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Jacquelyn Gilmore
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Glossary for The Plot of the Six Saints Series

As a fantasy novel (especially one based on Norse and Romanian folklore), The Plot of the Six Saints series involves complex magic systems and world-building ⚔️  ARC readers requested a glossary to help them better understand Imani’s world, and I had a ton of fun putting this together! 


If you still have questions or want to discuss anything that's confusing you, please feel free to email me at hello@jacquelyngilmore.com or DM me on Instagram. I love to yap about my books all day! 

Read Below

Terms

MESIAL REALM OVERVIEW

Breeds

Different races of humans evolved to have various types of magic and particular appearances specific to their breed.

The Fabric

Where all magic originates. Raw, uncontrolled magic manifests as bright swirling lights like an aurora in the night sky.

Fabric Events

Uncontrolled, violent, magical weather events that can come in many forms, including  ground quakes (earthquakes), acid rain, lightning storms, gravitational disturbances, etc. They are caused by pulling too much magic at once.  

Fabric Reverberations

A small outburst from the Fabric that throws magic that was cast back at the witch. It can be caused by casting magic you do not have a brand for, an unstable/broken wand, or pulling too much magic from the Fabric at once (considered a minor Fabric event). 

The First Witch

A witch, chosen by the monarch, to lead the Royal Order of Magic. 

The Royal Order of Magic

Governing body over witches in the Essenheim kingdom. Created to enforce the Ordinances, the Order employs and directly manages all master and archmage witches in the Essenheim kingdom. Commanded by the monarch’s chosen First Witch, they ensure the laws around magic are being followed and maintain the stability of the Fabric. 

The Ordinances

Laws enacted by the Essenheim monarch and the Royal Order of Magic to help people safely use magic without further destabilizing the Fabric.

Sigils

A brand on the right inner wrist signifies a person’s breed in the Mesial Realm. People from both kingdoms are born with them. 


Sigils for each breed of Esssenheim:

  • Norn elves: A leaf
  • Trow pixies: A butterfly
  • Sprite pixies: A moth
  • Naiad nymphs: Three wavy lines stacked on top of each other
  • Leimoniad nymphs: A tree
  • Satyr shifters: Three vertical lines
  • Leonine shifters: A five-point star
  • Hobs aka Hobgoblins: breedless; people born without a sigil

High Breeds

A person with the most potent magic typical for the breed (or none). They also physically appear perfect to the breed's expected standards, and their behavior is highly characteristic of the breed. 


A triangle around a person’s sigil at birth indicates they are a high-breed. 

Common Breeds

A person who possesses the standard magic a breed is known for (or none). Their physical looks are typical of the breed's expected standards, and their behavior is generally characteristic of the breed. Most people in Essenheim are common breeds. 


A circle around a person’s sigil at birth indicates they are a common breed. 

Low Breeds

A person with less than typical magic powers (or none). Their physical looks lack the distinctive qualities of the breed, and their behavior is also less characteristic. 


A square around a person’s sigil at birth indicates they are a low-breed. 

Feeding

When an elf absorbs part of someone’s soul for energy and vitality. Feeding is required for all elves to stay alive.

Saints

These are mythical beings supposedly from the Upper realm who were cast out and became the Under realm's high-sentinels and monarchs. The religion that some practice in the Mesial Realm demonizes them, but no one truly knows if they exist or if the story is true. 

Heartmate

A fated partner the Fabric chooses with both souls made from the same pieces of the Fabric. A heartmate’s sigil will appear next to a person’s sigil when the two touch each other for the first time. Mixed pairs are possible but uncommon. Heartmates bond to each other with three separate, specific binding spells and afterwards, they can feel each other's emotions and share magic. 

Chosen Mate

A non-fated (non-heartmate) partner. Chosen mates bond to each other with one specific binding spell. 

Doorways

Safe, stable portals to the other three realms (the Under, Upper and Mesial realms); they’ve been sealed and don’t exist anymore. 

Slips

Unstable portals to other realms that happen at random or are caused by Fabric events. 

Monarchs - King and Queen

Male (king) and female (queen) witches chosen by the Fabric to rule the Mesial realm together as equals when the previous monarchs die. Considered the most powerful witches in the realm, these two people are chosen from the entire population to ensure the world thrives with balance, stability, and unity.

