Prydaen Terminology: Difference between revisions

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(New page: category: prydaen A glossary of well known Prydaen related terms. = Claw of Azca = The Claw of Azca specializes in communications and trade with other races. The founding member, Azc...)
 
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[[category: prydaen]]
[[category: prydaen]]


A glossary of well known Prydaen related terms.
A glossary of ''some'' of the well known [[Prydaen]]-related terms. Most have been broken into their own articles in the main [[:Category:Prydaen|Prydaen Category]].

= Claw of Azca =
The Claw of Azca specializes in communications and trade with other races. The founding member, Azca Fauran, saw that there could be benefits to interaction with the Rakash. Upon their first meetings, she found that the language barrier posed quite a problem, and appealed to the Three for assistance. Demrris gave Azca and artifact that allowed her to understand foreign tongues. Many Prydaen are skeptical of the Claw of Azca, believing them "tainted" by their long association with the furless, and many of their workings are still a mystery. It is rumored that Azca's artifact still exists, and may be shared among members of the Claw.

= Claw of Eu =
The oldest and most influential of the Claws. These few with the sharpest memories who are able to hear the subtle words of Eu strive to preserve the Prydaen history and tradition of the ancestors, so that they may pass it on to the future generations. They are the teachers of the people. Ra'trel was one of the first of these Priests and it is because of him that "Ra" is used in the naming of the members of the Claw of Eu. Any Prydaen who falsely claims to be of the Claw of Eu can be declared Cemsiat.

= Claw of Demrris =
In the beginning when it first became apparent that an organized system of living would be necessary for Prydaen survival, Demrris instructed the first Pride on the creation of Hubs. A Council of Elders was established to oversee the running of the Hub, gatherings of the people, and education of the kits. The oldest of these Elders was Soru Krotaya, and to him Demrris passed the knowledge of Cizayu. The Claw of Demrris ensures that the Hubs are a safehaven for all Prydaen.

= Claw of Tenemlor =
With the coming of Lyras and her army of undead to the Prydaen lands, the people found themselves at a loss as to how to combat this new enemy. Tiatra and her group of followers began to study these creatures, and prayed to Tenemlor for guidance. Tenemlor taught them the ways of the undead, and gave them special weapons with which to fight them. The weapons were bonded to this group, and although they were effective, the group was too small to decimate the undead hoarde. In exchange for the knowledge to fight the undead, the Claw of Tenemlor agreed to workship Tenemlor and Tenemlor alone. At last count there were about twenty members of the Claw left, fifteen on the eastern side of the Great Barrier and five left in the west to keep watch over the undead.

= Faiyka =
Symbol of the god Eu, the faiyka is a disc crafted of white gold which bears three narrow rays in bas relief.

= Iladza =
Symbol of the god Demrris, the iladza is a disc crafted from yellow gold which bears a multi-rayed sun in bas relief.

= Shariza =
Symbol of the god Tenemlor, the shariza is a disc crafted from blue gold which bears in bas relief twin crescent moons, waxing and waning.

= Triquetra =
The symbol for the collective of the Three, Eu-Demrris-Tenemlor, the triquetra is a tri-pointed shape which varies widely in form, to range from a simple curving knot, to more intricately woven or interlaced depictions. In crafted form, the triquetra as jewelry is cast in platinum and adorned with white gems such as opal, pearl and moonstone, or very rarely with diamonds. The triquetra is also the sole constellation the people gave name to, it being a trinity of stars bright during the summer months, but otherwise too dim to be seen.


= Bardic Knots =
= Bardic Knots =
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= Fate Knot =
= Fate Knot =
The meaning of this knot is cloaked in mystery, but it is known that only a few Prydaen Bards are able to wear them. They are extremely complex in nature.
The meaning of this knot is cloaked in mystery, but it is known that only a few Prydaen Bards are able to wear them. They are extremely complex in nature.

= Cemsiat =
The first of the Prydaen to ever kill one of his own people, Cemsiat was condemned by Demrris to walk the lands alone, never again to feel the comfort of the Pride. Since that time, any Prydaen who slays one of our own is considered his kin and also labeled "Cemsiat". The Cemsiat usually have their tails removed, and a magical brand is placed on them so that all may know their shame. They are considered dead to us, of less status than even the furless. Some find redemption in their lifetime and are allowed to return to Tenemlor's embrace, but most never return to the Wheel, and in death are lost to the void.

= Cizayu =
The Prydaen "coming of age" ritual, Cizayu symbolizes the transformation from kit to hunter. The knowledge of this ritual was first passed from Demrris to Soru, of the Claw of Demrris. The ritual involves testimony before the Elders from the kits teachers, and a hunt where the kit must prove their worth to the Hub. The last person to undergo the ritual of Cizayu was Vhadin, before the Prydaen fled eastward.

= Claw and Fang =
A "challenge of Claw and Fang" is an honorable method to resolve conflict between Prydaens. Through combat the dispute is resolved, without the use of either weapons or armor.

= Great Barrier =
The Prydaen fled eastward from the homeland, pursued by the undead hoarde of the Necromancer Lyras. At the ruins of Journalai, Vael, who lead the Prydaens, called a halt. The priests and other magic users joined hands and formed a line a mile long. Through their combined efforts, a magical barrier was cast down from the sky, forming a wall between them and the undead. It has been said that the Great Barrier is "part magic, part god-wish" and that when the last of those who created it dies, the Barrier will fall. The Great Barrier is all that stands between the eastern lands and the undead minions of Lyras.

