A

Accessor-Crystal: Crystals programmed as keys so people can gain access to doors or devices such as hover craft. They are worn as bracelets or rings.  

 

Agartha: A network of cities within the hollow sphere of Sophaiya, referred to as the Realm of Subterra. They lie deep in massive hollow caverns and are lit by phosphorescent moss that grows abundantly. Beneath Atlantis are six layers of Subterra leading to Agartha. These layers are home to a class of Atlantean priestly scholars called the Luminari, who are the gatekeepers between Atlantis and Agartha. The cities of Agartha are home to a race of Subterran humans ascended to a higher frequency and are the protectors of the passage to the Halls of Amen’ti.

 

Age of Fire and Blood: Referred to as the time when the three Bloodfire Nations, Sauros, Hyperborea, and Thule waged war on Lemuria. It was the first war on Sophaiya. Sorcerers influenced by the Blood Gods conquered the innocent masses, forcing them into slavery and human sacrifice. Nature was set off balance by the widespread use of magic. Volcanoes and earthquakes changed the face of the planet. The poles shifted and set the planet into an ice age. Atlantis rose at the latter half of the age, at the start of what is now known as the Ice Age.   

 

Alta: Highest ranking priests of the Temple Sect. They wear white robes to set them apart from lower tiers of the clergy. The twelve orders of the temple are ruled by the Alta. They are the keepers of temple rules and higher decision making. 

 

Ambassador Sect: One of the seven sects of Atlantean government. Atlanteans who travel abroad are registered in this sect, and visitors to Atlantean cities are expected to register in this sect during their stay.

 

Animata: Human-like beings without a soul created for menial and hard labor in Atlantis. The practice evolved in the Second Age of Atlantis, when scientists developed methods to remove the animal appendages from manator. Their science expanded into the creation of biological bodies that could be animated and powered solely by the Crystal Grid. 

 

Anunaki: The original team of scientists who came to Sophaiya to oversee the seeding of life forms on the planet. They were the first Watchers, and took the form of bi-pedal, feathered reptilians. It was their work that created the human experiment. Belial and his brother Sataku were among this team, but they split ways when Belial wanted to liberate the human experiment and allow them to develop on their own, while his brother wanted to be their overlord. 

 

Aphrodisiacs: Elixirs made from herbs to create sexual arousal.

 

Aphrodite: Watcher of love and sensuality.

 

Apollo: Watcher of wisdom and prophecy.

 

Archives Nexes: A bio-crystalline record of all human existence hard wired to the Crystal Grid. The Archives is the mechanism by which the Great Crystal functions. Without it, the Grid would function, and yet humans would not possess the ability to control it. It is highly protected by the Temple Sect and cannot be accessed unless citizens petition in the Temple Sect for whatever knowledge they wish to attain. The Conclaves have, however begun to figure out how to access the Archives through the Grid on their own.   

 

Atlas: Son of Poseidon who became the original high king of Atlantis. All royal lineage is descended from him. The royal line is thus referred to as the line of Atlas.

 

Atlas, Kingdom of: The island kingdom known as the seat of government in the ten kingdoms of Atlantis. Poseidia, the ruling city where the high king and queen live, is the main city on the island. The rest of the kingdom is known for its abundant agriculture.  

 

Auric Field: The aura, or layer of energy made of subtle bodies that surround every human body. There are as many layers of the aura as there are layers of dreamtime (dimensions). This means every human has an auric body in each of the twelve layers, though they are not generally aware of this unless they practice awareness through activation of the mindlight.

 

Automatons: The proper term for what Atlanteans call animata that have been created for menial and hard labor.

 

Avatar: A human who has been chosen to embody the soul essence of a non-physical being such as a Watcher or an elemental. The Watcher piggybacks on the consciousness of the human, thus sharing one body. This is a means for the Watcher to experience physicality without being stuck in an incarnation. 

 

Axiom of One: Said to be the highest of all truths, the Axiom has been passed down since the dawn of time. The Followers of the Axiom in Atlantis are said to practice the ancient ways of Lemuria. It is a simple principle that all life is interconnected.

 

Azoria: One of the ten kingdoms of Atlantis. A collection of mountainous islands in Eastern Atlantis. Known for its hospitality, the beautiful islands have many small bays with pristine villages of seafarers and fishermen. Because of their location, there are many trade routes that pass through the main cities of Azoria. There is a bawdy quality to the people, who have wild, rowdy revelries, and dress in revealing clothes with tattoos and piercings. Because they place a high value on free-will, they are known as a free trader refuge. Azorian authorities turn a blind eye on pop up settlements of outlaws within their many uninhabited islands.

 

B

Belial: A trickster Watcher known as the guardian of knowledge and free-will. He was in the first migration from Maldek who came to Sophaiya to develop the human species. Along with his brother Sataku, he developed the human genome as it exists still to this day, however, he split from his brother, because he didn’t believe in using humans as slaves, and so started a movement to preserve their free will. He was a hero of the Lemurian age and brought the Archives Nexes through Subterra to Atlantis. Originally mated to Kama, the two of them vowed to remain separated until they could fix the damage done to Sophaiya by their people. In modern times, Belial has come to mean “To waste one’s worth,” or “failure to have value.” His defection caused his people to redefine his name and accuse him of bringing pain and suffering to Sophaiya by bringing them truth and knowledge.    

 

Belial’s Promised Land: Referring to the state of mind connected to Source consciousness past the limitations of physical understanding. (See Halls of Amen’ti.)

 

Bloodfire Nations: The collective name of the fire alliance during the Age of Fire and Blood, who waged the first war on Sophaiya. They were eventually punished by the elements, who froze them in ice, beginning the ice age. The three kingdoms were Hyperborea, Thule and Sauros. They were ruled over by sorcerer kings with fear and slavery. The war with the Bloodfire Nations is what eventually caused the demise of Lemuria, and thus the rise of Atlantis. 

 

Blood Triad: Ancient Nephilim (beings born from the mating of Watchers and humans) who practiced dark sorcery to gain power and dominion over humans. They ruled with fear and gained power through blood sacrifice. At the height of their power, they ruled over the Bloodfire Nations during the dark Age of Fire and Blood. The most powerful among them were the Triad, who ruled over Hyperborea, Thule and Sauros. They were defeated by the Atlantean fire crystal, which summoned elementals to freeze their nations under layers of glaciers. There they remained in stasis until they were freed in the third age. They exist as disembodied spirits that are otherwise known as demons.

 

Blue Dream Awakening: Referring to the activation of a new genetic sequence that has been designed to awaken during the generation of this chronicle. 

 

Blue Dream Elixir: A forbidden elixir made from sha'mana and the psychedelic blue lily of Khemet. Used by the conclaves of the Children of One to awaken their genetic sequence. This process is called the blue dream awakening. It is said to activate the ability to see into blue Dreamtime, which is the first step toward activating the gateways of initiation. Only those born with the upgraded genetics can be affected by the elixir.

 

Blue Dream Marker: When one sees into the blue dream, they are able to see the markers left by those who are adept at creating them. These are ribbons of blue energy made of emotional imprints, meant to lead awakened ones to various conclave meetings and revelries.

 

Blue Dreamtime: A frequency of Dreamtime vibrating in the blue spectrum. Said to be only seen by those who possess the proper genetic sequence, and who have gone through the awakening. Used by the conclaves of the Children of One to leave signs that could only be seen by those who have been awakened by the elixir. Those who have activated more gateways of initiation can dreamwalk in this frequency, and not be detected by anyone, even by dreamwalkers who have not gone through the awakening. It is said to be a gift from Belial, and perhaps the telluric world, but no one knows for certain. 

 

Builder Sect: (See Sects) Class of citizens in Atlantis who have taken a trade or profession. One does not have to be born into the sect, thus it is referred to as non-hereditary. Anyone in a profession that serves the function of the civilization is known as a builder, from carpenters to entertainers to farmers to kallistas. It is the largest sect of the seven.

 

C

Cantos: The sacred cantos of Belial are the definitive cultural guide to Atlantean citizens. They are poetic verses describing the reason why Atlantis was created, and what role its citizens need to play. They do not define rules or spiritual disciplines, only values and social morays. 

 

Cartels: (See Commercian) Groups within a trade guild who have formed an alliance to strengthen their hold on their area of discipline.

 

Cartel Docks: Docks within the urban areas of every Atlantean kingdom where traveling traders and merchants register to set up temporary shops and show their import items to locals.

 

Celestius Realm: Referring to the realm of the skyroads in the atmosphere of Sophaiya. The kingdoms within Celestius are known as the crystal cities and can be accessed through Dreamtime. The liaisons between Atlantis and Celestius are called Illuminati. Celestius is the first realm anyone enters when they wish to enter the incarnation cycle of Sophaiya, and it is where souls return when they leave their incarnations. It is often mistaken for heaven.    

 

Chakras: Energy centers in the human body of which there are 12. Each chakra is associated with a gland in the human body, as well as one of the 12 auric bodies in each of the layers of Dreamtime. They regulate the flow of spiritual energy between the human endocrine system, the auric field, and connection with the consciousness of the planet. 

 

Children of One: (See Axiom of One, Conclaves, Lost Temple Children) Formal term for the conclaves who sprang up toward the last decade of Atlantis's third age. Called so because they received their initial information from the Axiom of One, an ancient remnant of Lemurian beliefs. They maintain the study of the principles of universal oneness and seek to awaken their innate powers through communion with the Archives Nexes.

 

Commercians: The trade of networking commerce. Commercians negotiate trade through the kingdoms and represent merchants and trade guild interests. Akin to modern day agents or managers. They also broker the trade of influence tallies, which is the currency of Atlantis. (See Influence tallies).   

 

Commons Areas: Farmers throughout the land give a portion of their crop to the commons, which is distributed in designated areas for any citizen to receive for free. The rest of the food is sold for influence tally or trade in numerous marketplaces or shipped to other islands by marketeers. There are a limited amount of commons areas, thus many citizens trade with local dealers to avoid travel to the commons.

 

Communication Methods: During the first two ages, long-range communication was conducted telepathically through the Grid. In the third age, psychic awareness has diminished. All long-range communication is conducted through tool crystals. Crystal-transmitters, locators, summoners, and messengers are used for their various purposes. Viewer-crystals known as VC's are used to transmit information to masses through images and amplified sound. The conclaves have begun to unlock the ability to transmit psychically through the Grid, however. In the third age, this has begun to change the face of long-range communication. 

 

Conclaves: (See Children of One, Lost Temple Children) Referring to the secret regional groups of Atlanteans known as Children of One. They are an underground movement who has learned how to access the Archives Nexes through the Crystal Grid. In accessing ancient, forbidden knowledge, they have awakened innate powers. They first emerged during the renegade revelries when hover-tricksters began to operate off-mound. When King Koraxx implemented the hover mound laws, they began to gather in secret and practice their hover tricks. This eventually led to them discovering their genetic abilities, the blue dream awakening, soul-crystal symbiosis, and accessing gateways of inner initiation. Since their practices have been outlawed, conclaves operate in secret, even from one another, though they interact regularly by leaving blue dream markers that lead to their strongholds.  

 

Council of Seven: (See High Council)

 

Council of Ten Kings: Royal council of regional kings. Atlantis was originally split up into ten kingdoms. Each kingdom was governed by descendants of Atlas’s original twelve children. Over the decades these kingdoms dwindled, and in the time of the third age, have been separated into islands after various natural disasters. Poseidia in the kingdom of Atlas remains the ruling city of all Atlantis because it is where the Great Crystal is located. It is thus where the high king and queen reside, who are the figureheads of the ten kingdoms. They are the leaders of the Council of Ten Kings. The monarchs of the ten kingdoms have a vote in more complicated matters that affect all of the region and have full authority over their own kingdom. They are mostly an alliance, though they operate under a set of regional rules that apply to all.

 

Crux: A point in time and space when fate lines converge to create a moment that could shape the future for good or ill. 

 

Crystal Cities: Majestic ethereal cities along the skyroads of Celestius. They exist in the higher layers of Dreamtime and cannot be detected by the physical eye. It is said the crystal cities are ports of call for intergalactic travelers, and it is from these cities that a soul can decide to enter into the cycle of reincarnation within the Meridian Realm of this planet. Once incarnation cycle is complete, all souls leave their physical bodies and return to the crystal cities and start again. The cities also act as anchor points for the planetary grid of light that encircles Sophaiya.  

 

Crystal Council: Telluric beings representing the cosmic alliance who inhabit twelve crystal skulls. These skulls are situated in the temple of light at the heart of Atlantis where the Great Crystal emanates. They are the regulators and the protectors of the Crystal Grid. 

