Glossary
Thank you for reading. If you are struggling to keep up with some of the language used in this narrative, then this glossary may be of some assistance to you. Though certain terms will be excluded until they become pertinent for the purposes of dramatic tension, please note that this may spoil some light setting-related exposition which will be revealed later.
Arcana: A power created as a tool by the Ironworkers to assist in rebuilding the world. Sometimes referred to simply as the Power. Due to its complexity, practitioners (called 'arcanists') are separated into numerous disciplines, which are in turn divided into schools, though it should be noted that these categories are social constructs with no inherent value. The most pertinent:
///Aetheromancy: The study of utilizing arcana to manipulate space.
///Alchemy: The study of utilizing arcana to create novel elements and substances, traditionally in medicine.
///Anima Scripting: The study of utilizing arcana to manipulate the anima script, a biopolymer which determines the development of organisms. Because the subject of the discipline is proto-life rather than life outright, it is technically not a school of Biomancy, though this is the subject of some dispute within the academic community.
///Biomancy: The study of utilizing arcana to manipulate biology.
///Chronomancy: The study of utilizing arcana to manipulate time.
///Divination: The study of utilizing arcana to assess information and predict events.
///Egomancy: The study of utilizing arcana to alter the pneumaic nexus, the seat of human conciousness. Banned everywhere, save for the realms of the Uana. Archaically called Pneumancy.
///Geomancy: The study of utilizing arcana to manipulate earth, the landscape, and most broadly the climate.
///Golemancy: The study of utilizing arcana to create machines.
///Metamancy: The study of using the Power to manipulate itself. A precursor to Egomancy, which itself was a precursor to Neuromancy.
///Neuromancy: The study of utilizing arcana to manipulate the nervous system. Considered outside of Inotia and Ysara to be a mere school of Biomancy.
///Pyromancy: The study of utilizing arcana to create manipulate and generate energy directly, often for destructive purposes.
///Radiamancy: The study of using the Power to manipulate light.
///Runescripting: Not technically a discipline, though often treated as such. The study of engraving incantations, as runes, into various objects.
///Thanatomancy: The study of utilizing arcana to manipulate the process of death, or dead tissue. Archaically known as Necromancy.
///Transmutation: The study of utilizing arcana to change the nature of objects or matter. Most commonly used for replication.
Artifice: An object or machine that requires the Power to function; for example, an arcane light. Can also be employed as a verb ('artificed') to refer to things merely created by the Power but not dependent upon it, such as construction materials and life brought about by Biomancy.
Assimilation Failure: A rare side-effect of Induction with an unclear cause. Rather than discarding the memories stored within the affixed Pneuma, the mind instead fixates on or even centers them, beginning to transfer them to the conventional brain. In most cases, this has relatively minor effects, but occasionally can result in alterations to or even replacement of the sufferer's identity. The subject is taboo, with arcanists sworn to secrecy regarding it.
///Acclimation Therapy: A well-tested treatment program designed to minimize or even erase the effects of Assimilation Failure using a combination of medication, thought exercises, behavioral adjustments, and ultimately electrotherapy. Almost always successful to some extent if approached in good faith, though controversy exists regarding when it transitions to being little more than brainwashing.
///Witch: Slang term among arcanists for extreme sufferers of the condition, who fully conceive of themselves as people other than their original, physical selves. Almost all such individuals conceal this information, even from their loved ones. It's said to date from the Mourning Period, when the ailment was poorly understood. Newly-inducted arcanists appeared to simply go mad, using their new powers for wreak chaos and renouncing their former friends and family as if possessed by devils.
Civil Dispute: Often called the Ikkaryonic Revolution by the young. A civil conflict within the Grand Alliance that arose based on a decision by its Old Yru Convention to treat the Ikkaryon Provisional Government, who seized the city after the rulers horrifically mismanaged it during an outbreak of disease and subsequent famine, as a criminal enemy of the state and violators of the Covenant. It ultimately led to the most serious armed conflict in 200 years, involving most of the nations of the Elysian Pangaea, before finally being brought to the end by the Summer Compromise of 1388, which granted amnesty and concessions to the rebels and their allies.
