A Word is Worth More Words
My almost 88-year-old grandmother read my book, Mattson Academy. My grandma, who I don’t believe has ever consumed much fantasy material, took the time to read my story, which, on its own, is amazingly sweet and fills me with joy, but she also had one comment. She would have liked a glossary in the back. I get it. I grew up on The Wheel of Time series, which famously has HUGE glossaries, (including pronunciations for characters’ names that I completely disagreed with, no matter if the author himself decreed it). Even beyond that, I read a lot of fantasy, so when an author throws out a term, I generally either know it or can at least take a good guess at it from context without too much trouble. That level of world-building is what I expect and what I enjoy.
Now, a glossary was probably out of the question for Mattson. We were cutting as much as we could anyway to try and bring the page number down, but here on my blog, I can waste as much space and as many words as I like, and so I present to you, in no particular order, a glossary of fantastical terms to be found in Mattson Academy:
Essence - The magical component that exists within all things. It is also the primary resource used for performing magic and when a person has expended all of their essence they won’t be able to do more magic until they’ve rested and recovered.
Magi - The term for anyone who can use magic. I use it as both a plural and singular. I am aware that traditionally the singular would be “Magus” but I didn’t like that word as much.
Will Magic - A fundamental type of magic all Magi are capable of in which they expend essence to create “Mind-over-matter” type effects on the world around them. Examples include moving objects with their minds, or erecting invisible barriers, or “shields” to protect themselves (i.e, by believing they can’t be hurt).
Elemental Magic - The other primary type of magic that involves the manipulation of essence within the primary elements of the world. In the world of Mattson there are eight magical elements: Fire, Water, Lightning, Wind, Nature, Earth, Light, and Shadow. Most Magi gravitate towards two or three elements and have little to no ability with the others.
The Folk - A collective term for all the non-human sentient races that inhabit the world. Includes groups like Elves, Dwarves, Orcs, Goblins, Merfolk, etc.
Telekinesis - Moving an object with one’s mind. A form of Will Magic.
Summoning - The act of bringing a creature from somewhere else in the world to the summoner’s location. Usually done with the aid of a summoning circle.
Summoning Circle - An array of magical circles and runes to amplify a summoner’s magic, target a specific creature, and bring it to the summoner’s location.
Elf (Elves) - A humanoid race defined by their long pointed ears, solid black eyes, and dexterous fingers. They typically live much longer than humans, with some reportedly living up to 1,000 years. They often live in well-forested areas but also make their homes in bogs and jungles as well.
Dwarf (Dwarves) - A hardy, humanoid race defined by their well-muscled builds and short stature. They tend to live about 200 years and prefer rocky and mountainous terrain for their dwellings. Most prefer to live underground when they can manage it.
Orc (Orcs) - A humanoid race defined by their grayish skin tones, slightly pointed ears, and larger canine teeth. Some also have tusks on their lower jaws. They are comparable in size to humans, though they live slightly longer.
Merfolk (Mermaids/Mermen) - A sexually dimorphic race of aquatic humanoids. The females have the upper half of a human and the lower half of a fish, while the males are bipedal. The females’ human halves are generally attractive and look very similar to a human, but for the sharp teeth and finlike ears. The males generally have blue or green skin tones and have fins protruding from their forearms, shins, and the tops of their heads. Both can breathe underwater or on land and have superior physical strength to survive deep-ocean pressure.
Faerie (Faeries/Fae) - Toddler-sized humanoids with beautiful, insect-like wings. They can walk or fly with ease. They live for several hundred years but always possess a youthful appearance.
Harpy (Harpies) - Humanoids known for their exceedingly slight builds and feathered wings along their arms. They are capable of flight and are very fast. They tend to live in high places near the sea.
Potion - A concoction that, when decanted or imbibed, produces a magical effect. They are created from a combination of magical and non-magical ingredients, but they do not require any magical ability to prepare.
Elixir - A concoction that, when decanted or imbibed, produces a magical effect. They are created from a combination of magical and non-magical ingredients and an infusion of essence from whoever prepares them. As the magic is key to the preparation, they cannot be made by non-Magi.
Teleportation - A Will Magic ability that allows the user to relocate themselves anywhere else in the world instantaneously. It is an advanced skill that is difficult to perform and inaccessible to most. Adepts in the ability can bring a small number of others with them as long as they maintain physical contact. It is very difficult to teleport somewhere you haven’t been.
Portal - A Will Magic ability that creates a doorway connecting to geographically distant places. The size and duration vary based on the skill of whoever creates it. A Magi can create a portal to somewhere they’ve never been as long as they can clearly picture the place in their mind (via description, photo, or other means). Once created, anyone may use the portal as long as it remains open.
Essence Pattern - The specific and unique way essence flows through a person. A magical fingerprint.
Curse - A Will Magic ability that forcibly rewrites a person’s essence pattern, usually with detrimental effects. They are notoriously hard, if not impossible, to correct.
Were-curse - A curse that grants the victim the ability to turn into a human/animal hybrid. The victim can transform at will, but on the full moon the change is involuntary and they lose all sense of self. A bite during the full moon will spread the curse.
Hex - A minor and temporary curse. Rather than rewriting the victim’s essence pattern, a hex simply covers it for a time. If a curse is plastic surgery, a hex is a bad mask with a mild adhesive.
Monster - Any creature that non-Magi are ignorant of or have long forgotten. Many are still present in human legends and folklore. Examples include Sasquatch, the Chupacabra, Hydras, etc.
Dragon - Dragons are one of, if not the oldest race inhabiting the earth. They vary wildly in size from the size of a car to larger than a house. Generally reptilian in appearance, most possess think, armor-like scales, long, muscular tails, and webbed wings that allow them to fly. They live impossibly long lives and spend those lives hoarding, though each dragon has their preferred treasure. Common among all dragons is the ability to shift into a humanoid form and walk unseen amongst men.
Rune - A symbol that acts as a magical shorthand. Runes are used in many magical crafting practices and act as a focus or as a receptacle for essence.
Enchantment - A magic spell placed upon an otherwise non-magical object. There are infinite possibilities for enchantments. Many use runes to either activate or prolong their effects. Those skilled in the craft of enchanting are called enchanters.
Artifact - An object so powerfully enchanted (through one of several means) that it has become permanently magical. There are plenty of common artifacts, but some are legendary in ability and reputation.