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Glossary

WORLD OF MRITLOK

Brief History

Mritlok is a world of countless islands. Ancient chronicles say that tens of thousands of years ago, there were seven continents on the planet, but then disasters, wars, and natural calamities disfigured it so much that all major landmasses were shattered into numerous fragments. Into islands—forty-one relatively large ones and countless smaller ones. Frankly, no one knows exactly how many islands there are in Mritlok. And, alas, no one ever will. Due to volcanic activity, dozens of small islands disappear and reappear daily. But that's not the main reason for the counting difficulties—the cataclysms that shook the world affected space itself. Lacunas, distortions, spontaneous and wandering portals, rifts to other planes—all of this has long become part of the world's structure, making it impossible to create accurate maps. Suffice it to say that some islands can only be reached once a year when a passage opens in the barrier of spatial distortions around them, and to reach others that are technically within sight, one might have to detour several thousand miles.

How did this become possible? There are two answers—magic and the consequences of demon invasions from neighboring realities. The first is straightforward. Sources of magic affect not only living beings, granting them new abilities and transforming their bodies, not only cause tectonic shifts and unleash the wrath of natural forces, but also tear the very fabric of space. And nothing can be done about it.

As for demons, it's much more complicated. It's believed that tens of thousands of years ago, when the planet looked different, there was no magic in the world, and human civilization followed the path of technological development. Ships, cars, various mechanisms... It's hard to say how advanced the ancestors were—only a few artifacts from that era have survived—but one thing is clear: they didn't know magic. Otherwise, Yorrokh's demons would never have conquered this world and ruled it for about fifteen hundred years.

The era of demon dominance in modern history is called the Dark Ages. An era when humans were reduced to the level of livestock being fattened for slaughter. Those bloody times deserve a separate conversation, so here we'll just say that after the Uprising of the Nine, the rule of the demons ended, and most of them were cast back into Hell. Humanity entered the Renaissance era, and the day of the Uprising is considered the start of a new calendar. On the ruins of demon cities and dominions, human states emerged, and culture and science were revived. The blood-paid demon knowledge gave birth to human magic.

It seemed a Golden Age had begun. But, alas, humans can't live peacefully for long. Over the years, memories of the horrific blood-soaked past faded, grievances multiplied, aggravated by the isolation of island nations, and the once-united alliance fell apart. Infighting began, quickly escalating into a series of full-scale wars now known as the Wars for Legacy. Wars that once again reduced people to the level of savages. Archmages who still remembered fighting demons, gruesome mechanisms used without hesitation, and superbly equipped soldiers—all became death's scythe sweeping across the islands, nearly finishing what the demons had started during the Uprising of the Nine.

Probably, people would have killed each other off, but the old enemy returned to the world—angrier and much more prepared—and the feuds had to be forgotten. The new war with demons, or the Second Wave, began in the year 1789 and lasted a hundred years. The population of one and a half billion was reduced by almost twenty times, civilization was destroyed again, and the already thin fabric of reality was torn in many places. Though humanity's numbers gradually recovered and civilization was reborn, the world's wounds never healed. And the sign of that ailment became Yorrokh's Night.

Since then, every winter, the world—usually for a few hours, but in bad years, even for a whole sennight—plunges into twilight, and with the gloom to human cities comes true Darkness. As the boundary between worlds thins and rips apart, bloodthirsty creatures emerge onto the streets. And woe to those caught outside a shelter or protected manor!..

Such is the world we live in. And don't hope it'll ever get any better.

Political Map of the World

(TL: maybe I'll edit the images later. In the middle of the top of the first image is Boreas; on the top right is Arktavia; in the left bottom corner is Avalon; in the bottom right corner is Tarakhont. On the second image, the top left side is likely Ganzur Commonwealth, and the biggest island at the bottom below it is Styxson.)

image [https://cm.author.today/content/2019/12/13/w/fa66ed7864494bacb0fc5f9e687ff13c.jpg]image [https://cm.author.today/content/2019/12/13/w/21935e2a467e43d48c18eab569d746ba.jpg]

As of the writing of this work (3011 A.U.), the planet's political situation is as follows.

Six main and most influential players stand out. They are Avalon, Arktavia, Boreas, Styxson, Tarakhont, and the Ganzur Commonwealth.

The Avalon Islands are located south of the Yavan Belt and west of the Rida's Scatter. Geographically, they consist of two large islands and about fifteen smaller ones. And it's here that the state of Avalon emerged—the most powerful and developed in the entire Southern Hemisphere. The country is ruled by a Chancellor, elected for four years by the Council of Houses. The dominant ideology is personal freedom and development without restrictions. Permanent transformations of the human essence, interference in hereditary information, and any magical experiments are allowed here. The latter, however, are under the strictest control of the Council of Houses. Avalon has the largest armored fleet among all civilized countries and uses more combat chimeras in the army than anyone else. The fame of the strongest mentalists also belongs to Avalon's mages.

