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Ring Realms Master Glossary
Beware of spoilers contained
herein. These words be out of
time and continuity. They are
just facts and they know not
what they do...
--d.author
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Ring Realms Cosmos Master Glossary
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— A — | From Aarlen Frielos To Baergath
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| | |
| Aarlen Frielos |
See Frielos, Aarlen. |
| adamantium |
A magical metal known for it's nearly indestructible
qualities. The gates to a certain famous nether-region are said
to be made of this material.
|
| Adwena Swiftwing |
See Swiftwing, Adwena. |
| Aesir |
(also Aesirian) The name given to the Lords of Asgard. There
are two clans in Gladshiem consisting of pantheon lords and
their issue. There are the more well known Aesir, and their
often rival brothers the Vanir.
See Also: Asgard, Gladshiem, vanirian
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| aesirian |
See Aesir. |
| aircycle |
The process where a ship's (or submarine's) air is
pumped into or out of an airlock to gain access to the interior
or exterior of the vessel. [To cycle the air.]
See Also: airlock
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| airlock |
A intermediate chamber between a vessel's interior and
exterior specifically designed to allow ingress and egress in a
hostile environment (water, space, toxic atmosphere.)
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| ajeer |
Elite warriors who work in the service of the Aesir pantheon
lords.
See Also: Aesir
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| aka |
Elvish languish, it roughly translates as 'yes' or
'okay'.
See Also: elvish
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| Albrech |
City on the Corwin side of borderlands. The place Mazerak
was bound for when he had Bannor and Wren prisoner.
See Also: Corwin, Duquesne, Mazerak, Kergatha, Liandra {Wren} Idun-daughter, Starfist, Bannor
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| Algernon D'Tarin |
See D'Tarin, Algernon. |
| All-Worlds Guild |
See Masters Guild. |
| All-Worlds Tournament |
The All-Worlds tournament is contest of combat ability most
often hosted by the Aesir pantheon lords (it is on occasion
held at various locations throughout the Ring Realms). These
contests are by far the most dangerous and demanding regularly
held *VOLUNTARY* arena challenges in Ring Realms. The only
rougher sport to be found is in infamous death spectacles held
in Arcturan over-world arenas.
The All-Worlds Contests have 16 ranks of combat
ranging from un-enhanced humans with normal weaponry (Ring 1
class) to immorts and enhanced-humans with full magical
augmentations, armor, and weaponry (unlimited class).
Mercenaries wanting to make a name for themselves will often
enter these contests to receive belts and other awards that
authenticate the rank they placed in.
Sir Laramis De'Falcone is a 7th rank veteran
of the All-Worlds, consistently placing in the top 8 in six
tourneys. By this reckoning, he is among the top 5% of warriors
in all of Sharikaar. For comparison, Wren Kergatha successfully
qualified for unlimited class competition, and was able to make
it to her fifth bout before being disqualified. Wren's
ability prevented her from being injured, and thus her
opponents could not beat her. However, Wren's ability is
such that she can only use an opponent's strength against
them. Once a skilled opponent discerns her mechanism for
utilizing an opponent's power, as her later opponents did,
they are not likely to give her potential to use against them.
Without that extra energy to assist her, Wren was never able to
score against opponents of this caliber. The judges ruled that
while she could compete in unlimited play, she did not actually
possess unlimited class fighting ability. She was granted 12th
rank status for her ability to score accurately with thrown
weapons before her opponents could get into hand-to-hand
combat.
The 13th rank and above are reserved for those
warriors with truly phenomenal skills and abilities. Talorin
Falor, Beia Targallae, and Lord Algernon D'Tarin all
members of the Band of the Crescent moon all rank in the 16th
circle.
See Also: ascendant, Aesir, Band Of The Crescent Moon, combat prowess, De'Falcone, Laramis, D'Tarin, Algernon, energy, Falor, Talorin {Tal}, Kergatha, Liandra {Wren} Idun-daughter, Moonshaes, Ring Realms, Sharikaar, Targalle, Beia {Regaura} (Queen)
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| Allfather |
the honorific applied to the pantheon lord Odin i.e.
Allfather Odin. See Odin.
See Also: Odin
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| Alostar, Damay |
Eldest of the Kel'Varan's and reputed to be the most
powerful. Damay fought many epic battles against Mandrimin
(c.f.) the Ta'arthak Nola (savant of matter) in her time.
About 6000 years ago she fell to Aarlen Frielos in a duel of
magic, she was approximately 2900 summers old at the time. It
is unknown exactly how or why, but Aarlen trapped Damay's
tao essence in an amulet of shael-dal metal. It is surmised
that the amulet was an experiment to create a magical item
fueled by the essence of a savant. Apparently, the item was
never completed. In 1091 N.I.S., Wren Kergatha came into
possession of the amulet. She later resurrected Damay by
rejoining her tao with a suitable body. Shortly thereafter
Damay and Aarlen dueled again, this time resulting in a draw.
Damay's current whereabouts are unknown, but some sources
surmise that she has returned to Starholme Prime.
See Also: ascendant, Frielos, Aarlen, Kergatha, Liandra {Wren} Idun-daughter, Mandrimin, megapsions, magic, nola, savant, Starholme Prime, tao, ta'arthak nola
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| Alpha |
Alpha is the name given to the entity which procreated life
in the body of Gaea and is thus the progenitor of the elder
races that diversified to become the various forms of life
throughout Eternity. Many scholars speculate that Alpha and
Gaea are merely metaphors for the burgeoning of life. Others
cite differently quoting texts that indicate that both Alpha
and Gaea were actual creatures that pre-dated all other forms
of intelligent life. The Alphaforce is the spark said to be
carried by savants. This spark is sometimes referred to as a
'tao'.
See Also: ascendant, Eternity, elder, Gaea, tao
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| alpha-particle |
One of several currently identified heavy radiation
particles.
See Also: radiation
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| alphaforce |
See Alpha. |
| alphas |
Alphas (plural) is general reference to creatures that
possess a 'tao' and have the potential to merge with
their 'beta' match. All savants are considered
'alphas' while the pantheon lords are considered
'betas'. It is theorized that each living alpha savant
has a corresponding beta who is their reciprocal. It is
theorized that these two entities may conjoin to form a single
more advanced creature. It has not yet been proven however.
See Also: Alpha, ascendant, betas, savant, tao
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| android |
Any artificial construct which closely simulates human form
and function. Androids (by general definition) are largely
mechanical with some organic components to make them simulate
humans more closely. [Synthetic constructs which are entirely
organic fall under the synthezoid class of human stimulants.]
See Also: artificial-intelligence, synthezoid
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| Annawen Kel'Ishtauri Felspar |
See Felspar, Annawen Kel'Ishtauri. |
| Aphrodite |
Pantheon lord, goddess of beauty and love. Sister to Hecate.
See Also: goddess, Hecate
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| Arabella |
Bard hailing from Corwin, renowned through Sharikaar. Many
of the epics of the Ring Realms are translations written by
this red-headed lady bard. The number of adaptations attributed
to Arabella seem excessive considering her relatively young age
(around 50). While most famous for her ability with
instruments, song, and pen-- Arabella has a notorious history.
She was associated with some of the more nefarious thieves
guilds in Sharikaar, and purportedly involved in many kinds of
violent mayhem.
Arabella was renowned for her temper, and was
involved several known public duels that resulted in the death
of her opponents. Certain sources cite that they find it
unusual that in more than half of these fatalities, the slaying
blow appeared to be inflicted from behind.
A number of reliable witnesses claim that Arabella
is currently no longer among the living. With a town full of
onlookers, a red haired bard, purportedly Arabella, was
accused, tried, and hung for murder in northern Ivaneth. The
credence of this report is in doubt however, because new songs
and written materials with Arabella's distinctive flair
have since appeared. Whether they are actually the work of
Arabella, or simply the works of another bard publishing under
her name is unknown.
See Also: Corwin, Ivaneth, Moonshaes, Ring Realms, Sharikaar
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| arch-magi |
A mage who has mastered all the primary ranks of magical
spells. The term is a reference title only as the
wizard/sorceress so deemed will not refer to themselves as an
'arch-magi'. Lore-mage, Elder lore-mage, and Grand
lore-mage are the titles attributed to mages of even greater
ability than an arch-magi.
See Also: elder, mage, magic
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| archmage |
A term to classify the highest order of magical skills. When
a magic-user attains archmage status they are said to be
"master" mages and can utilize all common schools of
magick.
See Also: magic
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| Arcturan, Meridian |
Master of the Ring Realms death spectacles. Meridian's
true origins are unknown, as is his age. Collected historical
accounts agree that he is at least 1000 cycles old, and has
made extensive use of longevity magicks to extend his life.
Though undoubtedly insane, Meridian is still a brilliant
magician and the author of a number of breakthroughs in the
development of magical weaponry. It is his ongoing development
of magical offensive capability that is so feared by his
servants. It is known that in his earlier years, Meridian
participated in the death spectacles to hone his skills on live
targets. Meridian has no known living family.
See Also: Ring Realms
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| Areth Jalt |
See Jalt, Areth. |
| Argos, Nethra |
Eternal and alpha rank member of the protectorate serving as
tactical commander. Nethra's spirit talisman is called
Nova. The weapon's primary ability is to create and control
dimensional gateways. Nethra's current surrogate is Talorin
Falor. Algernon D'Tarin served her for a short time but due
to disagreements decided to serve Garn Ellon instead. Nethra
and Tal share an interesting chemistry that most of the other
Shael Dal simply don't understand. The burly man is
extremely casual around the powerful eternal, and the two
engage in flip conversation that rarely belies the seriousness
of what they are doing. Regardless of how it
"sounds", it can never be questioned that Tal gets
the job done for her.
See Also: Alpha, Band Of The Crescent Moon, D'Tarin, Algernon, Ellon, Garn, eternals, Eternity, Falor, Talorin {Tal}, metapathy, Nethra, Nova, Shael Dal, time guardians
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| Ariok, Dominique Kalan |
Daughter of Gabriella Sarn Ariok and Sarok Ariok. Like her
mother Dominique was turned to vampirism to survive in the
Silissian campaign against the servants of Kali. Dominique was
trained from birth to be a warrior specializing in the
destruction of the minions of Kali. She is a renowned
blade-master and with her extended lifespan, she turned to
magic and became a loremage as well. Unlike her mother,
Dominique was not a willing vampire, she was forced into it by
her mother. Centuries later when this condition was a removed,
it remains a point of friction between them. (Ah, the drama of
having an evil dragon-draining vampire for a mother!) As a
result, Dominique was always closer to her father, who as one
might imagine was no angel either if he took a vampire as his
wife.
Through a complicated series of events, Dominique
attempted to free her mother after she had been captured by
Dorian and Cassandra, and the evil purified from her. Not
knowing what had been done to her mother, Dominique was quite
surprised when her mother turned on her and assisted in her
capture. Dominique too was turned from the darkness, and the
vampirism that had been forced on her reversed. Many cycles
later through a gradual campaign of persuasion, Dominique has
slowly become friends with members of the Felspar clan. Though
no-longer a vampire, she is still a 'vamp', and
characterized by her smooth and lascivious dialogue, it goes
without saying that she still likes whips and chains... but
that's another story.
