The Stars Below, page 35
part #4 of Vega Jane Series
“Are you happy, Vega?” Delph asked as he put his large arm around my shoulders while we walked.
Ever since he had asked me to marry him and I had accepted, he had stopped calling me Vega Jane.
And I have to say, it was about bloody time!
I looked up into his face, his features full of love and warmth.
“I don’t think I’ve ever been happier, Delph.”
He smiled and we continued our walk.
It took us to a small glen that held special significance for me.
There was a grave here that I visited every day.
I had placed a bench in front of it so that I could sit and talk to my friend.
I took my seat while Delph stood.
I looked at the headstone and the now sunken plot of dirt.
“Hello, Harry Two.”
The first year I had come to this spot I had cried. Often uncontrollably. Harry Two had not been my pet. He had been my friend, my equal in every way.
It was not his fault that people thought of him as merely a dog. He was far better than just about any person I’d ever met.
And it wasn’t just Harry Two I was talking to and missing.
It was my grandfather, who, I now knew, had played a large role in Harry Two coming into my life. Virgil had once told me that he thought of me every day after he had left Wormwood, and me, behind. I had not truly believed him.
Until I had realized the truth behind Harry Two.
Delph put his hand on my shoulder as I started to tear up. I shook my head.
Vega, it’s been years. You need to move on. And you can. Harry Two will always be part of your life. He may not be with you physically anymore. But he will always, always be here. As will Virgil.
I touched my chest. I touched my heart.
I will always love you, Virgil. I will always love you, Harry Two. And I will never forget either of you.
“What’s that?” said Delph suddenly.
I looked toward the spot where the tall grass had started to quiver.
Though we had not been threatened by anything or anyone in a long time, I still instinctively pulled out my wand and pointed it in that direction.
“Show yourself,” I said.
The grass parted and out it trotted.
My mouth fell open.
“Harry Two!” I exclaimed.
But then I looked at the grave and knew it couldn’t be. Even magic could not do that. Nor should it.
This dog was the spitting image of Harry Two, except it had two intact ears.
It came toward me slowly, its mouth open, its long tongue hanging out. It seemed to be smiling at me.
It stopped at the bench and sat down next to me, exactly as Harry Two would have done.
I looked at its eyes. And they were mismatched! One blue, one green. Only it was the other way around from Harry Two.
I glanced up at Delph.
“What is this, Delph? Where did he come from?”
Delph smiled and said, “I expect he came from love, Vega. Your love.”
I slowly reached down and stroked the dog’s ear. It licked me in reply.
“I can’t believe this,” I said, the tears sliding down my cheeks. Tears of joy this time.
“What will you name him?” asked Delph.
My answer was immediate.
“Harry Three, of course,” I said.
When I said the name, Harry Three perked up, turned and looked at me full in the face with those beautiful, those wonderful mismatched eyes.
Even though he couldn’t speak, I could hear his response clearly in my head.
And a right wonderful name it is.
I knelt down next to Harry Three and hugged him, breathing in his scent. And letting my face burrow into that soft fur.
When I looked back up at Delph, he was grinning broadly.
“Let me ask you again. Are you happy, Vega?”
I didn’t have to answer.
I just had to smile.
adar ′ad-ər
A beast of Wormwood often used as a messenger and trained to perform tasks by air. Although they appear clumsy on the ground, adars are creatures of grace and beauty in the sky, owing greatly to their magnificent height and wingspan. Most remarkably, adars can understand Wugmorts and can even be taught to speak.
Adder Stone ′ædər-ston
A stone known to possess healing powers, capable of erasing all traces of a wound when held over the injury.
alecto ə-′lek-tō
A lethal creature in the Quag characterized by serpents for hair and blood-dripping eyes. The hypnotizing sway of the serpents atop the alecto′s head can drive its prey to commit suicide.
amaroc ′a-mə-räk
A fierce and terrifying beast of the Quag, known to possess the ability to kill in many ways. Amarocs have upper fangs as long as a Wug arm and are rumored to shoot poison from their eyes. When captured, their hides are used in the production of clothing and boots in Wormwood.
attercop ′a-dər-käp
A type of venomous spider indigenous to the Quag.
