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This site was created by Drakefyre. |
Vahnatai Week has been adapted and continued here. This is your number one site for information about the Vahnatai. Its relaunch will complement the Novah Lexicon, which will undergo a massive update itself. Vahnatai Week will hopefully be updated weekly with new information about the Vahnatai and their lifestyle. Vahnatai Week hopes to be the premier and consulted source for every scenario and discussion dealing with the Vahnatai. Although there are currently no Vahnatai graphics displayed on this page, there will be a large section of this page devoted to Vahnatai custom graphics, for Blades of Exile and as Exile and Avernum alternate PC graphics. It will take quite a while for this page to reach its zenith, I will always be accepting submissions for new content and information about the Vahnatai. If it is deemed acceptable it will be added to this page, along with the rest of the Vahnatai-themed work. While I am still gathering content for the first main update, the Novah Lexicon will be housed on this page. Later on it will move to its own page, since this will (hopefully) be filled with general background information on the Vahnatai race. Akhronath on the Vahnatai: From what we have gathered, the word 'Vahnatai' literally means 'People of Living Crystals'. From this can be seen the significance that they bestow to the Crystal Souls. I suspect that the Vahnatai are the only true native sentient race of the world, every other race having been brought in magically. This is only somewhat substantiated, however. The Vahnatai place great emphasis on the spirit. They normally spend 500-1000 waking years in the world as a being of flesh. The first 150 years are accounted youth. They do not age during 'hibernation' - a sleep which they exercise for several centuries to allow the world to refresh. I would estimate the waking age, during the Empire-Exile War, of Rentar-Ihrno at 550, and Bon-Ihrno at 750. As they dwell in their flesh forms, they grow in knowledge, but also in weariness of the material world. As such, they often turn to their minds for comfort: this is one of the main reasons that they are so adept in magic. When their time in flesh is ended, whether by sudden death or by 'departure' - that is, voluntarily forsaking the body due to weariness of the world - they become purely spiritual presences. Their presence may be brought back to the world by means of Crystal Souls, requiring lengthy holy rituals. A disembodied Vahnatai spirit has little power in the material realm, unless it becomes a Crystal Soul. In this state, its power is greatly enhanced and purified. Great in wisdom and might, and revered above all else by the Vahnatai people, the Crystal Souls wield great influence over the decisions of the Vahnatai clans. The Vahnatai are divided into many clans, each with its own leaders. We know at least of one such clan, who had a greatly influential voice in the matters during and after the Empire-Exile War. We have but newly contacted another, during the investigation of the Skylark Vale School incident. Back to the top. Vahnatai History (Stareye): Much is unknown about the history of the Vahnatai. This is probably due to its extensiveness as it is most likely that save demons, the Vahnatai are the most ancient intelligent race to exist in the world. At one time, the Vahnatai ruled the surface world and had tribes and nations of their own. During that period, the Vahnatai developed sophisticated magics such as magically growing structures, hibernation crystals, various magical crystals, and most importantly, Crystal Souls (note that it is not known whether or not these were developed while on the surface). From the few ruins still accessible or remaining on the surface world we can see their intellectual and magical prowess, which far exceeds that of the surface humans. The Vahnatai clearly specialize in crystals but also have a secondary adroitness of creating genetically altered races. We know that Rentar-Ihrno used the left over knowledge to create the plagues. In all probability, the Humans, Nephilim, Troglodytes, Giants, (Sliths were probably created while below) and a multitude of other races were created by the Vahnatai in magical experiments or projects. What is truly an enigma is why the Vahnatai emigrated from the surface world and into the caverns below. Speculations are many and include overpopulation, disease, revolt of the creations, or some other cataclysmic event that could only be avoided by going underground. The true reason is not known and why they stayed is also unknown. What we do know is that their creations survived whatever and used the abandoned technology formed their own societies and nations. Most Vahnatai seek