Glossary of Duskaran Terms
Auroral Disruption: Night-side aurora intensification causing electromagnetic interference and psychic feedback.
Beastwalker: Individual with psychic bond to native fauna (wind serpents, thermal lizards).
Catch Your Breath: Game mechanic where skills reset but new complication is introduced.
Daywalker: Day-side specialist with exceptional thermal resistance. Salvages mining operations.
Deep Bonding: Psychic connection to native creatures, allowing communication and shared senses.
Deep Roads: Ancient tunnel network beneath Duskara's surface. Origin unknown.
Deepkin: Night-side cave-dwelling culture. Communicates via resonance.
Duskaran Accord: Political confederation uniting twilight belt and cave settlements.
Geothermal Warmth Circle: Deepkin community centered around geothermal vent.
Glowcap: Bioluminescent fungus. Primary food source in caves.
Psychic Burnout: Mental/physical exhaustion from overusing psychic abilities.
Resonance: Psychic ability to perceive and manipulate vibrations through stone.
Shadow Walking: Psychic ability to move unseen in low-light environments.
Stellar Horizon: Colony ship that brought humanity to Duskara in ~2250 CE.
Superstorm: Catastrophic weather event with winds exceeding 150 km/h. Common where hot and cold air masses collide.
Thermal Sensing: Psychic ability to perceive heat signatures and temperature gradients.
Twilight Belt: Habitable zone 200-300 km wide circling Duskara's meridian. Home to 80% of humanity.
Water Judge: Resource arbiter managing water distribution and resolving disputes.
Weather Wraith: Psychic manifestation in storm fronts. Echoes of dead weather workers.
Weather Working: Psychic ability to sense and influence atmospheric patterns—wind, pressure, storms.
Wind-Kin: Alliance of Beastwalker communities and bonded creature populations.