Bimbleton Station ′bim-bəl-tən ste-∫ən
A ramshackle station where people wait to take a train to what they think will be a better life.
Bowler Hats ′bolər hæts
The most elite fighters the Maladons have. They wear three-piece pinstripe suits and bowler hats, hence the name.
Breath of a Dominici ′breTH əv ə dä-mən-′ē-chē
A long-stemmed flower with a fist-size bloodred bloom that gives off the odor of slep dung. The Breath of a Dominici grows only in viper nests.
Campions ′campions
The insurrectionists focused on causing as much strife as possible for the Maladons.
Care, the ′ker
A place where Wugs who are unwell and for whom the Mendens at hospital can do no more are sent to live.
celestials se-‘les-tiəls
A godlike, ageless people born with innate supernatural ability. Celestials are the most powerful magical figures and do not tend to mix with other peoples, magical or nonmagical.
chontoo ′chən-too
A flying beast in the Quag composed only of a head, the chontoo is said to wildly attack its prey in the hopes of using its body parts to replace the ones the chontoo does not have. Spawned over the centuries by the intermingling of different species, the chontoo is characterized by a foul face with demonic eyes and jagged fangs, and flames for hair. The chontoo is primarily found in the Mycanmoor.
colossal kə-′lä-səl
An ancient race of formidable warriors, of an origin largely unknown to the average Wugmort. The average colossal stands about sixty-five feet tall and weighs nearly seven thousand pounds.
Council ′kaun-səl
The governing body of Wormwood. Council passes laws, regulations and edicts that all Wugmorts must obey.
creta ′krē-də
An exceptionally large creature used in Wormwood to pull the plow of Tillers and transport sacks of flour at the Mill. The creta weighs well over one thousand pounds and is characterized by horns that cross over its face and hooves the size of plates.
cucos ′koo-kōs
Small birdlike creatures that inhabit the Third Circle of the Quag. Brilliantly colored as if small bits of the rainbow are embedded in their feathers, the cucos are best known for glowing wings that can illuminate their surroundings.
Dactyl ′dak-til
A Stacks worker whose job entails shaping metal with hammer and tongs.
Destin ′des-tin
A magical chain that bestows any who touch it with increased strength and the ability to fly.
dopplegang ′dä-pəl-gaNG
A dangerous creature in the Quag, marked by hideous rows of blackened, sharp teeth, that morphs into whatever it sees. The power of the dopplegang lies in its ability to trick its unsuspecting victim into injuring or even killing itself, since striking the beast in its altered form is tantamount to striking oneself.
dread ′dred
A black flying creature in the Fifth Circle created by Jasper Jane. About the size of a canine, dreads are characterized by their screeching cries and clawed wings that they use to cut their prey to pieces.
Duelum ′dool-əm
A twice-a-session competition occurring outside of Wormwood proper that pits strong males between the ages of fifteen and twenty-four in matches against one another. Viewed by many Wugs as a rite of passage, Duelums can often be brutal.
ekos ′ē-kōs
A small creature in the Quag exceptional for the mats of grass that grow on its arms, neck and face, and sprout from its head. The ekos have small, wrinkled faces and bulging red eyes.
Empchon ′emp-chon
Sometimes known as the Fates, Empchon is the force of connectivity that binds people and events to preordained paths.
Empyrean ′ɛmp-ir-e-ɛn
The ancestral home of Vega Jane. Once the residence of Alice Adronis, it has remained safely under a spell that has rendered the grounds undetectable by Maladons over the years.
Elixir of Life ē-‘liks-ər əf līf
A potion made of dangerous substances, such as the venom of a jabbit, that can extend one′s life span indefinitely.
