Chapter 1
Note: some entries are specific to certain books, which will be indicated by [BK#]. If you wish to avoid potential spoilers, skip entries labeled with book numbers you have not yet read.
Agnes Scott College – a private liberal arts college in downtown Decatur, Georgia, located within metro Atlanta. Founded in 1889, the name was changed in 1890 to Agnes Scott Institute to honor the mother of the college’s primary benefactor, Col. George Washington Scott. Though originally offering classes to elementary age and up, by 1906 the name was changed again to Agnes Scott College and remains today a women’s-only college.
aluminum – a metal favored by modern wizards for its usefulness in absorbing large amounts of magic because of its high energy-density potential. Because it is the cheapest of the four most conductive metals (the others being silver, gold, and copper) it is widely used in crafting spell anchors (see dimmu runes) either as a raw material or an inlay. While spells can be cast onto any substance but wrought iron, aluminum better absorbs the magic fueling the spell, thus making the spell more potent and long-lasting.
ancients, the– the first wizards in history dating from the time of Gilgamesh and the kingdoms of Sumer. They are an undefined group, thought to be the progenitors of the oldest, most powerful, and most esoteric spells and artifacts, the secrets of which have largely been lost to time.
angel – one of the three species of magic users (human, fae, and angel/demon). Spoken of in myth and lore, their origin, powers, and purpose are largely unknown to modern wizards. It is said that they are the stewards of heaven and the most powerful of the three species.
aspect – every fae belongs to an aspect. As the guardians and caretakers of the earth, they don’t just live in harmony with nature, they are nature. Every fae has its own aspect, the thing from which it draws its power and the thing which it is responsible for tending.
Basement, the – the magical archive beneath the McCain Library containing a private collection of occult books on magic, wizardry, and arcane science, as well as an assortment of artifacts and enchanted items. Created in 1936 during the library’s original construction, it is accessed through a secret portal in the broom closet of the library’s own basement archive. At any point in time, the Basement has a gatekeeper, the wizard tasked with its maintenance and protection and upon whom rests the control of its magic. This collection of knowledge was bequeathed as a public resource to wizardkind, but, because of the decline of wizards in modern society, has been very little used by anyone but its gatekeeper. Lily Singer is the current gatekeeper, with Madam Barrington as her predecessor.
battle magic – a dangerous form of quick casting requiring an intuitive mastery of Enkinim along with an adroit-enough mind to shape magic on the go. To battle cast one must react largely on instinct. Without as much time to carefully control and constrain the magic used, there is much higher risk of accidents or backfires.
Book of Names, the – [BK5] – an ancient text of unknown origin, containing the true names of many demons, greater and lesser. Such knowledge gives the owner of the book the ability to command the named demons—to an extent. Binding the will of any demon to your own in order to control it carries the danger of being tricked, manipulated, or overpowered by the demon.
brownie – any fae that are small, quick, and ground-dwelling. This is purely a human term and has no relation to actual fae taxonomy (naming and classification). However, it is true that most brownies are curious, fun-loving, and fierce when crossed. Though not as drawn to alcohol as their pixie cousins, they certainly enjoy it when they can get their hands on it. Many human myths and stories exist concerning brownies because of their tendency to steal into human dwellings to poke about. They are fiercely protective of anything they consider theirs, however, and are magpies when it comes to stealing away with small, shiny objects.
circle of power – a method of joint casting where two or more wizards join hands, forming a physical circle to aid in pooling magic. This allows for the casting of more powerful spells as well as spells that need to be controlled by more than one wizard, such as a household ward. While any wizard strong enough can break or circumvent another wizard’s spell, only the original caster/s can alter it.
construct – a crafted being, usually built in the likeness of a man or animal, enchanted with abilities. Though complex to make, they can be created out of almost any material. While they can be built to act and respond in a very lifelike fashion based on the parameters of their controlling spells, they are not alive in the biological sense and can’t be killed. Their magic must be broken or altered for them to stop working. Used for everything from manual labor to mobile wards, messengers, guardians, and spies, they can be created to respond only to certain people, commands, or circumstances.
