The End

  Lexicon

  Adoreness Gift. Level 1: Awe, Level 2: Fear, Level 3: Love. Only Charms have access to this Gift.

  Animalness Gift. Level 1: Talk to Animals, Level 2: Summon Animals, Level 3: Possess Animals. Only Sights have access to this Gift.

  Awakening The time when a Kinedaar child becomes a young vampire. Newly Awakened Childaar develop physical and mental capacities which reach the upper limits of human achievement. Over time they develop Gifts. They also gain the ability to see and track the Suffering. The Awakening process completes within a week.

  Charm One of the six Childaar Dynasties. Charms have access to the Adoreness, Speedness,and Tuffness Gifts.

  Childaar A young vampire.

  Dynasty Each Childaar belongs to one of six Dynasties: Charm, Hardy, Quick, Sight, Sovereign, and Smart. A Childaar’s Dynasty determines which Gifts they have access to.

  Eldaar Vampires who were once Childaar but skipped their Sleepining. Eldaar receive Dark Gifts and are evil. They must drink the blood of Kinedaar for sustenance.

  Ennui

  Kinedaar who were once young vampires but underwent the Sleepining. They tend to have a love for nature.

  Formness Gift. Level 1: Claws, Level 2: Dirt Sleep, Level 3: Transform (bat, mist, wolf). Only Hardys have access to this Gift.

  Gifts Young vampire powers: Adoreness, Animalness, Formness, Hideness, Mindness, Powness, Psiness, Seeingness, Speedness, Tuffness, Upness, and Wizardness. Each Gift has 3 levels. The longer a Childaar has a Gift from a level, the stronger it is. For example, a Sovereign who develops Jump at ten years old will be able to jump further than if they had developed it at sixteen.

  Hardy One of the six Childaar Dynasties. Hardys have access to the Formness, Powness, and Tuffness Gifts.

  Hideness Gift. Level 1: Unnoticeable, Level 2: Stranger, Level 3: Cloak. Quicks and Sights have access to this Gift.

  Kinedaar Normal humans. Adult Kinedaar rationalize away and forget supernatural activities. Child Kinedaar see and remember supernatural activities. The younger they are, the clearer their memories.

  Mindness Gift. Level 1: Suggest, Level 2: Command, Level 3: Memory. Smarts and Sovereigns have access to this Gift.

  Missions An encounter in which young vampires attempt to ease a buildup of Suffering. There are two kinds of missions: Stomps and Operations.

  Operation A mission in which a situation must be resolved in order to ease the Suffering. Young vampires must be careful to not draw unwanted attention during an Operation or the Suffering pops and they fail.

  Orakles A group of young vampires with Scry who organize Childaar around the world by assigning them to teams and placing them in various cities.

  Powness Gift. All Childaar have access to basic Powness which lets them punch x2 as hard as the strongest person in the world. Level 1: x10, Level 2: x50, Level 3: x100. Hardys and Sovereigns have access to this Gift.

  Psiness Gift. Level 1: Shield, Level 2: Telekinesis, Level 3: Blast. Only Quicks have access to this Gift.

  Quick One of the six Childaar Dynasties. Sights have access to the Hideness, Psiness, and Speedness Gifts.

  Seeingness Gift. Level 1: Perception, Level 2: Telepathy, Level 3: Scry. Sights and Smarts have access to this Gift.

  Sight One of the six Childaar Dynasties. Sights have access to the Animalness, Hideness, and Seeingness Gifts.

  Sleepining The process of changing from Childaar to Ennui through prolonged exposure to the sun. Childaar must have their Sleepining before their eighteenth birthday or become an Eldaar.

  Smart One of the six Childaar Dynasties. Smarts have access to the Mindness, Seeingness, and Wizardness Gifts.

  Sovereign One of the six Childaar Dynasties. Sovereigns have access to the Mindness, Powness, and Upness Gifts.

  Speedness Gift. All Childaar have access to basic Speedness, which lets them move x2 as fast as the fastest person in the world. Level 1: x10, Level 2: x50, Level 3: x100. Quicks and Charms have access to this Gift.

  Stomps A mission in which young vampires fight monsters to ease the Suffering.

  The Suffering An omnipresent force that manifests as a gray and black, wispy, swirling mist or fog. Only Childaar can see the Suffering. Locations such as museums, galleries, libraries, and schools are mostly safe from it. Furthermore, the families of Childaar also have protections.

  Tomes Handwritten books of the finest materials, used to store vampire lore.

  Tuffness Gift. All Childaar have access to basic Tuffness, which lets them take x2 damage as the toughest person in the world. Level 1: x10, Level 2: x50, Level 3: x100. Hardys and Charms have access to this Gift.

  Upness Gift. Level 1: Jump, Level 2: Glide, Level 3: Fly. Only Sovereigns have access to this Gift.

  Wizardness Gift. Level 1: Fire, Level 2: Illusion, Level 3: Time. Only Smarts have access to this Gift.

 
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