recursal/Fanatic-Fandom huggingface dataset:
Homunculus

A **Homunculus** is a magically created copy of a human body. They are made of clay, and it generally takes a long time to create one.

A homonculus can only be created with direct permission from the White Council. Likewise, making a homunculus that looks exactly like a real human is strictly forbidden.

 Many a homunculus are used for training purposes; for example, in regards to healing. However, due to the limitations from using a homunculus, live subjects are also sought after, especially for higher level training.

## References

1. ↑ *A Study in Slaughter,* Chapter 33
2. ↑ *A Study in Slaughter,* Chapter 20
3. ↑ *A Study in Slaughter,* Chapter 10
4. ↑ *A Study in Slaughter,* Chapter 5
5. ↑ *The School of Hard Knocks,* Chapter 31
Centaurs

**Centaurs** are creatures found in the world within the *Schooled in Magic* series. They were created by the Faerie and abandoned when the Faerie retreated. They now exist on the fringes of human society.

## Reproduction

Since there are no female centaurs, male centaurs must find human women to impregnate. Male offspring are centaurs, and the birthing will kill the mother. Due to this fact discouraging most human females from wanting to mate with a centaur, male centaurs will use their ability to affect the female mind and seduce them.

## References

1. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
2. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
Touhou Project

**Touhou Project,** conocido también como **Tōhō Project** o **Project Shrine Maiden**, es una serie de juegos *shoot 'em up* creada por *Team Shanghai Alice*. Son notables por ser exitosos juegos dōjin debido a sus patrones de balas *bullet hell* (*danmaku*
 o «infierno de balas»), donde se hace más importante esquivar las balas
 que atacar al enemigo; también por ser un proyecto de un solo hombre,
conocido bajo el seudónimo *ZUN*, y porque la gran mayoría de los personajes son femeninos.

## Jugabilidad

### ***Juegos danmaku***

El poder de las balas de jugador se incrementa de forma lineal a medida que el jugador consigue *power-ups* (representados por iconos rojos con una *P*)
 dejados por los enemigos, y eventualmente llega al máximo. El jugador
también puede conseguir iconos de puntos para ganar más vidas; el número
 necesitado crece exponencialmente a medida que el jugador gana vidas.

El jugador puede utilizar *focus* (enfoque, la tecla ⇧ Mayús
 por defecto), que reduce la velocidad del jugador, hace visible el área
 de colisión y cambia el modo de disparo, normalmente enfocando todas
las balas del jugador. En *Touhou 8 ~ Imperishable Night* este modo, además, hace un cambio por el segundo personaje (el personaje *phantom*).
 Esta función es esencial para navegar por patrones de ataque complejos y
 derrotar a las jefes más rápido. Un contador llamado *Graze*,
muestra cuántas balas pasaron más cerca del personaje sin tocar el área
de colisión, y recompensa al jugador con un bono de puntuación por cada
uno.

El jugador puede utilizar un arma llamada *SpellCard* (carta de hechizo, la tecla X
 por defecto) cuyo número es limitado; tal arma es muy similar a la
bomba de otros juegos del género. Utilizando una carta de hechizo hace
que el personaje sea temporalmente invulnerable y utiliza un ataque
especial que normalmente “limpia la pantalla” (elimina todas las balas
enemigas). El jugador puede utilizarla también en el momento exacto en
que una bala golpea al personaje para evitar perder una vida, a esto se
le conoce como *DeathBomb* (bomba muerta, o bomba de muerte), esto está disponible a partir de *Touhou 6 ~ The Embodiment of Scarlet Devil*; sin embargo, en *Touhou 8 ~ Imperishable Night*,
 esta maniobra produce una versión más poderosa de la bomba, la cual
consume dos cartas. Los jefes también tienen cartas de hechizos, pero el
 término aplica a un patrón de ataque prolongado que termina cuando el
personaje le quita energía al jefe hasta cierto punto, o se termina el
tiempo del patrón.

Cada juego, exceptuando *Touhou 6 ~ The Embodiment of Scarlet Devil*, contiene una mecánica de juego diferente. Por ejemplo en *Touhou 7 ~ Perfect Cherry Blossom* tienen *Cherry points* (puntos floridos). Los *Cherry points* se utilizan principalmente en la puntuación, pero pueden dar una invulnerabilidad temporal (conocida como *Supernatural border*, o barrera sobrenatural).
Shadye's Fortress

**Shadye's Fortress** is a fortress belonging to Shadye that resides in the Blighted Land of the Dead, to the southern face of the Craggy Mountains.

## Description

It is a large building made out of dark stone. The interior is filled with statues that appear and disappear when Shadye walks past them. It also has an altar that is a simple stone block that is large enough for sacrificial victims.
Dwarves

**Dwarves** are a race of creatures in the Nameless World.

Dwarves were created by the Faerie as terror weapons. By the end of the Faerie Wars, most of the dwarves were exterminated, and the surviving groups dug themselves into Dwarf Caverns far underground. They have not been seen by those in the Allied Lands since then. The people above land generally show little interest in understanding dwarven culture.

## References

1. ↑ *The School of Hard Knocks,* Chapter 6
2. ↑ *The School of Hard Knocks,* Chapter 24
Demons

**Demons** are supernatural entities with boundless malevolence who exist in the Darkness. They can be summoned by magicians with knowledge of demonology and the proper rites. Summoning demons is considered part of the Black Arts, and hence is strictly forbidden by the White Council.

