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Name: Nita Callahan
Age: Fifteen
Birthday: April 16, 1995
Series: Young Wizards, by Diane Duane
Canon Point: Post A Wizard of Mars by a little, still in 2010
Allegiance: Seelie Court

Application: Here (be warned: long)
Overview of Wizardry in Canon: Here (be warned: longer)
HMD: Here
Permissions: Here
Inventory: Her manual and various detritus from typical suburban teenager-ness. And her wizardly-made charm bracelet that holds a variety of useful spells in an almost-cast state so she can activate them quickly and easily without taking the time and energy to build them (though she still has to fuel them once they're running).

Quests/Events:
None so far

Boons:
None so far
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♦OOC
BACKTAGGING.
Yes. Guarantee I'll be doing it myself.
THREADJACKING. If it's not a private conversation and it makes sense, go for it!
FOURTHWALLING. I'll be avoiding this myself with this very reference-heavy canon, so no. Although Nita's well aware of the possibility that somewhere in the multiverse there's probably a universe where she and her friends are fictional but let's not get into that.
PLEASE AVOID THESE TOPICS. I honestly can't think of anything? Please avoid excessive mention of the standard gruesome topics (murder, brutality, rape, etc), and Nita's got a bit of a trigger about cancer, but life isn't always pretty as she's well aware of.

♦IC
HUGGING.
If she knows you or she specifically asks for it, go ahead.
KISSING. You are not her boyfriend or her father. Cheek kisses are okay in some cases, and she's experienced them in the standard-European-greeting format.
FLIRTING. She's really not good at it XD
FIGHTING. Miss Tough-Mouth Neets doesn't like to fight, but oh boy she will if she's pushed to it. Ask Aurilelde.
INJURING. If it works within the scene; she's most certainly been hurt on the vast majority of her adventures. But talk to me first.
KILLING. Absolutely not.
TELEPATHY & MIND READING. Canonical (and used extensively) with other wizards from her series. For others, she's got no specific defenses against it, though she might be able to cobble some together, so just ask me.

HMD

Dec. 2nd, 2014 12:45 am
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How's my driving? Leave a comment here to let me know!
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The One


The One is God. Any God, all gods of every people - in the mythology of Young Wizards, all the mythologies that ever were and ever will be are reflections of the central conflict between the various Powers That Are. The One is the originator of everything; it created the Powers, the first of Its children, and with their help formed the universe itself. It's been said by the Transcendent Pig that the One is actually fairly juvenile - that It loves puns and silly jokes that are the equivalent of ringing someone's doorbell and running away to hide behind the bushes. So far the One Itself hasn't shown up in the books, seeing that It exists outside of physicality and time, but It's certainly on the side of the wizards, and seems to love everyone and everything, even Its wayward child, the Lone Power. Not much has been revealed about the One other than those few things.

The Powers That Be


If the One is the head honcho, the Powers That Be are Its main enforcers. Lesser gods or angels, depending on the mythology being examined, they are immortal beings that exist outside of time and proper space and will sometimes drop in to help certain events along. The Powers are, well, powerful, taking immense patience, effort, and time to use things such as the rising of the mountains and the course of a glacier advancing to shape the land to the perfect form they envision, and then helping people get settled in the worlds after sentience comes around. All mythologies have a reflection of the Choice at their core, but the variations after that choice are mostly due to the interactions that species/race/culture has with the Powers That Be. The cultures with more defined, concrete stories that last through history (Greek, Roman, Irish) tend to be places where the Powers That Be fell somewhat in love with the place they were helping to shape and either never left or didn't remove themselves for a very long time. Cultures with a more fluid and not as focused look at spirituality (the Native Americans, for example) tended to not have much interaction with them after that portion of the world was built to their satisfaction.