knowledge in their physical existence. Much of this is lost during the hibernation periods due to the changing conditions of the world. The Vahnatai not only seek magical knowledge but historical continuity as well. Parties would often seek out ancient ruins and study them and report back to the officials. Today, the Vahnatai are divided into several separated tribes. Most tribes are still unknown by the other races of the world. By far, the Vahnatai are the most reclusive known race. There is still much to be learned about the Vahnatai but only more time will lead to that. Back to the top. Vahnatai Creationism: The Vahnatai obviously did not originate in the caves. There are Vahnatai relics throughout the surface, and they even say that they were not native to the caves. Therefore, they originated on the surface. Their exact origin is another story altogether. The Creationism Theory: The Vahnatai were a highly inquisitive race. They had advanced magics, excellent fighting skills, and a lot of curiosity. They observed the only other sentient race on the planet, the dragons, cautiously. However, the dragons were not interested in talking to a clearly inferior race, and they shunned the Vahnatai. The Vahnatai became interested in their own development. They were obviously different from the other races on Ermarian. They had a deep affinity for crystal. In order to understand how they had evolved and originated, they began small experiments with unintelligent organisms. However, they realized that they needed more information than just the growth of an existing species. They had seemingly come from nowhere, and they needed to observe something that had done the same. So the Vahnatai began to use their powerful magics to craft another race. They started small, with the slimes. It was only a small green slime, at first. The slimes began to grow, and they milled around aimlessly. Clearly, the slimes would not do. The Vahnatai increased their skills, though. Next they created hyrdas, unicorns, and chitrachs. After that, Nephilim found their way into being. Then humans, troglodytes, giant, and then Slithzerikai. All of the types creations were kept isolated from each other. The troglodytes, giants, nephilim, humans, and Sliths showed progress. They learned, and they communicated with each other. It was still not what the Vahnatai wanted. None of them could perform crystal magic from birth. None could live even half as long as a Vahnatai. The Vahnatai needed something more. So the Vahnatai created the "Warmaster Golem mk3". Nobody actually knows what it was. The Vahnatai couldn't bring it under their control after it fully matured. The Warmasters realized that they were being tested and observed. They broke out of their prisons and released the other creations to fight the Vahnatai. The Sliths, Hydras, and Chitrachs were still servants to the Vahnatai and aided them. A long and bloody war broke out. The Vahnatai targeted the few Warmasters, and eventually they brought them down, but not at great cost. The Vahnatai were scattered and separated. In one final cooperative motion, the Vahnatai and their three loyal creations created a system of caves underneath the surface. Exhausted, they fled there and sealed off all exits. The Vahnatai separated into clans and went about their business again. In time, the Vahnatai adapted to the caves and found ways to survive. Every thousand years, in order to keep their resources fresh, they Rested to give the caves a chance to regenerate. Several thousand years after they fled to the caves, one clan Awoke yet again. But this time, three of their crystal souls were stolen, and all of the evidence pointed to humans living above them (note that all crystal souls were kept in Exile, which made the barriers reasonable). The above is one of several creationism theories for the Vahnatai. The Creationism Proof: The Vahnatai obviously did not originate in the caves. There are Vahnatai relics throughout the surface, and they even say that they were not native to the caves. Take, for example, the Alien Blade in Ovidpur and Hawke's Manse. Also, there are surely more Vahnatai crypts on Aizo, the continent where humankind "originated". In Exile II, the Vahnatai in Olgai want to see a Nephil and Slith for real. They had read about them in books, but never actually seen one (they knew about humans because they were fighting the Empire). The Vahnatai just awoke from a resting of 500-1000 years. Nephilim were from the surface and were sent down to Exile with humans about 70-80 years prior to the games. How would the Vahnatai be able to have books about the Nephils and Sliths unless they'd know about them beforehand? Also, the troglodytes and giants were terrorizing the Empire about 1500 or so years before Exile. How would the Vahnatai