Collapse: Shorthand for 'false vacuum collapse', a phenomenon of astrophysics where a lower minimum of energy in the vacuum is suddenly achieved, causing destabilization at a subatomic level which spreads at the speed of light until equilibrium is once again reached. Sometimes called 'decay' instead. Such an event was largely responsible for ending the Imperial Era and almost destroying human civilization, though there were also socioeconomic factors which radically impeded the response.
Covenant: Officially the "Covenant of the Mourning Realms". A set of oaths sworn upon by 6 of the Parties of survivors following the creation of the Mimikos, designed to create a civilization that is sustainable in the long term in the new circumstances of humanity. Though largely considered unquestionable by the political mainstream, the interpretation of its tenants have become the subject of conflict, with broadly three schools of thought.
///Fundamentalist: The belief that the tenants of the Covenant are absolute, and must be taken literally. After centuries of ideological dominance, its hegemony has been fractured in the aftermath of the Civil Dispute.
///Interpretist: The belief that the tenants of the Covenant should be interpreted more liberally in accordance with the spirit in which they were written, often under the guidance of a secondary, longer document written by the Covenant's authors known as the Proclamation of Mankind's Future. An ascendant ideology.
///Reformist: The belief that the tenants of the Covenant are flawed due to a lack of foresight by the authors and must be amended or abolished outright. Considered an extremist ideology, although relatively popular among the young.
Covenant Schism: A disagreement on the specifics of some of the Covenant's tenants between two Parties, the Lluatec and the Uana, and the other six. The result was that they did not settle the Mimikos, and follow a significantly different, and much briefer, version of the Covenant. Attempts have been made to mend this divide for centuries, with limited success.
Dementia: Shorthand for associative collapse-type dementia. A degenerative mental condition that is increasingly likely to occur in those older than 500, and especially 600 years. It is currently believed to be untreatable. With the exception of accidents, it is the most common cause of death in the civilized world.
Duumvirate: Shorthand for the Lluatec-Uana Duumvirate. A loose federation that oversees most of the states established by the Lluatec and Uana Parties, placing it in vague opposition to the Grand Alliance, though no hostilities have ever occurred. It dominates the Empyrean almost completely.
Era: A popular means of separating human history, based on broad trends in governmental development and the scope of human artifice. Scholars generally observe five distinct eras.
///Primeval: The age between the earliest human settlements and the advent of complex societal organization and subsequent consolidation of power that would come to be defined as civilization. Comprised of small, relatively isolated communities.
///Old Kingdoms: The earliest age of civilization, characterized by local centralization the beginnings of specialized labor, but limited trade and simple government still concentrated in fertile regions.
///New Kingdoms: The first age conceived of as culturally sophisticated, characterized by much greater centralization and high levels of specialization, trade, and complex bureaucratic government. Civilization has now spread across the world, but remains fractious.
///Imperial: The apex of civilization before the collapse of the old world, characterized by a smaller number of extremely complex and deeply interconnected states which largely no longer required human labor to function. The only era in which settlements beyond the Earth were constructed.
///Covenant/Mourning: The contemporary era, for which disagreement on the name exists.
Empyrean: The area of space both physically and extra-planarly above the Mimikos, largely unused by the Ironworkers. It is home to a variety of experimental structures, many of which are habitable by humans, though to varying degrees of hospitality.
Epoch: An alternative means of categorizing broad ages of history from a more anthropological perspective, based on the dominant 'tool' utilized by human beings. Divided into four - Bone, Fire, Iron, and Arcane.
Exodus, The: The event wherein the eight Parties, following their awakening from their slumber within the Tower of Asphodel, were incarnated into either the Mimikos of the Empyrean.
