Post by ♥ Violet Violence ☆ on May 10, 2010 19:42:26 GMT -7
Kim Harrison’s The Hollows
Supernatural races
The novels use Inderlander to refer to all of the supernatural beings that revealed themselves during the Turn. They are divided into two groups: those that are derived from humans and those that are non-human in origin.
Non-human
Witches - An Inderlander race with a life expectancy of 160 years and a proficiency in the magical arts. They look and appear human (slight physical differences are hinted at the books, but never clarified) but have a different genetic background, preventing mixed-birth children. Witches fled the Ever-After 5,000 years prior to the Turn, abandoning the realm to the demons and elves. Witches are descended from demons but have weakened magical abilities because of the biological warfare waged by the elves against demons. Rosewood Syndrome is a consequence of the weakened genome of witches which affects certain children and normally leads to an early death. When Rachel Morgan is cured of this illness as a child, it is discovered that while not a demon herself, Rachel Morgan's children will be.
Demons - A purely magical and aggressive race that dwells only in the Ever-after. Magic users (primarily witches and humans), usually with the goal to barter for favors or knowledge, summon and trap demons to the mortal plane. At dawn, demons are forced back into the Ever-After. Their life expectancy is unknown (rumored to be 160 years similar to a witch's) but through magic are virtually immortal. The demons dominate the Ever-After, having driven out the witches and elves by extensive warfare. Demons have been unable to produce more offspring mostly due to the elves' losing a biological war against the demons. While a handful of demons survived, future offspring by females was corrupted. These corrupted offspring evolved into the species known as witches which subsequently fled to the mortal realm. The only known female demon left is named Newt, who happens to be their leader. Attempts of other demons to reproduce with Newt have been unsuccessful. There are at least two different kinds of demons:
Surface Demons - These demons sport hooves and horns and appear to have a lower level of intelligence. These demons dwell on the surface in the ever-after. They can be used as henchmen for the more intelligent demons.
'Higher' Demons - While not labeled as a superior breed, these demons are much more intelligent, live below the surface of the world in the Ever-After and rely upon magic and bureaucratic rules in society. No physical description of higher demons is known since they are always under disguise spells. In Black Magic Sanction, and Dead Witch Walking, it is suspected that demons like to take the form of whatever terrifies their targeted victims.
Elves - An Inderlander race that migrated from the ever-after nearly 2,000 years ago after losing several wars with the demons. Trying to preserve and restore their heritage, elves closely mingled and interbred with humans, which led to a massive die-off during the Turn as they fell susceptible to the Angel virus. They are widely believed to be extinct.
Pixies - A small humanoid race that lives in gardens and has an intense rivalry with the Fairies. Pixies have a tendency to act like humans and larger Inderlanders. They rely on the pollen from plants to survive. Pixies are extremely territorial, and will attack fairies or even other pixies who invade their territories.
Fairies - A small Inderlander race that lives in gardens and has an intense rivalry with the pixies. Fairies tend to eat insects and work as mercenaries.
Leprechauns - A small Inderlander race (approximately the size of human midgets) that can grant wishes when captured though they usually offer no more than the minimum of three required by law.
Trolls - A vaguely humanoid race that lives under bridges and can be a public nuisance as they eat the mortar that holds bridges together.
Banshees - A female species, they prey upon the emotions of others, using the energy to feed. They are licensed in order to control their preying upon normal humans.
Gargoyles - A species that hunts at night. They pick churches and other such buildings as homes and roost there during the day. Leathery and light when active at night, they turn to stone during the day. Gargoyles have an intense connection with the ley lines of the world and provide focus and other abilities when aiding witches or held captive by demons.
Derived from humans
Vampires
Vampires in this series are similar to common portrayals of vampires, with some exceptions. Their saliva contains neurotoxins that make the pain of a vampire's bite feel like pleasure, similar to the vampires of Jim Butcher's The Dresden Files. Vampires can also sensitize their victim's bite so that only that vampire can affect the victim, leaving the victim mentally bound to that vampire. There are two kinds of vampires, living and undead.