 

Crystal Grid: A telepathic energy network connecting the people empathically. Anything that happens within the Grid is felt through the network. It also serves to power the cities by creating lights at night, activates the road mounds, and all machinery, running water, and all other automated systems. Essentially it creates an invisible dome that controls the weather over the ten kingdoms, and all currents within Atlantis. It is run by the Great Crystal, a powerful source of free energy. It is powered by crystal obelisk nodes placed at specific vortex points. The Grid works in chorus with natural telluric lines on the planet’s surface, and human telepathic emanations. Temple centers are built around the crystal nodes, (also called resonant capacitors) where citizens assemble to participate in illumination rituals. The rituals consist of mudra meditations. The nodes gather the peoples’ telepathic projection, send it to a central capacitor node, which then balances and powers the Grid, or “illuminates” the city. The call to illumination rituals is marked by the grid resonance or nodesong; when the grid guardians activate the mechanism that causes the nodes to sing through the city. The Grid is centered on the Great Crystal in the heart of Poseidia and branches out across the ten kingdoms of Atlantis.

 

Crystal Magi: Those who practice magic with crystals.

 

Crystals: There are many different types of crystals in use in the Third Age of Atlantis. Most crystals used by the public are tools, programmed to operate symbiotically with the Crystal Grid, and perform various functions such as summoners, record keepers and accessors. The Grid is run by obelisk towers known as resonant capacitors, also nicknamed nodes. Other large crystals in use are viewer-crystals or VC's; akin to modern day televisions. Also, the Temple Sect uses larger crystals for healing, including crystal-chambers that repair the human body through resonance. Hover technology is made possible by torsion-crystals that are charged by operating on road mounds, though hover-tricksters began using them off-mound. This was the beginning of the Children of One movement (See Mound Laws). They have also begun to use soul-crystals, named so because their telluric souls are not bonded to the Grid. When bonded with, soul-crystals grant the user expanded abilities. The use of soul-crystals is currently outlawed in Atlantis. Only the Temple Sect is allowed to use them to harness their telluric soul into the Grid and transform them into tools.    

 

Cunning, the: Referring to a path of discipline spoken of in the Sacred Cantos of Belial. The Cunning of Belial is used by the Conclaves. It is a path of trickery and shapeshifting, meant to keep the soul in alignment with the shifting patterns of nature and the Telluric Realm. 

 

Cycles: Atlantean units of time. Days are measured in sun cycles. Months are measured in moon cycles. Years are called rotations. The cycles are recorded by Time Keepers from the Temple Sect. Every commons area in the cities features a calendar that is changed each day and each hour with the spinning of multiple dials. It is much like the Mayan calendar.

 

D

Dabrina: Atlantean stringed instrument characterized by spidery limbs that can be adjusted for tuning. It produces an ethereal chorus effect with natural harmonies on twelve sets of strings, said to be connected to the twelve layers of Dreamtime, as well as the twelve levels of human connection to Source.

 

Dance of the Elementa: (See Grid Dancers) The dreamclan term for Grid dancing. A specialized dance allowing the dancer to communicate with and channel elementals into their movements.

 

Destructions of Atlantis: There were three ages of Atlantis marked by three major destructions. The first age was ended by a massive fracture in the crust of the Atlantean continent. It happened after the Great Crystal was used to end the great war between Lemuria and the Bloodfire Nations. When turned to a conduit of destruction, the Great Crystal was termed The Fire Crystal, and caused inconceivable levels of destruction through time and space. The Watchers intervened and took the Grid offline while the area underwent massive upheaval. The ice age began at this time. Atlantis was given another chance and the second age achieved great heights and is still remembered as the Golden Age. The second destruction was caused by an experiment gone awry by Aryan scientists, (See Ten Kingdoms) which caused a rip in Dreamtime. This was the arrival of shadows, but most are not aware of this fact. The Atlantic sea floor became destabilized by the experiment, and Atlantis was fractured into islands. The third age began with a new royal dynasty, and a cloistered Temple Sect that guarded the knowledge of Nexes very closely. The great scientific achievements of the previous age have been lost to memory, and this has begun the steady devolution of Atlantean consciousness. 

 

Districts: Neighborhoods within Atlantean cities. Each district has its own set of officials: mediators who oversee law and order within larger regions, speakers who administrate the affairs of the district, and commercians who collect influence tallies from local merchants. 

 

DNA: Nucleic acid containing genetic instructions of all living organisms.

 

Downloader-Crystal: Crystals programmed to collect energy imprints or information from the nodes of the Grid. They are used by the Temple Sect to collect data. But the Children of One have learned to download information from the Archives Nexes. Some can also use the nodes to unlock information stored in a downloader.  

 

Dragon League: Discipline of the Warrior Sect mastering psychic warfare.

 

Dragon’s Breath: The act of inhaling the smoke of red filaments from the flower of a tree that grows wild in the islands of Atlantis. It has calming qualities on the mind. It is used to dull symptoms of the madness, but its prolonged use has addictive qualities, as well as other unsavory side effects.  

 

Dragons: Referring to dinosaurs that once ruled the planet. They went through mass extinctions in the past, mostly caused by humans. In the time of the third age, there are still dragons in the wilds, though some are kept as pets. They are still hunted by humans and considered a threat that must be eliminated.

 

Dragonspine: A mountainous basalt island situated between Og and Atlas. This is where sha’mana is processed and shipped to fulfill its various uses throughout the kingdoms. The main authority is the Shanel mediator line that lives in their family estate, a palace at the center of their main port citadel called Urnok. Since sha’mana is so valuable, the sea lanes around Dragonspine are heavily patrolled and regulated. The port is not open to random travelers. Because it is a closed port, it relies on supplies from outside kingdoms. All ten kingdoms send tribute to Dragonspine as an offering for processed sha’mana. As a result, the Shanel mediator line is one of the most influentially wealthy families in Atlantis.  

 

Dreamclans: Tribes who live at the edge of Dreamtime in nature, keeping the ways of ancient Lemuria. They are connected and named for the six Realms of Sophaiya, practice the discipline of ascension into Dreamtime, and maintain a bond with the Watchers. Nephilim blood runs in their lineage, and thus they maintain separation from the humans of the Meridian Realm, so they are not tempted to establish dominance over the human project. They have a special relationship with the kingdoms of Atlantis because they helped Belial bring Nexes from the motherland (Lemuria). It was written in Atlantean law that the royal line has to pair with Dreamclans every six generations so that they can renew their connection with nature, and not be corrupted by the pitfalls of civilization. In modern lore they are akin with the Sidhe of Ireland. 

 

Dreambody: The projected image of any human when they travel in dreamtime. As humans become immersed in the density of physical existence, they lose consciousness of their dreambody, though when they are asleep and dreaming, this is the form they exist in. Those trained in the dreamseer arts are able to transfer their consciousness to their dreambody and walk around displaced from their physical body. 

 

Dreamlight: Light existing in Dreamtime that can be manipulated with human thought. Once a dreamseer becomes aware of how to do this, they can affect entire areas if they become adept at the skill. 

 

Dreamseer: A spiritual adept who studies the intricacies of Dreamtime, and connection to their dreambody. Dreamseers travel in their dreams and communicate with the Watchers. In the Temple Sect their order wears the indigo robes. In the dreamclans they are the central leader of the clan. 

 

Dreamship: They appear as any other ship, but the entire vessel can phase through the layers of Dreamtime. This requires a very high level of magic. Most dreamships travel into the Dreamvale, but more advanced ships can travel the skyroads in Celestius. The crew must gain favor with the Watchers and the elements in order to gain passage into the higher realms.  

 

Dreamsight: The ability to shift one's vision to perceive the invisible world existing alongside the Meridian Realm.

 

Dreamtime: Subtle layers of reality existing beyond the Meridian Realm. This is how non-physicality is understood among humans in the incarnation cycle. In actuality, the layers of Dreamtime refer to having a connection to the other bodies of the human auric field which are anchored in the other 11 dimensions. Everyone travels there in their sleep, and dreamseers connect to it consciously.

 

Dreamvale: Threshold between Dreamtime and Meridian. The place where one goes in a visionary state, or right before falling asleep, or while lucid dreaming. Vale is derived from the word valley; of and pertaining to an ethereal valley that is the entrance to Dreamtime. This is the home of the Dreamclans.

 

Dreamwalker: Someone with the ability to project their full consciousness into their dreambody and walk through Dreamtime while being aware of the Meridian Realm. Their physical body remains dormant in meditation while their dreambody projects anywhere they wish to go, invisible to the naked eye unless the perceiver opens up to Dreamsight. Akin to astral projection. A highly advanced Dreamwalker can raise their physical body’s vibration and move through lower Dreamtime, making their body invisible to the naked eye.

 

Dryad: Tree elemental.

 

E

Earthforge: Term used to describe the molten center of Sophaiya wherein lies the realm of Incendius.

 

Elementa: Dreamclan term for a practitioner versed in the ability to channel elementals through their dance movements.

 

Elementalists: A discipline in the Temple Sect adept at communication with the Telluric (elemental) Realm. They study every aspect of the elemental kingdom and spend their lives in communication with it. Some are able to gain favor and ask the elements to do their bidding. Elementalists in the Temple Sect wear green robes. They run the aspect of the Grid that controls the weather, and the shipping lanes. There are also rogue elementalists who have sprung up within the Children of One.

 

Elixir Den: A cultural mainstay in Atlantis. Where there are revelries, elixir dens are also set up. However, social houses feature permanent locations for these dens. Mixologists become almost famous with their mixtures of vibrational, telluric and plant elixirs that are known to affect any mood or ailment a human can have. One has merely to communicate their mood to a mixologist, and they should be able to fish through their mixes for the correct dose of what is needed.  

 

Eternal Flames: Sacred fires within the 12 temples of the Temple Sect that are always tended. It is said they have been burning since the beginning of Atlantis. They are ancient doorways to the wisdom of Incendius, which is the realm at the center of the planet. 

 

F

Fale Fruit: Fruit grown in the kingdom of Benini known to create a state of euphoria. Considered a delicacy in other parts of Atlantis but is difficult to procure in the other kingdoms. 

 

Fates, the: Atlanteans consider the Fates a personification of time elementals. Akin to telluric currents, they are seen as conscious, and able to be communicated with.

 

Fendesia: An herb known for its aphrodisiac and ecstatic properties.

 

Fireball: A game of physical prowess made famous by the Warrior Sect. Giant arenas are built for fireball players. The object of the game is to pass a ball between the players while leaping and tumbling through an obstacle course as the ball gradually heats up and eventually catches fire. They build up points by tossing the fireball through goals, which is blocked by the opposing team.

 

Fire Crystal: In extreme circumstances the Great Crystal can be turned into a weapon to harness the rays of the sun. It can be focused at any point in the world. When the fire code was activated at the end of the First Age of Atlantis, the crystal turned red, thus giving its name. It shoots a laser into the planetary grid, which then ricochets to any point on the planet. It was used in the First Age of Atlantis to put an end to the war between the three Bloodfire Nations and Lemuria. It caused so much damage that it unleashed the volcanic activity in the Atlantic Ocean and destabilized the region. Since then the fire codes have been hidden in the Archives Nexes and forbidden. 

 

Fire Letters: Light symbol codes used in Keylontics. The letters are used to transfer images through the Crystal Grid, program tool crystals, and download information into human blood cells.

 

Flowcraft: Ancient, all-terrain vehicles from the Golden Age of Atlantis. Programmed with Keylontics to harmonize the craft with tellurics, magnetics and the power of the Crystal Grid. These small, one-to-two-man vehicles can operate on air, land and above or beneath the sea.

 

Flower of Life: A geometric symbol representing the mathematical order of the intrinsic universe, and the separation of Source into multiple shards of consciousness.

 

Followers of the Axiom of One: A group of spiritualists who study the principles of all life being descended from one Source creator consciousness. They are what’s left of the original spiritual principle of Atlantis brought from Lemuria, and have over the years lost their popularity, and segregated into an underground movement. In the third age, the Followers of the Axiom have had a resurgence. The youth of Atlantis have adopted their ways in a rebellion against the Temple Sect. The Children of One are the result of this remembrance of the ancient ways.  

 

Free-Marketeer: A marketeer who operates outside the ten kingdoms. Since they deal with other lands, they often stray outside Atlantean regulations. Most of the time they become akin to modern day pirates.

 

G

Gateways of Initiation: (See Inner Initiation) A term in the conclaves referring to the activation of the 12 inner gateways connecting humans to their Source code. The gateways correspond to the 12 chakras, the 12 dreambodies, and the 12 layers of Dreamtime. Once activated fully, it is said humans are able to achieve their highest attainment.

 

Generator-Crystal: A crystal that can work with the Grid to generate power. All Atlantean housing has its own generator that is connected to the local resonant-capacitor.

 

Glow Orbs: Orbs of various colored glass filled with a chemical similar to what lights up fireflies. Used for light on the streets, in houses or private gardens.

 

Golden Age of Atlantis: (See Destructions of Atlantis) The Second Age of Atlantis is known as their golden age. This was when Atlantis was at its height, operating with the highest knowledge and connection with Sophaiya and the star nations.

 

Great Central Sun: Galactic core of the multiverse. All universes orbit around the Great Central Sun, just as planetary bodies orbit around suns. Said to be the eye of Source. 