Convocation– a formal gathering of wizards, led by a council of stewards, for consultation or judgment on a particularly serious matter which affects a large number of wizards. Such gatherings very rarely occur, and are usually only called to settle disputes that have devolved into violence and attracted mundane notice. They are also sometimes called to discuss matters of international emergency, such as when the World Wars occurred.
coprolalia – [BK1] – the involuntary and repetitive use of obscene language, as a symptom of mental illness or organic brain disease. Often confused with Tourette’s syndrome, which actually covers a wide spectrum of tic disorders.
crafting – the art of creating and enchanting objects. Such objects, once made, can exist and operate independently from their creator or even magic in general, as the controlling spells are anchored to dimmu runes carved, inlaid, or otherwise affixed to them. To craft properly, you must not only know the properties of your materials, but also the dimmu runes needed to attain the desired result.
debutante ball – [BK2] – a formal “debut” or “coming-out” presentation for young ladies, usually from upper class families, who have reached the age of maturity and are to be introduced to society. Originally, it meant the young woman was eligible to marry, and part of the purpose was to display her to eligible bachelors and their families with a view to marriage within a select upper class circle. Historically, because of their small numbers, it was the most effective way for young wizards to find a match among other wizards or initiates. It was also one of the only places considered safe for wizards to gather in large numbers.
demon – greater – a fallen angel. They are those who rebelled and were cast down from heaven, their magic corrupted. Each has their own unique name by which they can be commanded, if one is brave enough to speak it and powerful enough to master its owner. They are creatures of great power, hate, and thirst for destruction.
demon – lesser – corrupted fae. Demons cannot create, only destroy. Therefore, to acquire underlings, greater demons can perform a ritual to force a part of themselves into a minor fae, something small and weak like a water sprite, to take over its immortal body and turn it into a corrupted, ugly, twisted mockery of its former self. This corruption cannot be undone. The lesser demon becomes a slave to its master and cannot disobey. This is why the fae hate demons so much, and why fae magic is particularly useful in opposing demons.
Di-mi-kur– [BK7] –[di + mi + kur = {di…kur = to judge (decision…to cut off)} + {mi = function, power, responsibility}] a set of silver, engraved cuffs and collar made by the ancients which effectively neutralizes a wizard’s magic, preventing them from accessing the Source. This particular set has been passed down through influential wizard families for thousands of years as an official instrument of wizard justice, implemented by the infrequent Convocations throughout history.
dimmu – [dim + mu = {dim = to make, fashion, create, build (du = to build, make + im = clay, mud)} + {mu = word, name, line on a tablet}] the Enkinim word for runes of power, the script used to write Enkinim, the language of power. In and of itself, this script is not magical, and a mundane could write it all day without achieving anything. Dimmu runes are used by wizards to anchor their spells. Infused with magic from the Source, these runes enable and guide the carrying out of the desired enchantment and can preserve the enchantment’s effect long after the spell is cast.
duality – fae hierarchy is based on aspects, and each aspect has its duality, the pair of opposite, yet complementary, beings that represent it and rule those who belong to it. Ex: Thiriar and Thiriel are the dualities of the aspect of decay.
Dul-Zahdag– [BK8] –[dul + zah + dag = {dul = sanctuary (du = to build, erect + ul = ancient, enduring)} + {zah = secrecy} + {dag = resting place, dwelling}] the Enkinim name for the ancients’ fabled place of refuge, hidden outside of timewhere it is presumed the ancients still dwell peacefully in self-imposed exile from the mundane world. Some believe this refuge gave rise to various myths of magical lost kingdoms, such as Atlantis and Avalon.
eduba – [e + dub + a = {e = house, temple, plot of land} + {dub = clay (tablet), document} + {a = genitive marker}] the Enkinim word for library, used by ancient Sumerians to indicate the houses where their clay writing tablets were kept. To a wizard, however, it describes a book containing their personal archive of knowledge. Similar to the mundane notion of grimoires, edubas are full of much more than simply spells. They accumulate centuries of history, research, and personal notes as they are passed down, usually from parent to child or teacher to student within powerful wizard families. The knowledge in them is magically archived, such that you must summon the desired text to the physical pages before it can be read. This allows for vast stores of information to be carried around in one physical book.
elwa – fae word of greeting. It carries deeper meaning, however, than a simple hello. It is a request to commune with or share the presence of the named fae. The request may be denied or ignored, in which case the supplicant must withdraw. It is considered extremely rude to ask a second time.