To summon a demon, the caster draws several circles on the ground. One large circle keeps the demon sealed in, with two inner circles protecting the summoner. Once the circles are active, they could not be crossed, at the pain of death.

Demons are known to take shapes expected by the summoner. Demons are able to possess individuals, but it requires some level of consent from the target. Demons also cannot lie, but are known to mislead those they interact with, leading to the *Golden Rule of Demons*: "Never trust a demon completely."

Though demons are not omniscient, they are able to easily discern the importance in a person's life, and where they desire to go. In this sense, they are disconnected from time as humans see it.

In the old days of the Nameless World, magicians known as DemonMasters were able to summon a large number of demons under their command. Most, however, died at the hands of the very demons they summoned.

## References

1. ↑ *The School of Hard Knocks,* Chapter 14
2. ↑ *Trial By Fire,* Chapter 33
3. ↑ *A Study in Slaughter,* Chapter 10
4. ↑ *The School of Hard Knocks,* Chapter 14
5. ↑ *The School of Hard Knocks,* Chapter 14
6. ↑ *Trial By Fire,* Chapter 29
7. ↑ *The School of Hard Knocks*, Chapter 33
8. ↑ *The School of Hard Knocks,* Chapter 31
9. ↑ *The School of Hard Knocks,* Chapter 31
10. ↑ *The School of Hard Knocks,* Chapter Ten
11. ↑ *The School of Hard Knocks,* Chapter 14
Mountaintop

**Mountaintop** is one of the five major schools of magic in the Allied Lands, and one of the largest, just under Whitehall.

## Curriculum

The curriculum for students at Mountaintop includes Charms, Alchemy, Healing, Warding, Dueling, Life Magics, Death Magics, and Rituals.

## Faculty

**Administrator:** Aurelius

**Alchemy:** Zed

**Charms:** Mistress Mauve

**Warding:** Professor Clifton

**Death Magic:** Professor Yagami

**Healing:** Magics Mistress Granite

**Dueling:** Mistresses Hitam and Putih

**Head of Raven Hall:** Nanette/Lin

**Head of Crystal Quarrel:** Steven of Lansdale

## References

1. ↑ *The School of Hard Knocks,* Chapter 7
Alchemy

**Alchemy** is the study of magical properties from certain materials found in the Nameless World. Compared with the science of Emily Sanderson's homeworld, it can often blur the line between chemistry and biology.

Although charms has similar traits to alchemy but differ in the sense that charms involve the magician's own magic, and alchemy involves using natural magic.

At Whitehall, Professor Thande is the Head of Alchemy. Professor Zed teaches Alchemy at Mountaintop. If someone wishes to become a Healer, it is suggested that they study alchemy extensively.

## Alchemical Materials

The focus of alchemy itself is the ability to release natural magic from raw materials. Alchemy can garner sources from a variety of sources, even from various small animals, such as snakes and frogs. Alchemy Researchers are those whose profession is to discover what traits various sources can grant.

Other alchemical sources are less than acceptable in the Allied Lands. Human blood, for example, has over one thousand uses in alchemy, but with most of them illegal. Human flesh, especially the flesh of a magician, is able to be used in alchemy. Necromancers living near the Desert of Death have been known to attempt to steal Gorgon children in an effort to harness alchemical materials from their magic-filled bodies.

Alchemical materials are produced at apothecaries, who then sell or ship them to various alchemists.

## Rules of Alchemy

Alchemical concoctions are so precise that alchemists warn students not to substitute anything else for the required materials. A single mistake can cause an explosion, and even lead to death. Using transfigured items in place of the natural materials can also be dangerous.

Alchemical experiments should be limited to specially warded alchemy rooms. Stray magic can disrupt concoctions and lead to accidents.

Most magicians use a wand while practicing alchemy, due to the need of a steady hand.

## References

1. ↑ *Lessons in Etiquette,* Chapter 21
2. ↑ *Schooled in Magic,* Chapter 13
3. ↑ *Schooled in Magic,* Chapter 6
4. ↑ *Trial By Fire,* Chapter 1
5. ↑ *Work Experience,* Chapter 10
6. ↑ *A Study in Slaughter,* Chapter 8
7. ↑ *The School of Hard Knocks,* Chapter 14
8. ↑ *Schooled in Magic,* Chapter 13
9. ↑ *A Study in Slaughter,* Chapter 35
10. ↑ *The School of Hard Knocks,* Chapter 14
11. ↑ *A Study in Slaughter,* Chapter 3
12. ↑ *Schooled in Magic,* Chapter 13
13. ↑ *A Study in Slaughter,* Chapter 33
14. ↑ *The School of Hard Knocks,* Chapter 9
15. ↑ *Schooled in Magic,* Chapter 13
16. ↑ *Schooled in Magic,* Chapter 13
17. ↑ *Trial By Fire,* Chapter 10
18. ↑ *The School of Hard Knocks,* Chapter 13
The Artful Apprentice (Book)

* ebook
* Audio

## POV Information

**Gender**
**Char Name**

Female
Emily

**The Artful Apprentice**

## About the Book

* Genres: YA, Magic Schools
* Theme: Modern Earth Girl is pulled into another dimension where society is at medieval level and there is magic.
* Narrative style: First person, limited

## Description

Years ago, Heart’s Eye, a school built on top of a nexus point, was attacked and captured by a necromancer. The nexus point was snuffed out, the handful of survivors forced to flee and the once-great school turned into a forward base for a necromantic invasion. All seemed lost, until Emily killed the necromancer and retook the school. Now, she intends to lay the building blocks for a university, a place where magical knowledge and mundane technology are brought together for the benefit of all.

