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Accord of Mereda: Treaty signed
after the Great Guildwar. Grants both Sijaal and Jharkor
independence, renounces the Cambrian claim on Nethiahn lands.
Provided the foundations for the Creation of the Guild Council
and eventually the Court of Ardor.
Æyr: Capital city of Yrn
Albion: Old Faith god of Autumn,
Mist and Water.
Alliance of Barjhan: Also known
as the Brotherhood of Barjhan. Association of pirates coming
from the Barjhanian city Torjiah.
Ardor: Mist-shrouded isle in
the Sea of Ardor.
Azundergal: Underground city
complex created by the Whynn. Destroyed 839 after centuries
of battle against Khurrn and Oorsch overlords.
Badlands: A land of dry steppes
and deep canyons. Home for bandits, robber-barrons and fortune-hunters.
Several of the entrances to the underground cities of the
Whynn are located in the Badlands.
Bahryn: City in southern Nethiah,
ruled by the Syndic of Bahryn, a council of Guildsmen belonging
to the Court of Ardor. Became famous in the Great Guildwar
for the Star of Freedom, a resistance group that fought
against the occupation of the city through the Fifth Cambrian
Army.
Beargh: City in eastern Cambria
in the Lhanir Hills; The Stonewatch is built in the higher
reaches of the Lhanir Hills, but still close to Beargh.
Begging Hands: Legends tell
of an organization similar to the Eye of Rakhaan, that only
accepts beggars. The aims of this organization are unclear
but in the legends the members of the Begging Hands possess
unsurpassed knowledge in all things secret.
Black Temple: Sijaalian Religion
dedicated to the twin religions of Chorrys, god of Fate
and Mercy and Eîs, goddess of Death and Rebirth.
Bluevale: Strategically important
valley, constantly fog-shrouded, that runs the entire length
of the Borderwall. All the passes across the Borderwall
can be reached from Bluevale.
Borderwall: Mountain range
that seperates Cambria from Eleiran.
Brotherhood, The: Organization
of lay-members of the Messianic Faith who work towards the
aspect of charity of the Messianic Faith. Many hospitals
and hostels are operated by the Brotherhood.
Burning of the Corwynn Marches:
After the Orders of Corwynn are sent south to help in the
defense of Mereda, a huge horde of Gharyak sweeps south
from Kharia and destroys the defenseless Uril and the Corwynn
Marches. Every Cambrian is slaughtered.
Cælondh: Harbor city in Cambria,
hereditary seat of House Narabor.
Cambria: a feudal kingdom in
Lhân, ruled by king Theordil the Peacemaker of House Gwyren.
Camlæn: City in north-eastern
Cambria. Commands the northern section of the Shieldwall
in the Darkmere region. Hereditary seat of House Tyunel.
Carlán: Name given to the warm
wind that blows from the Sea of Ardor into northern Lhân
during the winter months. When Carlán and Lantir winds meet
they bring storm, thunder, snow and ice.
Chain of Mercantylers: strongest
group within the Court of Ardor; also known as the Merchant's
Guild, specializing in the movement of wares (working hand
in hand with the Navigators to guarantee the safe transport
of wares).
Cirdhulan: an area northeast
of Eleiran, also known as the Borderlands. A wild region
and the favourite retreat for arch-wizards. Most notable
for the longest river in Lhân, the Qendir and the mysterious,
ancient, moss-encrusted barrow-mounds that dot the landscape.
Clannæ Lyrae: College of Cambrian
minstrels and bards, located at Ysgigh.
Corwynn Marches: Term given
to the lands pacified by the Cambrian warrior orders in
Hirun. Given as a loan to the orders by Jirlon V.
Court of Ardor: Name given
to the Council City of the Guilds of Lhân, located on the
Isle of Ardor in the Ardorian Sea (Sea of Ardor).
Cymric: Human language; the
native tongue in Cambria. Closest RealWorld Equivalent:
Middle English.
Cymreah: Capital city of Cambria,
built at the banks of the Aliír. Hereditary seat of House
Gwyren.
Dancers of Ijshtar: Religious
group of musician related to the Red Temple, performing
music during the ceremonies of the Red Temple aimed at inducing
meditative trances.
Druuz: City in northern Nethiah.
Founding place of the Steelers, the Guild of Fighters, created
after the annexion of Mereda from the mercenary armies already
operating in the conflict area with the aim of freeing Mereda
and ending the Cambrian involvement in the Guildwar.
Eldar: Human language, spoken
in Cirdhulan. Closest RealWorld Equivalent: Anglo-Saxon.
Eleiran: Albish kingdom north
of Cambria, ruled by the Valær high-king Virembar.
Erlikh: Jharkorian god of Death,
Guardian of the Endworld.
