Weirth Glossary in World of Weirth | World Anvil
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Weirth Glossary

A list of definitions of terms that are special to the World of Weirth Swords and Sorcery Setting   Vocabulary Telantean (Zygarian and most ppl in Jamul)  
  • Abulla - Grandmother (Obulla - Grandfather)
  • -asbol (-bol) = City or Town
  • Laral = Flower
  • Lago = Lake
  • Nodir = Black
  • Ribio = River
  • Verdo = Forest
        Coinage

Current Zygarian Mint - GP Gilder - SP Sulder - CP Calder
Previous Xythian Mint (face x 80%) Crown - Shield - Wheel
Old Jamuli Mint (redeem by weight) Orb - Staff - Leaf

  Blurglup

A two-legged reptilian beast, favored as a mount by the tribes of the Jamul Savannah

    Darkling

- monstrous human-like creatures that dwell in deep forests and caves, they are Known to be tribes of cannibals that desire to eat human flesh raw. It is believed that they are humans who have forgotten the faces of their ancestors (an old Xythian turn of phrase that means someone is acting/behaving inappropriately or shamefully). Children are often threatened with “being left out in the woods for the Darklings to eat!” to deter bad behavior. These bestial creatures are rumored to exist in different varieties - green, grey and purple - some say the green ones are the size of a gnome, while the purple are bigger than the largest of men. No one has ever seen a female Darkling.   (There is a bawdy tavern song about a lonely young Shepherd searching the hills for a lost goat who discovers a female darkling of surpassing beauty, with pale blue skin. She seduces him, with songs and kisses, to return to her lair for a night of passion, only for the young man to awaken in the wee hours, tied to a spit and roasting over a fire.)

  Gnoll

- a horrific beast with the head of a jackal upon the body of a man, the Gnoll is a terrible foe. They are the equal to men in all crafts and even magic. They are found in hunting parties in the Lowcountry, where they bring mutated one-headed dogs to chase and herd the antelopes of the plains to their savage homeland in the north. The gnolls appear to be in league with the Emperor, as they are seemingly able to cross His lands with impunity, bypassing the Empire of Zygaria.

  Gravewatcher

- A constable (just under rank of a sheriff) that reports to the Lord of the County, and keeps an eye on any Dungeons, cemeteries and crypts in his or her assigned area. They have the power to arrest trespassers and to issue Warrants-for-Fee to explore any Dungeon areas where such exploration likely will not provoke the Dungeon to a response. Generally these warrants include the surrender of magical items and some treasure.

  Knightly Honorifics

Knights are addressed by their level title, “the Horseman Pallas”, or “the Knight Druun”. Addressing a Knight without the proper title may lead to insult and possibly a challenge.

 

KNIGHT Level Titles

1. Horseman
2. Lancer
3. Knight
4. Standard-Bearer
5. Knight-Captain
6. Under-Marshall
7. Knight-Marshall
8. Knight-Commander
9. Knight-Lord
      Manse (Lord of the Manse)

A domain granted by a Count or other ranking noble, or carved out of the wilderness by force of arms. A nobly chartered Manse may be passed down to whomever the Lord wishes, with the permission of their own Liege Lord. Those self-proclaimed Manses become the property of the Count or Liege Lord upon the builder’s death.

  Memorium

Monument to the dead with a Hex of Departure and often a list of names and possibly the words of the Ritual of Departure

  Mother’s Milk

- a magical substance collected from certain magical forest creatures that can be made into a healing elixir and can give sorcerers special powers. It is rumored to be very dangerous.

  Ris

- The term Ris is an honorific title just above that of Knight, though not quite of nobility. It is a title granted by a noble, or a Lord of the Manse or anyone else of a higher Social Status. If you are Ris, you have a Patron with some real power and the title usually comes with a medallion or signet ring indicating the Patronage. Faking this Patronage is a serious crime, both socially and civilly. If one is discovered as a fraud, their reputation will be destroyed, possibly permanently.

  Santixuk

- God of the Sky, Peace, Reason and Serenity

  Skarn

- A monstrous humanoid race, cursed by the gods. Also called Beastmen or Burned Ones (for their scarred pink skin, patchy hair growth and lack of exterior ears). They are larger than most humans, but have a slouched, slumped posture. They wear leather or skins, usually some kind of tall leg-wrapping, a breech-clout and a broad collar. The collar is decorated with geometric designs and the teeth of their tribal animal. Their bodies are painted with ochre (mustard-yellow) and/or deep red pigment (called skarnelian, made from snail shells). They carry wooden clubs or bronze axes (which they forge in their caves). They are sometimes encountered with Wild Boars, Prairie Lions, Wolves, or Jackals.

  Spider Grass

- A reed-like water plant that grows in marshes and swamps. It has a seed-pod that is shaped like a large, brown spider (hence the name). The fibers of the reeds are very strong and resist cutting, they are in demand for strong, light-weight ropes.The feathery leaves that sprout from the tops of the reeds are toxic to humans and other mammals, though some are known to gather the leaves, dry them, and smoke them. This causes pain-relief, feelings of relaxation and euphoria, and short-term memory loss. Depending on the market, one can get 50-100 GP per pound of the leaves from an alchemist or other practitioner of the herbal arts. A ropemaker will pay 10-50 GP per pound for the reeds, more if they were harvested from the roots, underwater.

  Vorasana

- Giant lizard, trained for riding and mounted combat

  Vorlup

- Giant Lizard, herbivore trained for beasts of burden and pulling wagons

  Wagoneers

- The Tanso are an insular people, with a very distinctive look - they have very fair skin, and flame-red hair. Mostly they keep to their boats and barges in a great lake to the north, but some clans venture south for gold and trade. They are excellent entertainers, putting on shows, plays, music and acrobatics. They are always welcome, even in the smallest villages (where they usually will perform for food and shelter), as their presence lightens the heart and they often have news from away.


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