Ashupi: One of the 9 great tribes of Kaer found in the south-east regions of Kaer territory they are known for their hostilities with the Sylthaen of the same region.
Atari Isev: Advanced nation of 5 million people in the north east of the continent. Dominant military, economic and technological culture. The rough translation is New Hope.
Aztokil: The Duerager constructed bridge that spans the river Polyxia outside the Atari Isev city Eothnia.
Calling: The Duerager term for the special affinity that each Duerager has for a particular mineral. The calling can affect the appearance, personality and abilities of the Duerager.
Clan: A political/economic structure within Atari Isev society. Typically a grouping of bloodlines that share a common trade. Much of Atari Isev society is based on clan relationships.
C2: See The Council of Clans.
C7: See The Council of Seven.
CC: See The Council of Clans.
Corsairs of Yauj: See Yauj.
Council of Clans: An "advisory" council to C7 formed with one member from each of the 311 recognised clans. Formed with the charter of vigorous debate, equal democratic representation and adviser to C7 , the council has been less than ideal in meeting those lofty goals.
Council of Seven, The: The highest ruling authority in Atari Isev. The Council decides all matters of state and is the ultimate court. Council seats are near hereditary positions. Sendath's seat has been empty since his ascension.
Council of Seven [,A]: The basic ruling political structure of Atari Isev society. Each region (a major city and the surrounding areas) of Atari Isev is ultimately run by a Council of Seven selected from the major personages & clans of the region. The country is also run by The Council of Seven.
Dawert: A plant used in a number of Kaer sacred rituals and a stimulant if chewed. It is now cultivated in the western regions of Atari Isev and used by manual labourers to increase their endurance.
Duerager: A short, powerful race with an affinity for things of the earth: metalworking, mining, masonry and Smithcraft. A dwindling race they tend to cultural isolationism though some members can be found in a community in the north of Atari Isev.
Eothnia: The capital city of Atari Isev and built "overnight" by Sendath with the aid of the Duerager.
Eshi: One of the 9 great tribes of the Kaer found in the northern regions and famed for the matchless beauty of their maidens.
Exodus, The: The epic journey that led to the establishment of Atari Isev. Fleeing a cultural/magical/mythical catastrophe 100,000 people crossed the ocean and then a continent to form the nation Atari Isev. Also the name of the epic saga written by the famous playwright Gadeskille of Clan Silver Swans.
Father Sky: The abstract male/ruler deity recognised by the Kaer plainspeople.
First Come: The group of refugees (and the clans formed from them) that first established the new nation of Atari Isev.
Gadeskille: Famous poet and playwright of clan Silver Swans who's greatest work is said to be the 37 hour epic known as The Exodus.
Green Hills: The "holy" country of the Kaer. Said to be the place of their origin. Every summer all the tribes meet there for a great council.
Gwrronguna: One of the "anti" gods of the Duerager pantheon. Her full title is: Gwrronguna the Dweller of the Deeps, and her aspect is the dark evils of the deep earth.
Heart Weapon: The unique, individual wooden weapon granted to a Sylthaen that has just entered the Sapsu stage of life by the Krythaen tree that hosted it. Typical weapons include longbows and spears but exotic weapons such as boomerangs and swords may also be found.
Hina: One of the 9 great tribes of the Kaer to be found in the mid-west regions of Kaer territory, their lands are poor and they are few in number.
Hoja: One of the 9 great tribes of the Kaer to be found in the central Green Hills region of Kaer territory. Their Hona are famous for their wisdom and wise council.
Ho-Ne-She-He: One of the two great culture heroes of the Kaer tribes. Ho-Ne-She-He is a beautiful and wise woman reborn every 100-odd years who often initiates great change within Kaer society.
Irowini: One of the 9 great tribes of Kaer to be found in the eastern regions of Kaer territory. They are infamous for adopting agriculture.
Jenrata: All Sylthaen are "born" from one of three locations on a Krythaen tree:- Branch, Trunk or Root. The origin of a Sylthaen profoundly affects its life and personality. Jenrata is the term describing this division of all Sylthaen and the process of "birth" itself.
Kaer: Tribal plains culture in the mid-north of the continent. Somewhat similar to the AmerInd.
Karnak: The meditative rest period most natural to the Sylthaen during the hours of darkness. The Sylthaen remains standing and with eyes open but is very withdrawn from outside stimulus.
Kazzyuda: The cadre of battlefield mages employed by Atari Isev. The special unit is small (less than 100 members) and kept in isolated luxury, only being brought forth at times of battle.
Klunashi: One of the 9 great tribes of the Kaer peoples found in the far north-west and famed for their horses.
Korndike Flat, Battle of: A great battle in the north of Atari Isev in which the Bronze Legion and the Kazzyuda destroyed an invading force of Nadda that had been decimating the countryside.
Krythaen Trees: The special ancestral trees of the Sylthaen (tree folk) which are both the repositories of racial memories and the "parents" of future Sylthaen.
