Dictionary-Encyclopedia of Common Terms and Slang

The College of Keepers have endeavored to maintain a growing list of slang and common terminology that is specific to Terraden and the current era of this world…

Aerranai (Sky Elf)       A
Blood Bond Bloody Maiden, The     B
Caller of the Flames Central Allied Provinces (CAP) College of Keepers Crull C
Crying Queen, The Caldura (CAP) Circatecture  
Darmas (CAP) Deep Dwarven Kingdoms (DDK) Delanbur (CAP) Diatecture D
Durgen       D
Elder Elven Empire (E3) Everdusk (E3)     E
Final Sundering, The Four Matrons     F
Gillig (Mud Fey) Greymann (CAP) Great Graveyards, The Great Night, The G
Great Sundering, The      
Harmonic Locks Hemodaunt Hexatecture   H
        I
Jyanai (Spirit Elf) Jyntec     J
Keepling Khelhoun (CAP) Korb   K
Loan-Words Lost Daughter, The Luma-nox   L
Miahoc’noipoc Menlock (CAP) Mooners   M
Narsis Nox-nuri Night’s Fire, The Nula N
Old Oaths, The Order of Unification     O
Paths, The Planar Lock     P
        Q
Recatecture Rim, The Rysis (CAP)   R
Solna Major(CAP) Solna Minor(CAP) Syrna (CAP)   S
Tam’pekar Trade Tongue Triatecture Tyrmen (CAP) T
        U
        V
Wailing Widow, The White Raven Winter Wastes, The   W
Xenos Initiative       X
        Y
        Z

Aerranai (Sky Elf)

    A sub-race of Elves that are born with wings and the ability to fly. See AERRANAI racial entry for more details.

Blood Bond

    Blood Bond (Blood Bound, Blood Oath)
    As part of the agreement to spare the Crull prisoners of war at the end of the Crull Wars, humans and dwarves used blood magic rituals (an ancient magic that precedes the Jyanai on Terraden) that bound Crull and their descendants to masters and families bloodlines. Few humans and dwarves beyond the most affluent initiate a new blood bond in this age as it is outlawed and usually done in discrete secrecy as the growing tide of anti-crull slavery builds in the CAP.

    All Crull servants from a bloodline are indebted and a family inherits the Crull servants – as long as master or slave maintains a direct bloodline. While the tide of public sentiment in Human countries is that Crull slavery is a vestige of the past that should find a natural end, Dwarves primarily still hold that the wrongs and nature of the Crull make them only fit to be slaves. Sell-sorcerers that undo blood bonds, known as Freebinders, for ethics or money are a very controversial subject in every court and tavern across CAP.

    Some in the CAP are asking how long the Crull should serve as slaves, if you free or kill them, what would happen with the freed Crull. In Menlock, the lawless barbarian lands, there are camps of ex-slaves that live there and have formed societies. Some of this ex-slave city-camps are even as civilized as the barbarians – granting legitimacy to the notion that freed Crull can be more than a mindless menace to society.

    While not common, a blood bond can be bought with Blood Money (initiated by exchanging a bloody handshake between family/crull blood and speaking the binding words to transfer blood ownership – performed by an unscrupulous extension of the now exiled Hemodaunt, known as Rebinders, that continue the now outlawed practice of blood bonding new slaves and rebonding existing slaves).

    If a Crull runs away they start bleeding out of their eyes and ears and cannot keep down any food (puking up food and blood any time they try). The only way to prevent this is proximity to the master and ex-slaves call it abandrophy.

Bloody Maiden, The

    Second closest moon of Terraden, reddish-tan in hue and covered in brown and black stripes. This moon, like the other three moons, are pieces of the once large planet Terraden that were cast into the black with the coming of the Night’s Fire.

Caller of the Flames

    More research needed…

Caldura (CAP)

    A mountainous and rugged place divided by the great Nusarrig River and Nusirra Delta. Home to the Coridian (stone folk) and many dwarven settlements. Caldura is home to much of the bloodoath trade (Crull slaves) as it is also the heart of many major mining sites.

    Primary exports are countless ores, gemstones, alchemical potions, forged weapons and armor.

    High Hero Feograttus “Titus” Caldura was a Coridian-Dwarven half-bred (uncommon). He was a warrior priest that loved the mountains and built many temples among the Dwarven ruins (ancient Dwarven outpost) that existed throughout this region – a lingering source of ongoing tension with the DDK.

