Lockwood & Co. Book Three: The Hollow Boy
Page 31
Curfew—In response to the Problem, the British government enforces nightly curfews in many inhabited areas. During curfew, which begins shortly after dusk and finishes at dawn, ordinary people are encouraged to remain indoors, safe behind their home defenses.
Death-glow—An energy trace left at the exact spot where a death took place. The more violent the death, the brighter the glow. Strong glows may persist for many years.
Defenses against ghosts—The three principal defenses, in order of effectiveness, are silver, iron, and salt. Lavender also affords some protection, as do bright light and running water.
DEPRAC—The Department of Psychic Research and Control. A government organization devoted to tackling the Problem. DEPRAC investigates the nature of ghosts, seeks to destroy the most dangerous ones, and monitors the activities of the many competing agencies.
Ectoplasm—A strange, variable substance from which ghosts are formed. In its concentrated state, ectoplasm is very harmful to the living.
Fetch**—A rare and unnerving class of ghost that appears in the shape of a living person, usually someone known to the onlooker. Fetches are seldom aggressive, but the fear and disorientation they evoke is so strong that most experts classify them as Type Two spirits, to be treated with extreme caution.
Fittes Manual—A famous book of instruction for ghost-hunters written by Marissa Fittes, the founder of Britain’s first psychic investigation agency.
Ghost—The spirit of a dead person. Ghosts have existed throughout history, but—for unclear reasons—are now increasingly common. There are many varieties; broadly speaking, however, they can be organized into three main groups (See Type One, Type Two, Type Three). Ghosts always linger near a Source, which is often the place of their death. They are at their strongest after dark, and most particularly, between the hours of midnight and two a.m. Most are unaware or uninterested in the living. A few are actively hostile.
Ghost-bomb—A weapon consisting of a ghost trapped in a silver-glass prison. When the glass breaks, the spirit emerges to spread fear and ghost-touch among the living.
Ghost-cult—A group of people who, for a variety of reasons, share an unhealthy interest in the returning dead.
Ghost-fog—A thin, greenish-white mist, occasionally produced during a manifestation. Possibly formed of ectoplasm, it is cold and unpleasant, but not itself dangerous to the touch.
Ghost-jar—A silver-glass receptacle used to constrain an active Source.
Ghost-lamp—An electrically powered streetlight that sends out strong white beams to discourage ghosts. Most ghost-lamps have shutters fixed over their glass lenses; these snap on and off at intervals throughout the night.
Ghost-lock—A dangerous power displayed by Type Two ghosts, possibly an extension of malaise. Victims are sapped of their willpower, and overcome by a feeling of terrible despair. Their muscles seem as heavy as lead, and they can no longer think or move freely. In most cases, they end up transfixed, waiting helplessly as the hungry ghost glides closer and closer….
Ghost-mark—A cross painted on the door of a haunted building to keep passers-by away.
Ghost-touch—The effect of bodily contact with an apparition, and the most deadly power of an aggressive ghost. Beginning with a sensation of sharp, overwhelming cold, ghost-touch swiftly spreads an icy numbness through the body. One after another, vital organs fail; soon the body burns bluish and starts to swell. Without swift medical intervention, often in the form of adrenaline injections to stimulate the heart, ghost-touch is usually fatal.
Gibbering Mist*—A weak, insubstantial Type One, notable for its deranged and repetitive chuckling, which always sounds as if it’s coming from behind you.
Glimmer*—The faintest perceptible Type One ghost. Glimmers manifest only as flecks of other-light flitting through the air. They can be touched or walked through without harm.
Gray Haze*—An ineffectual, rather tedious ghost, a common Type One variety. Gray Hazes seem to lack the power to form coherent apparations and manifest as shapeless patches of faintly glinting mist. Probably because their ectoplasm is so diffuse, Gray Hazes do not cause ghost-touch, even if a person walks through them. Their main effects are to spread chill, miasma, and unease.
Greek Fire—Another name for magnesium flares. Early weapons of this kind were apparently used against ghosts during the days of the Byzantine (or Greek) Empire, a thousand years ago.
