Age of Illumination: the era when Aelon dwelt among humankind, teaching and guiding them. Many wondrous creations were constructed in this time, along with many gifts and talents that have since been lost to men.
Age of Kings: the era following the Age of Despair. On the island of Kaerleon, a young man named Endran Lucretius began a path that would lead him to glory and eventually kingship. His example inspired others, and soon other kingdoms began to follow suit. Eventually Kaerleon would lead the charge against the barbarian tribes and clans, driving them over the Dragonspine and restoring Erseta to a more civilized era.
Akhkharu: term alternately meaning ‘soul drinkers’ or ‘wraith people’. Often used to describe the Co’nane, but mainly directed toward the most faithful Thralls that were Gifted during the Scourge of Leilavin, granting them a number of uncanny abilities, including being able to focus the Crafts. Though they share many of the Co’nane’s traits, they are generally less powerful. They amass large amounts of wealth, and can be found passing themselves off as powerful kings, rulers, and nobles, lording over kingdoms of humans unaware of their immortal nature.
Apokrypy: the study and mastery of the language of Glyphs, which along with special focus grants the user a number of powerful abilities.
Asfrior: a Haven created in the Dragonspine Mountains, formerly used as a refuge for humans wishing an audience with the Aelon. Now a desolate ruin.
Athanasia: the river that flows in Nolavani, granting those who drink the water life so long as they drink it.
Badlands: the deadened plains border the Dragonspine Mountains and separate Epanos from Aceldama.
Banestone: A rare mineral found only in and around the Dragonspine Mountains, it induces severe to fatal reactions in the akhkharu and even more so in the Co’nane. The knowledge of using it as a ward and weapon was passed to the Sha by the departing Aelon during the Exodus.
Barbar: a fast and powerful horse bred by nomadic tribes in the Sea of Sand.
Blood: a term used by the Co’nane to differentiate themselves from their Gifted brethren.
Blood Legion: a highly efficient unit of soldiers employed by the Co’nane for special missions.
Blueshift Rings: Aetheric-powered gateways used by the Aelon to traverse long distances in mere seconds.
Canchu: a term used by the Onosho caste to describe the akhkharu.
Caretaker of the Blood: some of the Blood continued to cohabit with humans, diluting the blood-line and producing weaker and different types of akhkharu, while others Gifted humans without authorization from the Co’nane. Those true to the Blood found these acts both disgusting and dangerous, so they elected a Caretaker whose only responsibility was to preserve the bloodline by destroying all who would taint its purity, thus keeping the original Aelon stock true.
Caylin the Frey: The Grey Fox, great trickster and hero of folk tale and legend. Caylin was supposedly a man who lived in the Age of Chaos. Folk tales often depict him using his wit and cunning to escape from life-threatening situations while making his enemies appear as fools in the process. Often paired with a totem companion named Ash that most often took the form of a wolf.
Chamber of Pools: a chamber in Halladen that serves as a conduit for Aetheric energy, encompassing three Blueshift Rings used by the Sha for distinct purposes.
Coercion: perhaps the most common Craft and easiest learned for an akhkharu. Compulsion is used to block the will of their human victims, making their minds open for subjection and domination, and their will to fight or resist nonexistent. This Craft is varied in strength according to the individual akhkharu, and is best used on those who do not believe akhkharu exist. It can be successfully resisted by anyone whose will of mind is unusually strong. The Paphic Sect are especially skilled in this Craft.
Companions: the name of Marcellus Admorran’s knightly brotherhood, men sworn to his ideology on knighthood and chivalry. Collected from many different lands of Erseta, they had the repute of having never tasted defeat.
Co’nane: the Aelon that resisted against their brethren and remained behind after the Exodus. They followed the philosophies of an acolyte of Stygan named Leilavin and called themselves the Guelph, or Dark Aelon. Severed from the eternal streams of Athanasia, they were subsequently deceived by Leilavin into accepting a different source of immortality, which forced them to feed on the pran of humans to survive. The majority learned to live with this condition, some thriving with it, while a small remnant went mad and eventually died off.
Later, division arose in the direction of the Blood, and those called the Co’nane rebelled against their Guelph brothers and crushed them in civil war. The Co’nane then opposed Leilavin, refusing to obey her orders. Leilavin then created Reavers to destroy them, a campaign that nearly succeeded. The Co’nane gifted their most faithful Thralls to combat the Reavers, buying time to find a way to destroy them. Alaric Aelfvalder eventually secured the means by obtaining Mothros, destroying the Reavers and greatly weakening Leilavin, who retreated to Everfell. The surviving Co’nane were few, but still mighty enough to control the Gifted, though their hold grows more precarious as the ages pass.
Being former Aelon, the Co’nane are unusually strong, have heightened senses and strong mental abilities, able to sense emotions and thoughts. They are more powerful than their akhkharu brethren, naturally adept in various Crafts. Unlike the akhkharu, their powers are not diminished by sunlight. The Co’nane cannot reproduce, so when one of their kind is destroyed, their numbers shrink that much.
Crafts: a possession of special powers harnessed first by the Aelon and passed on to the Gifted. They are developed through special focus and force of will. The Co’nane focus the Crafts with the most ease, while the Sects must spend much time developing such skills. While each Sect is proficient in a certain many of the Crafts, each one develops their expertise according to individual and personality. Called Disciplines by humans.
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.