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The Eye of Everfell

Page 34

by Bard Constantine


  Darkfear: the result of the Craft of Paralysis, wielded by the akhkharu, the Eidolon and the Dhamphir, though it is thought to have originated with the great Wyrms of old. The unfortunate victim is frozen in fear, or driven to a wild and irrational state, either way becoming easy prey to wielder of the Craft.

  Deis: The name of the god of Divinity. Deis is viewed as the Creator of all things living, a Judge of deeds performed during one’s life, and a Father of all who put faith in him.

  Dhamphir: leathery-winged, bat-like creatures that loyally serve the Co’nane and sustain themselves by drinking the blood of their victims. Both their origin and the reason for their devotion is a closely guarded secret.

  Disciplines: abilities spawned from Eler and Aether energies, allowing the wielder to perform wonders and powerful feats. Referred to as Crafts mainly by the akhkharu and Co’nane.

  Difiju: a caste of Mandru dwelling in the Great Steppes. Known for their prowess with the spear and shield. Their hair is braided and dipped in red mud, and their earlobes stretched to contain disks that define their hierarchy.

  Divia: the mother god worshipped in Epanos and the Steppes, equivalent of Deis in the faith of Divinity.

  Divinity: the most widespread and influential religion in Erseta. Divinists believe that Deis created the world and humanity along with a Divine Clergy to lead them. The holy Sword of Deis was given to the first Pontifex for defense against those who would oppose the faith and threaten the faithful.

  Don: title given to the lords of Epanos

  Dragonist Order: a tightly knit, highly disciplined unit of soldiers dedicated to serve the ruler of Bruallia. Their creed is: wed the blade, serve blindfolded, embrace death. They are equipped with the best armor and weapons, and the finest horses. They dedicated to protecting their lord with their lives and to follow him in death should he fall.

  Dunnar: the Norland god of thunder and storm.

  Effluvium: the Craft that when focused allows the wielder to alter their form into a vaporous mist, allowing for easy access and escape through otherwise impenetrable areas along with other possibilities.

  Ehonu: a caste that dwells in the Great Steppes. Their reputation is fierce and warlike, prone to warring among their neighbors over territory boundaries. They worship a sun god that demands human sacrifice.

  Eidolon: creatures that were once human, altered by Stygan into mental bondage and physical altering. They are hideously disfigured and attire themselves in garments and mail so white they gleam. Capable of a paralyzing stare, inhuman strength and speed, and near-invulnerability.

  Elemental: a description of any Craft or Discipline that manipulates the energies of nature.

  Eler: the energy from living things. The wielder of Eler can link to any form of life, be it human, animal or plant. From there, they siphon the living energy and recycle it to wield in the form of Crafts or Disciplines.

  Elious: the offspring of Aelon and men. Though the act was forbidden on the pangs of death, some Aelon mated with humans and produced the Elious, legendary men and women endowed with the some of the abilities of the Aelon and all of the weaknesses of humankind. Though powerful they were ultimately flawed, spending most of their time battling for prominence or seeking to dominate their weaker human cousins. After the Exodus they suffered the wrath of an angry and jealous mankind, who rose up and persecuted the Elious to the point of extinction, initiating the Age of Despair.

  Exodus: with many of the Aelon corrupted by the worship and adoration of humans along with forbidden interbreeding, the leaders determined that they had failed in task of guiding humanity. For the protection of both species, they resolved to depart from Erseta and return to Nolavani, leaving humanity to fend for themselves under the supervision of the Sages.

  Eye of Everfell: a fusorb left behind in Halladen, accessed through a Blueshift Ring. It serves as a Threshold into Everfell through Mental focus and Aetheric energy.

  Eymunder: a Geod entrusted to one of the Five Sages. It greatly amplifies one’s Elemental powers, as well as aiding in the use of Apokrypy.

  Fandred: reptilian creatures of great stature and strength that walked upright and served in Stygan’s armies during the Age of Despair.

  Five Sages: five of the greatest Elious charged with judging and guiding humankind after the Exodus of the Aelon. Each of the Sages was presented with a Geod to augment their power and aid them in their tasks.

