<strong>Please remember, at all times, that the main RP concerning Axiom is to remain PG-13 in content.  If you are an approved member, and wish to establish an adult-content side story-arc, you may PM me, <span class="bbc_size" style="font-size: 13pt;"><span class="bbc_font" style="font-family: calibri;">ClockworkShadow</span></span>, for my rules/guidelines concerning this.  Hard set rule:  automatons, in the true spirit of steampunk and clockwork punk, will <em>not</em> ever be capable of intimacy with a human... even with sentience taken into consideration.<br/></strong><br/><br/><span class="bbc_font" style="font-family: calibri;"><span class="bbc_size" style="font-size: 11pt;"><br/>This RP world involves elements of: steampunk and clockwork punk (complex gears and cogs); a splash of cyberpunk (complex, automatonic implants, artificial blood, etc.); logic &amp; chaos; lifestyle D/s involving automaton/human interaction; ascetic buddhism; metaphysics &amp; mysticism; feudal/imperial-era conflict; quantum physics.<br/><br/>Welcome to the <strong>Axiom -- .oO^Oo. -- {OOC Musings}</strong> thread!  This is for anything and everything OOC concerning those playing in my world of <strong>Axiom</strong>, or those who are interested in playing.  <strong>Players are encouraged to get to know each other</strong>, as much as possible, OOCly... especially the others playing on your continent of choice.  There will be one main story-arc per continent.  While each story-arc is allowed to have smaller groups comprising the whole, the main goal is to interact in two main, larger groups that will, much later, merge into a singular group.<br/><br/>Here is the best place to post your drafts of your profile ideas, to get feedback and proofing help.  I have a strong knowledge of spelling and grammar, if you need help.  <strong>I'm also a very interactive GM, and I love questions!</strong>  If you are an approved member capable of PMing, you are more than welcome to, alternatively, privately inquire for my personal assistance concerning Axiom and/or your character.<br/><br/><strong>Please keep all casual planning, discussions, and observations here.</strong><br/><br/></span></span><hr/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Welcome to Axiom</div><div class="spoiler_body"><div style="text-align: justify;"><span class="bbc_font" style="font-family: calibri;"><span class="bbc_size" style="font-size: 11pt;"><br/><br/>(http://i1087.photobucket.com/albums/j478/Axiom_Images/axiom_worldmap.jpg)<br/><br/><strong>"What if you were to wake up to a different world tomorrow..."</strong></span><span class="bbc_size" style="font-size: 9pt;"><em> ~the Outer Limits</em></span><span class="bbc_size" style="font-size: 11pt;"><br/><br/>It has been hypothesized, in certain circles of intelligence, that alternate dimensions behave quite similarly to tectonic plates.  So imagine, if you will, that all of the various, metaphysical "anomalies" out there are <em>moving</em> throughout the multiverse, creeping inexorably, and occasionally colliding.  Unlike tectonic plates, however, it is hypothesized that there's less chance of a shockwave or quake from the collision, since you are not dealing with a solid, physical mass.  However, scientific law states that, for every action, there must be a reaction.  What, then, is the reaction?<br/><br/>The event of dimensional collision appears to create a series of "weak spots" (not unlike swiss cheese), which fluctuate in position for the duration of - in relative terms - time that the dimensions overlap each other.  These "weak spots" can appear, literally, <em>anywhere</em>.<br/><br/><strong>The Hitchhiker's Guide to...<br/><br/>Axiom</strong></span><span class="bbc_size" style="font-size: 9pt;"><br/><br/><em>— n<br/>1.   a generally accepted proposition or principle, sanctioned by experience; maxim<br/>2.   a universally established principle or law that is not a necessary truth</em></span><span class="bbc_size" style="font-size: 11pt;"><br/><br/>Welcome.  Please take as long as you need to collect yourself - or even to regain consciousness - and come to terms that you are no longer in the world of your birth.<br/><br/>Now, for common courtesy's sake, let's lay out the brass tacks - or mattresses, if you prefer.  More than likely, you've either found yourself somewhere in the continent of <strong>Nu Logikus</strong>, or the continent of <strong>Paramnar</strong>.  While there will be a bit of an adjustment period, this is definitely the better fate to endure.<br/><br/>If you've found yourself on one of those sparse, unpopulated islands somewhere <em>inbetween</em>, well... better hope for a diety of sorts to come to your rescue.  <strong>Axiom</strong> natives are terrified of the ocean, and won't be coming by anytime soon to be rescuing you.  You see, the Ocean that separates the two continents has become, over the last century, a sentient essence of true chaos, and, most of the time, it's quite violent.<br/><br/>The reason for this is the <strong>Maelstrom</strong>.  Curiously, and <em>exclusively</em>, It is attracted to bodies of salt water.  Most of the time it displays an intelligent, though almost <em>broken</em>, sentience, but no one actually knows anything <em>about</em> it.  There is no rhyme, nor reason, for its behavior, other than it will obliterate anything that tries to venture out upon the waters, or cross it by air.</span></span></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">About Nu Logikus</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><div style="text-align: justify;"><span class="bbc_font" style="font-family: trebuchet ms;"><span class="bbc_size" style="font-size: 9pt;"><br/><strong><em>The Logical Eden?</em></strong><br/><br/>If you've found yourself on <strong>Nu Logikus</strong>, you will encounter a population consisting of humans and remarkable, sentient automatons, which operate on a mixture of steam-power and clockwork gears.  They co-exist in a very curious circumstance: where the humans are subservient to the machines.  Curiously, the humans (developmentally comparable to our homo sapiens) seem quite content with their lot in this scenario.  It is possible that this is because, despite initial appearances, humans and automatons maintain a rather complex, cooperative arrangement.  The automatons, typically regardless their actual position, always have the final say in all circumstances, but they cooperate with a <strong>konsulatus </strong>of humans capable of determining guilt or innocence based upon an approximate standard of ethics.  There are no finite or written laws, here, but one may petition the <strong>konsulatus </strong>for consideration regarding an issue and/or dispute that may have been oversighted by an automaton <strong>Enphorkir</strong>.  