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Fragments: There are seven of these shards which are actually almost large enough to be called continents. One of these is even large enough to enclose a large inland sea. (See also: Shard.)
Globe: A puzzle/game popular with Oramian children. A three-dimensional glass ball which, when disassembled, becomes miniature models of all of the shards. Curiously, when the ball is reassembled, it is hollow. Magical versions of this game have been created which can be used as oracular devices. To use one the holder simply drops the solid ball on a semi-hard surface. The pattern the pieces land in is said to be able to predict future events. However, with one thousand pieces, the possible permutations are endless. It is nearly impossible to use an oracular globe without first consulting a Pattern Book. (See also: Pattern Book; Shard.)
Governor: See Shard Lord.
Gray: A young dragon. (See also: Dragon.)
Guild, The: See Wizards’ Guild.
Guild Mages: Because of the Wizard War, which resulted in the Shattering of the world of Oramis, the general public is fearful of mages. As a result, the Wizards’ Guild has had to become an underground organization. Even so, the Wizards’ Guild is a powerful organization. One of the main purposes of the Guild is to seek out new mages and try to convince them to join the Guild. There are two main reasons for this. First and foremost, it allows the Guild to keep tabs on all Guild mages. If these mages do anything to jeopardize the Guild or any of its members or goals (by the open use of magic, following forbidden schools of magic, etc.), they may be dealt with by the Guild. Second, in return for joining the Guild, a mage gets certain benefits. He has a place to go to get supplies and training if they become needed. He may recruit other mages to help in an adventure or other endeavor. He is welcome to use the Guild’s laboratories and libraries to further his own studies (as long as these do not interfere with the Guild’s objectives). One of the conditions of joining the Wizards' Guild is that the mage must agree under a binding oath that he will not create any new spells or magic items without the expressed approval of the Guild. Also, any magic items found by the mage must be viewed and approved by the Guild before they may become anyone's personal property (thus the Guild may weed out any items deemed too powerful or dangerous for use). Any mage who refuses to join the Guild is branded a rogue mage, and is actively hunted by Guild mages. The term "The Wizards’ Guild" is somewhat misleading. It is actually just another name for RASAMA. (See also: Oramis; RASAMA; Rogue Wizard; Shattering, The; Wizard War; Wizards’ Guild.)
Halfling: A name which refers to anyone of the Twyll race. Twyll find this term to be highly degrading and insutling, and take great offense at its usage. (See Races of Oramis: Twyll)
High Magus: The leader of RASAMA. The current High Magus is a female human named Salandra Norfressa. (See Who’s Who in the Shattered World: Salandra Norfressa. See also: RASAMA)
Holy Order of the Skywyrm Riders: An order of paladins who are dedicated to the protection of the mages of RASAMA. These men and women believe in the possibility of the Restoration and have dedicated their lives to ensuring that the mages have the opportunity to continue work that they believe is vital to the survival of Oramis. Each Skywyrm Rider is chosen at dedication by a dragon and spends all of his or her training time with that wyrm. By the time the Rider is ready to join the Order, the two have developed a telepathic bond. The greatest threats facing RASAMA today include (but are not limited to): The Cabal, The Children of the Light, The Circle, the Sky-Pirates of Gao-Den, and the Witch-Hunters. (See also: Cabal, The; Children of the Light; Circle, The; Oramis; RASAMA; Restoration, The; Sky-Pirates of Gao-Den; Skywyrm; Witch-Hunters.)
Key: See Shard-Key.
Key-Holder: See Shard Lord.
Keystone: See Shard-Key.
Kusaran Alliance: An alliance of four shards: Kusara, Carbuncle, Sheranda, and Tartassos. Guild mages from RASAMA have found a way to magically tie the four shards together so that they are always near each other. The four shards that make up the alliance are probably the most accepting of mages of all of the shards. (See The Gazeteer of Shards: Carbuncle, Kusara, Sheranda, Tartassos. See also: Guild Mages; RASAMA; Shard.)
Library at Tartassos, The: The legendary Library at Tartassos is a mysterious place. It is large beyond belief and so old that it is believed to predate even the Dragon Lords. (See The Gazeteer of Shards: Tartassos. See also: Dragon Lords.)
Lost Ones: See Wind Wraith.
Mad Ship: A windrigger whose captain has died without appointing a second. When a captain purchases a windrigger, the shipstone is magically bonded to him. The death of the captain is the only known way to end this bond. If this happens, however, the ship becomes uncontrolled (a mad ship) and often rebels against those creatures which are currently inhabiting its body, intentionally trying to kill those aboard. A mage from the Ship Builders' Guild will be needed to bring the ship back under control and bond it with a new captain. (See also: Second; Ship Builders' Guild; Shipstone; Windrigger)
Mageslayers: See Witch Hunters.
Masladh: A dwarven term term implying shaming and disgrace that is often associated with traitors. A male dwarf who kills another dwarf without just cause is branded masladh. Such criminals can be slain on sight by any dwarf.
Female dwarves branded masladh are not slain, but are shunned and treated as prisoners.
Moon: Before the Shattering, Oramis - like many other worlds - had a moon called Selene. It is theorized that when the world "exploded," the sudden loss of gravity and the force of the explosion hurled it into space, leaving Oramis moonless. If this is true, then it becomes difficult to explain why the priestesses of Selene still revere the moon and - mysteriously - still retain their spell-casting ability and other granted powers! Some sages have theorized that this can be explained in one of two ways. First, perhaps some other power has adopted the moon’s portfolio and has "adopted" the priesthood as its own under the guise of Selene. Second, perhaps the moon was not lost at all, it just isn’t visible now because of the fact that there is no longer a true night. (See also: Oramis; Shattering, The.)
Mundane: Wizard slang for anyone who is unable to harness the power of magic.
Navigator: Navigators are strange and mysterious beings who are present on all windriggers. No one seems to know exactly who or what they are. It has been rumored that navigators are diviners, using their magic to know exactly where any given shard is located at any given time. Navigators appear as faceless humanoids wearing midnight-blue hooded robes and have never been known to speak. It is forbidden to touch a navigator. (DM'S NOTE: The following information is NOT considered general knowledge, and as such it should not be made available to the players unless and until they discover it on their own. Navigators do not really exist. They are merely illusions projected by the ships themselves Unknown to the general public, windriggers are actually living sentient beings - young gray dragons - magically shaped by mages to look like ships. Somehow, possibly through a natural homing instinct or a natural magical ability, they are aware at all times of exactly where each shard is at any given moment and whether or not there are any other shards blocking a given route. The "navigator" illusion is used simply so that windrigger captains may have somewhere to direct their orders for destinations.) (See also: Dragon; Shard; Windrigger.)
Night: A pre-Shattering myth. Supposedly when the world was solid, it would undergo periods of complete darkness, resulting from the world turning away from the sun. Sages say that such a thing is possible, but it is difficult for most Oramians to imagine such a concept. (See also: Shattering, The) |