 

Great Crystal: (See Crystal Grid) The free energy source of all power within the ten kingdoms. Housed in the temple of light at the heart of Poseidia, and regulated by the Temple Sect. Its chamber is kept pure, and no one may enter unless they have achieved the proper frequency through years of meditation.

 

Great Solidification: A time in history which demarked when humans became separated from Dreamtime. Before then, beings on Sophaiya were ethereal, and could shapeshift into any form. When Sophaiya became open for universal citizens to inhabit, the influx of beings caused a great pain on the ethereal residents of the planet. In order to make room for all spiritual frequencies, Sophaiya shifted her density, and everyone inhabiting the planet was solidified into physical bodies. This was the birth of the Meridian Realm; the moment when the physical became separated from Dreamtime.

 

Grid, the: (See Crystal Grid)

 

Grid Dancers: (See Dance of the Elementa) Individuals adept at channeling energy through their bodies and shaping it through movement. Akin to sorcery. Temple Sect Grid dancers, adepts of the yellow robed Grid-tuners, officiate over illumination rituals by directing the mindlight donations of citizens into the resonant capacitors. Grid dancers have begun to pop up within the conclaves of the Children of One. This has allowed them to covertly shift the flow of energy through the Grid.

 

Grid-Tuners: Temple priests whose life work involves the tuning of the Crystal Grid. In the Temple Sect, their order is denoted by yellow robes.

 

Guardians: In the Temple Sect, Grid Guardians are priestly adepts within the order of Grid-tuners who oversee the resonance of the capacitors. Guardians in the Warrior Sect have the job of making sure the laws are upheld in every district of the cities. They were given policing powers by King Koraxx during the sixth reign of the Third Age of Atlantis. This was the first time in the third age that warriors were lifted from their mercenary leagues and commanded by the king.  

 

Guilds: Associations of individuals in trades within the ten kingdoms. Once a citizen emerges from the Learning Sect, she or he becomes a member in good standing of a guild. Guild members can connect with others in their trade, network with commercians, who look to the guilds for business connections, be represented by speakers who specialize in their trade, and report to the mediator if they have issues that need to be solved. Other citizens approach guilds to find tradesmen or craftsmen in a specific field. Raising one's standing with the guild brings more prestigious jobs.

 

H

Halls of Amen’ti: A vortex situated at the center of Sophaiya where physical souls are initiated into higher cosmic learning. It is said to be the brain center of Sophaiya herself. It lies past a network of cities in Subterra known as Agartha. There are 12 Subterran layers through which to pass to find the Halls. They represent the concept that all anyone needs to know lies at the core of our own cells, just as they make their home at the core of Sophaiya.

 

Harbor District: Area filled with marinas for permanent and temporary docking.

 

Hereditary Sect: A sect that only breeds within itself. Mediators and the Temple Sect are the only ones with these arranged births. The other sects are entered through training or registration, and considered non-hereditary sects.

 

Hermes: Watcher of travel, communication and higher learning.

 

High Council: Also called Council of Seven. Primarily a local ruling council appointed by elite members of their sect. There is a Council of Seven in every kingdom, but the one in Poseidia is called the High Council. It is formed by seven delegates representing the seven sects. Each council member politically represents every citizen who is registered in their sect. Some sects are more numerous, so that delegate has more power on the council. They are overseen by the high king and queen, while they also have the ability to unanimously overrule any royal decree.

 

High Priestess: Overseer of the entire Temple Sect.

 

Hover-Carriage: Carriages run by hover technology. They operate by a central torsion-crystal which is charged by the road mounds and controlled psychically by the operator through imprinter-panels. Typically only used by elite classes as transportation along the road mounds. Larger carriages are used to tow hover sleds for the use of cargo transport.

 

Hover-Disc: One of the main modes of personal transportation in Atlantis. The central disc is built around a torsion-crystal. When activated, two wings fan out from the center, and become footholds. Users bond with them by accessing a small imprinter-panel. The more it is used, the more the operator bonds chemically with the disc. Upon activation, the disc is tossed to the ground where it hovers a few inches above the surface. The user stands upright on the footholds and thoughts projected through the crystal direct the journey.

 

Hover Trickster: Referring to a fad created by the youth of Atlantis to operate their discs off the road mounds and do radical stunts. Hover tricksters were banned by King Koraxx, and many young people when caught after the laws were passed, were forced to part with their hover-discs. Since torsion-crystals are programmed to be charged by the road mounds, it is seen as miraculous that tricksters even exist. Conclaves of the Children of One see the original tricksters as the first to have shown signs of the special genetics they possess.

 

Human Experiment (Project): Referring to the experiment to create a master race of beings on Sophaiya who are meant to be the perfect vessel for the soul in physical form for this universe. Humans were seeded with DNA from many Star Nations and are meant to exist at their optimal design. The experiment was interrupted by the Age of Fire and Blood. However, the Star Nations have not interfered due to the laws of free-will in the universe, though they have placed the Watchers on the planet to oversee the project.  

 

Hyperborea: One of the three Bloodfire Nations ruled by sorcerer kings during the Age of Fire and Blood. Along with Thule and Sauros, they waged war with Lemuria, and caused great havoc on the planet. The elements rose up against their black magic, and a sudden polar shift froze their cities under layers of ice. The legend is Hyperborea still exists perfectly intact beneath glaciers in the North.

 

I

Icelands: The general term for the glaciers of the north and south. An ice age is upon the planet during the third age, therefore at least 1/3 of the planet is covered in icecaps. The icelands are said to be inhabited by terrifying monsters, among which is the ice giants, known as descendants of the Nephilim.

 

Illuminati: Caste of scholars who act as the liaisons between humans and the crystal cities located along the skyroads of the Celestius Realm.

 

Illumination Rituals: A mandatory practice across Atlantis three times a day. The Crystal Grid generates power to the cities and villas and is fed by telepathic energy projected into resonant capacitors called nodes. The nodes are ten-foot-tall solid crystal obelisks placed through the city in evenly spaced vortex points. The Temple Sect activates their resonance each day at sunrise, high noon and sunset. The citizens are called to illumination rituals by the nodesong. Slang for the rituals is mudras. (See Mudras).

 

Illuminator-Crystal: Crystals programmed to emanate light when activated. Akin to flashlights.

 

Imprinter Panel: Crystal panels built into every automated device in Atlantis. Operators must place their hand over the panel and wait for the crystals to create a lock on their bio-rhythms. Once the lock is made, the operator can telepathically operate the device. 

 

Incendius: One of the six Realms of Sophaiya. The fire domain where fire beings dwell. This surrounds and protects the heart of the planet known as the Halls of Amen-ti. Often mistaken for Hell.

 

Influence Tallies: Currency in the ten kingdoms of Atlantis. Commerce is measured by the trading of influence. When an exchange is made, the tallies are recorded in recorder-crystals usually worn strapped to a palm. At the end of the day, the tallies are downloaded to commercians within the merchant guild, who are able to trade points between merchants and patrons who wish to collect influence.    

 

Inner Initiation: A term among the conclaves referring to the activation of gateways that must be unlocked within the human psyche. Once they are awakened with the blue dream elixir, the Children of One must then undergo the 12 gateways of inner initiation by accessing their personal gate codes from the Crystal Grid with their soul-crystal.

 

J

Joining Ceremony: Atlantean marriage. The ritual is performed in the temple centers by priests. It involves shifting the frequency of the sacred courtyard into Dreamtime, where the silver and gold discs of union hover above the couple. The clergy causes the discs to spin, and the couple telepathically wills the discs to merge. Once the discs form into one circle, the couple is bonded in Dreamtime, and their genetics are paired for mating.

 

K

Ka-Ma-Sha: Last day of the Ka-Ma-Sharri festival. Symbolic of the parting of Belial and Kama after their short reunion. There is a traditional feast on this day, in which all Atlanteans join in celebration of their union with friends and family. 

 

Ka-Ma-Sharri: Three-day festival celebrating the union of Belial and Kama. Kama being represented by the moon, and Belial by the sun, the festival is centered around any eclipse of the sun or moon. There are numerous Ka-Ma-Sharri's throughout the year. It is said to be the most exalted time to perform joining ceremonies.  

 

Kallista: Meaning “most beautiful.” The term used for those in Atlantis whose beauty holds them in a place of mystique and awe. Those of this beauty who are not born to noble bloodlines can be trained as kallistas, whose job it is to seduce and cater to the nobility in the sensual arts. They are adept in the tantras.  

 

Kama: The soulmate of Belial who has chosen to incarnate in human form and act as the guardian of the Archives Nexes until humans are ready to ascend to their highest attainment. It is said that if humans begin to abuse the power given to them in Atlantis, Kama will return and have the ability to take over the Grid.   

 

Keylontics: Language of symbol codes, light, sound, pulsation and vibration of energy. Based on the intrinsic interior geometric-electric structures that create the foundations for all form and structure within the dimensional systems. Keylontics is represented by living codes of matter and all biologies built on them that serve as the structure upon which all manifestations are built.  

 

Keymaster: (See Agartha, Subterra) There are 12 layers of Subterra, (six leading to the cities of Agartha, and six leading past that to the Halls of Amen’ti). The six layers beneath Atlantis are governed by Atlantean keymasters. The layers past that are governed by the laws of Agartha. Keymasters are much like modern day mayors. Each layer extends deeper into the crust of Sophaiya and must be passed by accessing the keymaster and their subordinates. The citizens of Subterra are surface dwellers, and yet they make their homes below the surface because they are dedicated to moving closer to the Halls of Amen’ti. Those spiritual seekers who dedicate their lives to accessing Amen’ti through Subterra are called Luminari.

 

Khemet: The kingdom of Egypt, as it is called during the ages of Atlantis. Located in the Valley of Khem, it is part of the network of kingdoms that make their home along the great River Stix. The kingdoms are collectively called the Osirian Nations.

 

L

Layers of Dreamtime: Referring to the 12 dimensions accessible from Sophaiya. All humans have the ability to ascend through the layers to reconnect with Source. All have a connection to the layers through their chakras, auric fields (dreambodies), and inner gateways.

 

Layers of Subterra: Referring to the levels below the surface of the planet. Each layer is closer to the earth forge, the molten core of Sophaiya, which is where one finds the Halls of Amen’ti past Agartha. This is another method of connecting with Source besides ascending through the Layers of Dreamtime.  

 

League-Master/Mistress: In the Warrior Sect, one who is appointed leader of each of the nine warrior leagues.

 

Learning Sect: Sect of Atlantean citizens who are registered as learning a trade, skill or knowledge among the learners. Unless a citizen is born into a hereditary sect, which means they must study what they are born to do, they can choose a skill to learn. As children, they are sent to learning houses, where they live among the Learning Sect so they can choose their training. Once they choose, they move to the school of their choice provided they pass the entrance requirements. 

 

Lemuria: The motherland of Atlantis. Atlantis was one of the eight main colonies of Lemuria. The motherland was destroyed by global cataclysms spawned by the improper use of magic, which set the elements into a state of imbalance. The first nation on Sophaiya, Lemuria was once peaceful, ruled by spiritual principles until it was set into combat by the three nations of Hyperborea, Thule and Sauros. Before they were destroyed, they sent their archives to Atlantis to carry on the secrets of the human project. 

 

Locator-Crystal: Tool crystals used to locate a specific person by searching for their imprint in the Grid. The person it is being set to locate must program their psychic imprint into the crystal by concentrating. Once imprinted, the locator can be used by anyone to find that person until it is reprogrammed. Summoner-crystals can be used as locators as well. Summoners can be used in conjunction with locators if the person holding the summoner is linked to a locator held by another person.    

 

Lost Temple Children: (See Children of One, Conclaves) A project initiated secretly by the Temple Sect at the start of the Third Age of Atlantis. It is a genetic sequence meant to evolve over a series of seven generations. Their original purpose was to build an immunity to the shadows that were trapped in the Meridian Realm after the second destruction of Atlantis. The Temple Sect have called them Project Indigo.

 

Lower Dreamtime: The layer of Dreamtime closest to the physical world where emotional and mental images created by humans exist as ethereal life forms. Those with advanced Dreamseer abilities can see into this realm, as well as shift the vibration of their physical bodies to walk in this world.  

 

Luminari: Caste of scholars who live in Subterra and study the principles of the 12 levels of connection to Source. They are initiates to the 12 levels of Subterra, and liaisons between the inner and upper world.

 
 
 
 

Glossary of Atlantean Terms

A

Accessor-Crystal: Crystals programmed as keys so people can gain access to doors or devices such as hover craft. They are worn as bracelets or rings.  

 

Agartha: A network of cities within the hollow sphere of Sophaiya, referred to as the Realm of Subterra. They lie deep in massive hollow caverns and are lit by phosphorescent moss that grows abundantly. Beneath Atlantis are six layers of Subterra leading to Agartha. These layers are home to a class of Atlantean priestly scholars called the Luminari, who are the gatekeepers between Atlantis and Agartha. The cities of Agartha are home to a race of Subterran humans ascended to a higher frequency and are the protectors of the passage to the Halls of Amen’ti.

