This is a page of lore and related concepts on Elsemorn.
Coins can be referred to by their primary metal—copper, silver, gold, and platinum—though they have earned many other names. These are only some of the more common names:
Copper coins are called pennies, or sometimes greens or blues due to the corrosion of such coinage.
Silver coins are called tithes, tenths, tens, or moons. A silver coin of average size is sometimes called a hirdy, a reference to the primary moon. A silver coin that has been noticeably clipped—or had its edges shaved off—may be called a genny, a reference to the smaller, secondary moon (and likely a play on the word "penny").
Gold coins are called crowns, kings, or queens. They can also be called morns, although this is said to encourage bad luck.
Platinum coins are called bankers (after bank coins), guilders or guilds (after guild coins), or sometimes greysilvers or whitesilvers. These coins are uncommon except in regions with platinum mining operations.
Silver, gold, and platinum bars are often used for transactions between banks and wealthy organizations. Such bars are stamped with their coin equivalent and a mint mark. These bars may also be called bullion or ingots.
Hospitality and host/guest expectations vary among the peoples of Elsemorn. In some regions, there are no expectations from either the host or guest. In others, hosts are expected to provide adequate food, drink, and shelter to their guests. If they have the means, hosts may also be expected to offer entertainment, gifts, or even protection. In return, guests are expected to be courteous to their host, which precludes being a burden or commenting upon any perceived lack of hospitality. Note that hosts are not expected to provide beyond their means—which for some may be as basic as bread and water, or lodging in their stables—and guests are expected to accept hospitality in the spirit in which it was intended.
In general, the expectations associated with hospitality tend to be upheld by the nobility or wealthy, in smaller or isolated communities, and in cultures based on mutual aid. In lands where crime is rampant, people may close their doors to strangers—but this may also be true among people with great privilege. It has also been observed that the most oppressed are sometimes the most welcoming of strangers.
The concept of the Third Cup, sometimes called the Third Setting, is known to nearly every culture, religion, and sapient species on Elsemorn. This is a third drinking vessel—and sometimes plate—set out during meetings between strangers or even enemies. The Third Cup functions as a pledge of peace between both parties present. The vessel or setting is said to be reserved for a god of justice or vengeance—Marhes in Hallasar or Kadious in Sedeyr, for example—who will surely punish anyone who breaks the accord. It should be noted that the vessel or setting is purely symbolic and rarely used for actual drink or food. While the term "Third Cup" or "Third Setting" is well known, it is somewhat of a misnomer: an additional vessel can be set out between parties of any size, so perhaps "Extra Cup" or "Extra Setting" is more apt.
Of course, as the Third Cup is a social convention, reactions to it will vary. Among friends or those who consider themselves equals (in social status, abilities, and the like), the Third Cup may be regarded as a gesture of goodwill. A host perceived as stronger or in an advantageous position may set out the Third Cup as reassurance to their guest. A host perceived as weaker or disadvantaged may be seen as begging for mercy. Not setting a Third Cup may be seen as an implicit threat, or a simple acknowledgment that neither side has anything to fear from the other.
Willfully violating cultural host/guest expectations, or the Third Cup, is nearly always considered a serious social transgression. There may be severe penalties for doing so, including fines, banishment, imprisonment, or even death.
These are concepts associated with magic and spellcraft.
Dimmesdry is the traditional name for world magic, or spellcasting that affects the environment or objects outside the body. Examples include elemental manipulation and illusions. Such magic has historically been associated with wizards and other spellcasting men.
An Eythir (plural: eythire) is a general term for a place of power, particularly magical power. Over time, this term has extended from a literal physical locale to a conceptual center of one's own magical abilities as well as an item that witches and wizards use to work their spells. An eythir is also called an eydir, eydur, and a gale.
A Galeyerd is a magical item that is clearly enchanted. It was once a term for witches' and wizards' staves but has come to apply to all noticeably enchanted items, most commonly swords. The most famous galeyerd is Isfael, the flaming blade of Searyn. The opposite of a galeyerd is a mithhring.
Feaxedry is the process of mining and spinning dreamedder into magical threads for galeyerd and mithhring items. Feaxedry is also known as dreamspinning.
Hawmondry is the traditional name for body magic, or spellcasting that affects a being's physical form. Examples include healing or restorative magic and modifications. Such magic has historically been associated with witches and other spellcasting women.
The Ley are purported lines or fields of magical energy that exist across Elsemorn. Believers in such things say that many cities and places of power were built upon them. There is endless debate about their properties, whether they have beginnings or endings (or are infinite), whether they have a direction or a push or a pull, and the extent to which they influence their surroundings or even heavenly bodies. Ley lines are also called heartstrings.
A Mithhring is a magical item whose spellbindings have been hidden. The term typically refers to daggers and armor, though it originally meant only magical rings. The most famous mithhring is Caratauc, the blade of Redriel. The opposite of a mithhring is a galeyerd.
Spelldrift is a name for tendrils of magical residue that flow through the sky, or for the space beyond the sky where these tendrils originate. The spelldrift is a rare occurrence that can only be seen with spellsense, and is sometimes considered an omen. Spelldrift is also known as the spellsdream, spellflow, spellmorrow, and elsemorrow, among other names. Particularly sinister spelldrifts are often called the galdorwind—particularly when they touch or interact with the surface of Elsemorn.
