Aether. The official term for "spiritual energy". Aether is produced by all living things. Generally, human or human-like organisms are the most likely to be able to manipulate this energy, which appears in four different elemental forms. Those who are able to control it often display unusual abilities, such as accelerated regeneration and heightened physical strength.

Aether Weapon. A general term for a weapon created to utilize Aether, whether through binding glyphs or some other means. Like their living counterparts, they are stronger and sturdier than ordinary weapons, and may even develop an intelligence of their own.

Atmospheric Aether. Organisms whose Aether use falls into this category rely mostly on free-floating energy in the environment. They often display considerable skill and intricacy in their manipulations, and have powers of Aether control that can extend quite some distance.

Elemental. Nonhuman spirits that are closely tied to one of four types of power. All elementals possess sentience and, generally, the ability to produce physical manifestations of their Aether energy. However, they are generally difficult to enlist help from. Like many sentient spirits, elementals cannot be bound to a purpose unless willing.

Ghost. Although a precise definition is somewhat difficult to pin down, LACRIMOSA officially defines a ghost as the soul of a person or being, entirely separate from the body. Ghosts cannot exist while their bodies are still alive, and are classified by a four-level system according to their effects on the physical world, four being the least and one being the most dangerous.

Glyph. The physical result of binding a spirit to some purpose or object. Researchers have been unable to determine the exact nature of even commonly seen glyphs, but it is believed they are the symbol of the pact specific to the binding, thus the great variety in their appearance.

LACRIMOSA. A somewhat clandestine organization, formed to regulate and monitor paranormal activity. They rarely make contact with ordinary people unless a crisis is involved, and often assign field agents to problem areas. Any noncriminal individuals recognized as competent Aether practitioners are usually left alone in such circumstances, but any others are subject to memory wipes for convenience.

Onsen. Japanese hot springs, touted for promoting good health in bathers. Some come with adjacent hotels, where guests are provided clothing and a place to stay overnight. Onsen are seen as places to relax, away from the hectic chores of everyday life.

Somatic Aether. Organisms whose Aether use falls into this category rely on energy produced by their own bodies and tend to be hardier physically than their Atmospheric counterparts. Their pools of available Aether do not depend on the environment, and they are swifter in gathering energies to attack.

Somatic vs. Atmospheric Aether. Although it may appear that Somatic Aether organisms have the upper hand, neither can truly be said to have more evolutionary value than the other. In environments rich with outside energy, Atmospheric Aether practitioners have access to power that potentially outstrips their Somatic counterparts, who expend far more energy and need time to recuperate their strength after usage. In addition, Somatic Aether users are hard-pressed to control the Aether they discharge once it has left their sphere of influence.

Spirit. The classification "spirit" includes both the souls of once-living organisms and ethereal creatures like elementals. Their power can vary significantly, and all spirits can be bound to some purpose by means of a glyph, although not all are fully sentient. Spirits are largely responsible for the aether that atmospheric aether practitioners draw on. Large congregations of spirits gain a force of their own, attracting those sensitive to Aether from surrounding areas.

 

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