by Mara Powers
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 over the ten kingdoms, which controls the weather, and all currents within Atlantis. It is run by the Great Crystal, a powerful source of free energy. The Great Crystal 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, which 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.
D
Dabrina: Atlantean stringed instrument characterized by spidery limbs that could be adjusted for tuning. It produces an ethereal chorus effect with natural harmonies on 12 strings, said to be connected to the 12 layers of Dreamtime, as well as the 12 levels of human connection to Source.
Destructions of Atlantis: There are 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 Hyperborea. When turned to a conduit of destruction, the Great Crystal is termed The Fire Crystal, and can cause 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, but knowledge of the Fire Crystal was sealed. 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, which guards 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.
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. This is a form of hacking.
Dragon League: Discipline of the Warrior Sect teaching psychic warfare.
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. 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.
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 their 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: These are ships that 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 from the shipping lanes of Atlantis.
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. 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, which is the entrance to Dreamtime.
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
Earth forge: Term used to describe the molten center of Sophaiya.
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, which controls the weather, and the shipping lanes. There are also rogue elementalists who have sprung up within the Children of One. There are rumors of dark elementalists who have been able to enslave elementals to do their bidding. But since this is a grave crime against nature, these are only rumors.
Elixir Den: A cultural mainstay in Atlantis. Where there are revelries there are also elixir dens set up. However, social hubs 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.
F
Fale Fruit: Fruit that is considered a delicacy, grown in the Kingdom of Benini. It is known to create a state of euphoria, and 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 of fire between the players while leaping and tumbling through an obstacle course as the ball gradually heats up and eventually catches fire. They bui
ld 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 that could be focused on 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 earning 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 to put an end to the war between the three fire kingdoms 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.
Fire Kingdoms: The collective name of the fire alliance during the Age of Fire and Ice, 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 Fire Kingdoms is what eventually caused the demise of Lemuria, and thus the rise of Atlantis.
Flowcraft: Ancient all-terrain vehicles from the Golden Age of Atlantis. Programmed with ancient Keylontics to harmonize the craft with tellurics and 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 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 One 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: (see 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 reach 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 and initiation.
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: Individuals who are 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 by using mudras. 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 put into place by King Koraxx during the sixth reign of the Third Age of Atlantis.
Guilds: Associations of individuals in trades within the ten kingdoms. Once a citizen emerges from the Learning Sect, she or he must seek to become a member 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 soul center of Sophaiya herself. It lies past a network of cities in Subterra. The nation within the depths of Subterra is called Agartha. There are 12 subterran layers through which to pass to find Amen’ti. This journey represents the concept that all anyone needs to know lies at the core of our own cells.
Hereditary Sect: A sect that only breeds within itself. Mediators and the Temple Sect are only supposed to have arranged births. The other sects are entered through training or registration.
Hermes: Watcher of travel and communication.
High Council: Also called Council of Seven. Primarily a local ruling council who are 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 psychic 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 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 direct the journey.
Hover Trickster: Referring to a fad created by the youth of Atlantis to operate their discs off the road mound
s 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 genes they possess.
Human 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 Ice, however, but the star nations have not interfered due to the laws of freewill in the universe, though they have placed the Watchers on the planet to oversee the project.
Hyperborea: One of the three fire kingdoms ruled by sorcerer kings during the Age of Fire and Ice. 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 Pole.
I
Illuminati: Caste of scholars who act as the liaisons between humans and the crystal cities located in the Celestius Realm.
Illumination Rituals: A mandatory practice across Atlantis three times a day. The crystalline 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, and are 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), referring to the actual ritual performed by the citizens.