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Index

    Entries in this index are listed in alphabetical order. Characters with diacritics are not differentiated from un-notated characters, except where necessary for distinction. "å" is treated as "a" with diacritic, not as a ligature (of "aa" or "ao"). Ligatures are treated as their constituent letters would be unligaturized. Certain non-standard spellings, forms, and terminology are found as entries in the index in quotes and italicized; these terms may be trademarked concepts from other campaign settings or works of fiction, or may be non-fictional terms for a given concept. These non-standard entries remain in place to direct the reader toward the standardized contextual term within the Ages of Tél campaign setting, and the Surmount table-top gaming system.

    "h.elven" is an abbriviation of "highelven"
    "d.elven" is an abbriviation of "darkelven"
    "h.common" is an abbriviation of "high-common"

    Pronunciation guides are given for certain entries.

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Aäâtoma

Aäâtomanthë
    - h.elven, archaic, see: Adamantine


Aarduë
    - common: Mother Aarda (mother earth)
    - h.elven: Aarduë Merra (earth mother)
    - orcish: Maeaarm Aart (mother earth), ᛗᛠᚪᚱᛗ ʘᚪᚱᛏ
    - Goddess of the earth, of husbandry and farming. Fertility goddess

Aåtant
    - archaic, see: Adamantine

Aåtine
    - see: Adamantine

Abatu
    - see: Shurpu and Abatu



Adamant
    - see: Adamantine


"Adamantium"
    - non-standard, see: Adamantine

Aduamanthë 
    - h.elven, see: Adamantine

"Aerial Servant"
    - non-standard, see: Weather Spirit

Aesreon
    - trimming of h.elven Aesrhaëlan Bâkhallemnethon né (Bakhallemnethon the Silver), a calque of wyrmspeak Bhokha-Hlahé-Mnethrôn ia Ésa-Hroâ (Holy Record of the First Dawn's Light, The Silver)

Aisabel
    archaic calque of h.elven aesbaël, lit. "firebronze," see: Atrocy

Alâmpagor
    - h.elven, see: Manticore

Alce
    - see: Gryphon

Álcessa
    - h.elven, "Champion, Gryphon," see: Gryphon

Alc
    - ᚫᛚᚳ orcish, informal, see: Saddlehart

Acionna
    - A beautiful and mysterious goddess who rules over The Dead Sea, which was once the mighty Mestralmere Sea.



Åldalgan Sea
    - see: Sea, Åldalgan

Alignment
    see: Aura

Allvenanavherra
    - d.elven, see: Elfnectar

Aloënalenelon
    - son of Aarduë, the Mother

Altrhalâk
    h.elven, see: Dragon, Elder




Anchorbane
    - colloquial, see: Gar, Dire


"Anhkheg"
    - non-standard, see: Whegg

Annsatakaimë
    - alias: The Glass Woman, The Vessel

Ant Wraith
    - see: Wraith, Ant

 


Ape, Carnivorous
    - see: Atelwer


Aquern
    - Squirrel


Aquilon, Lesser
    - see: Áccelon

Arhaél

Årnn, Father
    - also known as Årn Valôr

Arrath
    see: Talthir & Arrath

Ash Sprite
    - see: Sâmandar

Ask
    - see: Askard



Askard, Swamp
    - see Great Eft

Askbird
    colloquial, see: Askard

Ask, Giant
    - see: Askard, Dire

Askwolf
    colloquial, see: Askard


Aspidochelonë
    - h.elven, archaic, poetic, see: Turtle, Dragon

Ast-thong
    ᚫᛥ•ᚦᚩᛝ orcish, "eastern beast," see: Horse

Atarôcsím
    - h.elven, uncommon, "Demon, Atrocy," mostly supplanted by Baëlím, see: Atrocy

Atarosk
    h.common, archaic, "Demonsblood, Atrocy," from h.elven Atarôcsím, see: Atrocy





Atrox
    see: Atrocy

Attû, The Six Handed


aVeil, Arrom 
    - alias: Arrom dhaFaal

Axakalder
    - see: Ksekâlerat

"Axe Beak"
    - Non-standard, see: Rive


Âzarshín
    - see: Sâmandar

Azizi
    titles: The Sphinx, The Grand Emperor
    - A manticore, ruler of Sûl

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Baäl Hadâd
    - Tempestuous storm god, with a strong sense of moral structure. Known for causing floods. Encourages a strong hierarchy— historicaly brought together several orders of Paladins under his influence. Is thought to have once been a simple weather spirit, or perhaps a Season, which was elevated through worship.

Baëlím 
    - h.elven, see: Atrocy




Bat-folk
   - informal, derogatory, see: Saguzahar




Bees, Blue
    - see: Bees, Carrion





"Behir"
    - non-standard, see: Beithir

"Beholder"
    non-standard, see: Occulant


Berry, Tarantula 
    - Medium sized shrub with sweet reddish berries. If disturbed, creates a shower of irritating hairs, very itchy if under clothing. 
    - Fruits in the spring, but hairs are active year round.
    - Berries are highly sought after for certain alchemical purposes.
    - Hair trap nullified in the rain
    + No effect if wearing tight fitted garments. Hairs linger on clothing.



Bindmagic
    - see: Bindmage

Bird, Terror
    - see: Rive

"Blink Dog"
    - non-standard, see: Nowandthen

Bloodrum
    - d.elven, see: Sinblood

Boa
    see: Constrictor

Bryar
    - Thick tangle of ground-dwelling shrubbery/vines, not unlike blackberry. Thorns are needle sharp and very hard and thin- like actual needles. 
    - Grows black clusters of berries during the late summer. Berries are sour and non-toxic.
    - Highly prized wood from the thick briar roots. Wood has a strong, twisted grain, and is resistant to heat and fire.
    + Cannot pierce hide armor


"Bulette"
    - Non-standard, see: Earthwend

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Calcatrix
    - see: Cockatrice


Camelopard
    - Antiquated term found in some literature, see: Giraffe

Catoblepas
    - o.mesembric, uncommon, colloquial, "down-looker," see: Gorgon




Cernelas
    - titles: The Earth Mover (figure and deity)

Cernnunos
    -also known as Cernoönos






Copper, Reign's
    - h.common, archaic., "Hepatizon," from h.elven Regnuacuprë, from regnualë, "king, royal," 
    see: Hepatizon

"Corpsherd"
    - Nonstandard, see: Anthropophagus


Cthonos


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Dart Locust
    - A large, meter to two meter tall lump of twisted wood, covered in thorns.
    - Motion near plant causes woody thorns to be fired from the trunk and branches. 
    - Active year round. Thorns bear small barbs, making them very difficult to remove. Wood is hard like stone, with twisted grain.
    - Reproduces vegitatively. Cuttings will sprout roots.
    - Utterly useless, with the exception of the root wood, which is burned as a pleasant incense.
    - Cursed?

Davoâ 
    - wyrmspeak, "Hand-made," see: Dragons 

Davoâ-'Atân 
    -wyrmspeak, archaic, "Dragon-gathering, Dragonkind," see: Dragons




Devil
    see: Devils

Devil Dew
    - A black boil-like mildew that grows on the bark of trees and vines. 
    - Releases spores on contact. Also triggered by heat, vibration, and particularly loud noises. And rain, initialy.
    - Spores may cause psychosis/delusions/paranoia
    - Found only in late autumn till mid winter
    + Effect lasts while spores are airborn. Spores become inert within minutes under normal conditions.


Displacer Beast
    - Non-standard, see: Cœrulór

Dog, Blink
    - Non-standard, see: Nowandthen

Doraekkon 
    - kaigonese, slang, see: Dragons

Draecnoc 
    - orcish, see: Dragons

Dhirouthrîm
   - Also known as an Orb of Clairaudience, or an Orb of Listening. Similar in function to the more well known Celanthrîm, the Dhirouthrîm only allows the perception of sound. There were only ever a handful made by an ancient order of blind monks. Most are said to reside somewhere in the Abyss.

Drake, Black
    - Can grow to thirty or forty feet in length from head to tail. Enormous and bloated, reptilian, covered in dirty black scales. Head is dragon-like, with large bullish horns. Eyes are dull, and vision is poor. Has a large, bloated belly full of vitriolic bile, highly corrosive. It can spit jets of bile from a distance. May be taught basic speech with great effort.

Drake, Blue
    - see: Beithir

Dragons
    - Dragons are perhaps the most well known variety of Titan. They have had a complex relationship with humanity for eons. Dragons spend the first several decades of life small in size, at a scale that permits them to interact with human society as other races do. It is only well into their second century of life that they begin to grow monstrous in size and appetite, and tend to leave the bounds of society behind, if they have not found a position of power and control within it.
    Dragons crave power. Outside of the influence of men, this takes the form of dominating as large a territory as it can manage, maintain ing several younger rivals. Dragons form complex relationships with one another. "Friendships" or loving relationships as humans understand them are quite uncommon among dragons. Rather, the epitome of draconic affection is in the form of respect. Dragons respect the power and capability of other dragons when they feel it equals or surpasses their own. An elder dragon who dominates a large territory also understands that respect must sometimes be cultivated, and will form inimical student/teacher relationships with younger dragons.
    Within society, this takes the form of the acquisition of wealth, and later in life, the possession of things perceived as abstractly valuable or unique.
    Draconic enemyships culminate in the slaughter of one of the two does by the other, spawning infant dragons from the fallen dragon's corpse. In a fashion often confusing to humans, in dragon philosophy, the killing of ones foe by an outsider is a graven insult, and dragons will often take the most harsh revenge against the killer of a particularly hated enemy.
    The draconic arts of mastery over fire and wind are not inborn, and must be learned over many years of practice. 

Dragon, The Brass
    - The Brass, or Brazen Dragon is not a dragon at all, but an enormous clockwork construct. Roughly dragon shaped, and covered in brilliant, polished brass scales. Two great sails may extend up from its back, as if in imitation of wings, but the creature cannot fly. Created 1000 years ago to guard and manage the Great Library of Rhoum where it resides to this day. Pleasant to talk to. Violence towards it or the books will result initially in spells of sleep or fear, whichever it deems more appropriate. Violence on its part is a last resort.
    - See also: Clockwork; Great Library of Rhoum

Dragons, Elder
    -

Dragon, The Gold
    1. The Golden Dragon, a title held by Menopherog the Black prior to being cursed, for his once resplendent golden scales.
        - see: Menopherog; Hnoss 
    
    2. Non-standard, see: Lóng

Dragon, The Silver
    - see: Aesreon

Dragon Turtle
    - see: Turtle, Dragon

Dreadhaye 
    - (Ichthyosaur) Known primarily only to sailors, as they are rarely sighted anywhere close to shore. At first glance, the creature may resemble a shark, or a dolphin, but it is a close cousin of neither. The Dreadhaye has cold blood, as a fish would, but a sharp mind, and travel in groups. They seem to prefer to eat shellfish, but will not miss an opportunity to tear open a full fishing-net or crab-trap for an easy meal. Unlike a dolphin, the Dreadhaye has no natural friendliness to men.

Drô
    - see: Lókfaer

"Drow"
    - non-standard, see: Lókfaer

Duorden
    - see: Dwarves, (Mountain)

Dwarf
Dwarf (plural: Dwarves, or rarely Dwerrows) is a term used to refer to either of the two stout and coarse natured races of men (and may occasionally be applied incorrectly to Hauflin), Åldaigh, also known as Sea, or Åldalgan Dwarves, and Duorden,  occasionally known as Mountain Dwarves.

Dwarves, Åldalgan
    - see: Åldaigh

Dwarves, (Mountain)
    - Though having a somewhat familiar outward appearance, Dwarves (Duorden in their own tongue) are perhaps the most foreign race of humanoid commonly encountered in terms of culture. Dwarves are physiologically similar to men, though they are short in stature and very stocky. Dwarves are fully grown by age twelve, but are not really emotionally mature until into their thirties. Work place hazards often cut a dwarf's life short, but their natural lifespan is fairly long, up to two hundred years or more in some cases. This can be attributes to a dwarf's typically simple diet and bodily resilience. They are slow to show signs of senescence in the best cases, with even elderly dwarves remaining strong and capable-- however, due to their gruff lifestyles, most dwarves have a weathered appearance that makes their age a hard thing to guess. A dwarf will typically tell you he is twenty to thirty years older than he really is.
    Dwarves are well known for their mostly-subterranean lifestyle, living communally in enormous mined-out complexes of chambers and tunnels, with regions dedicated to mining and others to farming strange Dwarven crops. These centuries-old communal dwellings are usually referred to as Mountainhomes (beorohom) though they are not always dug into/under mountains. Depending on the terrain, the Mountainhome may have extensive above-ground structures.
    Though it is often rumored that there are no female dwarves, (a joke that dwarves themselves will sometimes tell), this is not strictly true. Dwarves acknowledge gender, but ascribe it no more importance than one does hair color. Female dwarves typically wear their hair braided over the chest in such a way that makes them look scarcely dissimilar to make dwarves with their full beards. (the true beard is in your heart, as they say) Dwarves typically do not behave differently based on gender-- a better analogy would be the cultural distinctions between craftsdwarves (haenan-duor) and labordwarves (wrogan-duor). This dichotomy makes the distinction between dwarves who prefer dexterous creative work, and dwarves who prefer manual labor. Dwarves of these two types tend to form partnerships with one another (an-dueren), much the same way men and women do in human societies (though it should be noted that same-vocationed pairings do occur, they are simply uncommon, and sometimes prejudiced against)
    This is the closest dwarves usually get to romantic pairings.
    Dwarves don't pay much attention to who gave birth to who, rather they trace their lineage through pedagogy. Whereas a human might keep track of who his father was, and his fathers father, a dwarf can recount to you who taught them their trade (tagdan-ûmon), and who taught their teacher (tagdan-ûmumon), and so on. Master/pupil relationships (wrom-dueren) are strong, and the respect that grows there lasts a life time.
    Intercourse and child-bearing are a taboo subject that is not discussed. Most dwarves lack the concept that children result from pairings between the two genders, and instead consider pregnancy a condition that happens on occasion at random. Dwarves pregnancies are short, and the baby dwarves are born very small. The process rarely interrupts work. Children are spoken of either as vermin, or as if they are small, ignorant adults who are expected to earn their own keep and fend for themselves.
    In practice, however, dwarven societies never let a member go hungry or cold, and are exceptionally communal. There are no hierarchies other than that of respect, and respect is earned, never assumed.
    

Dwarves, Sea
    - see: Åldaigh

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Earthheart
    - Earthheart is a rare metal, formed deep under mountains. Knowledge of how to locate and work the raw earthheart-ore is known primarily only to dwarves. The metal will occasionally pool in native form, found rarely as small beads on the ceilings of deep caverns. The metal is liquid at ambient temperature, and is roughly equivalent to mercury in behavior and viscosity. It is, however, a deep, blood-like crimson in color, and is effected negatively by gravitational pull. That is, it falls upwards (similar to ouranite), with nearly twice the force that mercury falls downwards. its mass is roughly equivalent to osmium, in reverse. The material is somewhat toxic. Inhalation of its fumes for extended periods of time, or direct skin contact can lead to floating-sickness, a type of heavy-metal poisoning that also has the effect of making the subject grow progressively lighter with higher levels of exposure. It is primarily used in the production of the material called juggernautha, an amalgam of osmium and earthheart that is neutrally buoyant in air, but has an immense density. The brittleness of osmium and the fluidity of earthheart balance to produce an amalgam that is soft and workable like lead, perfect for the construction of enormous battering rams.

Earthmover, The
    - Cernelas 

Earthwend
- The Earthwend is a much feared variety of titan. They are known for their ability to push themselves through the earth with ease, as a fish swims through water. And like a fish, they seam quite out of place on land, and are rarely found limbering about on foot. They are slow on the surface, but shark-like in their element, and are dread to be encountered when under the earth in a cave.
They seem slightly thwarted by man-worked stone, as though an aspect of their nature permits them egress through natural stone more easily. They leave a tunnel in their wake, but it is scarecely traversable, as the earth and stone pushed out behind the creature fills in this path almost at once.
The Earthwend is vaguely the shape of a shark, mixed with a bear or karkhadan, heavily armored under stony plates, with a cruel beak-like mouth that opens the full height and bredth of the beast.
The beast is surprisingly quiet, and may only be felt nearing the surface when it is almost too late to escape. They are, however, astutely keen to vibrations, allowing them to accurately detect prey stomping about on the surface.
It is worth noting however, that they Earthwend's sense of hearing is quite exclusive to lower frequency vibrations. It cannot hear you talk or scream, not when it is in front of you no more than ten feat below the earth. It may, however, hear your heart beating.
The flesh of an Earthwend is said to be, unsurprisingly, earthy, with a quality not unlike aged beef. The meat is heavily marbled, and is considered quite a delicacy.

