Triune Encyclopedia

I have realized that a lot of people might be confused with some of the terms I use.  This is a very different and diverse universe this comic is in, so let me help you out and put up some terms and maps of what is and what will eventually be.

A

Aura: An Aura is part of the Life Force, the soul of any Magic Wielder.  It is the emanating Magical presence that all wielders can see or sense, coming from the Life Force.  Most are minor, usually only encompassing just above the last layer of skin, but powerful wielders can increase their Aura for magical purposes. Each Aura has it’s own individual Color, Density, and individual power.  Usually the color is based on what kind of wielder is using the magic, and the darker the color, the more evil the wielder is. The description of the Life Force can be read below.

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C

Council of Seven:  After the War of Eternity, every major nation, at the time there were seven, brought forth their most powerful Fore Tellers, and created a fortress in the sky high above the Earth.  Their jobs are to protect the Earth and prevent the next War of Eternity.  Little is known about the Council, and some have forgotten what they are there for, or if they are even needed anymore.


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Gateways: Gateways are paths between two separate points connected by several different means of travel.  In the realm of Triune there are three types of Gateways.  The first and most often used are called Teleportation Gateways.  There are two types: Technological and Magical Teleportation Gateways, one uses Human Technology, the other uses more often than not, Elven Magic.  Teleportation Gateways (aka Teleways), break the object down into little itty bitty pieces of particles, and using light speed directionality, point the particles to their destination then realign the particles in order.  The second, also commonly used Gateways are Wormhole Gates.  Wormhole Gates (aka Wormways or Wormgates), open a singularity controlled and shielded by Technology or Magic, and reopen another at the destination.  The last, and the most unused is the Ectoplasmic Gateways.  This is a newly invented type of Gateway that connects the two points using the Metaphysical Realm, so it’s used mostly by Elves, but can be used with technology as well.  The only downside to Ectoplasmic Gateways (aka Ectogates) is that despite all the Technology in the world, despite all the magic used to safeguard from spirits and malevolent ghosts, some still slip through if the gateway is open for far too long.  All Ectogates have at least one charm set to ward off the spirits.  But the School of the Sun and Sword has five one-site Warding Stations, where Necromancers, High Class White Mages and other types of Warders can work as a base of Operations.


H

Healers: Healers are special people who can use their own Aura, or in desperate situations, their Life Force, to repair almost any wounds.
Healing: The act of being able to repair damage to life.
The Three Laws of Healers: Unlike most worlds, like D&D or World of Warcraft, there are specific laws that Healers have to, even unwillingly abide by.  These laws are considered to be like the laws of physics to magic wielders.  The first law states ‘Healers cannot Heal themselves’. The only exception to this rule is Susanne.  She herself is still unsure why, but for most Healers, the ability to do it to oneself is doable, if deadly.  It would replace the Life Force driving themselves to heal any wounds they have, which is only affected by their Aura.  This can increase their Aura around them, suffocating them, and eventually, killing them.  Aura’s can be explained above.

The Second Law states: ‘Healers cannot heal mental impairments’. This was tested on many test subjects and still remains a mystery as to why it will not work.  Most of the subject were prone to insanity, including Schizophrenia and hallucinations.  Some would just, die, on the spot.  Others would actually implode.  Most Healers have given up, but others experiment on wild animals, as they are the most viable, and usable test subjects.

The Third Law states: ‘All Heals leave scars’. No matter how powerful the Healer is, no mater how hard they have tried, every single Healer leaves a scar.  Some believe it is because they have to punch an almost literal hole into the Aura and Heal the damage from within, but no one can Heal anothers Aura.  So it leaves a small physical scar on the victim.

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Life Force: The Life Force is the main source of power for all Magic Wielders.  Although it is speculated that the Life Force exists in others as well, hidden deep within those who do not have Magical strength.  Some believe it is the soul of everyone on the planet, and beyond.  No one is truly certain, but what they are certain is that the base of all Magical Wielders comes from the Life Force.

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Shifter: A Shifter is any being that can bend both space and time with their Aura.  Shifters in this world are quite rare, as it takes a great magnitude of Magic for even one second of Shifting.  Even the greatest Shifters can only Shift time for a maximum of 30 seconds.  From the Shifters eye’s, everything in the world has stopped, completely, for thirty of his seconds, he can move himself, and any object around him.  There have been great disasters because of Shifters using their Magic inappropriately.  During the War of Eternity on both sides, Shifters were exterminated, until a truce between the races came into effect.  But by that time, the damage was done, and only two are known in this universe.

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W

War of Eternity: A war between Elves and Men, dubbed so because of the length of the war: 1,000 years.  The war began in 999, after certain governments began to bring Elves above ground, to be welcomed.  But things didn’t go as planned, and every nation was enveloped in hatred and rage.  The war ended in 1999, shortly before a major breakthrough in Genetic Technology was found, but now, all nations are at peace, with the Council of Seven watching over.

White Magic:  White magic is a little different from how most people would view it.  First and foremost, let me say now that White Magic is closely related to Healing, but NOT RELATED. White Magic is generally taught to those who can heal, but not all White Magic, or WM users can Heal.  On the spectrum of Offensive and Defensive spells, WM falls in the latter category.  There are advanced Offensive WM spells, but they are designed to stun, or deflect an enemy, not harm him/her.  On the eighth page of issue 2, Susanne says she uses WM as a cover for her real abilities.  She claims to her instructors that she cannot Heal, and while they are usually able to sense that sort of potential in most cases, her magic is vastly different.  In the end, she is able to use WM as a cover for her real abilities, and no one is the wiser.

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