Generation: An informal label given to individuals based on the century of their birth that has become a socially acceptable way to inquire as to someones approximate age. In the contemporary social climate, the 14th and 13th generations are considered young, the 12th and 11th mature, and the 10th and beyond elderly. This excludes the most recent generation, the 15th, of whom the eldest are only 9 years old.
Grand Alliance: Shorthand for the Grand Alliance of the Mourning Realms. A single pan-national government under which the nations of the Mimikos united following the virtual elimination of scarcity and the period of universal good relations and heightened diplomatic spirit that marked the end of the Interplanar Colonization Period. Governed by the Old Yru Convention, a council of elected leaders, bureaucrats and heads of state.
Great Lamp: An artificial sun created by the Ironworkers to service the Mimikos. It crosses the sky each day by means of a giant mechanical edifice, with an angle that changes depending on the season.
Great Work: A term dating back to ancient alchemy with a vague and often contextually-dependent meaning, but classically in reference to the pursuit of immortality or great scholarly achievements in service of that goal. In some traditions, the Great Work is also a spiritual transformation; the evolution of the self, or man's collective self, into a higher order of being.
Incantation: The words used to invoke a certain effect using the Power. Largely mathematical in nature, they are spoken in Eme, an ancient relative of modern Ysaran that has almost nothing in common with the contemporary language. They require extremely precise pronunciation and mathematics, or will fail - sometimes with spectacular consequences.
Index: The source of the Power. An extra-dimensional machine grafted to a Pneuma, allowing it to physically interact with the Higher Planes, moving energy and matter in manners that transcend the mundane. Each Index is unique, and there are a finite number (1,073,741,824) corresponding to different 'routes' by which the Higher Planes can be accessed, often possessing their own subtle traits which affect the casting of their bearer. If fire was the tool by which man began his dominance of nature, then an Index can be considered the terminus of that long quest; all that separates him from divine power is mastery.
Induction: Sometimes called an 'Initiation Ceremony.' A process which is required for a person to use the Power in the overwhelming majority of circumstances due to the trauma caused to the Pneuma as a result of the severance process designed by the Ironworkers. One of the immeasurable number of Pneuma stored within the Tower of Asphodel from those not fortunate enough to find direct shelter is affixed to the damaged root, allowing the subject to bear an Index. As the Pneuma is not a thing of flesh and blood, this addition is normally ignored by rest of the brain, the information within discarded and overwritten like a fleeting dream.
Iron: A substance of incredible power that was harnessed in the New Kingdoms Era, and became the backbone of civilization, enabling the impossible glories of the Imperial Era. As it was used to construct the Tower of Asphodel and preserve reality, it can no longer truly exist in the material world, in much the same way that a box cannot contain itself. However, there are some minor exceptions.
///False Iron: A shadow, or perhaps a simulacrum of iron, taken from the Tower of Asphodel as it exists in mundane reality. It is found underground in veins all over the Mimikos and the Lower Planes, and its connection to the Tower can never truly be severed.
///True Iron: Found only within the bodies of human beings in tiny quantities as a matter of necessity. It is the product of a stable paradox. It becomes False Iron when it leaves the body, and vice-versa.
Ironworkers: The scholars who labored to rebuild reality while the Parties slept within the Tower of Asphodel. Masters of its use from the Imperial Era, they were still limited in their success, and only able to approximate the nature of the plane from inference and incomplete records.
Logic Bridge: An interfacing tool used to connect the human mind to either other minds or objects via exercising the iron of the pneumaic nexus, and its connection to the Tower of Asphodel. In its most basic form, it consists of a piece of False Iron, a switch, and two polarized magnets. Can be used directly to facilitate awkward pseudo-telepathy, but a logic engine is required for translating more complex concepts.
Logic Engine: A machine used to perform reasoning. Most, but not all, interface with humans via logic bridges. Though logic engines can take many forms, the most common is the oscillatory logic engine, which utilizes microvibrations and extremely delicate machinery to store and process information, along with hydraulic power both to maintain its core tone and physically operate. Though much slower than minds and the iron-based logic engines of old, they are capable of incredible feats of parallel processing, rendering them able to perform mathematics and analysis beyond the scope of human ability.