Eëbor
    - Also known as true-white, eëbor (pronounced: AY·eh·boris a pigment derived from titanium that reflects all light in the ordinary spectrum, as well as cébre colored light, meaning eëbor appears white to both humans and Saguzahar. The word is derived from the Saguza word éḥibar.
    - See also: Colors, Exotic

Eëmot

Ecot-thul
    - ᛖᚳᚩᛏ•ᚦᚢᛚ, swift mount, Riding horse, orcish
    see: Horse 

Eft, Great
    - The beast's sinuous body, with great patterned sails, and aquatic habit, give the impression of kinship to the small newts one might find beneath river stones, but the similarity ends there. In form, the creature is more akin to the giant Asks that tread on land, but this creature may grow larger than any of them. It lurks in murky waters, as a crocodile. One might imagine that its great arched back rising from the surface of the water would make the creature difficult to miss, but this is surprisingly false. The mottled mossy pattern of its flesh give the impression of a large stone when it holds still. More importantly, however, is the swiftness with which the monster may propel itself through the water-- and it is not slowed by giving chase onto land, where it will pursue prey just as viscously to drag back into its lair. The young of the Great Eft pose more danger to a lone man than a fully grown specimen, as a single human would be a meal barely large enough to justify the effort. A horse, ox, or saddlehart, however, are much more enticing targets.
    The Great Eft is particularly hardy, its thick body able to take much more piercing slashing and beating than a lesser animal. This makes the relatively thin neck an appealing target in combat. When the head of an Eft is cleaved cleanly from its body, the creature is not slain. There is a smaller, lesser brain located in the beasts gut. With magical alacrity, two new heads of the same size as the first will sprout from the creature's neck. This will continue to occur for every head removed.
    Indeed, the beast seems aware of this ability. If it feels particularly threatened in combat, an Eft will bite its own neck, and tear off its own head, to grow two more. Growing heads does not seem to weaken the beast, and more heads can be grown indefinitely. 
    As a result of this, many of the Efts encountered will have two or more heads (1d6 to determine heads, reroll on 6, compounding). Cauterizing the neck quickly after removing a head will prevent new heads from growing from the wound, but the creature will continue to fight, even without any heads (albeit posing considerably less of a risk, being insensate and without its primary means of attack)
    An additional concen, a head removed from the body will continue to attack for several rounds before full exsanguination.

Eight, The

Elemental, Air
    - see: Weather Spirit

Elephant
    - Elephants are a race of enormous, bulky creatures, native to the far south. Elephants have a rich, ancient culture, and are sharply intelligent. However, walking on all fours, and otherwise resembling more closely livestock than any of the races of men, they are easily mistaken for being simple (if very large) beasts. The elephant languages are a complex mix of deep, rumbling vocalizations, and complex movements of their ears and trunk. There is a prestigious form of the common elephant tongue that consists only of semaphore, with no audible sounds used at all. This dialect is distinctive in that it can be used subtly, to communicate in close proximity, or with great gesticulation, to communicate from a great distance away. They are, however, as incapable of communicating in the languages of men as men are of speaking in the elephant tongue. 
    The art of storing spells fully within ones mind was originaly taught to other races by the elephants, who have deep, crystal clear memories that they use to pass on their rich histories and tales. Elephants have a written form of their language, but it rarely is seen or used, reserved primarily for ritual and monumental purposes. Dotted accross the endless savanna of south Mesembria are the unmistakeable monoliths of elephantine waystones, giant boulders painted with great singular symbols, placed there by the ancestors of the elephants that still rome those lands.

Elephant, Fell
    - see: Ûmmamakh

Elf
    - see: Highelves; Lókfaer

Elfnectar
    - A type of darkelven "wine" distilled from fermented, diabetic urine.

Errand Stones
    - Errand Stones are magically linked slates, operated out of monasteries and post offices across all of Tél. The network of cities connected through errand Stones is sometimes called the cobweb. Two linked errand stones, when properly illuminated, will show markings on their surface shared across both stones, permitting written correspondence to be carried on across any distance in real time. Errandries keep monks or postmasters on hand-- in the larger cities at all hours-- to monitor the stones. Through traditional post, or through errandry, people may arrange times to use the stones themselves to converse, but they are primarily used by the errand operators. These operators monitor the stones for missives, and will transcribe them to parchment to be delivered to the recipient- or to request their presence in emergency situations.
    Among means of communication facilitated through artifice, errand stones are favored for not requiring expertise or expenditure of will of any sort, allowing laymen to use the devices with ease.
Every city is not connected to every other. The space needed for so many errand stones would be unimaginable. In practice, a given errandry likely has several stones dedicated to the nearest errandries in the network, as well as several of the larger hubs of the area, and occasionally a few connected to distant lands, typically established at the behest of a wealthy local at some point in the past. The intricacies of this network are mapped and maintained at each errandry, with arcane codes to attach to missives to ensure they are transcribed at each node to end in the correct location. The longest path between any two nodes is seldom more than four or five stops.

Erûdor

Erûdoran

Eryth
    - ethnonym: Ksamatâra


Eyeye
    - Giant eyeball, causes fear

Exceptionalization
    - This is the principal underwhich otherwise ordinary animals are given extraordinary properties, or supernatural abilities, integrating them other fictional beasts and monsters. This is to avoid the coarse classification of living things into a "normal" category" and a "fanciful" category, which breaks the immersion one should have from extperiencing a world where these creatures are integrated and natural.

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Faalery, The Kingdom of

Fae
    - Fae are a type of being that exists on a slightly altered plane of existence from mortals. The fae plan intersects the mortal world conceptually, rather than physically, and this results in their home the Greenwood, remaining ever disconnected from reality, just slightly. Fae themselves seem to have only a casual relationship with existence. Many deities cannot see them, and do not believe they exist, assuming them to be a mortal fancy. Fae have their own gods, who seem to be similarly blind to the world of mortals (most of the time). Their world sometimes seems to exist parallel to the mortal world, and accessing the greenwood may not be as trivial as proceeding in the correct direction. 
    Eating fairy food makes one become, over time, slightly fae. Likewise, fae that consume human food will slowly become more like mortals- that is to say, eating fairy food will make you visible to their gods, and will eventually permit you to see fairy-steel. The same works in the other direction, however, fae superstition dictates that human food is often very dangerous or poisonous. This may be a result of confusion by fae over what exactly constitutes human "food". There is a widely held belief that _this_ superstition is negated if a fae is to acquire human teeth. They readily trade for them, and in certain locales perform a "tooth fairy" ritual to obtain teeth from children (in exchange for gold/coinage, which fae have no use for, as it is invisible to most)
    (changelings, thusly, grow to resemble the human folk who raise them, and kidnaped children become fairy-like)
    Certain blessings may make one invulnerable to fairysteel (effectively, believing hard enough that it isn't really there), and certain powerful fae may have the same ability, rendering them invulnerable to metal weaponry.
    Fae do not live and die as mortals do. Their lifespans are boundless, but they do not acquire experience and age indefinitely. Fae lose their old memories over time, and their personalities are plastic, subject to change as readily as their forms depending on whatever role the fae chooses to play. Fae can be apparently killed, but their spirit returns to the greenwood, where it is solidly connected, to be reborn in a new form. Perception is very important to a fae, and if it can be "convinced" that you have ended its life, it may stay gone for a very long time

Fairy-steel
    Fairy-steel is a general term for any of the metallic substances utilized by Fae beings. As mortal metals (iron, steel, bronze, copper, etc.) are invisible and intangible to Fae, so too are their metals invisible and intangible to mortals. Fairy-steel may only be interacted with if one consumes fae food- and may even be seen if one eats fae food for a long enough time.
    The fairy-steel used to make weapons most typically is a rough analogue to bronze (hnolhw) in terms of strength and edge. There is a stronger metal (aselhw), however, which is closer to steel in toughness, but is heavy like lead, and not easily worked. There is a light, aluminum-like metal (iynh) used by Fae for decoration and jewelry. It is easily worked, and appears to have a brilliant white luster. Fae describe it as exhibiting a strong color, however, as they see light differently than mortals.
    There are likely many lesser known "fairy-metals", and it is known that some are liquid like mercury and earthheart.
    Fae come by their metals differently than men come by theirs. They are not extracted from the earth, and may require exotic treatments to be worked, rather than being heated in a forge. It is safe to assume that fae-metals have unusual and unexpected properties, as the Fae and their world in general do. 

Falconspy
    - see: Celanthrîm

Fark
    - see: Beaksteed

Fredrick's Farting Arse
    - Named for its sphincter-like apperance when encountered plugging a dungeon hallway, the Farting Arse is, physicaly, a variety of gelatinous ameboid. The creature is uninteligent, moving by simple instinct and impulse, and has no sensory organs- or any organs at all. Beneath its pasty white outer surface it is filled with a viscous acidic jelly. The Arse is shaped like a torus, and procedes through the hallways of its environment by everting its rear through the "sphincter" in its center, and out the front, expanding forewards. Any detritus that the beast rolls over on the walls, floor, or ceiling becomes stuck to its clingy outer surface, and brought inwards to the center hole in back. While moving through the central tube, scavenged material is drawn through the outer membrane into the jelly center. Organic material is stripped from bones, partialy digested, and excreted from surface pores. Bones are fully disolved and turned into gelatin. Stones, metal, and other inedible detritus is held inside the Arse's jelly to be deposited into large piles whenever the beast encounters a deadend in its dungeon home, or, occasionaly, when the need arrises to squeeze its bulk through a small doorway.
    Slicing into the Arse's flesh will reward the assailant with a spray of its acidic juices- clean slices of the dermis are quickly repaired. However, large disruptions of the creature's outer membrane will result in a catastrophic failure of its structure, resulting in death. Following the fluid body's eventual desiccation, spores will be released. Spores that settle on fresh corpses will quickly grow into pimple-sized pustules, which fall off to begin life as a tiny Arse. It may take years to grow to a size large enough to fully fill a hallway.
    The acidic nature of the Arse neutralizes all odors, and as the creature moves very slowly, it is typicaly quite undetectable until within spotting range. However, when a large Arse crawls close to the end of a deadend hallway, a "farting" sound is sometimes heard, as compressed air from the other side escapes past the creature's flesh.

Fellfleam
    - A term used for a particularly large, ferocious variety of Saxwing, the kind typicaly rode into battle.
    see: Saxwing

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Gaeluë
    - Highelven land of the dead

Gag Blister
    - Grows in large patches. Forms delicate globular funguses. 
    - When tred apon or disturbed, releases a cloud of spores and intense stink, causing severe nausea.    
    Found only in the early summer.
    + Spores and odor cause nausea (only) on first inhalation. Smell lingers for several days.

Ghollaviccina
    - d.elven, see: Ghoulwine

Ghoul
    -

Ghoulwine
    - A type of fermented Darkelven drink, brewed from fermented Ghoulberries, strong onion and turpetine scent. Unpalatable to most races. Thick and black.

Ghrushc, Fraar 
    - Father Ghrushc, ᚠᚱᚪᚱ ʘᚸᚱᚢᚴᚳ Orcish Deity

Giant
    - see: Wris

Giraffe
    - An unusual beast from the plains of southern Mesembria, often brought north to feature in curiosity shows. The creature is like a horse, but elongated greatly upwards, with long gracile legs, and a selnder inflexible neck that stands upright. The beast uses its surprisingly long tongue to graze the tops of trees. May be seen combatting others of its kind, by bludgeoning one annother with their small heads, which bear a pair of tiny knobs atop the crown. The creature is utterly silent, and is patterned yellow, with blotches of sienna.

Glass Woman, The
    see: Annsatakaimë

Gloom
    - Found deep in the forest, the plant appears to be a variety of cursed Mistletoe, found growing as a parasitic tangle of vines high in a tree. 
    - Clearly visible in late autumn when its host has dropped its leaves, though the Gloom does not drop until mid winter. 
    - Proximity to the plat (less than 30 meters) will cause an overwhelming sense of forboding. The victim will feel as though the surrounding area is dark and occluded, as if by fog that lingers just outside the perifery, though there will be no actual percievable change to the surroundings.
    + Effect lingers even after Gloom is removed from host tree- both on the dead Gloom foliage, and the wood of the tree (permenant). 
    - Curse removable through blessing or burning.

Gnôle
    - In apperance somewhere between a dog and a man overall, with short legs and long arms. They stand upright, with a gorilla like posture, their canine heads held low. Gnôles are violent, if cowardly, and only semi-inteligent. They typicaly have trouble with human tongues, but can be taught with some effort. Gnôles greatly enjoy alcohol, and will happily barter for it (if they feel they cannot steal it). Gnôles walk on two legs, but may break into a four-legged run when fleeing. In apperance, their heads are very similar to those of hounds or hyennas, but with a shorter muzzle. They wear simple clothing, and typicaly wander in maurauding packs of four or five, lead by a dominant female. They are nomadic, and often linger close to roads, to harass travelers

Goblins
    - Gross. Small. Brutish. Stupid. Short-lived, but they reproduce rapidly. Goblins have little consistency in appearance, besides being stunted, yellowish, and poorly proportioned. There is no goblin language. Goblins will speak a broken, gibberish-filled pidgin of whatever the local tongue is. They tend to be great at charades, and love physical humor. Often known to co-habitate with baboons in southern regions. Take that as you will. Pets? Friends? Wives? Does it matter? They share a lot in common with baboons. Except baboons are more civilized and have sharper teeth.
    Due to mutation, inbreeding, or overfeeding, some Goblins may grow huge and corpulent. These hideous creatures are called Ogres.

Gorgon
    1. A beast that walks on all fours. Vaguely human, but for the shaggy, matted hair that hangs from its back. The head is kept held downwards, as if too heavy to keep lifted upwards, but the beast moves slowly. The face is said to be like that of a man, or more precisely a child, but graven, so deeply shocking to look upon, in fact, that for all but the strongest of will, the sight is instantly fatal, stopping the heart. 
    The creature is the result of a subtle fae curse, that opens the mind of a child beyond its usual boundaries. When sleeping, the child may loose their way while dreaming, and become haunted by sights of things not meant for the eyes of mortals. 

    2. A term sometimes used to refer to Medusa and her sisters, or occasionaly other beasts with deadly gaze.
    - see: Medusa; Basilisk; Cockatrice

Great Library of Rhoum
    -

Greenwood, The
    - The Greenwood is the world of the Fae. Natives may know it as AnnwnIt is a liminal space, that seems to bleed into the world on the edges of divine perception- that is, it often exists in the border realm between the ordinary land of Tel, and the Abyss. Depending on where you are in the Greenwood, the sun and sky may be a faint reflection, or all together absent, but absolute darkness in the Greenwood is uncommon

Gromanag
    - Within dwarven society, the gromanag is often misunderstood by outsiders to be the dwarven equivalent to a governor or king, but the reality is more subtle than this. The role of gromanag is chosen by lots, and is a very undesirable position to have. The "winner" is forced to refrain from work, and must endure being showered in gifts and luxuries that they have not earned. When something goes wrong within the mountain home, the gromanag bears the brunt of the blame, and acts as a sort of scape-goat. Historically, many cowardly gromanagan have been known to flee their mountainhomes in shame once chosen for the role. This is very illegal, and results in the sentence of gromanaghood being extended as punishment.
    The true leader of a dwarven mountainhome is the ondauanax, who is a respected elder and cultural leader. The ondauanax works as any other dwarf does, and it is dishonorable to treat the ondauanax with any special consideration or privilege-- unless they have earned it. Typically, the ondauanax will have earned such consideration, by merit of being so very wise and respectable to begin with. There is no formal process of choosing a new ondauanax, when asked a dwarf will simply tell you it is obvious who should hold the title.

Grootslang
    - The Grootslang is an enormous and horrifying beast, typicaly found lurking in caves near elephant encampments, though it may venture out at night to lure prey. It is capable of speaking elephant-tongue, and its timbre is said to seem gentle and aluring. The creature is massive and serpentine. Its head resembles that of an elephant, with an unnatural and large maw dividing the face above the trunk. Its mouth is filled with rows of sharp stabbing teeth, like a snake. It prefers to lure elephants into its lair to eat them, though grootslangs often hoard the tusks and bones of their victims, for unknown reasons.

Gympie Stinger
    see: Tree, Suicide

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Haartamt
    ᚻᚪᚱᛏᚫᛗᛏ, Saddlehart, orcish (formal)
    - see: Saddlehart

Haartr
    ᚻᚪᚱᛏᚱ, Saddlehart, orcish
    - see: Saddlehart

Haele
    - The Haelic race represent the ethnic remnant of the various native tribes of the Midalrealm. They maintain fierce feuds that may go back centuries among their various clans. Haele often prefer to live closer to the borders of more "civilized" settlements, where they can more easily self govern. There were once very powerful Haelic kingdoms, and many may claim a distant connection to royal ancestry. Elfin traits are very uncommon. Complexion is almost universaly pale, with blond and red hair found frequently. Haele speak Midal Common, but typically have a distinctive accent. The Haelic tongue is spoken sometimes by elders for ceremonial reasons, but is mostly unknown to the average Hael, save for a handful of terms or curses.
    - Styled after Celtic/Gaelic ethnic groups

Haemegoth/Hæmegoth
    - clipping of Haemegoliath

Hagbeam
    - Hagbeam is a type of strange, pine-like tree with dark wood resembling walnut. It is notable for having a strange property to its wood, such that when the grain structure is pointed upright, the wood behaves as one would expect. When the wood grain is oriented perpendicular to the ground, however, the wood is drawn upwards, roughly twice as strong as you might expect from the wood's weight if it were falling downwards. By carefully changing the tilt of her broom, and aligning herself with the spiritual flow of ley-lines, a witch can fly speedily through the air with a broom made of hagbeam.

