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!
Different races of humans evolved to have various types of magic and particular appearances specific to their breed.
Where all magic originates. Raw, uncontrolled magic manifests as bright swirling lights like an aurora in the night sky.
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.
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).
A witch, chosen by the monarch, to lead 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 governing body over witches in the Niflheim kingdom. Created to enforce the strict laws around using magic, the Council 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.
Laws enacted by the Essenheim monarch and the Royal Order of Magic to help people safely use magic without further destabilizing the Fabric.
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:
Sigils for each breed of Niflheim:
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. A triangle around a person’s sigil at birth indicates they are a high-breed. This applies to any breed.
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.
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.
When an elf absorbs part of someone’s soul for energy and vitality. Feeding is required for all elves to stay alive.
According to stories in the Mesial ream, these are six 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.
The story goes that the six unknown breeds pushed the boundaries of creation power gifted to the Upper realm too far and created the Middle realm, i.e., the Mesial realm.
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.
A non-fated (non-heartmate) partner. Chosen mates bond to each other with one specific binding spell.
Safe, stable portals to the other three realms (the Under, Upper and Mesial realms); they’ve been sealed and don’t exist anymore.
Unstable portals to other realms that happen at random or are caused by Fabric events.
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.
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.
A magical object only the King can wield that gives him enhanced powers and abilities. It’s located in the Niflheim castle.
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.
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.
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.
A group of witches who work together as a business creating and selling magic to a particular area.
People within covens (i.e., magic businesses) who deliver orders of magic and collect money in return.
The middle realm, where mortal breeds live, and atrophic and nascent magic intermingle.
The higher realm is where nascent creation magic flourishes and immortal breeds live, including the deity and angel breeds.
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.
A kingdom in the northern part of the Mesial realm.
A kingdom in the southern part of the Mesial realm.
The capital city of the Essenheim kingdom.
The lost capital city of the United Mesial realm kingdom. It is rumored to be inside Menlone Mountain.
The largest mountain in Niflheim. The city and palace are built into the mountain, and it is rumored that the former capital city, Zorah, sank into the mountain during a Fabric event, leaving it perfectly intact.
The capital city of the Niflheim kingdom is located on the Menlone Mountain. It’s also the Caudata shifter’s forest territory in Niflheim, which surrounds Kehomel up the Menlone Mountain (not at the base).
A small port village in the southern Riverlands territory.
The territory seat (i.e, capital) of the Riverlands.
The Naiad nymphs’ territory.
The Leimoniad nymphs’ territory.
The Trow pixies’ territory.
The Sprite pixies’ territory.
The Norn elves’ territory.
The Satyr shifters’ territory.
The Leonine shifters’ territory.
The Rockseer Drow Elves’ territory in Niflheim.
The Oread Mountain Elves’ territory in Niflheim.
The Dwarves’ territory in Niflheim. Their capital is Eto and is also called the Jeweled City.
The territory of the Ursidae and Canidae shifters in Niflheim.
The Avariel shifter’s territory in Niflheim.
The Eleionomae nymph’s territory in Niflheim.
A mortal elf breed that lives in the Draswood forest territory in the Essenheim kingdom of the Mesial realm.
Territory Seat: Vathis
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.
Territory Seat: Askor
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.
Territory Seat: Galwell
A mortal nymph breed that lives in the Riverlands territory in the Essenheim kingdom of the Mesial realm. They have an affinity for rivers and water.
Territory Seat: Sonham
A mortal nymph breed that lives in the Meadowlands territory in the Essenheim kingdom of the Mesial realm. They have an affinity for meadows.
Territory Seat: Palena
A mortal shifter breed that lives in the Grasslands territory in the Essenheim kingdom of the Mesial realm. Their shifted form is a lion.
Territory Seat: Catalor
A mortal shifter breed that lives in Lowland Plains territory in the Essenheim kingdom of the Mesial realm. Their shifted form is a horse.
Territory Seat: Tumcrest
Bear “Ursidae” and dog “Canidae” shifters. They both reside in the forest surrounding the base of the Kehomel Mountain and are constantly engaged in territorial skirmishes.
Territory Seat: Kehomel
Winged shifters who descended from elves. They inhabit the trees and skies around the Kilburn Canyon.
Territory Seat: Northgrave
Nymphs who reside inside and on top of the Lundr mountains; they rarely leave their territory.
Territory Seat: Eden
An evolved type of elf, now known as a dwarf, lives in the Wildvien Mountains, which are known for their rich stores of jewels hidden deep within.
Territory Seat: Eto
Marsh nymphs or Sirens, as they’re more commonly known, live in the marshland, which is a wetland, with shallow water and patches of dry ground that can be waded through.