Event i-′vent
A mysterious occurrence in Wormwood that has no witnesses. Wugmorts presumed to suffer from an Event disappear entirely, body and clothing, from the village.
Excalibur ek-′skal-ə-bər
A rare type of sorcerer born with extraordinary magical powers already intact and a profound knowledge of Wug history embedded in his or her mind. It may take years for an Excalibur to become aware of his or her innate abilities.
Finisher ′fi-nish-ər
A worker tasked with “finishing” all objects created at Stacks. Finishers must show creative ability at Learning, as the requirements for the job range from painting to kiln firing items intended for the wealthiest Wugs of Wormwood.
Finn, the ′fin
A magical element consisting of twine knotted in three places and looped around a tiny wooden peg. The untying of one knot brings a force of wind powerful enough to lift objects off the ground. Untying the second knot produces gale force winds, and undoing the third brings a wind of unimaginable strength with the ability to level everything in its path.
firebird ′fi-yuhr-burd
A huge flying creature in the Quag known for its colorful plumage and sharp beak and claws. It′s said that the firebird′s feathers are so brilliant they can be used to provide light and warmth. A firebird can be a harbinger of tragedy.
frek ′frek
A huge, fierce beast of the Quag characterized by an extensive snout and fangs inches longer than a Wug finger. The bite of a frek has been known to drive its victims mad.
Furina fuhr-′ē-nə
A Wug-like race indigenous to the Quag, made nearly extinct because of continuous attacks from beasts. The Furinas are descendants of a group of Wugs and Maladons who became trapped in the Quag while migrating from the great battlefields to the village of Wormwood.
garm ′gärm
A large beast of the Quag, thirteen feet in length and nearly one thousand pounds in weight. The garm is a hideous creature, its chest permanently bloodied, its smell odious and its belly full of fire that can cremate its victim from several feet away. Wormwood lore maintains that the garm hunts the souls of the dead or guards the gates of Hel.
gnome ′nōm
A creature of the Quag known for long, sharp claws that allow it to mine through hard rock. The gnomes are characterized by deathly pale and prunish faces and yellowish-black teeth.
Greater True ′gretər tru
The land of the elites. Many of the people living here have slaves to serve them. The Maladons regularly patrol here as well.
grubb ′grəb
A peaceful creature that lives primarily in tunnels beneath the Quag and can eat through rock faster than most any other species. Twice the size of a creta, the grubb is known for its strong, expandable hide; long slithery tongue; enormous jagged teeth; soft, slippery body; and eye color that differentiates males (blue) from females (yellow).
High Street, the ′hī ′strēt
A cobblestone street in Wormwood proper lined with shops that sell things Wugmorts need, such as foodstuffs, clothing and healing herbs.
hob ′häb
A creature in the Quag about half the height of an average Wug, characterized by its thick frame, small but powerful jaw, stout nose, long peaked ears, spindly fingers and large hairy feet. Hobs are typically amicable creatures that speak Wugish and make themselves of assistance in exchange for small gifts.
hyperbore ′hī-pər-bȯr
A blue-skinned flying beast indigenous to the Quag characterized by a lean, muscled torso and lightly feathered head. More closely related to Wugs than any other creature, the hyperbore may serve as an ally or enemy and responds favorably to respect and kindness. Hyperbores set on their prey quickly, beating them to death with their compact wings and ripping them apart with their claws. The hyperbores live in nests high in trees.
inficio in-′fish-ē-ō
A large fiendish beast indigenous to the Quag that can expel poisonous smoke potent enough to kill any creature that breathes it. The inficio has two massive legs with clawed feet; a long, scaly torso with powerful webbed wings; a serpentlike neck and a small head with venomous eyes and razor-sharp fangs.
jabbit ′ja-bit
A massive serpent with over 250 heads growing out of the full length of its body. Although jabbits rarely leave the Quag, little can halt their attack once they are on the blood scent. Jabbits can easily overtake Wugs and have fangs in each head full of enough poison to drop a creta.
