Galidos - This god is the original patron deity of Rune Singers and Bards. He is at odds with the Emerald Star Cult deities over their assumption of his ‘prerogative’ in this area. The worship of Galidos is known in Khaora but not widely so, and the true center of this religion lies on the continent of Fhedlspaera. This deity is considered Eru’s only progeny and the stories about whom his mother may have been are legion. Neither deity has ever spoken about the issue one way or another.
Gaol -
Bogeyman dungeon used by the House of Margalen to imprison those they wished to
disappear but not necessarily killed. It also become a key holding place
of many items they wanted to disappear as well. Many legends speak of what
and where the prison lies. During the Great Cleansing, many searched in
vain for its location without success. Rumors speak, however, of it lying
in the tallest peaks of the Prismatic Mountains, upon the mist soaked shores of
the Misty Sea and even in the depths of
Elf Hold.
Gates - this
is a direct reference to nexus
gates, or the dimensional, temporal, and / or
spatial distortions seen somewhat rarely in Khaas,
and plentiful in the nation of Arduin.
Geb - a god
in the Aegyptian Pantheon,
he is considered the "god" of the land for that
sect, as well as the "father" of many other deities
in the pantheon.
Ghandamahl - Ghandamahl is both feared and
hated by its neighbors, mainly for the unsettled influence of its land that creeps yearly
into their own.
Ghast -
There are 15 months, for a total of 450 days in the year, not including Tai Taowyn or
End Year, which is a five-day period of "non-time" that takes care of the odd orbital
period around the sun of 455 days. The months, in order, all called: Tor, Ator,
Vaen, Torvaen, Kos, Torkos
, Skord, Torskord, Zar,
Torzar, Ghast, Torghast,
Chund, Torchund and Khoros,
or the End Year month.
Ghorfar - Ghorfar is a vibrant monarchy
standing as the north most civilized nation on the continent. The country is a land with
distinct, ancient ties to the Dreaming Isles; protected by the high shoulders of
mountains and its strong army, Ghorfar is a fertile, vibrant country of powerful
magicians and plentiful nobility.
Ghoul Sausage -
Zaau exude a form of reddish liquid almost honey like in consistency that they leave on hard surfaces. This stuff is sarcastically called ghoul sausage (though its not) since it appears in rolling round rivulets.
A few enterprising souls collect this stuff and have founded a steady market
above and below for this stuff as some herbalists, medicine men and alchemists
have found in useful in a few of their formulas.
Ghôrhia - A sage that
resides in Chrysolian
style, which he believes is better than any others. He is independently
wealthy and unashamed about it. He is also the third cousin from the
queen and enjoys the protection that provides him, as the monarch's own royal
soldiery are his bodyguards. He has a wealth of knowledge concerning the Heaven Wall Mountains, the Withered Lands,
and Star Fang Mountain.
Giant’s Cup - Large depression vaguely circular and extremely deep that lies on the edge of Falohyr and Khorsar. The ground around it is very barren and dry, which is a contradiction to the land farther away from it. The area is a low spot and well watered. Most attribute the dryness to a curse or malediction on the land and sink.
Gibbering Mountains -
giant mountain chain in the south west of Khaora,
very close to and perpendicular with the Mountains of
Madness.
Gibbon Miasma - an odd world supposedly originally discovered via a nexus in the mythic
Star Core. The gate and world are named one in the same and supposedly consisted of a vast oceanic planet, with dotted islands tied together with giant migratory masses of algae that form bridges.
Glisianoc - small town on the border of Falohyr and Arduin. The setting for the Adjuren Disaster.
Glitter Grove - Small grove of trees on the south of the
Misty Sea, set just east of Talismondé along the King's Road.
This small wood is a beautiful sight, both in day and night. Its trees are
old, tall, and stately. They are thick with leaves and many branches, titans of their ilk
harkening back to antediluvian times when the world was young. Dancing in the leaves and
branches of the wood is the glittering lights of the insects that bestow its name. The
presence of the trees and the dancing insects with their glittering lights have lent a wondrous
and eerie air to the forest and many respect it as an abode of the Faerie.
Glittering Gulf - Deep waters between the
island country of and the coastal country of Tharkhala.
