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OF COMMONLY MISUNDERSTOOD TERMS AND MONSTER COMBAT STRATEGIES
by the Office of Cultural Heritage
Faervaine Imperial Palace
Array -A magic formation used to imbue an object or area with an effect (ex.
a sound-proofing array, an imprisoning array).
Arrays are inscribed as magic circles, using elaborate patterns, shapes, and runes.
Their materials are chosen depending on the desired effect, and they may require supporting artifacts such as crystals, blood, ink, or precious metals.
Aura - The visible personal energy field that appears around transcendents and sometimes monsters.
The aura can physically express magic, mood, or even the state of a soul, thanks to the outward projection of soul-silks.
No two people perceive the same aura the same way; interpretations are highly biased.
Beast Tide - A monster stampede. During a beast tide, non-humanoid monsters (ex.
gold-tusk boars) run, or are provoked to run, toward a target in overwhelming numbers.
Whereas a horde of intelligent monsters may employ complex military strategies, a beast tide simply flows forward, obliterating all in its path.
A large-scale beast tide can’t be fought—only avoided.
Bloodline - The racial traits, magics, and heritage carried through generations of Sentinels sired by a single monster.
Sentinels treasure the bloodlines that lend them their strength and power.
Thus, natural and in vitro Sentinel x Sentinel reproduction is encouraged.
Children of mixed Sentinel pairs must be raised by the parent or house whose bloodline they inherit.
Class - A power ranking. Though the same classifications are used for transcendents and monsters, monsters use their powers more fluently than humans. Thus, equal ranks are not considered equals in power, especially at the lower ranks.
Compatibility - A measure of the natural synergy between a Sentinel and Guide. The specific value, known as the match rate, can be determined through official testing; however, most pairs can estimate their compatibility after sufficient interaction between their soul-silks.
Higher compatibility leads to more effective guidance. Even platonic guidance (ex. hand-holding) feels more satisfying between well-matched pairs. Where sexual attraction is present, Guide-sex becomes a sought-after and addictive experience.
Compatibility levels can be grouped into the following ranges:
0% - 10% = Incompatible. Forcing guidance may cause backlash to both parties.
11% - 20% = Guidance is difficult, ineffective, and uncomfortable. In this range, guidance is only given in emergencies, when a more compatible Guide can’t be found.
21% - 50% = Standard compatibility. Most matches fall within this range. Guidance is comfortable for all parties.
51% - 70% = The preferred range for highly effective guidance. Pairs in this range form deep relationships quickly and report extremely pleasurable interactions.
71% - 79% = The soulmate threshold. Deep bonds form, but this range is widely recognized as the danger zone for Guides. Sentinels stray toward the obsessive, becoming volatile, competitive, and possessive, yet frustrated at their inability to imprint with such an exquisitely well-matched Guide.
80% and higher = Rare. Imprinting becomes possible. Sentinels prefer to imprint and secure their futures, but this practice is frowned upon, as imprinting restricts working Guides from public service.
90% and higher = Extremely rare. Instant soulmates to the extent that it becomes difficult for pairs to separate themselves, regardless of imprint. Sentinels become overprotective, openly obsessing over their Guides and dealing violently with any threat to their safety.
95% and higher = No known cases, assumed to be impossible. It is theorized that this level of compatibility would generate so much co-dependence that it would become a weakness rather than a saving grace.
Death Knight - A type of undead servant.
Death knights are heavily armored, with full helmets, gauntlets, and greaves that become one with the flesh they conceal.
Created after the death of a loyal warrior whose devotion to their master is stronger than death.
Death knights can rise on their own through sheer willpower, often to uphold a pledge, but they’re most commonly encountered among the retinues of former heroes who’ve fallen to necromancy.
With their high physical resistance, heavy armor, and formidable willpower, death knights are difficult to counter. Fire is suggested.
Draugr (DROW-GEHR - plural is also draugr) - An undead priest. Draugr practice necromancy during their lifetimes.
By pledging their undying service to the higher undead, they rise as “immortals.” Draugr retain their memories and necromancy skills and can summon servants, such as skeletons.
