PD – Glossary


Adventurer’s Tower, The: An Adventurer’s Tower exists in most, if not all, human cities and settlements. The Tower, for short, is a usually politically neutral entity that offers services to Adventurers and helps create a backbone of structure for powerful Classed individuals. The Tower originates in the core domain of humanity and has access to advanced spell-worked items.

Beast: A very powerful intelligent animal that, upon maturity, is generally considered a Lesser Beast, though some beast bloodlines skip the lesser beast step altogether.

Branchtrail: A well worn of large, thick branches, close together. Occasionally, branchtrails will have small bridges and ropes placed at key points along the trail to overcome particularly large gaps. Branchtrails are usually found in and around settlements, usually within a cycle or two of travel and no further.

Buff Spell: A spell that increases an attribute of the castor or the person the spell is cast on. Common Buff Spells include spells that increase strength, dexterity, agility, and even casting abilities.

Calamity Beast: The next realm of power after an Elder Greater Beast. Demneh does not know much about them and has never see one.

Cantrip: A small, weak spell, that can be powered by virtually any Class. Some cantrips can be obtained freely, others cost small amounts and be obtain view scrolls and small grimoires.

Church of the Divine Humanity: As far as Demneh knows, the Church of the Divine Humanity is the primary religion of humanity. It worships the human ideal, called the Humanity Divinity, which is embodied in a physical form that resides on the Land-Above. The Church offers healing and educational services, but requires devotion from those that uses it’s services.

Class Master: A Classed individual who has mastered all aspects of a particular Class. These aspects include the Class’s associated Cantrips, Spells, necessary insights into the intents related to the Class, and the techniques the Class employs. To become a Class Masters, Class Masters can be recognized by their peers within a particular Class as a Class Master, or they can prove their mastery by creating a new spell for the Class. To become a Class Master using the latter method, the new spell must be registered with the Adventurer’s Tower.

Class Spell: A spell associated with a certain Class or range of Classes. Not every Path can power every kind of Class Spell, so certain Classes are restricted to certain kinds of Paths and certain kinds of spells. Class Spells usually cost more in terms of power than a cantrip, have greater effect than a cantrip, and are often more specialized than a cantrip.

Class: A Class is set of cantrips, spells, insights, and techniques formed together into a discrete role. One’s Class is not necessarily one’s job or profession. A Class represents a person’s education, their training, and the general role they might play.

Eighth: One eighth of a cycle, around three hours.

Elder Greater Beast: There is a large gap between the realm of the greater beast and the next realm of power, that of the calamity beast. Many beast are unable to ascend to the level of a calamity beasts. When a beast reached the peak of the realm of the greater beast, in terms of its power and talent, it is an elder greater beast. Elder greater beasts are known to be roughly at the level of intelligence of the average human being, and usually have a full command of a variety of spells they can use repeatedly. They often have subordinate beasts at their command. Even greater beasts have been know to be subordinates to an elder greater beast.

Greater Beast: A greater beast is much more powerful than a lesser beast, capable of casting multiple spells of a wider variety. Greater beasts have intelligence bordering the level of the average human intelligence. Their intelligence is fundamentally different from human intelligence because of their instinct-driven mentality. They can form and execute plans. They have been known to hold grudges and negotiate between themselves. They often command lesser beasts similar to themselves. They can even use tools in limited ways. When a lesser beasts gains enough strength, through the consumption of many lesser beasts or the consumption of a greater beast, they undergo a physical and qualitative change, called ascension. When a lesser beast ascends, it becomes a greater beast. As a result of ascension  greater beasts always have a beastcore. The beastcore constitutes an important component of the beast’s Path, but often the beastcore does not survive the death of the beast. Sometimes the beastcore shatters upon death, other times the act of killing the beasts destroys the beastcore.

Groundtrail: A well worn trail through the vegetation and uneven terrain of the Wilds. These often need continual maintenance, as vegetation and root systems will grow quickly to make them impassable if left alone for more than a rotation. Groundtrails can be found in and around settlements, and usually don’t extend as far as branchtrails.

Land-Above, The: A massive piece floating material that blocks out the sky for around five cycles before it passes. The Church has said it is higher plane where the Divinity of Humanity resides. No one knows for sure. No one has ever been there, according to the Church. It is a place forbidden to everyone but the divine, according to Church doctrine.

Land-Below, The:  A place of perpetual darkness, below the land-mass Dem currently resides on. The Church talks about it as if it were a real place, but does not claim anyone has actually been there. Dem doesn’t know if it is myth, metaphor, or an actual place. He doesn’t want to find out. It is used something like a biblical ‘hell’, in the Church of the Divine Humanity.

Lesser Beast: A lesser beast is set apart from regular animals and unmatured beasts by its ability to cast cantrips, and even spells. A lesser beast, because of its spell casting abilities, must follow some sort of Path. Beast Paths are known to be related to instinct and bloodline, but are for the most part a mystery to Demneh.

Night Cycles: Work cycles without daylight. The Land-Above covers the sky, blocking out the light from above. Takes place every forty work cycles. Lasts five cycles.

Path: A Path is an avenue to power. To find a Path, a person must find something they enjoy or something true about themselves, usually encapsulated into a word or phrase. The word or phrase is then used to build a particular intent. From that intent, by focusing on it, one can draw power from the world around them. To develop a Path, a person must live that Path. The intent is turned into action, and that action expands and advances the power one can draw with that intent. This is considered a natural phenomenon, and not supernatural in nature.   

Author’s Note: This is meant to convey the idea that this isn’t magic because it is natural, and magic, by definition, is supernatural. It is sort of like the idea that in a world of magicians, magic isn’t special and it is not really magic, it is something you just do.

Rotation: A rotation is a set of twenty work cycles followed by five night cycles and then another set of twenty work cycles. Like a month.

Sequence: A set of five rotations. Similar to a year.

Sixteenth: One sixteenth of a cycle, around one and a half hours.

Span: A unit of measurement, between a foot and a yard. Usually used to measure the height of people and tall objects like trees and the walls of the settlement.

Spell Template: A certain configuration of intent that when power is channel through, a reaction takes place. Spell Templates are built slowly over time by a Class Master usually by altering an old spell into a new spell.

Spell: The result of channeling the power of the world into a preset template that causes a particular reaction.

Work Cycle:  Abbreviated often as a ‘cycle’, a set period of time very similar to a single day. It includes a standardized amount of time generally for work, meals, and sleep.