For a number of cycles, Dominique and Tal Falor
were an "item" and both did a tour of duty in the
Shael Dal where the lady began to like the role of the hero.
She and Tal split up on friendly terms in 1087 N.I.S.
Dominique's exemplary contributions to the Protectorate
were significant enough that she was asked to continue being a
contributing member.
It was through her involvement with the
protectorate that Dominique came into contact with the Kriar
high counsel Marna Solaris. She and the Kriar became fast
friends in the wake of her recent separation from Tal. Later,
she and the Kriar lady became lovers. They eventually married
when Marna underwent renewal. (Kriar periodically change sexual
identity-- so Marna took on the identity of Marn--a male
Kriar). Dominique has one child by Marna which she
foathra'd when Marna was still female, a boy named Celaesh.
Dominique has been teaching the Kriar matriarch
magic, in return she has been learning Kriar warp-science and
gate control. The woman's already formidable mastery of
magic intertwined with Kriar super-technology make her one of
the most dangerous creatures in the Ring Realms.
See Also: Ariok, Gabriella Sarn, Band Of The Crescent Moon, dragon, eternals, Eternity, Foathra, Falor, Talorin {Tal}, Felspar Clan, Felspar, Cassandra Kel'Ishtauri, Ishtarvariku, Dorian Degaba, jyril/kriar war, kriar, loremage, metapathy, magic, Ring Realms, Shael Dal, silissian, Solaris, Marna (Counsel) (Vatraena), time guardians, warp
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| Ariok, Gabriella Sarn |
The Dragon Queen of Silissia. This great elder's true
name (Drakka'Tah) is known only to a few. Gabriella was
born sometime during the infancy of the Silissian old world,
approximately 14,000 cycles ago. She was the sole survivor when
the Kali cult over-ran her village and staked out her family.
Swearing vengeance, she undertook a campaign against the
followers of the death goddess that lasted close to five
millennia.
Early in her history, Gabriella turned to
vampirism to get the strength and lifespan to continue her
vendetta. Gabriella is known as the Dragon Queen because unlike
typical vampires who feed on humans, her targets were typically
dragons both for the amount of blood and their power. It is
unknown how she gained the power to prey on dragons in such a
fashion, but it surmised she gained this ability (curse?) from
one of the three orbs of dragon-kind.
In her later years, Gabriella had the misfortune
of crossing some of the Band of the Crescent Moon. After a
number of clashes, the elder was eventually captured by the
combined efforts of Dorian Degaba and Cassandra
Kel'Ishtauri. With the power of grand magicks, Gabriella
was turned from darkness to serve the light. Regardless of her
new 'outlook', Gabriella is uneasy ally of House
Felspar and the regime of Isis. After her 'conversion'
Gabriella shared a close bond with Dorian, and two are fast
allies. Dorian, along with her daughters Cassin and Annawen,
serve as Gabriella's magical apprentices.
Gabriella has four living daughters: Dominique,
Gabrin, Sabella, Sarokirin. Her only son, Sarok, died in a
conflict against her. Before her capture and conversion,
Gabriella acted occasionally as an agent for Aarlen Frielos.
Gabriella plays a significant roll in the story of Savant's
Blood.
See Also: Ariok, Dominique Kalan, Band Of The Crescent Moon, dragon, elder, Felspar, Cassin Kel'Ishtauri, Frielos, Aarlen, Felspar, Annawen Kel'Ishtauri, Felspar, Cassandra Kel'Ishtauri, goddess, Ishtarvariku, Dorian Degaba, Isis, savant, Silissia, silissian
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| arminwen |
Elvish. Respectful way to address a princess when your caste
and rank are inferior.
See Also: elvish
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| artificial-intelligence |
Any synthetic thinking simulation esp. in regards to
computer software and hardware which emulates the process of
problem extrapolation and solution.
See Also: hardware, software
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| arwen |
Elvish. Respectful way to address a princess when your caste
and rank are superior. Queen Kalindinai would address Princess
Liandra Kergatha as "Arwen Liandra".
See Also: elvish, Kergatha, Liandra {Wren} Idun-daughter, T'Evagduran, Kalindinai (Queen), titles/honorifics
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| ascendant |
Term coined by Bannor Starfist to describe savants who have
access to their full immortal powers. "Ascending" can
take place in one of three ways. The first (and intended) way
is when a savant alpha joins with the pantheon lord who is
their beta body. Daena Sheento joins with Hella to become the
first ascendant in 'Neath Odin's Eye. As an ascendant
she had the physical potential of a pantheon lord coupled with
the mastery of a universal force.
The second way ascendancy can take place are when
a savant uses their tao-form or astral-body to overlap a
creature with immort characteristics. Wren Kergatha did this
with both Desiray Illkaren Felspar and with her mother Euriel
Kergatha. In the events of Gaea's Legacy, several savants
do this with bodies created expressly for this purpose by Marna
Solaris.
The third and last way a savant can ascend is by
having their original physical body modified to take on immort
characteristics. This happens to Bannor during the course of
Gaea's Legacy after his tao-inhabited body created by Marna
is destroyed and his original body is heavily damaged.
Ascendants gain power over time and with
experience. Daena, though her body was technically inferior to
those possessed by the created ascendants was more powerful
because her tao was in complete synchronous with her body.
See Also: Allfather, Alpha, Band Of The Crescent Moon, Felspar, Desiray Illkaren, Gaea, Hella, immortal, Kergatha, Euriel Idun-daughter, Kergatha, Liandra {Wren} Idun-daughter, Loki, megapsions, Odin, savant, Sheento, Daena, Solaris, Marna (Counsel) (Vatraena), Starfist, Bannor, tao
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| Asgard |
The city within which the pantheon lords of the Aesir live.
See Also: Aesir
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| asgardian |
A person who lives in or is a citizen of Asgard. In the
mythical sense, Asgard is only inhabited by the gods, their
immediate servants, and slain warriors. Actually, there are a
great number of LIVE people who live in the region. Asgard is a
territory within the dimensional space known as Gladshiem.
See Also: Asgard, Gladshiem
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| astral plane |
The astral plane is an alternate interpretation of real
space. This "space" overlaps real space and is
essentially out of phase. The phased nature of the astral plane
keeps the majority of physical creatures from actually existing
in this state. Many powerful creatures possess and "astral
presence" which is metaphysical extension of their
physical bodies. This extra-planar presence allows them to
operate many physical spaces simultaneously.
See Also: ethereal
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| astral-presence |
The reflection of a creature's psyche and magical power
within the astral plane.
See Also: astral plane
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| astral-scape |
See astral plane. |
| astrogating |
(also astrogation) Used to describe the piloting
(navigation) of a vessel capable of space flight.
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| astrogators |
Used to describe someone proficient in astrogation.
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| Athena |
Pantheon lord, goddess of wisdom.
See Also: goddess
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| Aurra Levon |
See Levon, Aurra. |
| avatar |
A creature who has been bonded to another through avatarism
(c.f.)
See Also: avatarism
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| avatarism |
A magical/telepathic process by which a creature of greater
power may share or channel its energies into one or most host
bodies. The deities of the pantheons most commonly use this
technique to channel into the figureheads that command their
legions of followers. The Eternals use this ability with the
Shael Dal. The Time Guardians also use this technique with the
Talisman elite. Though this magic is generally used by beings
of extraordinary power, upper echelon mages can also use it for
various purposes. There are various forms of avatarism, from
the forced domination of a host called 'succorunding'
to binding rituals and channeling through magical foci.
See Also: eternals, metapathy, magic, Shael Dal, telepathic, time guardians
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| Azimuth |
Dagger of flight belonging to Cassandra Felspar. Cassandra
loans this weapon to Wren Kergatha for self defense. Through
their unique magical properties, daggers of flight can be
thrown as much as quintuple the distance of a ordinary dagger.
They are exceptionally accurate and well balanced. The most
valued ability is the magical 'returning' or
'summoning' power they possess. If the person has said
the weapon's name prior to taking possession of it, they
may call the weapon's name... in so-doing, the dagger
vanishes from wherever it currently is and appears in the
caller's outstretched hand. Depending on the particular
flight weapon, this can even work across dimensions.
See Also: ascendant, Band Of The Crescent Moon, Felspar, Cassandra Kel'Ishtauri, Kergatha, Liandra {Wren} Idun-daughter
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| Azir Kergatha |
See Kergatha, Azir. |
| Azygos, Theln |
Theln is one of a few true-blood Kriar mages with a mastery
of magic. The exact nature by which Theln apprenticed in magic
is unknown, but her treatises on magic and formalized rituals
for it date back more than a hundred millennia. She is credited
with applying scientific principles to the study of magic, and
devising the first "universal standards" in the
symbolic representation of spells and arcane bindery.
Theln served in the Kriar military as Dracon
legion Shal'kirin aboard a survey and construction vessel.
Theln's primary duties were as a senior time-gate engineer
leading a team to set up and maintain the Kriar gate systems. A
duty that was traditionally dangerous because of potential
contact with alien cultures during the installation of the
portal hardware.
At some point during her tour, the ship she was on
was attacked by the eternals and forced to crash in a desert
area on the surface of a planet inhabited by the Silcanna, and
several other races. Theln was critically injured and buried by
sand. After an unknown amount of time spent in stasis, storm
winds uncovered her body and allowed her to revive.
Unfortunately, her injuries were sufficient to damage her
matrix stones, the result being that her memories were not
properly regenerated along with her body.
The Kriar woman experienced several bad encounters
with the human-kind of that world, her gold-skin and black-eyes
marked her as a demon. She eventually found refuge amongst the
more civilized elves. It was from the elves that she learned
magic. Without the precepts of her technical upbringing to
hamper her mind, she was a blank slate upon which the elven
sorcerers could impress arcane information with startling
speed. Despite having forgotten her past life as a Kriar
warrior, she had Kriar matrix "magic" in her body,
and synapse array training and eidetic memory in her mind.
Coupled with an elder's poise and discipline, this made her
the "ultimate" student.
By the time the Kriar became aware that one of
their chief gate engineers had actually survived the
Kriar-eternal war, she was already one of the most experienced
and powerful mages in all of the Ring Realms. Her intimate
knowledge of timegate portal technology, her time-diving
talents, and Kriar warrior training coupled with dozens of
millennia of survival on hostile magic-centric worlds made her
a figure of truly astounding personal power. She was a near
perfect synthesis of magic and technology, with an time-gate
engineer's understanding of the fundamental laws of cosmos
bound to millennia of arcane discipline and understanding.
Already fascinated by magic through their contact
with Cassandra Kel'Ishtauri, the Kriar saw in Theln a prime
opportunity to learn the art from one of their own. However,
they were to be disappointed as she had absolutely no interest
in sharing the knowledge that had been earned through the
shedding of her blood. Attempts to coerce the powerful mage
proved equally fruitless as she was simply to powerful to
easily contend with.
