Articles and presentations of the flavor of the World of Darkness and Revised Edition Mage to help shape the environment of the game.
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Post by DivineST » Thu May 12, 2016 2:51 pm

General Lexicon: Tradition-Specific:
"And what is the potential man, after all? Is he not the sum of all that is human? Divine, in other words?" - Henry Miller

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Re: Lexicon

Post by DivineST » Thu May 12, 2016 2:52 pm

Common Parlance

Acolyte: A servitor of a mage who does not perform magic, but believes in its power.
Arete (AIR-uh-tay): A mage's level of mystical understanding and connection to the Tellurian.
Ascension: The mythical state of enlightenment beyond human comprehension.
Ascension War, The: The conflict to determine whether the world would embrace magic, science or faith.
Arcane: A sort of unconscious "cloaking" effect that some mages possess, rendering them immune to scrutiny.
Avatar: A shard of spirit energy, tied to the human soul, perhaps from the Pure One(s) of the long-ago universe. Through the interaction of the Avatar with the universe, a mage performs magic.
Awakened, The: Blanket term for supernatural entities, including mages.
Awakening, The: The moment in which one realizes the power to change the universe.

Branding: A punishment in which the mage’s Avatar is marked.
Bygone: An otherworldly beast, such as a dragon, that has long since disappeared from Earth.

Cabal: A group of mages bound by some common purpose.
Censure: A punishment in which the mage is warned against future violations, similar to parole.
Chantry: A stronghold of mages.
Coincidental Magic: Magic cloaked in circumstance. Such magic appears like it “could be happened” coincidentally.
Craft: A cultural faction of mages.

Deep Umbra: The aspects of the Umbra far beyond Earth, in deep space.
Dream Realms: Worlds fashioned from dreams kept alive.

Epiphany: A magical revelation or sudden insight into magic.

Familiar: A spirit given flesh, which bonds with a mage to serve and gain sustenance.
Focus: An item, act, phrase, gesture or similar artifice required to perform magic. Through the focus, the mage concentrates belief and will and causes magic to result.

Gaia: The Earth Mother, spirit of Earth as related by various naturalistic mages.
Gate: A magical doorway that allows passage between two places.
Gauntlet, The: The barrier separating the material world from the spirit worlds.
Gilgul: The rite of destroying an Avatar as well as a mage’s ability to do magic or to reincarnate.

Hollow Ones: A group that espouses post-modernism, the Gothic subculture and decadence in response to the declining world.
Horizon, The: The magical limit separating the Near Umbra and the Deep Umbra.
Hubris: The overwhelming pride that leads a mage to believe that he may challenge the cosmos itself, and that convinces a mage that his way is "the right way." Such hubris is often fatal, and it lies at the heart of the conflict between mages.

Initiation: A test to pass a young mage from the ranks of apprentice to full responsibility within a Tradition.

Mage: Term for a human who can work magic according to a discrete set of beliefs and practices, and thereby cause the world to change according to her desire.
Magic: The act of altering the world through force of will and practice of belief.
Marauder: A mage given over to dynamism, and tainted by insanity.
Metaphysic Trinity: The universal forces of Stasis, Dynamism and Entropy.
Mystic: Having to do with magic.

Near Umbra: The parts of the Umbra around Realms and near the Earth.
Nephandus: A mage who has Fallen to dark service and seeks to return the universe to primordial chaos. Plural, Nephandi.
Node: A place of power where Quintessence flows freely and strongly.

Oracle: A legendary mage who has moved beyond the understanding of other magicians, perhaps even to Ascension.
Orphans: Mages who Awaken without formal training and who school themselves in their own magical techniques. Each Orphan discovers her own paradigm of doing magic.
Ostracism: A punishment declaring a mage separated from mage society.
Otherworlds: Realms outside the Gauntlet.