Living vampires are normal humans infected with the vampire virus. They are divided into two groups, high- and low-blood. Low-blood vampires are normal humans that have been infected by an undead vampire, and have only a small amount of the benefits the virus grants, such as increased strength and speed, as well as the craving for blood. When low-blood vampires die, be it of natural causes or otherwise, they simply die like any other human, unless an undead vampire is there at the moment of death to bring them back as an undead.
High-blood vampires are vampires that were born already infected by the virus, and having their development in the womb influenced by it. They have increased strength and speed, more so than low-blood vampires, but not as much as the undead. They also have a greater craving for blood than low-blood vampires, but it is not essential to their existence. When a high-blood vamp dies, no matter the cause, they rise again as an undead the next sundown.
When vampires become undead, they gain the full physical benefits of the vampire virus, but lose their souls and their ability to keep their aura in the process. They now have the ability to turn humans into vampires and bespell even unwilling hosts. Vampire society is regulated by master vampires, usually in control of the underworld in larger cities. Master vampires have a coterie called a camarilla, to which their followers and families belong, with a complex social hierarchy in which everyone looks to someone else except master vampires, who are the kingpins of the vampire society. Vampires outside of a camarilla often look to become part of one, as a camarilla serves as a support group for the lifestyle demanded by vampires.
Weres
Weres are lycanthropes with bestial attributes but are otherwise human in appearance. The origin of the Weres lies in a demon's curse upon a group of humans. The demon used a spell to turn into a wolf, then preceded to have intercourse with them.
The common presentation in the novels thus far is that of a werewolf, although werefoxes have been mentioned. The main difference between werewolves and werefoxes, is said that werefoxes can control the size they turn, while werewolves size is converted over from their human weight and sight
In society, weres live and operate as natural wolves do: there are packs, alphas and loners in their society.
There is no 'werewolf curse' as presented in other stories. Instead, Weres must rely upon breeding to increase their numbers, unless under an external influence. Legends tell of a demonic device which allows weres to turn a human by bite. The story tells that this device, called the "Focus", used to play a major role in their political structure, revolving around who controlled it. They were going to convert humanity by force over five thousand years ago, but the witches crossed over from the ever after around that time, and the vampires, humans, and witches banded together to remove the Focus. It was said to have been destroyed, but was not and it plays a role in the latter books of the series.
Ghosts and spirits
The existence of ghosts and spirits is made plain by references to fears by characters. Ghosts are disembodied souls that have not "moved on" according to the series mythos. Ghosts can also be created by the desecration of a tombstone. One character is a ghost but is later given corporeal form.
Characters
Algaliarept “Al”
Alice Morgan
Art
Aston
Audric
Betty Bansen
Bis
Bret
Candice
Captain Edden
Ceridwen "Ceri" Dulciate
Chad
Chrissie
Dallkarackint "Dali"
David Hue
DeLavine
Denon
Dr. Anders
Ellasbeth Withon
Erica Randal
Ford
Francis
Gerald
Glenn
Gordian Pierce "Pierce"
Holly
Ivy Alisha Tamwood
Jax
Jenks
Jih
Jonathan
Karen
Kisten Felps
Leon Bairnes "Keasley"
Marshal
Matalina
Mia Harbor
Minias
Montgomery Morgan
Mr. Randal
Mrs. Sarong
Newt
Nicholas "Nick" Sparagmos
Pam
Peter
Piscary
Quen
Rachel Mariana Morgan
Remus
Robbie Morgan
Rynn Cormel
Sara Jane
Simon Ray
Skimmer
Stanley "Lee" Saladan
Takata
Tom Bansen
Trenton Aloysius Kalamack
Walter Vincent
The Turn
The T4 Angel virus killed a quarter of the human population. Upon noticing the combined number of their various species now neared that of humanity, the supernatural species quickly seized the opportunity to make themselves known. The fact the structure of the civilization remained somewhat intact during "The Turn" is attributed to the fact many of the supernatural beings being (or seizing) on positions of power. Including a vampire named Rynn Cormel acting as the president of the USA (but never sworn in).