The Powers exist outside of time, but can only affect time by going into it Themselves. They have a few ways to do this: acquiring an appropriate body to live Their life out with on that world, showing in Their own, natural, very powerful Selves when a job needs doing, or choosing to live within someone, using them as an embodiment, more or less a fully aware avatar. The danger of the first possibility is that essentially quitting the Powers means that the being has to give up most of its power to the One and is anchored forever at the spot of their choosing; reclaiming their abilities pulls the Power back to the One, the body It was inhabiting dies, and They can't reembody for a very long time. For the second, reality isn't really robust enough to stand up under such a concentrated form of power for very long, so a Power in its natural form can't stay in the world for long. The third, and most common option, means that the Power has more ways to act on reality and more power available to do so, but the host body is often the target for violence from the Lone Power, and subject to messy death (or attempted messy death). While in reality, the Powers are not limited to one species, gender, or sex, and so can be born in or appear as anyone, as long as it's intelligent. Their "true" forms are also fairly androgynous-looking. They tend to collect a lot of names as well.

There are many Powers That Are, each with Its own job and own abilities, some more powerful than others, but there are a few that are heavily involved with the series. A list of them are as follows:

-The Lone Power, the main antagonist of the series, an analogue for Satan, various gods of death and hell, and possibly also the Trickster gods and spirits of various mythologies. Strongest and first born of the Powers, during creation of the Universe It went off on Its own to create entropy and set it running in the fabric of reality. Nita rewrote Its name to offer It the chance at redemption, and later Dairine, backed by Nita and Kit, forced It to a point where It accepted that It was lonely and wanted the light It was born in, and so could accept said redemption. But there are still lots and lots and lots of splinters of the Lone One left in reality, and all of the ones from before Its rewriting and redemption still range from completely, terrifyingly evil to apathetically evil to everything in between, and wizards still have to fight and defeat those splinters whenever they come across them. Nita always sees It as a young-ish, handsome guy with sandy red hair unless It's presenting a specific aspect to Its audience (like the Tower of Shadows one), having only met one version of It that was female. Most wizards tend to see It as the first aspect of It they see.
-The One's Champion, known on Earth as Athena, Thor, Lugh, and Michael the Archangel, among others, the most powerful Power after the Lone Power, Its main adversary, and Its twin. The Champion is only a smidge behind the Lone Power in pure force, and has spent all Its time combating the works the Lone Power has pulled and helping people defend themselves from Its attacks. More or less second-in-command to the One, It also seems to like embodiment more than a lot of the other Powers; it says at one point that it's like a game of chess, in that sure you can end the game by just flipping the board over, but you don't win it then. You have to get into the game and play by the rules in order to truly beat your opponent. It also seems to find life and the people that live it fun to be around. The Power the main characters know the most about, the Champion lived for ten or so years in the body of a scarlet macaw named Macchu Pichu, known as Peach, that belonged to Tom and Carl and liked to predict the future - if she felt like it. After Peach was destroyed by the Lone Power, It next manifested in the Irish wizard Ronan Nolan, although It stayed with him for less than a year as he tried to sacrifice himself to let It out. The Champion seems vaguely more female than male, as it says that for sheer protective instincts, getting a mother is your best bet, and once showed up in a completely female angelic form.
-The Hesper, a brand-new power that was created after the formation of the universe and therefore had to undergo a first embodiment within reality in order to be able to have any effect on it. She's more or less a Lone Power that never fell, and is the only power to have a definite sex since so far She's only had one body. Born from within a race that the Lone Power had completely taken over, It didn't realize She was embodying until it was too late, and Kit, Nita, and their friends helped finish the process. She's currently out of the universe again, since first embodiments never last long, and will return to try to heal the hurt her counterpart has wreaked on the worlds. Bears the Spear of Light originally made by the Smith of Fallas to fight Balor.
-Ponch. Ponch started life as Kit's dog, a mutt-mix of lab, border collie, and about eight other breeds, a little smarter than most but still a dog. Wizardry practiced around pets will oftentimes start changing the animals, though, and after awhile Ponch started creating universes out of nothing. His favorite was Squirrel World. Ponch's tracking skills also improved at the same time, though since he was already a good tracker, this was less noticeable. He also had the ability to take others with him into these universes, and out of them again, and Kit started using this ability to get to other worlds and even into mindscapes. Ponch was the one that found Memeki, who would be the Hesper, and losing her hit him hard. He ended up completing the dogs' Choice when the Lone Power was going to destroy Earth and Kit along with it, and he chose to accept his full power and fight the Isolate to save Kit. He advanced to a higher state of being, becoming the canine version of the One, and now every dog (and loyal-friend-type creature) has a bit of Ponch in them.