Halfhundiga
    - A generic Norreosh word for various dog-headed races of men and beasts.
    - see: Gnôle, Cynocephalus 

"Halfling"
    - non-standard, see: Hauflin

Hapax
    Hapax is a town spoken of in passing now and then by travelers. Most who have visited do not realize the strange nature of the town-- Hapax may only be located by an individual but once. Seeking it again after leaving will leave one lost in the wilderness.
    The town has few permanent residents, all of whom have necessarily spent their whole lives within the small town, knowing they could never return home should they leave.
    The nature of the town is thought to have originated with a very powerful curse, a very long time ago.

Hathgor
    Standing tall and wreathed in fire, Hathgor are a type of demonic spirit of Hell. The Hathgor has no physical form, but appears as a black shade to the eye, a shadow dancing with flame, a living embodiment of terror. Hathgor are servants of Mwt, as most orders of demon-lord are

Háthla
    - Dreadhaye, norreosh
    - see: Dreadhaye

Hauflin
    - Hauflin live in the southern hills of the Midalrealms, an area they sometimes call The Boroughs. They are notably short in stature, and do not grow facial hair, resemblent in proportions to children of other races- though with the muscle and fat distribution of an adult. That is to say, they do not look like children, nor do they carry themselves as such. They are, however, typically a laid back pastoral people, with a lively rich culture. Most speak Midal Common with a slight accent, but have their own dialect of Common sometimes called Hauvish.
    - Based on rural cultures of the British isles, as with Hobbits

Hell
    1. Hell is a conceptual space, representing primordial fear, pain, and anxiety. As a nexus of negative associations, it does not represent a meaningful concentration of formerly living spirits (an afterlife) but rather a space where negative associations congeal into distinct manifestations of misanthropy. Despite this, it remains a concept present in most cultures. While inadvertent access or connection to hell is nearly impossible, willful spiritual access may be achieved with effort, and particularly powerful bindmages may condemn a soul to hell-- following death, the soul may be projected toward that conceptual space if it possesses no other strong associations of note.
    Hell is both a conceptual space, and a divine identity, as most strong conceptions are. Hell as a god or goddess is often considered aloof, and is rarely interacted with or beseeched- among divinities, Hell is not particularly interested in mortal involvement, though souls damned to her space are under her purview.
    There are many entities and manifestations of energy that originate in Hell that are often called "demons" but which must be differentiated from Abyssal Demons, and misanthropic spiritual entities.
Hell should not be confused with Perdition, an afterlife of self inflicted torment, managed by Satan.
    2. (deity)

Hellspawn 
    - The malevolent entities that manifest within Hell are sometimes called "demons," and may be summoned as servants by particularly powerful mages. Their motives are confusing, and seem to be driven by a pure malevolent drive, choosing to cause pain over their own survival, making them fierce opponents. The intellect of Hellspawn varies. Most well known among them is the Atrocy, an enormous mass of liquid hatred, capable of dividing itself into small units that operate in unison with one another. Other common varieties include the various forms of Imps, and Ulce, and Olme. Besides these common forms, there are countless names of unique Hellions enumerated in Demonological Texts

Helminth
    A type of parasitic worm. The most common variety of helminth enters its host and attaches itself within the intestines. The worm grows until it fills the entire intestinal tract, causing minor discomfort and diarrhea. Once the worm has completely filled the intestines, it will break free and consume the whole lower digestive tract of its host (lower and upper intestines, anal cavity, appendix, gall bladder). This is very painful. The worm incorporates its own blood stream into that of the host, and begins to perform the same job as the organ it has now replaced, completing the breakdown of food, and releasing (most) of the nutrients into the blood stream.
    Following the replacement of its intestines by the helminth, the host should experience no further discomfort. However, the worm will release hormones into the hosts bloodstream, influencing behavior (primarily, food preferences) directing the host to eat more meat- and in general producing an increased apatite. The host will find it challenging to gain weight or build muscle mass following the replacement of its organs. The hosts droppings will typically contain helminth eggs, and have a sulpherous scent.
Other, less common varieties of helminth replace other organs in the body. The stomach, liver, esophagus, kidneys and urinary tract all have organ-replacing helminth varieties specific to them. These are, however, much less common. Infestation by any sort of helminth allows for communication with the goddess Vermivex.
    Though often mistaken for a helminth, the condition known as red worm is caused by possession of a maligned type of spirit, rather than a parasite. While the organism responsible for vein rot occupies a similar niche, this condition is caused by an ooze, not a helminth.

Hemorpherog, The Bloody 
    - calque of wyrmspeak, Héma-Hrephoê-Hrogha (The Terrible Man-Blood Spiller)

Hennaäc
    - Beaksteed, highelven
    - see: Beaksteed

Hepatizon
    - Hepatizon, sometimes called Reign's Copper, is a precious metal alloy typically associated with Atlantic culture. So named for its deep, rich, liver-like color when polished. The color can be augmented by altering the recipe slightly, and with careful heat-treating. The alloy is made of mostly copper, around 84%, with 8% gold and 8% silver.

Heronson, Leohart first of his name 
    titles: King of the Andars, Emperor of The Midal Realms

Heuron, first of his name
    titles: The First King of the Andrish Tribes, Emperor of The Midal Realms, the Great

Heuron, ninth of his name (IX)
    titles: King of the Andars, Emperor of The Midal Realms

Hidebehind
    - A large beast, nocturnal, dwells in dense forest. Is aware of when it is looked upon, and will dart behind trees to remain out of sight, giving only a glimpse in the perifery of a large hairy creature, half seen. Prefers to eat intestines. Repelled by the scent of alcohol.

Highelves
    - The power and reach of the Highelven empire crossed seas and oceans at its height, but in the modern era their culture survives only in scant remnants. The common tongues of the Midalrealms descends from Highelven, and many places still bare highelven names. Their primary cult, dominated by the worship of the sun, is still practiced extensively as well. And while there are many groups of people (often noble lines) who show traits that mark descendance from Highelves, there are some who remain as true descendants of the old culture. These are peoples relegated to small migrant communities and isolated enclaves, and are known for their distinctive, sometimes strange practices. It is sometimes said that Highelves have particularly long lifespans, but this is not the case. They live no-longer than any other man, but those with the most Highelf blood in their veins never visibly age past their youth, up until shortly before their death. Even a slight elfin heritage preserves youth well into middle-age. They are known for lithe features and pointed ears. In the highelven tongue, they knew themselves as Altfaer. To Haele and Norroemen, Highelves are sometimes known as Imperials, after a relict cultural memory.
    - Inspired by the ancient roman empire, and modern day Jewish diaspora.

Highwer
    - see: Centaurs

Highwidge
    - a titanic horse-like beast. It has little to no hair on its great leathery hide. Docile, likely to ignore individual travelers.

Hippanthropos
    see: Centaurs

Hlahé-Dha 
    - wyrmspeak "First Light," pupil of Mârre, Draconic Deity

Hnaacm
    - ᚻᚾᚪᚳᛗ, Beaksteed, orcish
    - see: Beaksteed

Hnaaoc-thul
    - ᚻᚾᚪᚩᚳ•ᚦᚢᛚ, Nimble mount, Beaksteed, orcish (formal)
    - see: Beaksteed

Hnoss
    - lost city consumed by the earth as a result of Menopherog's heracy

Hobgoblins
    - Hobgoblins are the only grouping of goblinoids that could meaningfully be called a "race" in as much at their culture and appearance is largely consistent. Ogres and Goblins tend to vary widely, both in terms of physical form and intellect, and rarely form true communities (with exceptions of course). Hobgoblins descend from a race of goblins bred as servants long ago, and retain a deep cultural hatred of slavery as a result. And a deep cultural hatred of plenty of other things too. Despite a tendency to form communities and social structures, Hobs are quite individualistic- and, in fact, see the worth of others in terms of value to one's self, and value to society in a secondary way. Hobgoblins consider their own children to be sub-human, and have little regard for their wellbeing or autonomy. A fellow hobgoblin is, in their minds, not worthy of respect until it can care for itself. This extends to having no problems eating their own offspring in times of famine.
    Hobgoblins despise scars, or any other form of mutilation, as they see it as a visible reminder of past weakness- something that may engender others to view them as being weak still, and thus exploitable. And indeed, a hobgoblin is quick to exploit perceived weaknesses in others. When an agreement is mutually beneficial- or when fighting against a common enemy, hobgoblins may appear fiercely loyal. But in other circumstances, they have no qualms with stabbing an ally in the back for personal gain. Despite this, Hobgoblins have a sometimes surprising capacity to envision long-term goals. If you can convince a hobgoblin that a large pay-out for a difficult task is guaranteed, then the hob is unlikely to cut and run just because a smaller, faster reward becomes available. For this reason, when paid well, and paid consistently, Hobgoblins make excellent soldiers. Just make sure you don't call them soldiers. Soldiers are servants, and servants are slaves. They prefer the term mercenaries.
    As per the above stated hatred of slavery: Hobgoblins do not take or keep slaves. Having a slave would be shameful; if you need someone else to serve you, what good are you? Hobgoblins will take prisoners, if they feel so inclined. And they may torture them by having them perform slave-like duties, to no actual end. Moving a pile of rocks from one spot to another, and then back again, for instance. Whippings for poor behavior. All behavior is poor behavior.

"Hobbit"
    - non-standard, see: Hauflin


Hookfoot
    - A large creature, vaguely resembling a sloth in face and foot. Can grow to the size of a bear, or larger. Non-aggressive, preffers to graze passively, using its large long claws to pull down high branches, and uses its long tongue to pull off leaves and fruits to eat. Its foot-long curved claws look deadly, but are mainly used to dig burrows, or to climb, if pressed.

Horkos
    - God of oaths

Hornets, Giant
    - Make burrows in the ground. Can grow up to a meter long. 
    - Does not sting. Uses ovipositor to inject rice-grain sized eggs under the skin of large animals (or humanoids)
    - large mandibles have a strong bite, and may numb or paralyze
    - Feed on carrion

Horse
    - Horses originate on a continent far to the south east, where the Sirrocans, the people who call themselves the Kheng-io, spend more of their lives on horseback than they do on their own feet. Horses are sometimes found feral elsewhere, but this is uncommon. For reasons lost to time, breeding horses in captivity is unexpectedly difficult. The secret, if there is one, is known only to the people of Sirroco- or perhaps it is something inherent to that land itself. Whatever the cause, Horses in the west are usually imported, and their great expense makes them a sign of significant authority or wealth.
Horses were not always uncommon in the west. They feature frequently enough in stories and histories to make them familiar to most people-- even those who have never laid eyes on one.

Hound
    - The hound is known for being the ever-faithful companion of the races of men. Dog-kind has been bred into a diverse variety of forms over the ages, some large and some small. The Shenmen are known for their tiny breeds, meant to adorn the laps of noblemen- while the Haelic warriors of the north are known for their enormous war-hounds. Hounds are more intelligent than most expect them to be, though incapable of speech. The loyalty of dogs is often interpreted as naivety. This is not the case. Hounds have a complex relationship with wolves, with whom they are distant kin. 

Houyhnhnm
    - Apparently indistinguishable from a horse, but fully intelligent, like a man. Seemingly pleasant, but lacking morals. Completely rational.

Howlot
    - A Howlot is an aberration created (in part) from an owl as substrate. In appearance they resemble a very large head, vaguely owl-like, dominated by an enormous mouth. Inside the Howlot is an enormous space. Perhaps a room, perhaps a house, perhaps a whole castle or dungeon, depending on the skill and ambition of the creature's creator. The Howlot has a degree of control over the space within its body. By slightly flexing or contracting the envelope of flesh that surrounds the space it encloses, the Howlot can create a significant amount of suction or wind at the opening of its mouth, expelling or inhaling anything standing near its gaping maw.
    Contrary to popular belief, slaying the creature will not spill its contents out of its body. The space enclosed inside becomes detached from reality on the death of the connected Howlot, likely reconnecting to reality somewhere in the abyss.

Hraefm-lort 
    - ᚻᚱᛠᚠᛗ•ᛚᚩᚱᛏ, Flame-lord, Dragon, orcish (formal)
    - see: Dragons

Hralex
    -

Hran 

Hrumr 
    - ʘᚻᚱᚢᛗᚱ Orcish Deity

Hsomr-thalt
    ᚻᛋᚩᛗᚱ•ᚦᚫᛚᛏ, Windwolf, orcish
    - see: Windwolf

Hrpax
    - orcish, "Fellfleam, Saxwing," see: Saxwing

Hydra
    - see: Eft, Great

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Iatenemë, The Black

Ichneumon
    Fully grown, the animal is large (in the front quarters) like a tiger, or sometimes bigger. However the creature is long, and is in bulk perhaps closer to an elephant in weight, if not more. The long serpentine body may bear more than just four limbs. The creature resembles both a mongoose and a wolf in its vissage. It has dense, coarse fur, and stoney claws. It is quick and inteligent. The Ichneumon seeks out serpents and their kin- this includes more mundane creatures as large snakes, and asps, but also drakes, dragons, wyverns, amphisbaenae, Sstha, and others it percieves as serpent like. It can withstand intense flame- its fur does not singe or burn as typical hair would. And it is immune, uniquely, to the gaze of the basilisk.
    see also: Cockatrice; Basilisk

Ichthid

Ilong-thul
    - ᛁᛚᚩᛝ•ᚦᚢᛚ Rubbish mount, Saddlehart, orcish
    - see: Saddlehart

Imitant
    - In form, the imitant is a mass of muscular boneless appendages, and a strange looking head, resembling that of a skinless horse turned on its side. However, this "true" form is rarely witnessed by any who encounter an imitant. The imitant is adept at shaping its body into the form of nearly any object it has seen-- it finishes this illusion with magic, making it appear as an exact replica of that object. Touching it, however, will spoil the illusion, revealing a clammy fleshy texture, but by then it is too late. Naturally found in the woods, mimicking logs, boulders, or patches of grass, it adapts quite easily to life in a dungeon. As it spends most of its time sedentary, it need only eat infrequently. Size can vary from rat-sized to horse-sized, depending on age and environment. Very clever imitants may use materials to augment their illusions. Some may be tamed and kept as pets.

Imps
    - Imps are a type of Hellspawn, the least of the minions of Hell, but perhaps the most commonly encountered. Uniquely, Imps may manifest of their own Accord on the material plane-- though this is a weak connection, and may be easily banished back to Hell. Imps are connected to malice, envy, rage, and other male plenty human emotions. The presence of an Imp seems to go unnoticed, as they blend seamlessly into dark emotional atmosphere. Imps occur commonly in prisons, barracks, whorehouses, etc., or in private contexts, haunting someone who bears a private grudge. The Imp stays ever on the periphery of vision, whispering in the sound of one's own voice, as though one's own thoughts being heard. Imps seed discord, and feed the flames of strife. Perhaps they feed off negative emotions, or somehow simply derive nourishment and pleasure and pleasure from sorrow.
    As with most spirits and Hellions, each Imp has a name, which if discovered gives one the ability to command the weak willed Imp, though strong Willworkers should have no trouble simply banishing an Imp without needing it's name, if it's presence has been detected.

Iudicandus
    Iudicandus (plural Iudicandorum) are twisted souls sometimes conjured from Perdition. The souls who condemn themselves to perdition are said to fall forever into an bottomless pit, where they are tortured forever. This is true, after a fashion, as deprived of all connection to the things they once loved, the souls have nothing but their own self hatred to keep them company. They construct labyrinthine microcosms in which they torture themselves on repeat, endlessly. The number of these souls present in perdition is beyond counting, and the haunted prisons these souls make for themselves may sometimes bleed out into the other hidden extremities of the noösphere, where their personal demons may escape to wreak havoc. These souls and their countless little hells are bereft of the attention of their god Rhaeon, for whom they have condemned themselves-- but they are not out of sight of every deity.
    The dualistic god Satan takes it as a primary operation to pursue redemption for these souls-- as well as to try to contain them to Perdition. His Satanic Knights venture into the dungeons of the personal hells of the damned souls to help battle the demons and memories that haunt them, and to reach the souls within to touch them once more with humanity, to try to free them from themselves. Souls who have their humanity restored may be granted reincarnation though Satanic rituals back on earth.
    There are other avenues out of hell, however, besides rescue and escape. While the company line of the primary Church of Rhaeon is that souls condemned to hell belong there and should not be trifled with, the more mystic branches of the Sun's cult know perdition for what it truly is, and understand the nature of the souls within. There are mystic rituals which can summon souls of the damned back to earth, and bind them, either to corpses, constructs, or objects, using them for various purposes. In their raw state, these souls are terrifying, violent, malevolent, but capable to complex thought if pressed.    Bound in sanctified chains, corpses bearing damned souls- sometimes called Iudicandorum- are used as guardians, or released as part of defensive traps. While the chain-bound corpse is a simple and common form, there are many creative ways that a Iudicandus can be made and used.