 

Age of Fire and Blood: Referred to as the time when the three Bloodfire Nations, Sauros, Hyperborea, and Thule waged war on Lemuria. It was the first war on Sophaiya. Sorcerers influenced by the Blood Gods conquered the innocent masses, forcing them into slavery and human sacrifice. Nature was set off balance by the widespread use of magic. Volcanoes and earthquakes changed the face of the planet. The poles shifted and set the planet into an ice age. Atlantis rose at the latter half of the age, at the start of what is now known as the Ice Age.   

 

Alta: Highest ranking priests of the Temple Sect. They wear white robes to set them apart from lower tiers of the clergy. The twelve orders of the temple are ruled by the Alta. They are the keepers of temple rules and higher decision making. 

 

Ambassador Sect: One of the seven sects of Atlantean government. Atlanteans who travel abroad are registered in this sect, and visitors to Atlantean cities are expected to register in this sect during their stay.

 

Animata: Human-like beings without a soul created for menial and hard labor in Atlantis. The practice evolved in the Second Age of Atlantis, when scientists developed methods to remove the animal appendages from manator. Their science expanded into the creation of biological bodies that could be animated and powered solely by the Crystal Grid. 

 

Anunaki: The original team of scientists who came to Sophaiya to oversee the seeding of life forms on the planet. They were the first Watchers, and took the form of bi-pedal, feathered reptilians. It was their work that created the human experiment. Belial and his brother Sataku were among this team, but they split ways when Belial wanted to liberate the human experiment and allow them to develop on their own, while his brother wanted to be their overlord. 

 

Aphrodisiacs: Elixirs made from herbs to create sexual arousal.

 

Aphrodite: Watcher of love and sensuality.

 

Apollo: Watcher of wisdom and prophecy.

 

Archives Nexes: A bio-crystalline record of all human existence hard wired to the Crystal Grid. The Archives is the mechanism by which the Great Crystal functions. Without it, the Grid would function, and yet humans would not possess the ability to control it. It is highly protected by the Temple Sect and cannot be accessed unless citizens petition in the Temple Sect for whatever knowledge they wish to attain. The Conclaves have, however begun to figure out how to access the Archives through the Grid on their own.   

 

Atlas: Son of Poseidon who became the original high king of Atlantis. All royal lineage is descended from him. The royal line is thus referred to as the line of Atlas.

 

Atlas, Kingdom of: The island kingdom known as the seat of government in the ten kingdoms of Atlantis. Poseidia, the ruling city where the high king and queen live, is the main city on the island. The rest of the kingdom is known for its abundant agriculture.  

 

Auric Field: The aura, or layer of energy made of subtle bodies that surround every human body. There are as many layers of the aura as there are layers of dreamtime (dimensions). This means every human has an auric body in each of the twelve layers, though they are not generally aware of this unless they practice awareness through activation of the mindlight.

 

Automatons: The proper term for what Atlanteans call animata that have been created for menial and hard labor.

Avatar: A human who has been chosen to embody the soul essence of a non-physical being such as a Watcher or an elemental. The Watcher piggybacks on the consciousness of the human, thus sharing one body. This is a means for the Watcher to experience physicality without being stuck in an incarnation. 

Axiom of One: Said to be the highest of all truths, the Axiom has been passed down since the dawn of time. The Followers of the Axiom in Atlantis are said to practice the ancient ways of Lemuria. It is a simple principle that all life is interconnected.

Azoria: One of the ten kingdoms of Atlantis. A collection of mountainous islands in Eastern Atlantis. Known for its hospitality, the beautiful islands have many small bays with pristine villages of seafarers and fishermen. Because of their location, there are many trade routes that pass through the main cities of Azoria. There is a bawdy quality to the people, who have wild, rowdy revelries, and dress in revealing clothes with tattoos and piercings. Because they place a high value on free-will, they are known as a free trader refuge. Azorian authorities turn a blind eye on pop up settlements of outlaws within their many uninhabited islands.

 

B

Belial: A trickster Watcher known as the guardian of knowledge and free-will. He was in the first migration from Maldek who came to Sophaiya to develop the human species. Along with his brother Sataku, he developed the human genome as it exists still to this day, however, he split from his brother, because he didn’t believe in using humans as slaves, and so started a movement to preserve their free will. He was a hero of the Lemurian age and brought the Archives Nexes through Subterra to Atlantis. Originally mated to Kama, the two of them vowed to remain separated until they could fix the damage done to Sophaiya by their people. In modern times, Belial has come to mean “To waste one’s worth,” or “failure to have value.” His defection caused his people to redefine his name and accuse him of bringing pain and suffering to Sophaiya by bringing them truth and knowledge.    

 

Belial’s Promised Land: Referring to the state of mind connected to Source consciousness past the limitations of physical understanding. (See Halls of Amen’ti.)

 

Bloodfire Nations: The collective name of the fire alliance during the Age of Fire and Blood, who waged the first war on Sophaiya. They were eventually punished by the elements, who froze them in ice, beginning the ice age. The three kingdoms were Hyperborea, Thule and Sauros. They were ruled over by sorcerer kings with fear and slavery. The war with the Bloodfire Nations is what eventually caused the demise of Lemuria, and thus the rise of Atlantis. 

 

Blood Triad: Ancient Nephilim (beings born from the mating of Watchers and humans) who practiced dark sorcery to gain power and dominion over humans. They ruled with fear and gained power through blood sacrifice. At the height of their power, they ruled over the Bloodfire Nations during the dark Age of Fire and Blood. The most powerful among them were the Triad, who ruled over Hyperborea, Thule and Sauros. They were defeated by the Atlantean fire crystal, which summoned elementals to freeze their nations under layers of glaciers. There they remained in stasis until they were freed in the third age. They exist as disembodied spirits that are otherwise known as demons.

 

Blue Dream Awakening: Referring to the activation of a new genetic sequence that has been designed to awaken during the generation of this chronicle. 

 

Blue Dream Elixir: A forbidden elixir made from sha'mana and the psychedelic blue lily of Khemet. Used by the conclaves of the Children of One to awaken their genetic sequence. This process is called the blue dream awakening. It is said to activate the ability to see into blue Dreamtime, which is the first step toward activating the gateways of initiation. Only those born with the upgraded genetics can be affected by the elixir.

 

Blue Dream Marker: When one sees into the blue dream, they are able to see the markers left by those who are adept at creating them. These are ribbons of blue energy made of emotional imprints, meant to lead awakened ones to various conclave meetings and revelries.

 

Blue Dreamtime: A frequency of Dreamtime vibrating in the blue spectrum. Said to be only seen by those who possess the proper genetic sequence, and who have gone through the awakening. Used by the conclaves of the Children of One to leave signs that could only be seen by those who have been awakened by the elixir. Those who have activated more gateways of initiation can dreamwalk in this frequency, and not be detected by anyone, even by dreamwalkers who have not gone through the awakening. It is said to be a gift from Belial, and perhaps the telluric world, but no one knows for certain. 

 

Builder Sect: (See Sects) Class of citizens in Atlantis who have taken a trade or profession. One does not have to be born into the sect, thus it is referred to as non-hereditary. Anyone in a profession that serves the function of the civilization is known as a builder, from carpenters to entertainers to farmers to kallistas. It is the largest sect of the seven.

 

C

Cantos: The sacred cantos of Belial are the definitive cultural guide to Atlantean citizens. They are poetic verses describing the reason why Atlantis was created, and what role its citizens need to play. They do not define rules or spiritual disciplines, only values and social morays. 

 

Cartels: (See Commercian) Groups within a trade guild who have formed an alliance to strengthen their hold on their area of discipline.

 

Cartel Docks: Docks within the urban areas of every Atlantean kingdom where traveling traders and merchants register to set up temporary shops and show their import items to locals.

 

Celestius Realm: Referring to the realm of the skyroads in the atmosphere of Sophaiya. The kingdoms within Celestius are known as the crystal cities and can be accessed through Dreamtime. The liaisons between Atlantis and Celestius are called Illuminati. Celestius is the first realm anyone enters when they wish to enter the incarnation cycle of Sophaiya, and it is where souls return when they leave their incarnations. It is often mistaken for heaven.    

 

Chakras: Energy centers in the human body of which there are 12. Each chakra is associated with a gland in the human body, as well as one of the 12 auric bodies in each of the layers of Dreamtime. They regulate the flow of spiritual energy between the human endocrine system, the auric field, and connection with the consciousness of the planet. 

 

Children of One: (See Axiom of One, Conclaves, Lost Temple Children) Formal term for the conclaves who sprang up toward the last decade of Atlantis's third age. Called so because they received their initial information from the Axiom of One, an ancient remnant of Lemurian beliefs. They maintain the study of the principles of universal oneness and seek to awaken their innate powers through communion with the Archives Nexes.

 

Commercians: The trade of networking commerce. Commercians negotiate trade through the kingdoms and represent merchants and trade guild interests. Akin to modern day agents or managers. They also broker the trade of influence tallies, which is the currency of Atlantis. (See Influence tallies).   

 

Commons Areas: Farmers throughout the land give a portion of their crop to the commons, which is distributed in designated areas for any citizen to receive for free. The rest of the food is sold for influence tally or trade in numerous marketplaces or shipped to other islands by marketeers. There are a limited amount of commons areas, thus many citizens trade with local dealers to avoid travel to the commons.

 

Communication Methods: During the first two ages, long-range communication was conducted telepathically through the Grid. In the third age, psychic awareness has diminished. All long-range communication is conducted through tool crystals. Crystal-transmitters, locators, summoners, and messengers are used for their various purposes. Viewer-crystals known as VC's are used to transmit information to masses through images and amplified sound. The conclaves have begun to unlock the ability to transmit psychically through the Grid, however. In the third age, this has begun to change the face of long-range communication. 

 

Conclaves: (See Children of One, Lost Temple Children) Referring to the secret regional groups of Atlanteans known as Children of One. They are an underground movement who has learned how to access the Archives Nexes through the Crystal Grid. In accessing ancient, forbidden knowledge, they have awakened innate powers. They first emerged during the renegade revelries when hover-tricksters began to operate off-mound. When King Koraxx implemented the hover mound laws, they began to gather in secret and practice their hover tricks. This eventually led to them discovering their genetic abilities, the blue dream awakening, soul-crystal symbiosis, and accessing gateways of inner initiation. Since their practices have been outlawed, conclaves operate in secret, even from one another, though they interact regularly by leaving blue dream markers that lead to their strongholds.  

 

Council of Seven: (See High Council)

 

Council of Ten Kings: Royal council of regional kings. Atlantis was originally split up into ten kingdoms. Each kingdom was governed by descendants of Atlas’s original twelve children. Over the decades these kingdoms dwindled, and in the time of the third age, have been separated into islands after various natural disasters. Poseidia in the kingdom of Atlas remains the ruling city of all Atlantis because it is where the Great Crystal is located. It is thus where the high king and queen reside, who are the figureheads of the ten kingdoms. They are the leaders of the Council of Ten Kings. The monarchs of the ten kingdoms have a vote in more complicated matters that affect all of the region and have full authority over their own kingdom. They are mostly an alliance, though they operate under a set of regional rules that apply to all.

 

Crux: A point in time and space when fate lines converge to create a moment that could shape the future for good or ill. 

 

Crystal Cities: Majestic ethereal cities along the skyroads of Celestius. They exist in the higher layers of Dreamtime and cannot be detected by the physical eye. It is said the crystal cities are ports of call for intergalactic travelers, and it is from these cities that a soul can decide to enter into the cycle of reincarnation within the Meridian Realm of this planet. Once incarnation cycle is complete, all souls leave their physical bodies and return to the crystal cities and start again. The cities also act as anchor points for the planetary grid of light that encircles Sophaiya.  

 

Crystal Council: Telluric beings representing the cosmic alliance who inhabit twelve crystal skulls. These skulls are situated in the temple of light at the heart of Atlantis where the Great Crystal emanates. They are the regulators and the protectors of the Crystal Grid. 

 

Crystal Grid: A telepathic energy network connecting the people empathically. Anything that happens within the Grid is felt through the network. It also serves to power the cities by creating lights at night, activates the road mounds, and all machinery, running water, and all other automated systems. Essentially it creates an invisible dome that controls the weather over the ten kingdoms, and all currents within Atlantis. It is run by the Great Crystal, a powerful source of free energy. It is powered by crystal obelisk nodes placed at specific vortex points. The Grid works in chorus with natural telluric lines on the planet’s surface, and human telepathic emanations. Temple centers are built around the crystal nodes, (also called resonant capacitors) where citizens assemble to participate in illumination rituals. The rituals consist of mudra meditations. The nodes gather the peoples’ telepathic projection, send it to a central capacitor node, which then balances and powers the Grid, or “illuminates” the city. The call to illumination rituals is marked by the grid resonance or nodesong; when the grid guardians activate the mechanism that causes the nodes to sing through the city. The Grid is centered on the Great Crystal in the heart of Poseidia and branches out across the ten kingdoms of Atlantis.