But dark secrets lie within the shadowed school. What happened when Heart’s Eye fell? What were the tutors doing when the wards fell and the necromancer invaded the school? And, as power flows back into the school, Emily finds herself caught between power struggles and a threat from the past, a shadow that has walked beside her for the last six years. It might bring about the end of everything.

In a school full of mirrors, who knows what they reflect?
Alassa

**Alassa** is the heir to the Zangeria.

## Appearance and Character

Flawless. She is described as appearing perfect and without flaw.

> *Emily looked around and saw a tall girl sneering at them. The speaker had long white-blonde hair, surrounding a china doll face that could only be described as patrician.*
>
>

But unfortunately, her personality was very flawed when Emily first met her. Alassa and her cadre of sycophants picked on and bulled both *Emily* and her friend Imaiqah during the first book, *Schooled in Magic*

## History

The bullying continued until near tragedy struck Alassa when Emily mixed up her spells, which nearly killed Alassa.

They were both punished, Emily's punishment was that she would not pass Basic Charms unless Alassa did and that they were required to work together to ensure that they both passed. The problems was that Alassa had tried to pass the class before, but failed.

It was during their time working together to pass a class that a tentative friendship started to form. Alassa didn't become a nice person all of a sudden, but as Emily helped her and inserted small pieces of advice, Alassa started to change. Emily came to realize that someone had almost crippled Alassa's magic, that she had never been taught the foundations of spells and magic but instead just gave her a wand already full of spells and enough other knowledge to make her think that she knew what she was doing.

## References

1. ↑ Nuttall, Christopher. Schooled in Magic . Twilight Times Books. Kindle Edition.
School of Hard Knocks (Book)

***The School of Hard Knocks*** is the fifth book in Christopher G. Nuttall's fantasy series *Schooled in Magic*.

A plot is being hatched at Mountaintop Academy, a plot that threatens the lives of Emily and her friends... and the integrity of the Allied Lands. In a desperate bid to uncover the secrets of Mountaintop, and recover her stolen notes, Emily goes undercover into Mountaintop, a mission that may cost her everything...
Kingmaker

**Kingmaker** is the Allied Lands' version of Chess. The game is meant to be a reflection of the fantasy world in *Schooled in Magic*, just as Chess reflects society in our own world. Emily complains that the game "lacked the beautiful simplicity of chess."

## Differences to Chess

There are some significant differences: the wizard is the most important piece, rather than the king; the king is a mighty piece, while the queen is one of the weakest; the servants (or pawns) cannot be promoted to queen; while the game does end if the king piece is checkmated, the game likewise ends of both the king and the "crown prince" piece are taken, or if the king is checkmated; the game board is 9x9, rather than 8x8.

## Rules

The game is played on a playing board nine spaces wide and nine spaces long.

The Kingmaker pieces, and their (known) movement rules, are:

* King - The King is able to move any number of spaces in any direction, provided he didn't cross a threatened line or take another piece. The King captures by taking an enemy piece next to him.
* Queen - N/A
* Wizard - N/A
* Sergeant - N/A
* Servants - Similar to pawns in chess. One piece is designated by their player as the "Crown Prince." If the King is taken, the Crown Prince is promoted to King, hence it is more important to checkmate the king than take him.

The game is won if a player can take their opponent's king and crown prince, or if the king is checkmated.

## References

1. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
2. ↑ *Schooled in Magic,* Chapter 23
Void's Tale

* ebook

## POV Information

**Gender**
**Char Name**

Male
Void

## Description

A hundred years before Emily, just after the fall of the Empire and the start of the Necromantic Wars, Void worked for the White Council as an agent of last resort, the sorcerer they called upon when no one else could complete the mission. But this mission may make or break him.

Searching for a missing alchemist, Void is drawn into a deadly plot threatening the newborn Allied Lands, one that may send them plunging into ruin. And, as he starts trying to unpick the plot, he is forced to confront a truth that will change his life forever ...
Subtle Magic

**Subtle Magic** is a school of magic which utilizes spells otherwise hard to detect. It often affects how a person thinks or acts, and in such a way that the person will find justification for their actions, without realizing that they are under the control of another person. Subtle magic most often involves the use of runes, which require only a low level of ambient magic in the vicinity.

## Use

Subtle magic is considered especially dangerous because even a low-level magician can utilize it to great advantage. Experienced magicians understand that, when dealing with subtle magic, it is ill-advised to let one's guard down, even for a moment. It is illegal in the Allied Lands for non-magicians to experiment with subtle magic, either with runes or without.

 Unlike other forms of magic (such as transfiguration), subtle magic is intentionally used in an imprecise way, rather than involving some great concentration or exact incantation. This has led some to quip that there's a difference between subtle magic and *subtle* magic. In fact, more experienced magicians find it difficult to use subtle magic, as their strong skills make the spell easier to notice.

Subtle magic can be countered by finding the spell's parent rune, hence countering its effects, or by asking questions of oneself to break through the spell's hold. One can protect themselves from subtle magic by wearing charmed items, such as a bracelet, to ward off the rune's power. The most permanent way to protect against subtle magic is by carving a rune into one's bare flesh.