///Echo Maze: Properly called an Echo Labyrinth. A cube which stores information in its incredibly fine internal indentures. When sound passes through it, a logic engine can process the output as extremely specific information. The most common form of data storage in the present day by far.
Luxury Debt: A concept that has replaced currency since the advent of mass-duplication arcana destroyed the viability of a scarcity and labor-driven economy. Everyone receives trivially produced goods for free, but to procure something that is either abstract or cannot be duplicated and requires human labor, they must go into debt with the community. This must then be repaid either by community service, or producing something else of value to pass on the debt. Class disparity still exists, however, as it remains possible to amass disproportionate amounts of non-monetary resources for oneself or a company.
Mimikos, The: The final attempt of the Ironworkers to create a satisfactory replacement for the old world, and the home of the vast majority of living humans. It informally refers to both the structure itself, and the plane in which it was constructed. It is shaped like a giant, incredibly thick bowl, and derives its gravity from a combination of mass, horizontal, and vertical movement. It has three major landmasses.
///Elysian Pangaea, The: A massive, vaguely crescent-shaped continent that comprises over 80% of the surface landmass. The coasts of the ocean within the crescent, the Mnemonic Sea, are the center of international civilization.
///Inotian Archipelago: A large group of islands upon which the Inotian Party mainly settled. Though they comprise only around 1% of the land in the world, they are densely populated.
///Orphaned Continent, The: A continent in the far north, famed for being relatively untamed.
Party: One of the eight groups that successfully took refuge within the Tower of Aspodel during the collapse of Imperial Era civilization. Each represents a distinct ethnic and cultural group. Some have 'legitimate' governments that can trace their leadership back to the Exodus, while others are the subject of more complicated divisions. The eight Parties are: The Ysaran, Inotian, Mekhian, Saoic, Rhunbardic, Viraaki, Lluateci, and Uana.
///Ysaran: Considered the most politically influential party in the Grand Alliance, it originally settled the coasts of the Mnemonic Sea before splintering almost immediately due to a lack of clear leadership. Today, it is largely reunified under the Ysaran Accord, a democratic federation of nations, though the culturally distinct Asharomi cities and the nation of Ikkaryon remain separate. Its people generally have strong features and light-to-medium brown complexions, with a minority having darker brown. Ysaran (specifically, Towerward Ysaran) serves as the de-facto lingua franca of the modern world. They are famed for their grand architecture and their traditions of runework and Golemancy, with Ysaran mathematicians said to be the greatest in the world, though the Uana would disagree.
///Inotian: Inversely, considered the most culturally influential party due to its history of seafaring and colonization. Though the most direct continuity of its pre-collapse government founded the Republic of Irenca on the Orphaned Continent, the majority of the party splintered to instead erect city-states on the islands of what is today called the Inotian Archipelago. Its people generally have very strong features and brassy complexions, with a minority being paler. They have a well-established scholarly tradition, with Inotian successfully outcome Mekhian as the language of science, and possess a particular bent towards philosophy. The greatest Diviners in the world, the Sibyls, are Inotian, though they are also responsible for the less prestigious discipline of Metamancy.
///Mekhian: Historically non-interventionist yet arguably the most powerful party in an explicit, military-industrial sense, the Mekhians are the only group to have experienced no meaningful political fractures since the settling of the Mimikos. Their state, though heavily federated, consists of the entirety of the non-expatriate and non-expatriate descended population and spans almost the entire civilized east. Its people generally have medium to dark brown complexions and soft features. They also have a strong scholarly tradition, but with a more pragmatic character, and excel at civic management. During the Mourning Period, it was the global center of all arcane research, and its signature disciplines are Geomancy and Thanatomancy.