Central Allied Provinces (CAP)

    The collection of nine provinces in the central-southern region of the primary continent on Terraden, The Central Allied Provinces (CAP). Formed nearly 870 years from the current date (1889 SA) by nine heroes who pushed back the aberrant horrors that flooded from The Rim and descended on every nation, threatening the final extinction of life on Terraden.

Circatecture

    The architectural style of the Dwarven Kingdom of Water utilizing circles.

College of Keepers

    One of the oldest and most respected orders in Terraden, their power extends beyond national borders. Their charge is to “break the cycle of era-ending cataclysms by keeping the sacred knowledge safe”.

    It is said that Jyanai formed the Keepers, gave them sacred knowledge and positioned them to survive the Great Sundering. They did this because it was explained that many civilizations have come before and many civilizations will follow unto the end of time. But with the ascendance of the Watcher Race of the Jyanai, a notion was conceived that by understanding the cycles of nature, harnessing the raw power of magic and driven by a love of the races they watched over they could preserve this form of life into the next cycle of life. The Jyanai alone devised a way to bridge one destructive cycles to – methods were passed down in the formation of the Keepers, empowering a prominent order to keep the knowledge safe – through a “cataclysmic bridge” between cycles (Nature’s great cycles of era-ending destruction and rebirth).

Crull

    The general term for orcs, ogres, goblins and hobgoblins – originating from the Dwarven term for annoying pests (i.e. cockroaches to the humans). After the last major conflict with the Crull from the west many crull prisoners were claimed as property and used as slave labor to rebuild what their kind had destroyed. Now crull slave practices have begun to b called into question – how long do we keep them in slavery for the crimes of their kind, can they be trusted to be free, where should they be sent/held if not slaves?

Crying Queen, The

    Third and farthest visible moon from Terraden, blue-green with white and grey hues across its surface. This moon, like the other three moons, are pieces of the once large planet Terraden that were cast into the black with the coming of the Night’s Fire.

Darmas (CAP)

    Province in the southeast of the CAP known for shipwrights, forestry, mining and shipping. Major cities have higher concentration of Taerhai and Moorefolk than other provinces. A lot of rural and independent people who want to live under less strict rules than the “civilized” regions of western provinces move east.

Deep Dwarven Kingdoms

    To the northeast lies the rocky and mountainous lands of the Deep Dwarven Kings. After the Great Sundering the Dwarves that survived assembled in the last remaining underground megatropolis and Holy City of the East, Kraavanlor (it was the eastern most city of the old Dwarven Kingdom before sundering).

    Now five Dwarven Deep Kings preside over the five nations, the any Dwarven houses and clans. Every five years a great gathering of these five nations allow elected champions of each Deep King to challenge the other in combat – the King’s Arena. This almost peaceful transition of power requires several dozen contenders to fight to the death for their Deep King to reign – Dwarven clerics save about half the champions that fall so they might fight again for their Kings in five years.

Delanbur (CAP)

    The capital city-state of the Central Allied Provinces. This huge megatropolis is home to every race in Terraden, every modern convenience and every wonder imaginable.

Diatecture

    The architectural style of the Dwarven Kingdom of Void utilizing lines and spirals.

Durgen

    (1) A derogatory term for those marked by fate to die. (2) The walking dead. (3) Another term for undead (especially low-level undead like zombies and skeletons).

Elder Elven Empire (E3)

    This vast empire of misty forests lies at the heart of Terraden in the north-east of the central continent. Seven nations compose the Elder Elven Empire, each electing an Grande Elder to sit on the Elder Elven Council, which as a rotating leader every 10 years that is considered the tie-breaker, the lead counselor and current spiritual/political leader of the E3 for that decade. It is called an “empire” because a prophecy from the time of the Great Sundering speaks of a leader that will rise and unite the Elven nations to be crowned by the Gods before the Elder Council and take their place as Supreme Leader of the United Elder Elven Empire (UE3) – when this day will come is unknown.

    90% of the E3 homeland is covered in mists that never fade – and have granted the homeland the name “Everdusk” or “Duskwood”. The daylight filters down as those bright moon light and the moons and paths cast pale light in the night that accompanies a faint glow from the Everdusk mists (self-illuminating mists at night).