Avalon's main rival at sea is the Ganzur Commonwealth, located in the Eastern Hemisphere, north of the Yavan Belt. Fourteen large islands, fourteen countries with political systems ranging from monarchy to the wildest forms of despotism, are united in an alliance to protect their trade interests across Mritlok. While Avalon at least tries to cover its desires with a veneer of appealing slogans, the Commonwealth doesn't bother with such trifles. Their goal is profit. And it doesn't matter who they trade with. Even with Yorrokh's demons, especially since one of the few remaining demon domains, Faedu, is right nearby. The Commonwealth's military fleet focuses on massive ships with equally massive cannons, and the army relies on the strength of creatures summoned from other realms and necrotic constructs.

Tarakhont is located east of the Rida's Scatter on the island of the same name. Despite its formal proximity to Avalon, the colossal spatial distortions in the Scatter area make their neighborhood relatively safe. Few ships can break through the archipelago of tens of thousands of islands, so Tarakhont hardly considers Avalon's greed for foreign lands a threat. Moreover, even without impressive magical, technical, or military might, this state manages to dominate its closest neighbors quite successfully. Only raids from Styxson or pirating merchants from the Commonwealth don't let Tarakhont completely relax. The main strength of this state is its marine bestiologists, whose pets provide reliable protection against enemy invasions.

Styxson is probably Mritlok's gloomiest state. For unclear reasons, during both demonic wars, its population was completely wiped out, as if the invaders had a special grudge against the island's inhabitants. The battles of the past left their mark on this much-suffering land. The local soil yields meager harvests, the landscapes are bleak, and magical anomalies defy any accounting. Nevertheless, Styxson is not considered weak or poor. The scarcity of resources is compensated by the power of its mages. The legacy of ancient wars and the abundance of magic sources have allowed the growth of the strongest School of malefics and several Schools of combat mages. Styxson's fleet is mostly sail-powered, but magical shields and stationary artifacts make up for the technological lag.

And finally, the last two Mritlok states in the "senior" league—Boreas and Arktavia. Six hundred years ago, they were part of one country that aspired to world domination, but the tragic death of the ruling dynasty during one of the longest Yorrokh's Nights led first to civil war and then to a split. While Arktavia eventually returned to monarchy, Boreas, after a relatively recent uprising, is ruled by a Council of Regents consisting of representatives from the three most influential Houses. The neighbors' relations can be characterized as armed neutrality—they don't fight but keep their powder dry. Boreas, in addition to the island of the same name, also controls the island of Relak, while Arktavia's zone of influence includes Skond. How many smaller islands there are and who they belong to, no one really knows. As long as these countries can't find common ground, there's no fear of their expansion. It's no wonder that both countries' fleets consist of coastal floating ironclad batteries and trading sailboats. Only their land forces boast impressive power. While the northern mages have long been famous for their deep knowledge and mastery of magic, the mechanized golems and heavy mechanized infantry in the armies of Boreas and Arktavia appeared relatively recently. And they've proven themselves well in repelling raids from cursed Heimdarch.

Social Stratification

The elite of every country in Mritlok is entirely comprised of mages. And while technological progress has slightly nudged them off their pedestal, it hasn't significantly changed the balance of power.

Ordinary citizens (subjects) are regular inhabitants of a country, devoid of the magical Gift (ungifted). They have no special advantages. Usually, they can hold any positions that don't specifically require a Gift, except for command and high managerial posts.

The Gifted are people who have undergone initiation and possess the ability to accumulate and manipulate magical energy. In recent years, in civilized countries, they don't have significant privileges compared to regular citizens, except for access to magical libraries and Sources of Force. In many countries, like Boreas and Arktavia, they are subject to an additional tax in the form of mandatory submission of several ergs of energy to the state.

Nobles are people possessing a Gift above average (Junior Magister and above) or those who have mage ancestors (Apprentice and above) for at least three generations, which must be proven by documents. They have the right to hire personal mage servants, run shops selling magical items, manage alchemical laboratories, and access much more serious magical knowledge.

A Family can be founded by high-ranking noble mages (Magister and above) whose children also show signs of a Gift. Founders of Families gain the right to acquire land for building a manor (family castle). Each Family also has the right to own a Source of Force up to the third class and freely train its members in combat spells up to the fourth circle.

A House is formed by several Families united by common bloodline traits (Lineage) and a shared inclination toward magic. They gain access to almost any knowledge (except that on the special list) available in state libraries and laboratories, the right to own a Source of Force up to the sixth class, and even the ability to move their manor into a fold of space. The most ancient and powerful Houses are ruled with an iron hand by Patriarchs—supreme mages who have ventured so far down the path of comprehending Force that they can no longer always be considered human. At least in terms of their psyche and worldview.

In some countries, standing apart from the traditional hereditary estates, exists the service estate. It includes either lone mages who swear loyalty to the state (and then receive almost the same personal development privileges as House members) or those from Families (exclusively from Families!) whose members have historically served the state. In Boreas, this estate is called the Purple Chamber.

Relations between nobles (whether lone or members of Houses and Families) are regulated by a noble assembly.

Religion

All people believe in a single Creator and pray to him. However, it's believed that the Creator had Nine beloved children, the Nine Holy Warriors, the Nine Holy Demonslayers. Legendary heroes who led the rebellion against Yorrokh's rule and freed enslaved humanity. Each of the Saints is considered a patron of a particular sphere of human activity, and for success in one's endeavors, it's necessary to choose a patron.