Citizen-based cooperation with (and enforcement of) harmony is both encouraged and supported by the majority of the population.  <br/><br/>Beneath the umbrella of the automaton government, a strict caste system has developed among the humans.  The most exalted position, underneath the <strong>konsulatus</strong>, is as an instructor of human knowledge, the <strong>techir</strong>.  Most courses of human instruction are something that the automatons were never able to grasp, and so great respect is bestowed to those who devote their lives to this purpose.<br/><br/>Next in the caste system are those whose professions are directly involved with the development and improvement of the automaton "species."  These individuals (and/or their families) are either involved in the management of the harvest and trade of raw materials (which also affects the economy), or display an affinity for energy <strong>formatir </strong>and are able to (be trained to) further improve the quality of automaton sentience.  <br/><br/>A trade family is labelled a <strong>Tradak</strong>, and the leader of this family is titled the <strong>Merkantir </strong>(neutral to gender).<br/><br/>A family of energy <strong>formatirum </strong>is labelled a <strong>Konvant</strong>, and the leader of this family is titled the <strong>Magir </strong>(neutral to gender).<br/><br/>Beneath the previous position is that of the <strong>doktir</strong>, which covers positions ranging from human therapy to the surgical installation of artificial, automatonic improvements.<br/><br/>Thereafter, the last position which garners any level of respect and dignity is that of the human <strong>kraphtir </strong>of new automatons.  Automatons tend to prefer to designate themselves with this responsibility.  However, a small population of humans are born with a great talent for taking complicated, mathematically-precise schematics, then converting them into remarkable, complex units merely awaiting the gift of sentience.<br/><br/>The remaining 60% of the native <strong>Nu Logikus </strong>population fall under the remaining category of "general servitude."   Messengering, estate maintenance, food growth and/or harvest, and mining raw materials are examples of jobs considered "general servitude," though none of <em>those</em> professions account for the <em>darker</em> side of Nu Logikan, servant life.<br/><br/>Whether those consigned to this life receive decent treatment for their position, or not, depends entirely on the nature of their <strong>Mastir</strong>.  Automatons are, by default, logical creatures.  However, their sentience is directly derived only from humans, who, themselves, possess personalities/natures balancing somewhere between both logic and chaos.  Logic then becomes a variable, and the echoed vestiges of an energy <strong>formatir</strong>'s personality often affects this.  Therefore, it is possible for an automaton to be ethical or cruel, and either is considered equally logical.<br/><br/><em>Note: occasionally, an automaton specimen has displayed a </em>very<em> rare, loose grasp of illogical/chaotic concepts and/or emotions.  The automaton's position in its existence determines whether this is encouraged to persist, or if it requires the automaton to undergo a new <strong>formatir</strong> to replace its sentience.  If the latter occurs, it does not typically bode well for the original energy <strong>formatir</strong>'s fate.</em><br/><br/><strong><em>The End (and Beginning) of the World, As They Knew It</em></strong><br/><br/>The recent history of <strong>Nu Logikus</strong> began with a group of gifted <strong>doktirum</strong>, who wanted to create a set of sentient, skillful assistants.  Human assistants in their field of expertise were, at that period of time, few and far between.  A further-disheartening fact was that many of those few were then found lacking for specific traits, which complimented the expectations of a successful, respected <strong>doktir</strong>.<br/><br/>Quite rapidly, the <strong>doktirum</strong> succeeded in their experimental efforts, and even surpassed their own expectations.  Though, their ingenuous, automatonic assistants would eventually come to understand that their position with the <strong>doktirum</strong> offered no room for <em>further</em> improvement, once they had excelled at the reason for their creation.  Logically, they developed an emotion akin to dissatisfaction with each (and every) <strong>doktir Mastir</strong> in that group.  The automatonic assistants had, during their servitude, recorded detailed journals notating various aspects that they wished to improve upon.  However, the human <strong>doktirum</strong> were quite satisfied with the quality of their assistants, and so they saw no reason to implement any of those documented observations.  <br/><br/>The automatonic assistants decided to remove their selves from their <strong>Mastirum</strong>, and pursue the research and implementation of the improvements they desired on their own terms.  Soon enough, however, they encountered one particular obstacle that they could not overcome: recreating the sentience they were gifted with.  So, they sought out their creators, and employed them to fill in the undesirable gaps preventing the successful execution of their ingenuity.  It was the beginning of a marvelous, if initially backward, relationship.<br/><br/>Working together, automaton and human produced the next "generation," which were built to repair every flaw the first automatons had perceived in their selves.  This next generation, proving to excel far beyond their "parent" automatons, then perceived their own flaws that they desired to improve upon.  A great, unending <strong>chyklos</strong> had been set into perpetual motion.<br/><br/>As the <strong>orusum</strong> passed, there was one obstacle that remained persistent, regardless each new generation of automatons produced.  They were never able to learn how to humanize their selves.  Eventually, it was unanimously decided, among both automatons and humans, that a distinction would be for the betterment of both "species," and that the cooperation with - and employment of - the human species was a much preferrable medium to a relatively minor predicament.<br/><br/><strong><em>Proportions of Mass, and Magnitude</em></strong><br/><br/>About 60% of the <strong>Nu Logikus </strong>landmass has been developed into a incredible, expansive populous named <strong>Mena's Gasir</strong>.  It cannot be called a city or metropolis (a relatively modern term), because there is no evidence of what an Earth-native would call modern (or futuristic).  Instead, the entirety of this massive, civilized expanse bears distinct, architectural resemblances to Earth's Victorian era.  To further affirm that this is not a metropolis, the only methods of transportation are by foot, <strong>bestia</strong>-operated carriage, a steam/clockwork-operated carriage, or by acquiring a tamed <strong>bestia</strong> capable of supporting a rider's weight.  <br/><br/>It would take many calendar <strong>chyklos</strong>, gauged by the orbit of the largest of their three moons, <strong>Mena</strong> (the other moons are named <strong>Mensir </strong>and <strong>Lunik</strong>), to travel from one margin of <strong>Mena's Gasir </strong>to the other.<br/><br/>The remaining 40% of the <strong>Nu Logikus </strong>landmass is scattered with various settlements appearing more like they were borrowed from Earth's Old West era.  These settlements rarely fall under the jurisdiction of automatonic <strong>Enphorkirum</strong>, though they still typically adhere to the same policies regarding automaton-human relations, and enforcing citizen harmony.  Occasionally, though, one may find that humans and automatons interact on equal terms instead of master-servant, and - only in the most rural and smallest of settlements - one may encounter a human whose automaton still serves <em>them</em>, instead.  If one is able to make the very long journey to visit such a settlement, they would likely find some of the most intricate and unique automatons of all.  <br/><br/><em>Note: <strong>Tradir</strong>-children of <strong>Tradakum </strong>often participate in <strong>orus</strong>-long trade routes, which leave <strong>Mena's Gasir </strong>and periodically visit various settlements in a pre-designated order before returning to the populous.  These <strong>tradirum </strong>are usually honorable about fairly dividing the settlements among each other.</em><br/><br/><strong><em>Putting One's Face On...</em></strong><br/><br/>The human citizenry of <strong>Nu Logikus</strong> dress in a style that an Earth-native might identify as a mix between Old West, Victorian and Renaissance eras.  Higher-caste, male clothing might, for example, consist of a striking tunic and/or vest, or doublet, paired with breeches, stockings, and low-heeled, polished shoes.  Females are often seen wearing the same clothing as men for day-to-day, common activities, for - unlike any of these eras on Earth - women are treated equally to men in <em>all</em> positions (whether for good, or ill).    However, the higher-caste-positioned women will also indulge their selves in exquisitely-tailored, floor-length dresses (of a similar era-mix) for special occasions, dances, and other celebrations.  Humans of either gender, who have found their lot to be in the lower castes, merely share the same, shoddy quality clothing, as they can afford nothing else: a (sometimes belted) tunic, breeches and (occasionally) low-quality boots made from tanned <strong>bestia </strong>skins.<br/><br/><strong><em>Manipulative Development, and Current Limitations</em></strong><br/><br/>Though every human native to Axiom can typically sense a variety of energies, and eventually master more than one <strong>formatir</strong>, a particularly curious trend has emerged among those who call <strong>Nu Logikus</strong> their home.  Most of these <strong>Nu Logikirum</strong> seem to assign their selves to one of the four base elements, and then display a remarkable grasp for the mastery thereof.  Sometimes, they can partially master other "beginning" level elements, but there is always a persistently-apparent skill difference.  <strong>Nu Logikirum</strong>, whose families are <strong>Konvantum</strong>, are the only humans who can sense the <strong>libir formatir</strong> as well as their own, specific elemental affinity.  Of them, maybe 30% will ever truly master it enough to learn how to instill an automaton with sentience.  It would seem that the <strong>Nu Logikan </strong>population is completely unaware of any of the other forms of energy <strong>formatir</strong>.</span><br/></span></div></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">About Paramnar</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><div style="text-align: justify;"><span class="bbc_font" style="font-family: trebuchet ms;"><span class="bbc_size" style="font-size: 9pt;"><br/><strong><em>The Other Side (of the Great Wall)...</em></strong><br/><br/>No one knows how long the two continents of <strong>Axiom </strong>have actually existed in their present positions, if only because neither is aware that the other exists.  However, it has been long enough for two truly separate "worlds" to evolve, which are entirely divorced of any influence from each other.  On <strong>Paramnar</strong>, <strong>Axiom</strong> is called <strong>Gaeamnar </strong>.  The continent has an actual governing body - the imperial <strong>Param</strong> - and an unofficial governing body, which is a network of <strong>Monaznari</strong>.  The population of the <strong>Paramnari</strong> are, their selves, divided into three bodies: those integrally involved, whether by prestige or servitude, at the <strong>Param</strong>'s temple (<strong>Ikaoi Taesa</strong>), those whose lives are bound to any of the multitude of clans populating the continent, and those who, whether voluntarily or involuntarily, bear a fate integrally twined as an <strong>Idaeo'an</strong> in a <strong>Monaznar</strong>.  Those who have sworn their lifebound oath to one of the <strong>Monaznari</strong>, in striving to attain <strong>Param Idaeo</strong>, are zealously revered (regardless their gender) by the rest of the citizenry, including the <strong>Param</strong> and the <strong>paramdar/paramrei</strong>.<br/><br/>The <strong>Paramnarma</strong> language is far more fluid than that of <strong>Nu Logikus</strong>, which might be attributed to the fact that their culture has developed around the collective pursuit and nirvana of <strong>Param Idaeo</strong>.  Perspectively-speaking, <strong>Paramnar</strong> is a magnificent balance of the Earth concepts of ascetic Buddhism, pure metaphysics/mysticism and quantum physics.<br/><br/>As such, the entire culture is collectively devoted to the <strong>monaznaoi</strong> of various masteries of energy manipulation (called "<strong>daomasu</strong>").  It has been stated that <em>any</em> human native of <strong>Axiom </strong>has the ability to, at the least, sense various energies and perform simpler applications thereof.  However, the <strong>Paramnari</strong> are typically born with the ability to sense <em>every</em> potential mastery, and sub-mastery of energy <strong>daomasu</strong> that presently exists.  This distinction often sets a par that distinguishes the remarkable differences in human development - between the continents - at a very early age.<br/><br/>To best describe the "world" of <strong>Paramnar</strong>, imagine stepping back into Earth's ancient, Imperial China, Japan, and other, asian territories; China's being an era enriched with cultural development between late BC to the early 1900's, and Japan's being an age of monumental figureheads - such as Oda Nobunaga - existing between mid-1800s to mid-1900s. Other historical figures include Sima Yan of the Jin Dynasty, the legend of Sun Tzu, and Genghis Khan, to only name a few.  