    Much blame was cast toward the E3 as it was one of the few races to have its central nation and homeland spared from the destructive force brought by the Night’s Fire and the Great Sundering. The Elves contend that many of their colonies, FOBs and cities over seas were lost along with the Humans and Dwarves like every other race.

Everdusk (E3)

    A mist that covers the forests of the Elven homeland – shield the sunlight during the day to make it twilight and at night the mist gives off a light like that of the moons above. This mist never wanes, shrouding the Elven homelands in eternal dusk.

Final Sundering, The

    This dreaded notion and prophetic vision in sudo-religious circles speaks of the unfinished destruction of the Night’s Fire – that one day the Great Sundering will be completed and that Terraden’s destined fate (see College of Keepers mission) was unnaturally thwarted.

    Many cults, sects, tribal shamans and nefarious organizations seize upon this idea to further their agendas as it is the most common tale told to children of every race and creed. Additionally many orders for the good of society have the prevention of the Final Sundering and entities that further any goal to that end as a organizational priority. Prevention of the Final Sundering has also been used to enforce darker measures by well meaning orders working to keep Terraden from this end – at any means necessary.

Four Matrons

    A general term for the four moons of Terraden – the Bloody Maiden, Crying Queen, Wailing Widow and Lost Daughter – all named to represent the horrors women faced after the Great Sundering reflecting the pain of the people in the new world’s night sky. Nula was the name of the single large, white moon that occupied the night sky before the Great Sundering.

Gillig (Mud Fey)

    A fey sub-race standing 10" tall, seemingly made of living mud and masters of obfuscation/isolation. They live near water sources, manipulates the mud into vast underground cities that are layered upon layers and are mostly peaceful (a bit mischievous like most fey). Unable to return to the Feywild like other other unique creatures on Terraden, they are working on a beacon to summon more of their fey-kin from the Feywild as they are not liked there and persecuted for their “lack of imagination” (lake a cruelty).

Great Graveyards, The

    Twin belts of asteroids and debris around Terraden caused by the destruction of the Great Sundering and the Night’s Fire. To this day significant amounts of rock and debris fall to the surface from these belts. Night sky watchers often see collisions as objects in the belts collide.

Great Night, The

    The 1000 year period after the Great Sundering were the remnants of civilization struggled to regroup, rebuild and repopulate. Most of the history from this period is Oral Tradition with the exception of a few entities like the College of Keepers who kept written accounts of major events which is now housed in the Sacred Archives.

Great Sundering, The

    The act of the final Night’s Fire splitting old Terraden into it’s current state Terraden, Four Matrons (moons) and the asteroid belts of the Great Gravyards.

Harmonic Locks

    Pioneered by Dwarven smiths, these portcullis’ and doors require a musical code to allow passage. More advanced locks have shifting codes, sub-frequency triggers and specific animal or creature sounds to unlock. The advantage to harmonic locks is the ability to unlock many doors within audible range of the code/trigger.

Hemodaunt

    A now exiled group of mages that used blood magic (old magic from a time before the Jyanai were on Terraden and forbidden by the Watchers) to create/control the Crull slaves using the blood bond. They gained power and influence rapidly after the Crull Wars ended, giving the races a solution to the prisoner of war problem that confronted them.

    There are several dormant sects around Terraden, particularly in the Deep Dwarven Kingdoms where the practice of crull slavery is still strong, still practicing blood magic. Most operate as rebinders or freebinders.

Hexatecture

    The architectural style of the Dwarven Kingdom of Earth utilizing hexagons.

Jyanai (Spirit Elf)

    Pronounced “Yawn-Eye”, the ancient and wise race of “The Watchers” forged a long-standing era of peace and enlightenment before the time of the Great Sundering and Night’s Fire. It is not known what happened in the chaos of the Great Sundering where the Jyanai went, they just disappeared from the face of Terraden – every last member of their race – while the other races plunged into the darkness.

    The technology and structures of the Jyanai that survived the Great Sundering did not operate without their knowledge – stalling the progress of the surviving races who had relied on the advances of Jyanai. Only now have the greater nations of the CAP, E3 and DDK found ways to reactive ancient Jyanai tech – using Luma-nox.