There have been recorded instances of subtle magic being used by people against their neighbors, or by secret admirers against their objects of affection. Some use subtle magic runes at specific locations as a way of defense or crowd control.

## References

1. ↑ *A Study in Slaughter,* Chapter 7
2. ↑ *A Study in Slaughter,* Chapter 7
3. ↑ *Lessons in Etiquette,* Chapter 26
4. ↑ *A Study in Slaughter,* Chapter 24
5. ↑ *A Study in Slaughter,* Chapter 10
6. ↑ *A Study in Slaughter,* Chapter 7
7. ↑ *Work Experience,* Chapter 22
8. ↑ *Work Experience,* Chapter 23
9. ↑ *Work Experience,* Chapter 22
10. ↑ *The School of Hard Knocks,* Chapter 2
11. ↑ *The School of Hard Knocks,* Chapter 3
12. ↑ *A Study in Slaughter,* Chapter 7
13. ↑ *Love's Labors Won,* Chapter 16
Zed

**Zed** is the Court Wizard of the Kingdom of Zangaria, and later professor of alchemy at Mountaintop, one of the five major schools of magic in the Nameless World.

## Appearance and Character

When Emily Sanderson first meets Zed, he is jovially plump and wears fine outfits befitting a court wizard; when she meets him at Mountaintop, he is tall and thin. He is often described as having an uncertain or frightening gaze.

Zed was said to be more obsessed with his studies in alchemy over his role as court wizard of Zangaria. He takes immense pride in his work, to the point of getting enraged if anyone questions his skills or seeks another person's help. Even while holding power, he prefers research over exercising his controls; because of his obsession, he is seen as unambitious, winning the trust of many in authority.

## History

Zed studied under an alchemy master who he describes as being "a little strange in the head."

It is believed that he worked for King Randor because none of the other royal houses would take up sponsoring his experiments.

## References

1. ↑ *The School of Hard Knocks,* Chapter 9
2. ↑ *Lessons in Etiquette,* Chapter 18
3. ↑ *Lessons in Etiquette,* Chapter 25
4. ↑ *Lessons in Etiquette,* Chapter 36
5. ↑ *Love's Labors Won,* Chapter 36
6. ↑ *Lessons in Etiquette,* Chapter 21; *The School of Hard Knocks,* Chapter 37; *Love's Labors Won,* Chapter 15
7. ↑ *Lessons in Etiquette,* Chapter 21
8. ↑ *The School of Hard Knocks,* Chapter 37
Ken

**Ken** is a popular sport played within the Allied Lands and is a mix of soccer, basketball, paintball, and dodge ball. The game was designed by "a sorcerer of questionable sanity," who desired to create "the most complicated game he could for budding sorcerers." He even named it after himself: *Ken*. The meaning and purposes behind many of the rules are unknown, as the original rulebook - with said explanations - has been lost long ago.

At Whitehall, it is played in order to teach the students how to cooperate, as well as to provide valuable training for later in life. Emily Sanderson is not a very huge sports enthusiast; she detests "all team sports with a passion." This was inspired by Christopher G. Nuttall's own lack of enthusiasm for sports.

## Rules and Play

The game is played between two teams of twelve players each, and within a four-sided arena. Two players from each side, selected at random, are "traitors" who work for the opposing team.

The arena has a variety of paths to take, and tubes that permit players to move around the different sides of the arena. Emily describes the field as something similar to "a climbing frame for children."

More than one ball is used in the game. If a player is struck by a ball, they are sent to the penalty box to be laughed at for ten minutes. If a player is struck while holding one of the other balls, the effect changes depending on the color of the ball at the time. Each ball changes color completely at random, between three different colors:

* **Red:** The player is out of the game.
* **Yellow:** The player must immediately toss the ball to someone from the opposing team.
* **Green:** The player receives a free pass.

Points are scored either by putting a ball through a hoop or knocking players into a penalty box or off the field. Referees are permitted to award additional points for initiative, which causes the teams to play savagely against one another.

## References

1. ↑ *Schooled in Magic,* Chapter 16
2. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
3. ↑ *Schooled in Magic,* Chapter 16
4. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
5. ↑ *Schooled in Magic,* Chapter 16
Dueling

**Dueling** is a form of a combat between two magicians, either planned before or in battle. They are generally done to settle disputes, most often when one side refuses to back down or apologize after a long argument. It is considered a check on society that reminds people that they are ultimately responsible for their own words.

Dueling is one of the most popular sports in the Allied Lands, alongside other sports like Ken, and Champion Duelers receive great honors and rewards.

Dueling is not quite the same as Martial Magic, since "bloody-minded wizards" will not always play fair, or permit someone to defend themselves.

## Rules and Conditions

There are very few rules regarding dueling itself. Sergeant Miles tells Emily Sanderson that "duels followed rules and war tended to have none."

For certain situations, there might be an insult or accusation of guilt seen in either not issuing or accepting a challenge to duel.

Duels in general are fairly dangerous, and even practice duels can end with broken bones or immediate healing required.

Many magical schools, such as Whitehall or Mountaintop, have special rules regarding dueling. For example, higher classmen at Whitehall are forbidden from starting "prank duels" with first years, as they are inexperienced in combat. Furthermore, students aren't permitted to study dueling unless they intend to become a champion dueler. At Mountaintop, first years aren't permitted to challenge higher classmen, or the dueling tutors will personally kill them.

### Levels

There are different levels of dueling itself.

