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 Encyclopedia Dysnomia - Eirisia's Glossary

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Penny

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Encyclopedia Dysnomia - Eirisia's Glossary Empty
PostSubject: Encyclopedia Dysnomia - Eirisia's Glossary   Encyclopedia Dysnomia - Eirisia's Glossary EmptyTue Oct 27, 2015 10:12 pm


  • Erisia Dysnomia: A giant towering structure with a large ring of land floating around its bottom-middle portion. It is home to many kinds of creatures, including humans, Sfalma (monsters) and even others, like Zos and some even to discover in the future.

  • Colonies: The word used to describe human settlements that are protected from monsters. These reach around a few thousand humans in population and don't exceed a 5 kilometer area of land, making them fairly small with very low density to boot.

  • The Maidens: A pair of sisters ruling over the most well-known colonies. They descend from an ancestry that is known to have controlled Magic, and from that are able to control Magic themselves from their own spirit.

  • Magic: Power used as a resource by machinery and studied extensively by scientists. It is a mysterious ability that only very few people can control, but can be harvested through machinery to produce the source of energy for tools, Mana.

  • Mana: The resource that Magic expends to exist and be interacted with. It is the purest form of Magic as it is literally its base component. Those who can master it are said to be able to alter the laws of the universe to their will, or so is speculated, but not even the Maidens can reach such a height.

  • Barrier Magic: The colonies boast a special kind of protection technology that envelops the entirety of the residential area and wards off Sfalma while being completely transparent, only a thin pink layer separating the outside from the inside. It seems to emit some kind of wave that makes the monstrous creatures stay away from it, and scientists are still trying to come up with an explanation for it. It was developed by the Maiden's Great-Grandfather in a fit of brilliance, as he used his magical and technological abilities to give the colonies this gift before passing away. The barriers were put into place around 60 years ago.

  • Weapons Development Lab: One of the divisions in the Science Department of the government, it is dedicated to researching Magic in order to develop weapons to combat the Sfalma, but also manufacturing said weapons. At times, other scientists not in this division are called in to make weapons due to the high demand in Parangelia.

  • Armor Testing Lab: Another division in the Science Department, this one dedicated to studying how to best use magic to develop armor in order to defend against the Sfalmas' attacks. On a grander scale, it is what built the barrier system around the colonies, but such technology cannot be used to create a concentrated armor around a person, such that real armor needs to be made to protect against the monsters.

  • Agricultural Facility: The third and final division of the Science Department. Like the other ones, it dedicates itself to researching magic for a goal, that goal being how to use it in order to speed up crops' growth, making tools in order to harvest said crops faster, and how to make them more nutritious. It is, in essence, the most complicated department because it also requires knowledge of Biology and Technology, while the other two simply required Technology.

  • Shadow Division: A secret division of the Science Department, and one headed by Dr. Mysterio. It dedicates itself to researching the human psyche and the Shadows found within, and it accomplishes its goal by drawing out a person's Shadow Self out and binding them to it. It is the division that creates Forgotten Experiments, and is the leading part of the Department, as it has made significant advances in discovering how Shadows use magic to function, and how they can power weaponry and tools, Dr. Mysterio himself being a perfect example of this. Note: Not known to most characters in the plot.

  • Instant Transport: Between colonies, there exist small terminals meant to instantly transport people to other colonies with the power of magic. This is a dedicated manner of travel and one of the only ways people can visit other colonies safely. To activate the transport, though, one must have a Card Key from the city they want to visit. Most soldiers and scientists have such Card Keys, but regular citizens must get to the city to be given that Key.

  • Player vs. Sfalma Combat (PvS for Short): The generic kind of combat for the story, it makes use of hit/miss randomizers and involves nearly no RPing outside of the mechanics. The simplest but also arguably the hardest of the combat types, albeit it is the standard one.

  • Active Time Combat System: A type of combat used by certain plot-related bosses and specific enemies when encountered. It plays a lot more like a Strategy RPG, with a map the player characters move on, but it is also similarly action-based, with Dynamic PvS elements thrown into it. RPing matters more in it than in PvS, and attacks may have different ranges depending on what they are. Positioning and usage of the environment also matter for this type of combat.

  • Humans: The main race of Erisia. While low in population, humans are known for their exceptional creativity and desire to live and advance. Although, unlike other creatures, most do not have innate control over magic and are more similar to advanced kinds of Zos than they are to Sfalma. It has been shown humans can control magic, however, albeit very rarely.

  • Sfalma: The main threat of Erisia. An amalgamate of difference races of monsters all characterized by similar traits, despite their different appearances. All Sfalma possess a white mask with red carvings and their bodies are pure black in color, though they have texture like animals. They are shown to some times be intelligent, although not to the extent of an Anthrops. They use magic to fuel their attacks, and can naturally control it from their own spirit, like the Maidens and Users.

  • Zos: Wild creatures that appear all around the world, not blocked by the colonies' barriers. They, however, are not hostile, and comprise the normal animals people see everywhere. Some are dangerous, but unlike Sfalmas, they cannot control magic. They are unintelligent, as they don't possess cognitive ability, and are, for the most part, tame. People like to have certain races of these creatures as pets.

  • Apelpisia Disease: A strange psychic disease that affects the person's inner self through magic, and twists it into something monstrous that slowly eats away at their mind until there is nothing left. On the outside, the disease makes the person unresponsive, almost as if they were in a coma, though their nervous system still responds.


Last edited by Aigis on Tue Nov 03, 2015 5:55 pm; edited 1 time in total
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Penny

Penny


Posts : 2836
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Encyclopedia Dysnomia - Eirisia's Glossary Empty
PostSubject: Re: Encyclopedia Dysnomia - Eirisia's Glossary   Encyclopedia Dysnomia - Eirisia's Glossary EmptyTue Nov 03, 2015 5:54 pm

Warning!

New entry/entries has/have been added to the Glossary!

-Apelpisia Disease
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