A Glossary of Arcydean Terminology:

angstpire: A psychic vampire that specifically feeds on the emotions of despair and depression. Commonly found near the Suicide Cliffs of Nexus, goth parties, and other sources of misery.

Arcydean Representatives' Council: A conglomeration of representatives from the major powers of Arcydea, including countries, corporations, and other organizations. The council votes on and works together to resolve major planetary concerns, with voting strength of each participant based on the amount of assistance their group provides. The council was formed during the Reign of Tears era, and continues to meet yearly or as circumstances demand. Vassal states, state-owned companies, and other groups owned or managed by current members of the board cannot join or vote, though they may present their case through the group that owns or manages them.

Crystalward States: Founded after the collapse of the Empire of Oz, the Crystalward States were the regions countrolled by each of the Assistant Wizards at that time. The Wizards worked to build their own bejewelled towers to express their superiority, enforcing crushing taxes and brutal indenturements to complete the work. They also conscripted soldiers and hired mercenaries to wage war on each other. However, all semblance of order rapidly deteriorated a few years into the new reign, as citizens' revolts swept across the states, crippling military offense and defense. This rendered the States powerless to resist Krytar's forces when they invaded shortly afterwards, obliterating the States one by one and subsuming them into Krytar's growing empire.

dragon: Any of a number of winged lizards, commonly human-sized or larger, quadrupedal, with a long tail and a breath weapon. Traditionally, dragons whose adult size is significantly lower than human-size are referred to as drakes. The dragon stereotype is covetous of shiny objects and prefers to keep its treasure in a hoard or nesting area, and breathes fire.

dwarf: A diminutive (roughly 4' in height) humanoid renowned for strength and fortitude, stereotypically found in the mining, crafting, and refining industries in mineral-rich areas, as well as brewing (and drinking). Dwarves of both genders have facial and body hair, and generally pride themselves on their long beards; female dwarves who spend much of their time in human settlements do shave off their beards to fit in better.

elf: A humanoid, roughly human-sized species of the fae, with pointed ears (some elves' ears can reach up to one foot in length) that are incredibly sensitive to sound and touch. Specifics of behavior depend on the specifics of the race involved, but most elves have some innate talent with magic and are more dextrous than human cohorts. Height varies according to race; Nexican elves are known to range between 4'6" (occasionally confused for wanderkin) and 7' (occasionally confused for demons.) Elves do not have facial hair, and often trim or remove other bodily hair as well.

fae: (alt. spellings: fey, fay) A common term that describes being closely tied to nature, aspects of behavior, or elemental forces. The manner in which this manifests varies from species to species, with some individuals being more attuned to it than others.

fairy: (alt. spellings: faerie, fairie, faery) Any of a number of species of winged magical beings (most under 1' in height), which commonly serve as representatives of nature, behavior, or elemental forces. Fairies are usually only found in high-mana areas, and usually have insectoid wing structure (butterfly, moth, and dragonfly being the most common choices.) A few select species of fairy are closer in approximate height to humans, and have unique capabilities.

gnome: A diminutive (4' on average) humanoid known for keen intellect, stereotypically engaged in magical, engineering, and repair industries, particularly in high-tech areas. Their small stature and flexibility also makes them well-suited to roguish arts, and quite a few are merchants.

halfling: A somewhat rare, small humanoid (3' on average), stereotypically renowned for insatiable appetites and successful thievery. Seldom found outside of Nexus, and not commonly well-liked, either.

leupak: Any of a series of lizardian species that are usually (but not always):

-- Asexual. Leupakian societies often have gender roles, but most do not sexually reproduce. Reproduction is generally caused either through viral mutation or the implantation of parasitic eggs in a host (which messily rip their way out unless surgically removed.)

-- Coldblooded. With a few exceptions that are specifically bred for the purpose, leupaks abhor cold temperatures and become sluggish if exposed to them.

-- Quadrupedal. Most leupaks run on all four legs, either by requirement or choice.

-- Flexible. Leupaks are surprisingly flexible and elastic, in practically all circumstances.