Achont. Depicted as a blond warrior in armor, with white wings and a huge two-handed sword. Patron of noble people, martial arts, and military affairs in general. His most famous nicknames are the First and the Warrior.

Yelya. Depicted as a young girl in a tight-fitting dress with her head covered. Patroness of healers and mental mages.

Lorianna. Always smiling, a red-haired beauty in a revealing dress. Patroness of seduction, temptations, and any secret affairs.

Kehtot. Depicted as a person in a cloak with a deep hood, face unseen. Hands always hidden in sleeves. A book with a metal cover and a tricky clasp hangs on a chain at the waist. Patron of seekers of hidden knowledge and those who walk the edge. The most disliked Saint by the people (sometimes referred to as the Fourth, or Patron of Malefics).

Dorana. A grim female warrior in a metal half-mask and plate armor, always depicted with a whip at her waist and a strange-looking monster at her feet. Patroness of hunters of demonic creatures, assassins, and executioners. Her most famous nickname is the Huntress.

Druzal. A classic archmage, as depicted by writers and poets. Robe, bushy beard, staff, and a leather bag at the waist. Patron of all who follow the path of knowledge and Force.

Murrtash. A stocky man in chainmail with an axe at his belt. Sometimes, depicted with a demon's head placed at his feet. Patron of all who work with their hands.

Rzavian. Depicted as a tall, skinny man with a sallow face, in a frock coat buttoned up to the neck, and a magic wand at his waist. A classic image of an inspector. Considered the patron of all bureaucrats, technomage artificers, and, for some reason, peasants.

Chilkara. Looks like a striking brunette in a leather riding outfit. Always holds a saber, with a quiver of arrows on her back. Considered the patroness of law enforcement and travelers.

Technological Level

The world of Mritlok is a world of steam, where there's no crude oil, gas, or electricity. Well, the latter does exist, but magic prevents its use. Insulators fail instantly, and generators burn out. Similarly, aviation is not developed—spatial distortions, airborne magical anomalies, flying monsters, and demonic creatures make mass flights impossible. The only way to travel the world is by ship, preferably an armored one, with plenty of guns and heavily enchanted. One can also travel by portals, but that's at one's own risk. Sometimes, the disruptions are so severe that travelers arrive in pieces... or not at all!

Magic

The greatest value in Mritlok isn't gold or jewels; it's knowledge. For only knowledge determines personal power, and restricted access to certain information is the foundation of societal stability. Therefore, spells, ways to develop one's Gift, and most theoretical works on magic are divided into access levels (not to be confused with a spell's circle classification).

Spells are ranked by the Force applied and complexity, from zero to the ninth circle (higher ones are yet unknown). If the zero circle is the level of spells for lighting a fire or drying clothes, the ninth often requires the joint effort of several Archmages and is capable of destroying and sinking into the sea a whole island.

Each spell requires energy, which is measured in ergs. One erg can power a three-room apartment for four days, five ergs make a small Fire Pulsar, and with a hundred ergs and some knowledge, a mage can flatten a village or even a small town.

A weak Archmage's reserve typically starts at three hundred ergs.

A Gifted's reserve (someone who underwent initiation but never earned the right to be called a mage) ranges from one to six ergs, rarely reaching eight.

A weak mage's reserve starts at nine ergs.

Besides reserve volume, the replenishment rate is also important. Near places with a high natural magic background, an average starting mage's reserve replenishes at one to two-tenths of an erg per hour. Three to four-tenths of an erg is a solid claim to a promising future.

In the first year or so after initiation, a mage's reserve doubles (with proper training).

For the next ten years, it grows by about a tenth each year.

For the next twenty, it grows by about a fortieth.

After that, it gets worse, with growth of one erg or less per year. Again, these numbers are quite general. Everything depends on the place of study, amount of training, and the adequately chosen Arcane Art.

In theory, one could become an Archmage with 150–160 years of practice, but in reality, such results are rare. Very rare.

It's worth noting that the most powerful Archmages, besides having a large reserve, also possess a direct channel to the subtle planes, equivalent to having their own third or fourth-class Source of Force.

There are the following mage ranks (with their corresponding spell levels in parentheses): Adept (0 circle), Apprentice (1st circle), Bachelor (2nd circle), Junior Magister (3rd circle), Magister (4th-5th circles), Senior Magister (6th-7th circles), Archmage (8th circle), Grand Mage (9th circle).

Patriarchs, the founders of ancient Houses, stand apart. Being Archmages or Grand Mages with access to a family Source for centuries, if not millennia, they merge so deeply with its Force that they are considered mages beyond category. However, there aren't many of these ancient sorcerers, and they greatly dislike leaving their manors.

Sources of magic (Force) come in the following classes (degrees):

First—just a place with a higher-than-average background, which makes it easier for two or three Apprentices or a dozen Adepts to replenish their reserves.

Second—a place with a highly saturated background, from which, with some effort, a channel to the Force-rich subtle planes can be pierced. Can supply energy to about ten Junior Magisters who use magic moderately or a few dozen Bachelors.

Third—a naturally (or from a second-degree source) formed Source, suitable for usage by three or four Magisters. Development to higher degrees is possible but would require truly extraordinary effort.

Fourth—a stable, naturally formed channel suitable for supplying energy to a small magic School or a young Family's manor. Can develop to higher degrees.