Ivy, Poison 
    - Vine, found growing in shade, on some tree trunks. Causes a mild rash for one to two days. 
    - Green during summer, flowering in the spring with small white blossoms. Red in the fall. Leafless in the winter, but vine will still cause irritation.
    + Any exposed skin vulnerable. Toxin lingers on clothing. Chance of immunity.

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Juggernautha
    - Juggernautha (from h.elven Iurgânalthûl) was originally created as a by-product of using earthheart to refine pure platinum out of platinum-ore contaminated with osmium. Contamination with osmium (which is chemically similar to platinum, but slightly more dense) makes platinum brittle and exceptionally difficult to work into fine jewelry. Amalgamating the metals with earthheart results in two different fluid amalgams at high temperatures, one being close to neutral buoyancy, the other remaining light enough to still percolate to the top of the separation alembic. The amalgams may then be boiled to crystalize out the pure platinum. Juggernautha was traditionally discarded, or sometimes reprocessed to extract the earthheart out pure to re-use, however it is now a desirable product itself, the usefulness of the material outweighing the value of purified platinum during war-time.

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Kaigong

Kaigonese
    Kaigoner, Kaigonese, Akaigonjin

Karkadann
    A large thick-skinned beast inhabiting the dry Mesembrian savanahs. Its armor-like hide is impenetrable by arrow or by most bladed weapons at its thickest regions. The creature is grey, with scant hair, with a head that is vaguely horse-like, but for the one or two large horns erupting from its snout. The creature is ill-tempered, and has poor eyesight. Despite this, it is often used (to various effect) as a war mount for its skill in charging wildly into combat.

Kemetallôa, The Smith's Apprentice
    - Kâ-Met-Hlô'oê (Anvil-Worker Watcher)

Kesessemet, The Honorbound 
    - Kâ-Zessoê ia Metoâ ia Otha-Dla (Anvil-Ringer, The Master, The Oath-Swallowed)

Klazoid
    - Aproximately the size and shape of a small pony, or perhaps a very large dog. Hairless, skin appears sickly, bruised, but is firm to the touch. In place of anything resembling a head, the creature has a complex (and disgusting) horn-like organ. This series of tubes and orifaces contracts sharply and continuously when the creature is startled, releasing a blaring siren sound. The noise increases in volume over the course of one round, and then maintains at a volume audible within the surrounding mile radius. The creature tends to congregate at places frequented by large dangerous predators. It is typicaly left alone by the other organisms in its environment- indeed, it is thought that its proclivity for hanging arround areas that would normaly be somewhat dangerous for an otherwise defenceless herbivore(?) is a result of a mutualistic relationship with cohabitating predators. The siren at full volume will alert any predatory creature within a half mile.
    When preserved and cured propperly, the toroidal tube-lung used by the klazoid to produce its continuous siren is a vital component in the creation of certain instruments used by Combat Orchestrators for their transpathic compositions.

Ksekâlerat 
    - Ksé-Koloê ia Hrôta (Bond-Breaker, The Dayborn)

Ktep
    titles: dekh Hetrh'makh é (The Emancipator) (hobgoblin)

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Leviathan
    The Leviathan is an aquatic creature with a high degree of variability in its appearance. Often glossed as sea monsters, an individual leviathan can take a variety of forms- from being more or less piscine in shape, to elongated and serpent like. Many are covered primarily in scales, though spines, tough hide, and even fur may be present. Leviathan may have any number of limbs/fins/flippers, ranging from none at all, to dozens. In size, most are larger than baleen whales (which are occasionally mistaken for leviathan by nervous sailors). The famous examples may have reached several leagues in length, or large enough to swallow whole a boat. Their number is only to be guessed at- leviathan spend most of their time out at sea. It is thought that they grow larger as they age, and perhaps never stop growing.
Individual leviathan may show signs of intellect, though communication directly is rare. They are frequently seen as blatantly malevolent, though given the difference in scale, this could be a misinterpretation of pure indifference- as a man may feel about ants beneath his feet.
    Regardless, they often show a clear connection to specific oceanic and storm deities, perhaps as their physical incarnations, servants, or creations. There are parallels between leviathan and dragonkind, specifically in their power, variability of form, and paranatural nature. Leviathan have also been shown to have close relationships with Storms, Winds, and Seasons, which may imply a kinship. Some examples of Deties known to have associations with (often specific, legendary) leviathan are: Typhon, Tiâmat, Yammu. Some famous or mythological examples of leviathan include: Lôtan, Jörmungandr, Vrtra, Têmtum.

Llanfeoön, The Loyal 
    Hlâné-Phoê'ôn ia Otha-Ksa (Evening-Glow, the Oath-bonded)

Lich
    - Lich is a term used to gloss magically powerful individuals who have discovered arcane means of prolonging life in unnatural ways, maintaining both conscious control over their physical form, as well as maintaining their ability to form memories and gain experience. Many of the methods used to obtain this supernatural extension of life are considered wrong- indeed, some methods require the leeching of life from other individuals. The ambition required to augment ones soul and body past the limits of nature may require shedding typical morals and emotions (though not always) and tends to make one a target from moral authorities that the lich's existence may be an affront to.

Livyatan
    see: Leviathan

Logízomai
    - The first humanoid Automaton, also called Machine Men. He was created arround 2848 b.f., and lived for arround three years. He was created (and destroied) by the Mnûmathran artificer Yssendomus. He was deconstructed to be studied, and never met any other of the following Machine Men, but his cult began as knowledge of his existence spread through the Machine Man community.

Lókfaer
    - In response to the blasphemy of the dragon Menopherog, the city Hnoss, capitol of the Highelven empire, was seemingly obliterated from existence by the wrath of the Sun. In place of the former city was a vast wasteland of black sand. But the city was not obliterated, rather it was excised from the surface of Tel, cast into the abyss.
    Menopherog, and all the inhabitants of Hnoss at the time of its obliteration (primarily the Rhelian clergy, as most of the populace had fled before then) were marked with the most unholy curse from the sun, every inch of their flesh burnt a dark inky black. They could never again set foot under the gaze of the sun, or they would burn, as ghouls, vampires, and other unclean creatures do.
    But the elves of Hnoss endured, now calling themselves Lókfaer(from the old elven word lók, meaning "marked"). Their curse is hereditary, so like a new race of men they bred true, and passed to their successive generations a profound hatred for the surface, the children unscorned by the sun. As their empire grew against the odds in the brutality and inhospitality of the Abyss, they became accustomed to it, bending the darkness to their will. 
    Lókfaer are found commonly in some parts of the Midalrealm, though never out in the light of day. The moon has not forsaken them, but they no longer revere her, or any of the other, older elven gods , instead adopting the reverence of older gods still, dark, forgotten gods. Their machinations in the dark of the abyss are unfettered by any action of the surface, and it is unknown how vast their empire spreads-- the breadth of the abyss itself is unknowable.
    Their language is a strange contortion of the old elven dialect, mixed with pidgin phrases from other strange tongues, and diversified, to the point of uninterlegibility between different branches of their empire. The term itself "empire" may even be misapplied. At its core, Lókfaeri culture consists of dozens of clans, all vying with one another for power. It is said that the only thing Lókfaer hate more than the sun is one another, though they will always prefer the company of their own over surface dwellers.

Lonce
    The Lonce were once a sort of beast similar to a lion or a bear, which lived in prides across the northern and southern continents. At some time in the distant past, they were given favor by a forgotten god, and were changed in shape and mind to be akin to the races of men. They are still large beasts, in height similar to an average Ettin, but broad, hairy, bulky. Despite their beastly appearance, Lonce may be gentle, academic souls as easily as they may be fierce brawlers. Their culture, as a race raised up from ignorance into intellect, values intelligence and learning very highly. But, for the same reason, their primal heritage is still crucial to their cultural identity. They are known for having a fierce tradition of berserkers, as much as they are also known for their poetry and literature. The primary god worshiped by the Lonce is the very forgotten god who raised them up in the distant past. Though they do not know the god's name, he is never referred to directly, and no title is given to him- as it is considered disrespectful to try to give their god a different name simply because his true name is unknown.

Lóng
    A type of mysterious Fae creature native to the far east. Often glossed as Dragons they bear only a passing similarity, and are not Titans. Lóng have a supernatural connection to waterways, and the larger and more powerful the river, the more powerful the Lóng. They are deeply in tune wit hthe wind, capable of flight despite having no wings, but "swimming" through the air with their long serpentine bodies. Lóng are said to be embodiments of the spiritual aspect of rivers and streams, and that the two are integraly connected

Lóngguī
    - Dragon Turtle, shennese
    see: Turtle, Dragon

Lupendha
    - Wolf, highelven
    see: Wolf

Lupsuemmerén
    - Windwolf, highelven
    see: Windwolf

Lupuadén
    - Wolf (typicaly toponymic), highelven (archaic)
    see: Wolf

Lupuéduennor
    - Dire wolf, highelven
    see: Wolf, Dire

Lycanthrope
    A type of cursed creature. Lycanthropy is a curse given by Lûp, chaste god of the moon. The body of one suffering from the curse will distort into an amalgam of humanoid and lupine features. The transformation will last for the entirety of the night, and the transition to and from the amalgam form is incredibly painful. The cursed individual suffers from a beastial hunger and rapacious nature while transfigured.
    The curse is usualy struck on those seen as overtly lustful by Lûp. Often rapists and adulterers. On occasions, the curse has been variably contagious. Sometimes this type of curse has swept through a community in this way and this is typicaly intentional. The transmissibility of the curse would depend on if the individual or the community are the ones being punished. Not to be confused with werewolves, which are a specific variety of werewight.

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Manchineel (Hippomane mancinella)
    - Standing beneath the tree during rain will cause blistering/burning of the skin. The sap is highly corrosive. 
    - Burning the tree will cause blindness if the smoke reaches the eyes. 
    - Contact with its milky sap causes blisters on the skin. Prolonged contact can cause painful blindness. 
    - When ingested, the fruit is reportedly "pleasantly sweet" at first, with a subsequent "strange peppery feeling" gradually progressing to a burning, tearing sensation and tightness of the throat. Symptoms continue to worsen until the subject can barely swallow solid food due to excruciating pain and choking feeling.
    - The fruit is fatal if eaten.
    - Symptoms include: Dificulty breathing, vomiting blood, fever, followed by the victim going into shock
    Death follows within hours. 
    - Deciduous, but the sap remains caustic year round. Uncommon.
    + Poison incurable, but victim may survive if vomiting is induced immediately

Mantichora
    - see: Manticore

Manticore
    A ferocious beast with a body like a lion or tiger, with a thick dirty mane of matted hair, typicaly stained with blood. Its face is naked and vaguely man-like, bearing piercing beastial eyes and a mouth full of sharp horrid teeth. The Manticore is deviously inteligent, and will stalk its prey, lying in wait before a strike, sometimes for days, lurking just beyond their perifory. Its long tail is tipped with a sharp barb- this is often rummored to be poisonous, but it is not- it is most frequently used to whip at others of its own kind during disagrements. Manticore are native to the jungles of the east, but there is a small feral population in the northern mesembric mountains.

Mare
    1. A female horse.
    - see: Horse 

    2. A semi-corporeal, supernatural humanoid. Lives only in the dark. Hates the light, and is harmed by it. Non-descript in form, but generaly that of a woman with long dark hair. May lurk in dark ponds durring the day. Has mysterious agenda, and may be a servant of a dark mysterious deity. Rides stolen horses to move quickly in the night, exhausting them with its great unnatural weight. Smothers men in their sleep by resting atop their chest. Has an aura that makes it unnoticeable to those around it, but this requires effort, and a Mare may be gazed upon if it thinks it is alone.

Mârre
    - also known as: Môrrida, Haelic, Maar (ʘᛗᚪᚱ), Orcish, Arragonué, Highelven, Oävea, (Ôha-Ve'oâ, Nightmade-Sleep, wyrmspeak) esoteric
    - Andrish/Haelic conception primarily representing death. Traditional Haelic conceptions revere her as a goddess of duality, representing both birth and death
    - Orcish, influenced partialy by Andrish conception, may be thought of as female, but is otherwise male or genderless
    - Highelven, conception as a deity of change, mortality, and parenthood. Understood as genderless, or as female with masculine qualities

Matr-cvavra
    -ᛗᚫᛏᚱ•ᛣᚹᚫᚹᚱᚫ, Manticore, orcish
    see: Manticore

Medusa
    Medusa is a Fae woman, born long ago. She is said to be very beautiful, but was cursed, along with her two sisters, to have serpents erupting from her face and scalp. Her two sisters were slain long ago. Her serpent "hair" is not completely under her controll, though she knows what they know. The serpents are stricken with the basilisk's curse, and turn to stone any who meet their gaze. The alertness of the ever darting and twitching snakes means that simply gazing in the direction of her head can be fatal, and she can never be taken by surprise.

Meer, The

Meermen
    - Meerish, The tribes of the Meer tend to have a laidback attitude that they are well known for.

Melon Berry
    - Macludrania hybrida, a tree hybrid between Che-fruit and Osage. The bark is edible, medicinal. The leaves may be used to feed silkworms. The fibrous bark can also be made into paper. The tree seems to have thorns inconsistently. They are more likely to be present at the branches extremities, or on juvenile trees. The wood shares many of the appealing qualities of Osage wood-- it is strong and flexible, but grows more quickly. The wood is orange in color, and rot resistant. It is ideal for crafting bows and staves. The fruit is large, and lightly colored, with a subtle sweet flavor once fully ripe. Unripe fruit is quite bitter, however, and full of latex.

Menopherog
    MenopherogMn-Hâphoê ia Hrogha (Curse-Bringer, The Terrible)
    - Menophelm the BlackMn-Hâphoê ia Hlm (Curse-Bringer, The Black)
    - Great LlopheothaHla'ê-Hâphoê ia Othoâ (Gold-Bearer, The Beloved)
    - Llophellon the GoldenHla'ê-Hâphoê ia Hlânoê (Gold-Bearer, The Resplendent)


Mesinoät

Mesmers
    Far south of the city of Sûl there are a multitude of peoples, many of them with cultures older than any in the northern realms. Many are nomadic, traveling with the flames on the Burning Planes, but others occupy ancient cities. Culturally, these Mesembric peoples share some connection to one another, all of them touched by an ancient empire that once touched both the east and west coast of Mesembria. As a result, despite their diverse cultures and practices, they share a common trade tongue, the descendant of the tongue of that ancient empire. Mesmics, or Mesmers as they are sometimes called, vary greatly in appearance. Though some are known for having much darker skin than other races, this is not universally the case-- and, at any rate, none are as dark as the inky skin of Lókfaer. Elfin traits are are also found among their peoples, and their stature can range from pygmy tribesmen scarcely taller than a Hauflin, to the Ybe monks of the eastern mountains, known for their Ettin-like height.
     - Styled after various sub-Saharan cultures and peoples

Mestralmere Sea

Millipede, Giant
    - Immune to most poisons, though avoids Wractus, and is generaly quite vulnerable to bludgeoning. 
    - Can grow up to 30 feet in length. Has a powerful bite, and flesh contains concentrated toxins, isolated from food. 
    - Somewhat smelly.
    - Avoids contact. Fights only if cornered. More active at night.

"Mimic"
Non-standard, see: Imitant

"Mithril"
    - Nonstandard, see: Mithyril

Mithyril
    - Mithyril is famously the material used to construct highelven bladed weaponry- weapons which are known to be particularly difficult to learn how to wield. Though the exact recipes for the alloy's construction are kept secret- indeed, knowledge the nature of mithyril as an alloy at all was historically closely guarded- the precise recipes differ slightly from clan to clan. Loosely, it can be said that the alloy is a mixture of half silver, and half ouranite, (45%::42% ratio) with around 13% adamantine to add strength.
    The metal does not tarnish, and takes a soft white luster when properly polished. It is notable for being close in density to silver, but having the apparent weight of beeswax- indeed, the material will float on water. Wielding weaponry made of mithyril is thusly somewhat confusing if one has only ever used traditional steel or adamant weapons. Lifting the weapon requires no strength at all, but swinging the blade in a controlled manner is very difficult. Elven styles of swordplay tend to focus on maintaining the momentum of their weapon as best as possible.

