Glossary

The Elder Counsel - a group of ancient humans that created the summoning system. Their purpose is to protect the universe from invaders. To insure mankind's continued existence.

Invaders - any group of beings from a different reality. They tend to aggressively try to enter or take over the Prime Universe. Examples of invaders are the Dragon Race, Fae Race, Monster Race, Devils, and Angels. Any foreign being not contracted to a summoner is labeled an Invader.

Prime Universe - the reality that the Milkyway, Sol, Earth and Humanity is a part of. Several sub plans also connect to the Primary Universe. It is the largest known reality in the known multiverse.

Planar War - The constant battleground where most conflicts are now resolved. It exists outside the Prime Universe. A subspace that touches the Prime Universe and is the hurdle invaders must overcome to enter it.

Summoning System - creates worlds in a dream realm powered by human society's beliefs and imagination. Controls the transfer of dream energy to mana. Regulates matter transferred to and from the dream world.

Grimoire - a book bonded to a summoner granting them access to mana. The book also grants access to the connected world. Along with the means to contract that world's inhabitants. The pages of the book can also hold spell craft and other knowledge.

Summoner - someone blessed by the summoning system. They are almost immortal beings. Separated from humanity. Task with protecting the prime reality.

Mana - the manifestation of dream energy. When a bond is formed the grimoire grants the user the ability to train in and use Mana. It is how spells and summoning are performed.

Spells - techniques in manipulating Mana. Spells can be enhanced with matter exchange. By sacrificing something a stronger spell can be achieved.

Alchemy - or alchemical exchange is changing an item complexity and components through the use of mana. Including the transmutation of matter.

Artifacts - normal mundane objects infused with mana giving them a special effect. Enchanter and runemaster creations are all artifacts.

Summons - beings of various types born through humanities collective imagination and faith. These beings live in the various worlds in the dream realm. By entering a contract with a summoner they are given flesh in the Prime Universe.

Contracts - a binding that two parties agree to. The Summoner, contactor offers physical matter and mana to call forth the contracted. The contracts offer skill and abilities beside companionship. At minimum both parties are willing to fight alongside each other.

Death Rite - a summoning that is beyond the summors ability. It is a brute force summons paid by a life sacrifice. Either form a different summon creature or caster themselfs. Evil beings will even sacrifice innocence as the price. These types of summons never end well for the parties involved.

Five Great Schools - the five top schools who produce the best of each job category of graduates. Job specialization varies from enchanters, runemasters, scholars, enhancers, alchemists, pathfinders and soldiers.

Enchanter - use man to infuse skills into items. This involves the use of specialized tools, precise control of hand and mana flow. A highly lucrative career path but hard to master.

Runemaster ‐ similar job as an enchanter but specializes in the use of the written language to empower one time use items. Also a high difficulty masterly but high pay.

Scholars - study the past to connect it to the present to help advance the future. Various researchers fall under this job class from historians, archeologists, to researchers in medical and scientific fields as well. Most of the time an unglorified calling with modest benefits but vital to the ongoing war efforts.

Enhancer - using contact creatures skills to empower one's own body. An Enhancer normally focuses on independent close combat. Superior combatants of the battlefield. Outside of the planar war Enhancers make great bodyguards to those who can afford them.

Alchemist - those who are trained in transmutation of matter. Items created by alchemists are used by a vast array of fields. Their creations vary from potions, metals and other raw materials. Extremely difficult to learn but has the highest esteem and pay.

Pathfinders - exploring the unknown regions of the Prime Universe. They chart paths for safe travel. The ever expanding reach of humanity pays them to find goldilock planets to colonize. They also hunt for invaders.

Soldiers - the bulk of humanities Highborn community occupation is that of a rank in file soldier. They are trained hunters, weapons masters, beastmasters, and military tacticians. Constantly rotating in and out of the Planar War.

Highborn - Humans who bonded with a grimoire. They hide in plain sight and many no longer interfere with normal human society. Considering themselves superior to their charge. The younger of the Highborn who start a family preferred to live a hidden life on earth. Not all children born to a Highborn bond a grimoire. To give their children a chance in human society Highborn parents will hide their true nature even to their children. Only revealing the real world once the child is bonded.

Lowborn - non bonded humans who live in the egorince of the larger society. A child born to two lowborns will sometimes bond with a grimoire. Highborn with their infinite life span will normally not marry or associate with lowborns.

New Blood - a summoner born from a lowborn family. A wealthy highborn family will always step in to provide guardianship of the youth. This normally lasts until the summoner graduates from a school. After graduating any debt accumulated over the years of study will be paid back to the family. If the graduate can not pay back the accrued debt then they work under that family until the debt is paid in full.

Pariah - a high school dropout. They can neither return to normal human society or find acceptance in the greater universe. Many different types of cults filled with these deviants can be found all over the known universe. Some of these people have also ventured into the deep unknown or even invaded other dimensions. All to find where they fit in.

Oath Breaker - they are a lot like a Pariah, outcasts who look for their own place to belong. The biggest difference being they can be graduates or drop outs. What makes them oath breakers is they have sworn loyalty to a different dimension. Forsaking their charge and betraying the Prime Universe.

Noble Family ‐ any summoner family who has or had a member join the Elder Counsel. These families tend to be contributors to the Elder Counsel by leading troops or funds. Some Noble Families are small in numbers but have powerful skills. Some are huge in numbers and rule over galaxies. Others might be reclusive only showing their might when times are direr.

Inspiring Family - wealthy non noble family working to join the Elder Counsel. They provide staff, beside soldiers and funds. All in hopes of membership. Craftsmen tend to be the heads of these kinds of families as their trade generates lots of wealth. Becoming a noble house has benefits that these lesser houses crave.

Independents - summoners who belong to no family. They are normally new bloods who paid off their debts and chose to not join the family that sponsored them. Some nobles and inspiring family members may also decide to breakaway from their family to adventure alone or to form their own. Until they prove their new family to the Elder Counsel they are considered independent.

Mythos - the theme of a grimoire. It could be anything but the majority make up the different religion and Mythology of mankind. On rare occasions a summoner might have a book based on a fictional story. The individual summoners mentality at the time of binding greatly affects the grimoire theme. The heritage of an individual is also a factor beside older grimoires that are passed down through the generations. The summoning system greatly limits world creation to types that will only benefit the user. World created could otherwise be deadly to access. That would defeat the whole point in using summoning to protect the realm. Except can be created by a highly skilled summoner. Example forming a contract with an invading race.

Gifter - a person who inherits a grimoire from another. By passing the bond the giver loses their immortal but the receiver starts out with a complete book. Basic understanding about the grimoire and world within is also transferred. Rarely done but some one who had lived over a thousand of years might choose to do so. Time can sometimes be a burden a summoner can't bear.