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Al’Thadan: Formerly called the All Father, the highest Stennish god was once the king of the pantheon. He is said to have been Arth’s greatest defender against the forces of Mannon until he colluded with the dark lord during the War of Betrayal in the Third Age. According to the Agekeepers, Al’Thadan was struck down along with all the Sten at the end of the war.

Andarun: The greatest city on Arth, at least according to most of its citizens, and capital of the Freedlands. Andarun was built on ancient ruins on the southern slope of Mount Wynspar.

Arak’nud: The Dwarven term for a Dwarf who has elected not to be a Dwarf. A tiny population, arak’nud leave Dwarven society for any number of reasons, from wishing to live in another culture to falling in love with a Gnome or Elf. They are not clanless, nor are they above or below any Dwarf, because as far as any Dwarf or arak’nud is concerned, they’re Human.

Arth: A world much like Earth, but with more magic and fewer vowels.

Bannerman: The bannermen are the town guard, armies, and other armed officials of the Freedlands. Every branch of every civic organization within the Freedlands is required to maintain some number of armed men who may be called to arms when fealty demands it. Each bannerman is loyal to such a company, which is loyal to a city, which is loyal to Andarun, which is loyal to the Freedlands. In this way, each bannerman serves his or her country.

Class: Professional heroes fall into a variety of classes (e.g. warrior, mage) and sub-classes (e.g. swordsman, pyromancer), largely distinguished by the methods they use to kill monsters.

Domovoy: See Wood Gnome.

Doppelganger: A widely distrusted race of shapeshifters, commonly believed to have been created as infiltrators for Mannon’s armies in the War of Betrayal. Doppelgangers would make ideal diplomats were they not such ideal spies, double agents, and assassins as well.

Dragon: Great reptiles that command the elements, most famously fire. It’s well-known that dragons slumber deep beneath the earth atop great mounds of treasure, and universally agreed that it’s always best to let sleeping dragons lie.

Drakes: Dragon-kin that are much like full dragons, except smaller, weaker, and nowhere near as smart. Drakes still pose a significant threat, however, especially when encountered in their native element.

Dwarf: Dwarves are shorter than Elves and Humans, but as Dwarves stand almost twice as wide at the shoulder and are famous for violent grudges, it’s generally best not to mention that. Rigid, industrious, and usually stoic, Dwarves live in massive clanhomes dug under the mountains. To the puzzlement of many of the other races, there are no Dwarven women.

Dwerrow: The Gnomes of Clan Erdin, or Hill Gnomes, are often mistaken for Dwarves. They’re just a head shorter than Dwarves, but otherwise have similar stocky builds, long beards, and muscular frames. Other key differences from Dwarves include narrower shoulders, rounder features, and (perhaps most significantly), the presence of female Dwerrow. They are also usually heavily tattooed with spiral patterns used to indicate heritage, standing, and fealty.

Elf: The most enigmatic of the Children of Light have sharp, angular features, but flowing, graceful movements. They live in tree huts, and most have accumulated untold wealth. They are immortal and yet innocent, playful yet powerful, whimsical yet wise. Above all, they are infuriating to almost everyone who is not an Elf. Elves all belong to houses, each of which swears fealty to a great house. Of course, Elven fealty shifts frequently, and so the Elven houses are forever in flux, playing games of intrigue and power.

Elixir: A miraculous healing potion brewed by magical means, elixir or salve can close wounds, restore organs, and even regrow lost limbs if consumed soon enough after an injury. It’s nearly as effective as it is addictive.

F.O.E.: Short for Force of Evil, the official Heroes’ Guild designation for an enemy of the people and a legal target for heroic slaying.

The Freedlands: The most powerful nation on Arth, the Freedlands is a federation of semi-autonomous city-states. The Freedlands has a small centralized government, ruled by a king set in Andarun, that regulates the powerful guilds, associations, and corporations that do business in the Freedlands and beyond.

Fulgen: Fulgen, also called the Silent Underglow or Father Tinderhope, is the Dwarven god of light. He rules over candles in the darkness, purity among corruption, and truth amid lies. Among the Dwarves, he is a favorite of miners and heroes.

Giltin: The currency of the Freedlands, long considered the standard for all of Arth. The common symbol for giltin is G, as in 5G. One giltin is ten silver shillings. One shilling is ten copper cents.