Mlom-thul
    - ᛗᛚᚩᛗ•ᚦᚢᛚ, Sturdy mount, Draft horse, Warhorse, orcish
    see: Horse

Molomh
    1. The dreadful name of the flying steed of the White Wastelayer. Said to have been an enormous, grotesque Saxwing, bread from eastern stock. The original Molomh was taught to speak, or perhaps it's master spoke through it.
    2. A name given to any particularly mighty Fellfleam, particularly those rode into battle.
    see: Saxwing; Fellfleam

Mnemonuathrûn
    - Also known as an Orb of Marvelous Recollection, a Mnemonuathrûn (pronunciation: ne·mo·noo·WATH·roon) is valuable and much sought after type of Thrûmic Orb. This device allows the user to store and retrieve at will thoughts, memories and ideas- it may not be browsed like a library, one must hold clearly in their mind a key to the information they seek, typically a key phrase, as if one has to jog the memory of the orb. They are readily used by magicians to store complex spells that they may wish to recall quickly- or perhaps an important memory, too crucial to risk forgetting. Or perhaps something the user wishes to forget, but feels the need to hold on to, none the less.
    According to traditional wisdom, the memories and thoughts one stores inside of a Mnemonuathrûn may only be accessed by the mage who stored the thoughts originally, even if one knows the "key." This seems to be related to the way the orb stores information, organizing it based off the patterns of thought used by the mind where the memory originated. In practice however, several orders of Warlock have developed means to "spoof" the thought patterns of another mind to gain access to these repositories. A more "brute force" method used in some realms is to use the pickled head of the mage who first stored the memories as an interface for a given Mnemonuathrûn.

Mnemurgeon
    - A mnemurgeon is a psychosophist craftsman trained in the art of weaving spiritual energy into artificial souls. These souls may be of several different classifications, which denote levels of intelligence and autonomy. The more complex a soul, the longer it takes to craft, some taking many years. A dark branch of this art involves taking existing souls and twisting them into new shapes, but this is a lost art, often only practiced by liches as an attempt to augment themselves. In this capacity, mnemurgeons were sometimes called gheistwrights, a term still found in some communities to describe boogeymen.

Mnemurgery
    - see: Mnemurgeon

Mnûmathra, The
    - see: Mnûmathran Empire, The

Mnûmathran Empire, The
    - The Mnûmathra were an ancient civilization who had their height during the middle of the first age. They pioneered various forms of magic, and are thought to have been among the first men to speak to elephants. They created flying machines, and reached a height of technology never before seen in Tél. Their empire consisted of a vast network of fortified cities (of which only a handful remain) connected by railway networks that crossed through the ancient untamed woodlands that engulfed the continent in that age.  Some of these railways are still maintained and used, though most have fallen to ruin, and are either buried or overgrown in the modern era.
    The Mnûmathra created the first Automata, forging the first springsteel clockhearts in their thaumic forges, a technique lost to time. The first Automata were made for labor purposes. Where normally creating a soul to put into a construct, (and training it to be obedient) could take months to years for particularly complex minds, automaton minds could be mass produced, punched out of sheets of metal and assembled. The constructed mind, when activated by the Clockheart mainspring at its heart, would spontaneously generate a soul, just as biological processes do.
    Many types of Automata were created. Around 2850 b.f., the Mnûmathra began to create more egalitarian Automata. This is when the Machine Men were crafted, humanoid Automata capable of complex thought, creativity, and free will. Some of the Mnûmathra, who were generally welcoming of technological advancement, felt threatened by the Machine Men, and the idea that they would eventually inherit the empire from the organic Mnûmathrans. They never achieved true acceptance among their countrymen, and eventually the Machine Men would sequester themselves away from the rest of humanity. 
    The Mnûmathra created a broad variety of Automata, and their ruins tend to be littered with automaton corpses-- and Automaton Ghosts. Most of these spirits are trying to continue their programming even after death. Unlike most types of soul, Automata are uniquely capable of re-possessing an empty vessel that matches the form of their original mind-- that is, most other Automata, even those with a different outward appearance. For this reason, it is well advised that living Automata avoid entering Mnûmathran ruins- there may additionally be hazards in these ruins unique to Automata, such as areas designed to deactivate them upon entry, areas designed to reconfigure Automata, or hieroglyphs that are able to subconsciously operate on the base programming of an Automaton. These ruins are typically of great interest to organic explorers, however, as there is always the possibility of rediscovering some ancient piece of lost knowledge. Or, at the very least, valuable materials. The Mnûmathra possessed wealth unimaginable to the modern day adventurer. That said, besides Automaton ghosts, there are other dangers to beware of, however. Anything worth finding is very likely to be ingeniously trapped. Uniquely to the Mnûmathra, these complex traps may not always have the tell-tale signatures of magic that could give them away. Because magical components can be detected and avoided or dismantled, the Mnûmathra devised many possible ways of achieving seemingly magical effects with no spellwork at all.

Mnûmballa Citadel, The
  The Mnûmballa Citadel and Tower is a well known relic of the Mnûmathran empire. It has never been fully conquered or razed since its construction in 3892 b.f.; it has roots deep down into the earth, which become crypts and dungeons that extend for miles, and have never been fully explored- they may in fact be impossible to fully explore. Much of the construction within the tower incorporates traditional (though exceptionally arcane and complex) magic, embedded in the typical Mnûmathran non-magical artifice, making its dungeons particularly dangerous. It is thought to have been built as a stronghold against some manner of war that may have never occurred, which would explain its heavy armaments.

Muš-sagh
    - archaic, see: Eft, Great

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Necromancer
     - A necromancer is a type of clairvoyant skilled in locating the traces of a formerly living soul through their connections to the living. More skilled necromancers may trace a soul through more obscure associations, and are often able to communicate directly with the remnant of a souls consciousness through these connections. Through slight spiritual manipulation, skilled Necromancers may temporarily bind the departed soul back to the physical realm long enough to permit more direct communication.
    Historically, necromancy was considered a forbidden art, when a form of Thanaturgy was used by the priestly class to fabricate the souls of the dead and reanimate their bodies. Necromancers, who could commune with the actual spirits of the dead, were decried as heretics, and that stigma persists to the modern day.

Necromancy
   see: Necromancer

Nettles 
    - Various sizes and forms
    - Cause a mild sting that lasts several minutes to several hours on contact with skin. Present in summer and autumn.
    + Any exposed skin vulnerable. Dried plant material harmless (and edible)

Nightshade
    see: Cœrulór

Noösphere, The
    -

Norr, The Lands of

Northran
    Norroemen come from the far north, the lands of Norr, where Winter resides. They know themselves as the Norroenír, and speak an old tongue called Norreosh. However, Norroemen are frequently encountered far south of their home, typically along the coasts, where they keep extensive trading networks. Their ethnic heritage is as variable as that of the Andars, and many attribute their typical tall stature with Ettin heritage. Their complexion average more fair the further north- and the more isolated- the lands they call home in the Norr. Norreosh dialects are known for their variability, to the point of potential unintelligibility between Northrans from opposite ends of the Norr.
    - Styled after norse/Viking peoples

Nowandthen
    Shaped as a very large dog, but for the face of a human. Teleport at will, but are polite, and will attempt to not be startaling. It is unclear if the Nowandthen is inteligent, or is simply very good at aping human manerisms (as well as one can with a canine body). The creature will enter rooms at night to watch people sleep. It will engage in pleasant, if vapid conversation if one awakens while the creature is in the room. Nonviolent, except towards cats, or even vaguely feline creatures.

N'rûlh


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Oak, Maidenhair
    - An otherwise normal oaktree that develops large translucent galls, as a result of the larvae of the Maidenhair Wasp. 
    - These galls, when mature dangle long, silk-like strands down to the ground. 
    - These hair-like strands are physicaly mundane, but will cling to any flesh they come into contact with.
    - Stuck in the hairs, the victim will feel feeble and nauseated. The victim will wither over several days as life is drained from them.
    - The hairs are stronger than spider silk, and very dificult to break. 
    - The strands are nearly imperceptible in low light, but look for dessicated wildlife hanging in midair. 
    - Galls begin growth during the early spring, and have hairs by summer. 
    - Galls that have caught enough food over the season erupt in mid fall releasing a swarm of wasps. 
    - Wasps are shiny, black, six inches from head to stinger, with a very painful sting, akin to being stabbed. Will leave a welt for several days.
    - Hairs may be gathered and woven into a cloth. Garments crafted from the cloth will cause the wearer nausea and weakness for one to two days. These effects will stop as it atunes to its wearer, and will instead cause weakness and drain life when in contact with others. However, after atuning, the cloth will cause pain when removed, if in contact with skin. Often made into gloves or capes.    
    Resembles fine silk.
    + The hairs disolve quickly in even a weak acid, and are quite flamable. If the strands are severed or the galls destroyed the hairs will no longer cling to flesh (but will still cause weakness)

Occulant
    - An Occulant is a grotesque aberration, taking the form of a large, floating, spherical creature, dominated by a single oppressive eye. It also bears a large toothy mouth beneath the eye and several long tentical-like arms ending in small grasping hands. The first occulant was developed by the wizard Frhumenghast, father of many such abberations, many ages ago to act as a scribe. While decent at this task, occulants as a race suffer from severe paranoia. Coupled with their keen vision, they were found to make much better guardians and watchmen than scribes, and are now typicaly created for such tasks. An occulant is created from the ritualistic abberation of an infant humanoid, twisted through alignment to the god of records, Olashk.
    Occulants perform their personal levitation reflexively, though may not maintain it while sleeping. Occulants are often found to have an obsession with spherical objects of various sizes, such as orbs of perception, orbs of pleasure, orbs of binding, or rarely other miraculous orbs. They also may hoard mundane spherical objects. Occulants do not control their limbs directly, not unlike an octopus, and the limbs each have a simple mind of their own.

Oëthrûm
    - Also known as a Lesser Orb of Sight. This orb grants an acute sense of vision to those holding the orb. Advanced constructs and clockworks are frequently found using small oëthruma as artificial eyes. This sight persists even into sleep, if the orb is still held, so caution must be taken, as this sensation is said to be quite unnerving, if not completely disturbing to slumber all together.
Like ulthrûma, an oëthrûm may be bound to another orb of the same type, to be looked through remotely. It is important to remember that this connection flows in both directions- those being spied on can just as easily view the onlooker through the other end of the connection, should they become aware of it.
Curiously, the sensory information provided by an oëthrûm typicaly seems to be based on those of the crafter. That is to say, an oëthrûm crafted by a Saguzahar artificer will provide sight as experienced by Saguza, with their shifted spectra of colors. Some arcane techniques are said to produce oëthrûma that can provide sight in whatever spectra the artificer desires, producing sets of new, unique qualia that are said to be exceptionaly disorientating, and difficult to process.

Ogre
- thought to be goblins who, for various reasons, have grown to a grotesque size. Their appetites are insatiable. Ogres are difficult to speak of in generalities, as each seems to be unique, or atleast have come about in unique ways. They have a reputation for being stupid and British, but this is not universal. Some ogres may be of human or greater intelect, but lacking in morals. Others who have learned magic are particularly dangerous
Whatever their origins or abilities, there are properties of their goblin stock that are inescapable. They are disgusting, poorly kempt, insatiable, immoral, and manipulative.

Olaalt-thalt
    - ᚩᛚᚪᛚᛏ•ᚦᚫᛚᛏ, Grand wolf, Warg, orcish
    see: Warg

Oliethrûm
    - Also known as an Orb of Olience (the sense of smell). Of all lesser Thrûmic orbs, oliethrûma are considered to be the least useful. They may be used to restore a sense of smell to those who have lost it, or constructs who never had the sense to begin with, but it seldome seems worth the effort. Ssthaa, or other races with acute senses of smell my find niche use for oliethrûma, but this is rarely encountered. They are primarily of academic interest, as a novelty made while learning the arts of artifice.

Olme
- An Olm is a type of Hellion often summoned from Hell by malevolent Mages. Olme are long and serpent like, they seem to be of variable length. The surface of the beast is like obsidian. The mouth of the creature glows like the hatch of an active forge, and there is a boiling heat deep within the creature (though the surface is cool like stone). Olme are darkly intelligent, and purely malevolent. They may know magic. Ontolagists suspect that Olme do not originate in hell, that they are parasites drawn from another plane, who congregate in hell to feed off the positive emotions left clinging to souls passing through or vanished to hell. They are of particular danger to those astral-projecting, who glow with the positivity of life like a beacon in the darkness of Hell.

Oloramatha, The Starbright
    - Ôloê-Hre'o-Metôn ia Tnân-Hlâné (Wandering-Heavenly-Guardian, The Starbright)

Ondauanax
    - The ondauanax (pronounced: on·da·WAN·ox) is the highly respected cultural leader of a dwarven mountain home. The role is assumed by a dwarf following the death (or dishonorment) of the previous ondauanax. The process of which dwarf should be chosen for this role is unknown, and is simply apparent, reportedly, to every dwarf in the community. The ondauanax is sometimes referred to as an Under-king by outsiders, but this title is sometimes also applied mistakenly to the scape-goat figurehead called the gromanag. For this reason, dwarves tend to prefer to avoid titles like "king" when speaking the common tongue to avoid giving dishonor to their ondauanax.

Ooze, Black
    see: Wraith, Ant

Ooze, Green
    The condition known as vein rot is caused by an organism called a green ooze. Rather than having an amorphous form, the ooze is made up of a series of finely branching tendrils, which can be retracted or extended at will. Infection by a green ooze presents as hypertension, the veins and arteries of the host appearing bulged and green in color. The ooze consumes the host's blood, but continues to perform the functions of the circulatory system with its own hemolymph. The host's heart is destroyed by the infection, replaced by the central core of the ooze. While the host will no-longer have a pulse, blood is still conveyed throughout the body continuously. This is described as being very disorienting. Upon death of the host, the ooze will emerge from the body, and will seek out an area that is damp and dark- they are often seen in sewers. During this part of the ooze's life-cycle, the ooze will remain mostly sedentary. However, if given the opportunity, it may try to ensnare small creatures, draining their blood to nourish itself. Exposure to the air begins a process on the surface of the ooze, where the desiccated membrane gestates into spores. The ooze will eventually die, and as its body dries these spores release into the air. Infection by a green ooze requires a certain threshold of spores within a hosts body- otherwise, the spores will be overcome by the hosts immune system. Infection can also occur by consuming infected flesh. Typically, a small creature like a rat or frog will become infected, and the ooze will work its way up the food chain.

Orb of Binding
    -

Orb of Clairaudience
    - see: Dhirouthrîm 

Orb of Clairsentience
    - see: Osomnuathrîm 

Orb of Clairvoyance
    - see: Celanthrîm 

Orb of Far Sight
    - see: Celanthrîm

Orb of Focusing
    - see: Wremthrûn

Orb of Listening, (Greater)
    - see: Dhirouthrîm

Orb of Listening, (Lesser)
    - see: Ulthrûm

Orb of Olience
    - see: Oliethrûm

Orb of Marvelous Recollection
    - see: Mnemonuathrûn

Orb of Sight, (Lesser)
    - see: Oëthrûm

Orb of Tactition
    - see: Aptothrûm

Orbs, Thrûmic
    - Said to have first been created by dwarves long ago, under the influence of a forgotten deity. Thrûm is an old dwarven word meaning roughly "perception" or "one who percieves". These magical items give sensory input to those who wield them. These may, for instance, permit sight even while sleeping, or restore hearing to a deaf man (but only while holding the orb). The more wonderous orbs, which work at far distances, or have other unusual effects, are rare, and the means to create them has (in some cases) been lost to time.
Thrûmic Orbs may be encountered at nearly any size. Orbs of small, portable size are far more challenging to craft, but are more easy to use than larger Orbs. Very large Orbs, however, may have a greater total capacity for power.

Oreichalkos
    - Often called Mountain Bronze(calque of dwarven beorobrom) oreichalkos (pronounced: or·ee·KAL·kohsis a material historically favored by dwarves for making heavy, bludgeoning weapons, but is mainly used in modern times for ceremonial purposes. It is 65% copper, 23% nickle, and 11% adamantine. These proportions are considered to be of religious significance. 65 from 13 x 5, for each of the five copper mines of the mythical First Mountain. Prime numbers are of mystical significance in dwarven tradition (hence proportions of, 13, 23, and 11).

Osomnuathrîm
    - The Osomnuathrîm, also known as the Orb of Clairsentience, is a unique Thrûmic Orb, like the more well known Celanthrîm. This Orb similarly allows perception at a distance, but neither sight nor sound may be perceived by it-- the Orb is teletactual, transmitting only a sensation of touch. There is only one Osomnuathrîm-- it was created long ago by a mad wizard; legend says that she was trying to look for something lost to her, deep deep beneath Tél in the darkest Abyss, in depths tread by neither Demons nor Lôkfaer. In such a realm, so far removed from tangible reality, there is no light or sound to perceive, so she crafted an orb to allow one to feel at a distance. Texture, warmth or cold, even pain could be felt by the users hands. It is said that the creator of the Osomnuathrîm perished from experiencing some wretched indescribable sensation through the orb while plumbing the deepest parts of the Abyss.