Enkinim – [Enki + inim = {Enki = Sumerian god of creation and friend of mankind} + {inim = word; statement; command, order, decree}] words of power, the language of magic by which wizards control and direct the Source. Named after the Sumerian god Enki, who, it was said, taught mankind language, reading, and writing.
fae – one of the three species of magic users (human, fae, and angel/demon). Myth says they were created to help steward the earth, and that long ago they worked side-by-side with man to nurture it. But they have long since faded from sight and memory, and very little reliable record remains about them (though theories abound).
fae– [BK 4 on] one of the three species of magic users (human, fae, and angel/demon). Myth says they were created to help steward the earth, and that long ago they worked side-by-side with man to nurture it. But they have long since faded from the sight and memory of humankind. They are divided into two super domains, that of Growth and Decay, and further divided into low fae, high fae, and the animal aspects. Low fae are the creatures which tend to thedaily needs of the natural world, from plants to animals to elements. They are most like what humans traditionally think of when they imagine “fairies,” such as pixies and brownies. High fae and animal aspects are the rulers of the various domains and subdomains, each having an overarching aspect for which they are responsible. All exist as dualities of each other, a pair for each aspect. Animal aspects govern the animal kingdom, while the more humanoid high fae govern everything else.
fae glamour – a type of fae magic by which fae disguise their true shape. They also use it to create illusions or temporarily change the appearance of inanimate objects. While wizards can cast their own type of glamour to achieve a similar effect, their scrying spells cannot see through fae glamour. It can be defeated using a seeing stone, something only fae can make. A fae can see through another fae’s glamour.
familiar – a companion creature, being, or entity of some sort. Used in different contexts for witches and wizards. A witch familiar is usually some kind of spirit or creature with which they’ve made a bargain and formed a partnership. Some such beings can take the form of animals to avoid detection, thus the stereotype of witches having black cats. These dealings can be dangerous, however, and often lead to the practitioner changing, knowingly or not, by simple association. “Something given, something gained” is the witch’s way. Most wizard familiars, on the other hand, are nothing more than loyal pets wearing enchanted collars. In rare cases, however, a skilled wizard could create their own familiar by crafting a mechanical body and enchanting it with abilities. These construct familiars were used for everything from manual labor to acting as mobile wards, messengers, protectors, spies, and more.
ga-arhus-a ken – [BK1] – Enkinim meaning “it is forgiven,” a phrase used by Lily to unmake a curse that was cast to dispel only once the offended has forgiven the offender.
gateway (akakash-ig)– structures created in ancient times by the first wizards as permanent anchors for long-distance portal spells. Wizards who have learned the difficult and closely guarded spells of portal magic can cast a temporary portal to any gateway for which they know the location and password. Portals can also be cast from gateway to gateway, with the distance spanned limited only by the strength of the caster. Portals linked by gateways can span greater distances because of the permanent spell anchors crafted into the gateways that boost the strength of the portal. Ancient wizards were believed capable of casting portals across entire continents, while modern-day wizards—because of the decline in magic—must use relays of gateways to travel the same distance. Many gateways have been destroyed or fallen into disrepair over the millennia, and out of the estimated dozens that were built across the globe, barely half a dozen remain functional. While the techniques of portal casting have been preserved, the complex combinations of spells, anchors, and wards necessary to build new gateways has been lost.
Gilgamesh – figure from ancient Sumerian lore. Opinions differ on whether or not he was historical. Possibly also mentioned in Biblical text by the name of Nimrod. In wizard legend it is said he was the original recipient of magic from the gods, and all wizards are his blood descendants. Considered the most powerful wizard in all of history—almost a god—he searched for, but never found, the source of immortality.
Grimoli’un – a mold fae befriended by Sebastian Blackwell, who calls him Grimmold. The ’un of the name denotes masculine character. Grimmold has a sense of smell so good he can track things across dimensions. He has a weakness for specially aged pizza (Sebastian’s usual bribe in exchange for Grimmold’s services) and is very allergic to soap or cleaning fluids of any kind.
