Glossary The Eye Of Mist Compilation

Saruun (Saruun'e (Ahki) ): monster hunters, seeking contracts from villages or cities of the known world wishing to be rid of beastly threats. A steel sword for enemies human, a silver for beasts.

 

 

 

 

Eisen: Satyr like beasts, run on four legs and extremely fast. Prey upon villagers and forest goers, silent on the hunt and attack in pairs. Emit a fowl stench.

 

 

Shaman: Weak magic users, commonly soothsayers and healers.

 

 

Erea: City of gods, formerly so, one of the largest cities of the known world, built on ruins of civilizations long before it and the largest port in the world.

 

Ahki: Nomadic people from the far north, the home they call Duul Ahkan (the sand wastes) fur tipped ears and a tail, akin to a fox.

 

Sandfox: A large creature from the sand wastes, the common mount of the Ahki, strong, durable and fast, menacing to those unsuspecting.

 

Ghoul: Beasts taken over by a lust for flesh, cannibals turned or corpses unburied.

 

Sorcerer/Sorceress: Magic users able to use more powerful spells and incantations.

 

Arenvul: A coastal trading town as far south as south goes, coastal villages lining the rest.

 

Vorakes: Imp creatures, preying upon weary and tired travelers, often stealing but not known to cause immense harm.

 

Fengrier: Tall forest creatures, part flesh, part wood. Forest spirits angered and turned living creatures into their angered will.

 

Treants: Sentient trees, seen as good omens travelling through forests.

 

Elder drake: Small variation of full fledge draconic breeds, fast, firebreathing and bold, venturing close to populated areas.

 

Narun: Far easten people, across another continent, their height and pale skin all that differentiate them from their human cousins.

 

Arcane: The energy that powers all magic. In it's purest form a bright blue, though only when drawn out physically by a magic user. A physical representation of the spirit essence of a magic user.

 

Firestarter/Igni: Considerably weak magic users though their abilities taken a keen interest in fire, almost to the point of showing like a capable sorcerer, sorceress, though struggling to cast anything else.

 

Imp: Tricksters an after effect of certain magics or powerful events. Nothing more than the folk tales they make for harm.

 

Werewolves: Transformed beings, turned into half man, half wolf facades. Most striking alone in their moon powered bloodlust, some striking in packs on rare occasion.

 

Witch Hunter: Religious fanatics from the westlands, seeking out sorcery and all forms of magic as evil. Carrying a steel and silver spear, their blood infused by the very magic they fight.

 

 

Ogzren: Tall, quillbacked beasts. Grey, though their visage usually covered in the blood of their prey. Standing as much as three or four times taller than the average human and claws able to dispatch blades to further extend reach. Hunting in pairs and torture their prey.

 

Traders Ditch: The area of roads linking north and south from every connection, once a trade town, now abandoned and left to the forest.

Angel's Sin: The great river that divides the northlands and the south. In myth said to be where Zurenkare's daughters fought and created the river. A pilgrims site for followers of the western faith.

 

Zurenkare: The deity of the western fate, denoting magic users as evil and those less human or non human to be abominations in pure eyes.

 

The Western Isles: The lands of the western people, a mass of islands, some large, some small, forming the western lands.

 

Eidersfjall: The world summit, the tallest peak of the world, from the very far east, pouring into Angel's Sin.

 

Juyila: A city at the peak of the northern lands before the sand wastes take over. Spires that reach the sky, built over a thousand years.

 

Capital Isle: The main island of the western lands, a city spanning great lengths and spires that rival Juyila.

 

Isildun: A small swamp island beside Capital Isle.

 

Ahki Tent: Nomadic structure, easy to construct and tear down, ready to move.

 

Bond Ceremony: The bonding of two Ahki, signifying mates for life once bound.

 

Outrider: Ahki sandfox cavalry scout and warrior.

 

Kit mother: Ahki born during a similar time seperated from their blood relation family, given to their kit mother, raised as sisters or brothers with no knowledge of blood relation.

 

Ahk Ukvere: The place Ahki believe spirits pass onto and through.

 

Machinist: an engineer, tpyically an igni to power their machines and ideas.