It was Theln's original teacher Eladrazelle
Delarn who finally managed to persuade Theln to budge a little.
However, even this beloved teacher's persuasion netted
minimal results.
Theln finally agreed to work with Eladrazelle,
Marna Solaris, and Gwensulin Techstar on a new magical project.
The project has been kept top secret. However, Cassandra
Kel'Ishtauri is on record as surmising that it has
something to do with a magical vaccine to prevent the Jyril
from ever cursing the Kriar again.
See Also: Band Of The Crescent Moon, Delarn, Eladrazelle, demon, elven, elves, eternals, elder, Felspar, Cassandra Kel'Ishtauri, hardware, Jyril, jyril/kriar war, kriar, matrix stone, mage, magic, Ring Realms, stasis, Silcanna, Solaris, Marna (Counsel) (Vatraena), Techstar, Gwensulin, timegate
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— B — | From Baergath To Caan lajaar
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| Baergath |
One of the technical officers of the Kriar Crisis
Contingent. A piece of debris breaks the tractor beam that was
pulling him in, cutting him loose into the gravitational well
of the anomaly the team was trying to shut. Ivral Techstar and
Eclipse Shargris rescue him. Eclipse sacrifices himself so that
Ivral and Baergath can make it back to the ship.
See Also: jyril/kriar war, kriar, Shargris, Eclipse, Techstar, Ivral
|
| Baldur |
One of the Aesir pantheon lords, his name means "The
Glorious". He was also called the "god of tears"
and the "white as". Balder, the son of Odin and
Frigg, was described as a very handsome and wise god. Some
consider him to be a god of light since he was so bright, light
shined from him.
Balder's wife is Nanna, his son is Forseti.
Balder and Nanna lived in Breidablik [The Broad-Gleaming],
where nothing unclean could be and there were "fewest
baneful runes". Breidablik had a silver roof on golden
pillars.
Balder is said to be invulnerable because all
living things had agreed not to hurt him (except mistletoe).
Balder is seriously injured in a combat with
Daena Sheento and Janai T'Evagduran in the story of
'Neath Odin's Eye. This obviously throws some salt on
the myth that he cannot be hurt.
See Also: Allfather, Aesir, combat prowess, god, Odin, Sheento, Daena, T'Evagduran, Janai (2nd Princess)
|
| Balhadd (King) |
Lord of South-Realm. The older of a pair of brothers who
were involved in 10 summer long blood feud that took close a
100,000 lives. Balhadd and Iggerd were brother regents of
Corwin, that broke away to form their own kingdoms when the
borders of Corwin began to collapse. The King of Corwin was
never happy with the separation but with the now limited funds
and troops at his disposal was unable to force the two rebels
to rejoin the kingdom. Thereafter the Corwin monarch began a
decade long campaign of propaganda and bribery to turn Iggerd
against his brother.
In 1070, backed by Corwinian funds and military
advisers, Iggerd, began an aggressive take-over of South Realm.
South Realm, without the benefit of funds and military
experience, could mount only a token resistance and resorted to
desperate measures simply to keep from being overrun. South
Realm did eventually fight back and win when King Tradeholme
lent the support of the Ivaneth regulars and cavalry. By the
time the conflict was over, both kingdoms were in ruins and the
people in chaos. The territories of North and South realms
eventually ended up being absorbed into the Monarchy of
Ivaneth.
See Also: Corwin, Ivaneth, Iggerd, (King), Tradeholme, Edmund (King)
|
| Baltizaar |
The oldest of the Kriar 'Henges'. Examination of the
materials place its construction as far back as 200 million
cycles. These henges are permanent gates built by the Kriar in
order to facilitate moving from star to star. These gates also
act as eyes and ears, collecting data on activity in the
surrounding regions of space. How many gates exist is unclear
because in some instances they move in both space and time.
Exactly how this is accomplished or whether this is even
intentional on the Kriar's part in unknown. Surveys
performed by the Protectorate project no less than 64 planetary
based gates distributed through known space.
See Also: data, eternals, Eternity, jyril/kriar war, kriar, metapathy, time guardians
|
| Band Of The Crescent Moon |
The dubbed name for a famous (infamous?) group of
adventurers who primarily hailed from the city of Ivaneth. The
band's initial membership consisted of close to twenty
members who undertook a quest to Silissia. Of that first group
only Cassandra the mage, Keven the Cleric, Tab the bard,
Skyweir the monk, and two dwarves named Gimli and Talcabot
survived. Having had their fill of Silissia, Tab and dwarves
temporarily retired.
Cassandra, Keven, and Skyweir were the anchor
members of new group that eventually came to include Karsk,
Algernon, Desiray, T'Gor, Edrick, Oorcee, and Giquikor.
This group was far more successful than the previous and went
on to some fame. Later, Tab, and the dwarves rejoined, along
with Rogon, Ranfast and others whose lives were to end
prematurely. Some fifteen cycles later the band was still
operating out of Ivaneth. Their membership grew again with the
addition of Gondor Degaba, DacWhirter Ironfist, Beia Targallae,
Bertram Tarrantil, Damrosil Terranath, and Ivan Bluefoot. By
this time several of the original members had married, some
with children who were approaching adventuring age themselves.
By the time the band confronted Hellzan, Terra
Karlin and Cerilaan Mercend had also joined; Karsk, Tab, Gimli,
Talcabot, and Keven had moved on to pursue other interests.
During the events of A Knot in Time, the active membership of
the band currently consists of Beia Targallae, Damrosil
Terranath, Desiray Illkaren-Felspar, Cassandra Kel'Ishtauri
Felspar, Dorian Degaba Ishtarvariku, Algeron D'Tarin,
Bertram Tarrantil, T'Gor & Tigress D'Shar, Tal
& Terra Falor. The Band is without a doubt the most
powerful force on the face of Titaan. The treasure troves of
its core membership outstrip the coffers of even the biggest
kingdoms. Four of its warriors possess Shaladen blades. If that
weren't enough, though venerable, some of the older
membership are still alive and able to create havoc. Because of
their kingdom crushing power, the Band opted in recent years to
take their operations off world to prevent having to play
favorites with the different kingdoms where they do trade and
have family.
See Also: D'Shar, T'Gor, D'Shar, Tigress, D'Tarin, Algernon, Dwarf, Felspar, Desiray Illkaren, Falor, Talorin {Tal}, Falor, Terra Karlin, Felspar Clan, Felspar, Cassandra Kel'Ishtauri, Golondrax, Garadhyr, Hellzan, Ironfist, DacWhirter Varon {Dak}, Ishtarvariku, Dorian Degaba, Ivaneth, Lexaron, mage, Melakanir, magic, Olimbril, Oorcee, Shadowstalker, Ranfast, shaladen, sil'matra, Silissia, Skyweir, Targalle, Beia {Regaura} (Queen), Tarrantil, Bertram, Terranath, Damrosil, Titaan, Xersis
|
| Baronian |
A race of created warriors whose true origins remain
unknown. They are humanoid in nature but appear to be the
product of an extensive breeding and isolation program.
Baronian warriors and mages are renowned for their physical
endurance, pain tolerance, and mental faculties. In addition to
simply being physically strong and durable, Baronians also
possess the ability to metabolize raw energy which can be used
to power spells or even heal wounds.
Accounts of Baronian culture is that they are a
slave race to a group of beings known only as the
'masters'. Within the Baronian hierarchy, females are
primarily considered chattel, with certain prominent members
able to earn free status through outstanding service to the
various war causes. What little is known about the Baronians
was gleaned when a party of Protectorate warriors accompanied
Vatraena Marna Solaris and her aides to the Kriar Homeworld of
the Karanganoi. There they discovered a force of Baronians had
over-run and enslaved the entire Kriar civilization. In return
for information and cooperation, Tal Falor made an agreement
with a group ten Baronian slave women to help them escape. Tal
kept his word and these slaves were broken free. These females
now work in the employ of Isis. Notably among this group is a
female warmage named Luthice who is the blood sister of
Senalloy who Corim Vale frees from Rakaar.
See Also: Band Of The Crescent Moon, Corresont, Senalloy Moirae, energy, eternals, Eternity, Falor, Talorin {Tal}, Homeworld, Isis, jyril/kriar war, kriar, karanganoi, Luthice, metapathy, magic, Steelsheen, Rakaar, Solaris, Marna (Counsel) (Vatraena), time guardians, Vale, Corim Erik, warmage
|
| Barony Of Tenax |
See Tenax (barony Of). |
| battleblade |
Something of a misnomer, all swords are designed for use in
combat. A battleblade is a weapon designed for PROLONGED use in
battle. Typical swords have a lifespan of only a few serious
combats before breaking (or the edge blunting). Only specially
tempered metals have enough resilience to retain their edge and
rigidity for any significant amount of actual abuse. This is
historically what set Saracen steel and the folded designs of
Japanese samurai swords apart. A battleblade is weapon that has
these resilient qualities.
See Also: battlesword, combat prowess
|
| battleform |
A shape that can be assumed by certain high order immorts.
Mass is accumulated from interdimensional storage, and the body
of the immort becomes extremely dense (like metal). The immort
becomes immune to most forms of normal weaponry and many bodily
functions operate on different rules (the need to breath,
bleeding is greatly decreased). Battleform grants incredible
physical strength, but the mass and insensitivity make it
unwieldy and useful only in a select number of situations.
See Also: interdimensional
|
| battlemind |
Used to describe a mental focus technique that allows a
warrior to perceptually slow the apparent movements of enemies
in battle. This is in perception only. In actuality, this
technique taps into the fight/flight responses in the mind to
create the accelerated state (that stopped in time sensation)
that people experience when frightened or angry. The main
difference is that battlemind is a controlled discipline that
taps into those primal instincts rather than falling prey to
them.
|
| battleskins |
A slicked and hardened armor of animal hides, typified by
their lightness and resilience to puncture wounds. Though they
do not provide the protection of metallic armor, they do offer
greater mobility. Bannor Starfist utilized this kind of armor
for most of his career as a ranger for the Barony of Tenax.
See Also: Starfist, Bannor, Tenax (barony Of)
|
| battlestaff |
Used to describe a staff that has been fitted with heavy
metal shods, often installing cudgel balls, blades, or spikes
into the ends of the weapon to make it more effective in
combat.
See Also: combat prowess
|
| battlesword |
This is an alternate usage for battleblade. See battleblade.
See Also: battleblade
|
| Beia Targallae {Regaura} |
See Targallae, Regaura.
See Also: Targalle, Beia {Regaura} (Queen)
|
| belkirin |
Combat grade rank in the Kriar military equal to a
commander. See also Kriar Ranks.
See Also: combat prowess, jyril/kriar war, kriar, kriar ranks
|
| bellonn |
Combat grade rank in the Kriar military equal to a junior
lieutenant. See also Kriar Ranks.
See Also: combat prowess, jyril/kriar war, kriar, kriar ranks
|
| belthane |
Combat grade rank in the Kriar military equal to Chief petty
officer. See also Kriar Ranks.