 

Crystal Magi: Those who practice magic with crystals.

 

Crystals: There are many different types of crystals in use in the Third Age of Atlantis. Most crystals used by the public are tools, programmed to operate symbiotically with the Crystal Grid, and perform various functions such as summoners, record keepers and accessors. The Grid is run by obelisk towers known as resonant capacitors, also nicknamed nodes. Other large crystals in use are viewer-crystals or VC's; akin to modern day televisions. Also, the Temple Sect uses larger crystals for healing, including crystal-chambers that repair the human body through resonance. Hover technology is made possible by torsion-crystals that are charged by operating on road mounds, though hover-tricksters began using them off-mound. This was the beginning of the Children of One movement (See Mound Laws). They have also begun to use soul-crystals, named so because their telluric souls are not bonded to the Grid. When bonded with, soul-crystals grant the user expanded abilities. The use of soul-crystals is currently outlawed in Atlantis. Only the Temple Sect is allowed to use them to harness their telluric soul into the Grid and transform them into tools.    

 

Cunning, the: Referring to a path of discipline spoken of in the Sacred Cantos of Belial. The Cunning of Belial is used by the Conclaves. It is a path of trickery and shapeshifting, meant to keep the soul in alignment with the shifting patterns of nature and the Telluric Realm. 

 

Cycles: Atlantean units of time. Days are measured in sun cycles. Months are measured in moon cycles. Years are called rotations. The cycles are recorded by Time Keepers from the Temple Sect. Every commons area in the cities features a calendar that is changed each day and each hour with the spinning of multiple dials. It is much like the Mayan calendar.

D

Dabrina: Atlantean stringed instrument characterized by spidery limbs that can be adjusted for tuning. It produces an ethereal chorus effect with natural harmonies on twelve sets of strings, said to be connected to the twelve layers of Dreamtime, as well as the twelve levels of human connection to Source.

Dance of the Elementa: (See Grid Dancers) The dreamclan term for Grid dancing. A specialized dance allowing the dancer to communicate with and channel elementals into their movements.

Destructions of Atlantis: There were three ages of Atlantis marked by three major destructions. The first age was ended by a massive fracture in the crust of the Atlantean continent. It happened after the Great Crystal was used to end the great war between Lemuria and the Bloodfire Nations. When turned to a conduit of destruction, the Great Crystal was termed The Fire Crystal, and caused inconceivable levels of destruction through time and space. The Watchers intervened and took the Grid offline while the area underwent massive upheaval. The ice age began at this time. Atlantis was given another chance and the second age achieved great heights and is still remembered as the Golden Age. The second destruction was caused by an experiment gone awry by Aryan scientists, (See Ten Kingdoms) which caused a rip in Dreamtime. This was the arrival of shadows, but most are not aware of this fact. The Atlantic sea floor became destabilized by the experiment, and Atlantis was fractured into islands. The third age began with a new royal dynasty, and a cloistered Temple Sect that guarded the knowledge of Nexes very closely. The great scientific achievements of the previous age have been lost to memory, and this has begun the steady devolution of Atlantean consciousness. 

 

Districts: Neighborhoods within Atlantean cities. Each district has its own set of officials: mediators who oversee law and order within larger regions, speakers who administrate the affairs of the district, and commercians who collect influence tallies from local merchants. 

 

DNA: Nucleic acid containing genetic instructions of all living organisms.

 

Downloader-Crystal: Crystals programmed to collect energy imprints or information from the nodes of the Grid. They are used by the Temple Sect to collect data. But the Children of One have learned to download information from the Archives Nexes. Some can also use the nodes to unlock information stored in a downloader.  

 

Dragon League: Discipline of the Warrior Sect mastering psychic warfare.

 

Dragon’s Breath: The act of inhaling the smoke of red filaments from the flower of a tree that grows wild in the islands of Atlantis. It has calming qualities on the mind. It is used to dull symptoms of the madness, but its prolonged use has addictive qualities, as well as other unsavory side effects.  

 

Dragons: Referring to dinosaurs that once ruled the planet. They went through mass extinctions in the past, mostly caused by humans. In the time of the third age, there are still dragons in the wilds, though some are kept as pets. They are still hunted by humans and considered a threat that must be eliminated.

 

Dragonspine: A mountainous basalt island situated between Og and Atlas. This is where sha’mana is processed and shipped to fulfill its various uses throughout the kingdoms. The main authority is the Shanel mediator line that lives in their family estate, a palace at the center of their main port citadel called Urnok. Since sha’mana is so valuable, the sea lanes around Dragonspine are heavily patrolled and regulated. The port is not open to random travelers. Because it is a closed port, it relies on supplies from outside kingdoms. All ten kingdoms send tribute to Dragonspine as an offering for processed sha’mana. As a result, the Shanel mediator line is one of the most influentially wealthy families in Atlantis.  

 

Dreamclans: Tribes who live at the edge of Dreamtime in nature, keeping the ways of ancient Lemuria. They are connected and named for the six Realms of Sophaiya, practice the discipline of ascension into Dreamtime, and maintain a bond with the Watchers. Nephilim blood runs in their lineage, and thus they maintain separation from the humans of the Meridian Realm, so they are not tempted to establish dominance over the human project. They have a special relationship with the kingdoms of Atlantis because they helped Belial bring Nexes from the motherland (Lemuria). It was written in Atlantean law that the royal line has to pair with Dreamclans every six generations so that they can renew their connection with nature, and not be corrupted by the pitfalls of civilization. In modern lore they are akin with the Sidhe of Ireland. 

 

Dreambody: The projected image of any human when they travel in dreamtime. As humans become immersed in the density of physical existence, they lose consciousness of their dreambody, though when they are asleep and dreaming, this is the form they exist in. Those trained in the dreamseer arts are able to transfer their consciousness to their dreambody and walk around displaced from their physical body. 

 

Dreamlight: Light existing in Dreamtime that can be manipulated with human thought. Once a dreamseer becomes aware of how to do this, they can affect entire areas if they become adept at the skill. 

 

Dreamseer: A spiritual adept who studies the intricacies of Dreamtime, and connection to their dreambody. Dreamseers travel in their dreams and communicate with the Watchers. In the Temple Sect their order wears the indigo robes. In the dreamclans they are the central leader of the clan. 

 

Dreamship: They appear as any other ship, but the entire vessel can phase through the layers of Dreamtime. This requires a very high level of magic. Most dreamships travel into the Dreamvale, but more advanced ships can travel the skyroads in Celestius. The crew must gain favor with the Watchers and the elements in order to gain passage into the higher realms.  

 

Dreamsight: The ability to shift one's vision to perceive the invisible world existing alongside the Meridian Realm.

 

Dreamtime: Subtle layers of reality existing beyond the Meridian Realm. This is how non-physicality is understood among humans in the incarnation cycle. In actuality, the layers of Dreamtime refer to having a connection to the other bodies of the human auric field which are anchored in the other 11 dimensions. Everyone travels there in their sleep, and dreamseers connect to it consciously.

 

Dreamvale: Threshold between Dreamtime and Meridian. The place where one goes in a visionary state, or right before falling asleep, or while lucid dreaming. Vale is derived from the word valley; of and pertaining to an ethereal valley that is the entrance to Dreamtime. This is the home of the Dreamclans.

 

Dreamwalker: Someone with the ability to project their full consciousness into their dreambody and walk through Dreamtime while being aware of the Meridian Realm. Their physical body remains dormant in meditation while their dreambody projects anywhere they wish to go, invisible to the naked eye unless the perceiver opens up to Dreamsight. Akin to astral projection. A highly advanced Dreamwalker can raise their physical body’s vibration and move through lower Dreamtime, making their body invisible to the naked eye.

 

Dryad: Tree elemental.

 

E

Earthforge: Term used to describe the molten center of Sophaiya wherein lies the realm of Incendius.

 

Elementa: Dreamclan term for a practitioner versed in the ability to channel elementals through their dance movements.

 

Elementalists: A discipline in the Temple Sect adept at communication with the Telluric (elemental) Realm. They study every aspect of the elemental kingdom and spend their lives in communication with it. Some are able to gain favor and ask the elements to do their bidding. Elementalists in the Temple Sect wear green robes. They run the aspect of the Grid that controls the weather, and the shipping lanes. There are also rogue elementalists who have sprung up within the Children of One.

 

Elixir Den: A cultural mainstay in Atlantis. Where there are revelries, elixir dens are also set up. However, social houses feature permanent locations for these dens. Mixologists become almost famous with their mixtures of vibrational, telluric and plant elixirs that are known to affect any mood or ailment a human can have. One has merely to communicate their mood to a mixologist, and they should be able to fish through their mixes for the correct dose of what is needed.  

 

Eternal Flames: Sacred fires within the 12 temples of the Temple Sect that are always tended. It is said they have been burning since the beginning of Atlantis. They are ancient doorways to the wisdom of Incendius, which is the realm at the center of the planet. 

 

F

Fale Fruit: Fruit grown in the kingdom of Benini known to create a state of euphoria. Considered a delicacy in other parts of Atlantis but is difficult to procure in the other kingdoms. 

 

Fates, the: Atlanteans consider the Fates a personification of time elementals. Akin to telluric currents, they are seen as conscious, and able to be communicated with.

 

Fendesia: An herb known for its aphrodisiac and ecstatic properties.

 

Fireball: A game of physical prowess made famous by the Warrior Sect. Giant arenas are built for fireball players. The object of the game is to pass a ball between the players while leaping and tumbling through an obstacle course as the ball gradually heats up and eventually catches fire. They build up points by tossing the fireball through goals, which is blocked by the opposing team.

 

Fire Crystal: In extreme circumstances the Great Crystal can be turned into a weapon to harness the rays of the sun. It can be focused at any point in the world. When the fire code was activated at the end of the First Age of Atlantis, the crystal turned red, thus giving its name. It shoots a laser into the planetary grid, which then ricochets to any point on the planet. It was used in the First Age of Atlantis to put an end to the war between the three Bloodfire Nations and Lemuria. It caused so much damage that it unleashed the volcanic activity in the Atlantic Ocean and destabilized the region. Since then the fire codes have been hidden in the Archives Nexes and forbidden. 

 

Fire Letters: Light symbol codes used in Keylontics. The letters are used to transfer images through the Crystal Grid, program tool crystals, and download information into human blood cells.

 

Flowcraft: Ancient, all-terrain vehicles from the Golden Age of Atlantis. Programmed with Keylontics to harmonize the craft with tellurics, magnetics and the power of the Crystal Grid. These small, one-to-two-man vehicles can operate on air, land and above or beneath the sea.

 

Flower of Life: A geometric symbol representing the mathematical order of the intrinsic universe, and the separation of Source into multiple shards of consciousness.

 

Followers of the Axiom of One: A group of spiritualists who study the principles of all life being descended from one Source creator consciousness. They are what’s left of the original spiritual principle of Atlantis brought from Lemuria, and have over the years lost their popularity, and segregated into an underground movement. In the third age, the Followers of the Axiom have had a resurgence. The youth of Atlantis have adopted their ways in a rebellion against the Temple Sect. The Children of One are the result of this remembrance of the ancient ways.  

 

Free-Marketeer: A marketeer who operates outside the ten kingdoms. Since they deal with other lands, they often stray outside Atlantean regulations. Most of the time they become akin to modern day pirates.

 

G

Gateways of Initiation: (See Inner Initiation) A term in the conclaves referring to the activation of the 12 inner gateways connecting humans to their Source code. The gateways correspond to the 12 chakras, the 12 dreambodies, and the 12 layers of Dreamtime. Once activated fully, it is said humans are able to achieve their highest attainment.

 

Generator-Crystal: A crystal that can work with the Grid to generate power. All Atlantean housing has its own generator that is connected to the local resonant-capacitor.

 

Glow Orbs: Orbs of various colored glass filled with a chemical similar to what lights up fireflies. Used for light on the streets, in houses or private gardens.

 

Golden Age of Atlantis: (See Destructions of Atlantis) The Second Age of Atlantis is known as their golden age. This was when Atlantis was at its height, operating with the highest knowledge and connection with Sophaiya and the star nations.

 

Great Central Sun: Galactic core of the multiverse. All universes orbit around the Great Central Sun, just as planetary bodies orbit around suns. Said to be the eye of Source. 

 

Great Crystal: (See Crystal Grid) The free energy source of all power within the ten kingdoms. Housed in the temple of light at the heart of Poseidia, and regulated by the Temple Sect. Its chamber is kept pure, and no one may enter unless they have achieved the proper frequency through years of meditation.

 

Great Solidification: A time in history which demarked when humans became separated from Dreamtime. Before then, beings on Sophaiya were ethereal, and could shapeshift into any form. When Sophaiya became open for universal citizens to inhabit, the influx of beings caused a great pain on the ethereal residents of the planet. In order to make room for all spiritual frequencies, Sophaiya shifted her density, and everyone inhabiting the planet was solidified into physical bodies. This was the birth of the Meridian Realm; the moment when the physical became separated from Dreamtime.

