Glossary of Terms, Places, & Other Stuff
You Need to Know
Abomination
An
attempt at making a changeling that has gone wrong. Usually involving
humans, the abominations are feral and mindless, destructive and
dangerous. They should be destroyed on sight.
Addohra
(add-door-rah)
A tree that
grows in Breaghafonn. Creation myths say that the tree sprouted where
Danu spilled his seed on the ground, and is the source of the Fae
themselves.
Adonai
(awe-doe-nigh)
One of the Seed
and creator of the tribe of Angels. Adonai is one of the few true
deities that actually interact with their creations, governing over
the realm of Heaven.
Aesir
(ay-seer)
Tribe that
closely resembles humans, most specifically the Nordic races. Though
originally a separate tribe, millenniums of mingling blood with the
Vanir tribe has resulted in one large tribe.
Ahvelon
(awe-vail-on)
The Maigere
kingdom in the east half of Breaghafonn.
Alberon
(owl-ber-on)
Home realm of
the Daemone, consisting mostly of large bodies of water.
Anam-Cara
(awe-num care-raw)
Due
to the nature of duality, a soul is split in two at the time of its
creation. Everyone is a half of a whole, and that other half is your
anam-cara.
Intimacy with your anam-cara
results in the awakening,
which is when the primal call is heard. When the two halves join- by
way of sexual intercourse- they are made whole, and are bound
together for eternity.
Angel
Tribe created
by Adonai, they are one of the few tribes that actually interact with
their creator. They have a complicated caste system, and all Angels
have some kind of rank and purpose within the realm of Heaven. They
are the closest genetic match to humans, and a large chunk of the
human populace was created by Archangels, who are of the highest
rank.
Annihilation
An extreme
method of punishment among the Angel tribe, in which the body is
destroyed and the soul is sent back to the ALL instead of residing in
an “after-life” realm of some kind. Annihilation obliterates the
individuality of a soul, making it impossible for reincarnation or
recreation as an individual being ever again.
Astóre
(ah-store)
Fae word for
“darling” or “dearest one.” Generally used by elders when
speaking to children or loved ones.
Aunderin
Root
(on-der-ren)
A root that
grows only in the Fae realm, used to promote fertility in Fae
females. The root is boiled in water to make tea, which must be
consumed several times a day for approximately three weeks. At that
time, a female is ready to conceive. It is recommended that she
continue drinking the tea for the first couple weeks of pregnancy.
Aunenbrean
(awe-nun-bree-un)
Name of the Fae
royal family line.
Auric
Grid
Fluxx term for
one's energy field.
Blessing
All are born
with a blessing that guides them from within. Some examples of
blessings are patience, strength, compassion, discernment, loyalty,
etc. When a blessing is abused, used to cause harm or ignored
completely, it becomes a curse. A curse works in opposition to the
original blessing.
Blood-Sworn
When one gives
an oath in blood, they are blood-sworn to the one they pledged
to.
Breaghafonn
(bray-guh-fawn)
Realm
consisting of two kingdoms- Dandefuhn (Fae) and Ahvelon (Maigere).
Changeling
One who has
been changed by using the blood of another tribe.
Child
of Blood
A child born to
one who holds the Legacy of blood magick.
Creation
Magick
Rumored to be
the most powerful magick there is, creation magick is held by those
come from more than one Seed line, such as the Pixie. In order to
create, there must be destruction, and so it is a dangerous power,
and best left alone.
Council
of Mortal Affairs
Known as the
“Immortal United Nations,” the Council consists of ten members
from varying tribes, who monitor the mortal realm and all immortal
activity within it. They grant permissions, set rules, divvy out
punishments, and cover up any exposure of immortal existence.
Daemone
(day-moan)
The word demon
derived from Daemone, though demons have nothing in common with them
beyond similarity of name and some physical features. Generally a
warrior race- soldiers, mercenaries, assassins, guards. Those who do
not fight do physical work such as smithing, shipbuilding, major
construction. General traits (not all)- horns (curve along side head
of protrude, depending on race), fangs (most elongate when needed),
claws (some extract only when needed), eyes go completely black with
extreme emotion.
Dandefuhn
(dun-dah-foon)
The Fae kingdom
in the west half of Breaghafonn.
Dark
Host, The
Fallen Angels
who have chosen to keep their wings and live in one of the hellish
underworld realms. Their wings turn from shimmering white to
glittering obsidian. They are considered evil, and hold dominion over
hellish creatures (imps, minions, demons, etc.).