See Also: combat prowess, jyril/kriar war, kriar, kriar ranks
|
| Benwarr, Zarthel |
Eternal and alpha rank member of the protectorate that
serves as a subject matter expert on magic and technology (and
the commingling of said same). Zarr is the Protectorate mage
who imbues honorary shaladens with the ability to tap into the
power of the eternal for whom a surrogate is serving.
See Also: Alpha, eternals, Eternity, mage, metapathy, magic, time guardians
|
| Bertram Tarrantil |
See Tarrantil, Bertram. |
| Bertrand Kirnath Valharesh |
See Valharesh, Bertrand (lord). |
| betas |
Betas (plural) usually refers to one of the pantheon lords.
See Alphas.
See Also: alphas
|
| Bifrost |
The rainbow bridge. The mystical connection between the Ring
Realms worlds and Gladshiem, the home dimension of the pantheon
lords of Asgard.
See Also: Asgard, Gladshiem
|
| Bilskirnir |
Name of the great hall wherein the pantheon lord Thor lives
with his wife Sif.
See Also: Thor
|
| biome |
Generic term used in referring to any unit of life
regardless of its sophistication.
|
| biophase |
A form of energy that can be tapped by the proper magical
rituals. This energy is often used to dispel fatigue and
reinforce the body. Mages utilize it to boost the efficiency of
their spells.
Utilization of biophase has a strong euphoric
effect that makes its use dangerous. Despite the hazards,
biophase is one of the commonly manipulated powers in
"carnal energies".
See Also: carnal energies, energy, magic
|
| biosphere |
The sum total of a planet's biological and ecological
systems.
|
| bit |
The smallest unit in computer memory. 8 bits to a byte.
See Also: byte
|
| black-hole |
A star which has grown old and collapsed in on itself
leaving nothing more than gravity well in space.
|
| blackhorn |
An antelope-like creature that bares a startling resemblance
to a deer.
|
| Blackstar |
Mountain in the eastern border of Malan. Home of the largest
dwarven community on Sharikaar.
See Also: dwarven, Moonshaes, Malan, Sharikaar
|
| Blackwater |
Town in the north-eastern reaches of the Barony of Tenax.
The town sits at the foot of the pass that leads through the
Radigast mountains.
See Also: Radigast Mountains, Tenax (barony Of)
|
| blaster |
Generic science fiction term (space opera) for any of many
weapons which fire pulses of destructive energy.
See Also: energy
|
| bleater |
Given this name for the bleating sound young ones make.
Could be mistaken for a sheep if you were on earth.
|
| bloodguard |
The "Bloodguard" is a the name of a group
of created Valkyrie's who serve Odin. The Bloodguard
and the "Chosen" sisterhoods are bitter rivals in
their service to the Aesir.
See Also: Allfather, Aesir, Odin, valkur, valkyrie
|
| bloodsong |
A kind of magical charm that is actually an infection of a
victim's blood by the spiritual power of a vampire lord. A
victim is typically infected by the bite of a vampire. In this
unusual case, something is being put IN as opposed to the blood
being sucked out (though the vampire might snack a little in
the process of doing this).
The bloodsong can be used in a number of ways by
a powerful vampire. In general, it allows them to control the
victim. It allows them to know their thoughts, to sense their
location, and spiritually possess that person in a way that is
similar to avatarism. The bloodsong is extremely difficult to
expunge from a victim's body once infected.
Gabriella Sarn Ariok infects Wren Kergatha with
bloodsong in order (according to her) protect Wren from the
advances of the D'klace sisters, Sindra and Drucilla
Frielos.
See Also: Ariok, Gabriella Sarn, ascendant, avatarism, D'klace, Frielos, Drucilla, Frielos, Sindra, Kergatha, Liandra {Wren} Idun-daughter, Masters Guild
|
| bloodspar |
A bloodspar is a powerful form of magic bow. The only more
powerful bows are called shadowspars. Both of this
"class" of magical weapon draw upon the life-force
and native willpower of the wielder to enhance the accuracy and
damage of the arrows they fire. Only truly skilled archers can
use them because of the nature of the powerful magicks within
them. Irodee De'Falcone uses a bloodspar bow.
See Also: De'Falcone, Irodee, magic
|
| bloodwood |
A wood characterized by its reddish color and fragrant odor.
Mostly a decorative material.
See Also: redbark
|
| Bomarc |
Name of one of the flying steeds (Pegasai) brought back from
Gladshiem by Laramis. Wren's father, Vanidaar, poses as
bomarc in order to accompany Bannor to his meeting with Hecate.
See Also: De'Falcone, Laramis, Gladshiem, Hecate, Kergatha, Liandra {Wren} Idun-daughter, Kergatha, Vanidaar, pegasai, Starfist, Bannor
|
| bonewood |
A very pale wood that might be confused with the earthly
white alder tree.
|
| borderland |
The territory in Ivaneth along the borders of Corwin and
Malan.
See Also: Corwin, Ivaneth, Malan
|
| borderlanders |
People who live in Ivaneth's borderlands territories.
See Also: Ivaneth
|
| boreshafts |
A term used by the Kriar when discussing the places where
openings were made (or bored) from real-space into subspace for
purposes of placing an inter-spacial/interdimensional gate
interface.
See Also: interdimensional, interface, jyril/kriar war, kriar, real-space, subspace
|
| boresite |
To the Kriar, this is a location where a gate is destined to
be placed.
See Also: jyril/kriar war, kriar
|
| bounce shaft |
A Kriar technical artifice that generates an inertia field,
essentially rendering matter in the tube 'mass-less'.
This is an effect similar to anti-gravity but works on a
different principle. Anti-gravity eliminates weight but not
mass. Inertialessness eliminates mass but not weight, which
means the effects of kinetic discharge (damage caused by
impact) is neutralized.
See Also: inertia, jyril/kriar war, kriar
|
| brainstone |
A Kriar technical artifice worn by most Kriar. The
brainstone is the central intelligence of the living technology
that Kriar imbued in their bodies. This stone is essentially a
living computer that is concerned solely with maintaining the
Kriar's health. These functions include regenerating
damaged tissues, putting the body in stasis when threatened,
and providing protection in hostile environments. Depending on
the kind work the Kriar does, the brainstone may have many
other capabilities. See also matrix stone.
See Also: jyril/kriar war, kriar, matrix stone, stasis, stone
|
| Branager's River |
River originating from Varheath lake, and passing through
the Sulfur and Hades flats. Branager's river eventually
empties into the the Karameth river which marks the eastern
edge of the Corwin leg of the borderlands.
See Also: Corwin, Hades, Varheath Lake
|
| Bravadura |
A city on the coast in the territory formerly known as South
Realm.
|
| broadpaw |
A large heavy-set furry omnivore that inhabits forests and
mountain areas. On earth, you might confuse one for a bear.
|
| Brondheim |
A mountain peak in Asgard used as point of reference before
the great battle with the High Jury.
See Also: Asgard
|
| byte |
(in computers) a logical grouping of bits (8) which comprise
one standard character of memory or disk storage.
|
|
— C — | From Caan lajaar To D'Casar, Meliandri
|
| | |
| caan lajaar |
The name of a formalized sword fighting style favoring a
single weapon. The Lajaar is flexible defensively oriented
sword style that stresses 4th circle techniques.
See Also: combat prowess
|
| cada |
A common Kriar acknowledgement, usually in response to
'Saeba' c.f. It's meaning is 'I am well' or
'fine'.
See Also: jyril/kriar war, kriar, saeba
|
| calc |
Short for calculation (standard form in techy talk).
|
| Candleshire |
City in the borderlands of Ivaneth.
See Also: Ivaneth
|
| Carellion Lothlarian |
Pantheon lord, god of the Elves.
See Also: elves, god
|
| carnal energies |
This term is used to describe a "science"
developed by psionically and magically endowed individuals who
engage in a heightened form of relations (sex). The pleasure
centers of the brain can be stimulated directly and indirectly
through various means to create levels of titillation far
beyond what is possible through normal mundane means. (This
mechanism can also be used to harmlessly render a creature
unconscious, but that is more of a side affect.) In addition to
affecting the brain, certain energies can activate the nerve
endings in the skin to create sensations that simply cannot be
duplicated any other way-- not to mention being able to effect
multiple erogenous zones simultaneously in ways that would
otherwise be impossible.
In addition to that described above there are
energies (such as biophase) that when passed through the body
create intense euphoria. Experts in "carnal
projection" become connoisseurs of these energies knowing
the strength and intensity needed to mesmerize a partner.
As with all pleasurable things, there is a
downside. Use of carnal energies can be incredibly addictive.
Additionally, a certain amount of tolerance can be built up to
their use as the body adjusts. There can also be
psychological/physiological withdrawal equal to (if not
exceeding) that of drug use. As greater and greater reliance on
this mode of relations ensues, a person is ultimately
"ruined" to normal relations. After all, who can go
back to the ordinary bump and grind when you've experienced
a galaxy exploding in your body...???
Through the use of bloodsong and powerful carnal
energies, Gabriella "charges up" Wren Kergatha to the
point that carnal energies could not be used to incapacitate
her. This created great concern in Desiray Illkaren Felspar and
Cassandra Kel'Ishtauri Felspar because of the threat of
withdrawal.
Use of these energies is heavily responsible for
the complex relationships found in the Felspar clan.
See Also: Ariok, Gabriella Sarn, ascendant, biophase, bloodsong, Band Of The Crescent Moon, Felspar, Desiray Illkaren, Felspar Clan, Felspar, Cassandra Kel'Ishtauri, galaxy, Kergatha, Liandra {Wren} Idun-daughter
|
| casawen |
Name used by Cassin Kel'Ishtauri Felspar to refer the
composite entity she feared that she and her sister might
become. see Felspar, Cassin Kel'Ishtauri.
See Also: Felspar, Cassin Kel'Ishtauri
|
| Cassandra Kel'Ishtauri Felspar |
See Felspar, Cassandra Kel'Ishtauri. |
| Cassin Kel'Ishtauri Felspar |
See Felspar, Cassin Kel'Ishtauri. |
| cassopeia |
A name used by Gaea to address Cassandra Kel'Ishtauri
Felspar. It is assumed that this is Cassandra's birth name
as opposed to the name she goes by.
See Also: Band Of The Crescent Moon, Felspar, Cassandra Kel'Ishtauri, Gaea
|
| Cataract |
Shaladen blade and spirit talisman of the eternal Jarella
Kepsforia. Cataract confers the ability to "imprison"
an opponent within a dimensional bubble. Very few creatures in
the universe have dimensional powers strong enough to breach
this prison. The wielder can remove a captured creature at
will. The limitation of this imprisonment is that the power
takes several moments to invoke. Cataract also confers an
immunity to similar kinds of imprisonment powers, as well as
kind of escape ability that prevents any kind of hampering of
the wielder's movement (an ability sometimes referred to as
"free action").