Paradox: The backlash of reality bending against magical change. Paradox can strike a mage directly, or it may build up subtly.
Paradox Realm: A temporary Realm created by a huge backlash of Paradox, wherein a mage must unravel the bizarre twisting of the universe to escape.
Paradox Spirit: A spirit entity that hounds a mage as a result of Paradox.
Path: A general term for destiny, or for a particular branch of magical practice.
Pattern: The metaphysical composition of an object, place, person or idea.
Pure Ones: Legendary primordial beings from the dawn of creation; some mages believe Avatars to be pieces of the Pure Ones.
Portal: A permanent Gate, allowing access to or from (not always both) a particular location. Portals can be keyed to allow only certain access or certain times of activation or any number of security measures.
Prime: The force of energy that describes all of reality's basic composition.
Protocols, The: A code of honor and set of rules held by the Traditions. Many Traditionalists feel desperate enough not to constrain themselves to all of the Protocols.

Quiet: A temporary (usually) delusional state brought on by Paradox and magic.
Quintessence: The energy of magic. All things are created from Quintessence and return to it. The building blocks of Prime energy.

Realms: The various worlds of the Tellurian.
Resonance: Mystical traces and attunements tied to magical actions, emotions, intent and desire. All magic carries Resonance, and Resonance reflects a mage's will in creating an effect.
Rote: A magical process handed down as a common (or at least well-used) practice.

Seeking: The quest for greater enlightenment.
Shade Realm: The Umbral component of a Shard Realm.
Shard Realm: A Realm or world corresponding to one of the nine elements of magic, sundered from Gaia long ago. Each is ruled by a Celestine and is thought to correspond with one of the planets, including Luna.
Sleeper: A person who has not yet Awakened to the fullness of the supernatural world.
Sphere: A particular element of reality that can be codified and manipulated with magic.
Static Reality: The "natural course" of reality, unaffected by the direction of magic. Static reality has become more and more constrictive as the world clamps down to a single paradigm and as reality becomes less accepting of change or magic.

Tass: Quintessence held in a physical object. Such an object can be used for barter, or to power magical effects.
Tapestry, The: A metaphor for reality as a whole.
Technocracy, The: The modern organization and conspiracy dedicated to furthering a scientific and rational basis for the world. The Technocracy hopes to make reality "safe for humanity" by removing random elements and dangerous foibles. It believes that humanity does not have the ability to cope with such elements on its own. As a result, the Technocracy (or Technocratic Union) strives to eliminate magical phenomena and to stop mages, whose powers they do not understand.
Tellurian: The whole of reality.
Tradition: One of the Nine Mystic Traditions, a group of mages sharing similar training and outlooks. The Traditions fight to preserve magic against the Technocracy, and to defend against the depredations of Marauders and Nephandi. These groups are the Akashic Brotherhood, the Celestial Chorus, the Cult of Ecstasy, the Dreamspeakers, the Euthanatos, the Order of Hermes, the Sons of Ether, the Verbena and the Virtual Adepts.
Tribunal: A gathering of Tradition mages to discuss important matters.

Umbra: The spirit world(s).
Umbrood: Any number of creatures and spirits that exist in the spirit realms.

Vulgar Magic: Magic that breaks the "laws of reality," like hurling flame, flying through the air or turning someone into a toad.

Wonder: An object of magical power. Some Wonders are simple objects that perform only a small trick or hold a tiny amount of Quintessence, while others are legendary artifacts capable of phenomenal feats of magic and holding great amounts of mystical energy.
Wyck: A common name for primordial magi and magic.
"And what is the potential man, after all? Is he not the sum of all that is human? Divine, in other words?" - Henry Miller

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Re: Lexicon

Post by DivineST » Thu May 12, 2016 2:53 pm

Old Form

Certamen: Formalized, non-lethal magical dueling, used to settle disputes between mages.
Curtain, The: The "false" reality in which Sleepers believe. An Awakened entity has passed "through the Curtain" to the wider world.
Custos: A non-mage who works with or for a cabal or Chantry.

Fallen One: A Nephandus.

Grog: A familiar form of the term custos.

Magus: A mage. Plural magi.

Postulant: A mage who serves the Oracles and attempts to join their ranks.

Turb: A gang of Grogs.

Vis: Quintessence.
"And what is the potential man, after all? Is he not the sum of all that is human? Divine, in other words?" - Henry Miller

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Re: Lexicon

Post by DivineST » Thu May 12, 2016 2:53 pm


Adept: A mage with a fair degree of aptitude and power — though now some of the most powerful mages left on Earth.
Apprentice: A mage who has not been initiated, but who studies the forms of a Tradition.