///Saoic: Descended from a group of cultures which developed in partial isolation from the other Covenant signatories in the old world, the Saoic party settled the west of the continent, and today is divided into the Saoic Arcanoncracy, a bureaucratic dictatorship that is the last in the world governed by arcanists, and the much more liberal Dai League, comprised of various small nations with unique cultures. Its people have amber-to-pale complexions and very soft features. More than any other, Saoic culture has deeply internalized its grief for the old world, having an often solemn and mournful character that shuns excess. Despite this, its artistic and literary traditions are the most influential in the world. Ironically considering the government of the Arcanocracy, its accomplishments are more in conventional technology than arcana - though it is responsible for the artificing tradition of Alchemy and the obscure discipline of Radiamancy.
///Rhunbardic: A warlike party which settled the plateau and steppes in the center of the continent, with the exception of the exile-realms of Umbrica and Turaggoth on the Orphaned Continent. Once, the Rhunbardic Empire ruled half of the Mourning Realms, but it was defeated at the climax of the Tricenturial War and became the much smaller Rhunbardic Kingdom, the last remaining monarchy (albeit a constitutional one) in the world. Its people have pale or sometimes very pale complexions, and features that vary from soft to mixed. Almost every aspect of Rhunbardic culture is militant - cities resemble fortresses, and roles for individuals are often strict and pre-defined. In terms of the Power, it is most known for its Pyromancy, though the much more esoteric tradition of Chronomancy is also found here.
///Viraaki: A party that is widely considered a late-bloomer, having been weak and politically irrelevant for almost a millenia since it settled the jungles and mountains of the south, but now rapidly increasing its influence. Its political structure is unusual, with its disunited realms swearing technical fealty to its capital city-state, Sacred Vir, despite it holding very little practical power. By far the most powerful of these realms is the Exarchate of Palaat, a young nation that has grown rapidly since its founding during the Rhunbardic occupation. Its people have medium to dark brown complexions, but a very wide range of features. It is extremely famed for its Biomancy, which it even incorporates into architecture, and has begun to challenge Inotia and Sao for their cultural and artistic influence.
///Lluateci: One of the two Duumvirate parties based in the Empyrean, they rejected the Covenant of the Mourning Realms and chose to settle smaller structures built by the Ironworkers to avoid open conflict, before ultimately consolidating into the six nations that exist today. They generally have soft features and medium to dark red-tinted complexions. Lluateci culture is hyper-liberal to the point that it can appear almost anarchic to outsiders, with tolerance for practices that would be outrageous elsewhere. Their signature discipline is Transmutation, a necessity for surviving in the void of space, though they are also known for their Arcane Engineering.
///Uana: The second of the two Duumvirate parties based in the Empyrean, though in their case they remained mostly unified. A isolationist culture, the Uana scorn their bodies and the physical reality of the Mimikos as much as possible, choosing instead to interact through logic bridges; a device of their invention. Superficially, their structures appear utterly mercenary - little more than floating blocks of concrete with incredibly basic living quarters. Yet those few who have visited them describe their society within the artificed space as being an attempt to emulate the old world to a greater degree of fidelity than anywhere else. They are masters of Aetheromancy, and it is said they can bend space almost as well as the Iron Princes of the old world.
Period: A series of sub-classifications for periods of history within the current, post-Imperial era.
///Mourning Period: A time of low-population and great cultural grief for the old world, dominated by the survivors of the event, when civilization was briefly much more primitive than prior ages, mankind not yet having mastered the Power as a replacement for iron.
///First Resurrection: A renaissance characterized by a return to urban, centralized society and a resurgence in academic study, especially concerning arcana, resulting in the return of various amenities thought no longer possible without iron. A fleeting return of Imperial Era culture also occurs.
///Interluminary Strife: A brief but calamitous period brought on by damage to the Great Lamp, depriving the world of sunlight.
///Hollow Years: A dark age of slow recovery from the mass deaths of the previous period.
///Second Resurrection: A renewed renaissance, though with a more culturally conservative character, characterized by the emergence of Covenant fundamentalism. This is considered to be the earliest era that remains in living memory outside of the anomalistically elderly.
///Tricenturial War: A lengthy period of intermittent warfare between the Rhunbardic Empire and everyone else. Not actually three centuries long, despite the name.