See Also: Golondrax, Garadhyr, Kepsforia, Jarella, Lexaron, Melakanir, Olimbril, shaladen, Xersis
|
| Ceraph Miratha Silkere |
See Silkere, Ceraph Miratha. |
| character inspirations |
In some cases, the original character idea came from the
mind of someone other than the author. A number of Ring Realms
characters have their roots in role playing games. In a few
cases, some of these characters have over 50 game years of
actual role playing time. To say that these inventors know the
personalities well would be an understatement.
The appearance of these characters in the Ring
Realms is at the consent of their creators, and you can be
certain that these people are fairly picky about the portrayal
of their alter egos. Something which is both a delight and a
headache to yours truly. Sometimes actors
just don't get it-- they can't ALWAYS be
the hero! Sometimes a little artistic license is necessary for
the sake of the story...
At the time of this writing, the notables whose
personalities appear in different works include:
Brad Trusso : Talorin Falor--
Brad was (is) the player for whom the term "brute
force" was invented. Many of Talorin Falor's memorable
first liners are direct quotes from Brad. "Dammit, these
dandelion eaters gotta learn that 'force' is fraggin
verb, not a noun!"
Don "D.J." Allen :
T'Gor & Tigress D'Shar-- he also engineered the
"escape" of Beia Targallae from death spectacles, put
the "bite" on Daladar, and breathed real fear into
the enemies of the Shaladen Korvel.
Glenn Boardman : Giquokor,
Oorcee-- Put simply, a brilliant role-player who can create
some of the most memorable (and annoying) personalities you
will ever come across. The author hopes that Glenn will pursue
writing in a more traditional format someday. He does some
great things with scripted dialogue.
Jamie Hoyt : Damrosil
Terranath-- Jamie is the undisputed Queen of Chaos. Nothing was
sacred and certainly nobody was safe. Voted most likely to do
something unexpected. She's also famous for surviving in
situations where someone less lucky would have simply expired.
"Crazy Luck" barely begins to capture the odds she
bucked on numerous occasions. For those not familiar with
gaming, it can be made clear with this example: Take a
twenty-sided polyhedral dice. Now, roll it six times and have
it come up 20 every time. Do the math. (It's 1-in- 64
million if you were wondering). To do it once in your life
would be miracle enough, she strung together six one night, and
five on another occasion, there were at least five other
evenings with 3 in a row (1-in- 8000 chance). It's not just
crazy luck-- it's downright scary.
A memorable quote: "That bastard! I kick him
in the GROAN!"
Kaye Boardman : Aarlen
Frielos, Algernon D'Tarin, Annawen Felspar-Ishtarvariku,
Bronawyn Illkaren-Shadowstalker, Cassandra Kel'Ishtauri,
Darin'Kel & Eviria Degaba- Istarvariku, Desiray
Illkaren, Elsbeth Crowninshield, Gabriella Sarn Ariok,
Jolandrin Illkaren-Steelwood, Sebenreth Illkaren, Sindra &
Drucilla Frielos, Vulcindra Skybane... Others...
Kaye is a special contributor in that she
invented many of the socio/political frameworks in which some
of these narratives play out. She can be credited with the idea
for the guardian triumvirate, the alliance star-systems, the
techno- magic war and more. She described so many ideas and
fleshed them out to such an extent that the author wishes she
write her own darn books! ;-)
That's a good question, Kaye, why *AM* I
writing your stories for you? Fans of her characters should
email her and ask her themselves. I think I'll hide a link
to her email someplace...
Lee Greenway : Meridian
Arcturan's early guises-- and the idea for the "Death
Spectacles". Where Jamie was the homecoming Queen of
Chaos, Lee was the King. Some would argue that he was the Queen
of Chaos as well (but that's another story). When those two
were together, and they were on MANY occasions. Plan for a
story to get a little- bumpy.
Robert Schreffler : Halaren
Ranfast, Ranfast Shadowstalker-- who has a certain emporium in
Ivaneth... That Wren knocks off. Robert was (and probably still
is) the model of the temperamental "artiste". Though
the characters he created are not in the stories, many of his
ideas and insights into magic (and shape-shifters in
particular) are the fundamental framework for behaviors of many
personalities in the different novels and stories.
Virginia "Lyn"
Neylon: Tiernia Nirvanae - While Jamie and Lee lent
chaos and instability to the story mix. Lyn was the Cyndi
Lauper (girl's just wanna have fun) of the adventurer set.
Tiernia hasn't made it into a book- YET. She was in on some
of the most memorable moments of humor in the history of many
of these collected characters. "Tiernia leaps off the
cliff arcs out over the desert floor and... oh, yeah, I forgot-
I lost my ability to flyyyyyyyy...!!!"
See Also: Arcturan, Meridian, Ariok, Gabriella Sarn, Band Of The Crescent Moon, Crowninshield, Elsbeth, Daladar, D'Shar, T'Gor, D'Shar, Tigress, D'Tarin, Algernon, Felspar, Darin'kel, Felspar, Desiray Illkaren, Falor, Talorin {Tal}, Frielos, Aarlen, Frielos, Drucilla, Frielos, Sindra, Felspar, Annawen Kel'Ishtauri, Felspar, Cassandra Kel'Ishtauri, Golondrax, Garadhyr, Ivaneth, Kergatha, Liandra {Wren} Idun-daughter, Korvel, Lexaron, Melakanir, magic, Nirvanae, Tiernia, Olimbril, Oorcee, Ring Realms, Steelwood, Jolandrin, Shadowstalker, Bronawyn, Shadowstalker, Ranfast, shaladen, Targalle, Beia {Regaura} (Queen), Terranath, Damrosil, Xersis
|
| chebok |
Ancient Numinorian. Insulting term that translates as
"sissy" or "weakling".
|
| cheecha |
Silissian. A term of endearment usually from an elder woman
to a younger child-figure.
See Also: elder, silissian
|
| chimera |
A monster found in various parts of the realms. It is a
composite winged creature with three heads, that of a goat,
great cat, and serpent.
|
| chronal |
Used to describe anything that relates to time or event
sequences.
|
| chronal loopback |
The theoretical point where the universal chronology loops
back on itself. This concept is loosely based on the big-bang
theory which is currently being disputed because recent
measurements and Doppler effect studies show a non-uniform
placement of older and younger stellar phenomena. Since
that's reality and this is fantasy, we'll keep right on
believing time is circular in nature.
|
| chronomasters |
Another term for someone expert in time diving.
|
| chronometer |
An instrument for measuring time (generic in SF writing any
device which measures time).
|
| chronon |
A standardized unit of time which coincides with the time it
takes an electron to complete one circuit around the nucleus of
an atom. Roughly 1038 chronons occur per
second.
See Also: electron, rev
|
| Chrysandil |
Quasar Lathaan Diliaysus' true born first name. Gaea
addresses her with this name instead of her alias Quasar. Gaea
typically doesn't use nicknames or aliases. For Quasar,
this was particularly significant because it showed a
relationship between her and Gaea that other Kriar do not
share. Kriar being from outside of Eternity wouldn't
normally have any bond to Gaea but in Quasar's case one did
exist due to some events in Quasar's past.
See Also: Diliaysus, Quasar Lathaan (Tarkath), Eternity, Gaea, jyril/kriar war, kriar, quasar
|
| chyrith |
An alien race said to be an offshoot of the Jyril. The
Chyrith (allegedly) created the race of Baronians. These
mythical creatures theoretically have the power to enslave and
even destroy entire universes. See also Jyril.
See Also: Jyril, jyril/kriar war
|
| cinderwood |
A wood characterized by its charcoal coloring.
|
| Cinnibar |
Wizard in Corwin. Wren Kergatha steals his rather valuable
jewel the Mallicent gem.
See Also: ascendant, Corwin, Kergatha, Liandra {Wren} Idun-daughter
|
| clone |
A biological duplicate artificially grown from a host
creature's cells. Typically the two entities are physically
identical in all ways including memories. In SF different
processes are more or less sophisticated where memories might
not exist or existing memories are different from the host
creature. Note: Cloning is not necessarily limited to humanoid
organisms, but can be plants or animals as well.
|
| Cloudseeker, Aleesha Morae Sincrusher |
One one of the few surviving Numanorians Aleesha is an
ancient Paladin ostracized from old Numanor because of her
refusal to acknowledge or take part in the "great
experiment" that was the eventual end of Numanorian race.
Aleesha is one of the elder elite older even than Aarlen
Frielos and Elsbeth Crowninshield. Aleesha is the arch-nemesis
of the ancient evil Vulcindra Skybane, the temporal leader of
the first alliance. Aleesha's battles with Vulcindra are
legend and she is hailed as one of the few creatures not from
elder cultures able to meet Vulcindra on her own ground.
Unfortunately, evil is not fair or honorable, and Aleesha fell
to Vulcindra through duplicity. Millennia later, seeking a way
to combat Vulcindra, Dorian Degaba and Cassandra
Kel'Ishtauri discovered the ancient paladin's crypt.
Using Cassandra's powers of eternity, they resurrected the
lady paladin and later her husband. Aleesha later took up a
cause to make an end of Bronawyn Shadowstalker, a desire which
was thwarted by Eclipse Shargris who at the time was serving as
the princess' bodyguard.
See Also: Band Of The Crescent Moon, combat prowess, Crowninshield, Elsbeth, Eternity, elder, Frielos, Aarlen, Felspar, Cassandra Kel'Ishtauri, Ishtarvariku, Dorian Degaba, paladin, Shadowstalker, Bronawyn, Shargris, Eclipse, temporal
|
| Cloudseeker, Zedar |
Husband of Aleesha Morae Cloudseeker
See Also: Cloudseeker, Aleesha Morae Sincrusher
|
| Cloudshriek |
A large bird in the raptor family with extraordinary
eyesight. On some worlds they are called hawks.
|
| cloudwalkers |
A group of magically endowed mortals who had the natural
ability to fly by psychic means. The cloudwalkers were servants
of the Shadowstalker royal family prior to the kingdom's
dismantling.
|
| combat prowess |
Throughout the different Ring Realms novels there are many
depictions of fighting instruction, testing, and practice.
While most of the heroes of the realms would just prefer to sit
at home and enjoy a hot meal, a beverage and a warm fire it
just never seems to work out that way...
One of the difficulties of the chronicling the Realm's
stories is playing fair to the various heroes and heroines when
it's their turn to take center stage and acquit themselves
in battle. In the Realms (and anywhere else for that matter)
fighting ability is a synergy of five core traits: talent,
skill, experience, speed and strength. The danger or threat an
opponent poses (purely from a hand-to-hand, weapon-to-weapon,
or weapon-to-hand standpoint) can be derived from a knowing the
measure of these particulars.
TALENT: Talent is the catch-all for a
number of intangibles in assessing a particular fighter's
ability. Some individuals simply possess a natural intensity
(whether it be pure naked viciousness, preternatural calm,
incredible instincts, or some other character trait) that
allows them excel in combat, especially in times of crisis.