**Level One:** Fighters will duel until one of them is unable to continue.

**Level Two:** Fighters will duel until someone is seriously injured and the referee calls a halt. Most duels are at this level.

**Level Three:** Fighters will duel to the death, and no quarter can be asked or received.

## Additional Notes

Though one can become a champion dueler, it is not necessary to win many duels to be considered a great magician. Many dueling tutors avoid or simply do not practice challenging every single one of their enemies or opponents.

 Certain things are considered a "sure-fire invitation to a duel" in the Allied Lands. This includes calling someone else a coward.

Some magicians build up an entire armory of spells within staffs, and in a duel simply fire them off one at a time, or altogether.

## References

1. ↑ *Work Experiences,* Chapter 7
2. ↑ *The School of Hard Knocks,* Chapter 12
3. ↑ *The School of Hard Knocks,* Chapter 12
4. ↑ *The School of Hard Knocks,* Chapter 19
5. ↑ *Work Experience,* Chapter 7
6. ↑ *The School of Hard Knocks,* Chapter 12
7. ↑ *A Study in Slaughter,* Chapter 28
8. ↑ *A Study in Slaughter,* Chapter 2
9. ↑ *Work Experience,* Chapter 7
10. ↑ *The School of Hard Knocks,* Chapter 12
11. ↑ *Work Experience,* Chapter 7
12. ↑ *Work Experience,* Chapter 8
13. ↑ *Work Experience,* Chapter 35
14. ↑ *A Study in Slaughter,* Chapter 36
Study in Slaughter (Book)

***Study in Slaughter*** is the third book in Christopher G. Nuttall's fantasy series *Schooled in Magic*.

Brimming with new ideas for magical research, Emily returns to Whitehall School for her Second Year, only to discover that things are going to be different. Her friends have become sports-mad fanatics, her new roommates are strangers to her, her new classes are far harder and one of the teachers seems to actively dislike her. As she returns to the comforting routine of the only place she considers home, she finds that Second Year will be far harder than the first.

But as the students settle in to continue their studies, it rapidly becomes clear that all is far from well at Whitehall. There's a murderer running loose in the school. A murderer who may be a newborn necromancer. And then there's the spy watching Emily from the shadows, waiting for her to make one tiny, but fatal mistake ...

As the darkness falls on Whitehall, Emily may be their salvation...or the person who damns them all.

## Background

Unlike the previous two books, which sought to give exposition to the Nameless World, *Study in Slaughter* served to focus on Emily Sanderson as a person, and her desire to overcome her personal demons and develop as a person.

Much of the book was inspired by Virginia Ironside's *Burlap Hall* series, which features an assortment of monsters attending a school.

Up until now, Nuttall had been actively seeking to avoid any resemblance to other published works, in particular, JK Rowling's *Harry Potter* series (which also features someone from the non-magical world entering into a magical world and attending a school for magic). However, after the work was finished, someone pointed out to him that the plot of *Study in Slaughter* is very similar to *Harry Potter and the Chamber of Secrets*. Nuttall admitted to being irritated by this, but by that time it was too late to change the story.

## References

1. ↑ http://www.chrishanger.net/Published/SIMseries/study\_in\_slaughter\_annotations.html
Grandmaster Hasdrubal

## Hasdrubal

Hasdrubal was the Grandmaster at the time Emily started at Whitehall, until his death, saving her, during *Trial by Fire*

## Characteristics

He is blind and always wore a dirty rag over his eyes.

## Biography

### Appearances

In *Trial by Fire* Emily learns the story about how Hasdrubal looses his eyes and his three half-brothers, just before she attempts to sacrifice herself to save her friends from the Demon, the demon accepts her in their place. Hasdrubal then offers himself in exchange for Emily's life and freedom.
Infinite Regress (Book)

Infinite Regress Book Cover

**Infinite Regress** is the ninth book in Christopher G. Nuttall's fantasy series Schooled in Magic.

The new Grandmaster of Whitehall doesn't want Emily in his school. She's dangerous, he thinks. The only way he'll allow her to return to Whitehall is if she chooses to be a probationary student, a student who can be expelled at the slightest excuse, a student who has to work for one of the professors. Reluctantly, unwilling to leave her first true home, Emily accepts.

But she rapidly discovers that she's about to be pushed right to the limit. She's expected to do her studies, continue her private research... and mentor a group of young students who are new to the school. She has to supervise them, all the while trying to balance her schoolwork with her growing relationship with Caleb. It isn't an easy task.

And when Professor Locke starts opening the tunnels under the school, hunting for the lost secrets of Old Whitehall, he triggers a series of disasters that threaten to tear the school apart. As the staff and students struggle to survive, with the very walls collapsing in around them, Emily is forced to solve a disturbing mystery...

...And figure out what it has to do with her private research before the entire school comes to a final catastrophic end.
White Council

**The White Council** is a parliamentary body of magical, governmental, and commercial representatives responsible for safeguarding the Allied Lands from the external threat of the Necromancers and the internal misuse of magic. They are headquartered in the White City.

They often enforce their will with Mediators.

## Factions

Members of the White Council represent the various powers in the Allied Lands, including independent city-states, magical dynasties, and trade networks.

Three factions exist within the White Council: those who wish to maintain the status quo between the various Allied Lands; those who wish to unite the Allied Lands under a High King; and those who wish to unite the Allied Lands under a federal government structure, led and guarded by Mediators. The latter faction is made up mostly of independent magicians and traders.

