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Lexicon; Gen. Reference - Updated Feb. 15th 2009
Topic Started: Oct 6 2008, 05:01:01 PM (444 Views)
The Book Keeper
The Keeper of History
[ *  * ]
This is a dictionary-like reference for general Horundul terms in alphabetical order.



Alchemy - As with earth, alchemy is a science and an art. It is the use of magic with natural interactions to produce new materials. Many composite materials have been created with alchemy that are used in buildings, weapons, and armor.


Arcanism - Unlike Runism, which involves the manipulation of energy, this magic art involves the direct manipulation of matter. The basis for earth, wind, and water magic.


Archet (ar-chet) - The current language, both written and spoken, used by the inhabitants of the Elemental Nations, the Arche Kingdom, and all surrounding areas up north to the Tundra, south to the equatorial deserts, and as far west and east as one can see. Based on the dialect of the inhabitants of Archetype.


Archetype (ark-type) - The first empire of humans, it existed with its capital at Dra'ron, current capital of the Arche Kingdom and was completely annihilated during the First Fall of Man.


The Cataclysm - The Cataclysm is the great battle between Armej and Genes long ago.


The Database - A huge database of every living recorded citizen in Eborl. Upon crossing over, Horundians must register themselves if on peaceful business. Those born in the UG, Vanhearst, or those born as Ilden, are not recorded in this database. A simple scan from the Patrol can reveal everything about the person, and will be entered in the database.


Day - One day is 24 hours, just like earth.


Eborl - One of the lands this RPG takes place in. It is mechanized and resembles a steampunk society.


Envoy - An Envoy is a living being (the most notable being human) that has been chosen to be the vessel for the very being of a god, demon, angel, or any other divine creature. The most famous of these are the Envoys of The Trinity and The Order of Three, all of whom are members of The Nine


Explosives - One of the few things in Eborl that do not run on Crystai. Explosives resemble Earth's, using TNT, and small hand grenades. They are created by simple chemical reactions, and are not super powerful. Crystai based explosives are similar to Earth's nukes, and have been outlawed for obvious reasons.


Firearm - Firearms in Horundul are sleek in design and covered in runic lines and symbol to channel magic from the user and the air to accelerate the projectile. The more powerful the shot, the more energy it takes from the user. It differs from a gun, as it does not use bullets, but rather pure energy.


Graves - Unlike the religious tombstones of earth's graves, graves in Horundul tend to be smaller, their graveyards laid out in a circular or even spiral pattern, and their headstones closer to the ground and more like round stones than tomb markers.


Guns - Similar to Earth's guns, Eborl has access to firing bullets. While they cannot kill with a single shot, the Eborlians favor them as weapons for their quick firing and aiming abilities. Only Mechry Patrol are allowed to have machine guns, which can kill in a matter of seconds. The guns are powered by Crystai, and will fail after a certain number of shots.


Horundul - The planet in which this RPG and the story behind it is set. See The Creation.
Horundul is usually the term used to refer to the entire planet.


Hellgates - Crafted in the bowels of the Black Plane by Armej's own hands, these macabre-decorated stone portals serve as passageways between the mortal plane and the Black Plane. The first of the Hellgates appeared years before the Cataclysm; their creation is one of the reasons behind the disastrous battle. After several were found by expeditionary teams and opened, the deities chose three beings--the Envoys of the Trinity--to vanquish the evils unleashed and halt pure corruption from once again returning to the world of man, but the gifts of Envoyship were too late in coming. The Daemon Generals were released from their hellish plane of existence, ready to destroy the seven nations of the Elements.

There are still a total of ten gates of the original thirteen, found all around the world. Some are found at the bottoms of lakes and rivers, while some are still parts of the vile, ancient temples that were carved around them. They constantly produce the vile creatures that haunt the Ancient plains.


Music - Music is prevalent in Horundian culture, though more string-based than earthen music. While no electrical instruments have been made, there are some that come equipped with amplifying devices and spells.


Overworld - The term used by Undergrounders to refer to the surface world, as well as the people living there (Overworlders).


Patrol - The "Patrol" as called by most citizens, are the mindless Mechry that wander Eborl, watching for those breaking the law. They are generally ten foot tall bulky robots, capable of moving at extreme speeds. They are equipped with machine guns that can kill with ease. No one has ever killed a Patrol Mechry.


Radio - One of Eborl's greatest creations was the radio. It is how information is widespread, as well as a form of entertainment. Central controls all of the media on the radio. A few televisions were made that received radio signals, although the Mechry found it as a waste of resources. Almost everyone has a radio, as well as a portable one. Radios are also used much like telephones, as two people can communicate through them. They falter slightly in Horundul, although still manage to work.


Riem - Named after the great pirate king, Captain Riem, these coins, unlike the original currency of the Elemental Nations, cannot be recreated through alchemy. The coins are a dull blue metal, stamped with the Unity's symbol. Three riem will buy an average meal.


Runes - Runes are a Runik creation of glyphs, symbols, and seals that embody and channel magical energy.


Runism - Unlike Arcanism, which involves the manipulation of matter, this magic art involves the direct manipulation of energy. The basis for light, dark, and fire magic.


Seasons - Horundul has five seasons: Frost (winter), Rain (early spring), Breeze (late spring), Sola (summer), and Luna (autumn). They are each 143 days long. Horundul is currently in the second half of Breeze, the climate for most of the Elemental Hemisphere sunny yet pleasant, crops at their max yield.


Undergrounder - The term used for someone living in the UG in Eborl.


Year - One Horundian year is about 360 days long.

Edited by Spades, Jul 3 2009, 09:43:48 AM.
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