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The Seraphim Covenant
tsc2: Glossary

tsc2: Glossary

The Calendars

Mortal Calender (est. in NO-00) Immortal Calendar (est. in the year 0 of the Era of Rebirth (0 - 157)) (T) New Order (abbr. NO) (C) Eternal Order (abbr. EO) 360 days + 5 Forgotten Days 360 days + 5 Days of Remembrance 12 nameless months per year

6 months and 6 reflected months per year

They are as follows:

Lightborn, Change, Embers, Rain, Bloom, Lightless

Reflected Light, Reflected Change, Reflected Embers, Reflected Rain, Reflected Bloom, Reflected Dark

five weeks per month

They are as follows:

Loss, Hope, Conflict, Liberation, Mend

5 nameless weeks per month

6 days per week

They are as follows:

Dark, Reflection, Opportunity, Initiative, Power, Light

6 days per week

They are as follows:

Aether, Wind, Fire, Water, Earth, Void

The New Order uses weeks and days to measure time. The Eternal Order uses months and days to measure time.

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The Class System as established by the Transcended (T)

Classes go from 1 to 20.

They are based on STR, DEX, AGL, CON, INT, CHA.

Classes have statline prerequisites.

There are mundane, combatant and supporter classes.

Combat classes are based on STR, DEX, AGL, CON.

Supporter classes are usually based on INT, CHA.

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Everything is negotiable.

(T) Ascendancies

An ascendant is an individual with two classes.

There are secret classes that have special requirements. (e.g. Wanderer --> Traveler; Mortal Ascendant)

(T) Divinity (1 to 13 sparks)

There are divine classes.

A level 20 class can pass through a Gate of Divinity to walk on the Path of Gold.

A divine class obtains one spark for every level it gains.

Sparks can be gained.

Sparks can be lost.

Sparks cannot be traded.

Sparks are gold, and gold only.

Nothing is negotiable.

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Magic

Mortal Magic Immortal Magic There are eight paths of magic, divided into elemental, sorcery and high socery. Any being with an immortal soul has the potential to learn the soul arts.

Elemental paths:

Fire, Water, Earth, Air

A soul has one or several alignments (with varying intensities) that roughly correlate to the paths:

Fire, Water, Earth, Air, Death, Nature, Astral

Sorcerous paths:

Death, Nature

The soul arts can be divided into crafting and weaving

High sorcerous paths:

Astral, Blood

Crafting: soul acts as a medium in order to create aspected materials

Weaving: using soul to influence the world

5 schools of magic:

Alteration, Evocation, Construction, Enchantment, Thaumaturgy

A spell's effect is determined by soul, will + intent and a sigil

these are not predetermined and every immortal learns these on her/his own

Magic classes must follow a path and a school. Every 5 levels gain one additional school or a specialization in a known school. More complex effects require a sequence of sigils.

Artificery

The means of combining magic and technology through the use of the soul arts.

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The Planes

A plane is a world with a Boundary.

There are major planes. They have no upper limit.

There are medium planes. They have a maximum entry level of 13.

There are minor planes. They have a maximum entry level of 8.

Every plane has an alignment. It can irreversably tip towards axxxxx, xxix, xxxxh, xixx, xaxxx, fxxx

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Universally accepted currency across major planes:

1 naara = 10 greions = 100 aeseon

Naara - godgold

Greion - godbrass

Aeseon - godbronze

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The Eternal Cities

Kalanaar (anti-immortal), ruled by the Seven-Colored Heptarchy

Impyrea (anti-immortal), ruled by a Congress

Elysia (pro-immortal), ruled by a Triarchy

Selenya (pro-immortal), ruled by Lunaria Rhea

Solarius (neutral, leaning pro-immortal), ruled by Sol Viktor

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Redacted:

Limbus. A realm of grey in parallel to the xxxx.

Xxxxxtxa. A vast world that broke off (and was thus preserved) from the xxxd during the Cxxxxxxsm.