Bani: An honorific indicating a mage's Traditional affiliation: "Nightshade bani Verbena."
Barabbi: A mage who joins the ranks of the Nephandi.

Consor: A potent ally of a mage, but one who is not a mage himself.

Deacon: A common title for a founder of an established Chantry.
Disciple: The initiated beginners of the Traditions. Disciples can perform limited magic, and they are accepted as Tradition members.

Errant: A mage whose Chantry and cabal have been destroyed.

Fellow: A full member of a Chantry, but not a founder.

Master: A mage of great power and ability, who has reached the pinnacle of one or more Spheres. Such mages are extremely rare on Earth, as most work their highly dangerous magic in the more pliable spirit worlds.
Mentor: A mage who teaches another.

Pedagogue: A Hermetic tutor of great fame, usually quite powerful and surrounded by students.
Primus: "First One," used to refer to the founders of the Traditions and the current living heads of said Traditions. In the wake of the destruction of Doissetep and Concordia, many Traditions are without Primi.

Rogue: A renegade mage.

Sentinel: A mage who guards over a Chantry.

Technomancer: A mage of a mystic Tradition who uses the trappings of technology, but combines them with mystical understanding. Not to be confused with a Technocrat, a mage who relies wholly on the theories of science and technology.
Tutor: Mages who have become proficient teachers. This term denotes some respect.
"And what is the potential man, after all? Is he not the sum of all that is human? Divine, in other words?" - Henry Miller

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Re: Lexicon

Post by DivineST » Thu May 12, 2016 2:54 pm

Vulgar Argot

Black Hats & Mirrorshades: The Technocracy.
Bloodwork: Any magic that requires great effort, or that actually requires the use of blood.

Copperfield: Playing off a magical effect as a mere trick or coincidence.
Crystal Wavers: "New Age" magicians who have no understanding of real magic.

Doxed: To have accumulated too much Paradox energy.
Dram: A unit of measure for Quintessence.

Faust: A mage who bargains excessively with spirits, especially dangerous ones.
Freak: A dangerously insane mage.
Fry: To attack someone with magic, most often with the Sphere of Forces.

Goin' Satanic: To Fall and join the Nephandi.
Grayface: A Technocrat or any mage who is excessively Static.

Juice: Quintessence.

Merlin: An old mage, especially one locked outside of Earth.
Mundane: A normal human.

Nuke: An assault from a Paradox Spirit.

Pit Bulls: Derogatory term for werewolves.

Technobabble: A derogatory term for the workings of the Technocracy.

Wyld & Fried: An insane mage, generally a Marauder.
"And what is the potential man, after all? Is he not the sum of all that is human? Divine, in other words?" - Henry Miller

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Re: Lexicon

Post by DivineST » Thu May 12, 2016 2:55 pm


Acarya: A Mentor or Master.
Agama: The journey between the worlds of the living and the dead. Agama Te refers to the initiation ritual, which sends a shravaka through a short or little death, although it also applies to greater travels beyond the Pana. In the modern era, actual trips to the Underworld are rarely used as Agama.
Atman: The Avatar; an indestructible self joined to the whole of creation.
Avatara: A divine being embodied in human form; an Oracle. Not to be confused with the Traditions' term for the mystic self or Atman.

Chakra: The Wheel of creation and destruction that regulates the Tellurian. Also a cabal of Euthanatoi.
Chakradharma: The sacred duty to the Great Wheel that empowers a Thanatoic mage and charges her with helping all others to adhere to their own dharmas (duties).
Chakravanti: Alternate name for the Euthanatoi, favored by an outvoted faction during the Grand Convocation.
Chela: A talented student, such as a Disciple or Adept.
Chodona: The Euthanatoi belief system and legal code, derived from the Eight-Spoked Wheel of the Law. The agreement that bound fate- and death-aspected mages into one Tradition.
Coumatha: Literally "Crossroad", the point at which a Euthanatos' old life ends and her new life begins. Sometimes used as a term for the Awakening, Coumatha usually refers to some life crisis that leads to a bigger revelation, like an Epiphany. Also a major event in Euthanatos history, such as the White Coumatha that sparked the Humalayan War.