Hilprecht Museum– The University of Pennsylvania’s museum of archeology and anthropology, founded in 1887 by Hermann Hilprecht, a famous German-American Assyriologist who helped establish American presence in Mesopotamian archeology in the late nineteenth century. As a wizard, Hilprecht’s desire was to discover and preserve magical artifacts long buried by the sands of time in the Mesopotamian basin, thought by most wizards to be the birthplace of magic. Many priceless artifacts of great power are stored in the heavily warded sub-levels of the museum.
human –one of the three species of magic users (human, fae, and angel/demon), and the only one of the three with a direct connection to the Source. Whereas fae and angels/demons were created with a set amount of magical power proportional to their status, humans have no innate limit. They are limited only by their own will, discipline, and skill, as well as the frailty of their mortal bodies. Also, not all humans can use magic. While all fae and angels/demons are innately magical, only certain humans descended from the wizard lines manifest the ability to access the Source and manipulate magic. It is thought the ability is genetic and inherited, but no one yet knows how or why.
in-between, the – [BK1] – a dangerous place of nonexistence between realities where one is held separate from the flow of time. A person could become stuck there if they were in a time loop and it was reset but failed to take them with it. Such a thing could happen if they were wearing a particularly sensitive ward preventing active magic from influencing them, thus preventing the looping magic from returning them to the proper place and time.
initiate – a term traditionally used to indicate a member of a wizard family who is not a wizard. Historically, because not all children born to wizards or wizard-mundane couples could use magic—yet were still raised within the magical community with knowledge of its secrets—there arose the need for a distinguishing word for someone not magical, yet not ignorant like a mundane. Because these mundane children of wizards often became the butlers, valets, housekeepers, etc., of wizards, the term initiate has come to mean someone who works for a wizard family, caring for them and keeping their secrets. It is an old-fashioned term, generally used by the very traditional. Most modern wizards simply call all non-magic humans mundanes, whether they know about magic or not. With the decline of wizard families and magic use in general, along with society’s general acceptance of, rather than fear of, magic, the existence of initiates in the traditional sense has all but disappeared.
iron: salts – the common name for ferrous sulfate, a range of salts with high iron content used in various industries as well as a health supplement to treat iron deficiency. It has also long been used by wizards as a natural remedy for certain magical maladies, such as magic poisoning. If a wizard is not trained to properly control, channel, and withdraw from the Source when magic is not in use, the body can become overstressed and, in extreme cases, become catatonic. Also useful to counteracting certain magic-based poisons and potions.
iron: wrought – a metal which repels magic. Spells cannot be anchored to it, affect it, or pass through it, and it dulls the effectiveness of any magic in its vicinity. Because fae and angels/demons are beings of pure magic, it is poisonous to them. It will burn them on contact, its presence weakens them, and it will kill them if ingested in large quantities. A wizard wearing iron or standing near iron will be hampered or completely prevented from casting, depending on their strength and skill. Iron does not, however, hurt wizards in any way beyond a slight weakening effect that is a result of blocking their access to the Source. Only wrought iron has this ability. Other mixtures of iron alloy such as steel have little or no effect.
Jackson mansion, the – [BK1] – a mansion built in the southern plantation house style by Paul Jackson in the mid-1800s. Located in southwestern Georgia on the Chattahoochee river,it fell into disuse and disrepair because of a curse cast on it in 1909 by Annabelle Witherspoon, the jilted lover of Francis Jackson (Paul’s son). After an early death, Francis’s ghost remained behind and haunted the house until the curse was unmade by Lily Singer approximately a hundred years later.
Jastiri’un – an elemental fae befriended by Sebastian Blackwell, who calls him Jas. The ’un of the name denotes masculine character. Jas can control light and sound (mechanical and electromagnetic waves). Like most pixies, he has a weakness for alcohol, which Sebastian often trades him for various services.
