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Glossary

Ghost in the Gears (also knowm as Mostly Dead): A Noir LitRPG Universe

Book One of the Death, Dames, and Demons Series

Welcome to New Amsterdam.

A wild lovechild of LitRPG, Cyberpunk, and Noir, with an unhealthy dose of Urban Fantasy.

This practically endless, smoke-choked city stretches across what we know as New York and New Jersey, its skyline glittering with neon signs and soot-streaked windows. It's a place where every shadow hides a story, and every story costs more than you can afford.

Around the time Benjamin Franklin was flying kites and Nikola Tesla was summoning lightning, someone accidentally (probably Nikola Tesla, let's be honest) cracked open reality itself.

These "Rifts" between our world and the Otherside unleashed demons, magic, and a horrifyingly convenient new fuel source.

What could go wrong, right?

Turns out, quite a lot.

Thanks to artifacts and Infernum—a dark, oily substance mined from the Otherside—the world leapfrogged into a bizarre hybrid of magic and technology.

Picture chrome limbs powered by demonic essence, flickering streetlights glowing with the residue of nightmares, and trains running on tracks forged from the remnants of shattered dreams. It’s a mess, but it works. Mostly.

And now, for the glossary.

GLOSSARY OF TERMS

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HEXBORN

Descendants of humans who, at some point in history, got a little too friendly with demons. Their demonic lineage lay dormant for generations—until the Rifts opened. Now, their ancestry isn't just a footnote; it’s a flashing neon sign.

Hexborn exhibit strange abilities, glowing eyes, and a constant reminder that their great-great-grandparent might have been a little too adventurous in their relationships. Whether it's a blessing or a curse depends on the day—and the company they're keeping.

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RIFTS

Cosmic cracks between our world and the Otherside. Imagine the universe as a pair of overworked jeans; Rifts are the tears where all sorts of weirdness slips through. Demons, monsters, and occasionally a gust of air that smells suspiciously like burnt licorice are just a few of the things that find their way out.

Some historians argue the Rifts have existed for ages, just in smaller numbers. That might explain why so many humans have a hint of demon blood in their family tree. Then again, messing with Rifts probably made things worse. But hey, I’m not a historian—why are you asking me?

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DEMONS

Demons: Anything that crawls, slithers, or swaggers out of the Otherside. This catch-all term encompasses everything from pesky imps to Elder Demons capable of unmaking reality with a casual sneeze. Taxonomy gets blurry when creatures are steeped in Dark Aether, so the term also includes fae, succubi, and other humanoid entities. If it’s horrifying and probably shouldn’t exist, it’s a demon.

CLASSIFICATIONS

1. Lesser Demons

* The pests of the Otherside: imps, minor shadow creatures, and other small annoyances. Think of them as the cockroaches of the demonic hierarchy—except cockroaches can’t set your curtains on fire with their minds.

2. Medium Demons

* These are your otherworldly lions, tigers, and bears (oh my). Dangerous, predatory, and often big enough to remind you that running is futile.

3. Full-Blood Demons

* The walking, talking kind. These include humanoid entities like succubi, incubi, and horned monstrosities that could pass for particularly edgy nightclub patrons. They’re cunning, powerful, and very aware of their superiority.

4. Elder Demons

* The kind of entities you only read about in dusty, forbidden tomes—assuming you’re still alive to read the end of the chapter. Capable of rewriting existence on a whim, these are the nightmares that even other demons fear. I think I learned about them once, but honestly, I might have been asleep during that lecture.

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DEVIL KISSED (A.K.A. TOUCHED)

Humans who thought making deals with Otherside entities was a good idea. Sure, they got magic powers, but they also got wardrobe advice from the abyss and a moral compass that now points directly to the bad part of town. Every power comes with a price, and for the Devil Kissed, it's usually their soul—or at least a piece of it.

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ENHANCED

Humans who swapped squishy flesh for cold, hard mechanics. That’s a lot of people these days. Of course, purists like to call them Tainted, as if having a reinforced spine is somehow worse than being fragile.

Unauthorized tale usage: if you spot this story on Amazon, report the violation.

Enhancements come in three distinct flavors:

1. Light: Neural tweaks for agility, lightweight limb replacements, and micro-mods. Basically, ninjas with warranties.

2. Medium: Think samurai meets pro wrestler—reinforced spines, augmented strength, and enough durability to body-slam a tank.

3. Heavy: Literal walking tanks. Built for brute force, but subtlety isn’t part of the package.

The term “Bots” is a slur for those who flaunt their augments a little too much.

Popular Sentiment:

“I might be a Tainted freak, but at least I ain’t no Bot.”

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CORRUPTION

The toll of dabbling with Dark Aether. Corruption chips away at your humanity, leaving behind glowing veins, monstrous strength, and an annoying habit of delivering doom-filled monologues. Hit zero humanity, and congratulations—you’re either insane or something far worse.

Symptoms include:

* Glowing veins (fashionably unsettling).

* Inhuman strength (terrible for shaking hands).

* A growing list of regrets.

The more Corruption you take on, the more the Otherside claims you. Choose wisely—or not. It’s your funeral.