Draugr may be human or originate from various monster races.
They maintain their original forms, often dressed in elaborate, decaying robes or armor.
Their flesh degrades over time, giving them a mummified appearance.
Do not be distracted by their servants. No matter their level, all draugr fall when their master is eliminated.
Dreadnaught - A massive monster fused from the bodies and souls of numerous undead.
Created when lesser undead, such as zombies and skeletons, are combined with more powerful entities, such as death knights and ghouls, to form a flesh tank.
Dreadnaughts are physically imposing and their bulk makes them difficult to eliminate, as there’s no vital point to attack.
When sliced, their pieces continue to function independently. Once again, fire is advised.
Duchess - A gender-neutral, honorary title awarded to the spouse of a duke, typically a non-Transcendent civilian.
A duchess assists in managing the house and territory and particularly in raising heirs to the ducal bloodline, often step-parenting multiple children that are not biologically their own.
Cannot wield their spouse’s military power.
Duke - A hereditary title bestowed to all S-class Sentinels born to the Supreme bloodlines, regardless of gender.
Rules over a duchy. The number of ducal houses has declined, with only four currently remaining—Azrid, Trezzoran, Kyorgos, and Mirta.
Azrid and Trezzoran consistently boast the highest number of titled dukes, whereas Kyorgos and Mirta produce fewer heirs in each generation due to the reproductive difficulties inherent to their bloodlines.
Faervaine - The empire. Surname of the imperial family. Faervaines hail from the lineage of the divine golden dragon, who benevolently bestowed his power upon humanity. The nobility of their bloodline remains unmatched.
Flood Dragon - One of the lesser wyrms. Large, long, and wingless, resembling giant snakes more than true dragons. Flood Dragons are typically encountered in mountains and caves. Easily quelled using any magic that counteracts earth (fire, shadow, blood).
First Spawn - The historical event that marked the end of the technological era, and the beginning of the magical era of human development.
Few details have survived regarding the first attack, but it was originally believed to be staged (a “psy-op” or “false flag” event).
The human tendency to believe conspiracy theories rather than observable evidence led to slow governmental responses and unnecessary human suffering as spawns continued to escalate.
Faervaine rose from the ashes of these failed former empires.
Glaive - A long-poled cold weapon similar to a spear, with a large, flat blade instead of a pointed tip. The glaive requires skill to maneuver in close combat, but with its long reach and flexible attack, it’s an excellent choice for melee combat.
Ghoul - A flesh-eating, undead monster, characterized by pale, grub-like skin, an oversized mouth, and sharp, prominent teeth.
Ghouls arise when necromancers summon deceased humans who practiced a ritual form of cannibalism.
Ghouls crave human flesh. Though they lose some intelligence, ghouls exhibit much more agency than zombies.
They can travel through any ground where grave dirt is present.
Those infected by ghoul venom lose their sanity and become subservient sub-humans, driven only by the desire to consume flesh. Avoid their fangs at all cost.
Golem - A monster created with magic. Golems are formed from some manner of energy core, which becomes their vulnerable point.
Their appearances and powers vary depending on the materials used to create them and the intentions of their creator.
Golems are always created using a single base material (ex.
a rock golem, a slime golem) and should be countered with opposing elements.
Guard - The unit beneath a legion in the military hierarchy.
Faervaine boasts five legions (Imperial, Northern, Southern, Eastern, and Western).
Each legion commands five guards (ex. the Eastern Legion’s Deathguard, the Northern Legion’s Bloodguard).
In each legion, four guards are tasked to protect territories, and the fifth serves as the ranking duke’s private force, defending their house’s estate and traveling to quell spawns.
When a guard is decimated or corrupted beyond saving, its name is retired.
A new guard will be established and deployed to whatever can be reclaimed of the former guard’s territory.
Guide - A transcendent human. With gentle, comforting auras, Guides soothe Sentinels with their mere presence.
Through active guidance—deeply connecting to a compatible Sentinel on an emotional, spiritual, and physical level—Guides can direct damaged soul-silks back into the proper flow, heal corrupted meridians, and clear the toxins that drive Sentinels to rampage.
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