Diksha: The near-death experience that leads a Euthanatos into his new life as a mage. The Thanatoic Awakening.

Euthanatoi: The proper plural form of "Euthanatos". Often ignored, even within the Tradition, in favor of the more accessible common name, but preferred in formal contexts.

Jhor: The inward-turning taint and callousness that comes from casual acceptance of death and destruction, a powerful negative energy that pervades Euthanatos who become too callous, too revenge-motivated, or too distant from the eventual hope of rebirth. Jhor taints the thoughts and eventually the body and spirit. It can strike anyone, but by nature of their work, Euthanatos most commonly experience it.

Kali Yuga: The final Age of Iron or Darkness that precedes the end of the universe. Many Euthanatoi believe that the Yuga will conclude sooner than expected, ending the current Cycle and, for all intents and purposes, destroying the cosmos.

Lohka: The Tellurian.

Marabout: A Chantry. Often refers to one of the ancient ancestral temples in India, though some young Euthanatoi use the name for their own dwellings.

Naraki: The Fallen (Nephandi); also used to denote corrupt Euthanatoi.

Ojas: The mystic energy flowing within all things; Quintessence.

Pana: The Shroud/Gauntlet between the material world and the spirit Penumbra.
Paramaguru: An Archmage or Thanatoic master of great ability or repute.

Samashti: A grand meeting that most Euthanatoi are expected to attend.
Shravaka: An Apprentice or Initiate; one who has only recently undergone the agama, or little death, ritual.
Siddhi: A general term for magic.
Smrti: "That Which is Remembered"; a vision technique in which a Euthanatos calls up memories of past incarnations.

Thanatoics: A modern, casual term for the Tradition's ranks. Also Wheel-turner or Death Mage.

Vrata: A formal oath, often bound to a life promise. To break it is to court disgrace, exile, or even death. Also, an elite faction of Euthanatoi.

Wheel: The great Cycle of birth, death, and reincarnation. Used as a metaphor for creation and the living world.
"And what is the potential man, after all? Is he not the sum of all that is human? Divine, in other words?" - Henry Miller

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Re: Lexicon

Post by DivineST » Thu May 12, 2016 2:57 pm

Virtual Adept

Abbreviations: To save time, a lot of Adepts abbreviate. Traditions become "Trads", the Cult of Ecstasy becomes "CoE", etc. They also substitute numbers for letters - 2 for "to" or 8 for "ate".
Alt: Short for alternative lifestyle. Used to describe political factions within the Adepts.

Bodybags: Derogatory term for people.

Coding: Altering an object's behavior with preset instructions. It's most commonly used to describe computer programming but may also refer to the use of magic to alter reality.

Digi-Web: Short for Digital Web, referring to environments created in Virtual Space.

Elite: A Virtual Adept or someone exceptionally talented.

Hacker: Someone adept at coding.
Hypersphere: A way of describing reality using theoretical physics. Space and time exist on the "boundary" of the hypersphere. Virtual space exists within it.

Kibo: Knowledge in, bullshit out. In Adept slang, it refers to someone who specializes in information gathering. It can also be used as a curse - "buried in kibo" is the same as saying "buried in bullshit".

Lame: A non-Adept, but it can describe a new Adept as well. Also lamer.

Meatspace: Normal space-time, also known as realtime.
Misspelled words: Adepts routinely misspell words to confuse filters and authoritarian searches. For example, ph*ck instead of fuck, $h!t instead of shit and so on.

Virtual Space: Inside the hypersphere, a place removed from space and time. Virtual space contains the Digi-Web.
"And what is the potential man, after all? Is he not the sum of all that is human? Divine, in other words?" - Henry Miller

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Re: Lexicon

Post by DivineST » Thu May 12, 2016 3:15 pm

Celestial Chorus

Adytum: Chantry; this term may vary to include Sanctuary, Temple, Basilica, etc

Book of Ages: The sacred scriptures of the Celestial Chorus.

Catechumen: Apprentice
Catechumenate: An Apprentice's period of study and training.
Chorister: Mage
Curia: The Chorus' administrative council.