Haunting—See Manifestation
Iron—An ancient and important protection against ghosts of all kinds. Ordinary people fortify their homes with iron decorations, and carry it on their persons in the form of wards. Agents carry iron rapiers and chains, and so rely on it for both attack and defense.
Lavender—The strong sweet smell of this plant is thought to discourage evil spirits. As a result, many people wear dried sprigs of lavender, or burn it to release the pungent smoke. Agents sometimes carry vials of lavender water to use against weak Type Ones.
Limbless**—A swollen, misshapen variety of Type Two ghost, with a generally human head and torso, but lacking recognizable arms and legs. With Wraiths and Raw-bones, one of the least pleasing apparitions. Often accompanied by strong sensations of miasma and creeping fear.
Listening—One of the three main categories of psychic Talent. Sensitives with this ability are able to hear the voices of the dead, echoes of past events, and other unnatural sounds associated with manifestations.
Lurker*—A variety of Type One ghost that hangs back in the shadows, rarely moving, never approaching the living, but spreading strong feelings of anxiety and creeping fear.
Magnesium flare—A metal canister with a breakable glass seal, containing magnesium, iron, salt, gunpowder, and an igniting device. An important agency weapon against aggressive ghosts.
Malaise—A feeling of despondent lethargy often experienced when a ghost is approaching. In extreme cases this can deepen into dangerous ghost-lock.
Manifestation—A ghostly occurrence. May involve all kinds of supernatural phenomena, including sounds, smells, odd sensations, moving objects, drops in temperature, and the glimpse of apparitions.
Miasma—An unpleasant atmosphere, often including disagreeable tastes and smells, experienced in the run-up to a manifestation. Regularly accompanied by creeping fear, malaise, and chill.
Night watch—Groups of children, usually working for large companies and local government councils, who guard factories, offices, and public areas after dark. Though not allowed to use rapiers, night-watch children have long iron-tipped spears to keep apparitions at bay.
Operative—Another name for a psychic investigation agent.
Other-light—An eerie, unnatural light radiating from some apparitions.
Phantasm**—Any Type Two ghost that maintains an airy, delicate, and see-through form. A Phantasm may be almost invisible, aside from its faint outline and a few wispy details of its face and features. Despite its insubstantial appearance, it is no less aggressive than the more solid-seeming Specter, and all the more dangerous for being harder to see.
Phantom—Another general name for a ghost.
Plasm—See Ectoplasm
Poltergeist**—A powerful and destructive class of Type Two ghost. Poltergeists release strong bursts of supernatural energy that can lift even heavy objects into the air. They do not form apparitions.
Problem, the—The epidemic of hauntings currently affecting Britain.
Rapier—The official weapon of all psychic investigation agents. The tips of the iron blades are sometimes coated with silver.
Raw-bones**—A rare and unpleasant kind of ghost, which manifests as a bloody, skinless corpse with goggling eyes and grinning teeth. Not popular with agents. Many authorities regard it as a variety of Wraith.
Relic-man/relic-woman—Someone who locates Sources and other psychic artifacts and sells them on the black market.
Salt—A commonly used defense against Type One ghosts. Less effective than iron and silver, salt is cheaper tha
n both, and used in many household deterrents.
Salt-bomb—A small plastic throwing-globe filled with salt. Shatters on impact, spreading salt in all directions. Used by agents to drive back weaker ghosts. Less effective against stronger entities.
Salt-gun—A device that projects a fine spray of salty water across a wide area. A useful weapon against Type One ghosts. Increasingly employed by larger agencies.
Seal—An object, usually silver or iron, designed to enclose or cover a Source, and prevent escape of its ghost.
Sensitive, a—Someone born with unusually good psychic Talent. Most sensitives join agencies or the night watch; others provide psychic services without actually confronting Visitors.
Shade*—The standard Type One ghost, and possibly the most common kind of Visitor. Shades may appear quite solid, in the manner of Specters, or be insubstantial and wispy, like Phantasms; however, they entirely lack the dangerous intelligence of either. Shades seem unaware of the presence of the living, and are usually bound into a fixed pattern of behavior. They project feelings of grief and loss, but seldom display anger or any stronger emotion. They almost always appear in human form.