Fifth—a stabilized tear in the fabric of reality. Perfect for supplying large Schools, lab complexes, or small fortifications. Can develop to the sixth degree over several hundred years. Or, if unlucky, degrade and close.

Sixth—a fixed breach into other planes, capable of supplying an entire city with energy or even serving as the basis for a full-fledged spatial fold.

Seventh—a two-way permanent portal to other planes, suitable for energy transfer. Extremely rare and a national treasure for any state, it serves as the backbone of the economy.

It's worth noting that the classification of Sources and the amount of energy they supply are quite approximate. For instance, during Yorrokh's Night, there have been cases of Sources "drying up" as well as becoming excessively active, sometimes with catastrophic consequences.

Cost of Energy. Ten ergs are sold for an average of one gold drachma, but the price varies depending on the country and the current energy market supply. For instance, in Boreas, energy is quite expensive, while in Styxson, on the contrary, it's pretty cheap.

A mage's ability is determined by the following characteristics: reserve volume, reserve replenishment rate (natural and using a gathering formula), "color" of personal Authority, and the presence of Lineage.

An Arcane Art is a method for developing a mage's Gift from Adept onward (which may or may not take into account the Gifted's Lineage, affinity with Elements, and other traits). Rated in stars. One star means the possibility of developing from the initial stage of Adept to its peak. Two stars—to the peak of Apprentice. And so on, up to eight stars and the level of Grand Mage.

The possibility of obtaining or acquiring a particular Arcane Art:

One star—freely distributed techniques taught in public courses or sold in stores and libraries for relatively little money.

Two to three stars—taught in magic Schools or sold with minimal restrictions in stores and libraries (though the price is significantly higher than for one-star, which might even be free).

Four stars—available only in serious Schools, the military, or can be inherited. Almost never appear for open sale.

Five stars—available for study in the guard, special services, or the strongest Schools with centuries of history. Also is a part of the heritage of aristocratic Families and Houses.

Six to seven stars—national treasures of each state. Obtainable only by being part of the high aristocracy or through personal apprenticeship with Archmages and Grand Mages.

Eight stars—means of acquisition unknown. Any reliable information about Arcane Arts of this rank is universally classified.

Each Arcane Art has its limitations and practice requirements. The higher the stars, the higher the demands. Everything is considered: reserve volume, Lineage, Elemental affinity, Authority, and Saints know what else.

Some Arcane Arts can enhance inclinations toward certain types or branches of magic, grant additional abilities, or even transform one into something new. Most easily accessible one-star Arcane Arts only have a reserve volume requirement (between nine and twenty–twenty-five ergs).

There is also a gradation according to a color scale.

An Arcane Art can include techniques for developing various aspects of a mage's abilities. For example, red one-star Arcane Arts usually focus only on increasing reserve volume, and not in the most efficient way at that.

HIGHER EDUCATION INSTITUTIONS AND MAGIC ORGANIZATIONS

Academy of the Four Elements (four stars)—one of the strongest magic Schools in Boreas. The director is an Archmage. Focused on developing elemental mages. Strict requirements for knowledge, Gift, and Lineage.

Ashalek—Styxson Brotherhood of assassin mages.

Magic Bank (State Magic Bank)—an organization also known as the Energy Vault. In each state, it has a strategic role, responsible for controlling Sources of Force, collecting, purifying, and storing energy reserves. It is not allowed to create or maintain its own armed security structures, teach magic, or engage in political activities. In Boreas, the Magic Bank reports directly to the Triumvirate.

Guild of Dreamers—an organization overseeing almost everything related to Dreamers' activities. This includes preserving and studying their research results, assessing the impact of new knowledge on state stability, and commercializing it. The Guild of Dreamers has a monopoly on everything its members obtain from the Dreamworld, including visual images, imprints of others' thoughts, and products created based on them. Guilds in all major countries actively cooperate with the Hall of Rememberers on matters concerning humanity's safety.

Hall of Rememberers—a secret organization whose purpose is to counter demonic influences and ensure humanity's survival. According to legend, it was founded by the Nine Saints in the period between the two demonic wars. Theoretically, it is meant to be international and not subordinate to the governments of individual countries, yet in reality, some branches have long lost their autonomy. Nonetheless, the membership requirements remain standard: at least average magical abilities, resistance to demonic influences, and initiation into arcane knowledge. The Hall's hierarchy (from junior to senior)—Candidate, Journeyman, Master of Whispers, Keeper of Memory (or Elder).

College of White Gloves (five stars)—the strongest magic School in Boreas. The director is an Archmage. Focused on training future high-level managers and versatile mages. Extremely strict admission requirements (Lineage, wealth, hereditary nobility, loyalty to the Triumvirate).

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School of Iron and Blood (four stars)—one of the strongest magic Schools in Boreas. The director is an Archmage. Focused on training battle mages. Strict requirements for wealth, Gift, Lineage, and reputation (social status).

School of Three Saints (three stars)—a fairly well-known magic School. The director is a Senior Magister. Good grades, a knack for magic, and money are needed for admission.

Haori School (four stars)—an Avalon School specializing in training assassin mages.