Deadlands,
The
Anything
outside of the castle walls of Ahvelon is now considered the
deadlands. The land is ruined, reduced to rubble, and is run by
groups of outlaw “gangs” known as deadlanders.
Denieruhn
(den-near-roon)
Name of Cohn's
family line.
Destiny
Each
soul has a destiny, agreed upon long before the physical was formed.
Source conspires to offer infinite opportunities to fulfill a
destiny, yet free will allows the choice to abandon it completely.
However, destiny is unrelenting in its offerings, always opening
another door and another chance for a soul to rejoin its intended
path.
Dragon
Creature found
primarily in the Fae realm. Though resembling dragons of lore, they
are not reptiles and cannot breathe fire. Dragons are mammals,
fiercely loyal and protective, and highly combative when threatened.
Their wings are delicately and intricately woven, yet are nearly
indestructible. They live in large groups, inhabiting the caverns of
Dandefuhn (the west coast of the realm of Breaghafonn.
Fae
(fay)
The Fae may be
the oldest tribe, though there is no evidence as such. Their home
realm is Breaghafonn. After the slaughter of the First Family circa
1000ad, civil war erupted, ending in a division of the kingdom into
two courts- seelie and unseelie. General traits can include pointed
ears, small fangs (elongate when needed), and unusually bright eyes
that change according to mood. Most Sidhe are close to six feet tall,
though halflings tend to be much smaller due to the mixed blood.
Fairy/Faerie/Etc.
Though commonly
used by humans, this is a derogatory term for the Fae.
Fallen,
The
Fallen Angels
who have given up their wings and inhabit the mortal realm. Though
they are technically no longer Angels, they retain their immortality
as well as their powers. The process of losing wings and escaping the
hell-realm causes mental trauma, and leaves the Fallen with amnesia.
In most cases, memory comes back within a few days, though there are
cases in which memory never returns.
Fate
Fate
continually offers choices which provide opportunity for a soul to
embrace or shun its destiny. It is the active hand of Source and
servant to destiny. While free will allows one to embrace or rebuke
destiny, what is fated will always come to pass. Fate is a catalyst,
not a result.
Feirini
(fear-ree-nee)
Tribe of
reptilian shifters. They are sensitive to sunlight, avoiding it as
much as possible. They require blood to survive, and have retractable
fangs for that purpose. Though the human word Vampire came from the
Vampyr tribe, the myths surrounding the creature were inspired by the
traits of the Feirini.
Fluxx
Tribe of
“chameleons” who can change their entire appearance, mimicking
other beings. They call this taking on a “shell.” While in a
shell, they can access the cell memory of the being they are
impersonating. Rare and endangered tribe.
Fury,
The
Immortal
organization, consisting of several prominent tribes, that controls
most of the power structures in the mortal realm. Highly secretive,
ruthless and deadly, they considered the “immortal mafia.”
Gaia
(guy-yuh)
True name for
the mortal realm, though rarely used. Humans have adopted this word
to describe the planet Earth in their realm. Most immortals refer to
Gaia as “the mortal realm” more often than not.
Gift/Power
All souls are
blessed with gifts of great power. While some are born with full
knowledge and command of their gifts, it lies dormant in others,
blossoming with a rite of passage or a coming of age. All great power
is a blessing, only its use determines whether it stays a blessing or
becomes a curse. When a gift is abused or used to cause harm or
manipulate free will, it becomes a trick instead, causing the user to
feel ill with use.
Glamour
Parlor tricks
and minor illusions, usually used to distract or disguise. Examples:
change of hair or eye color, disguising ears or horns, throwing voice
to an object or other person, sounds that aren't real, temporary
invisibility, making environment appear unchanged as you move through
it, doorways appearing as solid walls, etc.
Graegon
(gray-gun)
Tribe of feline
shifters whose origins are unknown.
Greamam
(gree-mahm)
Maigere word
meaning grandmother.
Half-Breed
One whose
parents come from two different tribes.
Halfling
One whose
parents come from two different races within the same tribe.
Heaven
Realm of light
and love, created by Adonai and inhabited by his tribe of Angels. The
realm is rumored to be the most beautiful imaginable, with streets of
gold and gates of pearl. There is supposedly no hunger or thirst, no
pain of any kind, and all who live there enjoy never-ending peace and
happiness. Upon their death, the humans who have been faithful to
Adonai are allowed to dwell in Heaven for eternity, or until they
decide to reincarnate to the mortal realm.
Hellene
Though
technically Titan, the Hellenes (commonly known as Hellies)
have considered themselves a separate tribe since the Titanomachy
(War of the Titans).
Ilyah
(ill-yuh)
Graegon word
meaning “most cherished.”