Dark Singers: Nephandi. Also colloquially applied to any ill-willed mage.

Enchiridion: (Greek, 'handbook') Portions of the Book of Ages that sums of the Chorus' beliefs.
Exarch: Master

Faithful: The Celestial Chorus; those mages who follow the One's purpose of placing humanity on Earth.
First Singers: The first and most powerful mages.
Four Ages, The: The concept that divides the history into four ages that each represent a different epoch in Chorus History.
  • First Age: The earliest days, the time of prehistory, when the First Singers walked the Earth. This age ended in the second century BCE.
    Second Age: The time from the establishment of the Congregation (second century BCE) to the Battle of the Milvian Bridge (312 CE).
    Third Age: The period of Christian ascendancy within the Congregation, from the Battle of the Milvian Bridge to the Convention of the Ivory Tower in 1325.
    Fourth Age: The reign of the Technocracy, from the 14th century to the present day.
Great Adytum: The Chorus' seat of authority and main Horizon Realm.

The Three Inquisitions: The three inquisitions of the Roman Catholic Church, included due to the enormous ecclesiastical influence wielded by the Roman Church and the sea change that was the result of these Inquisitions.

Longaevi: Alternative term for the fae.

Messianic Voices: The Christian faction within the Congregation which, starting in the fourth century CE, rose in power to become the dominant voice.

Metempsychosis: The ancient belief of reincarnation.

Office of the Academy: The part of the Chorus assigned the task of teaching new Apprentices and developing curriculum for study by the Apprentices.
Office of the Inquisition: The part of the Chorus assigned the task of investigating ecclesiastical crimes committed by members of the Chorus. Power derived from the Curia.

Pontifex Maximus: The central authority figure for the Chorus.
Praecept: Mentor
Presbyter: Adept

Rebels: Those who struggled against the One's authority; also known as The Defiant.
Reconciliation: The End Times, in which all creation will be united. The One's followers shall be rewarded; His opponents will be destroyed. Some believe that a great war will occur.

The Song: Magic

Wesleyan Revival: Occurred during the 19th century CE in response to the excesses of the Roman Catholic Church. Converted 250,000 new followers for the Presbyterian and Methodist factions of the Christian religions. Included as first evidence of loss of secular and ecclesiastical power of the Roman Catholic Church. Confined to the West.
"And what is the potential man, after all? Is he not the sum of all that is human? Divine, in other words?" - Henry Miller

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Re: Lexicon

Post by DivineST » Thu May 12, 2016 3:38 pm

Cult of Ecstasy

Ananda: A moment of bliss that surpasses the boundaries of worldly perception. To most mages, a moment of sublime awareness that comes with Awakening or a successful Seeking. To the Cult, a step on the road to Ascension.

Chakra: Energy paths and points along the body, radiating outward from central points of power. These paths, or meridians, focus mystic power when a Cultist performs the proper exercises. The points, which can correspond to endocrine centers or vital organs, serve as junctions between the physical body and the mental or spiritual self.
Code of Ananda: The Cult of Ecstasy's code of behavior that governs responsibility in the pursuit of ecstasy. The Code exists not to set boundaries, but rather to dissuade Cultists from pursuing paths that lead to destructive behaviors or damaging experiences. Schisms in the Cult most often come down to whether a given cabal or sect upholds to Code or eschews it.
Congrex: A sacred communions between partners - not necessarily sexual, but any sort of close (mystical) bond. Often achieved through mutual participation in activities of heightened awareness, sensitivity, and passion.

Dakini: A woman of Tantric power, whose passions are so strong and whose wisdom is so profound that she burns with spiritual energy. Traditionally, only flames clothe a Dakini, for her enlightenment is so profound that no outer trappings can contain or augment it.
Diksham: The bond between teacher and student.
Divya: 'Super-consciousness', a Master mage.
Dreamline: A magical missive to call to other Ecstatics in emergencies.

Jambo: A meeting of Cultists to discuss serious Tradition matters. (Of course, as is likely at any Cult gathering, various paths to ecstasy inevitably spring up.)