Talent can also come from certain innate abilities unique to an
individual (see below). A warrior's inherent fighting
talent generally gravitates toward a particular aspect of
fighting, usually offense or defense. Talorin Falor and Beia
Targallae are excellent examples of natural-age warriors who
possess extraordinary offensive capabilities. These warriors
are noted for their ability to hold their own against enemies
who are sometimes vastly more skilled and experienced . Good
examples of this are Beia's battle with Dulcere Starbinder,
and Tal's fight with Rakaar Steelsheen (both in Shaladen
Chronicles: A Knot In Time).
Wren Kergatha, the
Kel'Varan Nola, is another uniquely gifted scrapper, while
not possessing the reputation of the two aforementioned
fighters, she has demonstrated time and again an ability to
"get a shot in" when it really counted. Brilliance
on-the-run best describes her athletic survival instincts in
combat against superior opponents. This is epitomized in the
great game (Savant's Blood: Hecate's Bounty) when
Algernon D'Tarin, Tal Falor, and Damrosil Terranath all end
up losing points to her. T'Gor D'Shar, arguably one of
the best defensive fighters in the Realms almost lost a point
to her in close-quarters hand-to-hand.
On the flip side of
offensive talent is the natural ability to defend. As mentioned
earlier, T'Gor D'Shar is noted as possibly having the
best defensive instincts in the Realms. He is, as Wren
describes, a "nightmare of hard-bones and weaponry always
being in places they shouldn't be." Death Spectacle
trained, T'Gor is respected even by elders for his abundant
gifts in this capacity.
Of special note in this
category are two lesser known fighters; Bannor Starfist and
Ziedra Skyedoom-Felspar. Bannor's frustrating ability to,
as he says "simply get out of the way", is an
extension of his innate understanding of patterns. Without
realizing he is doing it, he recognizes subtle cues and body
language to anticipate attacks well ahead of their actual
execution. Bannor's almost non-existent training makes this
unique foresight only truly effective against lower echelon
opponents. It has, however, kept Bannor alive against extremely
formidable enemies who did not expect the level of defensive
resistance they received. The best examples of this are
Bannor's battles with Odin.
Ziedra Skyedoom-Felspar
is mentioned last in this section because physical combat is
usually a last resort for her. As a savant of magic,
Ziedra's immense abilities with spell-craft generally
ensure an opponent never gets close enough to take a swing. The
ishtar-nola like Bannor's garmtur gives Ziedra an innate
talent for patterns. In Ziedra's case, the patterns are in
conjunction with recognition and muscle memory. With fighting,
and nearly all sports, mastery is usually associated with being
able to reproduce, at will, particular body movements. Prime
examples of this in the real world would be a golf swing or a
tennis serve where numerous nuances and variations in the
overall execution affect consistency (i.e. it doesn't
matter how HARD you hit the ball if doesn't go where you
want it to go). The ishtar-nola enables Ziedra to exactly
reproduce a given movement or series of movements after
observing them only one or two times. This eidetic memory
coupled with Kriar quick teach enabled her to catalogue a vast
array of "text-book responses" to various attacks. As
such, only the most skilled and powerful of opponents can touch
her combat. Strength has minimal effect on her because she
executes re-directive (slipping and dodging) defenses
perfectly. Speed is the only attribute that nominally effects
combat with her, as a warrior who can throw enough attacks fast
enough can outpace her ability to recognize the threat and
perform the appropriate defense. After Ziedra received the
abilities of an ascendant, one wonders if this is any longer
even possible...
SKILL: Skill differs from talent
in-as-much as it is an acquired attribute. Skill is a measure
of training. Skill is differentiated from experience because
experience is measured in terms of actual life-or-death combat
as opposed to practice in a controlled environment. Skill and
experience are where the elders and great elders of the Realms
have the advantage. While vast life experience give most elders
the edge in this category, certain combat devotes like the
G'yaki must be noted. G'yaki training is cradle to
grave—it is eating, sleeping, and puking combat
efficiency to make the impossible almost commonplace for the
highest level masters of this devotion. The best example of
this is Vera Hoshihana's demonstration bout against
Senalloy Corresont (The Infinity Annihilator). Though smaller,
weaker, and less experienced, she more than held her own
against a great elder Baronian war-witch. Of note, this was
bare-handed combat which is probably Senalloy's weakest
fighting skill. Had this been a weapons exchange the outcome
might have been markedly different. During a short period when
Vera was granted shaladen powers and mind-shared with Bannor
Starfist, she successfully engaged multiple Kriar warriors, and
easily matched command level Kriar in toe-to-toe straight up
combat (The Infinity Annihilator).
G'yaki examples
aside, skill is definitely the bailiwick of the immortals. At
the top of this pack are the eternals, Kriar, and other long
lived races. One of the best examples of pure naked skill
belongs to Eclipse Shargris of the Kriar, the best warrior in
the entire history of their race. He is the eldest living
soldier of the Fabrista, and responsible for much of the
training regime honored by various regular and elite units.
Eclipse is a grand master of 471 distinct weapon forms ranging
from blow guns to nova-cannons. He is a bare-hand devote of 17
distinct forms of martial arts and his skill is only surpassed
by Kriar Mistress Sornai who is a martial arts specialist.
Eclipse routinely makes those of his own kind seem feeble. This
is aptly demonstrated in his fight against the Daergons when
defending Cassin (A Knot in Time). Another notable combat is
his fight with Vratague (The Infinity Annihilator), one of the
Daergon elite, where he embarrasses her in combat. This is
after Vratague has destroyed poor Sarai even with the elf lady
having the powers of Shael Dal and having the magical support
of her mother Kalindinai.
While the Kriar
technically own the skill category, the eternals are
essentially untouchable in terms of all-around fighting
ability. No amount of skill can avail you against a nearly
invulnerable being with virtually limitless strength and
endurance. Garn Ellon and Nethra Argos the eternals live in the
nightmares of the Kriar who survived the Protectorate war.
These two being responsible for the slaying of entire ships
full of Kriar.
Below the
"cosmic" level of skill come the great elders. At the
head of this pack is Vulcindra Skybane, a grand elder elite and
member of the Dreel race. Vulcindra is credited with creating
the G'yaki martial arts discipline (The Infinity
Annihilator). This powerful combatant easily fights at the
level of the Kriar and eternals and is pretty much in a
category by herself. Vulcindra stays in shape by sparing with
eternal Sroth.
Aside from Vulcindra
there is group of elite warriors that stand in the
"untouchable" skill category. Notable members of this
group are Aarlen Frielos, Aleesha and Zedar Cloudseeker, Loric
Felspar, Senalloy and Luthice Corresont. Numerous pantheon
lords, especially those known as "war-gods" also fall
into this category (Ares, Athena, Inanna, Indra, Set, Thor,
Tyr, Vidar). The Aesir and Vanir courts (Odin and Ukko) are of
special note because practically every member of their
respective pantheons are noted for their battle capabilities.
The Realms histories are
filled with the ranks of the "nearly untouchable".
Most of these are elders like Sindra and Drucilla Frielos,
Damay Alostar, Euriel Kergatha, the daughter of Idun, Dominique
Ariok, and Terra Karlin-Falor. Also in this circle are elite
fighters with extensive training and experience, key examples
being Algernon D'Tarin, Skyweir and Giquikor of the sects,
Beia Targallae, Tal Falor, and T'Gor D'Shar.
EXPERIENCE: Like skill, experience is
a factor that heavily favors immortals. Unlike skill,
experience is not the exclusive bailiwick of the long
lived— it just generally is. In a
fighter's overall threat assessment, experience is the
single largest mitigating factor. If a person lives for a
thousand years and trains three days a week, they will have a
high amount of proficiency, physical dexterity and endurance.
However, unless this training is of a highly specialized nature
there is a maximum plateau (combat effectiveness) that can be
reached without actual in-combat practice. This is because that
actual field combat involves a number of intangibles not the
least of which is the fear of dying and the effects of wounds
and spilled blood. In life-or-death situations, enemies do
crazy things, and until faced with such responses one typically
doesn't know they exist.
A key object lesson in
the skill versus experience argument is Beia Targallae's
training of Corim Vale. Corim was an excellent warrior, with
significant talent, extraordinary discipline, mental clarity,
speed and strength. Tal Falor saw this right away when
indoctrinating him into the Scarlet Talons. While Corim had a
great deal of tournament fighting "experience", his
skills centered largely on techniques for success in non-lethal
jousts. Consequently, Corim barely holds his own against pit
fighters with a fraction of his actual combat knowledge. The
"experience" issue is particularly illustrated in the
Myrmigyne's lesson of the con'gorot.
Corim, who has heard of practically everything, is unaware of
this infamous "death move" commonly used in the death
spectacles because lethal attacks are neither taught or used in
jousts.
The amount of hard
war-time battle is what distinguishes particular individuals
above others in terms of their threat. Aarlen Frielos
personally fought in wars for a third of her forty-five
millennia of life. This amounts to literally tens of thousands
of conflicts. In simple parlance she has essentially "seen
everything". Little an opponent did would take her by
surprise. Everything is derivative of something she's
experienced dozens, if not hundreds, of times. By this same
token Loric (who fought in the god wars), Aleesha and Zedar
(who fought in abyssal campaigns), and Senalloy and Luthice
(who fought in the Karanganoi wars) all have similar battle
hardening. Of particular note with elder experience is the
concept of "renewal". While some of these creatures
may have actually been wandering the realms for thousands of
cycles their actual accumulated knowledge is less than their
age might indicate.
Memories tend to
attenuate and drop away to maintain an immortal's sanity.
By the same token, one typically does not need to fight
day-in-day-out when you live to be a thousand cycles old.
Eventually, you run out of enemies or you get bored and you get
underlings to do your fighting for you... By this token, the
highest levels of skill begin to atrophy from lack of use thus
blunting the massive advantage these creatures might otherwise
have.
Some immortals like the
Kriar and the pantheon lords go through a "renewal"
process which cleanses old unnecessary memories in order to
refresh that individual's psychological outlook. In terms
of the Kriar, when cleansed, the old memories are archived in
artifices associated with the individual Kriar's matrix
stones. The mind no longer feels or is actively aware of the
history removed. Mechanisms in their matrixes allow Kriar to
treat archived memories and "active" memory as a
single aggregate. Thus, a Kriar might not immediately be aware
they know something but with concentration will become aware of
it as the "offline" memories are scanned. It is this
process that allows the incredibly old Kriar to maintain a
fairly "young" outward personality by dint of not
feeling that exhausting sense of having done something for the
"millionth" time.
It is the above described
memory attenuation and the simple fact of physical limitations
such as reaction time, flexibility, and coordination are what
allow younger experts like Beia Targallae to fight on a fairly
even footing with grand elders. Beyond a certain point, the
differences between an elder grand master and mortal grand
master are small indeed. Under optimal conditions (same weapon,
level floor, no magic) a warrior like Beia can be quite
dangerous to someone even of Loric or Aarlen's skill level.
However, this situation would almost never occur except on a
practice floor. Grand elders, in addition to their skills
typically possess an array of special items, powers and
abilities increase their combat effectiveness by tens or even
hundreds of times.
It is the use of devices
like the krill weapons and shaladens that can close the skill
and experience gap between elders and youngsters. In the case
of the shaladens, specific powers in the weapons (such as
telepathy, strength enhancement, and resistance to injury) are
specifically for that express purpose.