-- Scaled. All leupaks have scales, although some leupaks' scales are microscopic in size.

-- Tongueclaw. Virtually all leupaks have some form of tongueclaw - a piercing or clawed appendage in the mouth used to drain blood (or other substances), inject venom or eggs, and carry light objects. While not a particularly sizable target, it is vulnerable to attack, especially while attempting to feed.

-- Tails. Practically every leupak has a tail; in most cases, the tail is about half as long as the main body, and is usable as a striker or quasi-to-fully-prehensile limb.

-- Psionics. Practically every leupak has some form of psionic ability, usually telepathy or telekinesis.

-- Sanguivores. Practically every leupak has the ability to feed on blood; this may either be an exclusive diet, or an optional matter. Certain leupaks feed on other physical substances (meat and fat being the most common.)

-- Chubby. Most leupakian societies venerate well-rounded members of their species (successful hunters) and ostracize skinnier leupaks. In nonhumanoid societies, this girth may be a requirement for Tribal Rank, Status, etc.

The original leupak was created as a result of two alchemical elixirs (one a form of slime coherent enough to be used as a whip, the other an alchemical toxin that caused unusual gaseous expansion in its consumer) becoming mixed, with the end product then being fed to a small lizard. Since then, many different species of leupak (including models specialized for war and diplomacy) have been created by a number of alchemists, scientists, and even deities.

Nexican:

1) Any product whose origins can be traced to South/North American Earth culture, particularly food.

2) A somewhat derogatory term for 'originated in Nexus', often used as a synonym for insane, weird, stupid, clueless, or dangerous.

Nexese:

1) Any product whose origins can be traced to Asiatic Earth culture, particularly food.

2) A slang term occasionally applied to microworld inhabitants (former or current), as well as individuals reminiscent of Asiatic Earth culture (particularly martial artists.)

Nexean:

1) Any product whose origins can be traced to European Earth culture, particularly food.

2) Considered the most polite way to refer to a person from Nexus; generally used for dignitaries, diplomats, and respected citizens.

Nexish:

1) Any product whose origins can be traced to other Earth cultures, particularly food.

2) The common way of referring to ordinary people with ancestry in Nexus, or occupants of Nexus who are neither feared nor respected nor mocked.

Nexicana: Commonly used term for goods (particularly created-grade) manufactured in Nexus based on designs not of Arcydean origin.

Oz: Oft recognized as bearing similarities to the classic 'Oz' series from Earth culture, the Arcydean country was a meddling mageocracy led by the Master Wizard (Andrell) and his Assistants. Although it did indeed have a capital named Emerald City, in truth the Wizard's Tower was the only emerald building in the land. The country was otherwise very rustic, a form of feudalism enforced with magic. After Andrell's assassination, this region destabilized and became the Crystalward States.

syback: Any of a series of genetically engineered lizardian mounts created in Tiemprest for use in transportation and combat.

Terran: Objects or individuals with direct links to an Earth world (usually medieval to modern.)

Theories of Arcydean Physics:

The Earth-Dimension Theory. Certain quantum physicists and others with too much time on their hands have theorized that Earth is a non-parallel dimensional set that intersects repeatedly with Arcydea, particularly within the region of Nexus. This intersection furthermore is theorized to create a dimensional probability cluster - in short, possible dimensions reflecting the imagination and perceptions of a critical mass of observers.

The Dimensional Instability Theory. Under the theory that dimensions' interactions can be represented in two-dimensional spaces by lines, a dimension's stability can be represented by the line's width. The more unstable the dimension, the more likely it is to intersect with other dimensions and the more likely it is to form parellel dimensions of itself.

The Dimensional Chaos Theory. Events in a single dimension can have unexpected effects, not only in their own dimensions, but in every dimension that intersects with it. More severe events have farther-reaching consequences. Dimensional probability clusters are particularly prone to this sort of behavior, expanding and contracting as dimensions change.

