World Encyclopedia

Places, magic, the school and the words you meet in The Raven's Heir, explained briefly, with the chapters where they first appear.

No major reveals in the main text; those are tucked away in closed panels.

Places

Déynáir
The school for young Engle and Drúir: a castle with seven towers on an island the ordinary world cannot see.
Tés Aváir
The large town on the neighbouring island, where students go shopping and spend their days off. The ferry sails there from Déynáir.
The River
The broad, clear river in front of the castle. It carries Chris on the first day and grows narrower all autumn.
The Mountain
The dark, steep mountain north of the castle. Its upper part is off limits to all students.
The Hitlaro Bank
The bank in Tés Aváir, where a dwarf turns your key and the door to your vault changes with the age of your family line.
Anglien and the barrier
The land where Engle and Drúir live, hidden from the ordinary world behind a barrier. Chris crosses through the Little Belt under Borgsted Banke.

Magic and abilities

Dherak
The power all magic draws on. Angels and Drúir carry it inside them, and it can run out.
Amícûs
The animal you are bound to by magic for the rest of your life. You talk to each other in your thoughts.
Magic Words
Words like Ignis, Scutum, Defluo and Lux. They only work if you mean them, and they always cost something.
The Scent Sense
Chris can smell who people are. Every person has a scent of their own, and it changes with their mood.
The Stone Oath
A promise the castle itself holds on to. Whoever breaks it pays with their Dherak. The mark is a cold ring around the wrist.
Swords and blood binding
The students' swords and daggers are forged with their own blood, so only they and their bloodline can use them.

The school

The Paths
The five paths at Déynáir. The island places the whole team after the island test, with no ceremony, colours, points or path tables.
The Island Test
Three days on a wild island, three scrolls and only three magic words. The students are already admitted. The island decides their path.
The Secret Passages
Hidden corridors in and under the castle. Chris finds the first by accident, and the friends map the rest with pencil and red chalk.

People and society

Angels and Drúir
The two peoples in Anglia who have magic in them. Déynáir is a school for young Engle and Drúir.
The Council and the Tuerier
The Council is the authority behind the archives, committees and reports. The Tuerier patrol Tés Aváir.
Currency
Three kinds of coin: gold dalers, silver talents and copper coins, where ten of one kind are worth one of the next.

Games and traditions

Games and Duels
Magic stratego in the First-Year Room in the evenings and a duel without words in Haltora's combat lesson.
Winter Solstice
The shortest day of the year. The school closes for a fourteen-day holiday, when most students travel home, and the river keeps shrinking towards New Year.

History and symbols

The Time of War
A war of 27 years that began with conflict in the Council and ended with the barrier to the normal world.
The Thorn Wreath
The symbol on the seal of Chris' letter: a sword through a stone, a dagger laid across it and a wreath of thorn.