have gotten the exact prototype to recreate them if they hadn't had notes on them? These are exactly the same as the ones from 1500 years ago. The Vahnatai could not have scried and gotten all of the information that they had. They hadn't been awake more than a month or so. Some extraneous activity like scrying wouldn't have taken place until after their crystal souls were taken, and in that case, they were only looking for humans. Besides, you can't get books of information from scrying. And these (some of them, anyway) were medical books about physiology. The person talking about them was a doctor. The Vahnatai could not have had other creatures hibernating with them - if they had, they wouldn't have been hostile and deadly. Also, the troglodytes in Exile III speak distinctly of Vahnatai as their masters and creators. If you have a legitimate counter-argument and would like to engage in the debate, email me. Back to the top. Vahnatai Social Rankings: Vahnatai achieve a title after childhood if they enter one of three professions. There are titles for mages, warriors, and politicians. Politicians are usually former mages or warriors, however. One achieves the title "Te" after performing a rite of passage and becoming a full warrior. Mages can achieve the title "Ka" when they reach a certain level of proficiency. The title "Tel" is awarded to anyone who becomes a mayor of a town. The last two titles are rare and exceptional. Only mages of great strength or wisdom can be known as Ihrno (wise speaker). There have also been rare cases when a "Tel" ascends to the rank of Ihrno. If an Ihrno becomes a mayor of a town, he retains the title Ihrno. The title "Bok" is rarely given other than posthumously. Only the greatest Vahnatai can be given this title. Nearly all Crystal Souls are given the title "Bok" as they guide and advise their people in their waking and Resting years. There are punishments if a Vahnatai adopts a title if it has not been sanctioned by the clan. Ostracism is common for a crime such as that. It is also a crime to adopt a title lower than the one granted by the council. An Ihrno cannot pose as a Ka, even though he was once one. Also, only a Tel, Ihrno, or Bok will use his title after his name (ex. Bon-Ihrno; Tekora-Tel; Vyvnas-Bok). Percentage of the Population: None - 37.5% Te - 20% Ka - 25% Tel - 10% Ihrno - 5% Bok - 2.5% Back to the top. Theory on Hydras and Chitrachs: When the Vahnatai Awake from their Resting, their lands are infested with wild hydras and chitrachs. From the information in the Avernum and Exile series, we can tell that this is not the first time that the Vahnatai have encountered the hydras and chitrachs. This leads me to theorize about the status of the hydras and chitrachs before the Resting. There are two possibilities for the nature of the hydras and chitrachs. First, there is the usual answer that the hydras and chitrachs are natural inhabitants of the caves and have always attacked anyone that they've come across. This theory does have its points, but it leaves out what the two races would have done to the Vahnatai lands. Most of the Resting caves were intact, but you'd think that they would have gotten into them after 500+ years. The second theory is much more interesting and is definitely possible. I personally believe that the hydras and chitrachs were originally domesticated by the Vahnatai and used as either food, pets, or transportation. When the Vahnatai began to Rest, they cast a spell over all of the hydras and chitrachs, making sure that they couldn't get into the Resting chambers. This also explains why the Vahnatai were surprised to find the hydras and chitrachs intact and hostile. Over the resting periods, there was plenty of time for the races to revert to natural instinct. As soon as the Vahnatai left, they were on their own. Once the generation that had served the Vahnatai died off, the races were left without masters and were forced to fend for themselves. Originally, the races probably fed on each other and the abundant lizard population. Eventually, the groups separated into several nests, each with its own queen and formed seld-sufficient "communities". Back to the top. Pictures!I was visited by Vahnatai Claus the other day:
Back to the top.
- 'C' at all places is replaced with 'K', except in 'CH' formations.
- 'Y' at all places is replaced with 'AI', making the same sound.
- 'AE' at all places is replaced with 'AI', making the same sound.
- 'DH' at all places sounds a soft 'TH', such as in 'then' or 'thy'.
- Numerals are almost never written out in Vahnatai, numbers are used instead.
- Metals are usually described by color; yellow metal (gold), silver metal
(silver).
- Dates are written and said 'Day' 'Month' 'Year'.
- There are no definite or indefinite articles in Novah.