Osterphoënë

Othamatsë
    - Otha-Meté-Tséhoâ (Forge-Made-Oath-Strife, "Passion of the Forge")

Ouranite
    - Ouranite (pronounced: OH·ron·ite), sometimes also known as Worant, is named for the highelven god of the sky and weather Ouranë. This peculiar metal is thought to be sourced from some extra-planar location. The metal is roughly equivalent to lead in mass, but falls upwards, and has a soft blue-tinge to its dull metallic surface. In the absence of air, the metal is a much darker blue, but turns dull and pale almost immediately when a fresh surface is exposed.
    The dwarven name for the material is uedderlômb. The dwarven stem "uedder-", as well as the elven "uente-" (whence highelven Uentemoluë, and common Worant) derive from a poorly attested parent stem meaning "reversed, opposite."

Ourania/Ouranos/Ouranë

Owl
    Owls are familiar (though reclusive) creatures on every continant. Though typicaly assumed to be avian, Owls are unlike other feathered creatures, and have no relation to birds. Their resemblance is only superficial. Reaching into the feathery surrface of an owl, one is likely to find nothing but feathers all the way down. An Owl is much larger on the inside than on the outside. They hold the bones of every small creature they consume in a voluminous space within, which they may regurgitate at will and animate. They are inteligent, and understand language, though speak none themselves. They are, infact, utterly silent (unless deeply distressed), emmitting no noise at all, whether when in flight or otherwise. Owls have mysterious motives. They are the enemy of birds, and destroy them when given the chance. They build intricate wicker structures and golems on which they perch. Owls are mostly indifferent to the actions of men, unless directly interfered with.

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Pegasos
    - A legendary with shining white hair that was blessed at birth with the Simurgh's Blessing, bestowing it with wings. This is said to have been a result of a prophecy, that the future hero Bellerophon would have need of the flying horse. Pegasos was born in the stables of Proëtos, King of Athenë in the realm of ancient Atlantis. Athenë was blessed by Athena, and the kings stables were in particular dedicated to the goddess. All horses born in those stables were unnatural in strength, speed, and lifespan.

Perdition
    - Worshipers of Helios who have been too heavily effected by the self-hatred common within that cult may find their souls too heavily associated with the concept of atonement for perceived sins following death to fully move on into unity with their deity. These souls drift into an ideological pit, known as Perdition, where their identities crystalize into prisons of self torment, twisting their souls beyond recognition.
    These souls are slowly tended by the agents of Satan, who work to restore humanity to these souls. Once freed from their own spiritual prisons, they may be reincarnated in satanic rituals.
    These souls are sometimes known academically as iudicandum, and are sometimes summoned and bound by powerful thanaturges.

Phaëthon
    Phaëthon, from the archaic h.elven Phâeoton, from wyrmspeak Phoê'ôn-Tnân (Evening-star)

Pine, Pain
     large pine-tree like plant, often growing in dense clusters. 
    - Appears twisted and knot covered. Foliage is thick, consisting of ordinary looking pine needles. 
    - Needles pierce flesh easily, breaking off from the branch on slight contact. 
    - Cause intense burning sensation lasting for as long as needles are in contact with flesh, and severe nausea for hours afterwards. Active year-round.
    + Tea brewed from the needles will soothe the nausea caused by the sting.

Pine, Puke
    - see: Pine, Pain

Psychosophist
    see: Psychosophistry

Psychosophistry
    - Psychosophistry is a broad term that encompasses a variety of spiritual arts, all of which involve the manipulation of spiritual energy, which may otherwise be known as the soul or manna depending on the context. A psychosophist may be aligned with a particular philosophical order, as a monk or ascetic. They may be a member of a subcultural group, as a witch. Or, they may be a type of craftsman, often called a mnemurgeon, who craft artificial souls to install in constructs or other artifice.
    Psychosophistry also plays a role in the arts of Necromancy and Thanaturgy, and plays a role in certain types of healing and binding magics.

"Pudding, Black"
    - non-standard, see: Wraith, Ant


Pygid, Cellar
    A small species of Pygid often found in basements, cellars, and the entrances to caverns.

Pygid, Greater
    Similar in overall appearance to other Pygid species, this creature is larger and well armored. Rather than being a scavenger, this desert dwelling predator seeks out sleeping prey to catch in the night, dragging it back to its flat, wide burrows. Parts of the beasts body are covered in small spurs

Pygid, Hoarding
    Resembling in form a man-sized amblypygid, this medium-sized variety of Pygid is known for occasionally fleecing belongings from sleeping travelers to adorn its nest. The Pygid will nibble and consume leather, such as backpacks or straps on gear, and will pilfer metal items, carrying or dragging them away silently. The creature is reclusive during the day, coming out at night to hunt for small prey, but during the end of summer it begins its mating season, and will adorn its nest with metal and other trinkets to attract a mate. The beast appears fearsome with its long spindly legs and its enormous pincer claws- but the legs are brittle and weak, and the claws, though sharp, are no match for even the most simple weapons and armor. It will also typically flee from any being larger than itself- but may become defensive if cornered in its hovel.
    Signs of presence: chewed/cut leather straps discovered in the morning, displaced equipment (heavy items may be moved , but not stolen altogether), rusted metal rubbish scattered in front of a flat crawl-space like burrow.

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Quennom

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Râk al-Shasa
    - Râk al-Shasa are created in a dark ritual which binds a person, willing or otherwise, to the body of a large feline, often a tiger or lion. The resulting chimera stands on two legs, taller than a man, and its pact with a malevolent, mysterious deity gives it arcane powers, the least of which is an aptitude for illusion. It uses this foremost to mask its grisly appearance. The creature is formed by binding the backs of the two component beings together, the back of the humanoid's skull to the head of the cat, the humanoid's arms stretched backwards to fuse to the front limbs of the beast. Its two hands are thus attached 'backwards' from the front perspective, facing up with the thumbs pointing in. The Râk al-Shasa can ball its hands into fists, however, to make use of its large feline claws to attack.

"Rakshasa"
    - non-standard, see: Râk al-Shasa

Redriver, Travon, first of his name
    titles: Lord of the Redriver March (Margrave), Imperial King of the Andars (claimed), Born of River 

Rhalâk
-

"Rhinocerous"
    - non-standard, see: Karkadann

Rive
    A very large predatory bird. Wings are small and useless. Bears a very large hooked beak, which it uses to bash and rend its prey. Very fast. Similar in hunting habit to a large Ask, but does not attack with its clawd toes. Named for its habit of ripping to shreds anything it catches, before swallowing the peices whole.

Rivermen
    Riven have no homeland or place of origin. They are a people untethered from such concepts. Rivermen have a history of distrust surrounding them and their culture, and perhaps for this reason are known for living in clusters of house-boats along riverbanks, not permitted to camp ashore. Despite this, there are many of their bands that travel along the roads, or form semi-permanent settlements outside of tolerant cities. Their culture is strange and foreign to those of other races, and they worship their own pantheon of gods. Riven often have dark hair and sharp features, but their physical countenance tends to differ little from that of the cultures surrounding theirs, wherever they may be. It is their practices, their dress, and their accent that give them away (The common tongue is always learned for them secondary to Riverspeak). The Rivermen of the Midalrealm call themselves Eilë in their language, but Rivermen elsewhere may know themselves by other names.
    - Styled after the Roma and related cultures.

Rose, Lich 
    - Grows prolificly at the edges of clearings. Forms large, beautiful white blooms which last several days. 
    - Blooms throughout the year, with a three to four month pause in the winter (longer or shorter depending on the severity of the cold) 
    - Forms plump, intensely sweet crabapple-like hips all summer long, which cause psychosis when eaten (unless pickled or fermented). 
    - The plant is an otherwise ordinary rose, those seems resistant to most herbicides.
    - Sight of the rose's blooms strongly compell the viewer to seek shelter from the open sky.
    - This effect acts to both ward creatures away from the woods, as well as to drive them to flee into the woods, if there is no other cover closer.
    + Effect lasts for several minutes. Memory of seeing the roses at all is fleeting following the effect dissapating

Rought
    - see: Bear, Dire

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Saguza
    - see: Saguzahar



Sâmandar
    Known as ash sprites in most locals, these are a type of fire elemental that takes the form of tiny motes of ashen fluff that drift around in the flames of fires that have been kept alive for several hours. Sprites that grow to enormous sizes in the endless wildfires of Mesembria are called sâmandar, or Âzarshín by the natives. The creature follows the generational forest fires that sweep the continant. The thick long hair that covers its body whisps and dances in the flames, impervious to the heat. Beneath this hair is a body composed only of flame, and the sâmandar cannot live outside of fire. As a fire elemental, they live and die with the flames they appear in spontaneously.

Sannaguinthrell
    - d.elven, see: Sinblood

Satan
    - An ancient deity, neither male nor female, though often glossed as a 'he' by the Church of Rhaeon. Satan represents the duality of human nature— both primal and orderly. Satan created the first Devils, bestowing identities and ordered forms onto the chaotic and formless demons of the abyss, and all devils are said to be his children. Through his servants (often Devils) Satan offers contracts to those that seek them (typically Rhaeonics straying from their rigid Path), offering earthly power as a boon in return for service after death. These souls he 'purchases' become Satanic Knights, who fight the endless battle in the Rhaeonic Perdition against the tortured souls who send themselves there, a battle to save them from themselves, but also to contain them.
    On earth, those who worship and revere Satan, who know his true nature (as opposed to the distorted vision of him preached as a boogyman within Rhaeonism) are called Satanists. They hold human nature as the highest principal of reverment, with a do-as-thou-wilt philosophy, but are also typically benevolent. Violence is not glorified, but is accepted as an aspect of humanity that is inescapable. They abhor belief systems that seek to crush the natural urges of mortal life: sex, pride, individualism, emotions, etc. Satanic rituals tend to involve animal 'sacrifice' (feasting in Satan's honor), orgies (fucking in Satan's honor), and so forth, sometimes naked and covered in blood (tradition) or in private homes burning incense (practical). There are certain rituals performed occasionally to facilitate Satanic reincarnation— wherein an infant is brought into an area sanctified to Satan, and after a ritual, the soul of either a Satanic Knight being rewarded for great service, or a formerly tortured soul who was rescued from their own self-hatred is bound to the infant, blending overtime with the infant's own undifferentiated soul. Those born this way will show traits later in life of their former lives, and may slowly regain some memories.
    This practice is seen as a great honor among Satanists, but is seen as utterly abhorrent by Rhaeonics. Under Rhaeonic belief, souls that go to "hell" are damned to be there by Rhaeon himself, and should never be freed. Beyond that, they believe that human souls are sacred gifts from Rhaeon from the moment they are born. Under Rhaeonism, it matters not that the soul has yet to be 'differentiated', it is a damned soul being bound to— and replacing— a 'pure' soul, against the child's will. Those 'reincarnated' in this way are doggedly hunted down by Paladins of Rhaeon, to be slaughtered immediately if found.

Saxwing
    - In form and behavior, they are most unlike birds, but for sharing an aptitude in flight. The Saxwing's body is light and slender, covered in velvet integument of wild colors and patterns. Many bear great long beaks and crested heads, long whip like tails that may be adorned with fins. Of particular note are their wings. Membranous like a bat, but shaped as a sail without ribbing.
    When small, their appetites are of fish and insects, but the larger beasts take larger prey. Of the larger Saxwings, they are sometimes called Fellfleam, or by Orcs as Hrpax. Particularly large and fierce breeds of Fellfleam have been used as fierce flying mounts in the past, the most rapacious among them called Molomh, the name of the terrible beast flown by the White Wastelayer.
    Of the varieties of large and brightly colored Fellfleam, they may sometimes be mistaken for Wyverns or Dragons, with whom they share as much relation as they do to birds, which is none. They are, however, warm blooded, as birds are and as Wyverns notably are not. They nest in the soil, and lay leathersome eggs, as a turtle or lizard.

Scolopendra
    an enormous many-legged crustacean-like creature. Hides in cracks or crevases on land or in shallow water. Superficialy resembles a centipede.

Scorpion-King
    - Appears not unlike a willow from afar, though each long hanging branch is tipped with an inward-pointing barb. 
    - Thin, stiff hairs sprout from the trunk. If these hairs are disturbed, the tree's branches begin flailing inwards sporadically for several minutes. Hairs only present during the summer when small red berries can be found along the base of its branches. Very uncommon.
    - Barbs are not poisoned, but are very sharp. The flailing branches hit with the same strength as a whip.

Sea, Åldalgan
    - the Åldalgan Sea (Known in the north as the Dwerromar) is a topologically twisted and knotted body of water off the wester coast of Hesperia. Ships who attempt to sail this sea, even a few knots out from the shore often find themselves quickly lost, spending days sailing aimlessly before suddenly finding themselves at a different location along the Hesperian shore- or very rarely, the shore of Åldalga.

seFaal, Aquenlén 
    titles: Her Magesty, Highelven Princess of Faallery, Queen of the Andars

seFaal, Duail 
    titles: Highelven Prince of Faallery

seFaal, Sorian second of his name (II) 
    titles: His Magesty, Highelven Prince of Faallery, King of the Andars, the Beloved

seFaal, Sorian third of his name (III) 
    titles: Highelven Prince of Faallery

seFaal, Sorian fourth of his name (IV) 
    titles: His Magesty, Highelven Prince of Faallery, King of the Andars, Emperor of [The Midal Realms], the Farsighted

seFaal-seLorlath, Trenethe
    titles: Highelven Prince of Faallery (if confirmed as the son of Queen Aquenlén)

seGhailan, Eurande
    titles: Queen Consort to King Sorian se Faal IV

seLorlath, Iark
    titles: Knight of the Lands of Dhormandy (Sir)

Selûnë

Shen, The Principalities of

Shenwen
    shenmen, Shenwei, shenese

Serpent, Giant

"Servant, Aerial"
    - non-standard, see: Weather Spirit

Seseototh 
    - Zessoê-Tâthôn (He who strikes the weak), Draconic Deity

Shieldox
    An enormous beast, ranging in size from that of an ox to an elephant. The beast has a rough hide, and a shearing beak for grazing, but its most distinctive quality is the large shield-like structure crowning its head. This shield may be colorfuly decorated, or adorned with knobs and horns, and may vary in size and shape depending on the variety. They live in large migratory herds, and are raised as livestock in certain parts of the far east.

Shurpu and Abatu
    -Twin gods of chaos and destruction

Shyldneat
    - archaic, see: Shieldox

Silver

Silver, Esreal
    a poetic term for elven silver, or silver of a particularly high quality, from the highelven Aesrhaëla, lit. "Sun's bronze/metal"

Simurgh, The
- Goddess of birds, known for blessing beings swift of foot with wings on occasion. The Simurgh is benevolent but enjoys a chase. She may favor the pursuer or the persuee, or both. 
    - Vetherfoënir (aka: Abymessoru)

Simurgh's Blessing, The
    - The Simurgh's Blessing is threefold. First, it provides the addition of physical, feathered bird's wings sprouting from the blessed's back, sized proportionate to the body. They are not necessarily of a size one would expect would be needed for powered flight, and are not meaningfully integrated into the physiology, besides superficially.
    Second, the blessing provides a supernatural power of flight. The ability seems connected to the wings, and the wings operate as though they are providing lift, but they do not. The aerodynamic properties of the blessed creature do not seem to have a significant impact on the flight ability.
Third is gifted spontaneous knowledge of how to fly, immediately upon receipt of the blessing. This knowledge is apparently difficult to put in to words. It is, however, a skill that somehow transfers laterally into a proficiency for piloting flight-capable vehicles. One may suppose that the largest part of the knowledge gained by the blessing is an adept spacial awareness.

Sinblood
    - A type of Darkelven fermented beverage, spiced blood, fermented with snakevenom (which preserves spiritual saturation of the blood). Effectively a type of potion of vitality, illegal in the midalrealm when brewed from human blood, but still found on occasion.

Sirroco

Sirrocan
    - Kheng-io

Siverathan 
    Draconic Deity

Slurch
    - A large leach/snake-like monster. It is encountered in bogs and caverns. It moves with a disgusting slinking motion, and feeds by everting its toothed stomach out in front of it, and retracting the organ once prey has been bound to it. They can grow to great size, and are capable of moving at surprising speed when in pursuit. The creature has poor eyesight and seems to hunt mainly by scent and taste. Large pieces of the beast, if left in a damp environment, may grow back into a whole (much smaller) slurch an a short period of days.

Smark
    - Variable size, small and crow-like, to large, like a vulture.
    - Dirty, black birds with ugly beaks, oily feathers, and thick wart covered feet.
    - Sounds hoarse when it caws. Never seen alone. Steals things.
    - Attacks eyes if it doesn't like you. Violent, explosive diarrhea if attacked.
    - Smells like you'd imagine it would.