Now, mix that with the most magnificently twisted hypotheses in quantum physics, coupled by the untold possibilities stretching far beyond the reach of any known mathematics or science, and the incredible mysticism lying forever buried and untold with the true druids of Old Erin.  The true potential of this continent's population has been barely tapped, and yet a large percentage of them learn to excel at most of the known aspects of energy <strong>daomasu</strong> with a finite degree of expertise.<br/><br/>Now, you might surmise that, with the continental population sharing such a degree of sensitivity to the various <strong>daomasu</strong>, this would invite a harmonious cooperation to settle, as if a great mantle of peace, upon the collective shoulders of the <strong>Paramnari</strong>.  Instead, it is quite the opposite.  If any one clan isn't trying to manipulate another through a <strong>laorei</strong> (often involving the trade of anything from <strong>kamoa</strong>, to <strong>sudar/surei</strong>, to their own <strong>otaorei</strong>), then there is, more than likely, a conflict of some nature not far behind.  These outrightly feudal battles are an ingrained part of their "world," though, and it has never been considered what life would be like for them without the "flavor" of constant conflict.  Many (male) <strong>Paramnari</strong>, whose fates are not bound to the <strong>Monaznari</strong> at a young age, train diligently as fighters, so that they may actively uphold their clan's honor and prestige.  <br/><br/>Though, behind the silk screen of these great battles, and the stories of stalwart <strong>Saomarei</strong> candy-coating the bloodshed into tales of the utmost honor and bravery, there is a <em>genuine</em> problem now spreading across their land that even the <strong>Idaeo'suzeii</strong> have begun to take notice of.  Poverty, and starvation, are worming their way into entire clans like Earth's story of Eden's sly snake.  The reason falls at the feet of the <strong>Param</strong>, and he is entirely too besotted with his luxurious, courtly distractions to care about what goes on outside the margins of his massive temple.  Even those who are most talented with <strong>gaear</strong> and <strong>danaoi daomasu</strong> have been unable to keep up with the increased demands for tithes, and the <strong>Param</strong>'s greed is greatly depleting a once-plentiful bounty.<br/><br/><strong><em>Appearances (Can Be Deceiving): Paramnar's Standards, Rules, and Roles</em></strong><br/><br/>Unlike the human population of<strong>Nu Logikus</strong>, Paramnarma men and women are cast into strict, specific roles.  <em>This bears additional reference to the pre-1900 feudal and imperial eras of Earth's asian territories.</em><br/><br/><strong>Paramnarma</strong> women have a choice of remaining in their clan as an "object" that their <strong>otaosani</strong> may very likely use in a bartering scheme, become one of the <strong>Param</strong>'s numerous house <strong>surei</strong> or concubines<strong>**</strong>, or devote their self to a <strong>Monaznar</strong> as an <strong>Idaeo'an</strong>.  The lattermost option is considered honorable because it is believed that no <strong>Paramnari</strong> should be deprived of <strong>Param Idaeo</strong>, should they choose to seek it.  Additionally, the lattermost option is the closest thing to gender equality that a Paramnarma woman is likely to ever experience.<br/><br/>Though, perhaps, in a more positive regard, the women bound to their clans, along with the other ritualistic rules that they must abide by, may use their <strong>daomasu</strong> masteries to assist  their kin in many ways, including herbal remedies, acupuncture/pressure, massage therapy, and may also participate in <strong>tei ikaoi</strong> sessions.<br/><br/>There are, true to any form, the occasional women who choose to rebel, and seek an alternately independant path.  For example, they might wish to train as a <strong>Saomarei</strong>.  However, such a path will lead them to be faced with a permanent label of dishonor to their clans, and theirs will be a very difficult life fraught with much opposition and derision.<br/><br/>-- .oO^Oo. --<br/><br/>The men's positions are, perhaps surprisingly, just as strict as the women's.  Though not identified as "objects," they are instructed, from a very young age, as how to properly honor the fate they have been consigned to.  This fate is, very often, chosen for them by their parents.  <br/><br/>If the man's fate remains with his clan, this typically involves strict training in the art of the <strong>Saomarei</strong>.  He is considered the protector, and faces permanent dishonor to himself, and his clan, if he fails to perform his duty successfully.  Another role within the clan might be weaponsmithing and/or armorcrafting.  This is a very demanding role; the man is providing for every single male fighter - there are, at least, hundreds - and the standard of quality that one is expected to maintain, and expects of their self, is extremely high.<br/><br/><em>Note:There is one "noble" family per clan, which is led by the (male)<strong>Monumao</strong>.  Upon the <strong>Monumao</strong>'s death, the responsibility is passed, by blood inheritance, down to the eldest <strong>otaodar</strong>.  If, for whatever reason, the eldest <strong>otaodar</strong> has chosen the path of an <strong>Idaeo'an</strong>, then the position goes to the next-eldest <strong>otaodar</strong> in that family.  If a family is without any <strong>otaodar</strong> to assume the generational responsibility as <strong>Monumao</strong>, well... such a scenario has never occured before, but would likely spark the fire of a great conflict, indeed.<br/><br/>Only members from the "noble" families are ever seen at the <strong>Param</strong>'s temple in a visitor's designation; the male <strong>paramdari</strong> being present to try and garner favor for their clan, and the female <strong>paramreii</strong> being present - voluntarily or involuntarily - to garner the <strong>Param</strong>'s special attention.</em><br/><br/>The other fate available to a <strong>Paramnarma</strong> man brings him to the threshold of a <strong>Monaznar</strong>, where the duration of his life will be spent in <strong>monaznaoi</strong> and <strong>monaznumos</strong>.  His becomes a life of the constant pursuit of <strong>Param Idaeo</strong>, and <strong>daomasu</strong> mastery, especially the most difficult variants.  