MISCELLANEOUS
Alchemical Lodestone - Magnetic alloy with similar properties to steel. Currently manufactured in small quantities in the Jewel Cities, but older examples of the metal have been discovered. Used to craft equipment protecting against mental effects or for its inertial properties.

Amir Sands - A proverbial amir or war leader of the Khalq Assemblage, he represents the forbidding landscape of the wasteland which has defeated invading armies all on its own.

Ash’s Folly - A game of chance played with placards shaped similar to gold deities. Cards have value associated with the image printed upon them and are separated into thematic groups such as Birds and Beasts. Higher value cards are independent from groups, but may modify the value of lower cards. These independent cards may represent gods or heroic archetypes. Featured cards include Owl, Falcon, Ibis, Sunrise Queen, Rumiany, Duelist, Teacher, General, and Fallen. The cycle of the game represents securing the Wellspring of Life on Geb’s body.

Ash Thorn - Occasionally thorns will sprout on ash cankers. Natural philosophers claim this is an opportunistic plant rather than a product of the tree itself. Consuming distillations of the thorn hearts induces euphoria and feelings of connection. Consumption of raw hearts is poisonous.

Baltine Militia - The law-enforcement authority of the Free States of Balt. Originally a volunteer force, members now are paid a salary, but for many it remains a second job. Militia forces are organized locally or at a state level, following guidelines and standards set nationally. In wartime, members of the Militia may be nationalized for defense of the country.

Bothynite - Also known as sidic iron, this bluish metal has a distinct “grain” naturally and shows fossil-like rings when forged/polished. It can be “mined” by smelting sands in certain coastal regions, but larger nuggets can be found on the seafloor. It is believed to be pieces of the star that fell in the Mor Dyfn. It has sound amplification and deadening properties.

Camp Cough - This virulent disease first appeared during the Gate War and is believed to have been brought to Geb by the soldati. Its symptoms are wet, wracking coughs which eventually produce bloody phlegm. Severe cases can be fatal.

Cerednite - Sometimes called Geb’s Veins, this oily green mineral gives off intense heat when burned, and produces a green flame. Metal forged using it can have a greenish tinge.

Cerulegilt - A secret society originating in the Free States advocating greater understanding of the world and natural philosophy. Much of the support for this society is believed to come from wealthy Baltine magnates, while its hidden leadership is probably composed of powerful magic users and artificers. The Cerulegilt fund expeditions delving into ancient sites of power searching for artifacts and lore and operate clandestine laboratories where magical and alchemical theories are tested. The common name for this organization refers to the blue and gold colors in their symbology.

Clerisy - This faction of the priesthood in the Suzerainty supports the power of the Hierophant and his Regency over the Child Dynast. Despite this inversion of the traditional order, the Clerisy is very conservative and more broadly opposes change, reform, and modernization within the Suzerainty.

Deepleaf - A type of seaweed which, when the fronds are bruised or crushed, emits a cloud of particles with a mild calming effect. With increased travel and trade on the surface, it was found to have an even stronger effect when the fronds were dried and burned. The apkallu have cultivated it as a crop for the length of their recorded history.

Dragonbone - Fossilized dragonbone can be shaped through magical means to hold an edge. Dragonbone weapons are believed to embolden the user.

Dvojka - The language of the ozrut. It means “pair,” alluding to the rumiany and markotny populations. Rumiany and markotny speak identifiably different dialects, but can easily understand each other.

Dynastic Bronze - An alloy formed by ancient alchemical techniques. Accouterments of the early iaret magi-rulers were often composed of this material. It can be identified by its iridescent sheen when polished, and is known to hold magical effects for extended periods.

Ekstaticalia - Secretive rituals involving hedonism, debauchery, and drunkenness on the part of celebrants. Once heavily frowned upon and forced to be practiced in secret places such as tombs. Now shorn of most ritual trappings, these are commonplace among the wealthy of the Suzerainty.

Eternals - Members of this faction within the iaret noble and dynastic class support the ascendancy of the Child Dynast over the Regency of the Hierophant. This group is more fractious than their opposition, as some support the Suzerain only for the restoration of noble power over the priesthood, while others see it as a force for modernizing and reforming the nation. Their moniker is an unwelcome one, supplied by critics suggesting they want to elevate themselves to the level of the Eternal Dynasts who more traditionally advise the ruler of the Suzerainty.

Feather Trade - Formally the business of buying and selling gillermoi. Informally, any cutthroat and scrappy dealings with difficult subjects. It references how the trade of gillermoi is now largely in the shadow of horse and cattle trade, and probe to sharp dealing over trifling stakes.