## Role in the Allied Lands

In relation to the various kingdoms and powers, the White Council often serves an advisory role. The White Council is not supposed to interfere with the internal affairs of individual Allied Lands, but have been known to use agents or secondary means to see stability achieved. Many of the Allied Lands mistrust the White Council, believing it to be attempting to rebuild the Empire (see above).

## Role in Magic

When magic becomes involved in a legal matter, the White Council takes a leading role. This can include dealing with magicians, magical creatures, and magically-binding contracts.

Fourth and Sixth Year students at Whitehall can go before external examiners from the White Council for exams. If they pass the exams, they receive a degree recognized all over the Allied Lands and can look for a master for an apprenticeship.

Many spells require the direct permission of the White Council before they can be performed; for example, creating a homunculus.

## References

1. ↑ *A Study in Slaughter,* Chapter 19
2. ↑ *Lessons in Etiquette,* Chapter 2
3. ↑ *Lessons in Etiquette,* Chapter 7
4. ↑ *A Study in Slaughter,* Chapter 10
5. ↑ *Work Experience,* Chapter 25
6. ↑ *A Study in Slaughter,* Chapter 10
Necromancer

A **Necromancer** is a magician who practices darker arts, in particularly that involving the dead. Necromancy stems from the idea that murder can be used as a source of magic.

Initially, this discovery was kept a secret among ancient magic bloodlines and was used only to combat the Faerie. However, the secret soon leaked out and became more available to the magician populace. The great danger lies in how simple the necromancy ritual is so that even a magician with some working background on the ritual could perform it. To prevent potential necromancers from performing the said ritual, Whitehall continually reminds their students of every "necromantic failure."

Some who had pursued necromancy (including kings and princesses) merely desired more power, and some desire to use it for good intentions, but were overcome either by enemies, their own people, or the very power they tapped into. Necromancers are not the same as Dark Wizards, who merely practice magic with evil intentions. Necromancy itself is listed under the Black Arts, and are hence forbidden.

## Effects of Necromancy

A necromancer must channel his magic through his mind, and hence from the first instance, he will begin to fall into insanity. The madness that overcomes them can be somewhat managed through the bilocation spell splitting into two thus sharing the madness between two minds.

```
What's more, the magic will start to replace the necromancer's body, causing them to look older and much more corpse-like. When Emily first meets Shadye in *Schooled in Magic*, he is not only in haggard condition, but is already insane.

```

Because of these effects, the necromancer must seek more magic to control the magic he already has, causing him to seek out more and more victims. Some necromancers resolve this by "farming" human slaves, while others attack the Allied Lands or fellow necromancers.

Many necromancers have been poisoned after their faculties were lost; to prevent this from being a potential threat, many necromancers enslave those around them. Ironically, the more and more the magic eats away at them, the more and more powerful a necromancer becomes, and the harder and harder it becomes for them to kill.

## Organization

Outside of the Allied Lands, the necromancers are one of the most serious power blocs within the *Schooled in Magic* world, and each necromancer could be considered a Lone Power. However, due to the nature of necromancy (see above), as well as a general disorganization, the necromancers often fight among themselves in addition to the Allied Lands. Had the necromancers been far more organized, they would have overrun the Allied Lands long ago.

## References

1. ↑ *Schooled in Magic,* Chapter 30
2. ↑ *A Study in Slaughter,* Chapter 10
3. ↑ *Schooled in Magic,* Chapter 1
4. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
5. ↑ *Schooled in Magic,* Chapter 30
6. ↑ *Schooled in Magic,* Chapter 14
The Sergeant's Apprentice (Book)

**The Sergeant's Apprentice** is the eleventh book in Christopher G. Nuttall's fantasy series Schooled in Magic.

The necromancers have finally resumed their assault on the Allied Lands, sending a mighty army across the Desert of Death and into the Kingdom of Tarsier. Countless farms, villages and towns have already been destroyed as the host makes its way northwards, striking deep into the kingdom’s most vulnerable lands. Hundreds of thousands have been killed, thousands more will be killed when they are sacrificed for power. If the necromancers win the coming battle, it may be the beginning of the end...

When Sergeant Miles invites her to join the coalition force, Emily reluctantly accepts. The necromancers have to be stopped, even if it means taking time off from school to serve as the sergeant’s apprentice. But with arguing aristocrats, reluctant soldiers, fearful civilians, shadows from her past, a dangerously-sane necromancer and treachery in the ranks, stopping the invasion may cost Emily her life...
The Gordian Knot (Book)

**The Gordian Knot** is the thirteenth book in Christopher G. Nuttall's fantasy series *Schooled in Magic*.

The post of Head Girl of Whitehall looks fantastic on anyone's resume. It places the lucky winner on equal terms to the staff, granting them authority, power, and responsibility that no other student can even dream of possessing. A student lucky enough to win the coveted post is destined for greatness. Everyone will want to know their name.

Naturally, Emily doesn't want it.

But when she returns to Whitehall for her sixth and final year, she discovers that the staff has elected her to the post - and refusal isn't an option. Worse, the Grandmaster wants her to run his pet project - a formal dueling club - even though it's the last thing she wants to do. Reluctantly, she starts to carry out her new duties, unaware that deadly enemies are waiting in the shadows, preparing themselves to strike at her when her back is turned. Someone is spreading rumors about her, someone is sabotaging her projects, someone is weakening the ties that bind her to Whitehall …
Harkin

**Sergeant Harkin** is one of the teachers of Martial Magic at Whitehall, tutoring alongside Sergeant Miles. He is not a magician, and has no magical abilities. Emily Sanderson comes to see him as one of her few father figures.