- Novah contains no words like uncle or aunt, instead they use father-sister or
mother-sister. Ties are supposedly closer through female relatives. Niece is
sister-daughter, etc.
- In cases of more than one sibling of the same sex, they are referred to by
others as first relative. For example, there are two girls born to a family. The
elder is referred to as 'le-gek', or first-sister, by her younger sister and 'le-pai',
first daughter, by her parents.
- If the middle of three sisters is referring to her nephew by her elder sister,
she would call him her first-sister-son, or 'le-gek-ail'.
- When something is ranked second, third, fourth, etc. The number word is used.
Second test is 'for tah'. The exceptions are first and last.
- For most shapes, (except square, circle, and special instances) it is the
number of sides and then the word for shape, ten. For instance, a triangle is a
three shape or is 'ner ten'.
- When a number and a word go together, the number always goes first. ex. bel
vah (five person).
- The Vahnatai use a base ten number system. Numbers greater than nine are
written digit by digit. For example, ten would be: en zon (one zero), 362 would
be ner hif tah (three six two).
- Fractions are n divided by x. For instance, 3/4 is written like 'ner ell pil'
- Decimals are separated by the word 'zy'. For instance 13.86 is 'en ner zy if hif'
- When referring to large numbers, the Vahnatai have a form of scientific notation,
although they say the entire number and leave out the decimal point. It is done in
this format: number zran (or zrain or zrach) exponent
- zran = exponent
- zrain = 10^n power
- zrach = e^n power
For instance, 1 million would be 10^6 or 'zrain hif'. 36,000 would be 'ner hif
zrain ner'. Smaller numbers such as .02 are simply 'tah zrain ud tah'.
a - curious, ambitious, masterful, to be aa - to kill, slay, or defeat ach - is the number e or lim x->infinity of (1 + 1/x)^x or approx. 2.71828182845904523536. afv - chemicals ah - psyche, psychic, psychology, etc. ahd - to control, master ahl - fee ai - power, caves aif - listen or hearing aik - high, lofty, tall, above ail - son, boy ain - nine airv - shallow ais - hate, despise aiv - legacy aiz - to eat or drink ak - hostility akh - red al - blue ald - regular alth - run, race alv - guilt an - room anv - destroy aof - monotone aol - swirl aom - lizard (for food) aon - father aot - top ar - agitated, upset, or irate asg - cut, cutter at - wisdom, wise av - town az - sharp bam - violet bao - cosine function (adjacent/hypotenuse) behl - meddle, interfere behn - date bel - five ben - mirror, reflection, to reflect bes - heart bhef - soul bhev - minute (time) bhof - omnivore bin - disturbance (usually referring to civil) bit - to command, or order blev - spread blm - unit of measurement; about 800 feet blot - dull blust - before bof - pentagram bofv - erode bohl - impale bok - soul, great leader bon - patience bor - south bos - spectral bosg - temporal bott - farm or farmer chai - plane (astral) chark - acidic, corrosive chel - hour chi - across, beyond chit - insect chiv - stop, cease cho - spring (water and season) chod - pull chult - charm, fool, trick, deceive chuu - slime, goo dah - locked or closed dahr - boat dak - nether dal - drift, drifting, wander deb - rash (health) defv - release deka - naming; usually referring to the ritual del - glass (or to damage) den - building, architecture denf - drown der - joy dhaa - mother dhael - waterfall dhai - expression dhaiv - chop, cut, sever dhas - rash (action) dhe - like, similar, same dhef - tarry, adhere dhel - capture dhet - sorrow, sad, emotional pain dhev - vanish dho - noble, lord di - dark, gloomy don - ruins dra - head draid - magical portal dri - still, stagnant drib - doom dron - edge, near complete dwil - large, great e - to walk or move eb - single, alone. See 'en' eg - tower ehf - capitulate, surrender eig - prod, poke eks - pyramid el - glow ell - apart, separate, to divide (mathematics) en - one enf - to initiate ent - area, integral ( *f(x)dx ) esg - sedge, swamp esk - black evk - dispel fai - secant function (hypotenuse/adjacent) fak - round falw - brother fas - fish fdel - dreary fehr - want, like fel - backward fen - angle fev - law, policy, statute fevr - mathematical or scientific law for - test fren - sight gad - chasm, pit ge - volume (mathematics) gek - sister gev - wrong ghai - content (newspaper) ghan - prism ghef - compete, competitive ghel - leg ghik - plain, common ghik - guard, guarding ghil - foreground, front, fore gho - for ghof - plant glan - fountain gli - hold or posses glir (glyr) - sick, aged glos - perimeter gnee - hidden or to hide gra - skin, flesh gyn - monument gyr - tooth, fang h - empty hai - multitude haif - leaf hait - enter hal - west hald - select, choose hef - right (morals) hi - time hif - six ho - chance hrad - foot hrai - haunt hraisk - dry, brittle hreg - conflict, strife hrel - research hresk - raze hron - tree ia - radiance, radiant, shine, shining id - mind ieb - wind if - eight ifv - small, fine, complex ig - examine, analyze ihf - shudder ihr - wise ihv - metal ik - blade in - shell ind - final, last inf - everlasting, eternal ink - hand int - process inx - scarce ip - clear ipa - value is - ruby isb - follow isk - deep ist - push it - peace iv - welcome ix - possible, sometimes jai - cosecant function (hypotenuse/opposite) jaik - certain, always jan - lost jave - exit jedh - animal hide jef - to have jefv - current (water and time) jekk - mist jel - chaos, chaotic, random jor - morning jusb - wet juu - tangent function (opposite/adjacent) jux - never, impossible ka - mage, shaping, light kaf - piercing kaf - week kahg - by kahl - year kahr - algebra kai - ripple kal - day kap - left (direction) kas - river kas - river, flow kat - low, under, below, beneath kavt - pain (physical) kefv - logic kejj - constant kep - adobe ker - identity, to identify kha - path, journey khel - in, inside kho - original (not copied) khof - hollow khom - to hide oneself khot - wyrm or serpent kist - boredom klav - to draw klev - of or pertaining to ecology klo - apprentice kob - up kor - iron, circle korv - to direct, directions kov - seven krai - copy kre - clean kreh - eve kres - adjacent side of triangle kro - serious kru - fall (physical), hyperbolic (precedes trig function to make hyperbolic) kry - energy ku - east kyh - bearer, to bear l - pi (circumference/diameter) la - health lai - sound, music lak - cauldron, cup, bowl lan - diameter lar - converse, talk las - expect le - first, original, primary lehk - drip lehm - guide lem - bed len - birth lenf - complete, whole lep - raise lham - plane (math) lhan - somber lhev - negotiate, settle lhor - soft, shapeable li - lake lin - light (weight) lis - calm lit - problems, troubles lith - dust llef - abundant llom - book lo - future lom - yes, affirmative, positive, add, plus, good, beneficial lon - dance lor - memory lorn - heavy lort - lies mad - pond maf - solid mahv - ruler mahx - depression, depressed man - village, blessing mao - near, close mas - rug mav - branch (tree) mefv - carnivore mehd - stone (material) mem - animal men - path, passage, or road mhef - minute, small, of no importance mhev - to hide another mhon - variable misk - repel, away mohk - humble mu - love mud - slow, decelerate na - life, living, or alive naf - leave, left nah - right (direction) nai - dimension nakt - usually