A School is a magic educational center and simultaneously a community of students and alumni led by a director (rector). Each influential School has both a notable magical heritage (Arcane Arts and Techniques, unique spells and methods of their application, ways to develop Authority and Lineage, and its own perspective on the laws of magic) and a solid material base (its own magic Sources, channels for obtaining resources needed for mage development, and possibly even portals to nearby planes of reality). Schools usually support the ruling regimes, but there are cases when they go into opposition and cause major wars. School structure: outer disciples (students who follow a regular, often simplified program), inner disciples (students who follow an advanced program and receive some special resources), personal disciples (exceptionally talented students who follow an advanced program and receive support from senior mages), and Heirs (outstanding talents who swear loyalty to the School or a specific mage and receive the full knowledge of the Teacher).

GENERAL INFORMATION ABOUT THE WORLD

Velvet Book—the main compilation of information on the magic Houses and Families of Boreas, regularly updated. The original is made of magically treated leather and stored in the Main State Archive (formerly the Imperial Archive); paper copies can be found in many major libraries.

Library of Regents—the largest library in Boreas, under the patronage of the Triumvirate. Has high requirements for civil status (access to some sections requires up to five gold stars in a passport), expensive subscriptions (a single visit to a section that doesn't require special permits costs ten obols).

Great Andalore Reading Hall—one of the most popular public libraries in Andalore, where the relative scarcity of literary collections is compensated by affordability (a reader's subscription costs only four obols and has no restrictions on civil status).

Bureau of Calamities—a government organization in Boreas responsible for collecting information on all catastrophes occurring in the world, studying their consequences, and predicting their recurrence. The main focus of the research is Yorrokh's Nights.

"Voice of the Magnate and Merchant"—an Andalore tabloid. Published every sennight and targeted at readers interested in trade and industry news.

The Uprising—a rebellion of several aristocratic Houses against the emperor of Boreas, leading to a long and bloody civil war. It ended with the overthrow of the dynasty and a change in the state system (Boreas became a republic with three Regents at the helm).

Noble Assembly—an official association of all nobles (whether hereditary or acquired), playing the role of both a club of interests and a regulatory body (for example, it grants or denies permission for duels, including between non-nobles). In some cases, the decision to subject a "misbehaving" member to public ostracism proves to be a more effective punishment than those available from the state's judicial system.

"Demon-lovers"—a colloquial term for those advocating for finding compromises with intelligent demon races, being more tolerant of the magical heritage of demonic realities, and seeking to reduce the excessive use of force during Yorrokh's Nights.

Drachma—a gold coin, the standard term for currency in Mritlok. Its value varies from state to state, so one Boreas drachma isn't exactly equal to one Styxson drachma. One drachma contains one hundred obols (silver coins).

Hierarchy of demons (and demon worshippers)—Demonic Warrior (Adept–Apprentice level), Flesh Hunter (Bachelor level), Soul Collector (Junior Magister level), Abyss Listener (Magister level), Master of Calamities (Senior Magister level), and Inferno Lord (Archmage level). The highest rank is called Ruler of the Fiery Palace (equivalent to Grand Mage), but no Rulers have appeared in Mritlok for several millennia.

"Magic and Steam"—the oldest newspaper in Andalore. Published every sennight and primarily dedicated to news in politics, magic, and science.

Master—a respectful address to any professional (Gifted or not).

Mechanized warrior—a product of the fusion of science and advanced magical developments. It is a humanoid walking machine piloted by a mage. The mechanized warrior's armament includes various melee and firearms, as well as amplifiers for magical spells. The nature of operating it determines the key requirements for pilots—in addition to magical abilities no lower than Apprentice level, endurance and physical strength are crucial.

Mechanized Armor—a simplified version of a mechanized warrior (not a walking machine, but individual armor with some modifications).

Miles—a respectful address for any priest, regardless of gender. The origin of the word is unknown, likely some dialect from the pre-demonic era.

Gifted Tax—a common practice in many Mritlok countries where a Gift holder must pay a monthly tax of several ergs. The amount varies from country to country. In some places, it's a few ergs (Boreas, Arktavia), while elsewhere, a fixed amount is replaced by a percentage of the reserve, with monthly payments sometimes reaching several dozen ergs (Avalon Islands). In most countries, substituting energy with a monetary equivalent is strictly forbidden.

Gifted Passport—the primary document for anyone with a Gift. Issued as a metal token with embedded controlling spells. For regular Gifted, it's made of bronze; for Adepts, Apprentices, and Bachelors—iron; for any Magister—silver; and for an Archmage—gold. A platinum token is reserved for a Grand Mage, but whether such documents (or Grand Mages themselves) exist is unknown to the general public.

Message to Descendants—a collection of texts presumably written between the end of the Uprising of the Nine and the Second Wave. Contains a brief history of humanity's war with demon enslavers, biographies of all Saints, and their teachings to future generations.

Dawn—the end of Yorrokh's Night.

Council of Regents (Regents, Triumvirate)—the governing body of the Boreas republic. Consists of representatives from the three most influential Houses (Cheringar, Lupergot, Kravgam).

Repository of Books of the Countries of Mritlok—the second-largest library in Boreas. It barely contains any magic-related sections and mainly focuses on storing books on the geography, nature, and history of Mritlok and neighboring planes of reality. Access depends on one's civil status and financial means—the cheapest single-use pass costs eight obols.