Eye of Rakhaan: Organization
of Thieves, founded in Rakhaan, but spread through all the
Kingdoms of the West. Outlawed in every city.
Falls of Ardochrun: The greatest
waterfall in Lhân. Here, at the highest part of the great
granite slopes that divide the lowlands of northern Maelvil
and eastern Cirdhulan from the higher Ashlands and southern
Boreah, the Quendil falls more than thousand feet and then
starts its way westward.
Followers of Ardhne: Religious
cult common amongst Healers. Despite popular belief the
Followers claim that Ardhne is either dead, never was a
god, or is the avatar of the natural healing powers of the
land. Sijaalian lorists who study the cult of the Followers
state that the origins of this cult was an eastern cult
that believes in the Worldsoul, the spirit that is the totality
of Lamaar.
Forest of Yrd'n: Deep and dark
needlewood forest marking the eastern border of Yrn, close
to the city Tyrf.
Gælen: A common human language,
understood in almost every human nationality. Closest
RealWorld equivalent: Old English.
Gharn: Language spoken by the
Gharyak of Lhân. Closest equivalent: Black Tongue of
Arda.
Gharyak: A tribal, feral race
of humanoids. Deemed and abomination, both Humans and Alb
mercilessly track and hunt down Gharyak. Some Sijaalian
scholars insist that the Gharyak tribes were the original
inhabitants of Lhân before the coming of Alb and Human.
Gharyak Purge: Retaliatory
campaign of extinction (650-718) against every single Gharyak
and Khurrn in the pacified lands after the destruction of
Uril.
Hammer and Anvil: Smith's Guild
within the Court of Ardor. Accepts all kinds of smiths,
be they black-, weapon-, silver-, gold- or armorsmiths.
Hand of Darkness: Alleged cult
of assassins. Conflicting stories place the centre of the
cults power either in Urh or Eliadj.
Hirun Crusade: An expedition
(621-639) of several Cambrian warrior orders into Hirun
and even southern Kharia to rid the lands of all Khurrn
and Gharyak.
Hjirt: Old Faith nature spirit
or lesser God. Patron of shepherds.
Hôrn: depending on locality
either a lesser Old Faith God or a nature spirit, devoted
to the wilderness, forest and hunting.
Jharl: Human language, spoken
in Jharkor. Closest RealWorld Equivalent: none; semitic,
babylonian and egyptian crossover.
Jiaal: Human language, spoken
in Sijaal. Closest RealWorld Equivalent: none; semitic,
babylonian and arabic crossover.
Jharkor: Kingdom south of the
Sea of Ardor. A former colony of Cambria, supported Nethiah
in the Great Guildwar and became independent afterwards.
Kharia: A high-plateau south
of Cirdhulan, rising from the plains of Maelvil and the
steppes of Hirun. Home of the wild and primal Gharyak.
Khurrn: A race of dark-skinned,
small humanoids, with an unmatched capacity for cowardice
and viciousness. Originally settled in the great subterraneous
labyrinthian cavern complexes underneath the surface of
Lhân, the Khurrn could escape their constant wars against
the Whynn and settled in Hirun.
Kinstrife: The mythic Albish
Civil War.
Landsraat: Council of the Houses
(High and Lesser) of Cambria. They act as advisors to the
Cambrian king.
Lamaar: The Continent. Originally
a thulaari word, meaning "Land".
Lantir: Name given to the prevalent
wind in Cambria. Coming from the west, the Lantir wind brings
cold and wet climate.
Læn Smiths: Guild of magical
itemworkers, colloquially known as Alchemists. Belongs to
the Court of Ardor.
Lhân: The westernmost area
of Lamaar. Commonly this area is also known as the Kingdoms
of the West.
Lharzha: Easternmost of the
Kingdoms of the West, it's borders are closed to foreigners.
Lhirr: Old Faith god of Summer,
Fire and Sun.
Lhûg: Old Faith god of Spring,
Light and Life.
Linæri: Albish subrace. Members
of this race often are the philosophers and artists of Albish
society.
Loremasters: Secretive organization
of lorist, scholars and magi, studying ancient documents
to reveal the past of Lamaar.
Maelvil: A wild land, allegedly
still ruled by Elementals and refuge of the last Great Wyrms.
Also: Human language, spoken in Maelvil. Closest RealWorld
Equivalent: Germanic dialects.
Mithras: Jharkorian god of
Light, creator of the world, destroyer of Sijet.
Mereda: City in central Nethiah.
Starting and ending point of the Great Guildwar: after severe
riots the city burns, months later Mereda is occupied by
the Cambrian Army. After the end of the Great Guildwar,
the Accord of Mereda was signed within the city.
Messianic Faith: Monotheistic
religion, centered around the credos of forgiveness, charity
and the prospects of a heavenly afterlife.