Lujnashra: A strongly patriarchal country in the south-east of the continent of some 5 million people. The culture is strongly influenced by its tribal desert origins and is currently undergoing a major, religious based transformation.
Marshes of Despair: Swampy, monster infested region on the west coast where The Exodus faced its 2nd great challenge and where Sendath first showed his abilities and forged the Council of 7.
Mem Danath: Atari Isev's major coastal port city which lies at the mouth of the Polyxia river. Its sister city is Tar Danath, on an island across the bay.
Mother Earth: The abstract female/engenderer deity recognised by the Kaer plainspeople.
Nadda, The: A Mongoloid (short, round faced, dark haired) race of nomadic horsepeople found on the northern steppes of the continent. The Nadda occasionally attempt raids on the far more prosperous peoples of Atari Isev.
Nezraiya: The head god of the Duerager pantheon, Nezraiya's aspects include craftsmanship, rulership, law, and the bounties of the deep earth.
Nori: A type of farmed seaweed found only on Turtle Isle (location of the Atari Isev city Tar Danath ) that is used in the preparation of most soups.
Ohhenraku: One of the "anti" gods of the Duerager pantheon. His full title is Ohhenraku the Chaotic and his aspect is the disorder, stupidity and unstructured ephemeral life of those who live on the surface.
Pawashu: One of the 9 great tribes of Kaer found in the far south of Kaer territory. They are renowned for their love of stories and the special plants that grow in their region.
Planting: The site (usually a forest) in which one or more Krythaen trees can be found. Also the process by which a Sylthaen Trahee takes root and becomes a Krythaen.
Polyxia: Major river passing through Atari Isev on which the capital Eothnia and the port city Mem Danath lie.
Qwyst: The infant form of the Sylthaen. A strange, frail, small humanoid form never encountered outside Sylthaen forests.
Sa-Kun-Ta: One of the two great culture heroes of the Kaer tribes. Sa-Kun-Ta is a vigorous and martial male reborn every 100-odd years who unites the tribes in war.
Ruling Council, The: See Council of 7, The
Sapsu: The adolescent form of the Sylthaen that is most similar to human appearing as a very faintly tinged androgynous human. It is during this part of their life-cycle that the Sylthaen travel outside their forests.
Sendath: The cultural hero of Atari Isev. Sendath was responsible for the safe establishment of Atari Isev as well as many of its political and economic institutions. An enigmatic figure of great power Sendath left no family/clan to continue his line and disappeared during a magical ritual with the promise to return.
[True] Smithcraft: The ability to imbue worked metals and gems with abilities and attributes. For examples a sword that needs no sharpening or always seeks the vitals, or a necklace that enhances the beauty of its wearer. An extremely rare and arduous path that goes far beyond blacksmith or jeweller, Smithcraft is preserved only in Atari Isev.
Sneet: A type of hardy mountain goat or sheep raised by the Duerager in secluded valleys. They provide meat, wool, and milk.
Sylthaen, The: The people of the trees. A species of humanoids that appear to be both of the plant and animal kingdom. Their adolescent form is similar to that of a hermaphrodite human and it is during this stage that they are most mobile. The mature adult form is a giant tree and young are born from the roots, trunk, or leaves of said special trees. The location of birth determines both the character and role of the new Sylthaen.
Sysana: One of the gods of the Duerager pantheon. Sysana is the wife of Nezraiya the king of the gods. Sysana governs the bounty and mysteries of life and the flesh.
Tar Danath: Unusual island based city of the nation Atari Isev, it is famous for the fact that the Kazzyuda reside there. Its sister city Mem Danath lies only a few kilometres across the water.
Trahee: The third, adult life-stage of the Sylthaen. Physically the Trahee are only vaguely humanoid being over 2 metres tall, with a solid straight torso, and thick bark-like skin. The Trahee are the shepherds of the Sylthaen forests.
Unina: One of the 9 great tribes of the Kaer to be found in the south-west portions of Kaer territory where they are at constant war with the region's savage beasts.
Viknakru: One of the 9 great tribes of the Kaer, found in the north-east of the Kaer lands and known to be fierce raiders.
Welcome: Major Atari Isev city on its western border. Initially set-up as a point of first welcome for those following in the First Come's footsteps it now provides a secure border against the Kaer.
Winijoo: The small bands of 10-40 families that the Kaer split into to shelter during the winter. This is the next strongest tie in Kaer society outside blood relationship.
Yauj: South-west coastal nautical nation with a hereditary, despotic ruler. Little is known of the nation on the east coast except that they are regarded as fierce pirates and plunderers. The Yauj nation was formed at the Sundering, and the people are the same ethnic group as those of Atari Isev.
Zambeti: Dark-skinned jungle tribes to the south of Atari Isev. The Zambetians are a collection of tribes with no national government. A number of powerful Atari Isev clans have setup plantations on the richly fertile Zambeti soil.