///Planar Colonization Period: A period of interest in cross-planar colonization and settlement, as well as interaction (and, ultimately, tension and conflict) with the native inhabitants.
///Unending Peace, The: The contemporary age following the creation of the Grand Alliance.
Plane: An area of dimensionally and ruleset-consistent reality. Though the term theoretically applies to the millions of possible facets of the dimensional landscape in the universe, the more common use is in reference to the planes of the Tower of Asphodel, which all attempt at approximating the nature of mankind's long-gone original reality. A phrase often used to describe the latter in totality is the Remaining World.
Pneuma: An informal shorthand for the aspect of human brain which operates extradimensionally, a phenomena discovered at the end of the Imperial Era. Though originally arising entirely as a byproduct of biology,iIn the modern day, the process by which the Pneuma is intergrated with the mind must be facilitated artificially with an engineered organ known as the Pneumaic Nexus, and new ones pruned to prevent them from reconnecting with those belonging to their Seed.
Political Affiliation: Following the end of scarcity and the creation of the Grand Alliance, old political ideologies based around its management became inapplicable, becoming replaced by new variants focused on how society should encourage and reward participation and distribute political power. Often paired with the attitudes to the covenant listed above. For example, the political platform of the Grand Alliance is Humanist-Fundamentalist.
///Humanism: The belief that the state should serve every human need it can accommodate without substantial cost unconditionally (generally considered to include unlimited food of reasonable quality, clothes, basic housing and entertainment, education, and essential medical care) but that beyond that internal disparity is acceptable and that luxury and political power should be afforded only as rewards for communal participation, defined broadly as the creation or facilitation of luxuries, or the fulfillment of the essential needs of the state. Considered by its advocates to be the only value system that properly reflects the tenants of the Covenant.
///Meritism: The belief that the state should be obligated to provide only the barest essentials for human survival, and that all else must be earned either through either service to the community or personal entrepreneurship. It is conceptually rooted in the idea that human beings only thrive when forced into self-sufficiency, and that to offer too much for nothing, even when abundance permits it, fosters decadence. Many, however, accuse its advocates of more selfish motivations.
///Paritism: The belief that the state should offer the people unconditional equality in the distribution of resources, regardless of contribution or personal background. Extremely popular among the young, who have suffered the brunt of widening generational inequality, but considered fringe outside of the global east.
///Idealism: Sometimes defined as a subset of Meritism. The belief that the state should reward people neither universally nor on the basis of contribution, but rather by their degree of compliance with a set of national values or "ideals", usually moral in nature, but also often tied up in nationalism and religion. Extremists of this ideology are considered politically toxic and referred to as Iconists.
Prosognostic Event/Contact Paradox: Two potential results of individuals born from the same seed from the Tower of Asphodel coming into contact with one another. The former, caused by merely witnessing a face that matches own self-conception, leads to severe seizure-like symptoms, but this is merely a defense mechanism against the latter. If the individuals touch, the iron in both of their bodies and the surrounding area is obliterated by a temporal paradox, causing the death of both and any bystanders within a few meters.
Refractor Rifle: A type of firearm which propels pure light energy through a series of filters which can be lowered at the discretion of the user to varying results, ranging from stunning organic targets (though not entirely safely) to melting anything up to and including metal and stone. Developed during the Great Interplanar War, it is beginning to show its age as technology, with armors capable of deflecting its shots at even the most potent settings supposedly in development. Many wait with baited breath for the next leap in non-arcane weapons technology.
Seed: The source body, stored within the Tower of Asphodel, from which a person is derived on a cellular level. They are derived from the original members of each of the eight Parties, coming to a total of around 100,000 in aggregate.
Tower of Asphodel: The structure created by the Ironworkers at the end of the Imperial Era to provide refuge to those who could obtain it, and later to act as a foundation for the planes they would create. It is visible in the sky at all times, though it exists only partially as a physical object.