 

Grid, the: (See Crystal Grid)

 

Grid Dancers: (See Dance of the Elementa) Individuals adept at channeling energy through their bodies and shaping it through movement. Akin to sorcery. Temple Sect Grid dancers, adepts of the yellow robed Grid-tuners, officiate over illumination rituals by directing the mindlight donations of citizens into the resonant capacitors. Grid dancers have begun to pop up within the conclaves of the Children of One. This has allowed them to covertly shift the flow of energy through the Grid.

 

Grid-Tuners: Temple priests whose life work involves the tuning of the Crystal Grid. In the Temple Sect, their order is denoted by yellow robes.

 

Guardians: In the Temple Sect, Grid Guardians are priestly adepts within the order of Grid-tuners who oversee the resonance of the capacitors. Guardians in the Warrior Sect have the job of making sure the laws are upheld in every district of the cities. They were given policing powers by King Koraxx during the sixth reign of the Third Age of Atlantis. This was the first time in the third age that warriors were lifted from their mercenary leagues and commanded by the king.  

 

Guilds: Associations of individuals in trades within the ten kingdoms. Once a citizen emerges from the Learning Sect, she or he becomes a member in good standing of a guild. Guild members can connect with others in their trade, network with commercians, who look to the guilds for business connections, be represented by speakers who specialize in their trade, and report to the mediator if they have issues that need to be solved. Other citizens approach guilds to find tradesmen or craftsmen in a specific field. Raising one's standing with the guild brings more prestigious jobs.

 

H

Halls of Amen’ti: A vortex situated at the center of Sophaiya where physical souls are initiated into higher cosmic learning. It is said to be the brain center of Sophaiya herself. It lies past a network of cities in Subterra known as Agartha. There are 12 Subterran layers through which to pass to find the Halls. They represent the concept that all anyone needs to know lies at the core of our own cells, just as they make their home at the core of Sophaiya.

 

Harbor District: Area filled with marinas for permanent and temporary docking.

 

Hereditary Sect: A sect that only breeds within itself. Mediators and the Temple Sect are the only ones with these arranged births. The other sects are entered through training or registration, and considered non-hereditary sects.

 

Hermes: Watcher of travel, communication and higher learning.

 

High Council: Also called Council of Seven. Primarily a local ruling council appointed by elite members of their sect. There is a Council of Seven in every kingdom, but the one in Poseidia is called the High Council. It is formed by seven delegates representing the seven sects. Each council member politically represents every citizen who is registered in their sect. Some sects are more numerous, so that delegate has more power on the council. They are overseen by the high king and queen, while they also have the ability to unanimously overrule any royal decree.

 

High Priestess: Overseer of the entire Temple Sect.

 

Hover-Carriage: Carriages run by hover technology. They operate by a central torsion-crystal which is charged by the road mounds and controlled psychically by the operator through imprinter-panels. Typically only used by elite classes as transportation along the road mounds. Larger carriages are used to tow hover sleds for the use of cargo transport.

 

Hover-Disc: One of the main modes of personal transportation in Atlantis. The central disc is built around a torsion-crystal. When activated, two wings fan out from the center, and become footholds. Users bond with them by accessing a small imprinter-panel. The more it is used, the more the operator bonds chemically with the disc. Upon activation, the disc is tossed to the ground where it hovers a few inches above the surface. The user stands upright on the footholds and thoughts projected through the crystal direct the journey.

 

Hover Trickster: Referring to a fad created by the youth of Atlantis to operate their discs off the road mounds and do radical stunts. Hover tricksters were banned by King Koraxx, and many young people when caught after the laws were passed, were forced to part with their hover-discs. Since torsion-crystals are programmed to be charged by the road mounds, it is seen as miraculous that tricksters even exist. Conclaves of the Children of One see the original tricksters as the first to have shown signs of the special genetics they possess.

 

Human Experiment (Project): Referring to the experiment to create a master race of beings on Sophaiya who are meant to be the perfect vessel for the soul in physical form for this universe. Humans were seeded with DNA from many Star Nations and are meant to exist at their optimal design. The experiment was interrupted by the Age of Fire and Blood. However, the Star Nations have not interfered due to the laws of free-will in the universe, though they have placed the Watchers on the planet to oversee the project.  

 

Hyperborea: One of the three Bloodfire Nations ruled by sorcerer kings during the Age of Fire and Blood. Along with Thule and Sauros, they waged war with Lemuria, and caused great havoc on the planet. The elements rose up against their black magic, and a sudden polar shift froze their cities under layers of ice. The legend is Hyperborea still exists perfectly intact beneath glaciers in the North.

 

i

Icelands: The general term for the glaciers of the north and south. An ice age is upon the planet during the third age, therefore at least 1/3 of the planet is covered in icecaps. The icelands are said to be inhabited by terrifying monsters, among which is the ice giants, known as descendants of the Nephilim.

 

Illuminati: Caste of scholars who act as the liaisons between humans and the crystal cities located along the skyroads of the Celestius Realm.

 

Illumination Rituals: A mandatory practice across Atlantis three times a day. The Crystal Grid generates power to the cities and villas and is fed by telepathic energy projected into resonant capacitors called nodes. The nodes are ten-foot-tall solid crystal obelisks placed through the city in evenly spaced vortex points. The Temple Sect activates their resonance each day at sunrise, high noon and sunset. The citizens are called to illumination rituals by the nodesong. Slang for the rituals is mudras. (See Mudras).

 

Illuminator-Crystal: Crystals programmed to emanate light when activated. Akin to flashlights.

 

Imprinter Panel: Crystal panels built into every automated device in Atlantis. Operators must place their hand over the panel and wait for the crystals to create a lock on their bio-rhythms. Once the lock is made, the operator can telepathically operate the device. 

 

Incendius: One of the six Realms of Sophaiya. The fire domain where fire beings dwell. This surrounds and protects the heart of the planet known as the Halls of Amen-ti. Often mistaken for Hell.

 

Influence Tallies: Currency in the ten kingdoms of Atlantis. Commerce is measured by the trading of influence. When an exchange is made, the tallies are recorded in recorder-crystals usually worn strapped to a palm. At the end of the day, the tallies are downloaded to commercians within the merchant guild, who are able to trade points between merchants and patrons who wish to collect influence.    

 

Inner Initiation: A term among the conclaves referring to the activation of gateways that must be unlocked within the human psyche. Once they are awakened with the blue dream elixir, the Children of One must then undergo the 12 gateways of inner initiation by accessing their personal gate codes from the Crystal Grid with their soul-crystal.

 

j

Joining Ceremony: Atlantean marriage. The ritual is performed in the temple centers by priests. It involves shifting the frequency of the sacred courtyard into Dreamtime, where the silver and gold discs of union hover above the couple. The clergy causes the discs to spin, and the couple telepathically wills the discs to merge. Once the discs form into one circle, the couple is bonded in Dreamtime, and their genetics are paired for mating.

 

K

Ka-Ma-Sha: Last day of the Ka-Ma-Sharri festival. Symbolic of the parting of Belial and Kama after their short reunion. There is a traditional feast on this day, in which all Atlanteans join in celebration of their union with friends and family. 

 

Ka-Ma-Sharri: Three-day festival celebrating the union of Belial and Kama. Kama being represented by the moon, and Belial by the sun, the festival is centered around any eclipse of the sun or moon. There are numerous Ka-Ma-Sharri's throughout the year. It is said to be the most exalted time to perform joining ceremonies.  

 

Kallista: Meaning “most beautiful.” The term used for those in Atlantis whose beauty holds them in a place of mystique and awe. Those of this beauty who are not born to noble bloodlines can be trained as kallistas, whose job it is to seduce and cater to the nobility in the sensual arts. They are adept in the tantras.  

 

Kama: The soulmate of Belial who has chosen to incarnate in human form and act as the guardian of the Archives Nexes until humans are ready to ascend to their highest attainment. It is said that if humans begin to abuse the power given to them in Atlantis, Kama will return and have the ability to take over the Grid.   

 

Keylontics: Language of symbol codes, light, sound, pulsation and vibration of energy. Based on the intrinsic interior geometric-electric structures that create the foundations for all form and structure within the dimensional systems. Keylontics is represented by living codes of matter and all biologies built on them that serve as the structure upon which all manifestations are built.  

 

Keymaster: (See Agartha, Subterra) There are 12 layers of Subterra, (six leading to the cities of Agartha, and six leading past that to the Halls of Amen’ti). The six layers beneath Atlantis are governed by Atlantean keymasters. The layers past that are governed by the laws of Agartha. Keymasters are much like modern day mayors. Each layer extends deeper into the crust of Sophaiya and must be passed by accessing the keymaster and their subordinates. The citizens of Subterra are surface dwellers, and yet they make their homes below the surface because they are dedicated to moving closer to the Halls of Amen’ti. Those spiritual seekers who dedicate their lives to accessing Amen’ti through Subterra are called Luminari.

 

Khemet: The kingdom of Egypt, as it is called during the ages of Atlantis. Located in the Valley of Khem, it is part of the network of kingdoms that make their home along the great River Stix. The kingdoms are collectively called the Osirian Nations.

 

L

Layers of Dreamtime: Referring to the 12 dimensions accessible from Sophaiya. All humans have the ability to ascend through the layers to reconnect with Source. All have a connection to the layers through their chakras, auric fields (dreambodies), and inner gateways.

 

Layers of Subterra: Referring to the levels below the surface of the planet. Each layer is closer to the earth forge, the molten core of Sophaiya, which is where one finds the Halls of Amen’ti past Agartha. This is another method of connecting with Source besides ascending through the Layers of Dreamtime.  

 

League-Master/Mistress: In the Warrior Sect, one who is appointed leader of each of the nine warrior leagues.

 

Learning Sect: Sect of Atlantean citizens who are registered as learning a trade, skill or knowledge among the learners. Unless a citizen is born into a hereditary sect, which means they must study what they are born to do, they can choose a skill to learn. As children, they are sent to learning houses, where they live among the Learning Sect so they can choose their training. Once they choose, they move to the school of their choice provided they pass the entrance requirements. 

 

Lemuria: The motherland of Atlantis. Atlantis was one of the eight main colonies of Lemuria. The motherland was destroyed by global cataclysms spawned by the improper use of magic, which set the elements into a state of imbalance. The first nation on Sophaiya, Lemuria was once peaceful, ruled by spiritual principles until it was set into combat by the three nations of Hyperborea, Thule and Sauros. Before they were destroyed, they sent their archives to Atlantis to carry on the secrets of the human project. 

 

Locator-Crystal: Tool crystals used to locate a specific person by searching for their imprint in the Grid. The person it is being set to locate must program their psychic imprint into the crystal by concentrating. Once imprinted, the locator can be used by anyone to find that person until it is reprogrammed. Summoner-crystals can be used as locators as well. Summoners can be used in conjunction with locators if the person holding the summoner is linked to a locator held by another person.    

 

Lost Temple Children: (See Children of One, Conclaves) A project initiated secretly by the Temple Sect at the start of the Third Age of Atlantis. It is a genetic sequence meant to evolve over a series of seven generations. Their original purpose was to build an immunity to the shadows that were trapped in the Meridian Realm after the second destruction of Atlantis. The Temple Sect have called them Project Indigo.

 

Lower Dreamtime: The layer of Dreamtime closest to the physical world where emotional and mental images created by humans exist as ethereal life forms. Those with advanced Dreamseer abilities can see into this realm, as well as shift the vibration of their physical bodies to walk in this world.  

 

Luminari: Caste of scholars who live in Subterra and study the principles of the 12 levels of connection to Source. They are initiates to the 12 levels of Subterra, and liaisons between the inner and upper world.

M

Madness (the): Term used to define the psychic illness that plagues the citizens of Atlantis in the third and final age. Characterized by the gradual degradation of sanity stimulated by shadows, who attach themselves to humans in Dreamtime, stimulate mental anguish, and feed off negative emotions. It is seen as a madness because the human host slips deeper and deeper into their anguish until they cannot distinguish reality from their suffering.

 

Magi: A caste of mystics who study the use of magic. In the final age of Atlantis, they are the only non-hereditary spiritual class that can wield magical powers. Those who study magic outside the Temple Sect are considered scholars. In the Temple Sect, their order is denoted by red robes.

 

Maldek: The fifth planet of the solar system that used to exist between Mars and Jupiter. It was destroyed in the first major destruction of Atlantis, which also incinerated the surface of Mars. It is now a field of asteroids and debris orbiting the fifth orbit of the Ra System.

 

Manator: Half-man half-animal. Left over from before the Great Solidification. The story of their origin went back to the garden of Pangaea, when all the continents were one mass, and life on Sophaiya existed in Dreamtime. Humans then had the ability to shapeshift at will. When the Solidification happened, anyone who chose to keep their animal forms remained part human and part animal. In the Second Age of Atlantis, the Followers of One declared an edict that manator were abominations and began programs to strip people of their animal sides. In the third age, manator are rare, and almost mythical, as they have found refuge in lower Dreamtime. 