The supernatural beings are known as "Inderlanders". As laws and societies are dramatically changed by factors relating to these new sentient species, all levels of law enforcement in the United States break down. Two new organizations, the Inderlander Security service (consisting entirely of non-humans) and the Federal Inderlander Bureau (consisting entirely of normal humans), replace the former law enforcement agencies at all levels. The convention that allows both agencies to operate forbids Inderlanders from being on the F.I.B. payroll, although consulting jobs mostly are allowed.
The Ever-after
The Ever-after is a magical plane that existed outside the ken of normal humans until the Turn. The main pixy character, Jenks, describes it as "...a drop of time that got knocked out, sitting alone by itself with no past behind it to push it forward and no future to pull it along." Concentrations of Ever-after energy are scattered across the normal plane and are called "ley lines." Ley lines can be felt on the normal plane by magic users and the races that formerly dwelt in the Ever-after, such as the elves and witches. The only race that currently dwells in the Ever-after is that of the demons, having driven out the elves nearly two thousand years ago. Witches also formerly dwelt in the Ever-after but fled to the mundane plane approximately five thousand years ago.
The Ever-after presented in the novels is referred to as the basis for the 'happily ever after' that often occurs at the end of modern fairy tales; due to mistranslation and omission, the factual "in the Ever-after" (referring to a place) became the figurative "happily ever after" (referring to time).
Magic
There are five known branches of magic in the novels, earth magic, ley line magic, demonic magic, elven magic, and Celtic magic. All magic draws its power from ley lines, sources of energy that are scattered across the surface of the world. A magic user is labeled as either white or black, depending upon how the magic affects their soul. White magic is not damaging to the practitioner's soul, while black magic is. The stain upon the magic user's aura (energy emanated from the soul) depends on how much the magic distorts the natural. The stain, named because it appears as a black layer covering the aura, can by fostered off onto another but cannot be destroyed.
Earth magic
Earth magic filters ley line energy through plants and animal and, although slower than ley line magic, is just as powerful. It is associated with living things, potions, amulets, and charms. Spells can sometimes be stored and called upon later. Earth magic can actually alters one's physical appearance or shape. The effects are permanent unless doused in saltwater. Earth magic tends to be associated with white magic users, since it is more difficult to gain access to the materials necessary for black earth magic; black earth magic involves the sacrifice of animals and, in some cases, humans or Inderlanders.
Ley line magic
Ley line magic has less permanence than earth magic, but is much faster and more easily adaptable. Power can be drawn directly from a ley line or through an animal familiar. The energy is either channeled using a focus object or what is referred to as "wild magic" in which the power is imprecisely directed by the magic user that drew on the line. Ley line magic can only alter perception and not physical form like earth magic.
Demonic magic
Demonic magic combines ley line magic and earth magic to create something very fast, very powerful, and everlasting. As its name implies, demonic magic is practiced almost entirely by demons. Demons also use familiars, but instead of animals, use sentient species such as witches, elves, and gargoyles. This type of magic is extremely powerful and can be used to change one's species and cause huge amounts of damage. For example, a demonic curse can allow a being to "were", (change into an animal), retain cognition of the original being, yet continue its life as the animal who can even have offspring. Because of the perversion of the laws of physics that demon magic embodies, the cost of this type of magic is extremely high, so much so that demons try to foster off the cost onto their familiars or other willing parties. Because of a genetic mutation that usually leads to the death of the witch before his or her first birthday, only two witches have been seen to practice demon magic, Lee Saladan and Rachel Morgan.
Demonic magic smells like burnt amber
Elven magic
Not much is known about elven magic except that it uses ley lines.
