Glossary and Terms
Author notes - You will notice that the language they use is English (when the current character understands the language), along with some languages rooted in our own culture in which would most likely not show up (mostly swears, but a couple others like measurements), this is because instead of writing it within their dialect, I have used the closest possible meaning while restructuring the sentences to make sense. Otherwise this would be a fairly difficult read.
When I initially post a chapter, it will be done after giving it a once over after finishing it, normally this is done at night right before bed when all I want to do is get tucked in, meaning there will be minor errors. If you want to read an error free version of the chapter, visit it at a later date, if you see that the intial errors you spotted are gone (pointing them out will be appreciated) it means I've looked over it and corrected enough I decided to update the chapter.
The common calendar (After Race War)
1- Prokuklios
2- Athanaios
3- Boukatios
4- Dios
5- Euthaios
6- Homoloios
7- Hermaios
8- Dionusios
9- Agueios
10- Hippodromios
11- Laphraios
12- Panamos
The days
Diluainn - Monday
Dineairt - Tuesday
Ducuadaun - Wednesday
Diar -Thursday
Diha - Friday
This does not need to be read before the story, this is here as a cheat sheet for when you revisit this novel and refresh upon what certain aspects are.
Spirit Sovereignty - A mostly lawless country run by the iron clad rule of the Kaly Theos, how it operates is mostly unknown by those living there, as it seems the various Kaly’s run their territory completely differently from one another.
Kaly - A title held by the leadership of the Spirit Sovereignty
Hiker/guide - Used for those who make a living by guiding wanderers and merchants through the Spirit Sovereignty as pathways between territories and settlements do not exist for the most part.
Conventu Dynasty - A Dynasty run by a Dictatorship, it births a powerful people all of whom to a degree bear the ability to be a sorcerer, what mostly limits their continued expansion to the west is geographical.
Zuxian Dongwu - A name for a sorcerer who has awakened of the Conventu people
Daibaio - Ruler of a province in the Conventu
Shouwang - The title held by the dictator of the Conventu, it is the highest militant and political rank, with the entire army being under their command.
Continents
Odium/Savage lands - Name for the continent in the south east.
Wildlands - Name for the central continent
Dreamlands - Name of the continent in the south west, and the homeland of the fae and the fairy Queen
The arcane
Magus - A term used for someone who studies and manipulates magic
Witch - One that can manipulate concepts of the world, can be innate or learnt.
Sorcerer - One who can use magic from the blood flowing within them, normally stemming from fae or other planar beings.
Wizard/Shaman - A title held by those who pursue the arcane through scientific and mathematical-like practices.
Druidic magic - A system of magic, literal meaning of ‘tattooed people magic’ it is a system of magic created by the people of the wildlands, with the main feature being arcanic tattoos, which also works well into making enchantments.
Fae magic - A system of magic, a system of magic widespread to fae, it is chaotic and spontaneous in nature, hard for those not born fae to use, even the fae themselves cannot explain it well, the most common term they use to describe their system is “it’s intuitive, like breathing”
Martial arts - A system of magic, instead of using ambient magic or creating effects outside of themself, they instead use ‘ki’ - energy of the soul, though also referred to as lifeforce, vigor, vitality - which uses the merlin pump to spread ki throughout their system, which they can use to greatly enhance their physical abilities, with some martial artists figuring out ways to create spell like effects without having to actually cast a spell.
Inscription - An enchantment, inscriptions require a ‘picture’ to be carved into the material in which conceptually envelopes what the inscriber is trying to imbue into the material, one of the hardest and complex ways of creating a magical effect, for each inscription is unique.
Rune - An enchantment, runes are an alphabet of words of power which imbue their concept into the item, and by stringing multiple runes together you can create new words or a sentence, one of the easier systems to learn, but one of the hardest to master.
Glyph - An enchantment, the glyph’s job is to permanently hold magic, or be given a trigger as to when to show its effect, and require outside spells for them to catch the magic of and begin to either hold or use the concept of the spell itself.
Formation - An enchantment, and the only one to show itself in nature (though rare), a formation is simply a large scale magical phenomenon, where using laymen terms a light bulb and battery are connected by 2 wires, however instead of the light coming from just the bulb, the light from the bulb begins to leak into the surroundings and gets entrapped between the wires creating an area of light within the circuits.
Merlins pump/Beasts blessing/wind current
Magnus bones - a bone with the properties of gold
Wildcrystal - a crystal with a feel of quartz but brittleness of sugar
Unique races
Chitin - A race of insectoid humanoids, their biology is poorly understood by most others than their own, as when dissected their tubular organs, white string like muscles, and green blood which seems to just float within the body without blood vessels are nothing like any other race. Physically they stand at ~150 cm, with 4 long limbs, 2 acting as the legs and 2 acting as scythes which drape to their feet, and 4 smaller limbs with 2 claws at their ends on their black-purple carapace which are around 30cm long, while their heads resemble a mantasis.
Firbolg - Standing at ~200 cm, they tend to be lean with skin tones varying between shades of ash, and their hairs a fiery or rust coloured ginger they have human features, most notably their eyes tend to be various shades of green.
Cretin - Standing at ~70 cm, they are a rodent race, covered in fur, with awkward limbs of similar lengths, though they can walk on their two hind feet, in extended travels on foot and sprinting they are more dexterous and comfortable when on all fours.
Vekedan - Standing at ~160 cm, with skin of various shades of blue, and rather large heads, with no whites in their eyes and slender physiques, thought to have emerged from the caverns of Zilea.
Half-orc - The physicality of a half-orc is the most broad, as they are not a single race, but at minimum two, there are a few defining traits however. Most are taller than their other parent counterpart, and are stronger and physically tougher than them, their colouration is varied, mostly depending on the colouration of their other parent, their features also vary on their other parent, however it can be expected that at minimum they will bear the features of an orc for the most extent, while also bearing some of their temperament.
Akephaloi - Standing at ~130 cm, they do not have a head, instead at some point their skull merged with their torso, with a wider torso to make up for this, how and why is lost on the scholars of Zilea.
Lizardfolk - Standing at ~170cm, they are a reptilian race, though warm blooded, they lack the facial muscles and cheeks to emote and speak most tongues, instead relying completely on their complex vocal chords for their own vocalisation, and physical body language which many races cannot mimic. Physically they are muscular, powerful tails and claws, with frills along their backs, boneplatings along their ridges and jaw giving them a jagged look, though due to sexual dimorphism this varies among their sexes.