Glossary and Lore


Glyphs
- Twenty-two 'signs of wonder' granted to humanity, supposedly by the interventions of the divine. Truthfully, science cannot yet explain where Glyphs originated, but advancements in DNA sequencing hope to someday unlock this secret. Some humans express glyphs, yet others do not. They are generally passed down hereditarily, but can sometimes lay dormant in a descendent for years or indefinitely. Glyphs allow humans to conduct magick, forces that manipulate the physical world. It is not yet understood how this is so, but it is believed to be a function of quantum mechanical manipulation.

Some people may express up to two glyphs, though this is rare. People expressing three glyphs are seldom seen, and it is generally believed that magick has detrimental effects on the human body if it not used carefully. Though religious texts speak of the Goddess bestowing upon humanity twenty-one glyphs, and keeping one for herself, in practice this is not entirely true. Some glyphs have gone 'extinct, and others, such as the Glyph 'Chronos', are considered legendary.  

Spellbreaker - One of the former 'Guilds of Renown' championed by the Alban Empire during its 'Platinum Age'. Battle guilds were typically segregated between physical and magical classes, but the spellbreakers were granted the special privilege to use both physical and magickal skills in tandem. 

Many early spellbreakers were once gladiators from the Roman Empire before its absorption from Alban. When guilds were dissolved during one of several revolutions, the legacy of the spellbreaker was tarnished. Many took up jobs as mere sideshow or circus acts, the genesis of modern spellbreaking we see today. 

Both before and during the war, spellbreaking troupes began taking concepts and ideas from wrestling shows, creating the template for today's most popular form of 'sports' entertainment. Though no art or movement exists in a vacuum, many spellbreaking history buffs cite the efforts of Tejano entertainer and wrestler Calavera Escarlata as pioneering spellbreaking in its current, highly theatrical form. Many spellbreaking federations have paid homage to his legacy in their logos, including the seal of the newly formed International Committee. His flaming skull mask is an almost totemic icon of the sport.

While today's spellbreakers are a far cry from their predecessors, even the stuffiest academics must admit that their ability to craft new forms of battle magick go beyond mere spectacle. 


Soma
Also known as 'ambrosia', or simply 'the elixir'. Said to be the 'medicine of the gods' for its temporary but potent effects on the human body. Soma is a naturally occurring substance with spiritual properties, that wells up from the Earth similar to springs or oil deposits. 

Raw, unrefined soma was historically avoided due to its dangerous and unpredictable affects on the human body, regardless of expression of glyph. Mutated and dangerous animals were often said to dwell near these deposits, and so even trying to locate soma was considered a deadly pursuit. During the war, refinement and practical use of soma was used to grant magical resistance to soldiers on either side of the conflict. When soma is ingested at safely prescribed levels, the human body becomes highly resistant to magickal attacks. 

Cellular functions are not only enhanced but greatly sped up, staunching wounds, sealing bones, and repairing damage to the organs. Therefore, soma became an key asset to the world of spellbreaing, as without it, spellbreakers would not last that long during combat. International spellbreaking law dictates that soma must be imbibed by both fighters at the start of every match, and matches can only last twenty minutes due to how quickly soma's properties are metabolised. Magickal sciences today have expressed concerns over the long-term effects of soma on the body, but research is inconclusive.



The Alban Empire
- A kingdom whose origins began with England's conquest and subsequent absorption of France. Ruled by a council of 'God King's called The Platinum Imperators. Germany, Spain, Portugal, Prussia, and even parts of other countries were once part of this empire as well until the rest of the world rose up against them during the war. In the wake of its fall, formerly annexed nations such as Ireland and Scotland have regained their independence. For many years, Alban dictated a strict hierarchy overseen by noble magi, forbidding intermarriage to preserve who inherited glyphs. Their fall has created a power vacuum, with the USA and Russia slowly vying for supremacy on the global stage. Ancient secrets gave started to leak out from the ruins of this empire, and many formerly employed magi have turned to spellbreaking in order to keep their livelihoods intact. 



Global Spellbreaking Alliance
Formerly the Lone Star Spellbreaking League until it was bought by Colt Tamberly and Thunderbird Tanner. A federation quickly gaining steam in the US for its commitment to taking on Spellbreakers from other countries, as well as showcasing a more diverse array of young talent than other leagues. They have positioned themselves as underdogs on the circuit, which makes them even more appealing to fans. They are based in the Republic of Texas.



