Fenrayne Lexicon

Battle Sun - Battle Suns are common spells among Paladins of the Seven Rivers. They create a bright, versatile light that can dispel Dead, light a battlefield, and even follow the magic user around.

Conductor - Conductoring is a Conara tradition. Conductors escort the spirits of the recent Dead to the Cascade at the end of the Seven Rivers and help them avoid many of the pitfalls in the Rivers.

Current of the Unseen - A common belief among the Seakith in the connectedness of the world and everything in it.

Death - A physical place where the spirits of the deceased go. It consists of Seven Rivers.

Eisent - Eisent are a mythical people who were said to live in Fenrayne millennia ago. They were a mercurial people whose magical prowess was unchallenged.

The Ever-Young Prince - The ruler of Gildland for the past 350 years, the Prince Ælfric hasn’t aged a day. Whatever advanced magic sustains his youth is a mystery to the people of Fenrayne.

Fellowship of the Seven Rivers - The Fellowship of the Seven Rivers keeps the peace in Gildland. Their goal is to put all Dead back in the ground. Members of the Fellowship are known as Fellows and Paladins.

Feriers - The Feriers were a cult of Hylja who wanted to gain permanent access to the Seven Rivers as a means of communing with spirits for the purpose of knowledge. They have long-since disappeared.

Iron - One of the commonly used materials that is harmful to the Dead.

Helfeich - A group of monster hunters from days long ago.

Magic - Magic permeates the Earth. Everyone has access to Magic and it is taught in the home from a young age.

Necromancer - Necromancers are typically powerful magicians who raise the Dead for personal gain. They usually use instruments to channel their abilities and have knowledge of how to enter Death.

The Otherplace - A place that is not Life or Death where magic is more powerful. The Otherplace is unknown in Fenrayne except to a handful of scholars and unlucky travelers.

Others - The beings that live in the Otherplace. Average people of Fenrayne don’t even know they exist.

Saint - Saints use all of the same tools and magic as Necromancers but with the goal of putting the Dead back in their graves.

Seven Rivers - The Seven Rivers flow through Death. Most people of the world believe in the Seven Rivers in an abstract sense but have no knowledge of their reality.

Salt - One of the commonly used materials that is specifically harmful to incorporeal-Dead.

Silver - One of the commonly used materials that is harmful to the Dead.

Sun Lamp - Sun Lamps are brightly spelled lanterns made by the Fellowship of the Seven Rivers. Their bright light is said to repel the Dead.

Wilders - Wilders are a mythical wild-people from an age long, long ago.


The Dead

Bone Construct - A Necromantic construct made of the bones of multiple dead creatures.

Brocken Spectre - Bocken Spectres follow travelers in their shadows to avoid being noticed. If they see that they’ve been noticed, they attack the traveler.

Carriers - Necromantic constructs used as spies for their master. Carriers are typically spelled animals containing the spirits of sentient beings.

Dead - A catch-all word for Dead creatures existing in Life.

Draugr - Draugr are Dead inhabited by a particularly strong free spirit. The spirit molds the occupied body into what it considers a close semblance of it’s living body, creating what most would consider a monstrosity.

Dwr’farid - Dwr’farid are typically found on the edges of small streams washing their hands in a vain attempt to return to the Seven Rivers. Dwr’farid are usually former unwitting minions of Necromancers.

Fealch - Fealch are Maraid that have burrowed into the body of a living person. When in the body, they control the person while maintaining the semblance of life.

Gance - A wandering spirit typically in search of something it could not attain in life.

Ghost - An all-purpose term for incorporeal Dead.

Holda - Holda change their appearance depending on those who look at them. They appear as something the viewer desires and entice them to follow.

Kearns - The spirit of someone who died a violent death. They are typically tied to the location of their death or the weapon used in their demise.

Maraid - Maraid are powerful spirits able to escape Death and remain in life without occupying a corporeal body. They both retain their living intelligence and are typically able to exit the Seven Rivers due to their strong will.

Noc - Water-bloated Dead. Noc are particularly fast and dangerous.

Revenant - Revenants are bodied-Maraid with agendas. They return to Life to accomplish a task.

Spirit - What remains of a person after death. Naturally, a spirit will make its way down the Seven Rivers to its ultimate Death.

Visitant - Harmless ghosts. Visitants are often seen aimlessly wandering fields without goal or malice.

Wraith - The spirit of someone lost at sea or who died around water. Wraiths can cross bodies of water.


 

Timeline of Earth

4.5 Billion BDW* The Earth is formed
3.7 Billion BDW Life arises on Earth
0 Benthic, the first Necromancer rises
c.100-300 ADW** The Age of Saints
114 ADW Rise of the Necromancer Aratium
168 ADW Iaran Steinhardt founds the Fellowship of the Seven Rivers
277 ADW Battle of Verdant Fields - The Fellowship defeats the Necromancer Angelus
292 ADW The Ever-Young Prince takes the throne of Gildland
c.300-600 ADW The Age of Steel
c.330 ADW Ghosts begin to appear
489 ADW Greenfield and Applegate School are founded
570 ADW Balthasar attains the rank of Seer
612 ADW Cælum Clara's mission to Volk
642 ADW - Month of Mountain Cat Peck’s mission to Volk
642 ADW - Month of Stone Bison Rabberto, Tullana, & Tekoa set out from Gilder

*BDW: Before the Dead Walk
**ADW: After the Dead Walk