Celtic magic
Celtic magic which incorporates a religious system can create spells that are incredibly powerful but also unpredictable.
Supernatural races
The novels use Inderlander to refer to all of the supernatural beings that revealed themselves during the Turn. They are divided into two groups: those that are derived from humans and those that are non-human in origin.
Non-human
Witches - An Inderlander race with a life expectancy of 160 years and a proficiency in the magical arts. They look and appear human (slight physical differences are hinted at the books, but never clarified) but have a different genetic background, preventing mixed-birth children. Witches fled the Ever-After 5,000 years prior to the Turn, abandoning the realm to the demons and elves. Witches are descended from demons but have weakened magical abilities because of the biological warfare waged by the elves against demons. Rosewood Syndrome is a consequence of the weakened genome of witches which affects certain children and normally leads to an early death. When Rachel Morgan is cured of this illness as a child, it is discovered that while not a demon herself, Rachel Morgan's children will be.
Demons - A purely magical and aggressive race that dwells only in the Ever-after. Magic users (primarily witches and humans), usually with the goal to barter for favors or knowledge, summon and trap demons to the mortal plane. At dawn, demons are forced back into the Ever-After. Their life expectancy is unknown (rumored to be 160 years similar to a witch's) but through magic are virtually immortal. The demons dominate the Ever-After, having driven out the witches and elves by extensive warfare. Demons have been unable to produce more offspring mostly due to the elves' losing a biological war against the demons. While a handful of demons survived, future offspring by females was corrupted. These corrupted offspring evolved into the species known as witches which subsequently fled to the mortal realm. The only known female demon left is named Newt, who happens to be their leader. Attempts of other demons to reproduce with Newt have been unsuccessful. There are at least two different kinds of demons:
Surface Demons - These demons sport hooves and horns and appear to have a lower level of intelligence. These demons dwell on the surface in the ever-after. They can be used as henchmen for the more intelligent demons.
'Higher' Demons - While not labeled as a superior breed, these demons are much more intelligent, live below the surface of the world in the Ever-After and rely upon magic and bureaucratic rules in society. No physical description of higher demons is known since they are always under disguise spells. In Black Magic Sanction, and Dead Witch Walking, it is suspected that demons like to take the form of whatever terrifies their targeted victims.
Elves - An Inderlander race that migrated from the ever-after nearly 2,000 years ago after losing several wars with the demons. Trying to preserve and restore their heritage, elves closely mingled and interbred with humans, which led to a massive die-off during the Turn as they fell susceptible to the Angel virus. They are widely believed to be extinct.
Pixies - A small humanoid race that lives in gardens and has an intense rivalry with the Fairies. Pixies have a tendency to act like humans and larger Inderlanders. They rely on the pollen from plants to survive. Pixies are extremely territorial, and will attack fairies or even other pixies who invade their territories.
Fairies - A small Inderlander race that lives in gardens and has an intense rivalry with the pixies. Fairies tend to eat insects and work as mercenaries.
Leprechauns - A small Inderlander race (approximately the size of human midgets) that can grant wishes when captured though they usually offer no more than the minimum of three required by law.
Trolls - A vaguely humanoid race that lives under bridges and can be a public nuisance as they eat the mortar that holds bridges together.
Banshees - A female species, they prey upon the emotions of others, using the energy to feed. They are licensed in order to control their preying upon normal humans.
Gargoyles - A species that hunts at night. They pick churches and other such buildings as homes and roost there during the day. Leathery and light when active at night, they turn to stone during the day. Gargoyles have an intense connection with the ley lines of the world and provide focus and other abilities when aiding witches or held captive by demons.
Derived from humans
Vampires
Vampires in this series are similar to common portrayals of vampires, with some exceptions. Their saliva contains neurotoxins that make the pain of a vampire's bite feel like pleasure, similar to the vampires of Jim Butcher's The Dresden Files. Vampires can also sensitize their victim's bite so that only that vampire can affect the victim, leaving the victim mentally bound to that vampire. There are two kinds of vampires, living and undead.