Kabdari– [BK7] – a figure of wizard legend. Little is known about him except that he is an ancient and that he likely constructed most, if not all, of the gateways found around the world. He is the only ancient to be mentioned by name in sources from multiple time periods and locations around the world, giving credence to the theory that the ancients’ had a refuge outside of time where they might still dwell to this day.
lake Lanier – [BK2] – a large man-made reservoir built in 1956 to provide hydroelectricity, navigation, flood control and water supply for Atlanta. It is located about forty miles north east of Atlanta.
luda-rim-dal – [luda + rim + dal = {luda = lu [man] + da/ta [from]} + {rim/erim/erin = enemy; destruction} + {dal/dul = to protect; to cover; to hide}] roughly translates as “protection from harm,” indicating its primary function as a ward. Originally it was a family heirloom of the Blackwells, but is now known by Sebastian as his “Ring of Cacophony” for its ability to create a one-way sound barrier, silencing any sound its wearer makes. It has far greater abilities than this simple, manual function. But the knowledge of those abilities has been lost over the centuries and could only be rediscovered—and used—by a wizard of some skill and knowledge of ancient Enkinim.
Lu-enu– [BK7] – [lu + enu = {lu = man} + {enu = en [time] + nu [watch/guard]}] theGatekeepers, consisting of families of wizards who have faithfully protected the ancient portal gateways from the destruction of time, neglect, and war. The known surviving gatekeeper families are: the Servillos of Italy, Argyros of Greece, Gupta of India, Walters of Britain, Gauthier of France, and Gutierrez of Spain. Most in these remaining families are related in some way through intermarrying to preserve their magic and ancient secrets. The gateways enable them to remain close and support each other through difficulties, despite the geographical distance between them.
lugal-nam – [lugal + nam = {lugal = king; master (lu = man + gal = big)} + {nam = planning ability; destiny}] literally translated master of destiny, it is the name given to a device created long ago by powerful wizards that can loop time by creating alternate timelines that repeat until the magic ends, at which point they rejoin “real” time. Made of clay and about six inches long by an inch and a half wide, it looks like a cylinder made up of rotating dials.
McCain Library – the library of Agnes Scott College, a private liberal arts women’s college near downtown Atlanta. Built in 1936 to replace the smaller Andrew Carnegie Library constructed in 1910, it was originally still called the Carnegie Library, then later renamed the McCain Library after the college’s second president in 1951. Complete with four main floors, a grand reading room, and three attached floors dedicated to the stacks, this building is Lily Singer’s workplace and domain. She is the college’s archives manager, and her office is located on the library’s main floor. The basement floor contains the library’s archives as well as the portal to the secret magical archive of which Lily is the gatekeeper.
Mega Cavern – [BK6] – One of the largest man-made caverns in the US, it began as a massive limestone quarry—with miners blasting out a mind-boggling amount of rock for over 42 years during the middle of the 20th century. It was acquired in 1989 by private investors who saw the potential to develop a portion of the cavern into an environmentally-conscious high security commercial storage facility. Since the early 1990’s, a massive amount of recycled concrete, brick, block, rock and dirt were (and continue to be) off-loaded at the cavern to fill in the holes and create floors and internal roads. By the 2000 and 2010s, tourist attractions were being added such as the annual Lights Under Louisville Christmas light show, as well as an underground ropes course, zipline tour, and dirt bike course. Construction to carve out offices and storage spaces is ongoing, making just a dent in the more than 4,000,000 square feet of space. Even though it’s underground, the Louisville Mega Cavern is actually the largest building in the state of Kentucky—and by tonnage is the largest recycling center in the state.
Melthalin – name of the fae realm in the fae tongue. Translated literally, it means “place of refuge.”
Möbius strip – [BK1] – a surface with only one side and only one boundary. For example, if you take a strip of paper and give it a half-twist, then join the ends together to form a loop, you have made a Möbius strip. If you took a pencil and drew a line along the strip, you would return to where you’d started, having drawn a line on both sides without ever leaving the paper or crossing an edge.
mundane – a term used by wizards to denote non-magical humans. Generally, mundanes are ignorant of the existence of magic, the notable exception being witches. Other enlightened mundanes include members of wizard families who were born without the ability to use magic. These non-magical members of the wizard community were traditionally known as initiates. Historically, the term “mundane” was derogatory and insulting. Accusing a wizard or initiate of being “mundane” was tantamount to calling them ignorant fools. The wizard community looked down on mundanes and considered them little more than animals. The fact that mundanes regularly executed anyone they suspected of using magic helped to solidify wizards’ negative attitude toward them. That attitude has largely disappeared with the advance of society, though there still exists a lingering feeling of superiority among wizards.
