Glossary

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In-Character Terminology

Achromat (n., adj. achromatic) — The (polite) word for the non-magical human child of two magicians. Affectionately or derogatorily referred to as a dud in modern slang. 

Affinity (n.) — Alternatively: designation. The ability or arcanum with which a magician was born, or the area of magic an entity is associated with.

Arcane magic (n.) — Alternatively: arcane energy. Magic possessed only by entities. Power not bound to the laws of the physical universe. Human beings can only gain access to arcane magic through a pactum. See: { Magic }.

Arcanum (n., pl. arcana) — A category of magic, used to describe a family or branch of magical abilities. See: { Magic: Arcana }.

Contract (n.) — See: pactum.

Corporeal magic (n.) — Magic possessed by magicians. Magicians use their soul capacity to produce this type of magic. Powers bound to the laws of the physical universe. Humans cannot use this magic. Entities can gain access to corporeal magic through a pactum, though this magic is weaker than its arcane counterpart. See: { Magic }.

Curse (n.) — Any long-lasting spell that follows a being with negative intent. Can be anything from a cold-feet jinx to a spell that follows your family's descendants for generations. 

Deficiency (n.) — Sometimes used to describe a lack of a healthy amount of soul capacity in one’s body, or the inability to replenish as much soul capacity as the individual is losing. See: { About Contracts: Pactum Relationships }.

Demon (n.) — A type of entity formed through the manifestation of something intangible, such as a premonition, thought, emotion, or regret.

Entity (n.) — Creatures that lack a human soul. This term encompasses a wide variety of beings. What distinguishes an entity from an animal is its ability to use arcane magic. It is widely accepted fact that the origins of most entities remain unknown.

Entropy (n.) — A word sometimes used to describe the process by which a magician passively loses their soul capacity. Magicians, being able to convert their soul capacity to corporeal magic. This word is sometimes also used to describe the manner by which a magician (especially one contracted to an entity) is unable to regenerate soul power as quickly as their non-magic counterpart, which occasionally results in premature death. See the section about magicians in: { World: Humans, Magicians, Entities }

Fluke — Slang term for the magical child of two humans, as in, boy, that sure was sheer fluke! This is often the work of recessed traits spontaneously showing up in a child’s genotype.

Human (n.) — Human beings without the ability to use magic. Have a higher soul capacity than their magical counterparts, but cannot utilize it without being contracted in a pactum.

Human being (n.) — The collective term for both humans and magicians, especially in reference to their shared biological makeup. Genetically, humans and magicians share no differences: the only notable difference between them is the ability for magicians to use magic.

Magic (n., adj, magical, v. magicked) — haha

Magician (n.) — Human beings with the ability to convert soul capacity into power that allows them to manipulate matter.

Major arcana (n.) — Used to refer to the two largest categories of magic, arcane magic and corporeal magic. See: { Magic: Arcana }.

Minor arcana (n.) — Minor arcana are almost infinitely vast: magic of the two major arcana can be further divided into smaller subcategories of magic. See: { Magic: Arcana }.

Monster (n.) — An entity, often insentient. Refers to entities that are specifically malicious, dangerous, or threatening to human beings.

Non-sentient (adj.) — Alternatively: insentient. Used to describe entities incapable of complex thought. Entities similar to animals are often categorized as such. All entities in the first and second tiers are non-sentient.

Pactum (n.) (pl. pacta ) — Alternatively: contract. A complex relationship formed between two beings, allowing them to better their intrinsic capabilities. An agreement to share the soul.

Pactum mark (n.) — After a name or sigil is written on the skin when forming a pactum, the writing will change appearances to a pactum mark, the proof of a successful contract. The pactum mark cannot be hidden or obscured physically or by magic in any way. Erasure of a permanent pactum mark can only be achieved when the contract duration is over, or by removing the area of the body upon which it is located. See: { About Contracts: Forming Pacta }.

Par pactum (adj.) — To be bound by a pactum to another. To be par pactum to another is to be two individuals that share a soul, or partners par pactum. Sometimes, permanent contract partners are colloquially referred to as the individual’s par.

Permanent contract (n.) — A contract breakable only by the removal of the area on which the pactum mark is located. Violating the terms of a permanent contract results in death. See: { About Contracts: Types of Pacta, Breaking a Pactum }.

Sentient (adj.) — Used to describe entities with “humanlike” qualities, such as a personality, cognizant thought, intelligence, and emotions: but not necessarily human emotions. Sentient entities are generally able to speak or communicate.

Sigil (n.) — Entities without written or verbal names will use a symbol to indicate their identity: these symbols are called sigils. See: { About Contracts: Forming Pacta }.

Soul capacity (n.) — Alternatively: soul power. Possessed only by human beings, or humans and magicians. Associated with life force, vitality, spirit, and the ability to feel human emotions. See: { Magic }.

Specialty (n.) — The area of magic or minor arcanum of a magician or entity. Contract partners will often inherit these from their par.

Temporary contract (n.) — A contract that lasts only as long as the ink with which it was written. Violating the terms of a temporary contract results in excruciating pain that will last until the breach has been corrected. See: { About Contracts: Types of Pacta, Breaking a Pactum }.

Term (n.) — The optional conditions two pactum partners can attach to their contract. Breaking these terms will result in severe consequences. See: { About Contracts: Forming Pacta }.

Tier (n.) — The tier of an individual is the designation of their powers or abilities. For entities, a tier is a description of the ease by which they can be killed. Tiers are rarely used to describe humans or magicians in casual language. See: { World: Tiers }

Uniform pin (n.) — A pin worn by the students of Concordia College in order to limit their magical output. It is first mailed to them in their acceptance letters, and must be worn at all times while on school grounds. See: { Magic: Guidelines }

Vessel (n.) — Used to refer to a human contracted to a magician or an entity. Sometimes used as an address, such as my vessel.





Out-Of-Character Terminology

Check-in — A script used in the general chat with the command !checkin character’s_first_name. Measures your daily roleplay activity. See: { Mechanics: Experience, Currency, Inventory }

Combat stats — Gained and raised through dungeon exploration. Not affected by a character’s tier, but by gaining experience points from frequenting the labyrinth. See: { Mechanics: Tiers, Stats }.

Concordia  — The primary location in-roleplay. A prestigious state school off the coast of Scotland that specializes in magic, open to all magicians and contracted humans or entities.

Innate stats — Stats affected by a character’s tier. Describes their personality traits, physical characteristics, flaws, and talents. See: { Mechanics: Tiers, Stats }.

Labyrinth — Alternative name for the dungeon that occupies the underground of Concordia College. Currently has no map.

Medals — Achievements you can obtain, whether from in-character or out-of-character actions. Some have rewards associated with them, or are prerequisites for events or items. See: { Mechanics: Experience, Currency, Inventory }.



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