Taenwal - Six days comprise a week, usually called a Sixday or Zedra. The individual
days of the Zedra are Mordag, Taenwal, Wurdigan, Veldoar, Sarmaht, and Qwain, in that order.
Taghorean - Taghorean is a barbaric nation whose people are
related to their western neighbor but have stayed closer to their original roots
than the Malgoreem.
Tai Taowyn - This
is the five "lost" days on the Khaasian calendar
that account for the period between the ending year and the
new one. It is synonymous with End
Year and the End Year
Festival.
Talafar - southern
coastal nation of Khaora that
lies near Marmachand and is currently ruled by a
"honorable" plutocratic monarchy, dominated by the
twenty "named" families.
A bastion of sanity in the dark south, Talafar provides a service many on the continent do not see by
serving as a buffer against the intrigues of Marmachand. In Talafar justice, honesty, loyalty, and
courage are the values that bind the people of this widely diverse land. Magic is a fact of life,
but still mysterious and unpredictable—despite orders of magicians in most of the large cities. It is a
land of strong knights upholding chivalric virtues, and also a place of sophistication and high culture. Talafar has
a long history, though a quiet one, staying out of the eyes of the world due to its ages old conflict with Marmachand.
Talismondé - The capitol city of
Arduin is the largest of the cities in Arduin, with a seasonal population of 600,000. The city has a long and distinguished history in Arduin, and its foundations extend well beyond the formation of the Accords of Arduin. The city is a hub, just like Arduin is a nexus. All things, great and small eventually find there way to the city; Talismondéans say all things come to Talismondé, whether they want to or not. Perhaps the saying is true, and perhaps not, but Talismondé is indeed a city among cities, where diversity and difference is the rule not the exception. Songs in dozens of languages can be heard in taverns, the smell of foods from different cuisines mix in a heady fog of exotic spices, and beings of all colors, sizes, garbs, and types meet and mingle on the street.
Tallassa - Tallassa is a maritime nation, whose strategic
position in the Glittering Gulf and ruthless tactics
have given them a stranglehold over trade in the region
Tamaad River - One of the great rivers of Arduin.
Tanabras - Tanabras is a dark, brooding god of death who has a faith of worldwide scope and moderate, though little tolerated numbers. It is said Tanabras takes personal pleasure in each soul it takes to the underworld. This deity is an outsider god, recently (relative to the other gods) come to Khaas and not looked upon favorable by many of the older gods. Tanabras is part of a union led by Shagrath.
Tarakk - a
cross between a small Dragon and a giant horned
lizard. Tarakk are wingless and can change color
chameleon-like. They have dorsal and spine scales that
are upraised in a double row and can "fire" them sporadically
about them if hard pressed. They are not overly
bright, have a healthy appetite for horse flesh and make
their homes near (but not in) bogs, swamps, and
marshes. They burrow well and often conceal themselves
completely except for their eyes as a hunting tactic.
Tarathala Dawnstar, Queen
of Arduin - After
the fall of the Elven King during the Elf-Human
Wars (the first 100 years of the Nexus
Wars), his last living heir and daughter, Tarathala
Dawnstar, declared herself Queen of Arduin, Warrior Queen of the last true Elves and Defender of That Which is Known but not Spoken.
Following in her father's footsteps, she continued to deny
Arduin to the wolves that prowled its borders.
However, she decided that if force of arms alone could not hold Arduin, they should follow the path pointed to her by the hand of her dead father, the path of magik and elder lore, the road to gods and demons, the trail of tears and danger.
She was the last monarch to rule in Arduin before her fall,
on the 100th year of the Elf-Human Wars.
Tarong the Timekeeper - This is the new god in control of time. The religion is noted for its many fine temples. He is also rapidly replacing the divinity Khronos
as the keeper of time and its aspects.
Tarsoris - literally
the Year of the Star, the year which comes every one
thousand years on 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.
Ta-Taru the Allfire - This ‘Chaotic’ but ‘Good’ god is said to physically reside in a single huge temple (a hollow mountain!) on the Dreaming Isles. No other temples to this god are allowed anywhere in the world. All races are represented within the ranks of its followers, but by far Humans and Elves predominate. The ranks of Ta-Taru are renown for its guardians who all ‘warriors of immortal fame atop great white pegasai of fierce and uncommon valor’.
Temple of Iron - Essentially, this religion is the entire
Earthly Norse pantheon of deities, from Wotan to Loki.. Its main strength is
in Arduin (where its many separate facets appeal to the wide section of this nation’s cosmopolitan population) and is also the state religion of the nation of Vorgundia. However, it can be found worldwide in small numbers.