  Fusorbs: spherical conduits capable of preserving immense amounts of Eler or Aether, used to charge specific objects to augment the capabilities of the Elious and Aelon.

  Geod: fusorbs of tremendous power, constructed by the Aelon to be used by the Five Sages. There are only five in existence, although legends and whispers of a sixth ‘Dark Geod’ still persist.

  Gifted: term used by the Aelon to describe the Thralls that were granted a portion of their power, also called akhkharu.

  Glyphs: runes written in the True Verse, the original language of Erseta. The formation and speaking of Glyphs grants the Theurgist a number of powerful abilities. After reading and writing was outlawed by the Granite Queen during the Age of Chaos, the True Verse was forgotten by the majority of mankind. The study of Glyphs is called Apokrypy, and those that master the language of Glyphs are called Theurgists.

  Gorian: hairy, misshapen creatures that served Stygan in his armies during the Age of Despair. Though bestial in nature, they had their own language and were known to possess instinctive cunning. The last of them were driven into extinction by the armies of men at the end of the Age of Despair.

  Great Games: the bi-yearly competition held in Kaerleon with representatives from all nations participating. Events include jousting, melee battle, foot races, discus throwing, archery contests, and more. Interestingly, even nations at odds with one another can participate in the Games without reprisal. Great renown and respect go the winners the celebrated event.

  Grunnien: large creatures that resemble cows, used both for domestic work and travel, especially in mountainous regions where the terrain is difficult to traverse by horse.

  Guelph: The Guelph emerged from the ranks of Aelon just before the Exodus. They were the original Dark Aelon, those who dabbled in macabre experiments and scorned the respect for human life. After remaining behind after the Exodus, they were the first to give ear to Leilavin and ultimately lead the Co’nane to their cursed existence. But they were to find themselves at odds with the Co’nane who broke away from their influence. The rebellion led to civil war, which the Guelph lost. Their order was destroyed, and any survivors scattered to the ends of the earth.

  Gutoths: barbarian tribesmen that dwell in the foothills of the Dragonspine in Bruallia. Notorious for savagery, they often fearlessly raid settlers and farmers close to the opposite side of the Dragonspine. Gutoths are notorious for their bloodthirsty warmongering, and their bloody sacrificial rituals to their dark gods. They believe in the eating of the flesh of their enemies to absorb their warrior’s power. Both men and women fight in the Gutoth civilization, though a woman with child is considered sacred. The Gutoth have no cities, being a nation of nomads.

  Hanathu: a caste dwelling in the Great Steppes. Though fairer in skin than the rest of the Mandru, they are rarely seen without their faces and bodies painted. Their way of life is also closer to the hierarchy of the surrounding kingdoms than the other Mandru.

  Harbinger: a sensation that alerts a Sha to an important event.

  Huntsmen: bands of humans that hunt akhkharu. Despite being highly skilled, the mortality rate is high in this occupation due to the nature of their adversaries.

  Ios Shi: benevolent beings that instructed the Aelon to care for humanity. Much has been lost about their true nature, appearance, and intentions.

  Jenera: the universal language used by most of the nations of Erseta.

  Jonarr: gargantuan white bears that dwell in the Norland Alpens.

  Kamset: a device powered by Elemental and Aetheric fusorbs, allowing the use
r to communicate visual images and sound directly to another kamset, often across great distances.

  Khara: whorls of Eler visible only to one focused with the Other Eye.

  Kuang-shi: term used in Honguo to describe the akhkharu.

  Levitation: a Craft or Discipline combining Mental and Elemental focus to link to an object and mentally move it. Those especially gifted can use it to levitate themselves, though the ability cannot be used to actually fly.

  Majestis: the legendary sword of the Lucretius dynasty. Supposedly forged by Dorran Strongarm, the legendary Elious blacksmith. Said to be unbreakable and always razor sharp, blessed by Deis so that the wielder will be undefeatable.

  Mandru: the term used by those outside the Great Steppes to describe the collective castes that inhabits it. It should be noted that the individual castes do not refer to themselves as Mandru. The castes of Mandru are self sufficient, raising their own crops and domesticated animals. They trade mostly for steel and iron, since few mines exist in the Steppes. They barter hides and furs as well as stone and beaded jewelry. The horses raised in the Steppes are eagerly sought after, a less expensive alternative to the breeds raised beyond the Sea of Sand.