Territory Seat: Krossa
Amphibian-like shifters that live up and down (above the forest of the Ursidae and Canidae Shifters' territory) on the most prominent part of the mountain outside the city. Caudata used to be ascribed with powerful elemental fire magic, but now it’s exceedingly rare. Examples include Lindworms, Drakes, Amphiptere, Wyverns, Wyrm (dragon-like snake of considerable size), and Dragons. There are frequent skirmishes over the territory between the three shifter breeds.
Territory Seat: Kehomel
A cave-dwelling mortal elf breed that lives in the Cavebarrow territory in the Niflheim kingdom of the Mesial realm.
Territory Seat: Brayland
A mortal breedless person that lives in the Mesial realm without a territory.
Various immortal breeds, including different breeds of Demonic Angels and Deities, who inhabit the Under realm in other territories and kingdoms. While they have angel and deity characteristics, they have demonic origins.
Eldritch are not well understood, as there’s no one like them in the realms. Originating in the Upper realm as celestials, they’ve evolved to be the only beings that are willed into existence and created directly by the Fabric. In contrast, every other being is made by the deities of the Upper realm. Most believe the Eldritch evolved from the Six Saints, who were banned from the Upper. They’re referred to as "elves" for lack of a better term (no one knows precisely what they are). (Con't below)
The descendants of the Six Saints (“The Six Families”) are revered in the Under for their immense power. They retained some of the power of the Saints, including the ability to command dead souls and create satanic beings, making them the most powerful in the Under. Their existence ensures souls of dead immortals and mortals live separately from living immortals and mortals within the Under until they are ready to regenerate and re-enter the cycle.
High breed hybrid Norn elf, potential master witch.
High breed Naiad nymph, potential master witch, adoptive grandmother to Imani.
High breed Niflheim master witch and merchant living in the Riverlands.
High breed Norn elf, potential master witch, younger sister to Imani.
High breed Leimoniad nymph, master witch, Heir Apparent to the Essenheim kingdom.
High breed Sprite pixie, potential master witch.
High breed Sprite pixie and master witch.
High breed Leimoniad nymph, Queen of the Essenheim kingdom.
High breed Ursidae shifter, Heir Apparent to the Niflheim kingdom, prince and older brother to Kiran.
High breed Drow elf, First Witch of the Niflheim kingdom, prince and younger brother to Saevel.
Fiancee to Kiran, originally from the Drawswood, but was exiled. She had a child without a heartmate, and the Ilithiana’s gave her refuge in exchange for creating an heir with Kiran.Fiancee to Kiran, originally from the Drawswood, but was exiled. She had a child without a heartmate, and the Ilithiana’s gave her refuge in exchange for creating an heir with Kiran.
High-breed Caudata shifter, King of the Niflheim kingdom.
High-breed Caudata shifter. Trailtor and rebel organizer against the Niflheim kingdom; second-oldest brother to Kiran. Hasn’t been seen in months and has been declared exiled by the king.
High-breed Avariel Shifter. General of the king’s armed forces. The third-oldest brother of Kiran.
High-breed Canidae shifter. Twin brother of Nicolai. Fourth-oldest brother of Kiran. Ambassador to the Ursidae and Canidae Shifters.
High-breed Canidae shifter. Twin brother of Kolio. The fifth-oldest brother of Kiran. Ambassador to the Ursidae and Canidae Shifters.
An advisor to Kiran and his former trainer when he was a child.
A rave shifter spy working for both Essenheim and Niflheim. It's unclear where his loyalties lie.
Permanent marks on a person’s skin that manifest at puberty and denote a type of magical power the Fabric has gifted them.
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.
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.
A source of natural energy that allows a person to channel their magic outward, e.g., fire, wands, water, etc.
Wands made exclusively by the Norn elves from the magic trees in the Draswood Forest.
An alternative type of wand made from goldwood trees, which are extinct in the Mesial realm. They are inferior to Draswood wands.
An alternative type of wand made from a person's bones with flesh magic.
An alternative type of wand made from unknown origins.
The invisible energy of magic around a person’s body that they emit unconsciously but can control with practice.
A three-part examination, designed and administered annually by the Royal Order of Magic, aimed at forcing the master brand to appear.
Magic that destroys; common in the Niflheim Kingdom.
Magic that creates or brings something into existence; common in the Essenheim Kingdom,
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.
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.
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.
Magic that creates potions and other magical concoctions.
Magic that changes the physical structure of objects, people, etc.
Magic that enforces an agreement between two or more parties.
Magic that transports objects from one place to another.
Magic that creates protective shields and wards.
Magic that predicts the future or reveals the present.
Magic that controls another object or person.
Magic that creates and controls fire.
Magic that heals wounds, sicknesses, etc.
Magic, or glamour, that hides something.
Magic that creates and controls wind and earth.
Magic that creates and controls water.
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.
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.
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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