Felhan ‘82 - A famed vintage from a vineyard in Polto that was destroyed in the Gate War.

Forstil - Baltine region in the Ytik Marches bordering Polto and the Keizai range. Full of broken foothills, it is known for its mines.

Ghostbloom - The invisible fleshy portion of the leaves of this rare plant gives rise to the colloquial southern name of “wireleaf”. Concentrated draughts of milk of the plant impart this property on the drinker, while raw consumption has a bolstering effect.

Gillermoi - A large, flightless bird which stands around six and a half feet tall and sports coarse, quill-like feathers and a large, dangerously strong beak. Most breeds are hardy and desert-adapted, with broad feet suited to running on sand and the ability to go for long periods between food and water. Gillermoi in the wild are scavengers, but are known to attack prey with their beaks as well. Domesticated, they are not suitable for riding, but are used to draw wagons.

Hathore - Brothels, fronted by dancers. The practice originated from rituals of iaret hierodules.

Industrialists - A new political faction in Baltine politics which argues for greater application of the principles of natural philosophy in governance. While its ideals are utopian, in practicality it serves powerful business interests. It has successfully peeled off some support from the Oppositionist party and is inheriting some of their policies.

Infernal Steel - Occasionally identified by the plane it was mined from, this metal is forged from ore wrenched from the lower extraplanar realms. It is strongly resistant to fire, requiring alchemical methods or immense strength to forge. Based on treatment, blades made from the metal can overcome certain innate resistances.

Island Holly - A creeping vine, rather than a tree, the waxy, sharp-pointed leaves can be chewed for beneficial effect (with the side effect of a swollen tongue). More sophisticated draughts use the root as a component with greater efficacy. The plant is a novelty in civilized lands, requiring delicate care, but plantations in the Wandering Islands themselves have seen more success.

Moonstone Fever - Also known as “Ash’s Curse” or more properly as “lycanthropy” this disease seemed to originate in the Jewel City it takes its name from. Persistent rumor ascribes it as the product of a rogue alchemist who was variously said to be attempting to enhance soldiers, isolate the baser nature of mortals, or “cure” beastkin. During the Gate War and Spasm, it was used as a biological weapon, leading to its spread. Beastkin are immune to this disease.

Muruch Tears - A drug extracted from certain organs of a reef-dwelling fish found in the Wandering Islands. This pearlescent liquid is extremely salty to the taste and amplifies emotion in users. It is known to be addictive and withdrawal is marked by dulling of the senses and unabating deep muscle pain.

Muruch Weed - These fleshy, tube-like marsh plants can be chewed for a very brief water-breathing effect. More sophisticated preparation of the pulp extends the duration. Other alchemical mixtures can induce an illusory appearance for the user.

Mutu - Baleful undead, usually referring to those arising “naturally” from improper burial or traumatic death.

Neath’s Heart - Confusingly known as dvojka by the ozrut, the leaves of this tough, woody shrub have one half red and the other blue. They are capable of growing in complete darkness, and natural philosophers posit that it draws magic from the environment, rather than taking sustenance from sunlight. Cultivation of this plant is popular for its health effects, but full extraction of its benefits requires an expensive alchemical process.

Nepenthe - Distilled from the petals of a blue flower which grows under certain circumstances in the deep jungle, this substance has had ritual use in iaret society for thousands of years. In low doses, it mutes emotion completely, leading to a feeling of relative bliss especially in those troubled. In more concentrated doses, it causes amnesia.

Nudiflots - Brightly colored slugs capable of flight via gauzy wings. These invertebrates are highly diverse in coloration and treated as a nuisance to agriculture.

Old Hierophant - A spiced rum distilled in the Tide Kingdoms.

Oppositionist - This Baltine political faction’s favored policies have fluctuated since its formation in 6931. However, it generally espouses more representative politics and uses some of the same symbology and rhetoric as the revolutionaries that founded the Free States.

Order of the Lord of Secrets - Originally a specific priesthood of the Geb, the Order is a secret society which devotes itself to the preservation of ancient knowledge away from use by the unworthy. Their tenets hold that while knowledge is sacred, not all of it is fit for widespread dissemination and must be kept secret for the safety of the world. Many apkallu are represented within the order, as well as conservative iaret. While strong in the north, it has fewer adherents south of Polto, where more generally egalitarian ideals hold sway.

Ozrut Ear - A family of related tall-growing stalked plants with prominent leaves variously colored blue or red. Folklore attributes much nuance to the various strains, with little proven evidence, however consumption is known to provide brief bursts of strength.

