Most commonly used Lore words
The Slums
The Slums are the unofficial and most impoverished zone of the Kingdom's major cities, not formally recognized as a district by authorities. The term "district" is reserved for administrative or organized urban zones, which the Slums are not. Despite this, the Slums form a vast, settled area where many of the city's poorest Commoners live.
Characterized by overcrowded wooden housing, unpaved and muddy streets, and a lack of formal infrastructure, the Slums are inhabited by destitute laborers, outcasts, enslaved Nobles or Commoners and families surviving on irregular work, bartering, and aid. Children are expected to help with chores or find small jobs, especially on days without school—like Wednesdays or certain Tuesdays when city routines allow.
The Slums lack proper sewers or waste systems, resulting in widespread hygiene issues—especially during the hot and rainy seasons, when heat intensifies the stench or runoff floods the muddy paths between dwellings, mixing with waste and stagnant water.
While conditions are harsh, the Slums have an internal structure and economy, often based on barter, favor exchange, and local custom. Access to better food, magical goods, or shelter often depends on negotiation or support from outside figures—most notably Saint Sylia, whose greenhouses, cooking lessons, and magical protection bring brief stability and hope.
The Slums' Outer Area mark the further edge of this zone—where survival is even more precarious, and some live on infertile plots too small to support gardens or herbal cultivation. They also have little protection since they lived outside the City and past the protective city walls.
Some areas of the Slums have become important due to their proximity to Enclaves created or supported by Sylia, but the Slums as a whole remain socially and politically marginal.
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Gods
Worshipped powers who possess and wield Divine Magic. They rule over specific aspects of existence—such as nature, fertility, darkness, or justice—and are capable of granting Blessings, altering fate, empowering mortals, or reshaping land through their influence. While some may have created worlds or realms, creation is not their defining trait. Their authority rests in being sources of divine law and magical order. Mortals serve them, pray to them, or fear them—especially in worlds where divine favor dictates survival.
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Celestials
Direct subordinates of the Gods, imbued with Celestial Magic and charged with carrying out divine will. Though not Gods themselves, Celestials are powerful and supernatural—comparable to angels in our folklore—and often serve as Gods' guards or even as messengers, protectors, enforcers, and watchers. Their existence is dependent on the Gods who created or empowered them: when a God falls, Celestials may vanish, weaken, or be "swallowed by the Abyss." They are not mortal, and their authority within the divine order is second only to the Gods they serve.
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The Lords
In the divine sense, "The Lords" are the powerful outer beings who created the Gods and maintain the world while residing in the Outer World. They are not part of the world itself but exist beyond it, in a higher plane of reality. The world where Sylia lives is not a natural universe but a pocket world—an artificial construct contained within a powerful artifact that generates and sustains it.
The two most powerful High Lords, also known as the Great Masters, are the original Creators of this world. They designed it to function primarily for entertainment or tourism. For beings who live eternally, boredom is a critical danger, and so they created complex worlds like Sylia's to explore, observe, or inhabit.
Some Lords divide themselves to enter the pocket world in other forms, living alternate lives from within. Others prefer to remain external and observe the world, much like one would watch an intricate reality drama.
Lords interact with the world through Pocket World Books—magical artifacts that allow them to monitor, influence, or control certain aspects of the world. Some possess advanced versions of these Books that grant the power to rewrite some aspects of the world or create entire new worlds. One such being is Lord Chester, whose Book and other artifacts give him exceptional access and influence over this world. It is also because his Magic surpasses that of many other Lords, with the exception of the Great Masters.
Within the world, Lords usually take on recognizable Personas. The main Creators and two of the most powerful High Lords are known as the Dark Lord and the Master of Blood Lords—names tied to their favored identities during immersion.
Importantly, not all of the world is visible to all Lords, and some areas remain hidden to the majority. Only Creators and their trusted servants are allowed there. The pocket world, for example, serves as a sophisticated and unbreakable prison, used to contain fallen Lords, or what remains of them after they have been discarded or broken by the Great Masters.
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Nobles
Titled individuals from families ranking at least Viscount-class, holding at minimum the title of Baronet. They are part of the upper aristocracy and possess legal, social, and financial privileges. True Nobles are distinct from Laynobles, Mednobles, and Noble Gentry.
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Under-Baronet
A rank below Baronet. Under-Baronets are not recognized as true Nobles and are grouped with the Noble Gentry.
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Baronet
The lowest title considered sufficient to qualify someone as a true Noble. Baronet status is the entry point into full Noble recognition.
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Grand Duke / Arch-Duke
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High-ranking Noble titles, indicating seniority and elevated authority in the hierarchy of Nobles.
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Landlords
A class of Nobles who own significant estates, either rural or urban. They oversee Lord Domains, and are responsible for maintaining, developing, and increasing the revenue of their lands.
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Dutylords
Nobles who lack substantial lands but typically hold at least one estate, granted by a superior Noble or the King. They often serve in more administrative or subordinate Noble roles.
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Lord Domains
Territories controlled and administered by titled Nobles. These lands represent the Noble's base of power and responsibility.
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Laynobles
Lower-class Nobles, typically from families beneath Viscount-class. They are not considered true Nobles by Traditionalists, and are sometimes called Half-Nobles. They lack certain rights (e.g., tax collection) and often serve higher Nobles.
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Half-Nobles
A derogatory term used by the Clergy and Old Noble Families to refer to Laynobles, implying their incomplete or insufficient Noble status.