Profile Cards
Basic information on the characters present at the Conclave is recorded here, from the perspective on in-universe documentation on their attendance.
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Utsushikome of Fusai
Qualification: Master with Special Honors, Thanatomancy and Natural Philosophy (Oreskios Memorial College), Exemplary Disciple, Entropic School (Tem-Aphat House of Resurrection) Ranked 4th among the acolytes.
Party: Saoic
Height: 5'7
Blood Type: B-
Resistances: AM(N)
Culinary Notes: Dislikes seafood
Role: Honored Guest
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Ran of Hoa-Trinh
Qualification: Master, Divination and Mathematics (Oreskios Memorial College), Full Graduate, Special Course for Bio-Divination (Saoyu University). Ranked 11th among the acolytes.
Party: Saoic
Height: 5'1
Blood Type: A+
Resistances: AMN
Culinary Notes: Lactose intolerance
Role: Honored Guest
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Kamrusepa of Tuon
Qualification: Seventh Understanding of the Mysteries, Foremost Among the Young (Order of Chronomancers). Ranked 3rd among the acolytes.
Party: Rhunbardic
Height: 5'3
Blood Type: AB-
Resistances: (A)(M)N
Culinary Notes: Vegetarian diet
Role: Honored Guest
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Theodoros of Melanthos
Qualification: Master With Special Honors, General Transmutation and Scriptreading (Umbrios College of Arcane Engineering), ??? Ranked 8th among the acolytes.
Party: Inotian
Height: 5'7
Blood Type: B-
Resistances: AMN
Culinary Notes: Low-Carbohydrate diet
Role: Honored Guest
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Ptolema of Rheeds
Qualification: Special Accolade in Field Surgery (Minos Surgical Academy), Special Accolade in Orthopedic Surgery (Minos Surgical Academy), General Certification (Old Yru Guild of Runecrafters) Ranked 10th among the acolytes.
Party: Viraki
Height: 5'6
Blood Type: A+
Resistances: AMN
Culinary Notes: Extra meat, please
Role: Honored Guest
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Seth of Ikkuret
Qualification: First Degree Graduate, Healing (Akhem Military Academy), Master with Special Honors, Biomancy and General Medicine (Tem-Aphat University) Ranked 5th among the acolytes.
Party: Mekhian
Height: 6'1
Blood Type: O+
Resistances: AMN
Culinary Notes: Tree nut allergy
Role: Honored Guest
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Ophelia of the Glass Fields
Qualification: No formal qualification (Member of the Sacred Pallattaku Convention of Biomancers, also accepted through special sponsorship) Ranked 7th among the acolytes.
Party: Rhunbardic
Height: 5'8
Blood Type: N/A
Resistances: AN
Culinary Notes: Pescatarian diet
Role: Honored Guest
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Lilith of Eskhalon
Qualification: Journeyman Artificer of Intelligence (Ba'Hon Temple of Golemancy) Master, Human Biology (Irenca University) Ranked 6th among the acolytes.
Party: Ysaran
Height: 4'2
Blood Type: A-
Resistances: AMN
Culinary Notes: Dislikes bulb vegetables, dislikes root vegetables, dislikes beans, dislikes rare meat, dislikes rice, all food must be finely cut
Role: Honored Guest
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Bardiya of Tuon
Qualification: Microartificing, Master (Tuon Institute for Arcane Study) Anima Script Reading and Artificing Dual Course, Master and 2nd Placement (Aurya Grand University) Ranked 9th among the acolytes.
Party: Rhunbardic
Height: 5'11
Blood Type: A-
Resistances: MN
Culinary Notes: No alcohol
Role: Honored Guest
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Ezekiel of Ilaadbat
Qualification: Valedictorian Master, Neurology (Old Yru Academy of Medicine and Healing), Second Scepter of 1406 (Temple of the Magi), Special Order for Outstanding Arcane Civil Service (Old Yru Council). Ranked 2nd among the acolytes.