The History of the Universe


In the beginning, there was nothing. Because the Powers that Be had to scrap it all and start over after the Lone Power invented entropy, which meant their original building blocks for the universe (and all other universes) wouldn't work properly. The universe as it's known now is a pastiche of things they could pull together that ended up working, but not in the perfect way they were hoping for. Death and entropy were there from the start, thanks to the Lone Power.

See, the Lone Power wanted to invent something that no one had thought of. Something big, something impressive. So during the creation, It went away and thought long and hard, and then made a great working. It came back to show the others Its creation - entropy, the gradual running down and loss of energy from the universe, as well as its lesser tools to accomplish it faster, such as wars, lies, deception, and painful death. The Lone Power had invented misery, and the One as well as the other Powers were disgusted and furious. They cast out the Lone Power, who turned on all of Them and set out to sell Its "gift" to all the worlds and all the people that came into being. The entire point of wizards and wizardry in general is to stop the Lone Power as often as they can, however they can, and slow down that long and eventual death in the hopes that the One and the Powers can find a way to stop it altogether.

The Universe Currently


Life found a way, as it so often does, and while Earth as a whole doesn't know about wizards, or aliens, wizards sure do know about aliens, and aliens sure do know about Earth. There are over a hundred thousand homeworlds for even more species, and many more across the different universes that abut against ours. Some planets have humanoids, but far more have types of life that are significantly different from a human, such as over-sized metallic centipedes and three-legged football-shaped beings covered in what looks like colorful carpet samples from a hardware store. Wizardry is available on all worlds, with most knowing about wizards and being open about them, while most also know about lifeforms not native to their own worlds. Its not uncommon for wizards to meet and become friends with at least one member of another species from another world; in fact, it's far more uncommon if that doesn't happen.

Entropy is still running, on some worlds more than others, and the condition of the world is more or less a reflection of the way a species' Choice went. There are very few places where the Lone Power completely lost, and those worlds tend to be quiet, peaceful, with a very long life and a very peaceful death for the beings that live there. Alaalu, the world Nita and Kit went to on their exchange program, was one such world, while Rashah was on the complete opposite end of the spectrum. On Rashah, everything was pain, everything was death; the trees were ripped limb from limb, there was a constant war going for thousands of years between the two city-states of the Yaldiv, and motherhood involved the eggs exploding from their mother's body and literally eating her corpse for their first meal. Most worlds fall somewhere in the middle of the spectrum, like on a bell curve. It's never been outright said, though it has been implied through what happened in the Song of the Twelve, that Earth is likely right in the middle of the two extremes, given that the ten whale wizards who made the first Choice had a more or less completely even split between rejecting the Lone Power, accepting it, or refusing to decide.

The Choice


Every species, as they begin to gain sentience, is faced with the Choice which will determine the basic "course" their lives are going to take after that point. Occasionally one species will Choose for the whole world, especially if only one species gains sentience; other times, every individual species will choose as their moment of awareness. The wizards of the group will be approached by the Lone Power, and sometimes a being working for or with the other Powers, and It will present Its case. The Lone Power won't outright lie, but It's an expect (the expert) of the misleading answer, of telling you something that sounds true without telling you the catch. Every Choice that's ever shown in the series, the Lone Power offered something the person making the choice wanted, or It thought they wanted; a temptation like the fruit of knowledge. To the whales it offered to make their personal abilities stronger and thus their knowledge greater; to the Demisev it promised protection from the fires that swept their world frequently, a freedom from that sudden painful death if only they would each keep a small coal of pain burning inside their souls for forever. If there's a representative for the other Powers there, they also present their case for rejecting this "gift," but usually the representative is a wizard itself who is trying to guide its friends without really knowing what it's doing (such as Dairine was). The Lone Power only gets one chance at a Choice for any particular species, and so will put all Its effort into making sure it goes the way It wants. While It has very few total victories, It also has very few total failures.