STRENGTH: Where the other sections
have been fairly elaborate, the entries on strength and speed
will be considerably more modest. At low levels of fighting
strength and speed can take the place of talent, skill, and
experience. At moderate levels of skill where the opponents are
fairly evenly matched, strength is more of a factor of
intimidation and endurance. Beyond this point, the importance
of strength wanes. Once master and grand master levels of skill
and experience have been achieved a certain amount of physical
strength is taken for granted. One does not arrive at master
level skill without being able lift their own body weight (at
least at some point in their career) for example. G'yaki
masters have made an art of "body tuning",
determining the optimal balance of strength versus speed. Vera
Hoshihana is a grand-master G'yaki and is able to lift
(press) about fifteen stone—nearly three times her
body weight. Coupled with her small size and lightning fast
movements Vera is a truly fearsome opponent who can seem at
times "everywhere at once".
Generally, strength does
not have a serious impact on battle effectiveness. However, as
strength rises to super-human levels, it starts to become a
factor again. For instance, even an average Kriar can lift
twenty or thirty stone. This is true of several other races
like the pantheon lords and derivatives where tissue density is
significantly higher than is normal for a human. It's not
that these creatures are inordinately strong, they simply have
muscles acclimated for moving their increased mass around. Also
true with these other races is that male and female muscle
density tends to be not as differentiated as in humans. Cassin
and Annawen who engage in fairly intense regular training can
lift two or three tons with effort. The larger and stronger
Eclipse is the pinnacle of Kriar condition and without using
enhancements can lift approximately five tons.
For warriors the greatest
advantage that strength lends is endurance. The less effort it
takes to swing a weapon, raise a shield, or take a step, the
longer you can do those actions. Because of this, there are
numerous devices and magic that enhance strength far into the
superhuman spectrum. The belts of strength used by Corim and
Ceraph in Shaladen Chronicles are typical examples of this.
Utilizing the belt borrowed from Beia, Corim could lift
approximately one ton. The caveat of such an item is that the
rest of the body isn't necessarily stressed to exert this
kind of strength. The act of actually
lifting a ton overhead would probably cause
grave physical injury. The shaladen blades used by the Shael
Dal actually imbue the wielder's body with the necessary
structural integrity to use the full extent of the strength
granted. Typically, this involves an actual increase in tissue
density and numerous other biological optimizations and
enhancements. Of the Shael Dal, Algernon D'Tarin is
probably the most extraordinary example. He can increase his
physical density to the point he weighs close to a ton and has
the power to easily lift as much as ten tons.
SPEED: Speed is very similar to
strength in that at the lowest levels of fighting it can be
substituted for skill and experience. Unlike strength,
typically the faster a fighter is, the more it tends to
disguise deficiencies in skill. Mistakes in tactics and
strategy can be covered up by sufficiently quick reflexes.
However, at a certain level of speed, such quickness can
actually become a liability. This is mostly because of physics
and the formula energy equals mass times velocity (E=mv) . A
body moving too fast typically can't change direction
effectively enough. This gives rise to various
"flash" techniques the emphasize the ability to
develop speed and control simultaneously. The Kriar with their
time-awareness, synapse training, and highly augmented reflexes
are Eternity's reigning speed-demons, few creatures can
match front line elite class Fabrista agents for pure
foot-speed and general reaction time. Mistress Sornai of the
Fabrista covered a one league segment of Karanganoi homeworld
on foot in about 80 revs (a little more than
one 60th of a bell).
See Also: Allfather, Alostar, Damay, Argos, Nethra, Ariok, Dominique Kalan, ascendant, Aesir, Athena, Band Of The Crescent Moon, Baronian, Cloudseeker, Aleesha Morae Sincrusher, Cloudseeker, Zedar, con'gorot, Corresont, Senalloy Moirae, daergons, D'Shar, T'Gor, D'Tarin, Algernon, Elf, Ellon, Garn, energy, eternals, Eternity, elder, Fabrista, Felspar, Cassin Kel'Ishtauri, Felspar, Loric, Falor, Talorin {Tal}, Frielos, Aarlen, Frielos, Drucilla, Frielos, Sindra, Falor, Terra Karlin, Felspar, Annawen Kel'Ishtauri, G'yaki, god, Golondrax, Garadhyr, Homeworld, Hoshihana, Virasama Takara {Vera} {Su'Ko Tai}, Hecate, Idun, Ishtar, immortal, jyril/kriar war, kel'varan nola, Kergatha, Euriel Idun-daughter, Kergatha, Liandra {Wren} Idun-daughter, kriar, krill, karanganoi, Luthice, Lexaron, megapsions, Melakanir, Mephista, Sroth, metapathy, magic, monofilament, Myrmigyne, Nethra, nola, Nova, Odin, Olimbril, Ring Realms, savant, Steelsheen, Rakaar, stone, Surr, Daergon, Scarlet Talons, Shael Dal, shaladen, Shargris, Eclipse, Silkere, Ceraph Miratha, Skyedoom, Ziedra, Skyweir, Sornai, spectrum, Starbinder, Dulcere Val'Saedra, Starfist, Bannor, Targalle, Beia {Regaura} (Queen), telepathy, Terranath, Damrosil, T'Evagduran, Kalindinai (Queen), Thor, time guardians, T'Evagduran, Sarai (3rd Princess), Ukko, Vale, Corim Erik, Vratague, Xersis
|
| comm |
(in SF) short for Communications ( techy talk).
|
| comm-link |
Technical shorthand for 'communications link'.
|
| comm-net |
An inter-planetary or interstellar communications network. A
grid of established communications lines between a large number
of points.
See Also: cybernet, interstellar, network
|
| common-tongue |
A polyglot language spoken by a large percentage of the
population of Titaan. (It is actually spoken on more than two
dozen worlds within the Ring Realms making it one of the more
"universal" languages in existence). Common itself is
primarily a trade language, and while over the centuries
it's grown in sophistication, most races prefer to use
their own tongue or a regional dialect in order to describe or
elaborate in any detail.
See Also: Ring Realms, Titaan
|
| con'gorot |
Term coined in the death spectacles. It is a move where the
heel of the hand is used to explosively break the septum of the
nose in such a fashion as to cause death. The term actually
comes from the Elvish. 'Con' means to break,
'gorot' is a variant on the word 'victory' so
the term literally means victory breaker.
See Also: elvish
|
| conn-engineering |
Technical shorthand for 'Control-Navigation
Engineering'. This is the bridge station where the
Engineering officer monitors all the vital functions of the
vessel.
|
| console |
(generic) any man-machine interface.
See Also: interface
|
| coordinates |
The specific math or numerical data used to pin-point a spot
in N-dimensional space. In a Cartesian 2D system, this takes
the form of X,Y. A 3D system would be X,Y,Z. These are however
static systems and are only useful in a handful of real world
applications. Systems that involve absolute locations in
dynamic space require far more elaborate specifications. The
concept becomes quite clear when you realize that the planet
you live on is spinning, additionally it is orbiting a star
which ITSELF is moving through space. To further complicate
this problem, the galaxy in which the star is resident is
spinning, and the galaxy too has a movement vector. These six
curved vectors are called 'proper motion coefficients'
and are just one of the many headaches that must be overcome
for precise navigation and location in normal space. We
won't even talk about the additional complexities added by
gravity wells, curved space, parallel dimensions... suffice to
say, popping around in the Ring Realms ain't for amateur
mathematicians! ;-)
See Also: data, galaxy, Ring Realms
|
| Coormeer |
A small Kingdom to the south and east of Ivaneth. Coormeer
is known for its moderate climate and the fertility of the
hills spread through the heart of its territory. Coormeer makes
most of its income as a nation that barters trade. They have a
large seaport and a sizable overland freight industry. Coormeer
is also known for its vineyards, and kingdoms from all over
Titaan import the different wines made there.
A few notable figures have dealings with or are
part of Coormeer. The Justicar Sir Laramis De'Falcone hails
from there and his family owns one of the major vineyards. Lord
Mazerak Duquesne the savant of storms also hailed from
Coormeer. Lastly, Princess Janai T'Evagduran of Malan holds
the title of Baroness in Coormeer, and owns extensive lands
there as a widow of one of the Kingdom's nobles.
See Also: De'Falcone, Laramis, Duquesne, Mazerak, Ivaneth, justicar, Malan, savant, T'Evagduran, Janai (2nd Princess), Titaan
|
| Coresong |
Kriar probe-ship operated by the Crisis
Contingent.
See Also: jyril/kriar war, kriar
|
| Corim Erik Vale |
See Vale, Corim Erik. |
| Corrd |
Elven border scout who was part of the troop Irodee formed
to combat Hecate's army. When Bannor is attacked by a
Doppelganger, Corrd is the Elf who identifies the real Bannor.
He does this by recognizing the smell of Quetzal on
Bannor's breath.
See Also: combat prowess, De'Falcone, Irodee, doppelganger, Elf, elven, Hecate, quetzal, Starfist, Bannor
|
| Corresont, Senalloy Moirae |
Baronian battle-nurse originally serving Rakaar Hespian
Steelsheen. Senalloy's true origins remain a mystery,
however it is certain that she spent quite some time on
Karanganoi homeworld (c.f.) gaining the trust and confidence of
the Kriar indigenous there. She speaks the Kriar high tongue
fluently which requires some ten to twenty cycles of study. Her
knowledge of Kriar technology indicates a close relationship
with someone possessing engineering skills.
As a battle-nurse, Senalloy has extensive training
in the treatment of magical and mundane wounds. As with most
Baronians she has a fair degree of both magical and martial
training. Even in her weakened state, she proved herself more
than a match for Meridian Arcturan and would have killed him
had Rakaar not interfered with her.
Baronian age is difficult to judge, and their race
has a nominal lifespan measured close to five thousand cycles.
Usually by the time they reach the upper limits of their
effective life spans they have gone through renewal or
otherwise extended their lives. Senalloy's confidence,
knowledge, and ability make her at least a millennium old. She
could however be far older. Her blood sister Luthice (c.f.) who
works as a covert operative for Isis is speculated to be close
to 30,000 cycles old. If this is true, then it is likely that
Senalloy is close to that age and thus ranked as a member of
the elder elite.
See Also: Arcturan, Meridian, Baronian, elder, Homeworld, Isis, jyril/kriar war, kriar, karanganoi, Luthice, Steelsheen, Rakaar
|
| Corwin |
Kingdom on the western border of Ivaneth. Biggest Kingdom
(in terms of territory) on the continent of Sharikaar. Corwin
is also the oldest settlement in Sharikaar. Corwin's
capital is Corwin city, a sea port with a population of just
under 2 million people.
