Terminology
Races
Beit: a term used for all the collective races that immigrated to Meohmair, and the noble houses that can trace their lineage back to this arrival, as well as an honorific for the head of one of these households. The races of the Beit are the Aasimar, Changelings, Dragons, Dragonborn (Metallic and Chromatic), Dwarves, Elves, Giants, Gnomes, Hags, Halflings, Humans, Orcs, Tieflings, Tortles, and Tritons.
Cameni: collective term for the races of monsters, miscreants, and celestials that have flourished in the cracks of Meohmair. Examples include Beholders, Goblinkin, Kirin, Ogres, and Trolls.
Danaan: believed to be the only intelligent race native to Meohmair, the Danaan are known for their ability to evolve into entirely different species within the course of one generation.
Dralai: believed to be the first evolution of the Danaan shortly after the Beit arrived, the Dralai are akin to serpentine humanoids and have made themselves indispensable to the aristocracy as courtesans, administrators, artists, engineers, and servants.
Shefa: the term for the collective races that evolved, or emanated, from the Danann. The known races of the Shefa are the Aarakocra, Dragonborn (Gem), Eladrin, Firbolgs, Genasi, Kenku, Minotaur, Sahaguin, and Tabaxi.
Infrastructure
Meindwr: stalagmites of crystal that stabilize a region during the Succession, also known as a Lockstone. The reach of this stability is related to the size of the lockstone. All cities and most towns are built around a meindwr. Only the Emprex knows how to grow these.
Rathad: established by the combined efforts of Ulir, Indlir, and Dridia. These winding roads and paths that stretch throughout Meohmair, grow to reconnect after each Succession. These roads carry passengers at relatively high speeds via mystical means.
Magic & Religion
Mote: a single unit of magic, invisible unless summoned via spellcraft or in the process of healing; not naturally found below the surface of the land; known to be highly responsive to iron.
Qodam: the Qodam are the nine primary gods that no longer exist.
Rephai'im: Qodam born after the treaty, every few hundred years, who are likewise put to death.
Xovos: also known as 'the little gods,' the Xovos are minor gods of minor things.
Nobility
Emprex: gender-neutral term for the supreme ruler of Meohmair.
Heir-Absolute: the former heir-potential that successfully consumed their progenitor.
Heir-Potential: any child of a Primus.
Imperiex: the collective term for all ruling nobles.
Primus: a ruling noble that holds the hereditary magical power of their line; signified by the title 'Ard.'
Spurri: (pl. spurix) any former heir-potential(s) that did not consume their progenitor.
Succession: the Succession is the period of time, usually 7-13 days, after a new Emprex has been crowned and cast the ritual that changes the land of Meohmair.
Errata
Baird: an individual of artistic talent sanctified by the Annulate after their skill has been deemed worthy. Bairds are sacrosanct in Meohmair and may not be touched with the intent of harm under pain of death.
Scurrae: a jester; considered a slur if applied to a Baird.
Vondr: refers to both the very strict rules of warfare between nations, and the foot-long rod, often made of copper, used by soldiers in these wars.