Timeheart


The "heart" of everything, the center of all the worlds, Timeheart is what the universe would have been like if the Lone Power hadn't invented entropy and stuck it into the equation. Analogous to Heaven, everything in Timeheart burns with an inner fire, the sheer state of being alive (even though most things there are dead). The worlds and universes expand around it like the layers of an onion, everything getting more real the closer to the center you go. Wizards often say "What's loved, lives," and Timeheart is definitely a part of that, as whatever's been loved in its lifetime goes to Timeheart after it dies. Kit's Lotus Espirit, Fred, and Ed all went there and seem to be just happy with it. Wizards can choose to visit there, mostly in dreams they know are real; regular people can, too, though they see them as just dreams.

Wizardry and Spells


Wizardry is the not entirely explainable force that allows wizards, the Powers That Be, and the One to affect the world and natural laws in it to achieve an affect. Wizardry was used to build and is still used to repair the universe, and it more or less works by wizards convincing a specific thing to do something slightly (or very) out of its normal nature. No one's entirely sure where the power comes from, aside from the One, and how wizards are able to use it, they just know they are, the power is good, and the system works, so any metaphysical conversations are usually left to the theorists. Wizardry isn't something one can touch or see, it's more a natural law, like gravity, that controls all other natural laws and can help override them at times as its users want. The users just have to know how to talk it into helping.

Wizardry can do anything, although not everything it can do is permanent. Wizardry won't let a wizard rewrite the speed of light, for instance, but it will let them bend it for awhile so the wizard can sort of slip around it. Nita once uses wizardry to convince gravity to leave her alone for awhile so she can skywalk. For something that's not going to break physics by doing it, wizardry can make anything happen, from transporting someone to another location, to creating duplicates of items (and people, though the person is a very imperfect copy), powering vehicles, changing shapes, healing wounds, even such mundane things as opening doors, drawers, and locks. The only limits wizardry has, aside from not permanently changing the building blocks of the universe, are the limits that wizards themselves bring with them to the table: if the spell is not constructed correctly, the spell will fail, and if the wizard can't power the spell, it will peter out.

It's not precisely "magic" in that nothing is done without work and a payment, usually in the form of a wizard's current store of physical energy, but occasionally in a more ... esoteric form of a similar nature. Nita and Kit's "blank check" wizardry to seal the fire drake and the evil Book away from time and space forever ended up costing lifeprice, the highest price there is, and Nita once combated the Lone Power using entire years of her life (which still required a current energy payment to perform). They don't just wave a wand and pull rabbits out of a hat, which a lot of them would like; instead they have to set up the spell, which means pulling it together in the manual, then possibly laying it out in a big diagram that everyone can see, and then reading it, which can take awhile if it's a really big one. Smaller spells take less effort in every department, and convincing something to do what it normally does (asking a drawer to open for a second, for example), takes an effort so miniscule it can't even be felt. Asking a kettle of water to boil takes about as much effort as running up a flight of stairs. The larger and more complicated the spell itself is, the more mass or area is has to affect, and the more unusual the affecting is, the longer the spell will take to begin working, although when the spell is finished the wizardry will work right away if it's done right. Delicate, intricate spells also take awhile to do, even if the energy output isn't quite as big, much like doing intricate handmade lace is complicated but not physically exhausting. Outside influences can act on a wizard during the initial set up of a spell; if someone took a wizard by surprise and trained a gun on them, and immediately shot it, it's almost certain the wizard wouldn't have time to stop it and would die. But a hesitation of any sort and they could either throw up a personal force field or talk the gun into "breaking" for awhile. It's hard to take a wizard by surprise, but not completely impossible, and the younger and less experienced a wizard is, the more possible it is. Once the spell is underway and is gathering momentum, though, there's a sensation that the universe is leaning in to listen to the spell and hear what's being asked of it, and a sense that the world is "pausing" around the wizard as well. Other wizardries can hit them at that time, but purely physical things seem to be put either in slow-mo or held off entirely until the spell is let loose.

