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.