Eith
Elven
zhelas – quiet, or ‘silence, please,’
levenya – family, clan or group
Serevadian
Sky-Touched – Someone born on the surface and not in Serevadia
Naet – No
Mora – still or stagnant. Also a term used to refer to a separate group of Serevadian’s stubbornly clinging to the old ways of life.
The Melding – a sacred ritual performed by two willing Serevadians in order to exchange knowledge and memories quickly.
Dwarven
krevas – dwarven term for ‘coward’ or ‘traitor’, this title is given to those dwarves who have greatly wronged their people.
‘Jalaa’s Arse’ – A common curse among dwarves. It refers to Jalaa the Stone-Mother, the giant who is said to have created dwarves.
Ikedreen
Foya – father
Creatures
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Guzzlers:
Small, cat sized reptiles that feed off the gas deposits below Dirn-Dirahl, Guzzlers are normally just a nuisance. However, riled up they can pose a danger since the creatures have little regard for their own safety and do not seem to fear anyone or anything. They’ll eat anything, although gas is their primary diet. This leaves them with massive swollen bellies that carry that natural gas. Warning: Use of fire based spells and weapons is highly cautioned against.
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Luminmanders:
Underground dwelling salamanders that produce a bright glow to attract their mates. Dense colonies of Luminmanders produce large quantities of Luminstones, which have the same glowing qualities as the salamanders who live above them.
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Visha:
Underwater merpeople specially adapted to the cold, still waters of the Yawning Deep. They hunt in large packs and, while ultrasensitive to light, will use it to track their prey. They attack quickly, all at once, and prefer to separate and drown individuals from their group.
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Carken:
Beasts of burden used by the Mora of Serevadia. They normally have an even temperament, but their hard shell armor and large bodies make them dangerous when spooked. Carken can be used for livestock, food, and occasionally riding into battle if needed.
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Alkimos
A massive worm of the Yawning Deep, Alkimos has served as a symbol of power to the Serevadians for generations. Since his disappearance from Serevadian borders, doubt has swelled that the worm has died. Those closer to the surface know otherwise, but Alkimos’ sudden shift in hunting patterns is still unexplained.
Religions of Eith
The Banished Faith
Once a nearly universally worshipped religion. The pantheon of Divines were able to give their most devout followers gifts of magic and miracles. Since King Eldridge’s conquest of Eith in their name, the opposing country of Vernes performed a powerful ritual that banished the Divines from Eith entirely, and left those who once held their magic powerless. Without the gods on his side, Eldridge’s conquest failed and Etherak, a kingdom that drew its strength from being the seat of the Divines, has since become weakened in their absence.
The Banished Divines
- H A P H I O N, God of Light and Flame
- N U T V I A N, Goddess of Ice and Order
- V U H I O N E, Goddess of Honor and Justice
- H O L T I A, Goddess of Love and Healing
- E M I O N, God of Music and Dance
- M A N D R O S, God of Knowledge
- E L O S, God of Change and Freedom
- E I T R I X, Goddess of Industry and Money
- R O A N I A, Goddess of Nature
- Z E L M I S, Goddess of Darkness and Chaos
- N O M I E N, God of Wrath and Fire
- M I T U N A, Goddess of Tempests and Seas
- Y V O N E, God of Death
- N U R I S, Goddess of Illness and Envy
The Elders / The Shattered Pantheon
Elves in Eith can carry another, long lost faith. This is most reserved for those who isolate themselves from modern Eith, such as the elves of Orenlion and Serevadia. The Shattered Pantheon deals with four core dieties, who have long since died or disappeared. Little remains of their temples or mosaics, but these beings of power greatly influenced separate elven culture and how they stand today.
The Elders
The Shadow Dancer
The Horizon Walker
The Pale One
The Eternity Keeper
Dwaven Faith
Dwarven religion often mixes with their technology. Their stories tell of Jalaa, a great giant unable to bear children of her own. She instead made dwarves. Giants have long since retreated to abandoned corners of Eith, coming out on rare occasions that smaller mortals make deals with them. Dwarves took much of their culture from giants, including the magical runes they used. Such runes are used in dwarven cities to do menial things like heat water, while some are strong enough to run integral parts of the city such as crop irrigation and air filtering. Giants are, by nature, warlike people and dwarves are no different. Their history is riddled with wars between the various surface kingdoms. Until the past 400 years, where they’ve signed special treaties that keep them at peace with the surface. Unlike the surface religions, the dwarves only call one giant their ‘god’ and that is Jalaa the Stone-Mother. Although she is long dead, all dwarves keep her name close to heart, and in various curses.