The Binding Stone (The Dragon Below, Book 1) (47 page)

BOOK: The Binding Stone (The Dragon Below, Book 1)
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illithid:
An abomination from Xoriat, the plane of madness. An illithid is roughly the same size and shape as a human but possesses a squidlike head with tentacles arrayed around a fanged maw. Illithids feed on the brains of sentient creatures and possess the ability to paralyze or manipulate the minds of lesser creatures. Illithids are more commonly known as
mind flayers
.
il-Yannah:
A word from the Quor tongue, translating to "the Great Light." This mystical force is the focus of the religion of the
kalashtar
.
Jhegesh Dol:
A stretch of haunted swamp in the Shadow Marches, once the site of a daelkyr stronghold during the Daelkyr War.
kalashtar:
The kalashtar are an offshoot of humanity. Stories say that the kalashtar are humans touched by spirits from another plane of existence and that they possess strange mental powers.
Karrnath:
One of the original Five Nations of Galifar. Karrnath is a cold, grim land whose people are renowned for their martial prowess. The current ruler of Karrnath is King Kaius ir'Wyrnarn III.
Karth:
A sailor on
Lightning on Water
.
kesh
: a kalashtar term for the telepathic mindlink all kalashtar can create with other beings.
Khorvaire:
One of the continents of Eberron.
Khyber:
1) The underworld. 2) A mythical dragon, also known as "The Dragon Below." After killing Siberys, Khyber was imprisoned by Eberron and transformed into the underworld. Khyber is said to have given birth to a host of demons and other unnatural creatures. See
Eberron, Siberys
.
Kirla:
A stable-owner in Yrlag
Krepis:
An orc of the Fat Tusk tribe and a druid of the Gatekeeper sect. A student of Batul.
Last War, the:
This conflict began in 894 YK with the death of King Jarot ir'Wyrnarn, the last king of Galifar. Following Jarot's death, three of his five children refused to follow the ancient traditions of succession, and the kingdom split. The war lasted over a hundred years, and it took the utter destruction of Cyre to bring the other nations to the negotiating table. No one has admitted defeat, but no one wants to risk being the next victim of the Mourning. The chronicles are calling the conflict "the Last War," hoping that the bloodshed might have finally slaked humanity's thirst for battle. Only time will tell if this hope is in vain.
Lightning on Water:
A House Lyrandar elemental galleon. Instead of sails, an elemental galleon uses a bound air elemental for propulsion.
long step:
A kalashtar term for psionic teleportation.
Lyrandar, House:
A dragonmarked house bearing the Mark of Storm. House Lyrandar has economic control of shipping in Khorvaire.
Medalashana:
A kalashtar, once a companion of Tetkashtai and Virikhad, later renamed Medala by Dah'mir. She specializes in the art of telepathy.
Metrol:
The capital of Cyre. Metrol was destroyed by the Mourning.
Mukur:
A hunter of the Bonetree clan.
Narath:
A river town in northern Karrnath, close to the coast of the Bitter Sea. Destroyed in 989 YK in the infamous Massacre at Narath.
Natrac:
A half-orc of Zarash'ak, he specializes in helping tribespeople of the northern Shadow Marches move south to Zarash'ak in return for a period of hangingured servitude.
Ner:
The huntmaster of the Bonetree clan. The longest-lived huntmaster ever to lead the Bonetree hunters.
Orshok:
A young orc druid of the Fat Tusk tribe and a student of Batul.
Pado:
A hunter of the Bonetree clan.
Pandon:
A merchant of Zarash'ak and a passenger on
Lightning on Water
.
psicrystal:
A sentient crystal created by psions as a tool and companion. Each psicrystal is a unique reflection of the psion who created it.
psion:
Someone who is skilled in the art of psionics, the power of the mind. Kalashtar are natural psions, able to manifest the telephatic link they call the
kesh
. Many go on to master greater skills.
Rat:
A cultural hero figure among shifters based on one of the animal forms of their lycanthrope ancestors. Usually referred to as "Grandfather," he is depicted as a cunning and stealthy trickster. "Grandfather Rat!" is a common expression of frustration.
Sandar:
An innkeeper in Bull Hollow.
Sarlona:
One of the continents of Eberron. Humanity arose in Sarlona, and colonists from Sarlona established human civilization on Khorvaire.
Sentinel Marshals:
The dragonmarked House Deneith is the primary source for mercenary soldiers and bodyguards in Khorvaire. The Sentinel Marshals are a specialized form of mercenary--bounty hunters empowered to enforce the laws of Galifar across Khorvaire. This right was granted by the King of Galifar, but when Galifar collapsed the rulers of the Five Nations agreed to let the Sentinel Marshals pursue their prey across all nations, to maintain a neutral lawkeeping force that would be respected throughout Khorvaire. See
House Denieth
.
Shadow Marches:
A region of desolate swamps on the southwestern coast of Khorvaire. The Shadow Marches have a strange connection to Xoriat and were at the center of the Daelkyr War many millennia ago.