Jyntec (Jyanai Technology)

    A new class of magic based on the use of Jyanai-inspired devices. The foundation of the adapted Jyntec by various guilds, but led by the College of Keepers, is Luma-nox as the fuel. Engineers and mages work together to achieve remarkable feats such as:
    * The Luma-rail of the western CAP
    * The flying dirigibles of the aristocracy
    * New weapons of war that are being stockpiles by numerous factions and nations…

Keepling

    Slang for an aristocratic, weathly, know-it-all youth. Spoiled brat.

Khelhoun (CAP)

    Home to the Green Cloaks, an elite group of rangers that guard the northern border. This northern province separates the Allies (CAP) from the Arrows (E3) along the Eldrin Reach and holds the most Taerhai (Half-Elves) and oldest settlements of any province.

    Primary exports are artistic crafts, woodland products, trapping furs, wild game and unique wooden weapons.

    High Hero Manis Khelhoun was an Taerhai ranger and master of the woods. Exile from the E3 separated him from his elven wife, Tali’a, and children who were held in house arrest. Longing to see his family, Manis served the new CAP by patrolling the northern border – waiting for the day when he would see his family cross into allied lands.

Korb

    A sophisticated dwarven key in the form of a glowing orb with letters, runes and numbers. Korbs are keyed to a location or purpose using a sequence as the code to unlock to power of the key orb. Some Korbs are keyed to several locations. The sequence of sophistication can usually be determined by the color of the orb – white, green, blue, purple then orange and possibly higher levels that have not been recorded.

Loan-Words

    A word that was adopted and sounds similar in many languages. (i.e. Taer’haden in Elven, Torhaven in Dwarven and Terraden in Common)

Lost Daughter, The

    The fourth, smallest and most distant of the four moons of Terraden. It’s surface is brown and black with specks that occasionally sparkle given the right angle, otherwise blending in with the night sky for the untrained eye the rest of the time. It sheds little light back on Terraden and for the ignorant there are only three moons in the night sky. This moon, like the other three moons, are pieces of the once large planet Terraden that were cast into the black with the coming of the Night’s Fire.

Luma-nox (Bright Stone, RadRock – Radiant Rock, Tears of Terraden)

    This light bearing crystalline ore is mined by the Dwarven clans because it is found so deep within the earth that only the Dwarves dare travel those depths. Also the Dwarves seem to have a much higher tolerance to the adverse effects of the stone’s aura in natural form. The raw ore can be refined, at considerable cost, to be 30% pure by almost anyone. Only the Dwarven smiths can get the ore refined between 50-70% depending on resources (workstation/smithy) and time involved. Rarely a Dwarven mastersmith can get the refined ore up to a premium level of purity – some very rare Jyanai artifacts have been found that are more pure still but anything above the 70% range requires special rituals of magic to contain power and reinforce the stability of the refined luma-nox. The process for using refined luma-nox in “awakening” Jyanai infrastructure and artifacts has developed over several centuries as the techniques to refine and the uses of the rare stone were discovered.

Menlock (CAP)

    The vast mountainous wilds of the east are home to the wildmen and tribal clans under no single rulership. Most races are represented in this province as the absconders, rapists, murderers and thieves flee to this relatively lawless land; but it is the primary province of the Murdon (Humanistic Fire Folk), Brax-tor (Bullmen/Minotaur), some Vrak-tor (Fire Dwarves) and freed Crull races in hiding. Their primary (albeit unregulated) exports include slaves, mercenaries, assassins, black market goods, mining ore, tamed/wild beasts of exotic nature and outlawed or exotic weapons/armor.

    High Hero Commander Menlock (no know first name) was a barbarian warrior more savage than any other humanfolk. His lands were the last occupied by the aberrant hordes – he asked for the honor of personally leading his loyal soldiers in the final drive to push the hordes into the ocean.

Miahoc’noipoc

    A devastating weapon from the Crull Wars. More research needed…

Mooners

    More research needed…

Nox-nuri (Void Stone, Shadow Rock, Shards of Vecna)

    Few citizens know much about this rare stone as it is banned by all Governments as a hazard to all life. Those that know more of the stone see Nox-nuri as Luma-nox corrupted by the deep. The deposits of Nox-nuri are avoided, sealed off from the world aggressively wherever found before it spawns evil, corrupts the minds of mortals and spread plague to any who spend time near it. Those that live in the Deep Dwarven Kingdoms speak in hushed tones about stories of Dwarves who had dug too deep without the benefit of proper magic assay and stumbled on a deposit of Nox-nuri – those few who escaped never lived long or were killed in the fear that they would “turn” or spread “Umbrous Plague” from their exposure to the rock. Nox-nuri sites are very rare close to the surface and those that are known are guarded as “off limits” by authorities who have deemed them hazards. No new deposits have been found in many decades and Nox-nuri is a bit of an urban tale to humans who do not have the gift of long life (and long memories). Ask the deep dwarves and they will tell you of the menace that faces those who mine Luma-nox and the other precious ore of the deep – they know all too well of the dangers.