Oculus – Meaning eye or sight in Latin, this is the name of John Faust LeFay’s construct familiar crafted in the form of a raven.
Pilanti’ara – a plant fae befriended by Sebastian Blackwell, who calls her Pip. The ’ara of the name denotes feminine character. As a plant fae, Pip has a certain area she is responsible for. Within that area she cares for all growing things. Like most pixies, she has a weakness for alcohol, which Sebastian often trades her for various services.
Pitts – [BK1] – a tiny town in south central Georgia. It is the location of Lily Singer and Sebastian Blackwell’s fated adventure with the lugal-nam, a time-looping device that trapped them in Pitts until they could find it and save everyone from the time loop.
pixie – any fae that are small, quick, and flighty. This is purely a human term and has no relation to actual fae taxonomy (naming and classification). However, it is true that most pixies are energetic, fun-loving, and have a weakness for alcohol, which they can metabolize in vast amounts compared to their body mass without getting drunk. Of all the fae, they are the ones most familiar to—and seen by—humans because of their curiosity and lack of fear.
power anchor – a crafted object—usually something small and wearable like an amulet, necklace, or ring—that wizards use to focus and amplify their magic so as to cast more precise and powerful spells. For particularly powerful spells, wizards can create a one-time-use secondary power anchor which they might draw or carve on the floor to further channel their magic.
runes of power – also known as dimmu runes, these are the symbols used to write Enkinim, the language of power that shapes magic. They are similar in appearance to the cuneiform script used in Mesopotamia during ancient times.
seeing stone – traditionally a triangular stone with a hole through it, though the stone can be any shape and still work. In ancient times these stones were made by the fae and given to certain humans so they could look through the hole and see past fae glamour. Few were preserved and passed down and so are rare today, for the fae have long since withdrawn from regular contact with humankind and give no such gifts as they did in times past.
seeming – a kind of second skin or magical glamour wizards use to conceal things from mundanes. This kind of concealing spell is incredibly complex and detailed, even feeling real to the mundane touch. Therefore it must be crafted into a permanent object, such as the limbs of a construct servant to make them appear human instead of machine. It is also possible to weave it into clothes, such that when a wizard puts the clothes on, it changes their appearance or causes them to disappear. This type of glamour is easily spotted by other wizards, and so is only used to fool mundanes.
shuriken – Japanese, meaning literally “dagger in the hand.” A class of weapon traditionally used in the art of Ninjutsu, but which is now well-known around the world. There are more than forty different kinds that can be divided into two types: plate type (e.g. throwing stars) and stick type (e.g. throwing spikes).
Source, the – the place from which all magic comes. While many creatures and parts of nature are innately magical, filled with the Source’s power, wizards are the only beings in the universe born with an innate connection to it and the ability to draw on it at will. The Source is not sentient, only a reservoir of raw power. Magic drawn from the Source has to be shaped and directed by the caster’s will using words of power (Enkinim). Incorrect use of Enkinim or poor control over a spell can cause backfires or spell mutations, resulting in a different outcome than intended and sometimes causing the injury or death of the caster. Though many known, reliable spells exist, the power of the Source is, in theory, limited only by the willpower and knowledge of the caster. Though safe to use within limits and with the proper training, many wizards over the years have died from overestimating their own strength or attempting dangerous spells which they did not properly understand. Thus, use of magic by modern wizards is in decline. With the rise of mundane technology, many wizards feel magic use is not worth the trouble or cost.
spell circle – a simple line or mark on the ground providing a visual aid and anchor to the casting of any sort of circle, such as a shield circle or circle of containment. Spell circles can be permanently engraved or carved into a surface accompanied by dimmu runes that add to the stability and effectiveness of whatever casting is being done.
