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Shadows of Atlantis- Awakening

Page 30

by Mara Powers


  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 is the skyroads, which are home to the great Crystal cities in the sky. Indendius is the fire realm at the core of the planet, which 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 as well, and punished the hover-tricksters by taking away their discs, and banning them from hovering altogether. Renegade reveleries 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, which is then filtered to the Great Crystal and transformed into electricity to power the kingdoms.

  Retinue: Officers of the royal court who are 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 learn trades and live in learning houses. 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.

  Road Mounds: Raised mounds built along telluric lines, which act 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.

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

  S

  Sacred Cantos: (see Cantos)

  Sea Nymphs: A race of elemental beings who live in the ocean. They are mostly non-physical, and appear only as beings who 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.

  Shadow Lords: The three sorcerer kings of Hyperborea, Thule and Sauros. Also known as the Dark Triad who waged war with Lemuria during the Age of Fire and Ice. They were at the peak of their power when the elements rose against them and froze their cities under layers of ice. They remained in stasis for an age until they were released in the current day.

  Shadows (the): Parasitic beings from Dreamtime who came to live in shallow Dreamtime through a rift in time and space. They do not belong in the physical plane, and have survived by feeding off the emotional essence of humans.

  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. It is also used to propel flying vehicles. Because it is rare and coveted, only very influential families can even attain it to fuel any flying vehicles left over from the golden age. There are sha’mana mining facilities, which are heavily protected. The main production facility lies on the Isle of Dragonspine between Poseidonis 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 it, 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.

  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.

  Solidification: (see Great Solidification)

  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 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.

  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, which receive the signal, and the one being summoned can then reveal their location to the one using the summoner.

  T

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

  Telluric Lines: Magnetic currents covering Sophaiya. Akin to the veins of the planet. Atlanteans have methods of measuring the telluric realm, so they can connect the Crystal Grid to telluric lines across the surface 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 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: Cent
er 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 4th 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 states, but were still called kingdoms in honor of the previous ages. The kingdoms are: Poseidonis, Og, Bascli, Aryan, Benini, Yisra, Azora, Capraria, Antillia, Taino. In the third age, The Kingdom of Albion is the unofficial 11th kingdom of Atlantis. Though governed by their own kings, they are ruled by the High King and the High Council. Once a year, and in emergencies, the ten kings are called to council in Poseidia to make kingdom-wide decisions.

  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 that have been stripped of their telluric souls, and have been harnessed to the Grid and programmed for specific uses.

  Torsion-Crystal: Tool crystals, which form the basis of all 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 minor telluric currents off the road mounds.

  Triad: (see Shadow Lords)

  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: A very common Atlantean greeting roughly translating to “hello, I wish you a good day.”

  V

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

  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 upon which images are transmitted through the Crystal Grid and into viewer-crystals.

  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 governance to the citizens. Akin to modern day televisions.

  Vimana: Flying palaces. Where once they were plentiful in the golden age, they are extremely rare in the third age. The royal line of Og has the only working vimana fleet in Atlantis. The Lemurian Empire of Mu also possesses modern vimana technology. They are run by sha’mana and magnetic/telluric propulsion, as well as massive torsion-crystals. Since Og is a kingdom with many sources of sha’mana, they have established their own processing facilities, allowing them to run the royal vimana fleet. This is a source of contention between Og and Poseidonis.

  Violet flame: An ethereal flame, which can be summoned psychically to cleanse 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

  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. There are nine warrior leagues. Listed here: Bear League, known as Fury Warriors, studying brute force; Panther League, studying covert operations; Monkey Warriors, studying rooftop sentinel tactics; Dragon League, studying telepathic warfare; Ram League, studying terrain tactics; Orca League, studying ocean tactics; Hawke 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 only guide the Fates and send subtle signs through elements, and by orchestrating coincidences. 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 start of the Third Age of Atlantis, and 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. Known as a colony of Maldek. Closer to the Nubian Empire, it is known as a center of advanced wisdom and learning.

  Z

  Zephyre: Watcher of the winds.

  Thank you for reading Shadows of Atlantis: Awakening, part one of the Shadows of Atlantis saga. Stay tuned for future releases! If you enjoyed it, please take a moment to leave a review at your favorite retailer. You can visit the website for upcoming news. http://www.shadowsofatlantis.com

 

 

 


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