See Also: Ivaneth, Moonshaes, Sharikaar
|
| Cosmodarus |
Two major cities in the Ring Realms bare the Cosmodarus
name. The great city wherein the goddess Isis rules is often
called Cosmodarus the city of magic. Another city bearing the
same name is in the ribbon realms of the purple plains. It too
is called Cosmodarus the city of magic. It is rumored that at
one time Isis lived or hailed from the Cosmodarus out in border
realms. She may have simply brought the name with her and
forgot the other existed. There is often confusion when a
person claims to be from Cosmodarus, as both places are home to
some of the most skilled and talented adventurers in the Ring
Realms. Wren Kergatha was born in the ribbon realm's
Cosmodarus. The Kergatha family are the manor lords of
Cosmodarus.
See Also: ascendant, goddess, Isis, Kergatha, Liandra {Wren} Idun-daughter, magic, Ring Realms
|
| counsel kath |
Combat grade rank in the Kriar military equal to an Admiral.
See also Kriar Ranks.
See Also: combat prowess, jyril/kriar war, kriar, kriar ranks
|
| Counsel, Eladrazelle Delarn |
See Delarn, Eladrazelle. |
| Counsel, Gwensulin Techstar |
See Techstar, Gwensulin. |
| Counsel, Marna Solaris |
see Solaris, Marna (Vatraena).
See Also: ascendant, Solaris, Marna (Counsel) (Vatraena)
|
| crelnation |
The notches on castle battlements. The crenelations are the
blocks set on the wall top that create the "notched"
appearance.
|
| crenellation |
The notches on castle battlements. The crenellations are the
blocks set on the wall top that create the "notched"
appearance.
|
| Crowninshield, Elsbeth |
Prime Counsel of the 27th Magiocracy of the Ring Realms.
Elsbeth is one the two acknowledged living members of the elder
elite. Elsbeth is the long-time foe of Aarlen Frielos, and the
primary head of an isolationist movement that is fighting to
keep magic and technology separate. Elsbeth joined the Shael
Dal shortly after Koass made the decision to allow Aarlen
Frielos work off her debt to society within the ranks of the
Protectorate. Elsbeth claims she entered the Shael Dal in order
to maintain certain standards, but its most likely she wants to
keep an eye on her hated enemy. If Aarlen is caught in a breech
of probation, it is likely Elsbeth will be there to make sure
Koass knows.
Elsbeth is one of the most skilled mages known,
and specializes in psychic manipulation otherwise known as
'mind bending'. Like Aarlen, Elsbeth has the ability to
time dive, but her skills are quite a bit less refined. Exact
details are sketchy, but Elsbeth's millenniums long feud
with Aarlen is rumored to originate with the razing of one of
the four core Ring Realms planets (presumably Elsbeth's
birthplace). The planet was subjected to a bombing that
infected the inhabitants with a crippling disease. If this is
indeed the case, it would also explain Elsbeth's hatred of
technology. There is some support for this story because it is
rumored that in Elsbeth's earlier days before she could
alter her shape, she was both crippled and disfigured. The
truth of this matter may never come to light as Elsbeth does
not speak of her past but in generalities. As with Aarlen,
Elsbeth's exact age is difficult to pin-point, but it is
surmised she is about four to five millennia younger than
Aarlen hence the difference in their powers and abilities.
See Also: bit, combat prowess, eternals, Eternity, elder, Frielos, Aarlen, metapathy, magic, Ring Realms, Shael Dal, time guardians, Vinax, Koass
|
| crunchfruit |
A sweet juicy fruit with smooth red or green skins. Green
ones tend to have a sour flavor. On earth, if someone saw you
with a bag of these, they'd ask you for one of your apples.
|
| cryogenics |
A science specific to the preservation of a body through
freezing. The term has expanded somewhat to encompass any form
of preservative stasis.
See Also: stasis
|
| Culavera Sajaer |
See Sajaer, Culavera. |
| cursefeathers |
Noisy black birds that tend to be pests to farmers and a
source of many expletives-- hence the name. On earth we call
them crows.
|
| cyber |
(generic) any of a sophisticated class of neural-network
equipped computer systems. See cyber-unit.
See Also: cyber-unit, network, neural-network
|
| cyber-space |
A virtual reality interface existent in a large network of
cyber-systems. Cyber-space is the
'world-within-the-computer' where system links,
interfaces, and defenses have all been iconified into mental
pictures for use in direct mind-machine access.
See Also: cyber-unit, interface, network
|
| cyber-system |
Technical artifices used by the Kriar. On the Kriar
Homeworld everything is run by the cybers, that have evolved
into a form of life all their own. The Kriar and cybers live in
a symbiotic relationship that is more complex and involved than
creator and servitor. Cybers on homeworld are the keepers of
lore and managers of the economy. The Kriar monetary unit (the
comtime [computer time]) is the main tribute to this
relationship. The cybers charge Kriar citizens for the CPU
cycles required to perform a particular service. As citizens
themselves, the cybers must work for the military and civil
services in their capacity as living machines of incredible
calculating capacity. Most of the advanced or 'noble'
cybers on Homeworld have an organic 'avatar' which
serves as the 'user interface' to the mechanical
'non-living' aspect. Though most cybers typically have
only one physical manifestation, they are fully capable of
acting through multiple host bodies much the way a deity works
through multiple avatars. The host body of the cyber is in no
way critical to the machine's operation (except perhaps
emotionally). The death of an avatar while disconcerting and
angering does not impair the cyber's actual function.
On Homeworld, committing a crime against the cyber
community is perhaps the most foolish and desperate mistake an
individual can make. Being connected in a vast network, when
slighted the cybers can put an individual on a 'denial of
service' blacklist that can make the simplest aspects of
everyday life difficult. (Imagine a situation where
living and temperamental computers control everything including
the light switches, water spigots, sidewalks, escalators,
etc... Imagine further that all of them know who you are and
that you've pissed off a friend of theirs...).
After eons of coexistence, the Kriar and cybers
rarely have ego collisions, however it is not uncommon for
visiting guests to run afoul of the often eccentric and
typically over-sensitive cyber community. It is really not
known exactly why the Kriar allowed the cyber-citizenry to
become such 'sensitive' and often snobbish characters,
but the best guess is that it was simply to keep things
'interesting'.
The upper echelon cyber entities of Homeworld are
based on a asynchronous parallel tasking hardware architecture
that typically uses 1024, 2048, 4096 phased-FTL
(faster-than-light) generalized attotronic quantum q-bit
central processors hooked to an 'organic' room
temperature super-conducting load-balanced bus. Each processor
is capable of a calculating 368 Attoflops (quintillion
(1018) floating point operations) per
second. When performing molecular phase calculations, q-bit
state mechanics increases this performance to
1021 vector calculations per second.
While this may seem like a tremendous amount of calculating
power, one should remember that an average human body consists
of approximately 8 x 1027 atoms that
must be identified and analyzed for Heisenberg vector
correction to perform the load analysis for a matter-to-energy
transfer (teleportation). This means that even at that
incredible computational speed a single attotronic processor
would take close to 10 hours to calculate the variances!
Even with a 1024 processors working in tandem this
tremendous feat requires close to one minute if a lower echelon
cyber performs the calculations alone. Fortunately, loads are
balanced across the 1000s of cyber-entities on Homeworld. There
is typically enough spare processors so that between 16,000 and
32,000 processors can be scheduled/sliced to a particular task.
Accounting for network lag it typically takes approximately 5
seconds to analyze every atom in a human-sized mass. Such
analysis is one of the most computationally intensive of the
tasks that cybers are called upon to perform. Since total
matter/energy transforms are not needed every instant of every
day, a cyber typically spends most of its time 'idle'
and since they have an 'organic' nature' they often
get bored.
While not an obvious consequence, cybers lead a
somewhat 'lonely' existence in terms of
'cyber-time' to 'real-time'. At the speed of a
typical cyber's thoughts, a person's spoken words would
seem (to the cyber) to be (subjectively) decades or even
centuries apart. Because they spend so much subjective time
amongst each other, they highly value the companionship with
other types of intelligent creatures.
See Also: avatar, bit, cyber-unit, deity, energy, FTL, Homeworld, hardware, interface, jyril/kriar war, kriar, network, real-time, teleportation
|
| cyber-unit |
A cyber-unit is a portable computer typically carried in the
field a cyber usually has an up-link to a more powerful
'true' cyber on Homeworld, but if communications are
impaired they can function in stand-alone (non-networked) mode.
They do not have personalities or any of the other features
typical of Kriar organic 'cyber' life-forms.
See Also: cyber, Homeworld, jyril/kriar war, kriar
|
| cyberboard |
A cyber-unit tailored specifically for administrative and
note-taking tasks.
See Also: cyber-unit
|
| cybermed |
Several types of cybermeds exist in Kriar technology. There
are portable cyber-units whose specific functions are medical
diagnosis and treatment. These are merely scaled down versions
of the 'noble class' cybernetic entities which provide
medical care on Homeworld. Cybermeds are the 'upper upper
class' of cybers usually having the most advanced hardware
(8096 - 32,768) dedicated CPUs. These specialized computerized
doctors can do nothing short of miraculous healing, and can
perform cellular and genetic alterations at the atomic level.
A few cybermeds have become notable in Ring Realms
history for their interaction with humans (and healing of
same). One named Christians has been the 'family'
doctor for house Felspar and Techstar for several decades.
Another 'retired' cybermed named Dralthon has been
instrumental in softening the technical assault by the
Elsbeth's Magocracy. It is said that Dralthon and Elsbeth
are friends, but the Scarlet Mage denies this vehemently. Other
people cite that Elsbeth has in recent years become extremely
organized and no longer seems to rely on books or maps for
reference. This suggests that she may even possess a cyber
interface. Even if true, it is unlikely that anyone will ever
get the technology hating mage to acknowledge the fact.
Mercedes, a privately owned cybermed, has made
significant contributions to the political situation in the
Ring Realms Trade Alliance.
See Also: Crowninshield, Elsbeth, cyber-system, cyber-unit, cybernetic, Homeworld, hardware, interface, jyril/kriar war, kriar, mage, Mercedes, magic, magocracy, Octavia, Ring Realms
|
| cybernet |
A network of cyber-computers. See comm-net. See also
network.
See Also: comm, comm-net, cyber-unit, network
|
| cybernetic |
Of or pertaining to sophisticated technology. Most often
associated with high order computers and A.I. devices.
|
| cybernetic-organism |
Any item of technology which emulates a living thing.
|
| Cybersong |
The shaladen wielded by Damrosil Terranath. The blade is
linked to the eternal Leto Satieroth. Cybersong controls the
elemental energy of fire and protects its wielder from all
kinds of heat based attacks.
See Also: Band Of The Crescent Moon, elemental, energy, Golondrax, Garadhyr, Lexaron, Melakanir, Olimbril, shaladen, Satieroth, Leto, Terranath, Damrosil, Xersis
|
| cyberware |
A technological man-machine enhancement typically involving
surgical implantation of hardware artifices. This can range
anywhere from having a comm-link surgically implanted in the
skull, to having whole limbs replaced with robotic equivalents.
See Also: comm, comm-link, hardware
|
| cyborg |
A cyberware enhanced human. This term is the root from which
closely knit man-machine parings started. Its use has become
somewhat muddled and is generally accepted as a man-machine
paring that is more machine than man.
See Also: cyberware
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