Kamamarga: Paths of Ecstasy. The tools and techniques for inducing ecstatic awareness. Foci and practices that open the floodgates of magical consciousness.
Krishna: The eighth reincarnation of the Hundu god Siva (Shiva), and a supreme deity in his own incarnation.
Kundalini: The 'coiled serpent'. The power that rests within until awakened through spiritual action (often Tantra). To Cultists, the potential for magic. Aroused, the kundalini uncoils into Shakti.

Lakashim: The World Heartbeat. The constant ebb and flow of energy that resonates through all living things. This divine pulse floods awareness during moments of ecstasy and brings the ecstatic into communion with all life. From a moment of such cosmic connection, magic flows. In essence, the flow of Prime through all things.

Mandala: A design or pictogram of lines, circles, and triangles, used to focus thought and as a meditation aid. To the Cult, a traced or drawn mandala acts as a conduit for Lakashim and a way to focus mystical energy.
Mantra: A repetitive phrase used to focus spiritual energy. 'Om' is a common and powerful phrase, rounded and simple. 'Hare Krishna' forms the basis of a mantra of prayer to Krishna.
Muse: The Avatar. More generally, the Greek goddess-figures of inspiration tracing back to the eighth century BCE. The muses come upon artists and poets in order to grant them inspiration, but they also demand great strides of creative effort.

Ojas: Life force. The energy that flows through Lakashim. Ojas refers to the personal wellspring of life, channeled through the chakras.
Okox: Spirit communication. Ecstatics perform okox through possession and communicative trance, with the human consciousness expanding or fleeing to allow a spirit entry through the human mind.

Rasarnava: A 12th-century Tantric manuscript dealing with the transmutation of metals - Indian alchemy.

Sahajiya: Old form for Cultists of the Middle Ages and Renaissance.
Shakta: To the Cult of Ecstasy, the male counterpart to the energy of Shakti. In counterpoint, this energy is focused and contolled. Fusing Shakta with Shakti leads to the whole energies of creation.
Shakti: The Hindu goddess of energy or power. Also, a term for the creative power that springs from that goddess. Raised through Tantric practices, Shakti leads to spiritual liberation. This energy is unfettered and wild.
Siddhu: An Indian mystic; a wandering holy man.
Siva (Shiva): A Hindu god, often considered the male counterpart to Shakti. To the Cult of Ecstasy, Shakta.

Tantra: Post-Vedic documents dealing with religious rites, temple construction, and refinements of health, but also metaphysically explaining practices of spiritual development and magic. Tantra creates a set of opposed practices through which a person can achieve spiritual liberation. The term means 'loom', probably stemming from the interconnected nature of its opposing practices. Dakshinacara is the right-hand path, which stresses liberation through service to a higher power and refusal of the mundane, physical shell. This path revolves around mantras, meditation, and mortification. Vamacara is the left-hand path, which focuses on ecstatic communion with the inner energy of Shakti or the outer divinity of other beings. Ritual copulation, dance, and yoga form the core of the left-hand practices.

Vedas: Hindu sacred scriptures.

Yantra: 'Instrument'. A very complex and linear form of mandala used as a meditation aid. Following the form of a yantra, combined with yoga, helps to focus the postulant on the steps to enlightenment.

Zeitgeist: The spirit of an age. Cultists who are familiar with spirit-talking can communicate with spirits that form out of ideologies so potent that they take on an image of a specific period of history.
"And what is the potential man, after all? Is he not the sum of all that is human? Divine, in other words?" - Henry Miller

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Re: Lexicon

Post by DivineST » Tue May 17, 2016 3:01 am

Order of Hermes

Adam Kadmon: The Primordial Man, reflecting the Divine within humanity. Seen as a guide to godly perfection captured within the imperfect human form.
Art (or Ars): Magic; a Sphere or the magic performed with one.
Arx Hermeticum: Symbolically, the structure of the Order and the strength of its resolve. Literally 'Fortress of Hermes', it was often equated to Doissetep; unlike Doissetep, this Fortress has not been demolished, simply reorganized.

Bani: 'Of the House of'; an honorific used extensively in titles but on its way out in all but the most formal conversations. Also used to address members of other Traditions (Aria, bani Ecstasy) in diplomatic situations.