Sight—The psychic ability to see apparitions and other ghostly phenomena, such as death-glows. One of the three main varieties of psychic Talent.
Silver—An important and potent defense against ghosts. Worn by many people as wards in the form of jewelry. Agents use it to coat their rapiers, and as a crucial component of their seals.
Silver-glass—A special “ghost-proof” glass used to encase Sources.
Snuff-light—A type of small candle used by psychic investigation agencies to indicate a supernatural presence. They flicker, tremble and finally snuff out if a ghost draws near.
Solitary**—An unusual Type Two ghost, often encountered in remote and perilous places, generally outdoors. Visually it often wears the guise of a slender child, seen at a distance across a ravine or lake. It never draws close to the living, but radiates an extreme form of ghost-lock that may overwhelm anyone nearby. Victims of Solitaries often hurl themselves over cliffs or into deep water in an effort to end it all.
Source—The object or place through which a ghost enters the world.
Specter**—The most commonly encountered Type Two ghost. A Specter always forms a clear, detailed apparition, which may in some cases seem almost solid. It is usually an accurate visual echo of the deceased as they were when alive or newly dead. Specters are less nebulous than Phantasms and less hideous than Wraiths, but equally varied in behavior. Many are neutral or benign in their dealings with the living—perhaps returning to reveal a secret, or make right an ancient wrong. Some, however, are actively hostile, and hungry for human contact. These ghosts should be avoided at all costs.
Stalker*—A Type One ghost that seems drawn to living people, following them at a distance, but never venturing close. Agents who are skilled at Listening often detect the slow shuffling of its bony feet, and its desolate sighs and groans.
Stone Knocker*—A desperately uninteresting Type One ghost, which does precious little apart from tap.
Talent—The ability to see, hear, or otherwise detect ghosts. Many children, though not all, are born with a degree of psychic Talent. This skill tends to fade toward adulthood, though it still lingers in some grown-ups. Children with better-than-average Talent join the night watch. Exceptionally gifted children usually join the agencies. The three main categories of Talent are Sight, Listening, and Touch.
Tom O’Shadows*—A London term for a Lurker or Shade that lingers in doorways, arches, or alleyways. An everyday urban ghost.
Touch—The ability to detect psychic echoes from objects that have been closely associated with death or a supernatural manifestation. Such echoes take the form of visual images, sounds, and other sense impressions. One of the three main varieties of Talent.
Type One—The weakest, most common, and least dangerous grade of ghost. Type Ones are scarcely aware of their surroundings, and often locked into a single, repetitious pattern of behavior. Commonly encountered examples include: Shades, Gray Hazes, Lurkers, and Stalkers. See also Cold Maiden, Gibbering Mist, Glimmer, Stone Knocker, Tom O’Shadows, and Wisp.
Type Two—The most dangerous commonly occurring grade of ghost. Type Twos are stronger than Type Ones, and possess some kind of residual intelligence. They are aware of the living, and may attempt to do them harm. The most common Type Twos, in order, are: Specters, Phantasms, and Wraiths. See also Changer, Fetch, Limbless, Poltergeist, Raw-bones, Screaming Spirit, and Solitary.
Type Three—A very rare grade of ghost, first reported by Marissa Fittes, and the subject of much controversy ever since. Allegedly able to communicate fully with the living.
Visitor—A ghost.
Ward—An object, usually of iron or silver, used to keep ghosts away. Small wards may be worn as jewelry on the person; larger ones, hung up around the house, are often equally decorative.
Water, running—It was observed in ancient times that ghosts dislike crossing running water. In modern Britain this knowledge is sometimes used against them. In central London a net of artificial channels, or runnels, protects the main shopping district. On a smaller scale, some homeowners build open channels outside their front doors and divert the rainwater along them.