Color Scale—in Mritlok, the power or quality of something is assessed not only with stars but also by a color scale. There are seven levels (classes, ranks) or simply colors: red, orange, yellow, green, azure, blue, and violet. Red is considered the lowest, while violet is the highest.

ARTIFACTS, SPELLS, RITUALS, AND ELIXIRS

Avalonch—a special pouch for storing glass cylinders with one-time spells.

Memory Reader Device—a device traditionally created in the form of a glass cube with a complex mechanism inside. Has two handprints on the lid. Contains a second-circle mental spell.

Water Hands (Fire Hands, Earth Hands, etc.)—a first-circle spell that creates additional limbs for the mage (depending on the version, they can be summoned close to the target).

Air Cushion—a first-circle spell from the Air Arsenal. Used for fall protection and as a barrier.

Air Disc—a zero-circle spell from the Air Arsenal. Has many uses, from a flight aid to a weapon, depending on its development level (from zero to second circle).

Defenders—a group of low-power civilian artifacts aimed at easing the everyday life of the Gifted. Variations are numerous, but the name always includes "Defender." For example, an Insect Defender is used against gnats and mosquitoes, while a Rat Defender is bought to drive away rats and other rodents.

Protective Circle—the simplest magical ritual designed to create an area shielded from external influences. A basic element of many other rituals.

Druzal's Mirror—one of the main tools in the self-improvement practice of Mritlok mages. Allows the development of various facets of a magical Gift, enhances the effects of Arcane Arts, and speeds up the learning process.

Banish Disease—a zero-circle healing spell (Pneuma, Fire Element), the Runeglyph sequence describing it includes ten characters. Its principle is based on destroying pathogens in the blood (while simultaneously boosting the immune system). Basic use requires six ergs of energy. The most effective application is achieved with either Death or Fire Element.

Spark—the simplest zero-circle combat spell, not tied to Pneuma or Elements (there can be just a Spark, Fire Spark, Thunder Spark, or full equivalents from other Elements, like Water Drop, Poison Drop, Stone Bullet, etc.). Consists of six Runeglyph characters. When activated, it forms a clump of energy compressed to material density, capable of dealing crushing or piercing damage. Easily modified or enhanced. Basic use requires two ergs of energy.

Sparkthrowers—handheld ranged artifacts with shot power equivalent to the Fire Spark spell.

Stone Palm (Fire, etc.)—a first-circle spell at the intersection of Earth and Fire, taking the form of a large palm. Much stronger than the corresponding Fist spell.

Kinetic Push—a general term for either a way of using a telekinesis spell or its more "advanced" (first-circle) version. In the latter case, the spell generates a powerful kinetic blow.

Fist of Wind (Water, Fire, Thunder, Stone Fist, etc.)—a weak offensive spell of zero, sometimes first, circle from the Air (or any other) Arsenal. It's a sphere of energy compressed to material density. The Runeglyph sequence includes fifteen characters. Requires three ergs of energy to create.

Dreamcatcher—a low-power artifact produced by the Guild of Dreamers. Designed to aid in falling asleep and protecting against nightmares caused by random magical energy fluctuations.

Magma Sword—a favorite spell of Bachelors who specialize in studying the blend of Fire and Earth known as Magma and prefer close combat. Each mage develops their own variation, endowing the Sword with a variety of properties.

Magma Orb—a destructive second-circle spell at the intersection of Fire and Earth.

Minor Healing Charm ("Healer")—a zero-circle healing spell (Pneuma, any Elements). The Runeglyph sequence describing it includes twelve characters. Its principle is based on accelerating the body's recovery processes while simultaneously providing energy. Basic use requires two ergs of energy.

Force Hearth—an artifact (usually of natural origin) that facilitates the practice of gathering magical energy.

Blood Cleansing—a zero-circle healing spell (Pneuma, any Elements). The Runeglyph sequence describing it includes four characters. Its principle is based on stimulating the organs responsible for blood purification while simultaneously providing energy. Basic use requires one and a half ergs of energy. The greatest effect is achieved with either Life or Water Element.

Body Nourishment—a zero-circle healing spell (Pneuma, any Elements). The Runeglyph sequence describing it includes four characters. Its principle is based on energizing individual (weakened) body organs. Basic use requires one to four ergs of energy. The greatest effect is achieved with Life.

Phantom Root Elixir—a medicinal concoction designed to ease and speed up the progression of certain layers in Pneuma-focused Arcane Arts. The concoction is on the Special Control list. Its creation requires the involvement of an Apprentice-level or higher alchemist.

Pulsar (Fire, Water, etc.)—a destructive clump of magical energy with various properties. Its creation requires a deep understanding of a specific Element (meaning development at the peak of Apprentice rank or even Bachelor).

Dispersion—a zero-circle spell (Pneuma). The Runeglyph sequence describing it includes eight characters. Designed to remove the effects of external magical influences (curses, enchantments, restrictive charms, etc.) and cleanse the target from energy contamination. Basic use requires two ergs of energy.

Force (Energy) Stone—a natural or lab-synthesized energy storage. The most common capacity for stones available to regular Gifted is between one and four ergs.

