Lore

Glossary

Accelerant

The live-action roleplaying rules system Numina is built on, covering game actions, calls, and combat. See Core Rules.

Aeledd

The world in which Numina is set. Pronounced EYE-leth.

The Age of Works

The current age, beginning in the year 0 AW with the Desuetude Pronouncement. Numina III is set here. Dates before it are recorded as years before the Age of Works (AF). See A Brief History.

Aspect

One of the elemental identities — Arcane, Beast, Construct, Divine, Ghost, Elemental, Life, Plant, or Shade — that shapes a character’s nature and grants access to Aspect skills. See Peoples of Aeledd and Aspects.

Character Points (CP)

The currency spent to purchase skills when building a character. Characters start with 50 CP and can earn more through play, character history submissions, and volunteering. See Building a Character.

Centering

The state a character enters by completing a Short Rest, and loses the moment they step away from the spot where they took it. Earth Domain skills and the Excellencies aligned to them are built on it. See Adventurer Skills.

Convocation

An organized body of faith that grew out of the Desuetude Pronouncement, replacing the old church hierarchies with congregations devoted to good works. See Faith & Religion.

Culture

The nation or people a character calls home, granting access to Culture skills tied to that nation’s traditions. See Cultures and Nations & Cultures.

The Desuetude Pronouncement

The revelation passed down by the Genesori through their Zeniths that dismantled the great churches in favor of convocations devoted to bettering the world. Marks the start of the Age of Works. See Faith & Religion.

Domain

A sphere of ability — such as Water, Air, or Fire — that a character can pursue for advantages in a specific role, without defining everything about who they are. See Domains.

Excellency

A mark of exceptional capability layered onto a character’s skills. Most are openly available; others are Hidden Excellencies discovered through roleplay and adventure. See Excellencies and Hidden Excellencies and Expressions.

Expression

A way a character expresses their power — through what they focus on, where they travel, or what they create — chosen at character creation alongside their Aspect and Culture. See Expressions.

Foundation

The trade, calling, or way of life — such as Agriculture, Military, or University — that grounds a character’s skills. See Peoples of Aeledd and Foundations.

Flurry

The limit on consecutive attacks: three melee swings that make contact before stepping out of range to reset, and three packets before three seconds of visible roleplay. See Core Rules.

The Genesori

The one divine pantheon of Aeledd. Each Genesori took a piece of creation as their domain, and their direct intervention in the world is rare enough that the last time occurred at the end of the War of the Heavens, when Garioch struck the continent of Rues from the world. See Faith & Religion.

Fortune’s Bend

The wandering home of heroes and the site of Death’s gate — a crossing point between the worlds of the living and the dead, appearing throughout history under many names.

The Lattice

The network that allows Threshold travel between the nations of Aeledd. Broken when Garioch struck Rues from the world; travel was rediscovered in 133 AF. See Travel & Commerce.

Long Rest

Five minutes of rest taken in a Place of Peace. An ‘Imbue Long Rest’ effect grants it without the time. See Adventurer Skills.

Packet

A small bean bag filled with bird seed, thrown or touched to a target to deliver a ranged effect. Packets cannot be Disarmed or Destroyed, and they are visible in-game. See Core Rules.

Place of Peace

An area with no general combat in it — usually the main town — where a Long Rest can be taken. A tag or a spirit can mark one elsewhere. See Adventurer Skills.

The Realms

The four planes of existence: Aeledd (the mortal world), the Shade, the Void, and the Divine — each home to its own noteworthy beings. See The Realms.

Short Rest

One minute without using game skills, and what grants Centering. Damage does not interrupt it unless an active skill is used to resist. See Adventurer Skills.

Surge

The call that resets a packet flurry through a skill rather than through roleplay, letting a caster throw more than three packets in a row. See Adventurer Skills.

Thread Skill

A class of skill that enhances or changes another skill’s effect rather than acting on its own — limited to three Thread Skills applied to any single skill use. See Adventurer Skills.

Threshold

A fixed site that allows travel across the Lattice between nations. See Travel & Commerce.

Trait

A label on a character, an attack, a defense, or an item that says what flavor it carries and which defenses answer it. A character’s race is always a trait. See Core Rules.

Vargoth Empire

A rising threat that proclaimed itself a nation in 124 AW after destroying Valarmore and attacking the Farthest Star conference.

Verbal

The short out-of-game phrase called when an ability is used, in the form “[Effect] by Trait” — “5 Damage by Fire”, “Paralyze by Poison”. It must be finished before a packet or missile leaves the hand, and called even under Silence. See Core Rules.

Vitality

How much damage a character can take before collapsing. At zero they fall unconscious, stable or unstable depending on what put them down. See Core Rules.

The Zenith, the Chosen, and the Exemplars

The beings who serve the Genesori directly and exact their will upon the world, despite the Genesori’s withdrawal from direct rule after the Desuetude Pronouncement. See Faith & Religion.