Snake, Blind
    A blind, burrowing variety of Asp
    - Small knobby scales. Glossy. pink or white, with occasional blue highlights around lips.
    - burrow up from the earth during the night, or during a rainstorm. From one foot, to thirty feet in    length. 
    - Sensitive to vibration, abhor sunlight.
    - Eyeless, totally blind.
    - Will attempt to eat whatever its snout bumps into while on the surface.
    see: Asp

Sphinx, The
    The title claimed by the manticore Azizi, ruler of [Sûl]. The title means "the strangler" in the old sûlian tongue.
    see: Manticore; Azizi; Sûl

Spirit, Air
    see: Weather Spirit

Spirit, Malevolent
    - These spirits may have originated from several different sources, and are often glossed as "demons". Some are twisted, formerly living souls conjured from Perdition (Iudicandorum). Some are the disembodied spirits of malevolent entities like Hellspawn, freed from their usual haunts by some means. Others are soul fragments, split off from an ordinary soul by trauma, and taking enough willpower with it to cause trouble. Wherever their origin, those encountered by the living tend to be spirits possessing the body of another loving individual. Whatever the entities motives, manifesting and taking hold of a living body takes a great deal of willpower, which these spirits typically have a short supply of to begin with, and may be easily exorcised and banished with the correct technique.
None the less, under the right circumstances, a possession can go undetected for some time. Particularly susceptible are children and the infirm, or those with a serious illness. Spirits of extraplanar origin seem to have inscrutable motives, while those who were at one point human may seek revenge on the living, or to settle unfinished business.

Spirit, Storm
    see: Spirit, Weather

Spiritual Energy
        Spirit is an integral aspect of self. It is the materia that composes the soul of a conscious being, and the life force that flows through all living things. Magic is made of spirit, and the chords of association that flow between all interesting things and concepts flows in the medium of spirit. Spirit is utilized as a source of energy for techniques in all arcane walks of life. That is to say, it is utilized in some way by all classes, just as with Morale, and Experience. 
Spirit is expended by most forms of non-physical exertion-- in some circumstances physical as well, as pushing yourself past your usual limits requires an expenditure of Spirit.
    - Barbarian "rages" expend Spirit
    - Monk "focus" abilities expend Spirit
    - When Morale reaches zero, Spirit is/can be consumed to:
          · act as stamina when retreating in fear
          · maintaining consciousness when heavily injured
          · Screaming, yelling, casting curses
    - Certain natural abilities expend spirit, basically "pumping yourself up," thereby converting spirit into morale
    Spirit may be used potentially in motivating others, healing others, comforting others-- maybe, anything a person does to raise someone else's Morale consumes Spirit. [This could help to prevent an exploit when using abilities that convert Morale into Spirit. (So called "blood" magic)]
Spirit is expended when creating non-magical things, e.g. potions, elixirs, culinary arts, music, poetry, painting, sculpture, etc. Anything that requires "creative energy." Spirit is likewise also expended when praying. Many beasts that do not have the ability to express themselves creatively still posses spirit, beyond that which makes up their soul. [The implication of this is, I suppose, that creativity is specifically a conjunction of intelligence and Spirit.]

Spirit, Weather
    Known by many names, these are the mysterious and ineffable spirits that take the form of winds and weather. They are spirits formed from the powerful currents of swirling air, grand and invisible and always in motion. Some are familiar-- sailors will often speak of a kinship or hatred of particular trade winds, or the strong seasonal storms to the south, whose arrival may be sought out and implored if they do not come when they are expected. These spirits can be communicated with, with some effort, (if the spirit is interested in communication that is), and some may communicate back, with a distant howling voice made by buildings and trees. There are tales of winds and storms being captured and contained, but the thought of attempting to tame the weather itself is mostly considered fanciful.
    Some [Seasons] are thought to have ascended from deified weather spirits.

Spirit, Wind
    see: Spirit, Weather

Steel, Dwarven
    - Dwarven Steel is known for its resilience against shipping or denting. It is quite strong, though it stands up poorly to extreme heat, and may corrode easier than ordinary steel. It lacks the carbon content of normal steel, replaced with a very small amount of mercury-adamant amalgam. It is known for its subtle, damasc-like surface texture.

Stoorwig
        A wagon-sized scarab-like beetle used for hauling, and other work, similar to an ox, by people in some arid lands. Its tough carapace finds many uses in these cultures, and the elytra may be used as shields outright. These beetles are easy to control, and may be outfitted for war as well. There may be festivals centered arround the yearly eclosion of mature stoorwigs from their pupas.

Sulimen
    Sulians are known far and wide for the fame of their home city, the great city of Sûl. In the Suli tongue they know themselves as al-éSûl, though this is the moniker for any man born within Sûl and its surrounding lands, regardless of race. Still, the stout men of copper complexion are the ones known by this name in distant lands; Suulong to the east, Alasolians to the highelves. Sulian traders can be found in nearly every well populated settlement, peddling any assortment of wares. Often, the Sulian trading network permits them access to goods unknown anywhere but their traveling booths.
    - Styled after Arab, Egyptian/North-African cultures


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Taletolagaôs
    son of Aarduë, the mother

Talthir
    see also: Talthir & Arrath (history of menopherog)

Tetekhelopai 
    - Tetekhelopai is one of the Machine men, though unlike most of her brethren, she seems to enjoy interacting in human society. She has served as a council woman on the Parliament of Easthaven for several generations atleast-- that is to say, no one can quite recall her arrival. She has become a fixture in the government of the city. Her position seems to be in no risk of being challenged. Perhaps this is because she is so reliably constant in the decisions she makes; which is to say, conservative but curious. She universaly prefers to fall back on well tread territory when confronted with something unfamiliar, but will never shy away from exploring new aveneus. A recognition of the necessity of change, while maintaining a distaste for it, perhaps. She prefers to hear detailed arguments before making decisions, inorder to weigh all the variables. She is a slave to reason, and her governing decisions have never been weighted by emotion. This is not to say she is humorless, she is simply exceptionaly proffessional. Tetekhelopai maintained a deep friendship with Annsatakaimë, the Glass Woman, who was also a member of the council for 47 years. 

Thradam

Tinnatanibrynm
    - A Machineman known for composing and performing deeply moving symphonies

Titans
    - Titans are the variety of being to which dragons belong, being the most noteworthy examples. Said to have been the first creatures to walk the surface of tel. Titans are in some ways similar to mortals, and in some ways are not. Titans are born, as mortals are, and gain experience as they age and grow. As they become heavy with age and experience, they begin to slow, drawing out their lifespans to, sometimes, many centuries, until they eventually turn to stone. Most, however, never reach this advanced age. Titan reproduction follows different rules than for mortals. New titans are born out of the slain corpses of elder titans, imbued with spirit from the fallen parent, and the the other, typically responsible for the death of the first. Certain powerful memories and experiences may be passed on to the young.
    The bodily components of titans tend to have strange magical properties.

Thalt
    - ᚦᚫᛚᛏ, Wolf, orcish
    see: Wolf

Thaltthulloc
    - ᚦᚫᛚᛏᚦᚢᛚᛚᚩᚳ, Wolf-mount (augmentative), Warg, orcish
    see: Warg

Thanaturgy
    - The art of manipulation of the dead is not well known in modern times. A thanaturgeon takes lesser souls and binds them- typically to corpses- in order to do the mage's bidding. Thanaturgy as a practice has roots in both mnemurgery and necromancy, and may be skilled enough in both to perform their roles to a lesser degree. The Thanaturge may choose to fabricate simple souls to animate his corpses, or he may conjure weak willed souls- sometimes called demons- or the souls of animals. Their skills lie more in the domination of these spirits, and the attachment of them to vessels on the fly. They are sometimes called "combat mnemurgeons" as they are useful on the battlefield in the way an academic soul-craftsman is not.

Theifweed, Wandering
    - A large tumbleweed-like plant- one to seven meters in diameter. 
    - Spherical to blob-like in shape, consists of a mass of thick thorny vines, and small thin tendrils which grip quickly at anything they come in contact with. 
    - The plant moves slowly and aimlessly through the forest at night, parking itself in the sunlight during the day (often in large clearings). 
    - Will carry with it whatever it picks up at night. Living creatures trapped in its vines slowly lose lifeforce, invigorating the weed.
    - Often found clinging to bones of its prey, along with other random items picked up. 
    - Seems to avoid clinging to woody material, or other vegitation.
    - Dies in the winter, dropping its cashe and dispersing its windborn seeds.
    Ankle Catcher
    - A juvenile theifweed, a small tangle of vines which latch on to objects moving through or around it. 
        - May be found growing on the ground or even in the branches of trees, often growing in areas of low light. 
- Life force drain is much less powerful than a fully formed Theif Weed, but the plant is active day and night.
    - Sprouts shortly before the last frost. 
    - After reaching a meter diameter arround mid to late spring, the plant will uproot itself in the night and begin its motile lifestyle.

Theramatsím 
    - Dragon, highelven (e. coloquial)
    see: Dragons

Thlafal 
    - ᚦᛚᚫᚠᚫᛚ, Wolfcub, orcish
    see: Wolf

Thrag
    - Stegosaur

Threadworm
    - The exact population density of threadworms in a given area is very hard to determine. Despite being massive in dimension (if nearly lacking mass all together) they can vanish easily into nearly any environment. The worms are somewhat more uncommon to the north than the south. One could miss a worm passing right in front of them. The worm is as thin as a strand of hair. Do not mistake this as delicacy, however. The worm's body is stronger than steel, stronger than spidersilk. No ordinary weapon or blade could bisect a threadworm. This is, perhaps, what makes them so dangerous.
    The threadworm is usually disinterested with humans. It is known to feed silently, hidden away. Sometimes miles in length, the worm will choose small prey to quietly entangle itself around, only to suddenly constrict, suffocating the prey. The worm wraps its coils hundreds of times around the carcass, and slowly absorbs nutrients over several days. It does not need to eat frequently.
    Famously, threadworms are quite intelligent, and are able to be trained with relative ease, assuming one can be subdued to begin with. Trained threadworms are typically woven into some sort of practical garment or item- typically a coat, a robe, or a carpet. In the case of clothing, the worm is spun together with an ordinary thread. The items must be made in one piece, for obvious reasons, and so require the skill of an expert seamstress.
Because of the unusual combination of skills required, there are every few who are able to produce these living garments and items. There is only one rug maker in Sûl known to have created magic carpets. Living silk robes are known to come from the far east. It is thought that the emperor keeps the creator under his employ. In Easthaven there is a seamstress who has created several living cloaks.
 
Thresh
    The thresh is a mindless beast well known from myths and cautionary tales. Harmless and typically invisible to the living, the thresh is a large amorphous monster that exists solely on the spiritual plane. It takes the form of a writing mass of tentacles, tipped with grasping hands. The thresh cannot pry a soul from its physical body-- but an untethered spirit may be grabbed and consumed. A soul devoured in this way is lost forever, grown into additional grasping arms of the entity. These entities seem to congregate in places where death is commonplace- battlegrounds, stockyards, hospitals- though at least in the latter there is typically an effort made to excise the beasts when they are detected. Though a thresh will usualy not attempt to attack a living being, if that being has extended their spirit far enough away from their body, the creature may attempt to lash out. 
    Thresh are born from the incomplete death of an occulant. An occulant's mind is not directly connected to its arms, and the collection of limbs has something of a will of its own. When an occulant's soul is stripped from its body, such as through the power of an orb of binding a thresh will be created. A thresh cannot be easily destroyed; rather disrupting it will typically banish it back to its place of origin, or divide it up into several smaller entities rarely. The Thresh has no true mind, and could more aptly be described as an event rather than a thing, wandering aimlessly along ley lines and spiritual chords, attracted to concentrations of souls.

Tholtoc 
    - ᚦᚩᛚᛏᚩᚳ, Direwolf, orcish
    see: Wolf, Dire

Thurse
    see: Demons, Abyssal

Torperic Energy
     - electricity

Tortoise, Giant

Tortoise, Ox
    - A very large tortoise. Can easily grow to the size of a house. 
    - Very slow moving, docile. Immune to most known poisons and toxins, has a thick leathery hide. 
    - Eats foliage. Has a preference for theifweed and wractus. Hibernates underground in the winter.
    - Often domesticated in the south for use as a beast of burden.
    - Lives for hundreds of years.

Tpor, The Shivering 
    Draconic Deity

Tree, Suicide  (Dendrocnide moroides)
    - Medium to large sized with low hanging branches. Leaves and twigs covered in small stinging hairs. 
    - The sting causes an extremely painful stinging sensation that can last for days, weeks, or months, and the injured area becomes covered with small, red spots joining together to form a red, swollen mass. The pain is potent enough to incapacitate humans, dogs, and horses, and is infamously agonizing, known to drive the subject to suicide. Deciduous, but dead/dormant foliage still causes blistering.
    + Thorough abrasion and cleaning/burning of the effected area will halve the duration of the effect, but will leave disfiguring scars.

Troll
- Trolls are a type of fae found to the north. They are said to be fae spirits that were driven into stones long ago by priests of Helios. Under the light of the sun, they remain stone, appearing as boulders of any size. But at night they go about their business.
Some speak human tongues and some do not. Many are able to perform various magics. They are known for being particularly resilient, but are fearful of fire, a common fear among most fear of the north.

Tság 
    - Tság, blind god of soil

Tséomât
    - h.elven trimming of wyrmspeak Tsého-Hre'o-Metôn (Warden of Heaven's Forge)

Tthlaot
    -ᛏᚦᛚᚫᚩᛏ, Wolf, spirit, orcish (rare, archaic)

Tthlaotoc
    -ᛏᚦᛚᚫᚩᛏᚩᚳ, Dire wolf, Wolf deity, orcish (archaic)
    see: Wolf, Dire

Turtle, Dragon

Turtle, Giant

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Ueddekolôn 
    {Ueddegemndekolôn}

Uedderlômb
    - see: Ouranite

Uentemoluë
    - h.elven, see: Ouranite

Ulce
    - Ulce are a variety of seemingly intangible Hellspawn. They manifest on the physical plane as an overwhelming feeling of stress and anxiety. Those skilled in the mental arts may be able to pin the Ulce down, metaphorically. They escape direct direction by directing gaze around their form, as water passes over a river stone. Pinned under the concentrated efforts of a warlock, they are said to appear to be in some indescribable pain, though no precise features can be seen. It is as though they are a conscious collection of impressions of a being. Ontolagists speculate an Ulce is formed in hell from a crystalized concentration of anxieties she'd from souls passing to the afterlife.

Ulfr
    - ᚢᛚᚠᚱ, Wolf, orcish
    see: Wolf

Ulfroc
    - ᚢᛚᚠᚱᚩᚳ, Warg, orcish
    see: Warg

Ulfr-thul
    -ᚢᛚᚠᚱ•ᚦᚢᛚ, Wolf-mount/horse, Warg, orcish (pejorative)
    see: Warg

Ûmmamakh
    Vaguely remmanisant of a typical elephant, the beast has a ghastly coutenance and dark ashen skin. It is known to remain perfectly still when encountered, only to lash out when it feels the intruders in its haunt least expect. Some claim these were once normal elephants that have been stricken with a terrible curse by one of the strange elephant gods. Other legends tell of Elephants becomming an Ûmmamakh upon recalling haunting memories from a former life. Elephants themselves often refuse to speak of them, and experts in their tongue claim that their name for the Ûmmamakh is taboo. Elephants will instead reffer to them euphamisticaly, roughly translated as "the dead that stand". 

Ulthrûm
    - Also known as a Lesser Orb of Listening. This orb grants a sense of hearing to those holding it, much more clear and perceptive than the normal human ear permits. This sense of hearing persists even into sleep. This is a somewhat less disturbing sensation than the persistent sight granted by oëthrûma
Two ulthrûma may be bound to one another, permitting the surroundings of one orb to be heard by the a user holding the other. Caution must be taken, as this connection passes both ways.

Unaelnë
    title: Lady of Leighmont

Ursoc
    - see: Bear, Dire

Utellôlathë 
    formerly Nalôrrhatha 

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Vargaroc
    -Warg, orcish (formal)
    see: Warg

Vargr
    -Warg, orcish
    see: Warg

Vasahamathon 
    Draconic Deity -name translated as 'wind of the forge'

Vercnuung
    -Wolf-man (lit.), Lycanthrope, Werewolf, Cynocephalus, orcish
    see: Lycanthrope, Werewight, Cynocephalus 

Vergfal
    -Wolf (diminutive), Hound_, orcish
    see: Hound

Vergr
    -Wolf, orcish (formal)
    see: Wolf

Vermivex

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Woods, The Green
    - see: Greenwood

Woods, The Wailing
    an emmense forested region to the south-east of the Midalrealm. It is distinctive for being exceptionaly repellant-- it is filled with the most toxic and violent flora and fauna.

