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The Wooden Prince

Page 26

by John Claude Bemis


  ANCIENTMOST PEARL, THE. The mysterious object that is Prester John’s source of immortality and magical power. In the humanlands it is also called the Philosopher’s Stone, since Prester John is the great “philosopher” of Abaton whose magic is the foundation for Venice’s alchemy.

  AUTOMA. Alchemical machines, made of wood and gears, that look like humans, act with limited independence, and are used throughout the Venetian Empire as servants and guards, especially by the wealthy.

  BASE METALS. Metals, including lead, iron, nickel, and zinc, that are not found in Abaton. Abatonians cannot stand contact with any base metals. The alchemists of the Venetian Empire discovered that these metals weaken Abatonian magic and thus disrupt alchemical technology. Only transmuted alloys of gold, silver, and copper are used in alchemy. The Abatonian diaspora living in the humanlands primarily use weapons and tools made of bronze.

  CATCHFOOLS. A well-guarded district in the city of Venice where Abatonian elemental and chimera slaves are confined away from the human citizenry.

  CHAMELEON CLOAK. A non-alchemical magical item more commonly found outside the Venetian Empire that allows the wearer to become nearly invisible, as the fabric of the cloak assumes the appearance of the adjacent surroundings. The cloaks were first brought to the humanlands by gnomes with the Abatonian diaspora.

  CHIMERA. A nonmagical humanoid race of Abatonians who share both human and animal features. Generally called half-beasts by humans of the Venetian Empire, as well as in many other human kingdoms.

  DEEP ONE, THE. The colossal sea monster that guards the waters of the Indian Ocean around Abaton. The Deep One is one of the four rumored primeval monsters that, according to legend, spawned the elemental races of Abaton, and the only one known to humans.

  DJINNI (pl. djinn). One of the four races of humanoid elementals of Abaton. Djinn are fire elementals and exhibit magical powers over heat and flame. Like their lesser elemental cousins, salamanders, djinn can grow new limbs when they are severed; the process often takes months to years, however.

  DOGE. The title of the ruler of the Venetian Empire. Although the doge was an elected leader when Venice was a republic, after the large influx of Abatonians into the empire during the fourteenth century, the doge became the crowned emperor and the highest leader of all military, political, and daily affairs in the empire. The doge’s wife holds the title of dogaressa.

  DONKEY CARTS. Wagons equipped with mechanical legs to maneuver over rough terrain—an inexpensive mode of transportation used in the Venetian Empire. The mechanical donkey heads attached at the front are often built by second-rate alchemists from the parts of out-of-use automa.

  ELEMENTALS. Magical beings, originating from Abaton, that draw their powers from the elements: air, earth, fire, and water. The four major races are intelligent humanoids: sylphs (air), gnomes (earth), djinn (fire), and undines (water). Some minor, nonsentient species of elemental creatures also exhibit magical powers, including pixies (air), pygmies (earth), salamanders (fire), and naiads (water). Rumors state that there are also four primeval elemental monsters, although, aside from the Deep One, little is known about these creatures, even in Abaton.

  ELIXIR. A potion, derived from the properties of a fantom, that extends life.

  FAIRY. A disparaging term, along with blue fairy, used by humans in the Venetian Empire (and in other human kingdoms) to refer to a sylph.

  FANTOM. The principal mechanism that animates an automa. The fantom was first designed by the alchemist Leonardo da Vinci in the late fifteenth century. Composed primarily of transmuted gold, fantoms are the only alchemical creations that require the assistance of all four elemental races.

  FEALTY COLLAR. A collar of transmuted bronze that tightens to the point of strangulation if the wearer tries to pass certain alchemied barriers. The collars are placed upon many Abatonian slaves in the Venetian Empire to prevent escape.

  FEALTY KEY. A specially designed key that allows one to activate an automa’s obedience functions by inserting the key in the fealty lock.

  FEALTY LOCK. A mechanism found at the back of an automa’s neck. Once the fealty key is inserted and turned, the automa follows all orders presented by its master. If the automa has confusion about its orders or begins to malfunction, an elongated nose shows that the automa should be repaired or destroyed.

  FEALTY PAPERS. Official documents issued by the Venetian Empire to all Abatonian slaves to prove ownership and identify to which citizen, family, alchemical workshop, or governmental branch the elemental or chimera belongs.

  FIRE EATER. A disparaging term used by humans in the Venetian Empire (and in other human kingdoms) to refer to a djinni.

  FLYING CARPET. A magical item banned throughout the Venetian Empire. Flying carpets were first introduced to the humanlands in the Arabian Sultanates by sylph immigrants.

  FLYING LION. An alchemical war machine, in the form of a winged lion, used by the Venetian Empire’s military. The design is based on the emblem of Venice.

  FORTEZZA DUCALE, THE. The floating fortress and imperial palace of the doge of the Venetian Empire. Originally the palace sat upon foundations in the lower city, adjacent to the cathedral of Saint Mark. After several attacks upon the city by chimera mercenaries serving the Habsburg Empire, Venice’s alchemists had the masonry transmuted and added gearwork propellers (the largest ever built) to make the Fortezza hover and to better defend the city.

  GNOME. One of the four races of humanoid elementals of Abaton. As earth elementals, gnomes exhibit magical powers over metal, rock, and other materials of the earth. Because their flesh has a consistency similar to clay, gnomes can split apart at will into smaller versions of themselves, as well as fuse back together.