Enochian: The language of the spirits, supposedly handed down from Umbrood lords. More likely, a secret language cobbled together by Renaissance Masters, then 'tested' by various sages and dupes until the kinks were worked out of it.

Instruments: Magical tools; i.e foci (a term no Hermetic would ever use!)

Massasa: Vampire. Old term repopularized by the recent difficulties with the Tremere.
Mi'as: 'Quicksand'; apt term for Hermetic politics.

Pymanderphile: Disparaging term for a Hermetic idealist.

Sancta: Private quarters and magical space.
Sephierah: 'Spheres'; the 10 Kabbalistic crowns, or aspects of Divinity within Creation. Also used as a term for the Nine Spheres, with Kether being the 'lost' tenth Sphere.

Twilight: Quiet

Wings: The Internet, named for the wings of Hermes and used as both a noun and a verb.
"And what is the potential man, after all? Is he not the sum of all that is human? Divine, in other words?" - Henry Miller

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Re: Lexicon

Post by DivineST » Tue May 17, 2016 4:24 am

Son of Ether

Aretus: 'The Virtuous', legendary sage and reputed author of the Kitab al-Alacir. Thought to be an allegorical or mythic character by some.

Chair: An Etherite Master, so called because of a semi-official position that she would normally occupy. Some specific Chairs have their own titles, responsibilities and requirements for eligibility.

Doctor: All Sons of Ether can claim the title of 'doctor', either from pre-existing credentials or thanks to completing an Etherite apprenticeship - which is, of course, equivalent, if not superior, to any mundane education. Etherites who earn the title only from the Tradition are sometimes frowned upon by those who earned ordinary credentials first.

Electrodyne Engineers: Name of the Sons of Ether during the 19th century when they re-established their identity as a distinct organization.
Emeritus: An Archmage.
Ether: The 'Fifth Essence' of reality upon which the rest of the cosmos is founded. Ultimately, Ether is fundamental and imperceptible, but offshoots ('lesser Ethers'), such as Quintessence, can be measured.
Etherite: Informal, popular term for a member of the Sons of Ether. Favored by Scientists who would like to divest themselves of the sexist connotations of the Tradition's proper name.

Fortean: Unusual phenomena for which there is evidence but no known cause, such as rains of frogs or psychic phenomena. Used by the Sons of Ether to uncover hidden natural laws and to prove the Parmenidean doctrine.

Heraclitan: Theories in the Kitab al-Alacir similar to those proposed by the Greek philosopher Heraclitus. Heraclitan doctrine holds that reality is in constant flux as opposing metaphysical forces destroy each other and recombine into new phenomena.
House Golo: Medieval branch of the Hermetic House Ex Miscellanea devoted to studying the Kitab al-Alacir. Precursors to the modern Sons of Ether.

Kitab al-Alacir: 'Book of the Ether'. Arabic name of a Greek text that espouses theories about the Ether, human knowledge and the nature of reality. The book contains the central theories of Ether Science. This Primer Grimoire is loaned to virtually all budding Scientists and is known to spark Awakenings.

Parmenidean: Theories in the Kitab al-Alacir similar to those of Parmenides, a pre-Socratic Greek philosopher. Parmenidean physics holds that the cosmos is a continuous entity, without any void. This cosmos holds every phenomena, both 'real' and 'unreal'. Therefore, some common medium must exist to support reality without emptiness (the Ether), and laws that assert that something is impossible must be categorically false. The Parenideans formed both a Greek cult and Renaissance society, both of which might have ties to the modern Sons of Ether.
Professor: An Adept-ranked Scientist capable of supervising a lab and directing Researchers in the field.

Reductionism: Scientific and philosophical tenet that holds that all possible phenomena can be reduced to a set of consistent, explainable mechanisms. Rejected by the Sons of Ether on the basis that phenomena are infinite, dynamic, and possessed of simultaneous rational explanations.
Researcher: An Ether Scientist capable of independent field research but not the supervision of other Scientists. In Tradition terms, roughly equal to a Disciple.