drake, occasionally dragon nas - scheme or schemer nask - increase nasr - arm nath - experiment or contemplate nech - axis (graphing) ned - will (mind) nef - difficult nehb - greed, greedy, possessive nehk - instructor, teacher nehm - admonish, reprimand nel - graph ner - three nert - hypotenuse of triangle nesd - farewell, bye nhel - coefficient no - speak/speaker, define, definition nol - seek, seeker not - line noth - food nu - change nump - decrease � - opposite side of triangle oat - numbers, numerals oh - bind ohv - evil ol - dream or dreamer old - blood olg - dome olm - ocean on - devotion, faith or - ground, floor, earth, rock, land ora - divine, diviner, divinity orlg - new orv - multiply osk - strange, odd ot - to do, take action oth - grey oz - electric, charged paa - treaty, agreement, settlement, treatise pai - daughter, girl pan - rotate par - burden paz - curve pef - stone, petrify (verb) pehk - arid pen - and phi - of or pertaining to economics phyr - cost pi - palm pil - four pin - learn, study pir - silver pit - valour, courage, bravery plet - herbivore poh - different pon - watch or observer por - status, position porf - fungus preh - humility prel - steadfast, trusty man, faithful vassal pres - knowledge prev - basalt pros - perception, perceive pu - hot pua - sine function (opposite/hypotenuse sides of triangle) pum - carefree ra - fire rach - entangle, entrap, a trap rah - text rai - wave raif - scare raiv - trade, exchange red - to own rehd - restrain rehg - bubble ren - white rhofv - machinery ri - mushrooms rihs - compose rikh - even rin (ryn) - perfection, shimmer ris - to plot or plan ro - cube, being, or spirit sal - chair sal - disk sav - yellow sdoh - content (psyche) se - truth seht - month sek - towards sent - finger sep - vellum ser - star sfi - snatch or rodent sfiv - figure out, calculate sfren - out, outside sim - now, immediate, present sis - water so - plain (geography), place, point soh - house, dwelling sohf - window spa - beauty spi - leap spin - bend, bent, crooked spor - scenic srai - sear, burn staf - afternoon stal - quick, agile stal - slope, rate of change, dervitive (*y/*x) stas - center, core stat - simple, easy sten - honor, homage stust - art ta - sleep tah - two tai - crystal tal - past tam - nothing, empty, no-one tao - inverse, x^-1, also placed in front of a trig function meaning arcsin, etc. tar - jewel tark - wall, barrier, limit, end, mathematical limit tas - container; usually referring to small vials or crystal boxes te - master tel - respect tem - aura ten - shape, figure tha - substance that - after the - image tho - flee tif - guile tihv - spring, jump tik - attract, close tim - fall (political) tin - song, singer tis - see to - craft or create toh - child tok - improve/augment tor - vigour, stamina tos - ascension, to rise trai - accelerate, speed up, haste tras - hard tris - sapphire trus - night ub - to give, bestow; when, until ud - no, a negative response, minus, subtract, bad ufv - tool uln - to branch, branching ult - circumference ulv - composition (science) ur - harmful, poisonous, radioactive usk - harm (emotional) uul - ally uum - cotangent function (adjacent/opposite) uuv - ask, question vah - person or people vahr - hill vaht - clan vai - cold, ice, to freeze vaik - write, record vasf - purchase, buy vei - north vek - abase vel - ferry vhed - through vhef - rank vho - control (science) vist - magnet, magnetism vohg - barbarian voi - dead, death, die vop - orange vorb - decay, rot, wither vpof - with vpog - pure vrah - second (time) vron - echo vu - down vyv - nervousness or paranoia vyx - bottom wil - luck wlom - mud wlop - harm, wound, hurt (physical) wlort - battle wor - rod, stick, wand x - of or pertaining to philosophy z - full za - long/far, dangerous, distance zak - world, universe zi - mystery, enigma zim - to mix, combine, summation (sigma) zo - table zon - zero zor - green zr - lots (hundreds, thousands, etc.), exponential zrach - e^n power zrad - gravity zrai - history zrain - 10^n power zran - exponent, to the nth power zro - logarithm zroach - natural logarithm zron - to sap, drain zull - square zy - decimal point zym - at