  HALF-BEAST. A derogatory term used by humans in the Venetian Empire (and in other human kingdoms) to refer to a chimera.

  HUMANLANDS. All kingdoms and civilizations around the world, with the exception of Abaton.

  HUNTER’S GLASS, THE. One of the four glass globes, each with unique magical properties, made by the ancient undine magi of Abaton. It shows in which direction a missing object is when the object is visualized in the mind of the one holding it.

  LEAD. See base metals.

  MECHANIPILLAR. A mode of transportation used in the Venetian Empire. The mechanipillar is an alchemical machine composed of carriages connected in a line and propelled by a number of mechanical legs.

  MOONLIT COURT, THE. Prester John’s palace in Abaton. The Moonlit Court contains many magical wonders, although most are unknown outside Abaton, as few humans have ever visited.

  NAIAD. A long, serpentlike, nonsentient water elemental with hard, transparent scales. Their scales are often used to strengthen fabrics or create flexible frames for fabrics, such as for airmen’s wings, or for naiad curtains, which can hold back water to create indoor tanks for undines.

  PIXIE. A minuscule, nonsentient air elemental that becomes luminous when it feeds on air.

  PIXIE BULB. A type of lamp found throughout the humanlands, but originally designed by early alchemists in the Venetian Empire. The glass bulb is filled with pixies, which glow as they consume the air pumped into the bulbs.

  PRESTER JOHN. The immortal magician-king of Abaton. Although little is known of Prester John’s origins, the source of his long life and magical powers is credited to the Ancientmost Pearl. He is commonly referred to as His Immortal Lordship by his subjects.

  PYGMY. An amorphous, nonsentient earth elemental. Pygmies are hard to distinguish individually as they often cluster together and even split apart into nearly featureless blobs.

  SALAMANDER. A lizardlike, nonsentient fire elemental that feeds on burning wood and other flammable objects and can regrow severed limbs. Salamanders are used occasionally by highly gifted alchemists to perform alchemy without a humanoid elemental assistant.

  SENTRIES. Large, armored automa that function as guards throughout the Venetian Empire.

  SEVEN-LEAGUE BOOTS. Magical footwear, more commonl
y found outside the Venetian Empire, that allows the wearer to travel great distances with each step. Despite the name, such boots are rarely powerful enough to cover seven leagues, and easily malfunction with dangerous consequences. Seven-league boots were first introduced to the humanlands of northern Europe by sylphs belonging to the Abatonian diaspora.

  SYLPH. One of the four races of humanoid elementals of Abaton. Sylphs are air elementals and exhibit magical powers over the air. Having no wings, sylphs cannot fly. Due to their weightlessness and control over wind, however, many sylphs are able to glide short distances.

  TRANSMUTATION, THE LAWS OF. The process of integrating the various elemental powers to change something into a different state or to give an object qualities it did not possess before.

  UNDINE. One of the four races of humanoid elementals of Abaton. Undines are water elementals and exhibit magical powers over water. Since they are unable to leave the water, they are rarely encountered away from bodies of water unless they are being held in tanks or chambers separated by naiad curtains.

  VENETIAN EMPIRE, THE. Currently the foremost empire in the humanlands, Venice was historically overshadowed by its larger neighbors, including the Byzantine Empire and the pope’s Holy Roman Empire. After trade began with Abaton, however, Venetian alchemists began designing war machines and automa technology using Abatonian elemental magic. The empire grew in wealth and military might, soon conquering the entire Italian peninsula and eventually coming to control nearly all the Mediterranean Sea. Many human kingdoms around the world (most prominently the Sultanate of Zanzibar and the Aztec Confederation) have pledged allegiance to Venice under threat of conquest. The Venetian Empire is ruled by an emperor who is given the title of doge.

  Just as my Pinocchio discovers that we are profoundly shaped by the people around us, so too was this story. My boundless gratitude goes out to many….

  To my editor, Rotem Moscovich, whose amazing instincts and special alchemy brought out the beating heart of The Wooden Prince. Also to Julie Moody, Karen Sherman, Maria Elias, Dina Sherman, and the rest of my extraordinary team at Disney Hyperion.

  To my agents, Josh and Tracey Adams, for their enduring support and unwavering enthusiasm.

  To my first readers, who always guide my stories in ever better directions: Jennifer Harrod, J.J. Johnson, and Stephen Messer. Also to the writers, teachers, and friends who lent their creative advice and generous support: Tom Angleberger, Tom Carr, Andrew S. Chilton, Alan Gratz, Greg Hanson, Lois Pipkin, Carrie Ryan, Amy Kurtz Skelding, Sharon Wheeler, and the wonderful Carolinas kid lit community.

  To my family—Bemises, Butchers, Bauldrees, Byes, and Gorelys—for being my best cheerleaders.

  To all the loyal and passionate fans—you know who you are!—who have been clamoring for new books.

  Most of all, thank you to my wife, Amy Gorely, and daughter, Rose. Whether we are wandering beside the canals of Venice or relaxing at home in Hillsborough, every day is a glorious adventure.

  John Claude Bemis is an award-winning author, musician, and educator. His novels include The Prince Who Fell from the Sky and the Clockwork Dark trilogy: The Nine Pound Hammer, The Wolf Tree, and The White City. John was chosen as North Carolina’s Piedmont Laureate for Children’s Literature. He lives with his wife and daughter in Hillsborough, North Carolina. Visit him online at johnclaudebemis.com.

 

 

 


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