Living vampires are normal humans infected with the vampire virus. They are divided into two groups, high- and low-blood. Low-blood vampires are normal humans that have been infected by an undead vampire, and have only a small amount of the benefits the virus grants, such as increased strength and speed, as well as the craving for blood. When low-blood vampires die, be it of natural causes or otherwise, they simply die like any other human, unless an undead vampire is there at the moment of death to bring them back as an undead.
High-blood vampires are vampires that were born already infected by the virus, and having their development in the womb influenced by it. They have increased strength and speed, more so than low-blood vampires, but not as much as the undead. They also have a greater craving for blood than low-blood vampires, but it is not essential to their existence. When a high-blood vamp dies, no matter the cause, they rise again as an undead the next sundown.
When vampires become undead, they gain the full physical benefits of the vampire virus, but lose their souls and their ability to keep their aura in the process. They now have the ability to turn humans into vampires and bespell even unwilling hosts. Vampire society is regulated by master vampires, usually in control of the underworld in larger cities. Master vampires have a coterie called a camarilla, to which their followers and families belong, with a complex social hierarchy in which everyone looks to someone else except master vampires, who are the kingpins of the vampire society. Vampires outside of a camarilla often look to become part of one, as a camarilla serves as a support group for the lifestyle demanded by vampires.
Weres
Weres are lycanthropes with bestial attributes but are otherwise human in appearance. The origin of the Weres lies in a demon's curse upon a group of humans. The demon used a spell to turn into a wolf, then preceded to have intercourse with them.
The common presentation in the novels thus far is that of a werewolf, although werefoxes have been mentioned. The main difference between werewolves and werefoxes, is said that werefoxes can control the size they turn, while werewolves size is converted over from their human weight and sight
In society, weres live and operate as natural wolves do: there are packs, alphas and loners in their society.
There is no 'werewolf curse' as presented in other stories. Instead, Weres must rely upon breeding to increase their numbers, unless under an external influence. Legends tell of a demonic device which allows weres to turn a human by bite. The story tells that this device, called the "Focus", used to play a major role in their political structure, revolving around who controlled it. They were going to convert humanity by force over five thousand years ago, but the witches crossed over from the ever after around that time, and the vampires, humans, and witches banded together to remove the Focus. It was said to have been destroyed, but was not and it plays a role in the latter books of the series.
Ghosts and spirits
The existence of ghosts and spirits is made plain by references to fears by characters. Ghosts are disembodied souls that have not "moved on" according to the series mythos. Ghosts can also be created by the desecration of a tombstone. One character is a ghost but is later given corporeal form.
Characters
Algaliarept “Al”
Alice Morgan
Art
Aston
Audric
Betty Bansen
Bis
Bret
Candice
Captain Edden
Ceridwen "Ceri" Dulciate
Chad
Chrissie
Dallkarackint "Dali"
David Hue
DeLavine
Denon
Dr. Anders
Ellasbeth Withon
Erica Randal
Ford
Francis
Gerald
Glenn
Gordian Pierce "Pierce"
Holly
Jax
Jenks
Jih
Jonathan
Karen
Kisten Felps
Leon Bairnes "Keasley"
Marshal
Matalina
Mia Harbor
Minias
Montgomery Morgan
Mr. Randal
Mrs. Sarong
Nicholas "Nick" Sparagmos
Pam
Peter
Piscary
Quen
Rachel Mariana Morgan
Remus
Robbie Morgan
Rynn Cormel
Sara Jane
Simon Ray
Skimmer
Stanley "Lee" Saladan
Takata
Tom Bansen
Trenton Aloysius Kalamack
Walter Vincent
The Turn
The T4 Angel virus killed a quarter of the human population. Upon noticing the combined number of their various species now neared that of humanity, the supernatural species quickly seized the opportunity to make themselves known. The fact the structure of the civilization remained somewhat intact during "The Turn" is attributed to the fact many of the supernatural beings being (or seizing) on positions of power. Including a vampire named Rynn Cormel acting as the president of the USA (but never sworn in).