Harkin, like Miles, is based off a British army sergeant that author Christopher G. Nuttall met in real life. The sergeant was "responsible for running the Army Insight Day" that Nuttall attended, and struck him as "a Gym Teacher from Hell" (in fact, this is precisely how Emily describes Harkin).

## Appearance and Character

Harkin is extremely muscular. His left eye is missing, and instead is covered in burnt flesh and scars. There is no hair on his head.

Unlike Miles, who is more sympathetic towards the students and supporting, Harkin is rougher and harder, albeit out of a determination to make them the best possible. He sees the world as being divided between two groups of people: masters and slaves. The key, in his mind, is to keep others convinced that you were the master.

## History

Harkin is a graduate of Stronghold.

Before tutoring at Whitehall, Harkin served in the Rangers as a Pathfinder, and had been a sergeant for twelve years. Like Miles, he was a veteran of the armies that fought against the necromancers. He is most likely in his late thirties.

## References

1. ↑ *Lessons in Etiquette,* Chapter 6
2. ↑ *Work Experience,* Chapter 19
3. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
4. ↑ *Schooled in Magic,* Chapter 14
5. ↑ *Love's Labors Won*, Chapter 19
6. ↑ *Love's Labor Won,* Chapter 13
7. ↑ *Schooled in Magic,* Chapter 14
8. ↑ *Work Experience,* Chapter 16
Work Experience (Book)

***Work Experience*** is the fourth book in Christopher G. Nuttall's fantasy series *Schooled in Magic*. It was published on Amazon Kindle in October of 2014.

## Background

Similar to *Lessons in Etiquette*, Nuttall desired to avoid a "boarding school story," where Emily Sanderson would simply be stuck at Whitehall every book. In *Work Experience*, he wanted to give her another opportunity to explore the Nameless World and what was in it.

The Cairngorm Mountains are named after the mountains in Scotland, where Nuttall was born. However, the description of the mountains are based off of Nuttall's memories as a child of visiting Norway. The customs of the people living in this domain was meant to be a mix of Russian peasants and Scottish highlanders, and Nuttall based many of the practices and events from Russian history.
Mirror Image (Book)

* ebook
* Audio

## POV Information

**Gender**
**Char Name**

Female
Emily

Years ago, Heart’s Eye, a school built on top of a nexus point, was attacked and captured by a necromancer. The nexus point was snuffed out, the handful of survivors forced to flee and the once-great school turned into a forward base for a necromantic invasion. All seemed lost, until Emily killed the necromancer and retook the school. Now, she intends to lay the building blocks for a university, a place where magical knowledge and mundane technology are brought together for the benefit of all.

But dark secrets lie within the shadowed school. What happened when Heart’s Eye fell? What were the tutors doing when the wards fell and the necromancer invaded the school? And, as power flows back into the school, Emily finds herself caught between power struggles and a threat from the past, a shadow that has walked beside her for the last six years. It might bring about the end of everything.

In a school full of mirrors, who knows what they reflect?
Void

**Void** is a sorcerer in the *Schooled in Magic* series and he lives in his tower.

## Appearance and Character

Void looks young and has a handsome face and brown hair, and wore a young body, but moves like an old man and walked in the manner of an old man. He has scars over his hands as if cutting himself repeatedly.

## History

Void is a graduate of Whitehall and tries to uphold the school's political neutrality.

Void had seven apprentices in his time, none of which ended well: three of them had to be dismissed for disobedience, two died in magical accidents, one went rogue and became a necromancer, and his last apprentice Void had to kill him.

## In the Series

### Schooled in Magic

Just as Shadye is about to sacrifice Emily Sanderson, Void interrupts the ceremony and rescues Emily. He informs her of Shadye's intentions, as well as the danger posed to her because of her identity as the Child of Destiny. Due to Emily's need for training, Void arranges to send her to Whitehall.

## References

1. ↑ *Schooled in Magic,* Chapter 2
2. ↑ *Schooled in Magic,* Chapter 3
3. ↑ *Schooled in Magic,* Chapter 3
Alassa's Tale: a Schooled in Magic novella (Book)

(Schooled in Magic #14.5)

The kingdom of Zangaria teeters on the edge of civil war. The nobles are plotting another coup, the merchants are demanding political representation and a say in government, and the peasants are on the verge of outright revolt. Even the king is dangerously unstable as he grapples with the problems facing his kingdom. Everyone is preparing for war. It will not be long before all hell breaks loose.

And when a deadly secret from the past resurfaces at the worst possible moment, Princess Alassa, one of Emily's closest friends, finds herself having to make a choice that will put her at the center of the storm and determine the future of the kingdom ...

... Or see everything she loves destroyed in the fires of civil war.
Little Witches (Book)

* ebook
* Audio

## POV Information

**Gender**
**Char Name**

Female
Emily

## Description

Laughter Academy is in trouble. The student witches are growing increasingly reckless, preying on the mundanes below the mountains as their tutors plot and scheme to take advantage of the chaos. And no one seems to know why.