Night’s Fire, The

    Almost two millenia ago, a great horror was visited on the peaceful world of Terraden in the form of lashing flames and falling earth from the skies, now called the Night’s Fire (the ash from the fires turned day into perpetual night). The destruction rained on Terraden from the heavens for several days before the ashen skies parted to a great mass of blinding flame that split the world into pieces – this was known by those who survived that apocalyptic event as The Great Sundering.

    The races that survived were scarred physically, mentally and emotionally by the scale of disaster and by the errant magics that warped man and monster into horrors the reflected the pain of the now broken world. Although many races have rebuilt over the centuries, nothing on Terraden has truly, nor fully healed from this event.

Nula

    The single large, white moon in the Terraden night sky before the Great Sundering. Worshiped as the Goddess of Protection and Guardianship (common expression in that age “may Nula watch over my family this night”).

Utterly destroyed during the final Night’s Fire and believed to be a great deal of the material containing in the Great Graveyards.

Old Oaths, The

    Almost a thousand years ago at the end of a terrible dark age the races came together to stand against the loaming darkness that arose in the wake of the Great Sundering. These oaths were sealed with a blood pact among leaders of that age – so deep, lasting and powerful was this pact among the races that it lasted for 170 years of needed cooperation. Those that remember this history now yearn for that unity to return… if only they could drop all other petty concerns.

Order of Unification

    A non-denominational religious order that believes salvation from the Final Sundering and the ills of individual weakness (greed, lust, envy, hate, etc) is rule and order. Founded soon after the formation of the CAP by High Hero Lord Tyrmen, the Order of Unification seeks to appease all the Gods by walking the straight-and-narrow, redeeming the “human condition” in the eyes of the Gods and making smaller wars to prevent larger wars.

Paths, The

    After the storms and ash that followed the Night’s Fire cleared the skies above were filled with paths of nebulous gases that range in amber, greens and blues. These ribbons in the night sky change over the years but have clustered in areas of the night’s sky that a subset of mages known as Pathstronomers believe impart energies to the planet, can foretell coming events and could one day be the key to again unlocking access to other planes of existence.

Planar Lock

    This mystifying turn of events during the Great Sundering made travel from Terraden to any other plane of known existence impossible. Travel from any other plane of existence to Terraden is a one-way trip – causing chaos and havoc when devils and demons cross, astral terrors project and wizards summon creatures that are soon loose of the mage’s control.

    The College of Keepers and many other magical orders forbid the use of most summoning magic due to the possibility of losing control.

    It is not know if this same phenomenon is responsible for the inability for spelljammers to leave orbit without disappearing or destroying.

    There are stories in ancient writings of a terrible realm far removed from Terraden where Planar Lock is also in affect – Ravenloft.

Recatecture

    The architectural style of the Dwarven Kingdom of Storm utilizing squares and rectangles.

Rim, The

    The edge of Terraden that leads to infinite wastes of The Far Side. It is well known to all that live on Terraden that no one comes back from a journey near The Rim. There are still madmen who dare to attempt the journey filled with stories of great unconquered riches or ancient Jyanai artifacts that shine in the light of Solna Minor.

Rysis (CAP)

    Southern coastline with plentiful inlets and bays, Rysis is a colder province than most others and supports large communities of Moorefolk (River Folk) among other humans. Some Aquanai even frequent special shops half-submerged in the icy waters that cater to their kind. Very rarely Taugra-tor (Ice Dwarves) and Kyrinon (Ice Children) venture into southern ports for trade and minimal relations.

    Primary exports include seafood, oils (whale and other), ivory/bone objects, pearls and birds.