Shadowcrags:
A rugged mountain chain that forms the western border of the Eldeen Reaches.
shifter:
A humanoid race said to be descended from humans and lycanthropes. Shifters have a feral, bestial appearance
and can briefly call on their lycanthropic heritage to draw animalistic characteristics to the fore.
Siberys:
1) The ring of stones that circle the world; seen as a shining band like clustered stars in the southern sky. 2) A mythical dragon, also called "The Dragon Above." Siberys is said to have been destroyed by Khyber. Some believe that the Ring of Siberys is the source of all magic.
Singe:
An Aundairian wizard specializing in both fire magic and swordsmanship. A lieutenant in the Blademarks, he served with the Frostbrand company until the Massacre at Narath. His real name is Etan Bayard, but he prefers his nickname.
Sita:
A hunter of the Bonetree clan.
Sovereign Host, the:
a religion found across much of Khorvaire. The Lords of the Host are Arawai (god of agriculture), Aureon (god of law and knowledge), Balinor (god of beasts and the hunt), Boldrei (god of community and hearth), Dol Arrah (god of honor and sacrifice), Dol Dorn (god of strength at arms), Kol Korran (god of trade and wealth), Olladra (god of good fortune), and Onatar (god of artifice and the forge).
tak
: a Reacher expression for "thank you;" "twice tak" is "thank you very much."
Temmen:
A staff-fighter in Zarash'ak.
Tetkashtai:
The presence that inhabits Dandra's psicrystal.
Thul:
A stableboy in Bull Hollow.
Tiger:
A cultural hero figure among shifters based on one of the animal forms of their lycanthrope ancestors. Tiger is noble being, a warrior of incomparable grace and speed. Unlike the other shifter culture-heroes, no relation is ever claimed to Tiger. "Tiger's blood!" is a common oath of anger.
vayhatana
: A kalashtar term for psionic telekinesis. Literally translated, it means "ghost breath." Veta: A barmaid in Bull Hollow.
Vvaraak:
The black dragon who taught the first Gatekeepers and began the druidic tradition in western Khorvaire many
thousands of years ago. She was also known as "the Scaled Apostate."
whitefire:
A kalashtar term for flame produced with psionics.
Wolf:
A cultural hero figure among shifters based on one of the animal forms of their lycanthrope ancestors. Wolf is wise, honorable, and knowledgeable in the ways of magic. She is often referred to as "Grandmother" and "Grandmother Wolf!" is a common expression of awe.
Xoriat:
One of alternate planes, Xoriat is also known as the Realm of Madness. It is the home of the daelkyr and illithids, but has been held apart from Eberron since the end of the Daelkyr War thanks to the magic of the Gatekeepers.
Yrlag:
A town on the Grithic River, the border between the Shadow Marches and the Eldeen Reaches. The westernmost port on southern Khorvaire, it is a barely civilized place and the trading center for much of this isolated region. Before humans arrived in Khorvaire, it was the westernmost outpost of the Empire of Dhakaan and the Dhakaani influence can still be seen in its oldest structure.
Zarash'ak:
The capital of the Shadow Marches, often called the City of Stilts because of the architecture that raises it above the threat of floods.
APPENDIX 2
THE AZHANI LANGUAGE
AZHANI PRONUNCIATION GUIDE
Consonants are pronounced as they appear, except:
g
always hard, as in
get
ch
always soft, as in
church
zh
as the z sound in
azure
bh, vh, dh
aspirated sound (a breathy version of the consonant)
Vowels are pronounced as:
a
cat
e
bet
i
seem
o
so
u
moon
Vowels in sequence are pronounced individually as above, except:
ei
the long vowel sound found in
shade
eo
long
a
combined with a long
o
Except in conjugation 2 verbs, two identical vowel sounds are broken by a glottal stop: ' (tt in
mitten
is a glottal stop).
AZHANI WORDS
a:
one (number)
ahine:
a scream of fright
ahris:
to obey (takes conjugation 2)
ahron:
a scream of rage
all:
fire
ama:
a woman
amot:
five (number)
andgri'imo:
downstream, literally translated, it means "where the river goes."
ano:
a man
ashi:
1) a reed with a starchy pith used to make bread
2) the bread made from the reed, 3) a deep gold-yellow, the color of both reed and bread. Probably a loanword from Orc.
aushen:
to return to a place (takes conjugation 2)
az:
a clan. As a suffix, it is appended to a name to formally indicate a clan ("Drumas" is the Bonetree, "Drumasaz" is the Bonetree clan)
azam:
1) a member of a clan, 2) a person. In the plural form, "azams" it means "others." By extension, the only people are those associated with a clan. All others are "duskav" or strangers.
bet:
night
betch:
darkness
bibis:
a rabbit
bron:
to be (takes conjugation 1). An older, archaic form of "to be."
brosh:
divine magic, especially healing magic. Brosh is often translated as "body-magic" and is considered a very different thing from kint or "world-magic."

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