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Expanded Glossary

(SPOILER ALERT:)

(This expanded glossary covers terms which were gradually introduced during Season 1 and Season 2 of the show. If you have not listened to the first two seasons, you may wish to do so before scrolling down and reading.)





















CLIENT

A program that maintains a data connection between the master program and the hardware interface to an organism’s brain.


CLIENT ENTITY

Sometimes referred to as only “clients”. It’s through these virtual bodies that exchange of data and interaction with the physics of the simulated world takes place. Like native entities, these programs are born and develop organically in the simulated environment, storing data acquired through experience in a virtualized brain owned by the entity. Unlike native entities, their consciousness relies on the connection to the client and is influenced by the subconscious of the organism “outside the box”.


NATIVE ENTITY

Sometimes referred to as only “natives”. Meant to emulate life, intelligence, and emotions as closely as possible, these are virtual organisms, which are born and develop organically in the environment of the Edict Zero world. Most of Edict Zero’s population consists of native entities.


QUONDAM CLIENT ENTITY

Sometimes referred to as “quondam clients” or “quondams” for short. This refers to a physical entity (body) once but no longer bound to a client, due to a disconnection. This transient state results in death of the entity with the (now very rare) exception of an understudy entity merging with it and assuming control.


UNDERSTUDY ENTITY

These once common programs are now rare since the understudy system corrupted beyond recognition. This hybrid entity was created to bridge the gap between the design differences of natives and clients. Having only a rudimentary identity of its own, it would merge, or “bind”, to a fresh quondam client entity, assuming control and during which: ownership of all the data it stored. Maintaining the continuity of that entity’s life as a quasi-native, the two would carry on as one. Upon the death of the quondam client entity, the understudy would separate, release ownership of that entity’s data, and await a fresh quondam to jump to.


“REJECTION”

The client interface utilizes the dream state of the organism’s brain. If the brain rejects the “reality” of the dream state, it may interrupt the dream state and cause a disconnection. Within Edict Zero, this results in a quondam client entity and, absent of the now broken understudy system, a “Sudden Death Event” of that entity.


“THE GUPH”

A First-In-First-Out queue, The Guph process was designed to hold disembodied clients awaiting entry into Edict Zero via a freshly born entity. These could be newly connected clients, or clients who are between “lives”, waiting for the next at which time all memory of the previous life would be dumped.

While The Guph remains a destination for clients whose entities have died, the reincarnation function corrupted and was discontinued. This has left a nowhere door through which clients are still ejected under certain circumstances.


“GHOSTS”

When certain corruption events occur or when the overfilled Guph “spills”, a disembodied client can be released into Edict Zero as a spectator entity, carrying memories from the last entity it owned. These are referred to as “ghosts”. In their strange state, they are doubly susceptible to rejection.