Terrapyndar - This god is said to physically lie sleeping in the great burning swampy morass of the Great Iron fire Swamp on the sixth continent of Laenkrwat. This cult’s membership dwells in the same place, on the barely civilizable edges of the swamp. They are renown for their fine stone mini-fortresses, built in representation of their god, and for their unfriendly habit of chopping into small bloody pieces anyone who tries to enter the domain of their deity.
Thaelrasta - seven feet tall hairless humanoids with milky white skin,green double pupilled eyes and pendulous Buddha-like ears. Their hands have three figers and two opposable thumbs, and their teeth are all peg shaped, with no canines, molars or anything else. This is a starfaring slaving race and are the enemy of many people throughout the multiverse. They believe theirs is the only civilization and all lesser beings are there to be exploited. "Amoral" is an appellation that fits their culture perfectly.
Tharkhala - a land united under an emperor but in truth the warriors hold sway here, organized under seven great lords.
The lands of Tharkhala were settled cycles of cycles ago by explorers and settlers who sought lands answerable to no one. Those first settlers discovered a vibrant land of fertile fields, heavy forests and jungles. The remnants of others who had built here before them were everywhere, and great amounts of stone from the fallen structures went to build the first city of the land. The first Tharkhalans were a proud people who wanted their own lands, and as a result, the original Tharkhala quickly formed into a large number of small independent states, each held by a unique house.
The Thirst - A rare illness of the mind that crops up now
and then among the Guilded wizards, especially those in Arduin. Those
the Guild discovers are immediately hunted down and given no recourse but death. The Guild will
take any lengths to keep this disease from becoming common knowledge. The sickness’ cause is
unknown but thought to be a free-floating virus that attaches to the inks and pages of arcane writings.
Those it infects, typically via the skin or mouth, feel no affects but over a rapid onset period of 1d12 hours,
their blood is acidified and dehydrated. This forces the infected person to drink more prodigiously
than normal, never quite quenching their thirst. Over the next 25 hours, they are incredibly
contagious, producing enormous amounts of the virus and spreading it via contact with anyone they touch
(85% chance). Each succeeding day the amount of needed fluids increases twofold, until on the
fourth day, they literally die from drowning in the amount of fluids they are intake! Those who
somehow survive or avoid this affect will die on the ninth day as their blood is fully acidified and eats
them from the inside.
Tholia - A Kobbitt of small legend, at
least in the Falohyrian lands. On little reputation,
Tholia was a sturdy fighter who made a small name rounding up bandits and
fighting the spin off groups of the Urukk Menace.
He gave up his life defending 20 orphaned children from a group of rampaging
ogres possessed by Wrath Spirits. But, not without taking 1 of them with
him, throttling the ogre with both hands before dying.
Thorg Marked Swords -
These swords are nondescript except for their Thorg stamp right above the cross guard. This alone adds to their stature more than their arcane properties
of sharpness and balance. Fifty of these blades were made for the Prancing
Thorg legion by the Emperor-King of Viruelandia's own smiths to dedicate towards their campaign to subjugate the island kingdom of Pechoer
southward on the ocean. While their mission failed, their exploits became
legendary, as did the blades that cut a swathe through the southern islands.
Thousand Mouth - the great swampy delta of Maragoré, well known for its myriad dangers and the freshwater pearls found in great abundance. Of course, water ghouls tend to guard the clear pools of these pearls and pearl hunters frequently find these disgusting creatures equally hunt them.
Thrale - Thrale is an old country, a nation of fine warriors, with great traditions
and noble exploits. The land has retained its freedom and individuality against other empires long ground to dust by
the wheel of time. This resilience has equally spawned a streak of pride wider than their history is long.
Three Bards Mountain - Mountains in Viruelandia
named after the three bards that wove word and song into an impassable barrier against the rage of the Greater Demon
Chorazmatt. The tale about them goes like this. One day some foolish mage
summoned the Demoness Chorazmatt and impugned her with his ignorance and equal insolence. Her wrath did not
end with the slaying of this fool but grew to encompass the small town at the base of the mountains. As lighting
crashed and buildings swayed and fell in the winds of her fury, the three bards burst from the tavern in the town, their
blurry indulgences forgotten in the fury of Chorazmatt’s destruction. As one the three sang, weaving
wards out of word and song, building a barrier to which even Chorazmatt’s fury had to bow. How long she hammered
against their songs is unknown but even the titanic upheaval of her fury ended as all things must. In the utter
silence of her departure, the three bards let fall quite their voices and instruments, saluted each other one last time
then fell dead. The survivors spread the tale and the story persists in the area, told over
and over. Some even say the occasional scrap of their sacrifice rings with quiet power in the mountains, though
few credit this with any truth.