The Dimensional Magnetism Theory. It is theorized that the dimensional fabric of the multiverse is magnetic in regard to spirits, pulling in or expelling elements as necessary to preserve itself. Dimensions with higher paralleling factors seem to have greater magnetic force in this regard, thus ensuring overall parallelness is maintained. Dimensions curve away from the parallel as their timelines diverge; usually, this is practically unnoticeable, but over time the magnetism theory is borne out as the dissimilar dimensions 'repel' each other (see Dimensional Chaos Theory).

Dimensional Probability Cluster. A dimensional probability cluster occurs wherever two or more dimensions (parallel or nonparallel) intersect or are within a certain threshold proximity. Within the probability cluster, various 'possible' points, representing potential intersections, are formed. While not in themselves complete dimensions, they can stabilize and become dimensions if properly influenced.

The Dimensional Observation Theory (The Observer Effect). Dimensions increase in stability as long as their occupants perceive it as real, and decrease in stability as people disbelieve in and defy the fundamental laws of these worlds. A dimension's reality can fluctuate wildly, resulting in unfortunate consequences for its native occupants.

The Temporal Observation Theory. Time is non-Euclidean in the grand scheme of things, and usually non-linear in dimensional terms, capable of recurring at points of intersection in particular. However, there are strong examples that suggest time may be entirely immaterial aside from in determining the relative 'size' of a dimension:

1) The timestream within a single dimension can be altered. For example, a friendly time traveler could gift Hitler with a full art scholarship, thus negating his effect on world politics. However, this will change the dimension's path - in effect, it has become a parallel of its former self! The time traveler himself is not directly affected, as he is now effectively from an alternate dimension - but returning to his native dimension cannot be achieved through time travel!

2) Certain dimensions do not follow this rule - if your ancestor has been scheduled to be executed thanks to your meddling, you disappear! However, these dimensions are usually self-correcting, and as such their overall history will remain as close to the original timeline as possible. Furthermore, fellow time travellers can re-affect events to re-establish your existence. These dimensions are, by nature, more resistant to Dimensional Chaos Theory, only changing with significant cause.

Earth-Prime Theory. The theory that there is a single primary timeline for Earth dimension from which all 'alternate' Earth parallels originate or derive. Castaways from various Earth dimensions have been contributing in recent years to the Earth Prime Project by providing as much of the events of their history as they remember, including dates and locations. The project, which is being financed by Novus Laboratories in Nexus, has tentatively identified a primary timeline between roughly 500 BC and 1998 AD; data from other periods is too sketchy and unconfirmed to reliably support. The Earth Prime Project has inadvertently also created a landmark for visitors from Earths to go to compare histories and receive starting funds for telling their story.

Microworld Point Theory. Microworlds exist as single points within their own timeline. Attempts to access other points (earlier or later) result in the creation of another microworld. Affecting the 'reality' of a microworld that acts as the past of another microworld will, in turn, affect that microworld's existence (as per the Temporal Observer Effect). Microworlds are commonly generated within dimensional probability clusters, either as parallels of a dimension or as dimensions given sufficient reality by the inhabitants of nearby dimensions.

Treewater: A segregationist island country of elves in which only those over the age of 200 were allowed to wield political and magical power. Named for its unusual trees, which grew even underwater to a distance of at least twenty feet from the coastline; the entire island was covered in trees, which served as a perfect forest home for the inhabitants. Reportedly sank into the sea during the Reign of Tears; presumed destroyed.

wanderball:

1) A rubbery flying sphere, 8" to 2' in diameter, that has a rudimentary sentience and is used for combat and sports events.

2) (aka Backyard Wanderball) A variant of dodgeball played using a wanderball.

3) (aka Tournament Wanderball) A form of gladiatorial warfare in which the objective is to successfully throw a wanderball into a goal hoop at either end of the field, while other players use any allowable method (including weapons) to stop this from occurring. For a more thorough study of this sport, see 'A Quick Guide to Wanderballs.'

Wandering Designs: An elite troop of wanderkin mercenaries and craftsfokl, rumored to be powerful spellcasters. Wandering Designs holds a major position within the Arcydean Representatives' Council, and is responsible for many of its political innovations.