Gloom Striddlers - the stalkers of the upper Undercity, these odd things are insectiods that flourish in the muck and refuse of the sewers. They look something like a preying mantis but with multiple forelegs and wide, flat “feet” so they can skin across liquids. They prey on
Zaau but have no objection to a change of diet (they are carnivorous).
Glovendus - Small island
in Manveinoe that is just west of the nexus portal, home to
the villages of Siermê and Kuelmô and
the small house of the wizard Chuik Starshaker.
Gnawbone - a term used in the undercities for someone who is new and likely to be nothing but gnawed bones shortly.
Gnomus Ruins - circular ruins on the Tremble Plains. The small town of Gnomus
was built on the same location but it was razed only a mere 2 cycles later. Most consider the area cursed.
God Home - another name for the
Plateau of the Gods.
God's Spine Mountains - the
long stretching chain of mountains in eastern Arduin that
begin at the Misty Sea and
stretch to the Brass
Mountains in the east, and are cut by the Crystal
River. The mountains and the Crystal River are
sometimes called the "Middle Road" of Arduin.
God Wars - In all the misty legends of elder
times lie the strain of some truly ambitious undertakings, one here it is said that gods challenged
gods as the old ones transitioned to a new rule under more energetic (or vicious)
gods. Known as the God Wars, no one can place this time in Khaas’ history, but these
battles were deadly dramas played out in the lives of mortals and in the myriad heavens and
left nothing untouched in its wake.
Gods Flood - The time when the
Khorsarians angered the gods by through their machinations and they poured the waters of the firmament forth and filled the land from the
Soul Moon Mountains to the
Tourmaline Mountains for 3 cycles.
Godslost Desert - The desert sits atop the great escarpment of
Laenkrwat. The escarpment is over 3,000 feet high and covers nearly two thirds of the continent. The combination of elevation and nearness to the equator makes the desert a very hot, unforgiving, dry, nearly impassible and deadly place. The average temperature runs up to 210 degrees Fahrenheit in the summer heights and averages 139 degrees otherwise.
Graillus - literally
the Year of the Grey Tides. The fourteenth year in the Cycle
of Years calendar. Certain symbols were utilized when this way of reckoning was proposed on that fateful day in Arduin when
all the people and nations of Khaora sat at the table of peace and hammered out the words that would forever bind them all to a lasting peace.
Fifteen where chosen, and a sixteenth added to represent the dark times that come but (thankfully) once in a thousand years. Even then the guts of the
calendar was old and stretched back farther in history than its proposal on the Fields of Pelanorè.
Gray Mountains - these
piles of stone are home to the Gray Mountain Dwarves, who are famed for their
obstinacy and their equally brilliant metal works. They have a facility with
metal, engineering, and a broad history of technological innovation. This has
not overly endeared them to the current Khorsarian
mindset, but the lopsided view of Khorsar shows, as the common Khorsarian would
ignore the use of something considered forbidden in the hands of a Gray Mountain
Dwarf while landing upon another with religious fervor.
Grave Grove Forest - A small forest near
Red House in Arduin. Several very bloody and very
horrible battles were fought in Arduin's past where the forest stands and the bones and spirits of those fallen cannot rest, rising to re-fight their
past battles and terrorize the living.
Great Adventure River (The) - The river
that makes the border
between Morvaen and Khorsar, wandering
across a great portion of Khaora.
Great Cleansing - A time in history when
those who loved Arduin would once again
take steps to save her. This time it was from those who had chosen to
worship the Dark Gods, whose depredations had brought
the realm to the brink of destruction. The nobles moved swiftly and
decisively and removed all those who had carried out such monstrous deeds and heinous
rituals. Backed with uncovered and overwhelming evidence they cleansed the
country, from commoners who desired power to nobles of high rank, and even including the
King and Queen of Arduin who had been implicated.
This is also the name for the event that occurred in T'in T'ai that changed
that land caused it to break away from Ghandamahl.
Great Iron Fire Swamp - This swamp
lies on the continent of Laenkrwat and is literally
a swamp on fire. It lies just below sea level at most points and consists of a thick
swamp with large iron ore deposits. The scorching, but wet winds, violently cast
vast amounts of rainfall on the region as well as provide impetus for the frequent
and violent igniting of the iron deposits. The temperature
here is next to the worst in the planet, with some areas as hot or
hotter than the Godslost Desert; equally as wet and humid as the Green Hell.
