a merchant
family, who control Misthaven and the port within. The current
head of the Wyll family is also the head of the Merchant's Guild.
The Royal Families: Note the ruling
king flies his banner as that of the country. This has led to
many distinct flags flying over Pardinal over the years.
The Menbren Family (currently ruling)
Coat of Arms: A falcon, diving in attack
Ancestral Home: Kheldor Keep
Generally thought of: Schemers that are self-serving, dislike
supporting the arts, hate the guilds, lean towards old feudal
The Travers Family
Coat of Arms: Pegasus with wings spread
Ancestral Home: Strykhaven Keep
Generally thought of: apathetic of change but social minded, love
supporting the arts, neutral to guilds, lean towards old feudal
The Wysnet Family
Coat of Arms: Owl poised on a branch
Ancestral Home: Willow Castle
Generally Thought of: Good family, balanced approach, open-minded
to arts and guilds, support free merchant system, have not ruled
since the Leo Dynasty.
The Poketri Family
Coat of Arms: Charging Bull
Ancestral Home: D'Hara Keep
Generally Thought of: Industrial, business minded, neutral to
arts, open minded to guilds, leans to free merchant system
The Wyll Family
Coat of Arms: Unicorn, head down ready to attack
Ancestral House: Misthaven Castle
Generally Thought of: Trade minded, profit oriented, dislike supporting
the arts, loves the guilds, love the free merchant system
Hazards (The Game): A
game played on a board drawn with 16 by 16 squares. There are
16 pieces, each that have there own unique movement and powers.
King, Queen, Prince, Jester, Rider, Guard, Farmer, Merchant, Priest,
Mage, Bandit, Goblin, Courtier, Lady, Lord, Sailor. At the start
of the game, each player must declare one piece as a spy, write
that piece's name on a piece of paper and place under the edge
of the board. The object of the game is to either to have the
only king on the board, or to have your spy piece take the opponent's
queen. Grand Hazards tournaments are played in Pardinal with much
wagering on winners. It is widely believed that the first covenant
was won by Josyph Solstice who beat King Leo V in Hazards.
With all Royal families being considered equal, the need to establish
power and prestige takes a difference path in Pardinal. Hazards
is also the name for the game of the Court: the intrigue and power
plays of the nobles to gather favors and put themselves into greater
power. The court of Pardinal is mired in deception, double meanings,
and hidden agendas. For the outsider, it is difficult to understand
all that is going on in the court. For example, it is an open
secret that nobles have affairs on each other. It is, in fact,
a measure of status for a man, the number of affairs his wife
is having, for it gives him more allies. However, although it
is an open secret, it cannot become a spoken one - for if it is
exposed, it will become a great scandal and can ruin an entire
family name. The same holds true for the men. In fact, many believe
that the Sanjan class was created strictly to keep one's affairs
in order so that husband and wife wouldn't pass each other in
the hallways on their way to their secret trysts. (see Sanjan)
Status is everything, power comes from status and money can buy
status. Truly, the court of Pardinal is not for the faint of heart,
or the highly moral. To be called a great Hazard player can have
many connotations. King Julhoun I is considered one of the best
Hazard players of his generation.
An ancient ruin thought to take one to the lands of gods. Much
speculation exists over where it would lead, such as: Jusarin's
great library at Starhiem, or the throne of the Gods themselves.
But no one truly knows... and no one has been able to get the
80' arch to ever change. For now, it is an edifice of carved stone
made by unknown hands or magic eons past. - Yanamari, the Great
Haven's Arch is a massive
archway in the middle of nowhere. It is 80' high, 40' wide at
its base, and is 20' feet thick. It is made of a white stone with
metallic flecks, similar to marble. This stone is not indigenous
to Pardinal, nor anywhere in Antaron. Historians have searched
through texts, tomes, scrolls, and carvings and sought the council
of elves to come to the conclusion that it has always been there.
Yet no one knows why it is there, or for what purpose. It cannot
be moved, and cannot be damaged. Years of rain and wind have not
worn it down. It remains an enigma for the ages.
Slang in Pardinal
"Dealin-faced" - To be an obvious liar.
"You Cover" - A friendly insult, meaning someone who
makes bad deals. Used among friends as a joke. (pronounced Cove-er)
"You're a Ventar's Dog" - A serious insult, meaning
a lackey of a murderer. Fighting words among the Pards
"That's as obvious as a Sanjan's Face" - Double meaning
saying, refers to the branding of a Sanjan oathbreaker and the
straight-faced dealing of the Sanjan.
"I wouldn't know him from Leo" - Not recognizing someone
you should know.
Thanks to Roger (Alacrity) Briant for this contribution!