Seeing Light (The Seraphina Parrish Trilogy)
Page 28
I look deeply into Turner’s eyes and see love reflected back at me. Smiling softly, I lift a finger to trace his bottom lip and whisper, “All my wishes came true.”
Animate: Mechanical, living and breathing, animated animals.
Animate Anatomy: Class taught at the Academy of Wanderers focusing on the mechanics and care of Animates.
Chosen: A time traveler chosen by the Masters to evoke all three abilities of a team: Wanderer, Protector, and Seer.
Cities of Time: There are twelve hidden cities of time. Wanderers only gain access to each by ascending the ranks of the Society of Wanderers.
Contrapulator: Machine that traps and steals dreams while sleeping, trading them with recorded information.
Defense Arts: Class taught at the Academy of Wanderers for the instruction of the art of physical defense.
Dreamdrive: Crystal hard drive that inserts into a contrapulator to record and save all your dreams.
Elijah Vanderpool: (b. 1849, d. 1894) Often called the Father of Wandering. A Watcher who constructed both Olde Town and the Washington Square Academy of Wanderers in Chicago, Illinois. He and his father, Macon, also invented several important contraptions used by Wanderers: the Contrapulator, the Unfragmentation machine, and the Relicutionist.
E.Y.E.S.: Acronym for Elusive Youth Electronic Surveillance. The video surveillance system used at the Washington Square Academy of Wanderers to not only protect its students but also to watch them.
Fragmentation: 1) The process of breaking apart a relic, rendering it unsuitable and dangerous for time traveling. 2) The process of breaking apart a Wanderer into two or more separate beings, usually occurring when attempting to Wander with a fragmented relic.
Gibeon: One of the cities of time. The capital city of Wanderers, which randomly moves through time to protect its location from the Normals.
Grand Master: The high leader of the Society of Wanderers.
Grand Lodge: The capitol building in the city of Gibeon, where the Oaths to the Society and other secret rituals are performed.
Harvester: A Wanderer possessing a special gift who travels the world, searching the minds of the descendants of Wanderers, seeking out those who carry the gift of Wandering, Protecting, or Seeing, for the purpose of recruiting them for the Society of Wanderers.
Hologram: A beam of light and energy that produces a realistic three-dimensional form.
King Unika: Mythological Wanderer. Believed to be the first Wanderer of Egypt.
King Unika’s Crown: A royal headpiece originally belonging to the mythological first Wanderer of Egypt, King Unika. The ultimate relic that allows any Wanderer to travel to wherever their heart desires.
Library Archives: The library of ancient books in Olde Town.
Life Path: The history of a relic and all the places it has traveled, visualized by the special gift of a Seer.
Masters: The makers or gods of Wanderers.
Member Archives: An extensive storage facility for all Wanderers’ past possessions.
Normal: A human.
Oaths to the Society: An anointment ceremony held in the Wandering capital of Gibeon at the Grand Lodge, where junior year Wanderers, Protectors, and Seers will dedicate their lives to the Society.
Obelisk: Four-sided pillar with a pyramid at the apex, similar to the Washington Monument in Washington, DC. Symbol of the Wandering people.
Olde Town: The secret city beneath the Washington Square Academy of Wanderers, constructed from the leftover remnants from the Great Chicago Fire of 1871. Although underground, the city gives the impression of being outdoors with the use of atmosphere machines, which control weather and light.
Physics of Wandering: Class taught at the Academy of Wanderers focusing on physics as it pertains to time travel.
Protector: One of three in a Wandering team that travels time. The Protector is the middle link in the team’s chain. He or she is connected mentally to the Seer through all senses and accompanies and protects a Wanderer during time travels. A Protector can traverse time only when in physical contact with his or her Wanderer. Protectors become experts in defense, history, linguistics, cultures, and the overall ability to blend seamlessly into any period of time. The symbol of a Protector is a scorpion.
Relic: Any inanimate object.
Relic Archives: The extensive library of relics that sits beneath the city of Olde Town. Available to all Wanderers for their time travel needs.
Relicutionist: A machine that shows the life path of a relic by playing back a visualized image, like a TV.
Seer: One of three in a Wandering team. The Seer remains in true time and experiences time travels through the Protector’s eyes and senses. Seers can view the life path of a relic, reading them like a road map, learning where a relic can lead throughout various periods of time. Seers become experts in history, linguistics, and cultures. The symbol of a Seer is an Egyptian hieroglyphic eye.
Schalg: Time travel jet lag. Wanderers and Protectors become debilitated by schalg when jumping through time for extended periods, much like a human traveler becomes affected by jet leg when flying for extended periods.