 

Marketeer: A specialist in the markets who works with currency alone. Among those who work in commerce: traders work with trade alone, merchants work with a specific item or items whether through trade or currency, commercians provide and regulate the markets. Free-marketeers work outside the ten kingdoms of Atlantis while marketeers work within its strict laws.

 

Mars: Planet whose orbit lies just past Sophaiya. Called the fourth planet. Mars was once home to a thriving civilization, but its surface was destroyed, and all civilization moved beneath the surface. Though some refugees fled to Sophaiya and took up residence in Atlantis mainly in the kingdom of Aryan.

 

Maydrian: Title given to the personal adviser of the king. Maydrians have the responsibility of organizing all the personal affairs of the monarch. This position is appointed by the king and approved by the High Council.

 

Maydriss: Same as Maydrian, except the queen's personal advisor. Maydrisses also handle the queen's pregnancies, wardrobe, and all personal matters.

 

Mediator Assembly: When important matters affecting the kingdom need to be weighed, the Mediator Assembly is called. This is when every available mediator assembles in the mediation arena. Assemblies are rare, and can be called by a group of mediators, the High Council, the Temple Sect, a vote from citizens, or the monarch. 

 

Mediator Sect: (Mediator) Hereditary politicians in Atlantis. Bred like royalty, the mediator lines are carefully controlled to produce heirs whose birthright and training are specifically tailored to lead fairly. Each mediator line oversees a specific area of government within the civilization. Every sect is governed by a familial line. Their duties range from mediating disputes to making policy decisions. When a dispute is brought to a mediator, he or she acts as judge.

 

Meridian Realm: One of the six Realms of Sophaiya where humans dwell. It is known today as the third dimension and is characterized by physical matter.

 

Mindlight: Atlantean term for the pineal gland. A gland at the center of the head associated with the third eye. In its evolved state, the mindlight is shaped like a quartz cluster, and could be used to create magic, project psychic waves and perceive Dreamtime.   

 

Mixologist: Atlantean profession employing the use of herbs, tellurics, and tonics to create elixirs, which they use for medicine and recreation. There is an elixir for everything. When a mixologist is consulted, it is somewhat like going to therapy or a psychic. They are able to see into the souls of each consumer and tell what kind of emotional adjustment is needed.

 

Moirae: Dreamclan term for a special being born to influence the Fates of man. In essence, an incarnated Watcher. Title granted to Brigitte during her youth by the Dreamclan council.

 

Mound Laws: During the reign of King Koraxx, hover tricksters began operating their hover-discs off of the road mounds. This was thought to be impossible because discs are charged by the road mounds. But somehow tricksters had the ability to get past this. The conclaves now see it as the first appearance of the gene that has awakened in humanity. Koraxx restricted hover-disc usage to the mound, citing the reason that tricksters are reckless, and compromised the safety of citizens. But a deeper reason became apparent when his guardian forces began hunting down renegade revelries, where the youth practiced their tricks away from the public. Those who were caught were banned from hovering. This was the beginning of the conclaves who took their practices into strict secrecy. 

 

Mudras: Hand gestures used during meditation to maximize the flow of energy through the hands. Illumination rituals are called mudras as a slang term that refers to the hand gestures they use to channel their mindlight into the crystal nodes and generate power through the cities.

 

Multiverse: Many universes orbiting around a black central sun, said to be the Eye of Source, watching its creations.

 

N

Navigators: Adepts of the green-robed elemental order of the Temple Sect. All shipping lanes are regulated in the ten kingdoms. Navigators are trained in the art of communicating with the elements and are able to read the currents and wind patterns, as well as connect with the telluric lines within the ocean. All ships must have a temple navigator. When they register a voyage, they must attain a navigator from whatever port their journey begins. Once the voyage is finished, the navigator must go to the temple center at the destination. A new navigator is usually obtained at the start of another voyage.

 

Naydir: External advisor to the court of a king or queen. Acts as liaison between the monarch and the public. Appointed by the monarch with final approval by the High Council.  

 

Nephilim (Telluric Nephilim): An ancient race of beings on the planet said to be a cross between a Watcher and a human. The union is often made when a Watcher takes the form of a human for the mating. These beings are said to possess godly powers. The most powerful kind is said to be telluric, meaning they are a cross between a Watcher and an elemental. Since Nephilim had such immense power, they became worshipped and feared. The Star Nations declared Nephilim abominations, and were had thus banished them from the human project. Watchers are now forbidden to interfere with the genetics of humanity.

 

Nereids: Mermaid creatures living in the depths of the ocean. They are part fish and human, unlike their Oceanid cousins, and considered manator to Atlanteans. They are very shy, and rarely show themselves to land dwellers, but they live harmoniously among the Oceanus Realm.

 

Neter: A human body carrying the soul of a Watcher. Whereas a Moirae enters from birth, the Neter requires a human to achieve a state of emptiness so their body is surrendered to be inhabited by the Watcher. This can be done by force, which takes the longest, or can be done in chorus with the human choosing to surrender their body to the Watcher.  

 

Nexes: (See Archives Nexes)

 

Nodes: Slang for resonant capacitors. Called nodes because the crystal obelisks serve as vortex points for the Grid. Citizenry focus their minds into the nodes during illumination rituals to send power to the Great Crystal. 

 

Nodesong: Referring to the resonance created by the nodes to call citizens to illumination rituals. This is a pleasing frequency that oscillates through the cities. Usually programmed to vibrate at 432hz.

 

Nodeyard: Courtyards built around crystal nodes where citizens gather to perform illumination rituals during the resonance of nodesong.

 

Nubia: The great continent lying to the Southeast of the Atlantean Islands (modern day Africa). It is filled with lush grasslands and rivers. The people inhabiting Nubia are black of skin and said to be the most ancient race on the planet with a history greater than Lemuria. The land is populated by a confederation of tribes in various states of alliance. There are a number of outposts and cities on the continent, all of them wealthy with vast resources. Sha’mana is mined in abundance there, which allows for global influence among the Lemurian Empires.

 

Nymphs: Spirits who dwell in the dreamtime and work to protect the Telluric Realm. They are associated with various elements and locations around Sophaiya and possess the power to animate nature.

 

O

Obelisk: Crystal tower or pillar with four sides, topped by a pyramidal point. The shape of crystal nodes.

 

Oceanids: A race of beings who live in the ocean. They are part human and part elemental, and so have evolved to live underwater. They can also come out of the water and walk around, but this is very rare. They have fins for hair, legs with scales, and webbed toes, but mostly resemble humans. They are the masters of the ocean and have their own underwater kingdoms.

 

Oceanus Realm: One of the six Realms of Sophaiya referring to under the ocean.   

 

Og, Kingdom of: One of the three largest Atlantean kingdoms, and the most powerful of Eastern Atlantis. A vacation destination known for its sensory delights and revelries. Its ruling city Tirnan is one of the most opulent, wealthy cities in the world.

 

Oracle of the Six Realms: (See Realms of Sophaiya) A position within the Temple Sect. Initiates of the elemental discipline are bred with elemental blood, and those who exhibit the most aptitude at prophecy and connection with the elements are trained to be the oracle. When the previous oracle passes on into the spirit world, the new one takes her place on the elemental throne. It is her duty to travel through the six realms in Dreamtime using meditation. This position acts as an ambassador to the realms.

 

Order of Nexes: An elite order of high born influential citizens who study the use and principles of the Archives Nexes. They are initiated and trained through various levels of the order, and their intentions always lie in the betterment of Atlantis.

 

Order of the Serpent: (See Order of Nexes) Another name for the order who studies Nexes. Originally named for the serpentine form Belial and his brother took when they arrived on Sophaiya in the original Anunaki arrival.

 

Order of the Spiral Dancers: Dancers trained in the use of rings with which they do various tricks while they dance. It is a prominent Atlantean art form, and the order is often commissioned to entertain courts and revelries.

 

Orders of the Temple Sect: The twelve disciplines within the Temple Sect. Each is connected to a chakra and a layer of Dreamtime. See Temple Sect for listing of the orders and colors.

 

Osirian Nations: One of the eight Lemurian empires. A loose collection of over 200 cities along the River Stix in the Valley of Khem. They maintain trade along the river and have solid ties to Nubia and Atlantis through river routes. These nations are the forerunners to what later became nations such as Crete, Malta, Thera, Phoenicia, Sumer and Egypt.

 

Outlands: The outer city of Poseidia surrounding the ringed citadel.

 

Oversource: (See Source)    

 

P

Panther League: One of the nine warrior leagues specializing in the use of stealth and hunting techniques.

 

Parnassus: The name of the elemental spirit of the mountain Poseidia is built on.

 

Penumbra: A shadow layer of lower Dreamtime said to be used by adepts to travel into the other realms of Sophaiya from Meridian. It is also said to be where the shadows are trapped in a holographic reality.

 

Pineal: (See Mindlight) 

 

Poseidia, City of: The ruling city of Atlantis. Home to the Great Crystal as well at the palace of the high king and queen. Located at the heart of the ten kingdoms on the main island of Atlas.

 

Predator Vessels: Fast, stout ships belonging to the Shark Warrior League used to patrol the sea lanes and waterways of Atlantis. 

 

Prophet Singer: Nickname for D'Vinid during his lifetime. Referring to his ability to create songs off-the-cuff that often tend to predict the future.

 

Pythian Games: An annual festival celebrating the heroics of Koraxx in his days as prince. The games were set up to honor his prowess as a hunter. It was at the games when he met Dafni for the first time.

 

R

Ra: The name of the being who is the sun of this solar system.

 

Realms of Sophaiya: The six realms of Sophaiya that support life in various forms. Telluric Realm is the home to elementals and minerals. Oceanus is home to sea creatures. Meridian is where humans and animals live in physical form. Subterra is beneath the surface of the planet. Celestius, the skyroads, home to the great Crystal cities in the sky. Indendius is the fire realm at the core of the planet that protects the Halls of Amen'ti.

 

Record-Keepers: Tool-crystals programmed with information through Keylontics. Akin to Atlantean books.

 

Renegade Revelries: During the time of King Koraxx, hover tricksters started gathering in deserted areas so they could practice their tricks away from the public. These revelries received widespread fame, and many citizens began to seek them out. But when Koraxx found out about them, he banned them, and punished the hover-tricksters by taking away their discs, thus banning them from hovering altogether. Renegade revelries still happen among the conclaves, but they are done with extreme caution. 

 

Resonant Capacitors: (See Crystal Nodes) Large obelisks named for the resonance they emit to call citizens to illumination rituals. Nicknamed crystal nodes, they are used to conduct psychic energy that is then filtered to the Great Crystal and transformed into electricity to power the city.

 

Retinue: Officers of the royal court closest to the king or queen.

 

Revelries: Parties or celebrations in Atlantis. Atlanteans are notoriously prone to revelry in all aspects of life, deriving from their belief that the human experience was meant to indulge in sensual pleasures. 

 

Ring of Commerce: Outer land ring of the citadel of Poseidia where the working class resides.

 

Ring of Learning: Second land ring of the citadel of Poseidia. Here is where all learners go to attend learning houses and learn trades. It is also where most Atlanteans go for leisure. There are numerous plazas for festivals, a grand fireball arena, as well as a racetrack spanning the entire ring.

 

Ring of Mediation: Third land ring of the citadel of Poseidia. Known as the mediator heights, many affluent estates span the terraces. This is also where citizens go to report to their mediators, who hold court within their grand estates. 

 

River Stix: Giant river feeding from the glacial lake of Tethys (modern day Eastern Mediterranean.) It extends east of modern day Crete, Malta, and Sicily, onward north of Algiers and into the Atlantic past the Pillars of Hercules. It is home to a vast river economy conducted by the many cities of the Osirian Nations. Ships come and go to and from Atlantis. Their first port in Atlantis is Tartessos of Bascli. From there, ships either head to Atlas, Og or Capraria. 

 

Road Mounds: Raised mounds built along telluric lines acting as roads for Atlantean hover-crafts. The mounds give off a magnetic frequency, which work with torsion-crystals within hover-craft to create magnetic propulsion.

 

Rotations: Meaning years in the Atlantean measurement of time. Referring a full rotation of the planet around the sun. 

 

Rutilation: Minerals embedded inside crystals creating a striped appearance in the crystal.

 

S

Sacred Cantos: (See Cantos)

 

Sacrẻ Morẻ: The sacred death rituals performed by the shadowmancers. It is said that the Blood Gods gain power from a soul’s passage into death, especially one that is in fear. The creation of a shadow from the fear of the sacrificed brings power to the Blood God to which the sacrifice is being dedicated.

 

Sauros: One of the fire nations of legend from the Age of Fire and Ice. It is said their kings were Nephilim who ruled with elemental sorcery, enslaving humans as their subjects. They gained power through the fear of their people and demanded blood sacrifice. They hated the free colonies of Lemuria, and waged war on the motherland. They were destroyed when Belial secretly brought the Great Crystal to Atlantis and directed his avatar to activate the Fire Crystal. This attack brought total annihilation to Sauros and its brother nations, freezing them in ice. The legend says their nations are still frozen, awaiting the day they will awaken and seek revenge. 