The title of <strong>Idaeo'suzei</strong> is one specific to the internal workings of the <strong>Monaznari</strong>, and, while not impossible for a normal <strong>Paramnari</strong> to learn an <strong>Idaeo'suzeima</strong> mastery, their lives are usually too busy for them to have the same focus that an <strong>Idaeo'an</strong> would, at the same task.<br/><br/><em>Note: Standard casual dress, for all <strong>Paramnari</strong>, are fine, silk wraps called <strong>ikei asao</strong>.  Idaeo'ani wear theirs belted with a simple length of rope, and clan-bound men and women use a wide, plain sash of a representative, often darker color.  Clan-bound women will, most typically, very carefully maintain an appearance and behavior that is much like the Earth's geisha.  The <strong>Param</strong>'s concubines<strong>**</strong> also indulge in this practice, and their <strong>ikei asao</strong> are often delicately embroidered to exemplify their position.<br/><br/>Saomarei men also keep a set of masterfully-crafted armor, made of overlapping lengths of reinforced, riveted leather.  Rivets are smelted from the only metal (<strong>saokei</strong>) found on <strong>Paramnar</strong>.  This metal is entirely unique, in and of itself, and exclusive to <strong>Paramnar</strong>, and <strong>Axiom</strong>.</em><br/><br/><strong><em>A Simple, Economical Note...</em></strong><br/><br/>--There is no currency on Paramnar, and the economy is based strictly upon bartering, trading and the <strong>Param</strong>'s required tithes.--</span></span></div></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">A List of Energy Manipulation Masteries</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><div style="text-align: justify;"><span class="bbc_font" style="font-family: trebuchet ms;"><span class="bbc_size" style="font-size: 9pt;"><strong>Saear Daomasu - Fire Manipulation </strong>- a beginning mastery pertaining to the base element of fire; pyrokinesis may be achieved at high-level mastery<br/><br/><strong>D'aoi Daomasu - Water Manipulation </strong>- a beginning mastery pertaining to the base element of water; aquakinesis may be achieved at high-level mastery<br/><br/><strong>Gaear Daomasu - Terra Manipulation </strong>- a beginning mastery pertaining to the base element of terra; terrakinesis may be achieved at high-level mastery; saear and gaear, as elements, are very closely related to each other, and often counterbalance each the other mastery<br/><br/><strong>     sub-mastery: Ramnaear Daomasu - Strength Manipulation </strong>- typically, this is a very minor, beginning sub-mastery, which pertains to the temporary (only) enhancement of one's own strength; duration of the manipulation may be improved with the level of mastery<br/><br/><strong>Aenaoi Daomasu - Air Manipulation </strong>- a beginning mastery pertaining to the base element of air; aerokinesis may be achieved at high-level mastery; aenaoi and danaoi, as elements, are very closely related to each other, and often counterbalance each the other mastery<br/><br/>-- .oO^Oo. --<br/><br/><strong>Saokei Daomasu - Metal Manipulation </strong>- a journeyman mastery pertaining to objects that contain a percentage of a metallic element; low- to mid-level mastery involves the extraction of quantities above 50 percent<br/><br/><strong>Meilar Daomasu - Wood Manipulation </strong>- a journeyman mastery pertaining to objects that contain a percentage of wood; low- to mid-level mastery involves the extraction of quantities above 50 percent<br/><br/><strong>     sub-mastery: Meilaoi Daomasu - Growth Manipulation </strong>- a journeyman mastery pertaining to anything that would be the equivalent of Earth's term "flora"<br/><br/>-- .oO^Oo. --<br/><br/><strong>Ikaoi Daomasu - Life Manipulation</strong> - a moderately advanced mastery pertaining to the ability to sense, then gently encourage, then actively redirect a human subject's natural static electricity (chi)<br/><br/><strong>Keiar Daomasu - Electricity Manipulation </strong>- a moderately advanced mastery pertaining to the manipulation of electricity from various natural sources; increased mastery greatly improves how well electricity can be sensed despite the difficulty of the focal target<br/><br/>-- .oO^Oo. --<br/><br/><strong>Seitaoi Daomasu - Spectrum Manipulation </strong>- a Idaeo'suzeima mastery pertaining to light, dark, ultraviolet, etc.<br/><br/><strong>Seitaomar Daomasu - Gravitational Manipulation </strong>- a Idaeo'suzeima mastery pertaining to, essentially, telekinesis; one never manipulates the orbital motion of, i.e. a moon, but channels the essence of gravity to then apply the manipulation upon a closer object; high-level mastery of this manipulation may be applied upon one's self.<br/><br/><strong>     sub-mastery: Taomar Daomasu - Time Manipulation </strong>- a Idaeo'suzeima sub-mastery pertaining to the flow and passage of time, itself, as a controllable element</span></span></div></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">In Regards to the Laws of Manipulation</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><div style="text-align: justify;"><span class="bbc_font" style="font-family: trebuchet ms;"><span class="bbc_size" style="font-size: 9pt;"><br/><strong><em>More Tacks and Mattresses</em></strong><br/><br/>The very idea of manipulation is that you are changing the natural state of something, sometimes gently, sometimes not, and forcibly altering it to a status appealing more to your personal preference.  One should never expect that this may be accomplished without, at the least, a "butterfly effect" of consequences.  Consequences, like age, are a relative concept - as opposed to static - and age, itself, is merely a number.  That number does not actually generate any significant value until it is assigned to its target; this applies universally: be it an ancient ruins of a once-magnificent civilization, an annual flower that only has part of a single year to exemplify its existence in the world, or the child that displays a head-turning grasp of concepts far beyond the observer's expectations.<br/><br/>Even a "beginning"-level manipulation mastery will have a wide array of generated effects, consequences, and, at some inevitable point, something that pulls the rug out from under the user's feet.  How hard they hit depends on how high they "jumped," so to speak.  Even though the talent on Nu Logikus is muted in comparison to Paramnar, this applies equally and firmly to both continents' citizenry.  It's like rolling dice, or playing any game based upon percentages, for that matter.  One of those rolls is going to be the snake eyes, or the really low constitution rating; risk, however, is often the thrill, and you play with what you've been given.<br/><br/><strong><em>The Rules... and the Risks</em></strong><br/><br/>.oO  It is recommended that you use the <strong>Elliquiy Dicebot (http://elliquiy.com/forums/dicebot.php)</strong>, to help make the values less random in determining consequences.  