Aeon - Wind of Faith (E2) Alcritas [Alkrytas] - Blue Energy Container (BoE; Member) Akhronath - Red Cube of Experimentation (E2 and before) Avit - Town of Peace (E2) Azik - Sharp Blade (E2) Baia - Northern Curiosity (BoE; VoDT) Bentis - Reflector of Vision (E2) Caffren - Piercing Gaze (E2) Casser - River of Stars (BoE; ZaKhazi) Chitglir - Insect of Sickness (roach) Chito - Insect of Binding (spider) Chitrach - Insect of Entanglement (E2) Clodeca - Apprentice of Naming (E2) Corman - Circle of Blessing (E2) Crean - Clean Room (E2) Delrin - Shimmering Glass (E2) Dribbin - Doom of Disturbance (E2) Egli - Tower of Lake (E2) Elohi - Walker of Future Time (E2) Forid - Test of Mind (E2) Forla - Tester of Health (E2) Forrach - Test of Strength (E2) Forstal - Test of Speed (E2) Gaddika - Chasm of Dark Light (E2) Gadra - Pit of Fire (E2) Gelak - Volume of Cauldron (Control Panel of Rentar-Ihrno; E3) Ghikra - Guarding Fire (E3) Glantris - Fountain of Sapphires (E2) Gliak - Holder of Hostility (BoE; ZaKhazki) Haledon - Western Walk of Ruins (E2) Hydra - Multitude of Heads (E2) Hraithe - Haunting Spirit (E2) Iglit - Analyzer of Troubles (E2) Ihrno - Wise Speaker (E2) Intenf - Process of Initiation (Control Panel of Rentar-Ihrno; E3) Jekknol - Mist Seeker (E2) Keripa - Identifier of Value (E2) Khotra - Wyrmfire (BoE; Member) Kruor - Falling Land (a rock slide or cave in) Kyhar - Bearer of Agitation (E3) Mancuso - Village of East Plain (E2) Naktra - Drakefyre (BoE, Member) Navoi - Living Dead (Undead) Novah - Speak of the People (Vahnatai Tongue) Olgai - Dome of Power (E2) Ohar - Binder of Agitation (E3) Oratem - Diviner of Auras (E2) Orlg-Zakryn - New Universal Perfection (BoE; Orlg-Zakryn) Pider - Palm of Joy (E2) Pinafv - Learning of Chemicals (chemistry) Pinkas - Learning of Stars (astronomy) Pinkhel - Learning of Insides (anatomy) Pinna - Learning of Life (biology) Pinnel - Learning of Graphs* Pinnerten - Learning of Triangles (trigonometry) Pinoat - Learning of Numbers (math) Pinten - Learning of Shapes (geometry) Pinzak - Learning of Universe (physics) Poravf - Status of Chemicals (Control Panel of Rentar-Ihrno; E3) Pratam - Burden to Nobody (E2) Presso - Knowledge of Places (BoE; ZaKhazi) Presto - Knowledge of Crafting Prossis - Perceiver of Water (E2) Puor - Hot Earth (Lava) Raiik - Waveblade Riditas - Mushrooms of the Dark Container (E2) Rentar - White Jewel (E2) Seno - Truth Speaker (E2) Sera - Star of Curiosity (E2) Serfren - Stareye (BoE; Member) Spira - Leaper of Fire (E2) Stalra - Swift Fire (Quickfire) (E2) Taho - Sleeping Chance (E2) Tekora - Master of Iron's Being (E2) Thalen - Substance of Birth (Control Panel of Rentar-Ihrno; E3) Tokor - Craftsman of Iron (E2) Ubahl - To Give a Fee (pay) Ublis - Bestower of Calmness (E2) Vahnatai - People of Living Crystals (E2) Vahnavoi - People of Living Dead (E2) Vahor - Person of Earth, a golem Vpoftok - With Child (pregnant) Vyvnas - Paranoid Schemer (E2) Wilvron - Listener of Echoes (E2) Za-Khazi - Dangerous Path of Enigma (BoE; ZaKhazi) Zoat - Table of Wisdom (BoE; ZaKhazi) - All entries have been made by Wyrmfire, Stareye, and Drakefyre * there are many different levels of this, from data charts to complex algebraic lines. Back to the top. |