 

Sea Nymphs: A race of elemental beings living in the ocean. They are mostly non-physical and appear as beings that are one with the water.  

 

Sects: Atlantean citizens are separated into seven sects based on their birthright or their career. Listed in order of precedence: Temple Sect, Mediator Sect, Speaker Sect, Builder Sect, Ambassador Sect, Learner Sect, Warrior Sect.

 

Shadowmancers: Those born with the activated gene of the Temple Sect who have converted to serve the Blood Gods with the promise of ultimate power. They believe themselves to be the chosen ones of the Watchers.

 

Shadows (the): Parasitic beings existing as holograms in the Grid of Atlantis. They were born of the rift that was created at the destruction of the second age. They are essentially emotional constructs created by intense human emotions. They do not belong in the physical plane and have survived by feeding off the emotional essence of humans, the essence from which they were spawned. Those who become host to shadows eventually fall to the Madness.     

 

Sha'mana: Minerals from the Telluric Realm. Known by some as gold dust. It is the most magical element on the planet, and one of the most coveted minerals among the Star Nations. There are many uses, though mostly ingesting it repairs the cells of the body, and connects the user with the original human design, as well as the consciousness of Sophaiya. There are many sha'mana mining facilities that are heavily protected. The main production facility lies on the Isle of Dragonspine between Atlas and Og. Most of it goes only to the Temple Sect and the most influential of mediators. The conclaves have managed to find a way to smuggle and use it in their blue dream elixir to activate their genetic upgrade.  

Skyroads: Ethereal currents of energy in Celestius connecting the crystal cities together.   

 

Social Hub: Places to meet new people and gather with friends. Akin to modern day bars, they feature an elixir den, as well as performance halls and areas to sit and relax.

 

Solidification: (See Great Solidification)

Sophaiya: A planetary consciousness in the system of Ra. The most valued planet in the Ra system because she is said to be an actual goddess who descended into the form of a planetary being. The planet is an inter-dimensional crossroads, where many intergalactic beings converge. There are six realms that make up the domains that support life on Sophaiya: Telluric, Subterra, Meridian, Celestius, Incendius and Oceanus. She was later called Earth.

 

Source: Closest way to describe the word Atlanteans use to refer to God. The Source of all creation.

 

Soul-Crystal: Crystals that have not been stripped of their telluric consciousness. The use of soul-crystals is banned in Atlantis, as their energy is not harnessed to the Grid, and it is said they pose a danger to the harmony of Atlantis. The conclaves have begun to secretly harvest raw, un-programmed crystals in order to bond with them. They have begun to unlock many secrets in the Archives with the help of these powerful telluric beings.  

 

Speaker District: Area on the Ring of Learning where students rise through the speaker training. It is also where citizens must go to seek the services of the guild, or to attend arguments.

 

Speaker Sect: (Speakers) A learned sect of Atlantean citizens. Speakers are trained to speak for the laws of Atlantis. Much like modern day lawyers. Upon emergence from training, speakers choose a focus to speak for. When any citizen needs to be represented, they enlist the service of a speaker to argue for them.

 

Star Nations: Referring collectively to every planet around the universe with advanced life forms. In the Third Age of Atlantis, the Star Nations have been barred to enter all realms of Sophaiya except for the crystal cities of Celestius. From here they are allowed to project their soul into the incarnation cycles of the other realms. In ages past, the Star Nations were directly involved in human evolution, but the Third Age of Atlantis is now a closed experiment, and the human project is considered endangered. 

 

Subterra: One of the six Realms of Sophaiya. Holding the largest sect of scholars who live on 12 underground levels leading to the Halls of Amen’ti at the core of Sophaiya. These levels are called layers. There are six layers leading to Agartha, and six layers past that to Amen’ti. Subterran scholars, known as Luminari, study the records of the human project. These records were brought from Lemuria by Belial and make up the original intent of Atlantis.

 

Summoner-Crystal: Tool crystals imprinted to one person's psychic frequency. When given to another, the crystal can be activated, and the imprinter receives a telepathic signal through the Grid. They are usually paired with locator-crystals that receive the signal, and the one being summoned can then reveal their location to the one using the summoner.

 

Syrinx: An herb from a nation called Arcadia in the Valley of Khem meant to be one of the most potent aphrodisiacs in the world. Anyone ingesting it is said to go slightly mad with desire. 

    

t

Tantras: Ancient arts of sexual arousal. Term refers to the teachers and the teachings of the same art.

 

Telleria Quay: A famous freight warehouse along the Ring of Mediation in Poseidia run by the Telleria commercian cartel. It is connected to the cartel docks where only the most prestigious of merchants are admitted to display their goods. The quay is where the goods are stored before being shipped to the various shopping districts around the citadel. 

 

Telluric Lines: Magnetic currents covering Sophaiya in a grid-like pattern. Atlanteans have methods of measuring the Telluric Realm, so they can connect the Crystal Grid to telluric lines across the planet for power, transportation and communication. Telluric refers to the mineral and elemental Realm of Sophaiya, which has its own principles and rules. Road mounds are built along these lines, so hover-discs can access magnetic propulsion.

 

Telluric Nephilim: (See Nephilim) The most powerful breed of human/Watcher is said to be telluric, meaning they are a cross between a Watcher and an elemental. They would have godlike powers while also being able to harness and control elementals.

 

Telluric Realm: One of the six Realms of Sophaiya. Home to elementals and minerals, beings who are incarnations of the life force of Sophaiya. Telluric currents make up the energy that runs through the planet, much like how blood runs through human bodies. The currents are used by Atlanteans in their road mounds, which makes advanced transportation possible.

 

Temple Center: Centers around the cities set up with nodeyards for citizens to meditate at illumination rituals. They also house healing centers where anyone can receive medical treatment for their ailments. Temple clergy are on hand to council the people at all times.

 

Temple of Light: Center of the city of Poseidia where the Great Crystal and Archives Nexes are connected to the Grid. All illumination power leads to the temple of light, and is regulated by the temple Alta.  

 

Temple Sect: Hereditary sect of Atlantean citizens. Bred with genetic manipulation and trained as temple clergy with a specific directive to remain neutral so they can tune and conduct the Crystal Grid without bias or corruption. There are 12 orders represented by 12 colored robes. Listed in Order and by color of the order: Magi (red), Alchemists (orange), Grid Tuners (yellow), Elementalists (green), Timekeepers (light blue), Record Keepers (indigo), Dreamseers (purple), Healers (iridescence), Alta first order (blue/green), Alta second order (pearl), Alta third order (pink/orange). Alta fourth order (gold).

 

Ten Kingdoms of Atlantis: In the beginning of Atlantis the land mass was divided between ten brothers, who became the first kings. After the ages passed, and the land masses broke into islands, the kingdoms became more like provinces, but are still called kingdoms in honor of the previous ages. The kingdoms are: Atlas (the capitol), Og (considered the capitol of the Eastern kingdoms,) The Western kingdoms are: Antillia, Aryan, Benini, and Taino. The Eastern kingdoms are: Azoria, Capraria, Tartessos and Yisra. In the third age, The Kingdom of Albion is the unofficial 11th kingdom of Atlantis. Though governed by their own kings, the High King and the High Council rule them. Once a year, and in emergencies, the ten kings are called to council in Poseidia of Atlas to make kingdom-wide decisions. (See Council of Ten Kings.) In the third age, there are two main alliances, east and west. Eastern islands are allied with Og while west follows Atlas. It is a source of contention between the two main power centers. 

 

Thoth: Known as one of the first high priests during the First Age of Atlantis. It is said he achieved immortality and became a Watcher. He presided over the Temple Sect for 2000 years before he ascended into Dreamtime. Since his departure, a new Thoth from his genetic line always steps into the leadership role as High Alta of the Archives Nexes. 

 

Tool-Crystal: Crystals stripped of their telluric souls. They have been harnessed to the Grid and programmed for specific uses.

 

Torsion-Crystal: Tool-crystals that harness power from the Grid and spiral it into the device to which they are anchored. Examples are the central torsion crystal that takes mindlight and sends it to the Great Crystal. It is one of the main components of hover-craft technology. All crafts are built around a central torsion-crystal. When activated on the road mounds, they interact with telluric currents to charge, and provide friction. Conclaves first began to realize their innate powers when hover-tricksters realized they could project their energy through torsion-crystals, and harness telluric currents off the road mounds.

 

Triad: (See Blood Gods)

 

Triangulate: A principle in magic or energetics. Referring to the act of a third person adding a third point to the magic of two people. The act of triangulation magnifies the magic of two.

 

Tuaca Solaria: An Atlantean greeting, accompanied by hand gestures.

 

U

Uiger: One of the eight Lemurian empires. Their civilization lies in the mountains in the area known today as Tibet and stretches into what is today known as the Gobi Desert. At the time of the third age, the Gobi is a vast fertile plane.  

 

Unification: A movement among the conclaves. Those who follow it are called unificationists. They believe that the conclaves should unite and work together. Most conclaves are content to be isolated from one another and maintain a low profile, so they can continue to live their lives in comfort. 

 

V

Vale: (See Dreamvale) Shortened form of the word valley.

 

Valley of Khem: (See River Stix, Osirian Nations) A vast, fertile river valley in what is today known as the Mediterranean Sea. Along the banks of the River Stix lies hundreds of cities termed loosely as the Osirian Nations. It is one of the most bustling and thriving regions in the world.  

 

Vailix Needle: Cylindrical crafts used as public transportation in Atlantis. With torsion-crystals powered by the Crystal Grid through magnetic propulsion, they propel along thin wires stretching along the main thoroughfares of the cities and stop at elevated platforms for loading and unloading. 

 

VC Waves: Invisible frequencies transmitted through the Crystal Grid to project images and sound into viewer-crystals. Like modern day television waves.

 

Viewer Crystal (VC): Large flat sheets of selenite crystal set up in all commons areas and connected to the Crystal Grid. They are meant to receive images transmitted through VC waves to send live messages from the government to the citizens.

 

Violet flame: An ethereal flame (see dreamlight) that can be summoned psychically to cleanse the energy affecting the physical in Dreamtime. 

 

Vortex (the): A term among the conclaves/Children of One referring to the state of being aligned in a state of one-ness. Being in the vortex is indicated by chains of events lining up in perfect synchronicity, and always in the highest good of the one who is aligned. It is known as navigating the vortex.

 

W

Warriors’ Code: A strict code of honor put in place to keep the warriors in check. They are taught the code like a religion from the moment they begin their training. Since the warrior leagues are mostly mercenary, they are only allowed to act within the code, so they cannot be activated for devious reasons.

 

Warrior Sect: Sect of Atlantean citizens who study the art of warfare. Usually those in any sect who display violent tendencies are sent to be trained in this sect. Since war is frowned upon in the third age, they are shunned in principle, but also revered for their physical prowess. They traditionally act as mercenaries in the third age and can only be employed for a purpose. This is known as activating a warrior force. They are bound by a strict moral code. It is in place to ensure their power is never abused. There are nine warrior leagues. Listed here: Bull League, known as Fury Warriors, studying brute force; Panther League, studying agile movements and covert operations; Monkey Warriors, studying rooftop sentinel tactics; Dragon League, studying telepathic warfare; Ram League, studying terrain tactics; Shark League, studying ocean tactics; Falcon League, studying airborne tactics; Wolf League, studying tracking and hunting; and the mysterious Spider League, previously known as Dream Warriors.      

 

Watchers: Atlantean gods. Beings who exist in Celestius and Dreamtime whose job it is to watch over the Fates of humanity. Although they cannot interfere, they can guide the Fates and send subtle signs through elements, while orchestrating coincidences, and messages in Dreamtime. They are present to make sure the human project does not break the laws of nature and harm Sophaiya.

 

Water-Craft: Small, one-man sailing vessels used as transportation through the vast canal system of Poseidia. They usually use wind propulsion, though torsion-crystals can be activated for minor propulsion if the winds do not cooperate.  

 

Wolf Warriors: A league of the Warrior Sect. Wolves are used as guardians who specialize in tracking and hunting.

 

y

Yazminnia: An intoxication elixir made from an herb growing only in the mountains of Og. Induces an ecstatic dream state.

 

Yerba Tree: A type of tree growing in Poseidia. It is not native to the area, and yet the climate is perfect to make it grow in abundance. It was brought from Lemuria many thousands of years before the final age of Atlantis thus many yerba trees have thousands of years of growth. Their roots grow in arches above the ground, and their branches become strong and sturdy enough to build houses at the base of multiple levels.

 

Yisra: One of the ten Atlantean kingdoms. Matriarchal in precedence. Known as a colony of Maldek, it also hosts embassies from all the Lemurian Empires. Its position close to the Nubian Empire makes it an excellent diplomatic entity to the Nubian tribes. It is also known as a center of advanced wisdom and learning.  

 

Z

Zephyre: Watcher of the winds.

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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