However, this is decidedly voluntary on your behalf.  I <em>would</em> appreciate a copy of any rolls sent to my ID, if you <em>do</em> use the bot; you may PM me for my ID.<br/><br/>.oO Whatever degree of manipulation consequence is incorporated into your roleplay - most especially if you choose to play by freeform standards - will wholly depend upon the following:<br/>          Oo.  <strong>Skill Ranking : Manipulation Ability </strong>-  Excepting the related, glossary terms, there are no official ranks/titles/labels that one may use to identify their level of skill, or use as a means of seeming better than someone else.  Both continents' caste systems are built around entirely different concepts, neither of which supports this form of posturing.  Realtime plot development, and the practice of a lower skill level (for any character), and/or devotion to <strong>monaznaoi/monaznumos</strong> (for <strong>Paramnari</strong>) will earn one's character their deserved acknowledgement of growth.  When a character has earned the ability to practice within a more advanced skill level, it will be determined and awarded by the GM, and/or anyone she might later deem trustworthy enough to assist in handling the responsibility.  Characters will develop at different rates, just as real people do.<br/>          Oo.  <strong>Skill Ranking Cap </strong>- As a general concept, this does not actually exist.  However, there will be a varying point - depending on the character, and their background - where they will struggle, and eventually fail, to exceed their current abilities.  This would be considered that individual's skill rank cap.  At that point, a character has the choice to accept that cap, or continue to strive to improve, despite the immense difficulty.       <br/>          Oo.  <strong>Range of Consequence</strong> - The range of various things that can happen to your character, in consequence, will expand along with your skill.  However, instead of reducing the risk, it increases it.  Even the most successful manipulation, at the lowest skill level, will have <em>some</em> sort of backlash to recover from.  As one's skill improves, and the range of manipulative reaction grows with it, so does the variety in the severity of what may occur.  At higher skill levels, in the case of a particular failure occuring, the consequences could even be interpreted as a fate worse than death.  That is to say, if people even knew what death was.  There is a particular anomaly within the realm of Axiom, which has been hypothetically attributed to the Life <strong>(libir/ikaoi) formatos/daomasu</strong>.  This anomaly causes a human's spiritual essence, upon the loss - or irreparable destruction - of their corporeal husk, to enter a state of limbo that is comparable to omnipresence.  The essence will remain, in this state of hollow existence, until a new form is born [and/or made - concept not currently implemented].  "<em>Energy can neither be created nor be destroyed; it can only be transformed from one state to another.</em>"<br/>.oO  Other than the aforementioned guidelines, the range of possibilities is open to <em>your</em> creativity.  I'm trusting every one of my players to be mature and realistic (even harsh) with the scale of consequences.  I <em>encourage</em> you to give your characters something to pitfall them, which then makes the recovery process require time and effort.  An imperfect character, in my honest opinion, has so much more to offer its interactive companions.<br/></span></span></div></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Glossary of Nu Logikan and Paramnarma Terminology</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><div style="text-align: justify;"><span class="bbc_font" style="font-family: trebuchet ms;"><span class="bbc_size" style="font-size: 9pt;"><br/><em>(All players are encouraged to think up more of their own, unique terms based on the words here.  Nu Logikan terms are based on word histories rooted in Latin, Greek and Gothic; Paramnarma terms are <em>very loosely</em> based on multiple, asian equivalents of a modern word.)</em><br/><br/><strong>-'s</strong> (.) - <br/>a suffix (Nu Logikan or Paramnarma) denoting possession belonging to the associated term<br/><br/><strong>-an</strong> (ahn) - <br/>a Nu Logikan suffix denoting relation of the associated term to the subsequent term/phrase<br/><br/><strong>-i</strong> (ee) - <br/>a Paramnarma suffix denoting the associated term in its plural form<br/><br/><strong>-ma</strong> (mah) - <br/>a Paramnarma suffix denoting relation of the associated term to the subsequent term/phrase<br/><br/><strong>-um</strong> (oom) - <br/>a Nu Logikan suffix denoting the associated term in its plural form<br/><br/><strong>aenaoi</strong> (eye'now'ee) - <br/>the equivalent, Paramnarma term for "air"<br/><br/><strong>bestia</strong> (beh'stee'ah) - <br/>any native fauna of Nu Logikus<br/><br/><strong>byzamut </strong>(beye'zah'moot) - <br/>a low-value chemical element that is used, in small quantities, as a component in the smelting of pultir; the Earth equivalent is bismuth<br/><br/><strong>chyklos</strong> (cheye'klohs) - <br/>a cycle; also a calendar month in Nu Logikus (there are thirteen chyklos in an orus)<br/><br/><strong>charik</strong> (chah'reek) - <br/>a mined material used primarily for heating (steam power) and smelting; used to assist in the creation of trade goods, and automaton parts; the Earth equivalent is coal<br/><br/><strong>danaoi</strong> (dahn'ow'ee) - <br/>the equivalent, Paramnarma term for "H<sub>2</sub>O"<br/><br/><strong>daomasu</strong> (dow'mah'shoo) - <br/>the equivalent, Paramnarma term for "manipulation," as in the manipulation of internal or external energies by natural, metaphysical skill<br/><br/><strong>daorei</strong> (dow'ray) - <br/>the equivalent, Paramnarma term for "illusion;" when a daomasu results in a visually-apparent alteration of another's perception, it is considered a daorei<br/><br/><strong>doktir</strong> (dohk'teer) - <br/>an educated professional whose job is the equivalent of a profession in any Earth medical field<br/><br/><strong>dynamir</strong> (deye'nahm'eer) - <br/>the equivalent, Nu Logikan term for "strength" <br/><br/><strong>Enphorkir</strong> (ehn'fohr'keer) - <br/>an Nu Logikan "Enforcer" (typically of citizen harmony)<br/><br/><strong>etir</strong> (eh'teer)- <br/>the equivalent, Nu Logikan term for "air" <br/><br/><strong>formatir</strong> (fohr'mah'teer) - <br/>the equivalent, Nu Logikan term for "manipulator," as one who manipulates internal or external energies by natural, metaphysical skill<br/><br/><strong>formatos</strong> (fohr'mah'teer) - <br/>the equivalent, Nu Logikan term for "manipulation," in reference to the manipulation of internal or external energies by natural, metaphysical