There's a constant saying that "Wizardry cannot live in an unwilling heart," and it's shown in action. What it means is that there is a way to lose wizardry and stop being a wizard, return to being just a normal person, though one that always has a small core of loneliness at the center of them that's like a constant, small pain. A wizard can either renounce wizardry consciously and reject it almost physically, or they can lose their belief in magic and have it fade away. Nita almost does the first version when her mother is sick, only being stopped through intervention by Kit and her mom, and Tom and Carl (and all adult wizards) show the second type during the Pullulus disaster when reality itself was stretched out of proportion. The older, more mature wizards lost contact with the "strings" of their wizardry, and it turned into just a memory of a fun make-believe game to them. At the resolution of that conflict, they went back to normal, but it was a hard blow to everyone when it happened.

Wizards


Wizards are, as Tom and Carl once put it, more or less the tech support of the universe. It's their job to go after problems and try to "patch" them, suppressing or hopefully eliminating the problem all together, and doing it day in and day out in a hope to slow down the death of the universe and make the worlds a little better. They're bound to serve life and the preservation of life, to not change or harm something unless another life is immediately threatened, and combat the Lone Power as it tries to wreck the universe. Wizards' policy says if you find an emergency, it's up to you to fix it or at least hold it back until more wizards can be called in, although most wizardries are more planned than emergency interventions.

A new wizard is offered the power at a point that seems to be when they start growing into physical maturity; on Earth, it roughly corresponds to the general ages of puberty, except more compact. (Please note a wizard usually doesn't get offered the power and start puberty at the same time in most cases, but it's an easy way to remember the timeframe.) Wizardry onset for humans is typically between the ages of twelve and fourteen, though there have been wizards younger (Darryl was eleven, Dairine was a couple months shy of being eleven) and older (Angelica Pelligrino, a wizard from the 19th century Nita looks up to in a vague historical way), but at least two-thirds of human wizards gain the power during that middle range. The Powers will only "wake up" a wizard when a problem comes along that that exact person is the right answer for, since every wizard is the answer to a problem somewhere. It's speculated that the Powers That Be want to give a wizard as much time as they can to enjoy a normal childhood, gain some knowledge about how the world works, and be as well-adjusted and (hopefully) mature as possible so that when the staggering weight of the work they've signed up to do hits them, they're able to handle it. The younger a wizard is, the greater the power they have: Dairine's numbers were ridiculous when she got started, though Darryl's weren't out of the ordinary for being activated at his age. This is compensated for, though, because every wizard has a drop in power after their initial debut, and the higher the start, the farther the fall. Dairine does not take hers well at all. A "ranking" wizard like a Senior or a Planetary will have a higher power level (Irina's is in triple digits, while Mamvish's is in quadruple), but that power is only offered to them as they begin climbing the ladder of "wizardly management" and they need all that power to keep track of the part of the universe and the other wizards under their care.

There's no one "type" that tends to be a wizard, but in general they do tend to share a few qualities. Most wizards love to read, and almost all have a general thirst for knowing what's happening and a love of knowledge in general. Most tend to be able to think quickly on their feet, otherwise they end up dead pretty quickly. There's also a tendency towards being a kind of anti-bully, the type of person that does just want to do good, help improve the world, and not gain any reward from it other than the satisfaction of knowing you're improving things for others. That doesn't mean wizards aren't or can't be selfish - there's no such thing as a "personal gain" clause in wizardry, which means that as long as a wizard believes a spell is the right thing to do and is willing to pay the price for it, that spell can be performed. Nita corrects her astigmatism this way, for example. But it does mean that when a job needs doing, a wizard won't sit back and kick his, her, or its heels and wait for someone else to do it, they're going to get it done. And most wizards seek out projects to do even when there's not an emergency, keeping a number of them going at a time until a solution can be found for any of them. Wizards love to just do wizardry, and will often find any excuse they can to do so.

The Oath


When offered wizardry, every potential wizard has to take something called the Oath, which is exactly what it sounds like: the Hippocratic Oath for wizards, their rules and manifesto all rolled up into one easily understandable package. The Oath can change wording slightly from world to world, even from person to person, but the tenants always remain the same. Reciting it out loud gives the new wizard access to wizardry.