Indigo
A plant that
grows only in the realm of Breaghafonn. The leaves are a dark purple,
and produces lavender smoke when lit. Smoking Indigo affects one much
like cannabis, though it is stronger and tends to last much longer.
Inherent
Power
Unlike
learned magick, an inherent power comes from within. It does not need
to be learned, but training can be useful for learning to control the
power and use it wisely. The Legacy
is an excellent example of inherent power.
Legacy
Every bloodline
carries a power of great magnitude, passing it to each new
generation. This power is your legacy, given to you at birth and
impossible to lose. It may lie dormant for years, or it may manifest
as early as the first years of life. A legacy power can be any gift,
but is always much more powerful when it manifests.
Magdor
(mag-door)
Home realm of
the Sourcea.
Magick
Magick
is the manipulation of energy for a desired result. The human science
of quantum physics explores this phenomenon. Correct use of ‘magicks’
refers to magickal tricks and spells that you have learned, not born
with (see inborn
powers).
Also used as a slang word to refer to any type of power, magick,
blessing or legacy.
Maigere
(mah-gear)
Tribe whose
kingdom neighbors the Fae in the realm of Breaghafonn. Commonly known
as mages, the Maigere can manipulate the mind in various ways.
Mind-Phreak
Slang word for
a Mage who can manipulate the mind by suggestion, read thoughts,
erase memories, and plant new information into memory banks.
Necromanser
A magick user
(most commonly Maigere) who can call, track, manipulate and control
the dead and the undead.
Necron
A magick user
(most commonly Maigere) who can sense and (somewhat) control the
undead. Differing from true necromansers, they cannot raise or
control the truly dead.
New
Slaugh, The (slou- as
in out or ouch)
Reinstated
Slaugh. The new Fae army, consisting of many tribes, that are loyal
to Queen Kia. Led by Tori, they are dedicated to rescuing their queen
and helping her take her rightful place on the throne. All members
receive the tattoo of the original Slaugh, and all pledge an oath of
fealty in blood.
Oracle
One who speaks
the words of gods or fates, usually in a trance of some kind. They
can be soothsayers as well, if they can see or divine on their own.
Each tribe has one oracle (or group of oracles that function as one)
at a time.
Others
General term
for mortals (most commonly humans) who have inherent powers or are
prone to excel at magick. Human psychics and witches (from a genuine
bloodline) are examples of “others.” Some mortal races refer to
themselves as witches.
Pixie
Pixies are one
of many Fae races. They tend to be small- generally under five feet
in height- and are known for merrymaking and mischief, though they
are ruthless and easy to rile.
Pocket/Bubble
A unique place
carved out of the void for a specific purpose. Unlike a realm, it is
not a complete world. Most commonly used for businesses that cater
strictly to immortals, as well as meeting places and holding cells.
Portal
A doorway
between places or realms.
Power
Center
All
immortals have a power center, where their powers are most
concentrated. It is also sometimes referred to as the seat
of the soul, though
there is no evidence that the soul originates from the power center.
The power ring, a three to four inch ring around the center,
circulates the power and regulates its strength and intensity. If
damage occurs to this area, it can seriously affect one's health, as
well as their use of magick.
Realm
A complete
world, carved out of the void, created by Seed.
Reaper
Reapers
are a subset of the Daemone tribe. Deadly assassins that can turn to
smoke at will. The smoke itself is deadly, and can seep beneath the
skin and burn its victim alive from the inside-out. Most commonly
referred to as the Deadly
Smoke.
Reckoning
At one time or
another, all tribes create imbalance of great enough significance
that an outside force is needed to restore it- both within the tribe
and across the universe itself. That force comes as a Reckoning- an
opportunity to correct mistakes and make new choices. Choose wisely
and evolve with the tribe, choose foolishly and be removed from the
game altogether.
Ríocht
Folaith (ree-oct foa-lee)
Known
as the hidden kingdoms, the Ríocht
Folaith
are the realms which cannot be found, even by the most talented
seers. No one can enter these kingdoms without explicit permission,
and no one knows why they are created or for what purpose.
Sandman
The Sandmen are
an elite and rare group of Maigere who can enter, manipulate and
cause dreams and nightmares. Their "dust" can induce sleep,
and they are the inspiration behind the human version of the Sandman.
Seed,
The
The
Seed was the first creation of the All Knowing Source. Though
individuals, they are one with Source, and cannot be separated from
the All. They are the only true deities in the universe, though many
tribes claim to be gods themselves.
Sharund
(shaw-roond)
A Maigere
servant.
