Glossary
Accelerant
The live-action roleplaying rules system Numina is built on, covering game actions, calls, and combat. See Core Rules.
Aeledd
The world in which Numina is set. Pronounced EYE-leth.
The Age of Works
The current age, beginning in the year 0 AW with the Desuetude Pronouncement. Numina III is set here. Dates before it are recorded as years before the Age of Works (AF). See A Brief History.
Aspect
One of the elemental identities — Arcane, Beast, Construct, Divine, Ghost, Elemental, Life, Plant, or Shade — that shapes a character’s nature and grants access to Aspect skills. See Peoples of Aeledd and Aspects.
Character Points (CP)
The currency spent to purchase skills when building a character. Characters start with 50 CP and can earn more through play, character history submissions, and volunteering. See Building a Character.
Convocation
An organized body of faith that grew out of the Desuetude Pronouncement, replacing the old church hierarchies with congregations devoted to good works. See Faith & Religion.
Culture
The nation or people a character calls home, granting access to Culture skills tied to that nation’s traditions. See Cultures and Nations & Cultures.
The Desuetude Pronouncement
The revelation passed down by the Genesori through their Zeniths that dismantled the great churches in favor of convocations devoted to bettering the world. Marks the start of the Age of Works. See Faith & Religion.
Domain
A sphere of ability — such as Water, Air, or Fire — that a character can pursue for advantages in a specific role, without defining everything about who they are. See Domains.
Excellency
A mark of exceptional capability layered onto a character’s skills. Most are openly available; others are Hidden Excellencies discovered through roleplay and adventure. See Excellencies and Hidden Excellencies and Expressions.
Expression
A way a character expresses their power — through what they focus on, where they travel, or what they create — chosen at character creation alongside their Aspect and Culture. See Expressions.
Foundation
The trade, calling, or way of life — such as Agriculture, Military, or University — that grounds a character’s skills. See Peoples of Aeledd and Foundations.
The Genesori
The one divine pantheon of Aeledd. Each Genesori took a piece of creation as their domain, and their direct intervention in the world is rare enough that the last time occurred at the end of the War of the Heavens, when Garioch struck the continent of Rues from the world. See Faith & Religion.
Fortune’s Bend
The wandering home of heroes and the site of Death’s gate — a crossing point between the worlds of the living and the dead, appearing throughout history under many names.
The Lattice
The network that allows Threshold travel between the nations of Aeledd. Broken when Garioch struck Rues from the world; travel was rediscovered in 133 AF. See Travel & Commerce.
The Realms
The four planes of existence: Aeledd (the mortal world), the Shade, the Void, and the Divine — each home to its own noteworthy beings. See The Realms.
Thread Skill
A class of skill that enhances or changes another skill’s effect rather than acting on its own — limited to three Thread Skills applied to any single skill use. See Adventurer Skills.
Threshold
A fixed site that allows travel across the Lattice between nations. See Travel & Commerce.
Vargoth Empire
A rising threat that proclaimed itself a nation in 124 AW after destroying Valarmore and attacking the Farthest Star conference.
The Zenith, the Chosen, and the Exemplars
The beings who serve the Genesori directly and exact their will upon the world, despite the Genesori’s withdrawal from direct rule after the Desuetude Pronouncement. See Faith & Religion.