Wisp*—Weak and generally unthreatening, a Wisp is a Type One ghost that manifests as a pale and flickering flame. Some scholars speculate that all ghosts, given time, degenerate into Wisps, then Glimmers, before finally vanishing altogether.
Wraith**—A dangerous Type Two ghost. Wraiths are similar to Specters in strength and patterns of behavior, but are far more horrible to look at. Their apparitions show the deceased in his or her dead state: gaunt and shrunken, horribly thin, sometimes rotten and wormy. Wraiths often appear as skeletons. They radiate a powerful ghost-lock. See also Raw-bones.
PRAISE FOR THE LOCKWOOD & CO. SERIES
The Screaming Staircase
“Stroud (the Bartimaeus series) shows his customary flair for blending deadpan humor with thrilling action, and the fiery interplay among the three agents of Lockwood & Co. invigorates the story (along with no shortage of creepy moments). Stroud plays with ghost story conventions along the way, while laying intriguing groundwork that suggests that the Problem isn’t the only problem these young agents will face in books to come—the living can be dangerous, too.”
—Publishers Weekly
“Authentically spooky events occur in an engagingly crafted, believable world, populated by distinct, colorful personalities. The genuinely likable members of Lockwood & Co. persevere through the evil machinations of the living and the dead and manage to come out with their skins, and their senses of humor, intact. This smart, fast-paced ghostly adventure promises future chills.”
—School Library Journal
“Three young ghost trappers take on deadly wraiths and solve an old murder case in the bargain to kick off Stroud’s new post-Bartimaeus series…A heartily satisfying string of entertaining near-catastrophes, replete with narrow squeaks and spectral howls.”
—Kirkus Reviews
“Stroud brings the seemingly disparate plot points together with his usual combination of thrilling adventure and snarky humor….all members of this spirit-smashing trio get in their fair share of zingers, providing a comedic balance to the many narrow escapes, false leads, and shape-shifting specters that otherwise occupy Lockwood & Co.”
—Bulletin of the Center for Children’s Books
A 2013 Los Angeles Times Book Prize Finalist for Young Adult Literature
2013 Cybil Award for Speculative Fiction
CCBC Choices List
2014 Edgar Award Nominee
A Junior Library Guild Selection
The Whispering Skull
★“In fine form, Stroud sends Lockwood & Co. on a trail that leads from an upper-crust social event to the mucky margins of the Thames and into dust-ups with thugs, rival agents and carloads of ectoplasm
ic horrors that can kill with just a touch. For all their internecine squabbling, the three protagonists make a redoubtable team—and their supporting cast, led by the sneering titular skull in a jar, adds color and complications aplenty. Rousing adventures for young tomb robbers and delvers into realms better left to the dead.”
—Kirkus Reviews (starred review)
★“Stroud writes with a fine ear for dialog, a wry sense of humor, and a knack for describing haunted places. Creating tension that ebbs and flows, he slowly builds the dramatic narrative to a resounding crescendo, and he makes the quieter scenes that follow just as compelling. The second entry in the Lockwood & Company series, this imaginative adventure features one of the most hair-raising chase scenes in children’s fiction. At the book’s end, when the enigmatic Anthony Lockwood reveals a chilling secret, readers can only hope that more sequels are in the offing.”
—Booklist (starred review)
★“Lucy’s growing abilities to communicate with the dead, especially the nasty spirit attached to a skull in Lockwood’s home, add an additional layer of menace to an already creepy tale; Lockwood’s secrets add intrigue and suspicion. The plot gallops along at a breakneck pace, giving little respite from the horrors within. For fans of scary fare, this page-turner is a dream (or nightmare) come true.”
—School Library Journal (starred review)
PRAISE FOR THE BARTIMAEUS BOOKS BY JONATHAN STROUD
THE AMULET OF SAMARKAND
★“A darkly tantalizing tale.”
—Publishers Weekly
★“One of the liveliest and most inventive fantasies of recent years.”
—Booklist
THE GOLEM’S EYE
“Fast-paced excitement.”
—Kirkus Reviews
“A must-purchase for all fantasy collections.”
—School Library Journal
“The top of the class of the currently popular fantasy series.”