Sheol
(shee-ole)
An underworld
realm that resembles the human idea of hell. Home to the Dark Host
and their demon minions.
Shifter
General term
for any tribe of shifters. Often, such tribes are so ancient and
spread out, they have lost all knowledge of their history. Many
shifter tribes do not have names at all anymore.
Sidhe
(shee)
The Sidhe are
the Fae royals. All Fae races must align themselves with one court or
the other, but only one of pure Sidhe blood may have a place at
court.
Slaugh,
The (slou
– as in out or ouch)
The unseelie
army, or legion, that once ruled the battlefield during the War of
the Courts. Mostly dormant now, though many members have gone on to
join the Wild Hunt. Slaugh symbol is a ring of spirals, with antlers
rising up from the center of the largest spiral.
Slipping/Skipping
Realms upon
realms exist in unity, woven together by the fabric of the void. A
soul may slip through the void, and travel anywhere within a realm,
as well as between realms. It can return to that which it knows, only
by remembering it. Likewise, a soul can find another by following the
blood between them. This cannot be taught, but must simply be
allowed.
Soothsayer/Mystic
One who sees
visions, receives messages, etc. relating to past/present/future.
Fortune tellers and diviners (common names- precog, seer, fortune
teller).
Sourcea
(sore-say)
Tribe of
powerful magick users from the realm of Magdor. Their current Oracle
is rumored to be the most powerful sorcerer alive.
Stone
Ogre (oh-gur)
Subset of Ogre
tribe, known for their ability to harden their muscles and skin,
making them almost indestructible during battle. Their blood is
poisonous, and lethal to humans and several tribes.
Tir
na n-Og (Tier-
nah- nog)
When Fae souls
pass, they travel to Tir na n-Og, the Land of the Young, the Isle of
the Blest. It is a paradise fairer than any eye has seen. No illness
or pain can reach its shores, no sorrow can walk upon its ground.
There is only overflowing bounty, inconceivable beauty and
never-ending joy. The dreamer shapes his own landscape, birthing
potentials into form with nothing more than a wish of the heart.
Titan
Besides the
Angels, the Titan tribe most resembles humans. They possess various
powers, including the gift of creation, and have a tendency to
declare themselves gods over their creations.
Tribe
The tribes are
the original creations of the Seed, the first peoples to walk the
realms. Many tribes have created their own races over time, but only
those created directly by the Seed are considered to be tribe.
Trinate
(try-nate)
The hardest
metal known, found only in Breaghafonn. It is an excellent conductor,
and is used to gather and transfer energy in the realm.
Tryfven
(trife-vuhn)
A subset of the
Daemone tribe. Mostly fishermen and sailors, they have uncanny
navigational skills, rarely losing their sense of direction. They
tend to be gentle and kind, never meeting a stranger and always
willing to lend a hand when necessary.
Ueveray
(wee-ver-ray)
A realm that is
superior in technological advancements, specifically in the medical
field. Little is known about its indiginous tribes, as they keep to
themselves, refuse to leave their realm, and rarely permit visitors
of any kind. Rumors claim that the realm is under control of the
Fury, but are unfounded so far.
Vanir
(vah-near)
Tribe that
closely resembles humans, most specifically the Nordic races. Though
originally a separate tribe, millenniums of mingling blood with the
Aesir tribe has resulted in one large tribe.
Void,
The
The nothingness
that existed before time and matter. The original seed of Source
itself. All matter is carved out of the void.
Wild
Hunt, The
“When
the black clouds roll across the sky and you hear the hounds and the
hooves and the cry of the Huntsmen, run child. Run with all your
might.” The Huntsmen
ride upon winds black as night, hell-hounds behind them, to collect
those souls who have earned their place in the hellish realm of
Annwfn. Those who get in the way of the hunt are caught up within it,
most never returning home. The hunt passing above can cause night
terrors in those who sleep, and can call to some to rise up and join
them as they seek their prey.
Witches
A
race of mortal beings that have many powers, such as glamour, but are
not as powerful as tribal races. It is rumored that they are the
offspring of tribe and human, though this is unsubstantiated. They
tend to live in clans and keep to themselves, though they often make
a living by entertaining or conning humans (ie: actors, musicians,
carnival and circus performers).
Word,
The
There is great
power in naming. Words spoken aloud stir potentials into being. They
can create or they can destroy. To name something is to hold dominion
over it, and can be a hard link to break. The wise always speak
carefully and true.
Writ
of Permission
This writ, when
granted by the Council of Mortal Affairs, gives its owner access to
tribal centers, portals, and realms that would be otherwise off
limits.
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