Gnoll: A race of Shadowkin with canine traits, once known as Clan Galden, or the Golden Gnomes. Gnolls were bred for a variety of purposes in the War of Betrayal, and many of these breeds (technically known as Demi-Gnolls) are still around today.

Gnome: Gnomes take as many shapes and sizes as the clouds in the sky. While their legends hold that all Gnomes once shared a common ancestor, the great Gnomish clans have all become their own subraces. Be that as it may, it’s proper to refer to any of them as a Gnome, be they a Halfing, Tinderkin, or Deep Gnome. Said subraces are often used interchangeably with clan names. All Gnomes stand shorter than most Humans, and most are shorter than Dwarves.

Goblin: A race of Shadowkin that descended from the lost clans of the Dwarves. Goblins are short, scrawny, potbellied Shadowkin.

Golem: Enchanted automatons originally created by the Scribkin, golems have been refined and adapted to serve many useful purposes across Arth.

Gremlins: A race of Shadowkin with both feline and lizard-like qualities, once known as Clan Remlon, or Moon Gnomes. Gremlins are known for their inquisitive nature, their mastery of bioengineering, and their tenuous grasp of ethics.

Griffin: It is said that a griffin is a lion with the head, talons, and wings of an eagle, but the Zoological Society of Monchester has determined that a griffin is, in actuality, a Giant Eagle with a lion’s butt.

Halfling: Halflings are Gnomes of Clan Haughlin. They have round features, pot bellies, and curly brown hair (even on the tops of their feet.) While generally good-natured, Halflings are averse to manual labor, or indeed anything that isn’t comfortable. Unfortunately, they’re often very comfortable with petty theft.

Hardvaark: A ground-dwelling monster with a long, pig-like snout and a thick, metallic carapace. Its tenacious nature made it the namesake of one of the Freedlands’ most prestigious universities.

Heroes’ Guild: An international organization of professional adventurers who specialize in monster slaying, treasure acquisition, hostage retrieval, and more. The Heroes’ Guild is among the largest and most powerful organizations on Arth. Its wealth rivals that of the city-states of the Freedlands, and even some small countries.

High Magic: The elemental energy woven through the universe, high magic is called the great weave. High magic is divided into two sides—solamancy and noctomancy.

Human: Y’know. Humans. Originally mixed-race men, the first Humans were children of Gnomes and Elves and Sten. In time, they became so common that they married amongst themselves and spread throughout Arth. Now they are the most populous race of Man, outnumbering all of the old races combined.

Issan: A legendary Elven Champion of Tandos in the War of Betrayal, notable for slaying the Dark Prince’s first incarnation.

Kobold: Kobolds are a diminutive breed of Demi-Gnoll, standing just below a Human’s knee in height. They have big eyes, a short muzzle, thin limbs, and a severe case of small dog syndrome.

Lawyer-monks of Adchul: A reclusive sect of monks who believe that discipline, law, and study represent a non-exclusive method to obtain enlightenment, with no guarantee of enlightenment or of any other goods and services made by said monks.

Leviathan: A legendary sea monster said to be born of the ultimate evil.

Liche: A mage that rises from the grave through necromancy and extensive planning. Liches are the most powerful form of undead.

Low Magic: The oldest laws of the universe, the rules of life and death, love and hatred, blood and bone.

Mankind, Man, Races of Man: Legends say the Creator made the four races of Man—the Dwarves, Elves, Gnomes, and Sten—to make Arth more interesting, and has regretted it ever since.

Mannon: Malice incarnate, the ancient foe of the Creator who deceived Mankind, created the Shadowkin, and even corrupted some of the gods in ages past. Depending on the temple one visits, it is said that Mannon is either dead, in hiding, or a little bit of him lives in all of our hearts.

Mage: A person able to see and weave high magic, usually through years of dedicated study and social isolation.

Magic: The essential forces of the universe as understood by those who fiddle with them. Magic is divided into high and low magic.

Mercenary: A killer for hire. Specifically, mercenaries are the killers for hire that are not professional heroes. Assassins, soldiers, thugs, goons: they all fall under the general headline of “mercenary.” While more common than professional heroes, mercenaries are less regulated. With some assassins and thugs aside, they’re generally thought to be weaker as well.

Are sens

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