Three Roads -
small town in south east Arduin that sits on the crossing of
three roads, one a Kings Road while the other two are secondary roads well
traveled by merchants. A great rock sits in the town center where the
three cross, corridors bored through the sides where the roads run into it.
During the month of Tor, the great rock wears a ghostly crown
when the moons are high in the sky.
Thumulot "Sagenwixen" Skorvd -
Viruelandian wizard who made a name in his early years. He
delved into the Great Wurm Road at least three times and supposedly even sought
the semi-mythic Skiernadon's Horns. He retired after a disastrous magikal duel
ended with the loss of his left hand, both eyes, and scarred his face horribly. No less powerful for the
loss of his appendages and sight, Thumulot managed to craft replacements out of pure magikal power. No longer
interested in adventuring, Thumulot built a grandiose mansion cum fortress near the town of Skaeher
in Viruelandia (next to Three Bards Mountain and the Hobbitt settlements there) and
dabbled in politics until his death in 75 Torqus.
Thund - eastern
coastal nation that shares the peninsula with Alazahr
and was once a colonial outpost of the Misty
Isles. The nation is only newly returned to its own sovereignty by the Misty Isles,
and is still in the throes of determining its identity after such a long time dominated by the isles nation. Thund has no great history or distinction, growing as an entity at the hands of the
Pandooris, who overlooked no land to take and conquer. What little they built in this land barely remains as d0es any form of Thundian culture. The Pandoori imported their own and when their empire tottered and fell, the Thundians were a scattered mass of individuals fighting to survive in an inhospitable land. The
Misty Isles formed them together again but as noted, has only recently returned them to their own devices.
Thunder Mountains - Even newcomers to Khaas soon hear of the
legendary Thunder Mountains, with their unruly inhabitants, great blasting storms, and low
clouds. Electricity literally seems to vibrate in the air and the scent of ozone crawls in
the air at the heights. Dwarves and others have dug deep homes in the roots of the mountains
and the Thunder Mountain Dwarves are well known for their technological aptitude and equally irascible natures.
Timat - This dark god is known as the Destroyer, Worldsbane, Sun Eater, and numerous other ‘ending’ type sobriquets. Devotees are called ‘little destroyers’ and are of the deepest, darkest evil sort—the cut your throat, drink your blood, and violate your corpse variety. She (and yes, it is generally seen as ‘feminine’) has acolytes in almost every race and is one of the divinities requiring the blood sacrifice of a sentient being in her rituals. Timat’s destiny is to utterly consume or destroy the entire Multiverse and her religion and priests work continually towards this end. While not overtly active or powerful, adherents often move behind the scenes to manipulate destruction and chaos in many nations. This religion is banned in most nations, and there are few overt temples or followers to this god.
Time Lords - beings
born somewhere in the Multiverse that entered Khaas sometime
after the Wars of Freedom.
They soon challenged the rule of the Rune Weavers and
catapulted the world into the deadly War
of Life. They were defeated but they also
destroyed the Rune Weavers
as a dominant power in the world.
T’in T’ai -
T’in T’ai was once a portion of Ghandamahl but the Great Cleansing washed away the sins of the
people and the land, separating them from their homeland.
Tior-dortti - pronounced "T-oar Door-T", this is a small town in Talafar of no
great import, outside of being a retreat for the noble house of the country.
Titans - the
longtime allies of the Kthoi; they
rebelled in the Great Night
War attempting to wrest control of Khaas from the rule
of the Rune Weavers.
This attempt failed and they were near extinguished as a
race.
Tlech - a lizard that resembles a longer limbed, twelve-legged crocodile, most noted for its lack of teeth (they have “gums” of cartilage to saw and masticate any food) and use by the Ur as pets, companions and method of
punishment for lawbreakers.
"to do the lash" - this
is meant to take 10 lashes, the common punishment for many crimes.
More often used to express financial or political misfortune
among those of the criminal element.