Heir Apparent

One person—named by the monarch—assumed to be next in line for king or queen. But until the current monarch dies and the magic passes to the next person, no one knows for certain who will inherit the monarchy’s power.  

The Throne

A magical object only the King can wield that gives him enhanced powers and abilities. It’s located in the Niflheim castle. 

The Crown

A magical object that only the Queen can wield that gives her enhanced powers and abilities. It grows from her head with plants and flowers encircling her head.

High Sentinels

Witches of each breed chosen by the Fabric when the previous Sentinel dies to govern and protect their territory. Considered the most powerful of the breed besides the monarchs. 

Territories

Seven distinct districts in Essenheim, where each breed hails from and is governed by a High Sentinel of that breed. People can move and live wherever they like, though most stay within their territories. 

Coven

A group of witches who work together as a business creating and selling magic to a particular area. 

Collectors

People within covens (i.e., magic businesses) who deliver orders of magic and collect money in return. 


PLACES AND LOCATIONS

Mesial Realm

The middle realm, where mortal breeds live, and atrophic and nascent magic intermingle. 

Upper Realm

The higher realm is where nascent creation magic flourishes and immortal breeds live, including the deity and angel breeds.

Under Realm

The lowest realm, where atrophic destruction magic dominates and immortal breeds live, including demons and satanic breeds. Souls from mortal beings also live in the Under realm after death. 

Essenheim

A kingdom in the northern part of the Mesial realm. 

Niflheim

A kingdom in the southern part of the Mesial realm. 

Stralas

The capital city of the Essenheim kingdom. 

Kehomel

The capital city of the Niflheim kingdom. 

Kishion

A small port village in the southern Riverlands territory. 

Sonham

The territory seat (i.e, capital) of the Riverlands. 

The Riverlands

The Naiad nymphs’ territory. 

The Meadowlands

The Leimoniad nymphs’ territory. 

The Plainslands

The Trow pixies’ territory. 

The Moorlands

The Sprite pixies’ territory. 

The Draswood Forest

The Norn elves’ territory.

The Lowland Plains

The Satyr shifters’ territory. 

The Grasslands

The Leonine shifters’ territory. 


CREATURES / BEINGS

Norn Elves

A mortal elf breed that lives in the Draswood forest territory in the Essenheim kingdom of the Mesial realm.  

Trow Pixies

A mortal pixie breed that lives in the Plainslands territory in the Essenheim kingdom of the Mesial realm. They are recognizable by their buterfly-like wings and can create "dark" pixie dust. 

Sprite Pixies

A mortal pixie breed that lives in the Moorlands territory in the Essenheim kingdom of the Mesial realm. They are recognizable by their moth-like wings and can create "nightmare" pixie dust.

Naiad Nymphs

A mortal nymph breed that lives in the Riverlands territory in the Essenheim kingdom of the Mesial realm. The have an affinity for rivers and water. 

Leimoniad Nymphs

A mortal nymph breed that lives in the Meadowlands territory in the Essenheim kingdom of the Mesial realm. They have an affinity for meadows.

Leonine Shifters

A mortal shifter breed that lives in the Grasslands territory in the Essenheim kingdom of the Mesial realm. Their shifted form is a lion.

Satyr Shifters

A mortal shifter breed that lives in Lowland Plains territory in the Essenheim kingdom of the Mesial realm. Their shifted form is a horse. 

Hobs aka Hobgoblins

A mortal breedless person that lives in the Mesial realm without a territory. 

Drow Elves

A mortal elf breed that lives in the Lundr Caves territory in the Niflheim kingdom of the Mesial realm. 

Ursidae Shifters

A mortal shifter breed that lives in the Fallmoor Forest territory in the Niflheim kingdom of the Mesial realm. Their shifted form is a werebeast (a bear-like creature).

Human Breeds

All the mortal breeds who inhabit the Mesial realm in different territories and kingdoms. 

Demon and Satonic Breeds

Various immortal breeds who inhabit the Under realm in different territories and kingdoms.

Deity and Angel Breeds

Various immortal breeds who inhabit the Upper realm in different territories and kingdoms. 


KEY CHARACTERS (IN ORDER OF APPEARANCE)

Imani Aowyn

High breed hybrid Norn elf, potential master witch.

Ara Aowyn

High breed Naiad nymph, potential master witch, adoptive grandmother to Imani.