Ozrut Steel - Known informally as peat or bog iron, this dark metal is of high quality and almost impervious to rust. The manufacturing process is long and arduous, requiring repeated baths in an acidic formula. As such, it is resistant to acid and magical effects targeting metals.

Roeddec - A species of large lepus with curling horns known to inhabit rocky and mountainous terrain.

Saar - The enormous mobile cities of the Khalq Assemblage. Covering acres on the move, and swaying over a hundred feet high, they are powered by a variety of methods ranging from steam boilers to megafauna. They double as war machines, as each is armed and fortified.

Sarandoy - The organization which enforces the law within the Khalq Assemblage. They are empowered to summarily punish thought and action which is counter to the Will of the Masses.

Selenops - A non-web-spinning winged arachnid that sustains itself via hunting. That’s right, flying spiders, don’t ask.

Shardmetal - Fused alloys caused by out-of-control magical effects. This amalgamated metal is usually found on the site of battles fought during the Spasm. It is brittle without further refinement, and when broken forms extremely sharp edges.

Smolderberry - The faintly steaming fruit of these plants are easily identified in cold weather. Their magical adaptation to inhospitable climes can be harnessed for both survival and offensive purposes.

Soldatacier - Purple-tinged alloy that is more dense and heavy than steel. There is no known source on Geb and it can only be found in soldati stockpiles and supply caches. Believed to provide protection against extraplanar forces.

Spindle-Spring - An engine powered by a large wound spring. The necessity of re-winding springs and the complex alchemical metallurgy required for their construction keeps this engine rare.

Spite - A venomous concoction which induces convulsions. The sensation caused is described as the user’s blood being on fire, along with feelings of boundless energy, euphoria, and diminished judgment.

State Vanguard - The professional standing army of the Free States of Balt. Each state provides formations according to a quota which are placed under national command. The State Vanguard has historically been on the small side, forming a cadre that would train and stiffen nationalized militia, conscripts, and new volunteers. Following the Spasm, less of the force was demobilized than expected, and debate rages in the Diet about the proper size of the Baltine military.

Strong Arms - Also known as the Suzerain’s Bullies. A small group of soldiers charged with the protection of the Dynastic Family and carrying out the personal orders of the Suzerain. The modern Strong Arms are much larger than the original elite group, and considered of low general quality and loyalty. During the last millennium they have been implicated in the assassination of a number of Dynasts and have been reformed with only limited success multiple times.

Toffs - Regarded as a force for conservative politics in Baltine politics, the Toff party was originally composed of nobles and landed gentry who had given up their titles. Despite the old families dominating the party and their predilection to support the power of the advisory assembly of the Diet and the Residence of Silver, they occasionally flirt with populism (under their righteous guidance). Toff politicians are frequently bombastic and larger-than-life figures.

Tri-horn - A large herbivorous dinosaur with three horns and a heavy bony plate protecting its neck. Herds once ranged much of the south, but wild stock was hunted almost to extinction everywhere by Far Soneka. Ranchers there herd the large beasts in a more sustainable manner and drive them north to the slaughterhouses of Grawben for sale.

Walleri - Collective name for larger breeds of gillermoi. Wild flightless birds of this size went extinct long ago, so modern examples are the result of selective breeding and are more docile than gillermoi.

Water Silk - Spun from the excretion of a type of sea slug, this fabric is open weave and somewhat gauzy. It is worn by apkallu for its near-weightlessness in water.

Wind-Sail - Any sail powered primarily by enchantment, such as permanent or long-term wind production or bound elemental. More commonly used for land conveyance.



Almanac

Years are 365 days long and composed of 4 seasons, each containing 3 months of 30 days. The remaining 5 days comprise a New Year’s festival which celebrates the gods and begs their blessing on the coming year. Days are composed of 24 hours.

Years are numbered from the date the apkallu taught the iaret engineering and mathematics. While iaret civilization predates the year 0, they mark that as the true start of their history.

The seasons are Grota, when the the air is cold and Ranute hurries across the sky eager to be back in Geb’s embrace, Las, when the snow thaws and Ash dresses himself in green to go courting, Dolina, when the sky is bright and both faces of Neath grow warm and ruddy, and Stok, when the wind blows in warning and the Horizon Walker goes abroad to trick those unprepared for the coming snow.

The months of each season are simply called Early, Mid, and Late.

Notably, the seasons use ozrut titles, adopted by the iaret to better describe the seasons throughout their vast domain. The ozrut words depict their own yearly cycles: wintering in high mountain caves, descending into the forest in the thaw, farming in the valley while the sun shines, and ascending the hills again when the weather turns cold once more.