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.

 
 

Developed for Internet Explorer 5 and above at 1024x768.
All material copyright © 2000 by dnotice.de