Chronicles of
the World:
Glossary

Quick reference to special terms in Millennium!

General

Berserker A state where someone seems to lose all control over their conscious mind and "goes crazy". Unfortunately, they gain a lot of physical power in this mode, but it never lasts long. Exactly what triggers it varies from person to person.

Cakaran A language of beasts containing many dialects that range from speech to animalian grunts. All Halfs know this language by nature.

Halfs A kind of general catch-all term referring to races of a partially human nature. May not accurrately reflect the subject's lineage; when used correctly, refers to people of exactly half-human and half-animal heritage. Also called Demis, Semis.

Furs Refers to races which look mostly animalistic yet with human proportions.

RES Ruby, Emerald, and Sapphire pieces used as money throughout Seldra. Each piece is finely polished.

Quasis Refers to races which look mostly human but has selective animal characteristics such as fangs, whiskers, noses, ears, wings, or tails, such as Sarn and Sabér. Also called One-Fourths.

Selarden The equivalent of English, a major language on Seldra. Said to be the natural language of the world.

Magic-Related

Alchemy A semi-magical process by which items are combined to create new things. Unfortunately, there has been no conversion of the mundane into gold...yet.

Aura All Magi use their natural auras -- spirit energy -- for magical purposes. The auras strengthen with use over time. They can be used as shields, but as they require the use of one's own life energy, they should be used sparingly.

Cho Ikii Lit. "little magic" or "reptile magic" (as the first one discovered was reptillian), animals who had their blood fused with emerald during the Second Senshuu, thus gaining the ability to naturally control magic.

The Cross Elements that enhance each other, often mapped as a cross. Fire/Wind, Earth/Water

The Cycle Fire, Water, Earth, and Wind - the order in which the Elements created the world.

The Elements FIRE (Rah), WATER (La), EARTH (Swa), and WIND (Fla), in that order (the "Cycle"). Also includes subsets, such as Sand, Ice, Metal, Sand, and Plant; the Secondary Elements METAL (Woli), WOOD (Shia), POISON (Poi), SHADE (Unber), and LIGHT (Syber), which are not formally taught; and the abysmal elements SPACE (Tuhiu), TIME (Tainu), and CHAOS (Senshuu).

The Hourglass Elements that form bad mixes and may even cause mayhem when combined, often mapped as an hourglass. Fire/Water, Wind/Earth

MM Short for "Magi-Mani".

Magi-Mani The practice of manipulating the Elements, as performed by Magi. (Called Magikii in Cakaran.)

Magi practitioners of Magi-Mani.

Magical Implements Wands, rods, swords - practically anything can be enchanted and used for Magi-Mani, if it can be merged with a gem.

Magus A Mage that can control every Element. A Magus that can only control two is called a demi-Magus; three a tri-Magus.

Moon Signs Said to determine a Mage's ability to grow his or her power, especially if that Mage wants to train under Water.

HP Short for "Hit Points".

Hit Points The number of physical or magical blows someone can take before they pass out and/or expire.

The Pentagon Metal, Wood, Poison, Shade, and Light, a group of elements rarely studied.

Runes Symbols with meaning. Drawn in a very particular way in the dirt, they can use the earth's power to summon up every Element.

Sorcerer Typically a very powerful male Mage. Females may also be called this.

The Square Wind, Earth, Water, and Fire, the four Elements around which the world is structured.

The Triangle Space, Time, and Chaos - concepts not everyone minds.

Witch Typically a very powerful female Mage. Males may also be called this.

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