Science: When capitalized, Science refers to Etherite Awakened inventions, research, and theories, as opposed to Sleeper or Technocratic science. Also called Awakened Science, Ether Science, or Dynamic Science.
Scientist: A general term of an Etherite of any rank. Usually capitalized.
Specialist: A Scientist who uses a narrow range of linear Effects; what mystics call a sorcerer or psychic.
"And what is the potential man, after all? Is he not the sum of all that is human? Divine, in other words?" - Henry Miller

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Re: Lexicon

Post by DivineST » Tue May 17, 2016 5:45 am


Aeduna: The ancestors of the Verbena, a loose alliance of pagans, wise ones, herbalists and such who were influential in Europe (particularly around the Mediterranean) in the ancient world.
Airts: The four cardinal directions. An old form not in common use among modern Verbena.

Burning Times: Verbena reference to the period of time following the rise of the Order of Reason, when pagan traditions were persecuted and followers of the Old Ways were hunted, tortured, or killed. The witch-hunts of the mortal Inquisition were often cover for the true purpose of the Burning Times: the elimination of pagan mages.

Craft, the: The Verbena Tradition, although some Verbena use 'the Craft' to refer specifically to the practice of magic, while others use it to refer to the Tradition as a whole (including its spiritual and cultural practices).

deosil: (JESS-il) 'Sun-wise', or in the direction of the sun. In Verbena ritual, deosil means moving in a clockwise direction.

fam-trad: Short for 'family tradition', a Verbena who was initiated by a family member and who comes from a family line of Verbena.

Gardeners of the Tree: A faction of the Verbena devoted to maintaining the traditional ways and beliefs of their ancestors.
Great Rite: The union of opposites, embodying the divine masculine and feminine, performed in Verbena ritual. The Great Rite can involve sex magic, but it is often performed symbolically.
Great Wheel: A pagan symbol of life's cycles, which progress perpetually around and around in ever-changing cycles.

Lifeweavers: A faction of the Verbena that explores the limits of magic to transform both themselves and others, often disregarding the rituals and rites of the Tradition.

Moon-Seekers: A forward-looking faction of the Verbena that seeks to incorporate diverse styles and cultures into the Tradition and learn from them.

Old Faith: The worship of the old gods in general, also referred to as the Old Ways. The Old Faith was the name of a loose alliance of pagan magicians, witches, druids, and other mages that predated the Verbena.
Old Gods: The many deities that predate Christianity, which are often worshipped by the Verbena.
Old Ways: A general Verbena term for the teachings, beliefs and way of life of their Tradition, stretching back to the most ancient times.

pagan: From the Latin paganus or 'country-dweller'. Verbena generally use 'pagan' to mean any follower of the Old Faith, in one form or another.
Paths of the Wyck: Pathways through the Umbra, supposedly created by the Wyck long ago, their secrets entrusted to the Aeduna and, later, to their descendants the Verbena.

Rede: Also known as the Verbena Rede or the Great Rede: "An it harm none, do what thou wilt." It is a guiding principle of Verbena belief.

Twisters of Fate: A Verbena faction in touch with ancient and primordial magic that works to reclaim and maintain the root paradigms of the Tradition.

Valdaermen: An alliance of mostly Scandinavian mages in the Dark Ages. Many Valdaermen joined the Verbena at the Tradition's founding.
Verbenae: The plural form of Verbena and the original, formal, name of the Tradition. It quickly fell out of use among all but the most scholarly outside of the Tradition itself, and most now use Verbena as both a singular and a plural term.

widdershins: Moving in a counter-clockwise or 'anti-sun-wise' direction. Generally avoided in Verbena rituals except for rites of banishing or destruction.
widderslainte: Old term referring to a mage gone over to the Nephandi. Fallen out of use in favor of the more common barabbi.
World Tree: A Verbena metaphor for the structure of the Tellurian and of their Tradition. The World Tree's roots reach deep into the Underworld, while its branches spread out among all the worlds of the Deep Umbra. Its trunk runs through the center of reality and is the axis around which it turns.
Wyck: The Primordial Ones, the first mages. The Wyck are the ultimate ancestors of the Verbena - and all mages. They are often associated with the great gods and heroes of pagan myth.
"And what is the potential man, after all? Is he not the sum of all that is human? Divine, in other words?" - Henry Miller

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