  Mandru religion differs from caste to caste, but most believe in many gods, the chief among them a Sky Father, and refer to the earth as ‘Mother’. They believe a connection exists among all living things, and create a balance with their surroundings, being haters of waste and needless destruction of the environment around them.

  Marset: the god of war formerly worshipped in Bruallia before the nation converted to Divinity.

  Matrons: female devotees in lifetime service to Deis, having sworn to a life of celibacy and poverty. These women are highly trained in the arts of healing and medicine, as well as versed in the verses and laws of the Canos- the Holy Book of Deis.

  Meigi: elite assassins from Honguo that sell their services to the highest bidder.

  Meister: a wandering entertainer, usually making his fare among the villages and small towns, known for storytelling, sleight of hand, and acrobatic stunts.

  Mental: description of Crafts or Disciplines that require a specialized focus and derive from the Inner Mind.

  Milkhide: term used by many castes of the Great Steppes to describe outlanders, particularly those of fair skin.

  Minstrel: a master of song and storytelling more often than not found in royal courts, though the less renowned travel from place to place.

  Mothros: once called Nemon, the Soul net, the weapon was forsaken by Brandon the Paladin. Anko the Shadow Prince stole the sword soon after, equipping it with a black fusorb that grants its wielder tremendous power, at the cost of the wielder’s life-force. Eventually the wielder becomes an empty shell, allowing the fusorb to inhabit the body and take control of it.

  Nahgual: term used by those in the Steppes to describe shapeshifters.

  Nemon: a sword equipped with a fusorb that captured any foe defeated by the weapon. The wielder could recall the enslaved foe at any time by drawing the sword and focusing. Any trapped by the weapon was bound by the fusorb to aid the wielder in defeating other foes. Brandon the Paladin found the weapon cruel and distasteful and eventually forsook it, freeing those enslaved.

  Night Mare: a steed created of Elemental and Aetheric elements, able to traverse between worlds by passing through shadow. Much larger and more powerful than normal horses, they breathe fire, never grow weary and are nearly impossible to destroy.

  Nutanbi: a caste dwelling in the Great Steppes. Nutanbi are devoted to peace, often serving as negotiators for the many quarrels between castes in the Steppes. They will only use weapons to defend against attack, being experts at the quarterstaff and other blunt instruments.

  Ny’lee: a caste dwelling in the Great Steppes. Ny’lee are called Crows by other castes because of their bird worship. They use ravens as messengers and are excellent at hawking. They consider it an honor to be eaten by carrion birds after they die.

  Obdura: the paragon of creatures of the night. These are the most animalistic of the Sects, many embracing the Craft of Vizadry to alter their forms. They take their pleasure in the thrill of the hunt, stalking humans for hours in the forests and dark streets and alleys before the bloody kill. Many will torture their prey before finally killing it. The Obdura do not care for the luxuries of man, and will often live in abandoned buildings, caves and underground, some even dwelling in cemeteries. They are often seen alone, as members of the Sect rarely congregate. In their world, there are only two types- hunter and prey. They avoid contact with other Sects, though recognize and respect those of their own kind. They are especially gifted in Shadowmelding..

  Oculos: mirror-like devices powered by liquid fusorb crystals, used to send sound and image from one device to another.

  Odji: Hikuptian word meaning ‘evil one’, in reference to the akhkharu and other monstrosities.

  Onasho: a caste dwelling in the Great Steppes. Onasho are a warrior society, esteeming battle and war, yet their culture is also linked with respect for caste and family as well. They are expert bowmen on horseback, and excellent wisent hunters.

  Other Eye: a term describing the ability to see using the Inner Mind, often in perceiving visions from Everfell or when expanding one’s senses to discern what is normally imperceptible.

  Paisa: another name for dragon, used by the Steppes People.

  Paralysis: a simple Craft used mostly by the akhkharu that stalk their victims, enabling them to complete freeze their victim in fear.