Skipping: The instantaneous movement in true time from one physical location to another.
Society of Wanderers: A secret nation of time travelers.
Sundial Bracelet: A bracelet containing a powerful emerald from King Unika’s crown.
Team Tactics: Class taught at the Academy of Wanderers promoting team strength and trust.
True Time: The current time.
Underground Brotherhood of the Snake: More commonly known as the Underground. An illegal group of Wanderers who seek to control time and take down the Society of Wanderers.
Unfragmentation Machine: Machine designed by Elijah Vanderpool to return fragmented relics or Wanderers to their original state.
Wanderer: One of three in a Wandering team that travels time. The Wanderer is the most important of the group. They, with use of a relic and keyword, open the gates of time. A Wanderer relies on their Seer and Protector to supply a smooth and accurate journey. Wanderers become experts in history, linguistics, cultures, and the overall ability to blend seamlessly into any period of time. The symbol for a Wanderer is wings.
Wandering Compass: A small handheld contraption that allows Wanderers to travel as a team to one of the twelve cities of time, including Gibeon.
Wandering Team: A group of three (Wanderer, Protector, and Seer) who depend upon one another to travel through time.
Washington Square Academy of Wanderers: Often called The Academy of Wanderers. A secret boarding school established to teach newly matured Wanderers the laws of the Society, while honing their time-traveling abilities.
Watcher: A time traveler that evokes a combination of two of the three time-traveling abilities: Wanderer, Protector, or Seer.
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Dedication
Four years ago, I never would have imagined that I would write one book, let alone three. The journey of creating this sci-fantasy Wandering world has been an amazing and unexpected gift that has changed my life. So many family members, old friends, new friends, book bloggers, and readers encouraged me along the way, giving invaluable support, knowledge, and brutally honest feedback. Thank you, sweet friends, for everything. I’m a stronger writer and person because of all of you.
SPECIAL THANKS TO:
Tabitha Preast, Jenn Sterling, Christa Howell, Nikki Shah, Amy Bettwy, Michelle Mankin, Lisa Ant
hony, Jen Lowe, Deena Graves, and Pam Berehulke. These books would have been a hot mess without you!
Thanks to Jenn Sterling for her beautiful cover photos
and for supplying the talented and gorgeous cover models.
In my mind, Jordyn will always be Seraphina,
and Andrew will always be Bishop.
And finally to my hubby, Warren:
All my wishes came true. I love you.
Copyright
www.wanderdusttrilogy.com
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© 2013 by Michelle Preast, Michelle Warren.
ISBN: 978-0-9846621-4-2
For sales information please contact
wanderdusttrilogy@yahoo.com
Some terms may be trademarked or registered trademarks. This book does not endorse or imply any association with their respective owners.
All rights reserved. No part of this book may be used or reproduced in any manner whatsoever without written permission from the author.
This book is a work of fiction. The names, characters, places, and incidents are products of the writer’s imagination or have been used fictitiously and are not to be construed as real. Any resemblance to persons, living or dead, actual events, locale or organizations is entirely coincidental.
Editing by Pam Berehulke
Contact Pam for editing services at:
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Cover and book design by Michelle Preast
at http://www.facebook.com/indiebookcovers
email: michellepreast@yahoo.com
No. 1 The Pit
No. 2 Nocturna
No. 3 The Time Reaper
No. 4 Terease
No. 5 The Prophecy
No. 6 An Escape
No. 7 Bishop
No. 8 A Gift
No. 9 The Doctor
No. 10 The Exam
No. 11 Old Wounds
No. 12 Teamwork
No. 13 Seeing More
No. 14 The Vision
No. 15 A Hologram
No. 16 Gabe’s Glamour Palace
No. 17 The Member Archives
No. 18 Miss Swift
No. 19 The Guinea Pig
No. 20 A Field Trip
No. 21 The World’s Columbian Exposition
No. 22 The Grand Master
No. 23 A Return
No. 24 The Journal
No. 25 An Explanation
No. 26 Defense Arts
No. 27 A Challenge
No. 28 The Confrontation
No. 29 A Pilgrimage
No. 30 A Show
No. 31 The Crown
No. 32 The Game
No. 33 Mona’s House
No. 34 The Mark
No. 35 The Grand Lodge
No. 36 The Anointment
No. 37 Egypt
No. 38 A Queen
No. 39 Aqua Vitae
No. 40 An Artist
No. 41 Rome
No. 42 Pure of Heart
No. 43 Spirit Eyes
No. 44 Heaven
No. 45 Forever
Glossary
Dedication
Copyright
Reviews
Reader Note