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D.N. Sampson

The World

Terms, places and magic from the trilogy. Anything that spoils a book is hidden until you choose to reveal it, and entries for unreleased books do not appear here at all.

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26 entries

Map

Map of the Pilgrim's Road

Glossary

Abomination

Book 1

Corruption

Book 1

Elara Thorn

Book 1

Road witches

Witches who belong to no school and no village, walking the long roads alone with a staff across the back and a cloak in their color. They tend the wayshrines, dispatch what they find in the hedgerows, and trade the state of the road with the drivers they pass in a flat working shorthand: two hares yesterday, one bird this morning, nothing big.

Shambler

Book 1

The blight

Book 1

The Pilgrim’s Road

The country’s main road, running east from the witch school through a string of farming villages to the city of Selenmar. The villages along it sit roughly a day’s walk apart, and the road is the only reliable thread between them — carts, post, and travelers all move in its ruts. Wayshrines stand at intervals on its verges.

The Recognition

The ceremony at which the school records a first-year’s name and her color. Seven objects are set out in a line on a low table — a candle stub, a cup of water, an iron coin, a wilted herb, a paper lantern, a river stone, a caged field mouse — and each girl holds her hands over them until one of them answers. Nobody chooses; the teachers have been watching for weeks, and the ceremony only says aloud what they already know.

The Silver League

The chartered company that keeps the country’s trade moving: guild halls in the market towns, weigh stations and transit tariffs, freight wagons on the long roads, and standing contracts with the iron villages. Its emblem is a crescent moon over a pair of silver scales, worn by riders in dark grey wool trimmed with bright silver piping.

The Witchgraph

The country’s magical message network. A terminal is a heavy brass box fitted with glass dials, exposed copper coils and a glowing crystalline center; smaller nodes are bolted into the walls of schools and post offices, wired together by copper cable and humming at a pitch a passer-by can feel in her teeth. Messages relay from station to station along the chain toward Selenmar.

Wayshrine

A waist-high pillar of pale grey stone standing on the verge of the Pilgrim’s Road, carved with the wide brim and pointed peak of a witch’s hat and worn shallow by centuries of rain; also called a waystone. Travelers and road witches tend them, leaving wildflowers and bundled herbs at the base. A stone left untended — bare earth, creeping lichen — says as much about a stretch of road as a tended one does.

Locations

Brassford

The Pilgrim’s Road

Book 1

Hawthorn

The Pilgrim’s Road

Book 1

Ironrest

The Pilgrim’s Road

Book 1

Selenmar

The East

The city at the eastern end of the Pilgrim’s Road, and the thing every other place in the country is measured against. From the last rise the land falls away into a wide bowl, with Selenmar at the center of it.

An outer wall of pale smooth stone, ringed with squat round towers. Inside it the city is built in concentric rings, each one set a step higher than the ring outside it, each roofed in its own color of slate or fired clay tile and divided from the next by an inner wall. At the center the palace rises under a great pale dome, with temple spires scattered through the inner tiers. A river enters from the east, threads beneath arched stone bridges, and leaves on the west.

At dusk the lamplighters begin in the outer ring and work inward with long poles, and the temple bells ring on whatever schedule each temple keeps, so evening arrives as a spreading of small warm lights and a handful of unsynchronized notes carrying up out of the valley.

Sennewick

The Northern Coast

A fishing village on the cold northern coast, three days’ drive from the school. Docks, salt-eaten wood, tide-markers instead of wayshrines, a harbor light just visible from the breakwater. The sea air eats everything eventually, so nothing in Sennewick looks permanent.

It is a place that hoards warmth and rations words. Kindness there is a transaction; you do not promise what you cannot afford to make true, and you do not say a thing aloud unless it will still be true at low tide.

On the first freezing night of the year the bay closes over between one breath and the next — the surface goes glassy, the air drops until nothing moves in the water, and then a solid sheet of ice sets clean across the water while you stand on the dock and watch it happen.

The Caravan Road

The Pilgrim’s Road

Book 1

The Eastern Reach

The East

Book 1

Wickerstead

Western Region

The school of witches. Villages and towns send their hopefuls here to learn and discover about their power. Witches travel to and from the various towns using the Pilgrim’s road. The current headmistress is Leah Thistle, with past headmistresses recognized with statues in the founder’s courtyard. It is here that Wren starts her journey and meets Ana.

Wickerstead school

Willowmere

The Pilgrim’s Road

Book 1

Magic & concepts

Cold-keeping

Blue witchery is the quietest of the seven colors. It does not burn, or heal, or call anything out of the trees. It lowers the temperature of a thing and holds it there — a net frosted against the rot on a winter dock, a pan pulled back off the boil, a creature stopped where it stands.

Wren has two working shapes: the Knife, driven down into a single point, and the Wave, swept wide from an open palm. The first breaks things. The second holds them. Most of what a Blue does in the field is holding.

Its teachers are firm that the cold is not a place to hide in. The cold answers what a witch brings it; bring it heat, and it gives the heat back sharper than she wanted. A Blue Witch is not the witch who feels nothing — she is the witch who knows what she is feeling when she casts.

Hats

Every witch in the country wears the same shape: a wide brim and a pointed peak. A teacher’s sits low and square and keeps its crease. A first-year’s is usually too big, slides down over her eyebrows, and collects leaves in the band.

The shape has escaped the witches entirely. It is chiseled into the wayshrines along the road and carved over the school doors. Children draw it on barn doors and schoolhouse gates in thick white and yellow chalk, on stick figures holding hands with stick farmers.

Farmers stitch a crude one out of stiff scrap canvas and set it on a scarecrow’s burlap head — a witch protector, propped on an ash pole to watch over the fields.

Living magic

Brown witchery is the magic of healing and growing things, and it is the color most people ever actually meet. A Brown Witch keeps a village’s herb beds, sets its bones, sits with it through its bad nights, and knows which of the hedgerow weeds is worth stopping for.

It is taught hands first. Apprentices spend their earliest weeks making tinctures they will never use — three feverfew leaves, a sprig of meadowsweet, a pinch of dried sage, held at a slow simmer for five breaths — because making them teaches the hands what binding feels like. The magic comes later, when the hands already know what they are doing.

Its instinct is always to coax. A Brown Witch’s first assumption about anything broken is that it can be brought back toward health. It is the best thing about the color, and occasionally the most dangerous.

The seven colors

Magic in this country is a trade, not a title, and it comes in seven colors. A witch does not choose hers. Her hands settle into one over her first weeks of training, and the school reads the answer off her.

Brown is the most common by far — healing and growing things. Every village has one, and the world cannot move without it.

Red keeps the forges and the bakehouses.

Yellow are the messengers and the storm-callers, one in every post office in the country.

Blue are the cold-keepers, fewer than anyone expects, mostly stationed on the coasts and in the high mountains; they hold things still.

White are the lamp-witches and the night-watchers.

Black is stone and earth — the diggers and the foundation-layers, a useful color to be in a city.

Green are the wild-callers, and the fewest of all. They speak to the beasts and the beasts speak back, and a Green often goes her whole life without meeting another.

The three rules of corruption

Book 1