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CASTERS

Magic users who channel Aether through their bodies, otherwise known as megalomaniacs with a penchant for bad decisions and a high tolerance for pain. Casters come in all shapes, sizes, and levels of questionable sanity. Too many to list, but here are a few standouts in the "What could go wrong?" category:

* Necrohackers: Think of them as tech support for the dead. They hack into corpses like they're ancient hard drives, extracting memories, secrets, and, on occasion, making them walk around as creepy meat puppets. No, they can’t actually bring anyone back to life—they just make abominations with a Wi-Fi signal.

* Pyromancers: Masters of fire and destruction. Subtle? No. Effective? Very. Just keep them away from flammable things (which, unfortunately, includes everything).

* Soothsayers (a.k.a. Seers): Predict the future, read minds, and generally make you uncomfortable with their uncanny insights. They’re creepy. Don’t poke the bear unless you’re ready for existential dread.

* Shadeslinger: Okay, I made this one up, but doesn’t it sound exactly like something they’d call themselves? Pretentious, over-the-top, and unnecessarily edgy. Yep, fits perfectly.

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ARTIFACTS

Magical items imbued with demonic energy. They’re the Otherside’s version of knick-knacks, ranging from life-saving trinkets to cursed objects you absolutely should not touch (but will anyway, you naughty little thing you.).

Some artifacts are incredibly useful, like charms that absorb spell damage or enhance your abilities. Others are less charming and more “Oops, I think I just got demon STDs.” Choose wisely—or don’t. It’s fun to live dangerously.

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DEMONOLOGIST

The self-proclaimed scholars of magic and demonology, though "scholar" might be a stretch. They’re part academic, part con artist, and full-time opportunists. Sure, some of them are genuine experts, but most are selling overpriced junk to tourists who can’t tell a cursed relic from a paperweight.

On a good day, Demonologists double as healers or shopkeepers, but even then, you can’t trust them not to upsell you a “protective talisman” that’s actually just a shiny rock. Buyer beware.

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INFERNUM

The Otherside’s version of oil, except it’s way cooler (and infinitely more dangerous). This black, viscous substance powers everything from cybernetic enhancements to city lights. Harvested from Nightstone, Infernum is also known by nicknames like "Black Electricity" or "Doom Juice," depending on whether you're selling it or writing a cautionary tale about it.

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SHADEFIRE

A ghostly flame born from Infernum’s leftover residue. Shadefire burns cold, casts creepy shadows, and turns every campfire into a sinister horror movie set. It’s functional, sure—perfect for cooking or lighting your way—but it’ll make even marshmallows look ominous.

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NIGHTSTONE

A mineral dragged out of the Otherside’s depths, Nightstone is the backbone of modern civilization. Once refined, it’s transformed into Infernum (for power), Nightstone Oil (a sludge used in vehicles), and Shadefire (for spooky lighting). Without it, society would grind to a halt faster than you can say "alternate energy sources."

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RIFT SOOT

Burning Nightstone leaves behind a monochrome byproduct known as Rift Soot. It clings to everything, draining the color from the world and giving cities their signature grayscale gloom. Casters, artifacts, and magically enhanced beings repel the soot, standing out in sharp, vibrant contrast to the dull backdrop. Step too far from Rifts or Infernum-powered tech, and color will creep back in—but really, who needs it? Monochrome is so much more stylish.

You can always spot casters and artifacts: they’re the clean ones with a splash of color, like walking neon signs in a world of black and white.

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HUNTERS

Glorified exterminators tasked with cleaning up the mess when demons slip through the Rifts. For these professionals, it’s all in a day’s work:

* Lesser Demons: Routine pest control—annoying, but manageable.

* Medium Demons: Time to call for backup and hope you all leave in one piece.

* Full-Blood Demons: Forget protocol. Just spray and pray and hope someone writes a nice eulogy.

It’s not glamorous, but somebody’s got to do it.

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INFERNUM MINING

The bravest (or most reckless) humans venture into the Otherside to extract Nightstone, the mineral responsible for powering modern civilization. Their life expectancy? Measured in minutes—maybe hours if they’re lucky or extremely well-equipped.

Miners face:

* Rogue Demons: Lesser ones will toy with you; bigger ones will make you regret your career choice.

* Environmental Hazards: The Otherside isn’t exactly OSHA-compliant.

* Infernum Exposure: Prolonged contact with raw Nightstone’s energy isn’t great for long-term survival, or sanity.

A high-risk, high-reward job for the desperate, daring, or just plain crazy.

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HUMANITY

A fragile, sliding scale measuring how much of "you" remains intact. Every enhancement, every flirtation with Corruption, every brush with the Otherside chips away at it. Lose too much, and you’re on the fast track to:

1. Lunacy: Raving, incoherent madness where even your allies won’t recognize you.

2. Abomination: A full-blown monster with glowing veins, inhuman strength, and zero regard for life.

Maintaining Humanity is a delicate balancing act, where every choice—to enhance, to cast, to push the limits—carries consequences. Have fun walking that tightrope.