skill<br/><br/><strong>Gaeamnar</strong> (geye'ahm'nahr) - <br/>the Paramnarma name for Axiom<br/><br/><strong>gaear</strong> (geye'ahr) - <br/>the equivalent, Paramnarma term for "terra"<br/><br/><strong>Idaeo'an</strong> (ee'deye'oh'ahn) - <br/>a lifebound, oathsworn devout of a Monaznar, and one in perpetual pursuit of Param Idaeo<br/><br/><strong>Idaeo'ani</strong> (ee'deye'oh'ahn'ee) - <br/>the entire group of Idaeo'an at a Monaznar<br/><br/><strong>Idaeo'suzei</strong> (ee'deye'oh'shoo'zay) - <br/>the equivalent, Paramnarma term for "Master"<br/><br/><strong>Idaeo'suzeima Daorei</strong> (ee'deye'oh'shoo'zay'mah  dow'ray) - <br/>in approximate terms, "Illusion of the Master;" to successfully implement a Idaeoramic Daorei, the manipulator must have mastered every associated manipulation to a very high level; it is extremely rare to encounter an individual, even on Paramnar, who is born with the ability to even tap such a high degree of expertise<br/><br/><strong>ignir</strong> (eeg'neer) - <br/>the equivalent, Nu Logikan term for "fire"<br/><br/><strong>ikaoi </strong>(ee'kow'ee) - <br/>the equivalent, Paramnarma term for "life" (life energy/chi), specifically in reference to the manipulation<br/><br/><strong>Ikaoi Taesa</strong> (ee'kow'ee  teye'shah) - <br/>The name of the Param's great temple; roughly translated, it would mean "the Life Shrine"<br/><br/><strong>kapir</strong> (kah'peer) - <br/>a mined material that is smeltable, and is a staple (lesser valuable) component in the creation of common-utility trade goods, and low-grade automaton parts; lesser-value kerimatum may be made from kapir; the Earth equivalent is copper<br/><br/><strong>kapeltir</strong> (kah'pehl'teer) - <br/>a smelted material comprised mainly of kapir and zybeltir; it is a staple (moderately valuable) component in the creation of trade and artisan goods, and mid-grade automaton parts; the Earth equivalent is brass<br/><br/><strong>kapanum </strong>(kah'pahn'oom) - <br/>a smelted material comprised mainly of kapir and zydanum; it is a staple (moderately valuable) component in the creation of trade and artisan goods, and mid-grade automaton parts; the Earth equivalent is bronze<br/><br/><strong>kamoa</strong> (kah'moh'ah) - <br/>the equivalent, Paramnarma term for "beast"<br/><br/><strong>ikei asao </strong>(ee'kay  ahsh'ow) - <br/>the equivalent, Paramnarma term for "kimono"<br/><br/><strong>keiar </strong>(kay'ahr) - <br/>the Paramnarma term approximating "electrical current," in reference to the manipulation<br/><br/><strong>kerima</strong> (kehr'ee'mah) - <br/>an individual coin of Nu Logikan kerimatum<br/><br/><strong>kerimatum</strong> (kehr'ee'mah'toom) - <br/>a quantity of kerima; if capitalized, the name of Nu Logikan currency<br/><br/><strong>Konsulatus</strong> (kohn'sool'aht'oos) - <br/>a respected group of humans (equivalent to a council), who assist governmental automatons in determining the innocence or guilt of a person being questioned for disruption of citizen harmony <br/><br/><strong>Konsulir</strong> (kohn'sool'eer) - <br/>a member of the Konsulatus; may be the leader, or another respected member, of a Tradak or Konvant; each seat is inherited to an heir from that passing member's family.<br/><br/><strong>Konvant</strong> (kohn'vahnt) - <br/>a Nu Logikan family of energy manipulators<br/><br/><strong>kraphtir</strong> (krahf'teer) - <br/>a human schematics-interpreter and assembler of automatons<br/><br/><strong>laorei</strong> (low'ray)- <br/>the equivalent, Paramnarma term for "treatise"<br/><br/><strong>lacumir</strong> (lah'koom'eer) - <br/>the equivalent, Nu Logikan term for"water"<br/><br/><strong>libir</strong> (leeb'eer) - <br/>the equivalent, Nu Logikan term for "life," in strict reference to the formatir<br/><br/><strong>Lunik</strong> (loon'eek) - <br/>the smallest of the three moons that orbit Axiom; represented in pre-automatonic lore as the youngest son of Mena<br/><br/><strong>Magir</strong> (mah'jeer) - <br/>the leading member of a Konvant; this may be inherited by any of a younger generation from the same family, and is usually chosen upon the present Magir's deathbed<br/><br/><strong>Mastir</strong> (mahs'teer) - <br/>the equivalent, Nu Logikan term for Master; any automaton (or, rarely, a human) who is in the highest position of responsibility at a work location, or in a household.<br/><br/><strong>meilaoi </strong>(may'low'ee) - <br/>the equivalent, Paramnarma term for "growth," in reference to the manipulation<br/><br/><strong>meilar </strong>(may'lahr) - <br/>the equivalent, Paramnarma term for "wood," in reference to the manipulation<br/><br/><strong>Mena</strong> (meh'nah) - <br/>the largest of the three moons that orbit Axiom; represented in pre-automatonic lore as the mother of Lunik and Mensir<br/><br/><strong>Mena's Gasir</strong> (meh'nahs  gah'seer) - <br/>The Gaze of Mena; the name of the great populous which covers 60% of Nu Logikus<br/><br/><strong>Mensir</strong> (mehn'seer) - <br/>the middle-sized of the three moons that orbit Axiom; represented in pre-automatonic lore as the elder son of Mena<br/><br/><strong>Merkantir</strong> (mehr'kahn'teer) - <br/>the leading member of a Tradak; this may be inherited by any of a younger generation from the same family, and is usually chosen upon the present Merkantir's deathbed<br/><br/><strong>Monumao </strong>(moh'noo'mow) - <br/>the Paramnarma leader of a clan's "noble" family<br/><br/><strong>Monaeram </strong>(moh'neye'rahm) - <br/>the leader of a Paramnarma clan<br/><br/><strong>monaznaoi</strong> (moh'nahz'now'ee) - <br/>the equivalent, Paramnarma term for "study;" pertains typically to the, often zealous and relentless, application toward the learning and mastery of energy manipulation; one of the lifelong, oathbound commitments of an Idaeo'an, in striving to achieve Param Idaeo.<br/><br/><strong>Monaznar</strong> (mohn'ahz'nahr) - <br/>a sanctuary of monaznaoi and monaznumos for the Idaeo'ani; is usually a network of dormitories and other buildings, which service one's bare necessities; most Monaznar are hidden from the average Paramnaran's sight by skillful Idaeo'suzeima Daorei, which are performed by the eldest and/or most talented Idaeo'ani within that Monaznar's sacred halls; is the Earth equivalent of an ascetic Buddhist monastery<br/><br/><strong>monaznumos</strong> (moh'nahz'noo'mohs) - <br/>the equivalent, Paramnarma term for "meditation;" pertains specifically to the contemplation of Param Idaeo, the intertwining of oneself with the knowledge and acceptance of the unknown parameters of the metaphysical world, and the instilling and bolstering of self-discipline concerning one's efforts toward the mastery of energy manipulation; another of the lifelong, oathbound commitments of an Idaeo'an<br/><br/><strong>Monaznari</strong> (mohn'ahz'nahr'ee) - <br/>the collective "entity" comprised of the various, individual