Stalagmite Trap—a second-circle spell of Earth mages. Looks like stone spikes bursting from the ground. Depending on the mastery of the spell, understanding of Earth Element and Authority, the number of spikes, their size, and strength can vary.

Wind Arrow (Fire, Water, etc.)—a zero-circle spell from the Air (or other) Arsenal. Arguably the most powerful available to Adepts outside high-ranking Schools, sects, and Houses.

Ka Sphere—a device used, first, to determine a person's inclination towards magic before undergoing initiation with Force, and second, to conduct the initiation itself. Doesn't have a single standard form. In practice, both Spheres from major firms and those developed by little-known groups of mages and mechanics are used.

Telekinesis—a spell that allows manipulation of physical objects. The number, weight, and other parameters depend on the mage's skill and spell mastery. Unlike direct use of Authority to move objects, telekinesis is less demanding on Spirit, energy, and more flexible.

Ritual of Three Seeds—a divination ritual using bean seeds as a medium. If successful, the caster gains a magical compass that can point to the search target for a day. Or it might not point at all if the target is protected by special means.

Shock Whip—a non-lethal magical weapon that inflicts convulsions, bouts of intense pain, and mild burns on the victim.

Shields (Water, Fire, Magma, Lightning, Dust, Mist, etc.)—a group or class of defensive spells united by a common name. They vary in complexity, used Elements, and levels (circles).

ARCANE ARTS AND GENERAL MAGIC THEORY

Battle Mage—a mage specializing in the destructive aspects of Elemental magic. Their development path relies entirely on studying defensive and offensive spells.

Diviner—a mage specializing in working with the forces of Fate. Strongly disliked by demons. Also, there are no diviners above the rank of Bachelor.

Howard's Boundary—the barrier separating a person's Spirit from the world of subtle energies. Essentially, initiation means just breaking through it.

Spirit Palace—a mental space reflecting the state of a mage's Spirit. Practicing an Arcane Art or Arcane Techniques involves first entering the Palace and then transforming it.

Demonologist—a mage specializing in studying demonic magic, traditionally a ritual expert and good theorist. Big downside: if a demonologist doesn't have backing from Hell (meaning as long as they remain on humanity's side), their Spirit inevitably gets marked, and the mage's life becomes plagued by constant aggressive attention from otherworldly creatures. The strongest demonologists always possess a corresponding Lineage.

Magic Diagram—Mritlok mages' concept of magical energy being divided into five main "shades" or types: Pneuma, Fire, Water, Air, and Earth. Each type has a tilt towards the positive or negative spectrum. When discussing the spectrum of Elements or their combinations, terms like "Creation magic" and "Destruction magic" are often used. For Pneuma—the primary energy or cosmic breath that once gave birth to all other Elements—the positive and negative spectrums are called Life magic and Death magic, respectively.

Rain of Pain—an Authority development technique (yellow rank) passed to Malk, Helavia, and Tolfan by their mentor Reslan Skom in boarding school. Classified as a Forbidden Technique.

Soul of Fire—a highly demanding Arcane Art (six stars, blue rank) aimed at gradually enhancing a Gifted's abilities in the Fire Element (gives a chance to transform into a fire elemental or another fire plane inhabitant). Mandatory conditions to start practicing are having an awakened fire Lineage, like that of House Cheringar, a large reserve, and Authority at least at the beginning of the orange level. The peak of development is the practitioner's readiness to break through the barrier separating a Gifted from the Archmage level.

Spell—a projection of a mage's will into the world. It follows certain laws and is composed of Runeglyph symbols, with two possible methods of use. The first involves a preliminary learning (mastery) process, where the sequence of characters is imprinted in the mage's Spirit, allowing for quick (instant) activation. In this case, there are three levels (ranks) of spell mastery: lower, middle, and higher (peak). The fourth level means using the spell as the main support for a magical Nimbus. The better a mage masters a spell, the better its characteristics. The second method involves sequential activation of known Runeglyph characters (directly or during a ritual). This method is the slowest and least efficient, with no mastery level gradation.

Forbidden Techniques (Arts)—any methods or techniques for developing magical abilities (as well as temporarily or permanently enhancing them) that either cripple practitioners or harm others. The vast majority of demonic Arts fall under Forbidden Techniques.

Mark of Fire—an Arcane Art (one star, violet rank) specializing in preparing the practitioner for mastering much more serious Arts, like Soul of Fire (six stars, blue rank). Property of House Cheringar. Enables the fullest possible unlocking of the House's Lineage and awakening of innate magical abilities.

Crystal Heart—an Arcane Art specializing in strengthening affinity with Pneuma (one star, yellow rank). Its downside is that it doesn't develop Elemental affinity or contain Authority development techniques. Nevertheless, it's considered decent (not the best, but decent) for building a foundation as a novice mage. It trains energy reserve replenishment speed well. Initially, it increases energy absorption by one-tenth of an erg per hour, and this growth can eventually reach three or four-tenths of an erg per hour. It has almost no effect on the practitioner's body. As a side effect, it enhances the ability to maintain a clear mind in difficult conditions and slightly boosts resistance to mental influences, phantasmal effects, and curses.