Spellsense is the ability to see, hear, or otherwise sense magical residues. This ability is typically limited to spellcasters and other magically-attuned beings. Spellsense requires a great deal of concentration and should be limited in duration, as extended spellsense is extremely dangerous. Spellsense is also known as witch sight, wizard sight, and sometimes galesong.
Wending is the traditional name for fate magic, or spellcasting that shapes the future or grants special sight. Examples include divination and spells that require a crystal ball. Such magic is only associated with witches and other spellcasting women, and there are strong social prohibitions against its use by men.
These are some of the more common sayings across Elsemorn:
"A prayer bead is known by the palm" is a saying from Kisra. It relies on double meanings between prayer beads (a plant and an object that aids in counting or prayer) and palms (leaves and hands), suggesting that one can be identified by closely observing the other.
"As dead as the dirt in Mira" or "dead as Mira" means completely dead or incapable of supporting life, a reference to the infertile soil of Miraalys.
"As true as Tullum" is a human saying meaning "true to your word".
"Between tides and teeth" or simply "tides and teeth" is a saying among the Corusene, comparable to "between a rock and a hard place".
"Bread is not lent but given" is an elven proverb. It emphasizes that necessary aid (such as food and water) should be freely given to those in need, and that it is improper or unjust to demand anything in return.
"Cheer a good day at sunset" is a halfling proverb, somewhat like "don't count your chickens before they're hatched".
"Cultivate your garden but mind your hedge" is a saying in Burhi. It suggests minding one's own business, though not to the point of being taken advantage of or put in harm's way. One who is seen as either too nosy or oblivious might be told to "cultivate your garden" or "mind your hedge", respectively.
"Go pick three-petals" is a human saying suggesting that someone attempt an impossible act, roughly equivalent to "go away".
"Good steel is tested steel" is a dwarven proverb. It warns that arms and armor (and, by extension, intangible creations like beliefs or plans) must be tested before they can be proven.
"May Corus guide you" and other references to Corus and divine destiny are sayings among the Corusene.
"May Corus shine over you" is a greeting and goodbye among the Corusene.
"May Morn shine over you" is a greeting and goodbye used by the Corusene when among those hostile to their faith, or (very rarely) when speaking with someone who doesn't share their faith. This saying is slowly becoming more popular as a general saying across Elsemorn.
"Riding oars (on the fields/plains)" or (rarely) "putting saddles on oars" is a human saying meaning to do something foolish.
"The aska disrespects even Araldr" is a saying in Allesley, roughly meaning "you can't please everyone". The saying references the aska, a mischevious fox-like animal, and Araldr, a mythological figure noted for his friendliness and goodwill.
"The starving are your best friend" is a human proverb that warns against trusting the desperate.
These are titles and ranks that are unique to Elsemorn, have alternate meanings, or may be unfamiliar to modern readers:
An alder is an appointed or elected official who governs a city. The title is equivalent to a mayor.
A catuur is an appointed or elected official who administers the law, and in some states may govern a country, region, or city. The title is equivalent to a judge or magistrate.
An earl is a hereditary noble who governs a country, region, or city. The title ranks below that of a royal family (king and queen, prince and princess, etc.). In some areas, earl is the preeminent title.
A lawspeaker is an appointed or elected official who administers the law. The title is equivalent to a judge or magistrate.
A lord is a hereditary noble who governs a region, city, or estate. The title ranks below an earl and above a thane.
A magistrate is an appointed or elected official who administers the law, and in some states may govern a country, region, or city. The title is equivalent to a judge.
A nolaur is a hereditary noble who governs a country or region. The title is equivalent to a monarch or sovereign.
A reeve is an appointed or elected official who administers or enforces the law, and in some states may govern a region or city. The title is equivalent to a sheriff.
A regas is an appointed or elected official who governs the country of Kestemyr. The title is equivalent to an autocrat.
A seneschal is an appointed official who governs a region or city. The title is equivalent to a steward.
A steyr is an appointed or hereditary official who governs a country, region, or city. The title is equivalent to a steward.
A thane is an appointed or hereditary noble who governs an estate, and in return serves as a knight or retainer. The title ranks below a lord.
As on other worlds, there are many archetypal names for people who practice a specific trade or hail from a certain place, but also for animals and objects. However, these names aren't universal. They may be used in some places and not others, or at some times and not others. They also tend to fall in and out of fashion.
You don't have to memorize these names, or have your characters use them frequently—or at all. I have included them for lore and role-playing purposes, but also to give clues about non-player characters.
These are some of the more common archetypal names:
Benton and Fenton for dogs
Cleofe for blacksmiths
Cob and Cobden for horses
Drake or Lord Drake for lockpickers
Euhe for grazing animals
Gyrthe for thieves
Hack for prisoners
Hulder for large mammals
Katera for wolves
Munda for horses
Oak for druids
Salt for knights
Saren for birds of prey
Svida for paladins
Thorvald for hapless adventurers; this name is often associated with graffiti
Rounds, Roundwood, or Wigheard for storytellers and writers
Wrenne for cartographers