The supernatural beings are known as "Inderlanders". As laws and societies are dramatically changed by factors relating to these new sentient species, all levels of law enforcement in the United States break down. Two new organizations, the Inderlander Security service (consisting entirely of non-humans) and the Federal Inderlander Bureau (consisting entirely of normal humans), replace the former law enforcement agencies at all levels. The convention that allows both agencies to operate forbids Inderlanders from being on the F.I.B. payroll, although consulting jobs mostly are allowed.
The Ever-after
The Ever-after is a magical plane that existed outside the ken of normal humans until the Turn. The main pixy character, Jenks, describes it as "...a drop of time that got knocked out, sitting alone by itself with no past behind it to push it forward and no future to pull it along." Concentrations of Ever-after energy are scattered across the normal plane and are called "ley lines." Ley lines can be felt on the normal plane by magic users and the races that formerly dwelt in the Ever-after, such as the elves and witches. The only race that currently dwells in the Ever-after is that of the demons, having driven out the elves nearly two thousand years ago. Witches also formerly dwelt in the Ever-after but fled to the mundane plane approximately five thousand years ago.
The Ever-after presented in the novels is referred to as the basis for the 'happily ever after' that often occurs at the end of modern fairy tales; due to mistranslation and omission, the factual "in the Ever-after" (referring to a place) became the figurative "happily ever after" (referring to time).
Magic
There are five known branches of magic in the novels, earth magic, ley line magic, demonic magic, elven magic, and Celtic magic. All magic draws its power from ley lines, sources of energy that are scattered across the surface of the world. A magic user is labeled as either white or black, depending upon how the magic affects their soul. White magic is not damaging to the practitioner's soul, while black magic is. The stain upon the magic user's aura (energy emanated from the soul) depends on how much the magic distorts the natural. The stain, named because it appears as a black layer covering the aura, can by fostered off onto another but cannot be destroyed.
Earth magic
Earth magic filters ley line energy through plants and animal and, although slower than ley line magic, is just as powerful. It is associated with living things, potions, amulets, and charms. Spells can sometimes be stored and called upon later. Earth magic can actually alters one's physical appearance or shape. The effects are permanent unless doused in saltwater. Earth magic tends to be associated with white magic users, since it is more difficult to gain access to the materials necessary for black earth magic; black earth magic involves the sacrifice of animals and, in some cases, humans or Inderlanders.
Ley line magic
Ley line magic has less permanence than earth magic, but is much faster and more easily adaptable. Power can be drawn directly from a ley line or through an animal familiar. The energy is either channeled using a focus object or what is referred to as "wild magic" in which the power is imprecisely directed by the magic user that drew on the line. Ley line magic can only alter perception and not physical form like earth magic.
Demonic magic
Demonic magic combines ley line magic and earth magic to create something very fast, very powerful, and everlasting. As its name implies, demonic magic is practiced almost entirely by demons. Demons also use familiars, but instead of animals, use sentient species such as witches, elves, and gargoyles. This type of magic is extremely powerful and can be used to change one's species and cause huge amounts of damage. For example, a demonic curse can allow a being to "were", (change into an animal), retain cognition of the original being, yet continue its life as the animal who can even have offspring. Because of the perversion of the laws of physics that demon magic embodies, the cost of this type of magic is extremely high, so much so that demons try to foster off the cost onto their familiars or other willing parties. Because of a genetic mutation that usually leads to the death of the witch before his or her first birthday, only two witches have been seen to practice demon magic, Lee Saladan and Rachel Morgan.
Demonic magic smells like burnt amber
Elven magic
Not much is known about elven magic except that it uses ley lines.
Celtic magic
Celtic magic which incorporates a religious system can create spells that are incredibly powerful but also unpredictable.