Tomb of Gold and Shadows - A legend so old little is known of it
beyond that its time dates back to before the Interstellar Wars. According to myth, it
lies somewhere, in Arduin. According to the journal of Mounavernor duLesmque, it is somewhere
north east of Helios Mountain, south west of farthest section of
the Muck Woods, near the Fens of Fear. Whether he ever found it
with these directions is unknown, especially since his death in Moon Mind.
Tomb of Ghue-amara -
Forlorn hill barren of any life and surrounding by jutting stones. It lies at the base of the
Heaven Wall Mountains in northern
Khorsar. Some call this place the Maw of Ghue-amara, due to the number of foolish adventurers and treasure seekers it has devoured.
Tor -
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.
Torchund -
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.
Torghast -
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.
Torkos -
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.
Torqus - literally
the Year of the Boar. The sixth 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.
Torsh - a savage and strange world, a moonless one with a green sky. Its inhabitants are only great dinosaurs, who roamed its lands in a grand dance of survival of the fittest.
Torskord -
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.
Torvaen -
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.
Torzar -
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.
Tourmaline Mountains - Tall mountains known for their
vivid display of hues and deep mines of the same.
Tree of Light and Shadow - This
mythic tree is said to guard the entrance to the Fire
Fox Caverns. The tree is said to be truly a mighty tree, split near in twain, but living; one side of the trunk sunk in shadows, cold, horrifying and loathsome. The other side is glimmering and golden, but casting no shadow. The bark of the tree is thick and rough, with a husk like a chestnut. Frightening birds that spit fire guard it by day but disappear at night to be replaced by shadowy winged snakes that leaving steaming trails in the air.
Trelve (Trelf) - these beings are Elves but from another reality. Many have called them Dark Elves or Black Elves for their antithesis humanity on Khaas. They are very similar to Elves in many ways but generally have olive complexions, pupilless eyes of metallic blue, fingers all of the same length, double-jointed thumbs, and an utterly evil soul. They despise humans passionately and consider Elvenkind on Khaas as weak-hearted, degenerated half-cousins not worth their mother’s milk! They love scale armor, winged helms and equally winged javelins, many of which are arcanely empowered and semi-sentient. They also use two-handed swords with equal facility and even technological items as well.
(Khaaln) Tremble Heart - the Khaaln of Tremble Heart is a hard man who is notorious
his dislike of Malgoreem, desert folk, Hyrkhallians, Taghorean, and
Amazons of any stripe. He (and his Khaalnin) is equally well known ofr its powerful herds of horses, oxen, power horn, goxtchli, oxulsu and boru. He watches the border for
Malgoreem and Taghorean advances and is very active in his patrols. His Tremble
Heart soldiers are veterans of warfare and often backed by the strength of the
47th legion of Viruelandia.
Tremble Plains - These plains begin somewhat north of the Quorn Mountains and extend to the
edges of the Whistle Doom Mountains, dotted with small hills and rock projections, stretches of forested expanse and lowland marsh areas.
It is characteristic of the plains to
tremble (seismically) at least once per year, sometimes more so.
the plains had a large population of power horns at one time, though over
hunting and warfare have decimated the ranks of these beasts.
Triangularus - Also known as the Night of the
Winds of Limbo and is the end and forerunner—an end to the Endwinter and its festival and a harbinger
of the Spring Equinox. At precisely the 13th hour (midnight), all three of the moons of Khaas are
lined up in a perfect triangle: the red to the lower east, the blue to the lower west, and the white
surmounting both. Here is when legends say, the Winds of Limbo blow, and in truth, strange happenings
always mark this night. Be wary, and if possible, stay in a city or other place of people and do not
walk alone this night. It is not ‘safe’ at all.
Tuchukk Lands - West of the Great Grass Forever and north east of Azelkha are the vicious roaming people of the Tuchukks. These people are an Aryan-Asian mixed human race rarely seen outside of their lands. They are highly suspicious and are keener to kill strangers than anything else.
Tumble Walls - Remnants of a lost place in Arduin; one of its bogeyman spots that serve as a lightning rod for the curious, the adventurous and the outlawed.
Twirling of the Spheres - On a far world, the Idia'Sheola
bend their power towards manipulating the starry sky to keep their world from
its doom. Those not involved in the dance or the song sit in great
enclaves and bend their power toward redirecting the world destroying influence
of twin black holes that seek to suck away the life of this world that sits near
the galactic core. See the Dances to the Concordance, and the Song of Epochs for more information on this race.
Twist Tangle - Another name
for the nexus portal to the world
of Zharvanex.
©2003-2004 Emperors Choice Games and Miniatures Corp. All rights reserved.