= Hub =
The Prydaen version of a "city". As most Prydaen prefer to live in the wilds in solitude or in the company of only their mate, the Hubs are occupied mainly by the Priests, young kits, elderly and pregnant females. Hubs are a safehaven to the people, where kits can learn under the guidance of the Elders and all can find the comfort of their fellow Prydaen.


= Life-bonding =
= Life-bonding =
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= Pride =
= Pride =
A roving group of Prydaen, less than would be present in a Hub, usually joined together for the purpose of hunting.
A roving group of Prydaen, less than would be present in a Hub, usually joined together for the purpose of hunting.

= Pr'Ysin =
A type of sash mainly used for weddings. A Pr'Ysin is considered by some to be the traditional wedding attire for a female Prydaen while others feel it's more unique to certain regions. It is generally felt that the fur should not be obscured in any manner, therefore, the fabric used is generally sheer in content. It is a narrow strip of fabric, usually approx. 8 - 10" in width and 12' in length. A portion is gathered in asymmetrical pleats, which is then wrapped around the hips and secured with an elaborate bejeweled brooch. The remaining cloth is then draped over the opposite shoulder and allowed to act as a train behind the wearer. The train is usually shadow-embroidered with symbols meaningful to the bride.


= Undead =
= Undead =
Dead bodies reanimated by a Necromancer. In the scope of Prydaen history, this refers specifically to fallen Prydaen and Rakash who were brought back to "un-life" by the vile Necromancer Lyras. The Prydaen and Rakash fled eastward from the homeland to escape the undead, and raised the Great Barrier to keep them at bay. The Undead do not sleep or feed, and retain all the strength and battle prowess of their living selves. During the migration, the Prydaen and Rakash took to burning their fallen kin to prevent them from being raised by the Necromancer. It is believed that the spirit of an undead Prydaen is trapped in its corpse and cannot return to the Wheel.
Dead bodies reanimated by a Necromancer. In the scope of Prydaen history, this refers specifically to fallen Prydaen and Rakash who were brought back to "un-life" by the vile Necromancer Lyras. The Prydaen and Rakash fled eastward from the homeland to escape the undead, and raised the Great Barrier to keep them at bay. The Undead do not sleep or feed, and retain all the strength and battle prowess of their living selves. During the migration, the Prydaen and Rakash took to burning their fallen kin to prevent them from being raised by the Necromancer. It is believed that the spirit of an undead Prydaen is trapped in its corpse and cannot return to the Wheel.

= Wheel of Life =
The Wheel is a metaphor for the Prydaen belief in reincarnation. Prydaen are born, live, and die, and then the Wheel turns again as they are reborn anew as a kit. When the undead invaded the homeland and our fallen Prydaen kin were transformed into undead as well, their souls were trapped within their corpses and unable to return to the Wheel, thus the birth rates dropped. When the soul tires of the Wheel, they may find peace in Tenemlor's realm for all eternity.

Revision as of 22:12, 13 May 2008


A glossary of some of the well known Prydaen-related terms. Most have been broken into their own articles in the main Prydaen Category.

Bardic Knots

An ancient Prydaen Bardic tradition, the origins of which are unknown by most. Most knots are made of metals such as pewter, silver and gold and fashioned into jewelry. Other larger knots are made of wood for hanging in the homes of Prydaen Bards as decoration. Many forms may exist, but the ones we currently have knowledge of are the blood knot, spirit knot, soul knot and fate knot.

Blood Knot

The Blood Knot is a Knot of mourning and sadness. It is worn by the Bard who has lost a loved one, usually kin. After the Wheel Song has been sung, the Bard who is left behind wears this Knot to show their mourning. Often, colors are used, either in the form of ribbons attached to the Knot, or a gem in the Knot itself. Emerald is for a parent lost, amethyst for a child, red for a mate, blue for a guildmate. This Knot appears to be a cluster of circles, all intertwined with one another, without end.

Spirit Knot

The Spirit Knot is worn by most Bards, as it is quite often gifted to them when they join the guild, usually by their proud Bard kin as a token reminder to keep the Bardic Spirit with them always. A simplistic Knot, with a faint image of a bell entwined in the sea of strands.

Soul Knot

This Knot, the Soul Knot, is one of bonding. Usually gifted to a Prydaen Bard when they bond to another as mate, and usually gifted by that mate. This Knot, although complex in its form, portrays an image of two tails twining about each other, almost as if one.

Fate Knot

The meaning of this knot is cloaked in mystery, but it is known that only a few Prydaen Bards are able to wear them. They are extremely complex in nature.

Life-bonding

Prydaen pairings are often brief and informal, lasting a few seaons or less, until the two go their separate ways. A "life-bonding" is a deeper commitment between two Prydaens, usually involving a longer courtship and blessing of the union by the Elders.

Pride

A roving group of Prydaen, less than would be present in a Hub, usually joined together for the purpose of hunting.

Undead

Dead bodies reanimated by a Necromancer. In the scope of Prydaen history, this refers specifically to fallen Prydaen and Rakash who were brought back to "un-life" by the vile Necromancer Lyras. The Prydaen and Rakash fled eastward from the homeland to escape the undead, and raised the Great Barrier to keep them at bay. The Undead do not sleep or feed, and retain all the strength and battle prowess of their living selves. During the migration, the Prydaen and Rakash took to burning their fallen kin to prevent them from being raised by the Necromancer. It is believed that the spirit of an undead Prydaen is trapped in its corpse and cannot return to the Wheel.