Firebird Pro An older league that came about due to a mix of the Russian Empire’s spellbreakers needing money during war time, as well as traditional Russian circus acts. Firebird is known for prioritizing spellbreakers who have ‘Divine Blood’ or heroic lineage, a controversial and somewhat archaic form of merit that supposedly traces legacies back to the Age of the Gods. Because of this, their smaller roster contains spellbreakers who are extremely gifted and powerful, but also privileged. Spellbreakers of esteem include descendants from Tamerlane, Koschei the Deathless, The Hero Ivan, Baba Yaga, and some godly descendants from India, Ireland, and Norway. It is run by Simeon Grigorivich.

The International Spellbreaking Commission - An regulatory body that governs the rules and jurisdictions of all federations, and sets the rules for the World Championships. The ISC, based in Athens, Greece, is a relatively young organization. Its first world champion was Calavera Escarlata, who retired shortly after winning the world title. Colt the Bolt was once favored as the next world champion, until he retired from the leagues several years ago. In recent years, doubt has been cast on the ISC's stiff bureaucracy and failures to curb illegal practices among certain leagues. On top of that, there's the strange and unsettling fact that nobody can recall the most recent World Champion anyway. This is not a question of negligent record keeping, but all documentation of the current champion have been magickally erased, as well as all memories in the public consciousness. The ISC continues to investigate this highly concerning matter--and attempt to verify the well-being of the global champion--as it is believed that only an extremely powerful and rare magick can quite literally erase aspects of reality.

The Black Library - The name of a covert operation working on behalf of the Russian Tsar. During the reign of Ivan the Terrible, a pariah monk offered the Tsar a collection of mystical tomes said to come from the Library of Alexandria, and 'far stranger dominion's, in exchange for his safety. The Tsar was said to have used these tomes in order to wage conquest, until he realized the horrors they could potentially unleash, and so had the library sealed away upon his death. The library was rediscovered during the war, and is now being research by a select group of magi loyal to the Tsar, among them Simeon Grigorivich, president of the Firebird Association. It is said that the magicks uncovered in the dark collection are partly responsible for the Tsar's prolonged lifespan. The library's name, and its legacy, have become the basis for Russia’s dark magic operations as the ailing Tsar attempts to wrest control of the territories the weakened Alban Emperor had stolen away from the East.

The Path of Spirits - An isolated sect native to Japan. Distinct from religions like Buddhism, Shinto, and indigenous Ainu practices, but incorporates some similar aspects. Followers of the sect are called Spirit Summoners, and commune and call upon embodied forces of nature. To harness their power, summoners use concentrated spiritual energy called magatama, a stone with both physical and metaphysical properties. Those who follow this sacred tradition are expected to forge a pact with a spirit guardian, engraved in their flash as a tattoo. Because of this, many practitioners are shunned from modern society due to associations between tattoos and organized crime. However, many practitioners find a viable career through spellbreaking.

The Church of Leithe - The world's most prominent religion, centered around
the Goddess Aethrin and the Ninth Prophet, Leithe. It originated in Mesopotamia. Though its First Temple is located in the walled Eden of Babylon, its 'Basilica Mater', seat of the Papess, is located in Greece. It is theorized the religion was so widely spread due to its core tenants of reconciling between magickal and non-magickal people. The Church preaches that glyphs are 'gifts' of the Goddess. Still, the religion has its various sects, both liberal and highly dogmatic. Its holiest relics are the seven Divine Chalices, which are used every 1,000 years in a ritual to ensure the continuity of magick.   
 

Aradia - A non-profit, international peace keeping body; analogous to the magickal equivalent of the United Nations. It was created at the end of the Great War, to ensure magickal abuses, the likes visited upon the world on behalf of the Alban Empire would, never be repeated. Though it has no political or wartime enforcement body, many of its agents and secretaries work in tandem with various world governments. In a sense, it may also be compared to a magickal branch of INTERPOL, in that it also shares vital information with intelligence agencies. Though Aradia takes a neutral position, a more controversial mission statement is its "Will to Act," which dictates that extreme intervention may be taken against an existing world power if the magical threat is deemed critical. Because of this, many of the world powers view Aradia with suspicion. It is staffed by a near equal amount of magickal and non-magickal staff. It has close ties with the Institute of Glyphic Studies. 


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