Emily is in no condition to intervene. But she cannot refuse. Heading to Laughter, Emily finds herself dragged into a world of schoolgirl games, staff room politics and a deadly plot aimed at the heart of the Allied Lands themselves...
Schooled in Magic (Book)

***Schooled in Magic*** is the first book in Christopher G. Nuttall's fantasy series by the same name.

Emily is a teenage girl pulled from our world into a world of magic and mystery by a necromancer who intends to sacrifice her to the dark gods. Rescued in the nick of time by an enigmatic sorcerer, she discovers that she possesses magical powers and must go to Whitehall School to learn how to master them. There, she learns the locals believe that she is a "Child of Destiny," someone whose choices might save or damn their world ... a title that earns her both friends and enemies. A stranger in a very strange land, she may never fit into her new world ...

...and the necromancer is still hunting her. If Emily can't stop him, he might bring about the end of days.

## Plot Summary (Spoilers)

Emily Sanderson heads home after spending the evening at the local library, only to find herself passing out and waking up in a stone cell. There she meets Shadye, who calls her a "Child of Destiny" and informs her that she is in the Blighted Lands. He takes her up to his fortress, where he prepares to sacrifice her to the Harrowing. Before she is sacrificed, however, Void enters and saves her.

Emily later finds herself in Void's tower. He explains that she can't return home, and she informs him that Shadye called her a Child of Destiny. Intrigued, Void performs a test on Emily: he takes her to a table with several items and asks her to be the one that feels "right" to her. Having grown up loving books, Emily chooses that. Void says that they may "expect great things" from her. He tells her she can keep the book, and that she will have to go before the White Council.

Emily has breakfast with Void the next morning, where he explains how Shadye transported her to this world, and how he will most likely be looking for her. Because of the potential danger she presents, should Shadye or anyone else take her and try to tap into the magic within her, Void explains that she will be sent to the magic school Whitehall to begin lessons.
Lone Power

**Lone Power** is the name given to the most powerful sorcerers in the world portrayed within the *Schooled in Magic* series. Lone Powers are "powerful enough to effectively be a sovereign country in their own right." Void and the necromancers are examples.

## References

1. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
Medusas

**Medusas** are creatures in the Nameless World similar to the Gorgons of Greek mythology. They were created by the Faerie as hybrid creatures to be terror weapons. They have magic within their bodies which permits them to turn enemies into stone.

Unlike Gorgons, Medusas are irrational, animal-like creatures.
Combat Magic

**Combat Magic** is a school of magic which likewise incorporates battle strategy. It is closely related to martial magic, which deals with magic for offensive and defensive maneuvers.

Little else is known about combat magic in the *Schooled in Magic* canon, other than General Kip teaches the subject at Whitehall.
Void's Tower

**Void's Tower** is where the character Void lives and studies. It is located on the edge of the Greenwood, in the Southern Marches of Barcia. It is protected by "countless security spells," and his servants residing there have pledged themselves to Void for the duration of their services and for them to live in the tower they have accepted "powerful loyalty spells" which ensure their absolute obedience and prevent them from doing anything contrary to his interests.

The main room of the tower is round and crammed with strange devices and boiling pots of liquid. Dark lines are drawn on the floor in various strange patterns. A massive window permits light in through the wall. There are a variety of other rooms, as well as a massive dining hall. The inside of the tower is far larger than on the outside, with each successive owner adding more to the interior and have added more and more passageways and compartments, not only in the building itself but also underground which runs for miles.

## References

1. ↑ *Schooled in Magic,* Chapter 3
2. ↑ *Schooled in Magic,* Chapter 2
3. ↑ *Schooled in Magic,* Chapter 4
Faerie

**The Faerie** were a race of creatures that existed in and ruled much of the Nameless World long before the events of *Schooled in Magic*. They were incredibly powerful entities composed of raw magic. They are responsible for much of the magic that exists in the Nameless World.

The Faerie created many of the half-breed creatures in the world, including Medusas and Gorgons, cockatrices, orcs and goblins, Mimics, Night Walkers, werewolves and dwarves. Many of these were created as "terror weapons," most likely during the Faerie Wars. Some of these creatures, especially the Gorgons, worship the Faerie as gods. Many of the more civilized creatures (especially Gorgons and werewolves) experience prejudice from people in the Nameless World due to their creation by the Faerie.

The Faerie had a city atop the highest of the Mountains of Mourning. Faerie ruins are considered dangerous places that even Necromancers will not venture near. Many who grow up in areas touched by the Faerie become scared of magic.

Much of the history around the Faerie is difficult, because many recorded sources contradict one another. Magical historians believe much of it is real, but much of it is likewise myth, one of the reasons being that the reliable or contemporary documents were destroyed or lost during the Faerie Wars.

## References

1. ↑ *Lessons in Etiquette,* Chapter 28
2. ↑ *A Study in Slaughter,* Chapter 12
3. ↑ *Lessons in Etiquette,* Chapter 16
4. ↑ *Lessons in Etiquette,* Chapter 23
5. ↑ *A Study in Slaughter,* Chapter 37
6. ↑ *Work Experience,* Chapter 26
7. ↑ *The School of Hard knocks,* Chapter 6
8. ↑ *Lessons in Etiquette,* Chapter 12
9. ↑ *The School of Hard Knocks,* Chapter 6
10. ↑ *Lessons in Etiquette*, Chapter 16
11. ↑ *Work Experience,* Chapter 24
12. ↑ *A Study in Slaughter,* Chapter 40
13. ↑ *Lessons in Etiquette,* Chapter 37
14. ↑ *A Study in Slaughter,* Chapter 31
15. ↑ *The School of Hard Knocks,* Chapter 10