Great Green Wall - this region is a massive, sprawling ‘sward’ of trees and grasses starting from the western coast of
Khaora to the inland Silver
Sea. All forms of trees, from the legendary Sky Trees to lowly pine make their place here in the vast expanse of this forested dome.
Great Night War - the
cataclysmic war between the Titans,
old allies of the Kthoi, and
the Rune Weavers for the
course of the world.
Great Rebellion - a
time synonymous with the Wars
of Freedom. This refers to the overthrow of
the Kthoi overlords in the dim
and misty past.
Great Sunless Forest - The Great
Sunless Forest is a mysterious and intriguing place. The rich, pallid soil
of the earth, draped in heaven-reaching cathedrals and soaring arches of greenery are
unforgettable. The forest makes a stamp in the minds of any who experience
it, casting the many other places of the world in a state of drab comparison.
Great Wurm Road - This place is a series of interlocking and
interconnecting caverns that span the entire world. As deep as seven miles or more and never less than 1,000 feet
beneath the surface, these dark passages run the gamut in size from mere inches to miles in width and height. Due
to this similarity, determining where the more mundane holes in the ground and caverns begin and the Great Wurm Road
starts can be tricky. However, all parts of the Great Wurm Road have certain things in common. They are
imbued or pervaded with intense evil of the ‘elder’ or ‘old dark’ kind. The alien influence of these
dark and sinister beings work strange machinations and designs beyond comprehension and defy description. All
are abodes of some of the world’s most terrible monsters, and the ‘Great Elder Wurms of the Eldest Dark’ live and
travel through them constantly. Most of these areas are known or suspected spawning areas for everything from
Bonewurms to Orcs! Thus, they continually replenish their terrible denizen’s populations. More
than just a string of weird subterranean locations, dungeons and deadly monsters, the darkly glittering
lights of civilization exist, many surrounding bloody altars and forgotten fanes that have their
residence within these dark precincts. Priests and magicians who follow the ancient evils
(or who have ‘patron’ demons) make their abodes down in the deep darkness of the ‘underground
world’. Fortunately, most of the caverns have thick physical barriers, not readily accessible
for ‘above’ nor is above ground readily accessible from below. Even so, from time to time, these
dark caverns wield unholy influence (either directly or indirectly) upon the upper world. Thus,
equally so, time to time heroes of various stripes venture downward in the hopes of stemming, even minutely, the
times of evil which well out of those noisome depths. Some of the old legends even whisper that a few
of the ancient Kthoi, long thought to be extinct, still linger on in the deepest
bowls of the Great Wurm Road. Finally, there is strong evidence to indicate these caverns are actually
becoming larger and more extensive for some unknown reason.
Green Hell - this fabled and dreaded region of the world is the thickest, densest, most impenetrable and harshly deadly region of jungle on the continent of
Khaora.
Grey Equinox - This equinox comes but once each
seven years [in the Cycle of Years calendar] on the seventh of
Torghast, and has many of the same properties as the
Red Solstice. However, during these weird times, the sky is
"all cold and gray like iron and not a breath of breeze will stir the entire time".
This time is also noted for its aligned and open gates and nexuses, and horrific results
like the Red Solstice, except they open to the ways of entropy and decay. The other six years,
there is a festival to celebrate the fact there is no Grey Equinox that year!
Guraarg - or wizard's tongue is an herb / flower requiring some attention. Guraarg is a blue to purple flower with a dark violet to black stem, low growing in sandy and arid soils. The herb is only found in any frequency along the lower part of Khandruzia on the Pallid Plains. The flower portion of Guraarg can be mashed into a paste and combined to create a neurotoxin capable of poisoning anyone to a level equal to the amount of mana (magik) in their systems.
The stem if shredded and chewed can rejuvenate mana (magik) [doubles recovery] but has a 1% yearly chance of permanently paralyzing the user through nerve degradation that occurs over a week long induced fever. The flower smells like anise and sweetens breath but blackens the tongue to a dark hue. Excessive use makes the scent run out of a person’s pores, surrounding them like sickly sweet perfume.
Gypsy Ghost - The ship of Ceadeal la'Matirine,
and famous for its maneuverability and her ability to captain it. Many a slaver and ocean plying rogue has felt the sting of the this ship and found a new home on
the bottom of the ocean.
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