Party: Ysaran
Height: 5'8
Blood Type: AB+
Resistances: AMN
Culinary Notes: Dislikes onions, aldehyde sensitivity
Role: Honored Guest
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Jia Fang
Qualification: Doctorates for General Medicine, Public Health, Medical Science, Microbiology, Philosophy, History (Saoyu University), Recognized Grandmaster of Alchemy (Saoic Arcanocracy) Full Graduate with Outstanding Honors (International Transmundane Academy). Ranked 1st among the Acolytes.
Party: Saoic
Height: 6'0
Blood Type: O+
Resistances: AM(N)
Culinary Notes: No
Role: Honored Guest
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Linos of Melanthos
Qualification: Grandmaster of Transmutive Healing by Grand Alliance Accolade, First Chair Professor at the Altaian Institute for Arcane Transmutation and Synthesis
Party: Inotian
Height: 5'6
Blood Type: B-
Resistances: AN
Culinary Notes: Dislikes shellfish
Role: Order Master
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Neferuaten of Amat
Qualification: Grand Alliance recognized founder of the school of Entropic Thanatomancy, Second Magi at the House of Resurrection, Arcane Advisor to the Mekhian High Council
Party: Mekhian
Height: 5'8
Blood Type: B-
Resistances: AMN
Culinary Notes: Avoid salt, if possible
Role: Order Master
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Durvasa of Wayal
Qualification: Senior Professor of Biomancy at the University of Pallataku, former Physician to the First Administrator, former Underseer of the Office of Arcane Oversight
Party: Viraaki
Height: 5'9
Blood Type: A+
Resistances: (A)(M)N
Culinary Notes: Dislikes red meat
Role: Order Master
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Zeno of Apocyrion
Qualification: Inotian League recognized founder of the discipline of Neuromany (discipline-status internationally disputed), Permanent Professor at the Temple of Magi, co-founder of Thalatte Medicines. Considered one the most significant living arcanists.
Party: Inotian
Height: 6'1 (male), 5'4 (female)
Blood Type: N/A
Resistances: MN
Culinary Notes: Nothing pre-prepared or cheap, dislikes Viraaki cuisine
Role: Order Master
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Amtu-Heddu-Anna
Qualification: Retired Mistress of the Guild of Runescribes, senior advisor in Transmundane Engineering to the Old Yru Convention
Party: Ysaran
Height: 4'9 (originally 5'2)
Blood Type: B+
Resistances: (A)N
Culinary Notes: Low fat and salt diet due to advanced age. See detailed notes in main kitchen.
Role: Order Master
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Hamilcar of Kane
Qualification: High Artificer at the Ba'Hon Temple of Golemancy, head of House Kane and of all associated business ventures
Party: Ysaran
Height: 6'7
Blood Type: AB-
Resistances: (M)N
Culinary Notes: N/A
Role: Order Master
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Sac'Nicte'Ic'Nal
Qualification: N/A
Party: Lluateci
Height: 5'10
Blood Type: O-
Resistances: AMN
Culinary Notes: Small portions
Role: Servant of the Conclave
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Yantho'Ic'Thal
Qualification: N/A
Party: Lluateci
Height: 5'3
Blood Type: AB+
Resistances: AM
Culinary Notes: Egg allergy, dislikes peppers
Role: Servant of the Conclave
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Mehit of Eskhalon
Qualification: N/A
Party of Origin: Mekhian
Height: 5'9
Blood Type: A-
Resistances: Unassessed
Culinary Notes: Gluten allergy
Role: Guardian of Attendee
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Balthazar of Isan
Qualification: N/A
Party: Inotian
Height: 5'11
Blood Type: B+
Resistances: AMN
Culinary Notes: No breakfast required
Role: Personal Guest
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Samium of Ur-Ysar
Qualification: Grandmaster and Professor of Egomancy, Dorthedon Academy (defunct)
Party: Ysaran
Height: 6'0
Blood Type: A-
Resistances: N
Culinary Notes: No solid food, dislikes spicy dishes
Role: Order Patron and Medical Guest
--------------------