Puppeteer (Marionettist)—a mage specializing in controlling mechanisms or soulless puppets, including mindless undead and incorporeal creatures. The choice between Element or Pneuma as the basis of their magic depends on the specific Puppeteer School. A mediocre puppeteer can control a couple of battle golems, a great one can handle a whole squad, and a superb one can command an armored cruiser alone.

Healer—a mage specializing in healing. Although specializing in Life magic is preferable, there are plenty of excellent healers who choose to study Creation magic from the Elemental category.

Malefic—a mage specializing in casting or removing curses. These mages are known for their high Authority and inclination toward Death or Destruction magic.

Lesser Arcane Art—a simplified method (compared to an Arcane Art) of developing certain qualities of a mage that are not part of an Arcane Art but don't conflict with it. Not very common and usually owned by influential Houses, Families, Schools, and Combat Halls.

Mentalist—a not very common magical profession focused on manipulating the minds and Spirits of people or demons. All mentalists are strictly controlled by the state and aristocratic Houses.

Metamorph—a mage with a demonic or angelic Lineage, capable of partially or fully changing their appearance. All metamorphs are traditionally decent battle mages with a focus on close combat.

Dreamworld—a sort of spiritual realm that connects worlds and universes (the official position of the Guild of Dreamers). It reflects both events happening in other spaces and individual ideas or concepts. Only Dreamers can access the Dreamworld.

Legacy—a body of knowledge about fighting demons, preserved for future generations by the priests of the Nine Saints for millennia. Depending on the specific Saint, the content of a Legacy may vary, but it always focuses on developing Authority. Modern mages consider Legacies either completely outdated or meaningless (or even dangerous) and thus suitable only for entertaining the faithful.

Nimbus—a glowing ring around the mage's energy center (core) in the Spirit Palace. Formed from fully mastered spells (at least three). During the ritual of crossing a rank boundary, one spell is placed in the center of the Nimbus, making it seem like part of the mage's spiritual body. As a result, this magical construct gains instant activation and significantly increased flexibility.

Practice deviations—disorders in the physical or subtle body (Spirit) of a Gifted, caused by errors in understanding or performing the practiced Arcane Art.

Plane of reality—a spatial formation or an entire world coexisting "alongside" Mritlok. Most often, a plane is either tied to a specific Element (plane of Fire, Death, etc.) or "resonates" with a particular type of magical "vibrations" (demon/Hell plane, Heaven plane).

Runeglyph—the language of mages designed for creating spells.

Seed of the Spirit—a part of the subtle body of a high-ranking mage who has accepted a Legacy, responsible for interacting with a specific type of magic. It's somewhat like spells fully integrated into the Spirit. But while spells perform a single action, the Seed expands the mage's abilities in an entire branch of magic.

Dreamer—a mage with specific Spirit traits that strip them of all magical abilities except those granting access to the Dreamworld.

Rzavian's Standard—a requirement for a mage to be able to fully replenish their reserve within a day, without which a successful breakthrough to the next rank is considered either impossible (true for the transition to Apprentice or Bachelor rank) or difficult (for all other ranks).

Elemental transformation (Fire, Water, etc.)—the transformation of a mage's body and Spirit into a new state, more akin to elementals, higher beings, and dwellers of the corresponding Elements.

Arcane Technique—a set of methods aimed at working with a specific characteristic of the practitioner (technique for developing Authority, energy absorption technique, etc.). When used outside its originating Art, often leads to serious negative consequences (practice deviations).

Arcane Art—a training methodology for developing a mage's Gift. It consists of interconnected techniques aimed at enhancing characteristics such as reserve size and replenishment speed, Authority, development of the subtle body (sometimes referred to as Spirit or Body of Light) and affinity with Elements, awakening Lineage.

Technomage—a mage specializing in studying and creating various magical mechanisms. The most in-demand profession after healers.

Gathering formula—a method for gathering energy included in every Arcane Art. They can differ greatly depending on the Element, Lineage, or type of Art.

Four Thunders—a one-star, blue-rank Arcane Art aimed at enhancing Lightning affinity (a secondary Element formed by mixing Pneuma, Air, and either Fire or Water). The practitioner gains increased resistance to Lightning magic and the ability to integrate the essence of the Art into spells of other Elements (as a result, a pure Pneuma Arrow in the hands of a master of Four Thunders would also deal damage with lightning bolts and acoustic thunder attacks). In battles against ghosts, a specialist in Four Thunders has a guaranteed advantage, but there are almost no benefits against mages of "pure" Elements. The practice requirements are quite strict: a large reserve and high affinity with Air and Fire (or Water).

Saint's Shield—an Arcane Art that slightly strengthens Earth affinity (one star, red rank). Simple and not demanding in terms of practice, it's suitable for even the weakest of the Gifted (starting reserve of less than eight ergs). The main downside is that to reach the stage of meeting Rzavian's Standard with it requires considerable effort. It slightly strengthens the practitioner's body. As a side effect, it increases resistance to lesser demonic magic.

Elementalist—a mage specializing in a single specific Element (or a combination of Elements, like a Lightning mage). Even at early stages of development, elementalists can access elemental planes (at least in Spirit form), and eventually, they can fully elementalize their physical body. To reach high ranks, a good Lineage is necessary.