TCQ Glossary

  • Amandorlam: The wizardry college in Gheny, located in the capital of Shingden.  Students from all professional area may enter for the basic courses, taught in the first half of the program, but only those wishing to become wizards may stay for the second half.
  • Ap: A human, divine conduit between humans and their gods.  They have some similarity to our saints or lamas.  They often helped propagate their god’s word by performing feats and tasks above the normal call of duty expected of priests and priestesses.  There are no living aps at this time.  Many have days named after them as well as festivals in their honor.
  • Arvarikor: Both the training ground and the organization in charge of trirecs.  Arvarikor is located in Pieshk, in the northwest portion of Merak.  Orphans from the surrounding lands are taken at age four to train as trirecs.  They are educated in general classes that will help prepare them for their work until age fifteen, when they are entered into the novice program.  They are mentored until they pass their apprenticeship, usually around age twenty, and enter into the world as full-fledged trirecs.  They remain as such until either age or injury prevents them from working, where they become “trivrens”, or elders, and take on a mentoring role.
  • Arvonne: A country in the continent of Noh Amair, across the Gamik Sea from Gheny.  It was a country solid in its ability to sustain itself and have equitable trades with its neighbors, especially foods, wines, and seafood.  Almost two decades ago, there was a revolt and the monarchy was overthrown.  Since that time, the country has seen hard times.
  • Baerd: When a human-elf hybrid inherits both human and elvish magic, the combination is very powerful.  Baerds are masters of sound and can affect many aspects of it, including hearing sounds long decayed, causing silence, and controlling the actions of a person.  The last is mainly the reason why humans and elves are forbidden to breed.  Many half-elves are killed for fear that they possess this magic, even though it is quite rare.
  • Calm, the: One of two ways a wizard may tap into magic.  The Calm requires a wizard to maintain a meditative state in order to keep the connection.  The rebound effects are milder than its opposite, The Unease and long-term effects include excess weight, dull wits, and lethargy.
  • Eerie: A duchy in the northeast portion of Gheny, bordering the Cold Lands.  Its capital is Ispen.  It is known best for its shipping yards and naval trade.
  • Elves: Humanoid people that resemble humans, save for their pointed ears and slightly sharper features. They live in villages deep in wooded, mountainous, or tundric lands. They have occupied Liyand for many millienia before the humans journeyed from Noh Amair and began taking their lands. They fought back with guerilla warfare for several hundred years until they and the humans reached a pact of non-aggression.
  • Gheny: A relatively new country settled by the younger brother of the King of Arouk several centuries ago.  It is the only recognized country on the continent of Liyand.  It is bordered by the Cold Lands in the north and the Viyaz Desert in the south, and is interspersed by the Dreelands, woodland territories held by the elves.
  • Grivven: Very tall humanoid people who lived only on Ervaskin, an island in northern Gamik Sea. They average well over seven feet tall and have a very lanky appearance with prominent facial features.  Their hair is very coarse and thick, giving it the appearance of straw (where the term “straw men” comes from).  They are usually an isolated race, though very recently some envoys have been welcomed in part of Ervaskin.
  • Hanala, Sharka: The capital city of Sharka, Hanala is a major naval port for Gheny.  It sits on the east coast, next to the Gamik Sea.  It was one of the first cities settled by Noh Amairians, and was the first capital of Gheny before it was moved to Shingden.
  • Kalronism: The new form of government in Arvonne.  It’s main tenant is that the monarchy’s hold is not divine and has been choking the potential of Arvonne for some time.  A High Chancellor oversees the country instead of a king and is appointed for life.  He has a counsel that helps run the country.
  • Kil/Kiluid: A kiluid is a grivven magical practitioner.  They harvest kil, a magical force that is more plentiful in secluded areas of nature, and use that to shape nature.  A kiluid can increase the speed of crops, repair natural damages, affect the shape of rocks and trees, decrease flooding, change the weather, and create imbued items.
  • Noh Amair: A collection of several dozen countries that shares a continent with Merak.  Gheny is mostly populated with Noh Amairean immigrants.
  • Nui-Breckin Act: Law that states that no citizen of Gheny can marry or breed with any of the elves on Liyand.  The punishment is death for both parties and possibly for their offspring.
  • Piscarin: An amateur witch who hangs around the docks of cities.  Most tell fortunes, perform rituals of healing and seances, and sell trinkets and spells to tourists and the desperate.
  • Trirec: A skilled assassin, thief, and/or spy available for hire.  They originate from Merak, which is quite riddled with unrest due to their abundance.  Some travel outside Merak and take on expensive contracts.
  • Unease, the: One of two ways a wizard may tap into magic.  The Unease requires intense fear or pain for a wizard to tap into magic.  The rebounding effects are potentially grave, including psychosis, suicidal thoughts, and morbid depression.  Long-term effects on a practitioner include weight loss, fatigue, and nervousness, and often include a shorter life span.
  • Wizardry:  One of several types of magic on Yine.  It is an emotion-based system that only works when a wizard passes a threshold into the Calm or the Unease.  A practitioner is called a wizard (both male and female) in Gheny.  In order to receive training, a person must graduate the basic program in Amandorlam, which usually takes about five years.  It takes an additional five years of training to receive their stole, which marks someone as a wizard.  They are then required to break family ties and assume a new identity, taking the surname of their graduating class (a color) and a natural sounding first name, such as Glen or River.  They may also use the title “.rd”.  A wizard may be a Calm or Unease wizard, a swtcher (can do both), a cross-switcher (can perform Calm magic while in the Unease), or a high magician (no longer has a need to create a connection before accessing magic).

How to play Hierarchy:

(Two to four players, one standard deck of cards)
Object: to get six cards in one suit
Each player is dealt six cards with the remaining put in a face down pile with a discard pile face up.  The person to the left of the dealer goes first, drawing from either pile and discarding one card from their deck face up.  This continues until one person claims a win by presenting six cards in one suit.  The remaining players have three turns to claim a win.
Scoring: If two players have the same suit, it is a tie and no points are awarded to either player.
Spades: 4 pts.
Hearts: 3 pts.
Diamonds: 2 pts.
Clubs: 1 pt.
Games are often played to ten points or to the highest score of three games.

How to play Maccre:

(Two to four players, one standard deck of cards)
Object: to get one pair, three cards of one suit, and a run of four
Each player is dealt nine cards.  The remaining cards are put into a scattered pile face up in the center of the players.  Each player must draw a card and discard into the pile for their turn.  This continues until one person has met the objective and wins by displaying their cards.
Playing styles may vary, but in Gheny most prefer it fast paced.  In part of Noh Amair, the pacing is slower to allow opponents to guess each others decks and block their progress by taking preferred cards.