Nalari: Albish subrace. Fled
to Nargothrond before the Kinstrife. Adhere to a strict
philosophy of universal guilt, ultimate control and unchecked
emotions.
Nargothrond: Literally Fortress
of Dark Ice. Land of glaciers and ice-wastes in the far
north of Lamaar. Home of the Nalari race of Alb.
Narwain: Old Faith god of Winter
and Battle.
Navigators: Mysterious guild
from the eastern realms, who offer transport, protection
and guide for travellers. The Navigators can be easitly
distinguished by their black silk-like clothes and bronze
belts (almost uniform-like). They claim that they can go
everywhere and that they have never lost a client on a journey.
Nethiah: An area of city-states
south of Cambria. The first Guilds were created in Nethiah.
Most famous for the Great Guildwar that was fought from
719-762.
Old Faith: Cambrian religion
with a pantheon of personalized nature gods. Almost extinct
now, due to the aggressive expansion of the Messianic Faith
and its treatment of all other religion as heresies.
Omahn: Jharkorian god of War,
Lord of the Endworld.
Oorsch: Race of large and brutal
humanoids. Common Oorsch communities are located underground
in the caverns of the Underearth. Use their superior physique
and strength to suppress lesser folk; often act as overlords
over tribes of enslaved Khurrn.
Orders of Corwynn: Term given
to the entirety of all the warrior orders that had been
granted loans in the Corwynn Marches. The grandmasters of
every order sat in the Great Council; the Great Council
elected the Wolf of Corwynn, Highlord of all the Orders
of Corwynn.
Rakhaan: City in the northern
Badlands. Commonly called City of Thieves. Located close
to the ruins of the dwarvish settlement Azundargal.
Red Temple: Sijaalian Religion
dedicated to the twin religions of Ijshtar, goddess of Love
and Life and Arkhema, goddess of Lust, Ecstasy and Dance.
Riftwar: Uprising (987-993)
of nomads from the Rift-region in Jharkor, resulting in
the establishment of the Rift Kingdom Marhakhan before the
kingdom is destroyed by the Jharkorian army and the nomads
retreat back into the Rift. They continue to raid caravans
close to the Rift until today.
Sellswords, The: Association
of mercanaries, operating independently outside the Court
of Ardor; rival group to the Steelers.
Shieldwall: Great fortification
wall, runs the entire length of the Cambrian eastern border.
More than 100 feet high; seperates and protects Cambria
from Gharyak and Khurrn incursions coming from Kharia and
Hirun.
Sijaal: Kingdom southeast of
the Sea of Ardor. Former satellite state of Cambria, gained
its independence after the Great Guildwar.
Sijaalian Uprising: Revolt
in Sijaal (480) aiming at eliminating the Cambrian dominance.
The uprising is violently suppressed, but the independence
groups retreat underground and spread their influence. They
are responsible for the Sijaalinan policy during the Great
Guildwar, when Sijaal turned on Cambria and finally gained
independence.
Sijet: Jharkorian god of Darkness
and Destruction, enemy of Mithras, father of Erlikh. Killed
by Mithras at the beginning of time.
Steelers, The: Guild of Fighters,
created out of the mercenary companies in service in the
Great Guildwar. Founded in Druuz.
Stonewatch: Ancient fortress
at Beargh in the upper regions of the Lhanir hills, where
the norhtern and southern sections of the Shieldwall meet.
Headquater of the Shieldwall High Command.
Stormcoast: Southern shore
of Yrn, famous for it's rough weather.
Thulaan: Ancient human language.
Spoken only by priests of the Messianic Church and some
scholars. Closest RealWorld Equivalent: Latin.
Tyrf: A city in western Cirdhulan,
most famous for the Great Ice Race, held every winter, when
teams of ice-sloop runners race with their sloops the frozen
Quendir, all the distance from Tyrf to the frozen Falls
of Ardochrun. Legend claims that Tyrf was built over the
cave where Narwain buried the sword that will at the end
of the world slay the Worm of Orb.
Tyrfinger: A citizen of the
city Tyrf in western Cirdhulan.
Uril: Outpost built by the
Cambrian warrior orders in the pacified lands in Hirun south
of Kharia. Destroyed in 650, starting the Gharyak Purge.
Underearth: Excessive cavern
complexes that run underneath the surface of Lhân. Accordings
to legend, the Underearth spans the entire length and width
of the continent Lamaar.
Valæri: Albish subrace. Members
of this race often are the leaders and warriors of Albish
society.
Wolf of Corwynn: Title given
to the Highlord of the Orders or Corwynn.
Yrn: Half-Albish kingdom to
the northwest of Eleiran. The capital is located at the
top of the highest mountain of Lhân, Mount Æyr.
Ysgigh: City in southeastern
Cambria, houses the Southern Command of the Shieldwall.
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