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Mednobles
A subcategory of Nobles or Laynobles, generally ranging from Baronet to Count in title. Mednobles interact frequently with Commoners, overseeing them directly and serving as intermediaries for higher Nobles. Their status, originally duty-based, became distinct due to social prejudice. Despite being looked down upon, Mednobles often hold political importance in urban governance. Originally, Mednoble was simply a status reflecting specific Noble duties. It became a distinct group due to prejudice from the other Nobles who did not interact with Commoners. Ironically, Marquesses to Counts sometimes hold Mednoble status within major cities or urban districts, allowing them control over entire areas.
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Commoners
Non-Noble members of society, typically without magic-based or Noble privileges. They are under the authority of Mednobles or taxed by Nobles.
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Noble Gentry
A social group below the rank of Baronet, including Under-Baronets. They are not considered Nobles but still part of the broader Noble structure. They are technically Commoners but a few can have Nobles' privileges or protection due to their Noble bloodline.
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Traditionalists
A social or ideological group within the Nobility or clergy who uphold rigid definitions of Noble legitimacy, often rejecting Laynobles as true Nobles.
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Old Noble Families
Ancestral Noble lineages that enforce strict internal rules on who may belong to the main family. They often reject or demote less capable descendants.
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Courtesy Title
A low-prestige title given to Noble-born individuals who do not inherit a core family title. It confers little to no Noble privilege but allows fulfilling Nobles' duties.
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Family Group
A broader Noble kinship structure that includes main Noble families and their lesser, sibling or cousin families. Lesser members may be assigned here if deemed unfit for the main line.
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Gentry
The highest caste of Commoners, often distinguished by wealth, education, and especially superior Magic and Mana levels. Gentry possess more durable natural magic shields and stronger spells than lower Commoners, making them more resilient in combat and more desirable for elite civilian or magical roles. They have access to higher positions in administration, guilds, and magical institutions, though they remain socially beneath Nobles.
Gentry are further subdivided into categories based on the strength and level of their Mana and Magic, with the most powerful Gentry sometimes rivaling lesser Nobles in magical aptitude.
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Folks
The lowest caste of Commoners, often impoverished, uneducated, and with minimal to no magical ability. Their Mana is typically weak or unstable, and their spellcasting—if any—is unreliable or entirely absent. Folks have little access to education, opportunity, or protection and are commonly subject to exploitation by both Nobles and higher Commoner castes. In society, they form the bulk of the laboring class and are often invisible in political or magical affairs.
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Declassed Noble
A Declassed Noble is an individual born into Noble lineage who has lost their Noble status, fallen in rank and been excluded from the privileges and protections normally afforded to the Nobility. This loss of status may occur due to political disgrace, familial disownment, marriage to a rebel, Divine or administrative decree, or other circumstances that render the noble unfit—socially or legally—to retain their rank.
There are multiple categories of Declassed Nobles. Some retain a limited degree of recognition or dignity, while others fall to extreme lows, including forced servitude or even slavery under binding agreements. In some cases, they are treated worse than commoners, precisely because of the shame attached to their fall.
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Darkling and Lightling Elements
The Darkling Element is one of the five Primary Elements in the world's magical structure. It originates from the Dark Element, which itself is derived from the most fundamental Element of all: Darkness. Though part of the Dark lineage, the Darkling Element is almost Elementally neutral and far more compatible with any other Element.
Unlike the raw Dark or Darkness Elements, Darkling doesn't cause Mana Compatibility rejection.
Darkling's counterpart is the Lightling Element, which originates from both Light and Dark, ultimately from Darkness as well. These two Semi-Neutral Elements—Darkling and Lightling—are the most universally compatible of the five Elements and are especially useful for using Elementally charged artifacts or changing spells without excessive strain due to Magic or Mana compatibility.
Darkling and Lightling Elements are commonly present in most Magic users—almost every individual possesses at least some degree of either Darkling or Lightling Element.
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Wyveria
Creatures resembling Wyverns common in the continent.
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Chipmuck
An ancient mystical and magical creature resembling a blend of a chipmunk and a hamster, but without a tail. Known for their small size and irresistible cuteness, Chipmucks are deeply revered by Spirits and Lords. They are often seen as spiritual companions or omens of protection and joy. Most Chipmucks serve under the benevolent Lord Chester, their master and eternal protector.
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Flock
A Flock is a divine family unit that includes not only the Gods and Spirits created or adopted by a higher being, but also all Celestials, Divine beings, and servants under that being's sole rule. It functions as both a lineage and a household, with familial bonds often extending to crafted subordinates and loyal followers.
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Lordling / Ladyling
A term used within Noble and upper Noble Gentry circles to designate a child born of two high-ranking Nobles, typically destined to inherit a significant title or estate. When used in formal settings, Lordling (for males) or Ladyling (for females) conveys expectation, status, and political weight, acknowledging the bearer as heir to considerable power or influence.
In less charitable contexts, especially in court gossip or political criticism, the term becomes a subtle insult. When applied to an adult who has failed to earn a title, secure lands, or achieve political success, Lordling or Ladyling implies immaturity, entitlement, or inadequacy. Often whispered in salons, it marks someone as high-born but unworthy—clinging to lineage with no substance behind the name.
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Faithwarden
A dedicated attendant who serves under the Priests. Faithwardens handle the daily upkeep of sacred spaces, assist during rites, manage offerings, and often serve as protectors or guides the Priests. Though not always ordained, they are considered holy servants and are frequently entrusted with minor magical or divine duties within the Church hierarchy.
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Glamourie
A spell of illusion that alters how a person or object appears to others—used for disguise, misdirection, or concealment.
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