spell: curse – a category of complicated and dangerous spells that are always meant to harm. Curses require an immense amount of magic to cast, but once the initial spell is completed, they are able to self-sustain by virtue of their complex if-then structure. Because of their strength, they are very difficult to break. Either their effect must be counteracted, or they must be unmade by knowing the exact parameters of their if-then structure. The most effective defense when it comes to curses is to not be cursed in the first place.
spell: portal – a risky yet useful means of transportation not completely understood by wizards, but which is assumed to take advantage of the “between realms” space used by other magical creatures to travel to and from the human realm (such as fae and demons). The origin of the spell is unknown, but its specific formula has been preserved. Historically, any experimentation with or deviation from the formula has resulted in permanent disappearance. At its most basic, a portal spell connects two specific, geographical locations. Because the area between realms is outside the dimensions of time and space, travel is instantaneous. A portal cannot be cast without knowledge of the exact location of its counterpart at the endpoint. The endpoint spell must always be set up beforehand, therefore, and can have additional parameters added to it to prevent anyone from casting a portal to it without knowing the exact combination of dimmu runes used—a password, of sorts.
spell of: archiving– a combination of text transference and conveyance spells, enabling the caster to record audio or visual information
spell of: compulsion – used to control another human being. Only works with the initial willingness of the subject, usually gained through subtle suggestion or trickery. Once the subject has been compelled for the first time, however, they are particularly susceptible to it again even if they try to resist. Traditionally a type of magic only openly used on mundanes, as it is not “polite” or “decent” to compel another wizard.
spell of: containment – a kind of spell circle used to contain magic. It is usually cast as a safety measure when doing spell work.
spell of: conveyance – a type of spell that can transmit sensory input, whether audio, visual, or tactile, from one item to another, even over great distances. Variations of this spell class can be used for many things, even a wizard version of the mundane cell phone.
spell of: invisibility/cloaking – a type of glamour spell that helps conceal the subject from sight. It is not true invisibility as mundanes understand it, but rather a spell that mimics the surroundings. When perfectly still, a wizard can be nearly invisible; while moving, a visible outline can be detected with careful observation.
spell of: shielding – variations of a spell used to shield the caster, falls into two main categories: magic shields and kinetic or physical shields. Magic shields can be modified to be uni-directional barriers (only allowing magic, or only allowing it out) and are often used as part of safety precautions in casting circles. Another type—a selective spell that blocks only incoming active or targeted magic—is commonly used in personal wards. Physical shields can be cast to block or absorb kinetic energy, but must be actively maintained with a constant source of energy or any kinetic attack will quickly overwhelm and pass through it.
spell of: text transference – a spell by which a wizard can copy text from one book to another. Particularly useful in archiving information into an eduba.
Steward – a member of any of several semi-formal wizard conglomerates, grouped nationally by country, who attempt to preserve knowledge of magic and resolve disputes between their fellow wizards. Traditionally, wizards keep to themselves and do not accept the oversight of any formal body, preferring to deal with things internally within their own family units. Stewards are more caretakers and mediators than enforcers. There is no formal international wizard political system. Attempts were made several times throughout the nineteenth and twentieth centuries but always came to naught. A steward’s authority is largely based on how formal and structured its conglomerate is, which varies by country. Britain has one of the more stable conglomerates because of their long history and strong traditions. America, in contrast, has had several conglomerates during its short history. Their size, nature, and authority are often in flux. The only universally agreed-upon rule among wizards is: never meddle in mundane affairs. The second, unspoken and assumed, rule is: don’t reveal magic to mundanes.
summoning circle – a series of demonic runes and symbols used exclusively to summon, control, or commune with demons. Anyone, mundane or wizard, who knows the correct runes and words can summon a demon. A summoning cannot be completed without knowing the name of the demon being summoned, because it is the demon’s name that gives the summoning circle its power. If incorrectly drawn, a summoning circle may simply become ineffective. Or, if a more serious mistake is made, it may successfully summon, but not control the demon. Once active, a summoning circle cannot be dispelled by simply removing the marks. Only magic can break it. Though fae magic is especially effective in destroying all things demonic, certain wizard spells can remove a summoning circle as well.