Malis Oceyl

High breed Niflheim master witch and merchant living in the Riverlands.

Meira Aowyn

High breed Norn elf, potential master witch, younger sister to Imani.

Tanyl Pareias

High breed Leimoniad nymph, master witch, Heir Apparent to the Essenheim kingdom.

Esadora (Esa) Farawyn

High breed Sprite pixie, potential master witch.

Loren Ascal

High breed Sprite pixie and master witch.

Dialora Pareias

High breed Leimoniad nymph, Queen of the Essenheim kingdom.

Saevel Ilithiana

High breed Ursidae shifter, Heir Apparent to the Niflheim kingdom, prince and older brother to Kiran.

Kiran Ilithiana

High breed Drow elf, First Witch of the Niflheim kingdom, prince and younger brother to Saevel.


MAGIC SYSTEM

Brands

Permanent marks on a person’s skin that manifest at puberty and denote a type of magical power the Fabric has gifted them.

Master Witch

A witch with five or more brands who works for the Royal Order of Magic; identified by a red symbol on their left hand gifted by the Fabric after successfully completing the Ascension Assessments. 

Archmage Witch

A witch with five or more brands who has successfully completed the Ascension Assessments a second time; identified by a purple symbol on their right hand gifted by the Fabric. 

Mediums

A source of natural energy that allows a person to channel their magic outward, e.g., fire, wands, water, etc.  

Draswood Wands

Wands made exclusively by the Norn elves from the magic trees in the Draswood Forest.

Goldwood Wands

An alternative type of wand made from goldwood trees, which are extinct in the Mesial realm. They are inferior to Draswood wands. 

Bone Wands

An alternative type of wand made from a person's bones with flesh magic. 

Drasil Wands

 An alternative type of wand made from unknown origins.

Magic Signature

The invisible energy of magic around a person’s body that they emit unconsciously but can control with practice. 

The Ascension Assessments

A three-part examination, designed and administered annually by the Royal Order of Magic, aimed at forcing the master brand to appear. 

Atrophic Magic

Magic that destroys; common in the Niflheim Kingdom.  

Nascent Magic

Magic that creates or brings something into existence; common in the Essenheim Kingdom,

Flesh Magic

A type of sacrificial, illegal magic that requires part of a person’s body as the medium and enhances a spell to make it more potent and powerful. 

Soul Draw

Natural magic (i.e., it doesn’t require a brand) only elves possess that entrances other people and attracts them to the elf for feeding. High-bred female elves typically have the strongest soul draws, able to control another person’s thoughts, actions, and desires. 

Pixie Dust

A type of natural magic created by flaying the skin of Trow and Sprite pixies. Anyone can collect and use it without a spell. The dust from Trow pixies—Black Dust—takes away all five senses for a period of time, and Sprite pixie dust—Nightmare Dust—causes terrifying hallucinations. 


THE TWELVE MAGICAL BRANDS OF THE MESIAL REALM

Alchemy

Magic that creates potions and other magical concoctions.

Alteration

Magic that changes the physical structure of objects, people, etc.  

Binding

Magic that enforces an agreement between two or more parties.

Conjuring

Magic that transports objects from one place to another.

Defensive

Magic that creates protective shields and wards.

Divination

Magic that predicts the future or reveals the present.

Enchantment

Magic that controls another object or person.

Fire

Magic that creates and controls fire.

Healing

Magic that heals wounds, sicknesses, etc.

Illusion

Magic, or glamour, that hides something.

Terrestrial (Wind and Earth)

Magic that creates and controls wind and earth.

Water

Magic that creates and controls water.


HISTORY OF THE MESIAL REALM

First Realm War (Ancient Times, i.e. 10,000+ years ago)

A war between the realms (the Upper, Under and Mesial realms) in ancient times. When it ended, the doorways between realms were sealed, never to be opened again.

War of the Middle Kingdoms (1,000 years ago)

A thousand years ago, devastating Fabric events and increasingly unstable magic caused a war between the two monarchs in the Mesial realm. The sun disappeared as storms increased in the southern parts of the Mesial kingdom, causing famine, death, and an influx of refugees escaping into the northern territories. 

War of the Middle Kingdoms Treaty (500 years ago)

Although the war technically never ended, the fighting stopped after a treaty was signed between the two sides, forming the Essenheim and Niflheim kingdoms and permanently separating them.  

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