  Pongina: massive, shaggy-haired white ape-like creatures found in the desolate peaks of the most forbidding mountainous regions. Fiercely territorial, they will attack without provocation in response to intrusion. Because of their isolated habitat, such encounters are usually rare.

  Pontifex: the official title of the exalted leader of the Church of Divinity.

  Pran: the life-preserving energy found in all living creatures.

  Qua’lyey: a caste dwelling in the Great Steppes. Qua’lyey are known for their prickly nature and violent temperaments. Shorter in stature than the rest of the Steppe People, they make up for their lack of height by being swift and deadly. They are experts in the use of characteristic curved blades and buckler shields.

  Reavers: black armored, nearly indestructible golems created by Leilavin in what is known by the akhkharu as the Scourge of Leilavin. Aided by powerful Night Mares, they are immune to the Crafts and can command those less powerful. Ordered to destroy the Co’nane, they nearly succeeded, halted only by Alaric Aelfvalder’s intervention.

  Rhoma: bands of migratory people who freely roam Erseta making a living on trade, medical remedies and entertainment. They are ethnically diverse, outcasts and unwanted remnants of many different segments of society and cultural backgrounds.

  The Rhoma make their living by providing services such as horseshoeing, horse-trading, and renovation and repair of furniture, metal tools, and cookware, and are renowned for their miraculous skill in non-doctrinal medicines and healing. They also are known for their mystical entertainment, usually having with them skilled magicians, puppeteers and fortunetellers.

  Sachem: title of the chief, or leader of the Onasho caste.

  Scintilla: the Craft or Discipline of fire. The wielder can manipulate flame to certain extents depending on the elements required for fire.

  Sects: the akhkharu are divided into four well-known sects: the Arcana, the Malic, the Paphic, and the Obdura. Those not belonging to sects are called Aberran. The remaining are not known as accepted Sects, but as separate species of akhkharu. These are the Co’nane, the monstrous Dhamphir, and the ghostly Eidolon.

  Sha: a society originally founded by Elious directly trained by the Aelon. They are custodians of lore lost by the Exodus, gatekeepers to Everfell, and trained in various Disciplines. Although highly respected by the Mandru and other indigenous peoples, they are viewed as witches and sorcerers by the more ‘civilized’ nations.

  Sh
ado: elder, or wise one found among the people of the Steppes and surrounding areas. The male counterpart to the Shama. They are looked to for counsel, advice, and serve as spiritual leaders. Often they are the interpreters of the laws of their people.

  Shadowmeld: one of the harder Crafts to master, it allows the wielder to travel from one distance to another by slipping through shadows. This Craft is not without its dangers, for some have never come out of Shadow, and others have caught glimpses of things so terrifying that it has caused some to swear off the Craft altogether. The difference in distance traveled is dependent on the skill of the wielder. Some may travel mere yards while others may appear miles away from their point of departure.

  Shama: female counterpart to the Shado. A healer- a person skilled in the lore of medicine and healing, usually found in the Steppes and among the Mandru. Also consulted in interpretation of dreams and visions, and for counsel.

  Shift: term for the talent to swift from using the Outer, or regular mind, to the Inner Mind which accesses the Crafts or Disciplines.

  Silver Horn: the name given to Marcellus Admorran by the Mandru. Also, the standard of House Admorran.

  Solestra: Aelon word for soul mate, roughly translated as ‘soul to heart, heart to soul’. When two Aelon become solestra, they are bonded by a Craft called a soulmeld that unites them in a far more intimate way, igniting a greater awareness of the other so that the two almost truly become one.

  Speaker: the leader of a Sect of akhkharu.

  Stone of Dunnar: in Norland legend, the hammer of Dunnar, lord of storm and thunder.

  Sword of Deis: a powerful fusorb affixed to a crystalline sword, given to the first Pontifex of Deis by the Aelon. Later stolen by Anko the Shadow Prince, who feared its light. Unable to destroy it, he concealed it in a secret location. Many quests have been undertaken by valiant knights seeking to find it, though none have been successful.

  Taevisa: term for the Sky Father, or Creator by the Onasho caste.

 

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