Learning ′lər-ning
The institution youngs attend until the age of twelve sessions. It is at Learning that youngs gain skills necessary for work in Wormwood.
light ′līt
The time of sunlight between one night and the next.
Loons, the ′loons
A boardinghouse on the High Street.
lycan ′lī-kin
A beast of the Quag covered in long, straight hair, whose bite turns its victims into its own kind. The tall, powerfully built lycan walks on two legs and wields its sharp fangs and claws to attack its prey.
Maladon ′mal-ə-dän
From the Wugish word for “terrible death,” an ancient race whose highest calling is to inflict terrible death on others. A sessions-long war between the Maladons and Wugmorts forced the Wugs to found the village of Wormwood, around which they conjured the Quag for protection.
Maladon Castle ′mal-ə-dän kæ-səl
The headquarters of the Maladon race. It is here that Necro dwells, and also where the Maladons torture and enslave their enemies.
maniack ′mā-nē-ak
An evil spirit that can attach to a body and mind, driving a Wug irreversibly mad with every fear he or she has ever had.
manticore ′man-tə-kȯr
A swift, treacherous beast indigenous to the Quag with the head of a lion, the tail of a serpent and the body of a goat. Over twice the height of an average Wug and three times the width, the manticore′s most formidable features are its abilities to read minds and breathe fire.
Mill, the ′mil
A place of work in Wormwood where flour and other grains are refined.
morta ′mȯr-tə
A long- or short-barreled metal projectile weapon.
Noc ′näk
The large, round, milky-white object in the heavens that shines at night.
Ordinaries ′ɔrdənɛriz
Those who do not possess magical abilities.
Outlier ′aut-lī-ər
A threatening two-legged creature that lives in the Quag and can pass as a Wugmort. Outliers are believed to be able to control the minds of Wugs and make them do their bidding.
Quag, the ′kwäg
A forest that encircles Wormwood and is home to all manner of fierce creatures and Outliers. It is widely believed among Wugmorts that nothing exists beyond the Quag.
remnant ′rem-nənt
A collection of memories from an assortment of Wugs; an embodied record of their remembrances.
Saint Necro′s ′səınt nɛ-kros
The church in True where the people come to worship. It is named after Necro, the leader of the Maladons, who insists on being worshipped by all.
Seer-See ′sē-ir ′sē
A prophetical instrument used by sorcerers to view other places. The Seer-See consists of sand thrown into a pewter cup of flaming liquid, the contents of which are then poured onto a table to display a moving picture of a distant location.
session ′se-shən
A unit of time equal to three hundred and sixty-five lights.
slep ′slep
A magnificent Wormwood creature characterized by its noble head, long tail, six legs and beautiful coat. It is said that sleps were once able to fly, and that the slight indentations noticeable on their withers now mark the spot from which their wings grew.
sliver ′sli-vər
A small unit or brief period of time.
Stacks ′staks
A large brick building in Wormwood where items for trade and consumption are produced.
Steeples ′stē-pəls
A place the majority of Wugmorts go every seventh light to listen to a sermonizer.
True ′tru
The first town that Vega and her friends encounter. It is seemingly filled with happy people, but has sinister secrets.
unicorn ′yoo-nə-kȯrn
A noble and gentle beast characterized by a brilliantly white coat and mane of gold, with shiny black eyes and a regal horn the color of silver. The soft horn of the unicorn is known to defeat all poisons, but can only be obtained by convincing the unicorn to surrender it freely or by killing the beast outright.
Valhall ′val-hal
The prison of Wormwood, set in public in the center of the village.
Victus ′vık-tus
The name given by the Maladons to those they enslave.
wendigo ′wen-də-gō
A malevolent spirit that can possess whatever it devours. This ghastly, quasi-transparent creature lives throughout the Quag but is predominant in the Mycanmoor. Signs that a wendigo is nearby are a vague feeling of terror and a sense that the facts stored in your head are being replaced by residual memories of the prey the wendigo has devoured.