"Walrus"
    -non-standard, see: Whalehorse

Wasps, Book

Wasps, Giant

Warg
    Through the process known as Vargasvraltr, a dying orc warior may be reborn into the body of a wolf. This process is mediated by the will of the orcish deity Hrumr, of whom wolves are a primary symbol. Vargasvraltr is only avaliable to those deemed worthy by Hrumr. The warg created by this process is distorted somewhat in form from an ordinary wolf, and may live far longer than wolf or orc alone. Wargs are capable of human speech, though the wolfish voice is deep and rough. This may be attributed to the combined spirits of the two componant beings. Though the soul of the orc is typicaly the dominant presence, the combination with the wolf's soul results, typicaly, in a significant shift in personality. 
    Wargs are connected directly to Hrumr, acting as his agents- that is to say, they are obligate to Hrumr, and cannot defy him, a cost of the transformation. Wargs are technicaly a type of aberration.
Wargs have an entire society of their own, parallel to that of the orcs they live along side. In combat, a warg may act as a mount for an orc, but are lethal combatants in their own right, and are never possessions of their riders. A warg typicaly will remain a faithful gaurdian of his or her former clan, the "second life" as a warg often being seen as a prestigious way to protect ones decendants and clan after death, paralelling the ancient highelven tradition of infusing the souls of elders into weaponry. Wargs are known for their rough, grissled apperance.

Wargr
    see: Warg

Warlock
    - Literally meaning an "oath breaker," perhaps under the pretense that the affairs within ones mind are private, and invading them constitutes breaking an unspoken oath. A Warlock is a master of "expanded mental arts" (abilities pertaining to extra-sensory perception, capacity, or capabilities of the mind), most notably telepathy, but may also have skills in arts like clairvoyance, and telekinesis. These mental arts are often glossed together as warlowcraft, or warlogery. Warlocks may also be adept in the hypnogogic arts as well, capable of rendering a victim asweven from a significant distance, and then entering orphicly into their dreams.
    Warlocks consist of a loose coalition of various smaller orders who practice various types of arts of mental-expansion. They descend from an order magical adepts from a time in the distant past. They went by a different name at that point, which due to the mysticism surrounding it, has been lost.
The significance of this word is that it is thought that there are vast sources of information left by ancient warlocks that is hidden in plain sight due to amnestic occlusion
    Essentially, learning the ancient mystical name of the original order of warlocks would grant access to these hidden materials, likely granting a great deal of power along with it.

Warlowcraft
    - Also called Warlogery, this is a catchall term for various types of pre-cognitive, extra-cognitive and extra-sensory abilities, as well as certain spiritual abilities such as Clairvoyance, and telemanual abilities like telekinesis, pyrokenisis, etc.
    These are the arts of mental-expansion practiced by warlocks.

Wastelayer, The White
    - Perhaps uniquely for such a well known historical figure, the past and identity of the White Wastelayer are wholy unknown. The Wastelayer descinded upon the Midalrealm from the south, riding his enormous, sinister beast, the original Molomh. Never did he speak a word during his horrid reign, but it is thought that the fowl words whispered by Molomh we're his own spoken through the beast.
The Wastelayer tore through the countryside. He was possessed of several wretched abilities, powers that seemed tied to his gaze alone. Land beneath his flight turned fallow for a generation. It was said that sight of his gleaming white armor, even from a horizon away, laid apon the viewer a curse.
    One day, the Wastelayer vanished and was never seen again.

Werewight
    Occasionally an animal may be given the ability to shift itself into a human, or humanoid form. Some may have more than one form. This is a natural ability of some mythical creatures, particularly in the east. Some of these beings may not remember their previous life before transformation, while others can shift back and forth at will. The reasons for werewights being created is diverse, however it is typically the will of a particular deity or spirit. This ability may be hereditary. There are bloodlines of humans who may have the ability to take an animal form, such as a wolf or bear, but it may require training to unlock this potential.
    The manner of the shift between forms is not transformative. That is to say, the flesh is not molded from one form to another. Rather there are two separate forms in superposition, where one form can be brought into clear locality while the other is made nonlocal. So, for instance, injuries or wounds (such as a missing limb) will not transfer between forms. The human form will retain its clothing and accoutrements between shifts.

Werewolf
    A specific title for a type of werewight, namely a wolf who can transform into a human. Not to be confused with a lycanthrope.
    see: Werewight

Whalehorse
    An enormous sea-beast, roughly like a seal, but heavy and bulky, and reaching a larger size. Possesses long tusks like an elephant. Beneath the tough hide is a thick layer of blubberous fat, allowing the beast to stay comfortable even in the coldest of water. The beasts are numerous, slow, and non-threatening, which makes them ideal targets for hunters in the northern lands. Trade in their tusks is heavy, as, when processed correctly, the material nearly indistinguishable from elephant ivory, a trade good which is much sought after, but quite rare, and morally questionable.

Whegg
    A bulky creature dwelling in burrows in the dry fields and plains to the south. The beast is like a flea in over all aperance, massive in size and somewhat flattened. Great sharp claws adorn the front, for digging its burrows and for reaching out to snatch prey. In the daylight, the Whegg will rarely pursue prey a short distance from the entrance of its burrow, but its distaste for the heat of day will drive it back underground. At night, however, the creature prowls about a fair distance from its burrow, hunting for food. Whegg are omnivores, and will eat anything ranging from live prey to detritus and certain plants. Meat is preferred when the beast has a brood of eggs near hatching.
    The flesh is much sought after as cuisine in the south, said to be akin to crab, or lobster, but without the salty tang of the ocean.

Whitewyrm
    Coldiron. Manipulates heat like dragon tongue, but in reverse, super cooling the air around it. Enormous, dragon like, toad like, communicate telepathically, only move when they must, spend their time in the cold ice caverns of the far southeast, in deep communal thought, statue like, hundreds of them
    The halls of thousands.

Windwolf
    Taking the form of a horse-sized wolf-spider, the beast is covered in thick, grey hair, matted and unkempt. Their movements are lightning fast, and very nearly silent. Their vision is poor, incapable of distinguishing colors, or even making out stationary objects. However, they are excellent at detecting movement, and will quickly hone in on a moving target. The are very sensitive to sound and vibration- a noisy target is as visible to a Windwolf as a moving one is. Windwolves hunt in packs of up to five, and will communicate with one another by rapidly tapping a foot on the earth in strange patterns. Windwolves do not hunt during the rain, as it seems to blind and deafen them.

Wolf
    -
    see also: Werewolf

Witch
    - a Witch is, functionally, a practitioner of witchcraft, but "witch" is also a multifaceted identity, encompassing cultural and religious practices. Witches represent a continuation of the ancient Andrish religion. These ancient practices revolved around the practitioner remaining in tune with the natural world, and in doing so, are permitted the wisdom needed to bend the world in subtle ways around them. This is the associative magic known as witchcraft, a type of psychosophistry. Many witches are also adept at other spiritual arts, such as clairvoyance, and there are several traditions of medicine and herbalism passed down among their numbers, today known as witchweal.
    A witch often will draw the power needed for her magic from natural sources, rather than from her own spirit as a magician does. These may be obvious natural flows of energy, such as winds and rivers, or the subtle, such as ley lines. Witches are also known for flying on brooms, cut from the hagbeam tree.

Witchcraft
    - Witchcraft is a type of psychosophistry that focuses on altering the associative nature's of people, places and things. This often takes the form of rendered services- making a cartwheel stronger by strengthening the association it has to the strong oak it was made from. Crafting a love potion that bolsters the connection between two people- or the opposite, by weakening the connections they have to others through association. The magic of witchcraft is mostly passive, though associative transformations may be attached to spells or elixirs- hexes and potions they may be called, that can allow the complex magic to be triggered at will.

Witchweal
    Witchweal is the name given to the medicinal knowledge and herbalism used by witches. There is an associative layer to this craft that makes the healing practices of each witch unique to her.

Ŵm
- an ancient figure from highelven mythology, it is described as the gargantuan mouth of the underworld. For unclear reasons, it is said that the mouth must be kept imprisoned in the labyrinth city of Aälldhel, far to the west, or it will swallow up the entire world.
Ŵm is an integral part of the mythical cycle of the sun. Swallowed by the great mouth, the sun lies all night in the belly of the underworld, until it is cut free in the morning by Aäâtoma, the blood of the earth casting the sky red.

Wôdan

Wolf, Dire, 
    A larger and more ruthless cousin of the common wolf, the dire wolf can grow large enough to overshadow a grown man at the shoulder. Found in small packs, or solitary; unlike a lone wolf or coyote, a single dire wolf is not skittish, and will not shy away from combat-- in this way, bearing a closer behavior resemblance to a grizzly bear. They are fast enough to keep pace with a horse or hart for long stretches, but will typically only give chase if the wolf expects to be able to corner its prey. However, if motivated by hunger, the dire wolf may pursue the trail of a fleeing creature for several miles, following behind slowly, waiting for a chance to ambush. The dire wolf's howl is easily distinguishable from a common wolf, bearing a distinctive lower, bone-chilling pitch.

Wolf, Wind
    - non-standard, see: Windwolf

Woodwraith
    - During winter months, roams the forest in the form a large animal (bear, tiger, wolf, stag, buffalo, hookfoot, gorilla, karkadann, etc.) made of twisted woody branches, foraging for food. 
    - Settles and sprouts leaves during spring summer and fall. Uproots with first frost.
    - Highly territorial. Very protective of trees in its territory.

Worant
    - see: Ouranite

Worg
    Non-standard, see: Warg

Worm, Red
    The condition known as red worm is often mistaken for being a parasite, or a type of helminth. In fact, the so-called "red worm" associated with the condition is a part of the hosts own body. The condition's vector is a type of malevolent vermiform spiritual entity, associated with areas of rot and decay. In areas where these spirits manifest, worms and other worm-like creatures are the primary targets, possessing them with an unnatural ravenous nature, and causing them to grown unnaturally. It is thought that red worm occurs in a victim when the spirit possesses the digestive tract as though it were an independent entity.
    Those suffering from redworm will experience extreme discomfort as the vermiform spirit distorts and takes control of the hosts organs. The intestines, stomach, and most other organs within the abdomen will be replaced by a single, writhing worm (actually a transformed intestinal tract), which will grow as it feeds on the host, distending the belly, the unsightly squirming under the skin visible to onlookers. The host will feel a gnawing hunger that will never be satisfied, and eventually the host will perish. If the worm feels threatened (before or after the host's death) the worm will evert itself from the host's anus to attack, biting with circular rows of teeth that is has grown. 
    When the host body begins to rot, the possessed organs will eat their way out of the corpse to begin living as a free entity, squirming along the ground. The redworm in this form, or in its more typical form of bloated possessed worms and maggots, will spread an accelerated decay with them as they move. In this way, an area fetid enough to bring about red worms to begin with will grow in size like a cancer. This type of rot is easy to control, however, as the worms are not particularly dangerous, and easy enough to eliminate.

Wractus
    - Forms as a massive black cactus, growing in a giant mound, with fleshy branches reaching up to twenty feet into the air. 
    - Thorns are chitinous, and non-detaching, long like lumber nails. When a shadow is cast abruptly on any surface of the wractus, the arms begin flailing wildly. 
    - Dormant and shriveled during the winter.
    - During late summer, the ends of its leathery palms will sprout brilliant meter wide blooms, yellow to red in color. 
    - A single plant will bloom only for a single day, though the day is not constant from year to year, or even between individual plants. 
    - During this day, the wractus is far less sensitive to motion. The blooms attract Blasting Bees and giant hornets.
    - The blooms generate a large red fruit. Fruit contains a rock like core, that will sprout when passed by an Ox Tortoise.
    - The fruit is somewhat sweet, but otherwise resembles raw flesh in taste, texture, and appearance.
    - When bitten into, the fruit fills the mind of the creature eating it with the idea of agonizing screams, but makes no actual sound.

Wraith, Ant
    Thought to be caused by some sort of supernatural disease, a single, or sometimes several colonies of ants may be driven to coalesce themselves into an enormous mass, writhing and churning around itself. This mass will raise up into the air, as though it is a singular entity, moving about as a giant black blob of churning, shimmering fluid. There is no fluid, however, only the bodies of millions of ants, possessed by some sort of communal compulsion. The ant blob is ravenous, and will expediently tear to bits and consume anything edible that it sets upon, flesh or vegetable alike. This mass of ants will begin to function like a proper ant colony internally, with voids carved out of its mass for holding broods of eggs, or food that takes extra time to "digest". Certain types of soothing magic may revert the ants back to their natural state, but the ant wraith will otherwise continue to remain motile and ravenous indefinitely.

Wraith, Wood
    see: Woodwraith

Wremthrûn
    - Also called an Orb of Focusing, a Wremthrûn is a Thrûmic Orb used in destruction magics. The Orb focuses and concentrates the effect of a spell to a singular point. often significantly augmenting the usefulness of a spell.

Wretch
    - Under certain unfortunate circumstances, half-breeds are occasionally born between a goblin and any of the races of men. Children of this kind born to a goblin mother are typically either left to die (needing much more care and food than a typical goblin spawn) or end up growing to look scarecely distinguishable from their goblin kin, perhaps growing to be an ogre.
Among those born to human mothers (considerably more common) a similar fate befalls most-- that is, not surviving past infancy. Of those that are kept, they usually lead a cursed life. Their grotesque features leave them ostracized from society, and their twisted nature leads them to typically spurn even the small few who take pity on them.

Wris
    - More typically called Giants, these enormous humanoids represent the relics of a n ancient, and once very powerful empire, with a rich culture and complex language. All this was cast to ruin long ago from an unknown cause-- though some have speculated a great unfathomable war. Among those that have preserved a fragmented dialect of their ancient tongue, they call themselves Wris. Most encountered have no language or culture at all. Some have learned bits and pieces of common, and may even be willing to barter for goods. Others are violent, too often attacked by small folk to bother reasoning with them.

Wrom-dueren
    - Wrom-dueren (pronounced: rom·DWER·anis the relationship between dwarven teachers and pupils. Though sometimes confusing to outsiders, this type of bond is closely analogous to the concept of parent-child relationships most other humanoid races understand. When a dwarf gives his lineage, it is a pedagogical lineage, not a patrilineal one.

Wrotwerron 
    sometimes known as Pneufelorvanenkainen

Wulver
    see: Cynocephalus

Wynniferrivë
    - infamously jealous. Not of other deities- Wynniferrivë views herself as the lover of all of her clerics.

Wyrm
    - see: Dragons

Wymmír
    -archaic, h.elven, see: Dragons

Wyrmling 
    -infant dragon
    see: Dragons

Wyvern
    Often assumed to be dragons, or their kin, Wyverns are in fact unrelated to dragons, and possess none of their gifts. Wyverns have only a beastial intelligence, and can make neither wind nor fire. A Wyvern is a svelte creature, its body slender like a serpent, with very light bones. a Wyvern will grow no more massive than a horse, and live at the most fifty years. They are scaled, but may have a mane of feathers about the neck- certain species differ in this way between males and females. Female wyverns, additionally, tend to be significantly larger than the males.
Wyverns are venomous, and besides biting, they may spray their venom like a cobra. This is typically used defensively- most wyverns prefer to hunt small prey.

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Xenorn
    Utterly alien. An outsider from a completely foreign cosmology. Some of its features seem to have once been something else, converted to the nearest possible analogue when being conceptualy interpolated into the reality of Tél. Consumes minerals. Seems to be seeking to find a way to return home, or to contact its home cosmos. Seems to be in pain, but it is hard to tell.

Xerite
    Mysteriously animated desiccated remains of various sea-creatures inhabiting the Dead Sea- the former Mestralmere

Xoanon
    Large columns apparently crafted from wood or stone. Stationary and inert when looked upon, but move when unseen.

"Xorn"
    - non-standard, see: Xenorn

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Yaldabaoth

Ybe
    - A nation at the foothills of the Eastern Mesembric Mountains

Yôdh, The Lost City of
    - Once a great city that lay at a major cross roads, Yôdh was known for its ever bustling marketplace. Less well known were the deep layers of sewers that networked beneath the city, and the sprawling dungeons beneath those. At the heart of Yôdh, beneath a passage lay that grew ever inwards. It was sealed away, hidden in what seemed to be a tiny courtyard withing the palace of the Lord of Yôdh.
Azag Baba, the Hellgate, was opened beneath the city, opening up a yawning pit where the market once stood, pouring out Hellspawn onto the countryside.
    Ultimately, the city was sealed away from the surface of Tél by Cernelas, the Earthmover. Though no maps persist to modern day, it is said that egress I to the ruined city may still be found by traversing an arcane path through the Abyss, to enter through the Courtyard of the palace.

Yōkai
    - Fae of the lands to the east often taken on more monstrous forms than their western kin, and travelers from Hesperia have often described sightings of yōkai as "demons"
    See also: Demons

Yrch
    - Large skeletal bird.
    - Causes several hours of blindness if looked at for too long
    - Brief glances, then looking away immediately is fine. It prefers this to being ignored.

Yttercalemë, The Red

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Zebra
    an ill-tempered variety of ass from Mesembria. Found in very large herds. Covered in outrageous black and white stripes. Considered untamable. 

Zephyros The Spiteful, The Forgiving 
    Draconic Deity

Zephyron 
    (island)