Game Glossary
Introduction to this section:
Below is a list of commonly used terms utilized by the members of Kingdom. New items are added periodically, as we are exceptionally fond of creating new terms!
Barrier: Some Rangers are able to create momentary bindings that can be used to keep a person or Daemon nest within a parameter. These do not last very long, and don't work very well on mature Daemons. Mages and Purifiers create a much stronger version known as a Ward, which is much more difficult to maintain because it uses so much Energy, but is a necessary step in binding a Daemon to a Seal.
Daemon: Once a nest of seedlings has bound itself completely with a host, a mature Daemon is formed. Incredibly difficult to kill, Daemons are attracted to things that radiate purity as well as certain types of energy. The longer a Daemon lives, the larger and more powerful it becomes. It takes about fifty years for a Daemon to mature enough to sprout seedlings-- but it births thousands of seedlings at any one time, usually in clumps. These clumps can lay dormant for years-- it is not known what wakens the nest, but there are numerous theories. If you kill the host, you kill the Daemon-- and vice versa.
Daemon-Seedling: Also known as a nest. Immature Daemons generally look like a whole pile of wriggly green larvae. They invade a host (organic hosts are best, but they also can invade inorganics, too) and combine with one another (and the host’s body) to become a mature Daemon. Seedlings are easier to kill, and are almost always the creatures Hunters take on in modern times. You can kill immature Daemons without killing the host, but it becomes more and more difficult the stronger the bond with the host. Once the nest has completely taken over the host, it is considered a Daemon, and you can't kill it without killing the host.
Direct Ancestor: A member of the Geld Diaspora who passed their Hunting genes on, thus founding a bloodline. By modern times, it is difficult to trace all the direct ancestors a Hunter might have, so the term usually applies to the first Guardians who began the Guardian bloodlines.
Geld: One of the inhabitants of the Geldon Kingdom. Modified using ancient technology to wield magic for the sole purpose of hunting Daemons, their descendants live on in the modern era as Hunters.
Geld Diaspora: The dispersion of the Gelds throughout the world after their homeland was destroyed. All Hunters and Guardians in modern times trace at least part of their ancestry to the Disapora.
GKMMORPG: A massive multiple player role playing game that exists only in Kingdomverse, created by a partially awakened Hunter. This is an in-game joke on WoW.
Jinn: Jinn come from the Geldon Kingdom like the other human characters, but, like the Guardians, originated from Hunters who found themselves changed. As the Kingdom was falling, the original Jinn became hosts to daemon seedlings, but mid-transformation were able to fight off the seedlings. Their descendants inherited the partial-Daemonic nature. The Jinn factor heavily in our second campaign, and we are still designing the faction.
Kingdomverse: Kingdom takes place in a parallel universe-- we just call it the kingdomverse for fun. Sometimes further shortened as kverse.
Pacificon: One of the largest multigenre fan convention in the world, Pacificon is a four-day event held in the Sunset Valley Convention Center. In 2008, a massive PPEvent occurs within the convention.
PP: Purity Princess, the MacGuffin of the game. The term refers to a line of Purifers descended from the original Purity Princess, whose aura was so overwhelmingly strong it attracted hoards of daemons to the area. The term was originally a derogatory nickname for the original Purity Princess.
PPEvent: Either a single story, or a short series of stories, that bring the characters together for a single event. These nearly always revolve in some way around one of the game's MacGuffins, usually one of the Purity Princesses.
Seal: A Seal refers to a metaphysical space within an object. Most Seals act as metaphysical prisons of sorts for powerful Daemons, but they can also contain other things as well, such as hidden artifacts and even abilities. A very few Seals hold protective ‘spells’ within them, such as the one the Guardians laid down to obscure the aura the Purity Princess gave off (which attracts Daemons like WOAH). A Seal, much like a Relic, can be linked to any object or place.
Totem: The animal the original Guardians were bound to. Manifests in changes to a Guardian’s physical appearance when they access their totem and enter the Guardian-state.
Ward: A much stronger version of a barrier, which only Mages and Purifiers create. Unlike a Barrier, Wards can hold a Daemon (or keep a Daemon off a plot of land). Difficult to maintain due to energy consumption, Wards are nevertheless essential in binding a Daemon to a Seal.