 

Valley of The Sun: A large valley to the north east, small villages and towns inside before opening up further east to the eastern cities. Named from the constant sun that breaks against the valley.

 

 

 

 

Underfen: Thick brush beasts, thin and gangly, every step as silent as the flow of air, skin as coarse as wood. No claws only a pair of sharp teeth, never choosing conflict head on willingly.

 

Andeya: The deitic image of fertility, birth and life itself. Most within it's clergy, women.

 

Cryptfiend: Monsters made of solid shadow, feeding from the dead or places of the dead. Those they kill, giving their faces and personalities to them. Creating grotesque monsters of shadows with misfit faces.

 

Silverkin: An antangonstic name towards Saruun, referring to the abundance of silver in their blood.

 

The old gods: The pantheon of faiths before present faiths had come to be worshipped.

 

Land of Naruun: The eastern lands, ruled by the eastern people known as Naruun.

 

Ice Wyvern: Hind legged dragon like monster, smaller though fast and a tail barbed sharp enough to break through steel.

 

Velduse: City to the eastern province of the northern lands, known as the city of lords for it's many families of nobility and political games played within it's walls.

 

Eiren: Commonly slaved under the Naruun, human save for the thin lizard like scales on sections of their bodies and feet with three neon black claws, similar to a birds.

 

Nekyr: shapeshifters, assuming the form of their newly killed prey. More intelligent than most monsters known.

 

Seers of Zuren: Fanatics of the western isles, taking out their eyes in a ritual to feel the 'presence' of their faith.

 

Wyrdra: Kin breaker, blind assassins with similar sight as seers and an unexplained ability to dissapear as though they never were.

 

Indis: A border town along the eastern reaches of the Veldusean north, more naruun than human, it attains to the same laws even whilst remaining in northern borders.

Slavery thrives here.

 

Drista/Fel Drista: The failed turning of Eiren into Wydra, leaving them blinded and with the powers to leap into shadow but their minds turn mad as they leave for the shadow and their bodies stay behind. When fully turned, referred to as fel, a beast reduced to it's lesser senses only to kill.

 

 

The Shadow Beyond: A realm thinly linked to reality, only magic with the ability to stare into it. Without the changing of a wydra the realm turns it's occupants mad, to the common mind in only minutes.

 

Sarusele: A Saruun turned to teaching new apprentices, commonly later in life, when their adventures have come to an end and a new generation learns of the silver blade.

 

Ednera Forest: Further into the eastern lands, cutting into a large portion of the highlands lay the forest of Ednera, unexplainable in why it glows it's vibrant green,  though the forest is said to heal the mind, how some speculate the very forest to be alive.

 
 

Ednera Dival: The apex predator of the glowing forest, thick red fur and the height of an ogzren. usually docile though when provoked will tear apart its prey with ease from large claws and voracious teeth.

 

 

Elve: An isolated people, from a land further south than south goes, across the seas the immortal elve live, in a society entirely unlike any other. While some choose to come to the human continents it is a more uncommon act.

Pointed ears and a commonly slightly taller than most humans stature and usually thinner.

 

Elve Grandrin: A grandrin a creature of pure black fur, while menacing, it is the coming of age passing for an elve to tame such a creature. Nimble, able to climb trees and leap great distances. Almost as large as a sandfox though not nearly as ferocious when provoked.

 

Utilon: To the naruun, only a town for travelers of the desert, though it's size that of a western city.

 

The Guild Of Seers: An ancient formation of scholars and spies, the seers operate only inside the eastern lands. Spies to see and scholars to record, they are the historians and some would say all knowing of the eastern lands. Reclusive of their knowledge, bending only to a Saruun would they come to ask the seers record.

 

Asracai: The Elve goddess of the first flames and fire. A flame in the dark, a guide to the Elve in darkest times.

 

Druzarii: Elve god of the hunt, his followers dedicate their lives to finding creatures worthy of his realm. When they die to a creature that bests them, believing to live on in the eternal hunt alongside him.

 

 

Graphishra: A beast tall as a giant, body covered in spikes dark as graphite. Notoriously hard to kill, the spikes as strong as the greatest forged metals.

 

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