Tablet of Eridu – [BK2] – an ancient clay tablet inscribed with cuneiform relating incomplete accounts of the origins of the world, the gods, and mankind. Underneath the cuneiform is hidden invisible dimmu runes which outline some of the most primitive, yet potent and dangerous spells known to wizardkind. The tablet was broken many centuries ago and some of the pieces rediscovered during the 19th century by wizard archaeologists. It is currently on loan to the Clay Museum at Emory University in Atlanta, GA, from the Hermann Hilprecht Museum of the University of Pennsylvania.
Tahir, Staff of (aka ebony staff) – a fae artifact made of twisting ebony wood belonging to Sebastian Blackwell. It was given to him by Thiriel. It is named Tahir in the fae tongue, which roughly translates to “unmaking.” With the abilities he was given, Sebastian can summon it from the fae realm at will, but as soon as he releases it, it disappears back whence it came.
Thiriel– a queen of the fae, one half of the duality of decay, and also the fae who gave Sebastian Blackwell his ebony staff.
truth coin – a silver coin given to Sebastian Blackwell by his father. It is inscribed with dimmu runes and enchanted to grow warm in the presence of lies. The degree of warmth is directly proportional to the degree of the lie.
Truth Stone (akaZid-na) –[BK7] –anancient artifact created to foster peace, trust, and cooperation among wizardkind. It is a smooth, black stone covered in reliefs and dimmu runes, a little bigger than a basketball, taller than wide, and with a flat and slightly tapered base. In ancient times it was used for official gatherings, judgments, and dispute resolution. In modern day it is only ever brought out for the rare Convocations. Its magic detects intent to deceive, and will glow with varying degrees of brightness depending on how deceitful the intent of those around it.
twilight, the – the space between the fae and human realms, existing outside normal time and space. It is known only to the few wizards who have been friends of the fae over the years. Only fae can enter, navigate, and exit it safely, though they can bring other beings with them without harm.
ward – magical protection of some kind, usually cast into an anchor such as a bracelet (personal ward) or into runes set in/around a location (stationary ward). Ward spells can be customized to do a variety of things. Personal wards usually contain a combination of a shield spell along with various minor spells that help protect the bearer from weariness, sickness, or other physical harm. Stationary wards put up around a house or created to protect a certain location or object can be set to protect against specific things (such as mundanes, for example). They can also be customized to prevent the passage of physical objects, sound, light, etc.
witch – a mundane who, through trades, favors, and alliances with other beings, gains magical power or the service of said beings. “Something given, something gained” is the way of a witch. While uncommon, the other two magical species (fae and angels/demons) have been known to form alliances with humans, mundane and wizard alike. Besides directly gaining other beings’ magic, witches also often trade for the services of various supernatural beings. Many witches favor demonic pacts, as demons are the most eager for contact with humans. Such pacts, however, usually end badly for the witch, or else the witch is irrevocably changed, sometimes tricked or forced into subjugation to whatever demon they were trying to control. Spirits in their various forms are one of the other more common partners of witches. But since they are incorporeal and have no need for physical things, they can be hard to bargain with and, by nature, are unstable. Fae, while shy of humans and largely unknown to them, do occasionally form pacts. Historically, witches who allied with the fae were known as druids, but the term has largely fallen out of use because they are now so rare.
wizard – a human with the ability to access the Source and manipulate its power. The ability is thought to be genetic, as it seems to be passed from parent to child. Legend says magic was given to Gilgamesh, and so only his descendants inherited it. Like most inherited genes, it can be diluted by mixing with normal human genes. So a wizard marrying a mundane is less likely to produce wizard children than a wizard-wizard union, though even those are not guaranteed to have all wizard children. A wizard’s abilities are not instinctive, they are a skill that must be taught and mastered to use effectively.
words of power – the language (Enkinim) used by wizards to control their magical power. Passed down over the centuries, these words help shape and direct a wizard’s spells, both activating and limiting their effects. Though many set spells exist, new ones can be discovered and old ones customized. The stronger a wizard’s will, the more adroit their mind, and the better their understanding of Enkinim, the more they can do with magic. Magical experimentation can, however, be extremely dangerous.