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Ard            An ariel word meaning a way between two walls, as a valley, a pass, a hallway, a gate etc.

Ardelost    A pass over the El'danan north of Kar Logara.

Arellan     The "High Ariel" is how they interpret their name, but that is incorrect. An Ariel ethnic group characterized by parti-colored skin. The Arellan are typically an urban people., descendants of Ariel living in the administration and educational centers of Robynn.

Ariel          Wanderers. The name of a group of people inhabiting Robynn and several other planets, given to them by God, through the prophet Dosra, after they fled Mars.

Atanelard  "The White Gate." A high pass in the mountains north of Rog Ba'han.

Baar        Protector, lord, shepherd.

Baarsi    Sheep

Dan            God. Lit. "maker"

Dar'raqc      The name of god, lit. "[he] that is [ever]."

Darrow      A mound or hill, usually artificial.

D'kra          Saghedi - lit. "the death." One of the nicer names of a mixed group of pagan Ariel, whose practices include ritual torture, rape, bestiality, cannibalism, murder and disfigurement - of whoever happens to be handy. They are almost universally despised, and the Saghedi in particular have a policy of annihilating any group they find.

Dol'mara    Lit. "people of the forest". Originally foresters, mountain men, woodsmen and herdsmen (keeping sheep, goats and cattle), they are also skilled in all types of woodworking, archery, organic composites, pharmaceuticals, horticulture and distilling. By far the largest of the races of the Ariel in stature, they are rarely less than six feet tall as an adult, and their extremeties are even more over-sized. Despite this, most are able to completely vanish in any terrain they are familiar with. They created a network of inns throughout Robynn as way stations for travelers, and as distribution centers for scattered Farell communities, but have now largely disappeared into the forests and the mountains. Only a few communities are in contact with the Edanoi.

Dol'raager    Lit. "people of the water." Originally a group responsible for managing aquatic resources, they expanded into subterranean areas through mineral extraction. They are now usually dwarvish, pale, with sensitive eyes and webbed hands and long toes.. Once widespread along almost any watercourse, and with a wide network of tunnels, they have retreated to a few isolated areas of marshland, swamps, and islands, taking with them the technologies they supplied, including advanced metallurgy, inorganic chemistry, shipbuilding and aqua-culture.

Edanoi      Arellan - Lit. "Five houses". An Arellan people, consisting of five municipalities on the plateau above the Tsaðweg. In the chaos after the second dominion war, they were thought to have collapsed, but they not only survived, but prospered as a united nation, unknown to the isolated cities of the Arellan federation.

El'dan        Forge.

El'danan    Lit. "high forge". A mountain range.

Farell        Lit. "the free". They adopted this name in reference to their relative independence in the wilderness areas of Robynn where they worked as explorers and pioneers.

Fiann        A famous engineer of the Dol'raager, and also a river which he diverted.

Fiannweg    Lit. "Fiann's bog". Anglicized as Fennwick. A large swamp between Darrows Gorm and Sarth and the escarpment on the east of El'danan.

Garæþjan    Lit. "of Gareth," the cultivator, the name given to the earthlings for their gardens.

Garwen    Saghedi - summer.

Gawain    Arellan - summer


Isen           A major river, running from Arn Galen, south to the  . . ..

Isenard      The valley of the Isen.

Jamaler       Humans, lit. "earthlings" (as is human fr. humus, earth)

Kar            Dead, sterile, barren, desert.

Ker            Something dead, a corpse.


Madden    Lit. "darkness." A type of music similar to a blend of many folk styles on earth, and the underground "night" clubs in many Arellan cities, which gave it it's name. These are  a center of political and cultural activism, held in basements and cellars, and frequently shifting location to avoid raids by intolerant city officials. As such they are very popular with the rebellious, licentious youth of the Arellan upper classes, and are patronized, unofficially, by some of the same officials. They first appeared in the city of  . . . just west of the Tsaðweg, though the music is clearly of Farell origin, politically incorrect in a society where the Farell have become the traditional enemy of the state.




Qum'rog    Lit. "life-water." A fermented spirit made by the Dol'mara from coniferous vegetation, similar in taste to gin, but made more like ale, and filtered through peat moss.

Rag            Saghedi - water, body of water, lake, river, sea etc..

Raghad      A river flowing from hills around Rat·h Garwen, east towards Haden, and then north into the tundra marshes.

Rog           Arellan form of rag.

Saðe          Saghedi - north.

Saghedi     Lit. "Drover Lords". (Sa'h - lord, + ghedi - drover, herder). A Farell people living on, and managing, the great plains of Robynn and the wildlife living there. Generally tall, with brown/green coloring, and pronounced canine teeth. They are accomplished horsemen, and consider themselves human wolves. They are skilled in fine metalwork, leather-work, astronomy and medicine.

Sa'h           Saghedi - lord, prince.

Ser            Saghedi - lady, princess, queen.

Samar'hae Lit. "Lords of the forest". See Dol'mara

Sharen    Arellan - palace (lit. "lord's shelter")

Tan           Smith, fabricator.

Tol            An Ariel sport, particularly popular with the Saghedi. It is similar in nature to gaelic football, or camp-ball, the simple object being to get a cubic leather "ball" containing eight air-filled bladders, through the opposition's goal-mouth. Any number of players may be on foot or mounted, use any part of the body or any implement, as long as the sides are evenly matched. There are no other rules, although players are liable for all customary civil and criminal penalties for their behaviour on the field. The size of the teams is dependent only on the available playing area and the available players. Stadiums, such as the one at Beth Lorien, typically accommodate a total of an hundred players, although an open game may stretch over many miles and involve hundreds of players. A typical game will last an hour, although a festival game may go on for several days. There are no breaks in play except for weather and darkness, and players may come and go as they see fit, particularly in longer games, and there may be quite complex strategies in more formal competition.