    High Hero Rysis Tangmere was the twin brother of High Hero Syrna Tangmere. A great wizard obsessed with the empowerment of all things magical, he was an unorthodox member of the College of Keepers. Rysis sought power to change the events of the world so that Terraden would not be helpless as it was in the time of the Great Sundering and was obsessed with the Jyanai.

Solna Major

    The light of Terraden (the sun) shines by day. Believed in common lore to be the shining palace where the Gods look out over all creation. Worship of this object was more prevalent prior to The Great Sundering.

Solna Minor

    The faint blue-ish light that radiates from the dark side of Terraden. Races that live along The Rim (the edge of the planet) have a constant twilight along the horizon. The source of this light is unknown – any who cross The Rim have never returned.

Syrna (CAP)

    Eastern trading coastline and border province of the CAP capital city, Delanbur. Most imports and exports go through this province due to its “Inside Passage” that runs from Calon Bay, up the Northern Twins River to Lake Ryna and down Southern Twins River to save several day journey around the coast and bypass the severe storms that plague the Larson Ocean.

    Primary exports are shipping, salvaging, seafood, shipwrights and second-most to Tyrmen on total agricultural output.

    High Hero Syrna Tangmere was the twin sister of High Hero Rysis Tangmere. A priestess of a lost Godess of the winds and seas, she was swift and fierce in dealing judgement to the wicked.

Tam’pekar

    The rare and hidden Dwarven marks are put on their creations to allow passage, access and protection against the wards that protect Dwarven secrets. This mark is most occasionally placed on constructs, weapons, armor and minions.

    There are many levels of the mark that start a broad base of universal keys, moving up to mid-level keys for fortresses and very high level keys that are unique to specific secure sites.

Trade Tongue

    Alternative for Common Tongue as many races know this language in addition to their native tongue so that they can trade with one another.

Wailing Widow, The

    First and closest moon in the Terraden night sky, it is shades of gray and always churning on the surface (movement visible with the naked eye). This moon, like the other three moons, are pieces of the once large planet Terraden that were cast into the black with the coming of the Night’s Fire.

Triatecture

    The architectural style of the Dwarven Kingdom of Ember utilizing triangles.

White Raven

    Before Jyntec provided cheaper means of communicating vital messages to CommShops around Terraden there were the White Raven’s Guild. Created several centuries ago during the founding of Rysis and Syrna, the Twin High Council Heroes brought back White Ravens from the icy southern glacier (during the final campaign to push back the Giants who had attacked from the south). White Ravens are intelligent and resourceful birds ideal for delivering messages and are difficult to see in the sky of white clouds. Some orders and areas outside the major nations still use White Ravens to transmit information – but it is seen as an old practice and one that takes far longer than that of the newer Jyntec CommShops (similar to telegraphs using morse code to transmit information instantly over long distances).

Winter Wastes, The (Southern Iceflows, EverIce, Frozen Edge)

    The southern lands are covered for miles upon miles of glacial ice, windy frozen peaks and then the southern edge of oblivion – the Rim and the Far Side. These harsh lands have breed hardy races who endure and even thrive in the dark and cold. The Outlands to the south of the Allied Provinces separates this barren waste from the civilized lands.

    Economically many nations conduct mining operations in the Winter Wastes for EverIce (an ice that never melts unless put to flame) and precious metals found under the glacial flows that only the those driven by the Ice Rush (prospectors out for the motherlode) or nations seeking these rare minerals.

Xenos Initiative

    The new “Xenos Initiative” is meant to foster better understanding and cooperation between nations that have little contact with each other. It has the seal of the High Council of the CAP, the Grande Elders of the E3 and Deep Kings of the Dwarven Realms.

    It offers those that are outsiders to this world or special among their own kind a unique opportunity to meet others like themselves, to train in arts reserved for few mortals and knowledge passed on by the ancient race of watchers, the Jyanai, to the Keepers – taught to a select few.

    Those that accept this great honor will be elevated among their peers, gifted among their kind and shall make a pledge to each other in this new endeavor. As the Keeper’s Choosen they will embody a new era of cooperation, understanding and enlightenment.

    The hope of this initiative is simple – the more the different races learn about each other and work together for the betterment of all nations, the less likely Terraden is to fall prey to war, evil of the ignorance or hasten the next era-ending cataclysm such as the Final Sundering.

Dictionary-Encyclopedia of Common Terms and Slang

Terraden AndyMills