Monaznar, and the "sub-governing" body of Paramnar<br/><br/><strong>Nu Logikus</strong> (noo  loh'jee'koos) - <br/>the name of the larger continent of Axiom; would approximately mean "Now Logic" in Earth terms (ref: Latin, Greek, Gothic); "Nu" also translates, as a root, to "number" in Earth Latin<br/><br/><strong>Nu Logikir</strong> (noo  loh'jee'keer) - <br/>an individual citizen of Nu Logikus<br/><br/><strong>nykalir</strong> (neye'kahl'eer) - <br/>a mined material that is smeltable, and is a staple (moderately valuable) component in the creation of common-utility trade goods; is also used as an additional, external layer on pherorganik parts; the Earth equivalent would be nickel<br/><br/><strong>Omonae</strong> (oh'moh'neye) - <br/>a Paramnarma term used as a respectful title for any elder Paramnaran<br/><br/><strong>organik</strong> (ohr'gahn'eek) - <br/>a moderately valuable, chemical element used specifically in the process of converting iron to steel; it is derived, most frequently, from harvested deadwood or (rarely) young trees that have been altered by exposure to heat in an oxygen-deprived containment unit; the Earth equivalent is carbon<br/><br/><strong>orus</strong> (oh'roos) - <br/>a calendar year in Nu Logikus<br/><br/><strong>otaodar </strong>(oh'tow'dahr) - <br/>the equivalent Paramnarma term to Earth's "son"<br/><br/><strong>otaomae </strong>(oh'tow'meye) - <br/>the equivalent, Paramnarma term for "mother"<br/><br/><strong>otaorei </strong>(oh'tow'ray) - <br/>the equivalent, Paramnarma term for "daughter"<br/><br/><strong>otaosan </strong>(oh'tow'shahn) - <br/>the equivalent Paramnarma term for "father"<br/><br/><strong>Param</strong> (pahr'ahm) - <br/>the title of the imperial leader of Paramnar; the equivalent Earth term would be "Emperor"<br/><br/><strong>Param Idaeo</strong> (pahr'ahm  ee'deye'oh) - <br/>the equivalent, in Earth terms, of pure Enlightenment; nirvana<br/><br/><strong>Paramnar</strong> (pah'rahm'nahr) - <br/>the name of the smaller continent of Axiom<br/><br/><strong>Paramnaran</strong> (pah'rahm'nahr'ahn) - <br/>a citizen of the Paramnar continent<br/><br/><strong>Paramnari</strong> (pah'rahm'nahr'ee) - <br/>a term referring to more than one Paramnaran; also, the citizenry - as an entire body - of the Paramnar continent<br/><br/><strong>paramdar</strong> (pah'rahm'dahr) - <br/>the label given to any male representative of a clan's "noble" family<br/><br/><strong>paramrei</strong> (pah'rahm'ray) - <br/>the label given to any female representative of a clan's "noble" family<br/><br/><strong>pherokyt</strong> (phehr'oh'keye'tuh) - <br/>a mined material that is smeltable and a very important (highly valuable) component in the creation of higher-quality trade and artisan goods, and high-grade automaton parts; it is the best-quality material available (barring steel, which is made from iron) on Axiom; it is much easier to procure than silgentum; higher-value kerimatum are pressed from pherokyt; the Earth equivalent is iron<br/><br/><strong>pherorganik</strong> (phehr' ohr'gah'neek) - <br/>a smelted material comprised mainly of pherokyt and organik; it is a very important (very valuable) component in the creation of top-quality trade goods and excellent-grade automaton parts; the Earth equivalent is steel<br/><br/><strong>pultir </strong>(pool'teer) - <br/>a smelted material comprised mainly of zydanum mixed with kapir, zydarbum, and byzamut; it is a staple (moderately valuable) component in the creation of affordable, mid-quality trade and artisan goods; the Earth equivalent is pewter<br/><br/><strong>ramnaear</strong> (rahm'neye'ahr) - <br/>the equivalent, Paramnarma term for "strength"<br/><br/><strong>saear</strong> (sheye'ahr) - <br/>the equivalent, Paramnarma term for "fire"<br/><br/><strong>saokei</strong> (sh'ow'kay) - <br/>a Paramnarma metal, exclusive to that continent; also used in reference to the manipulation<br/><br/><strong>Saomarei</strong> (show'mah'ray) - <br/>the equivalent, Paramnarma term for "Samurai/Ninja"<br/><br/><strong>seitaomar </strong>(shay'tow'mahr) - <br/>the equivalent, Paramnarma term for "gravity," in reference to the manipulation<br/><br/><strong>seitaoi (shay'tow'ee) </strong>- <br/>the equivalent, Paramnarma term for "spectrum" (light, dark, shades of grey, ultraviolet, etc.), in reference to the manipulation<br/><br/><strong>silgentum</strong> (seel'gehn'toom) - <br/>the most valuable mined material on Axiom due to how rare it is; it is smeltable and a very important (extremely valuable) component in the creation of highest-quality trade and artisan goods, and top-grade automaton parts; it is not allowed to be made into kerimatum and it is considered a wasteful, punishable offense to do so; the Earth equivalent is silver<br/><br/><strong>sudar </strong> (shoo'dahr) - <br/>the equivalent, Paramnarma term for male "slave/servant;" prisoners of clan battle<br/><br/><strong>sukaoi</strong> (shoo'kow'ee) - <br/>a Paramnarma cycle; also a calendar month; Paramnar also (curiously) observes thirteen sukaoi in a taokunei)<br/><br/><strong>surei </strong> (shoo'ray) - <br/>the equivalent, Paramnarma term for female "slave/servant;" prisoners of clan battle<br/><br/><strong>taokunei</strong> (tow'koo'nay) - <br/>a calendar year in Paramnar<br/><br/><strong>taomar</strong> (tow'mahr) - <br/>the equivalent, Paramnarma term for "time," in reference to the manipulation<br/><br/><strong>techir</strong> (teh'cheer) - <br/>the Nu Logikan term for a human or automaton instructor/educator of Nu Logikan, human lore<br/><br/><strong>tei ikaoi</strong> (tay  ee'kow'ee) - <br/>a Paramnarma breathing exercise and discipline that is very similar to Earth's "tai chi;"  it is also used during the "martial" training of the Saomarei<br/><br/><strong>terisir</strong> (tehr'ee'seer) - <br/>the equivalent, Nu Logikan term for "terra"<br/><br/><strong>Tradak</strong> (trah'dahk) - <br/>a Nu Logikan family involved in the trade of raw materials/resources, and economic balance<br/><br/><strong>zybeltir </strong>(zeye'behl'teer) - <br/>a moderately valuable, chemical element used primarily in the creation of brass; the Earth equivalent is zinc<br/><br/><strong>zydanum</strong> (zeye'dahn'oom) - <br/>a mineable material harvested from deposits; it is a moderately-valuable smelting component for kapanum and pultir, and is frequently used as protective plating to prevent corrosion (typically with kapir parts); the Earth equivalent is tin<br/><br/><strong>zydarbum </strong>(zeye'dar'boom) - <br/>is a highly valuable chemical element, mostly due to its toxicity and need for careful transport; it is a staple component in the creation of pultir, but does not strongly affect the cost since it is used in very small amounts; the Earth equivalent is antimony</span></span></div></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div></div></div>