In Life's name and for Life's sake, I say that I will use the Art for nothing but the service of that Life. I will guard growth and ease pain. I will fight to preserve what grows and lives well in its own way; and I will change no object or creature unless its growth and life, or that of the system of which it is part, are threatened. To these ends, in the practice of my Art, I will put aside fear for courage, and death for life, when it is right to do so -- till Universe's end.


The Ordeal


After a new wizard accepts the Oath, at some near point in the future they will be sent on their Ordeal, and mostly without any warning. The Ordeal is the test that shows whether a person can actually be a wizard or not, with all the peril they go through. No wizard is ever offered the power without them being the solution to some problem the Powers see; Nita and Kit's ordeal was to recover the Book of Night With Moon, while Dairine's was to complete the Lone Power's redemption. Ordeals are never light, they're never fake, and they're sometimes deadly - usually a new wizard comes away battered, if not outright hurt. They are always life-changing experiences, if only for the fact that it's usually the first time a wizard does some really big wizardry and discounting any other complications that arise during them. Ordeals can and have killed new wizards; it's estimated that three to five percent of the disappearances in America are new wizards out on Ordeals who don't come back. Senior wizards keep track of Ordeals in progress, and if one fails, they send in other wizards to get the job done.

The Lone Power (almost) always appears in some form or other for an Ordeal. Its equally likely he'll actually turn up himself as not; new wizards might not actually fight him face-to-face in their first big problem, but they always fight his agents and inventions. Joint Ordeals like Nita and Kit's are uncommon but not unheard of; most wizards don't find a partner for work for awhile. There is a type of wizard called an Abstainee where they have their Ordeal and the Lone Power never comes in any form; these wizards usually have power ratings that are off the charts and remain so for as long as they live. These wizards are, however, exceedingly rare: in the Milky Way, there have only been nine in the last handful of centuries.

Manuals


Wizards get access to wizardry through a variety of different ways, even on the same planet, but Nita, Kit, and Dairine get theirs through manuals - Nita and Kit through books, Dairine through a special computer named Spot. "Manual" is, at least for most of them, the default way to refer to the access paths, even when referring to another way of accessing the knowledge. Ronan and other Irish wizards receives theirs through the Knowledge, more or less a memory-based thing patterned after the old bards, Filif hears the whisperings of the winds, Sker'ret uses what's more or less a high-tech metal-not-crystal ball, and Roshaun has a very small, intense point of light he calls the Aethyrs. Darryl's probably got the most unusual right now, in that he has a freaking WizPod. As more and more technology is introduced on a planet, especially technology for communication, more and more versions of the manual pop up and are available for use to the general wizarding community. Whatever form of the manual they're given to begin with, though, they generally stick with - Darryl's the only one known to have switched, since he was first whispered to by the Silence when he was locked away inside himself, and then received the WizPod after he emerged. Nita once told Dairine that she'd stick with "something that didn't crash."

The manuals are full of wizardry themselves, as their contents alter over time based on the needs of their wizard, and sometimes even their outside appearance as well. Spot has gone through several upgrades to keep up with the latest computers, and Nita's book has expanded or reduced in size depending on where she needs to keep it. The "insides" of the manual are tailored to each wizard, depending on ongoing projects and specialties; Nita looked for a spell Kit wanted to do on the page he said on their first adventure, and found a spell for grass care. At various points Nita's manual gets thicker or otherwise alters its contents based on the work she's currently doing: when learning to work with kernels, it gained an extra inch of new stuff all about kernel management and the practice worlds, and when she began studying the Speech in depth during the Darryl's Ordeal adventure, she never reached the end of the section, or even seemed to be making any headway in it, no matter how many pages she turned or how much she read.

Aside from just providing information, the manuals can also be used as high-tech communication systems, with areas that resemble a phone book (with listings of local wizards and ones you work frequently with, along with access to lists of wizards in any other location and, presumably, with many more possible groupings based on how the wizard asks for sorting) and others that are like the best smartphone on the market (with email, voice, and text message capability). The manual will also do various things like make its pages glow slightly in the dark for it to be able to be read, create and update graphs in real time if they're needed, allow wizards to highlight and bookmark various places and have the pages actually stay there, stores spells a wizard is working on in incomplete forms, and even turns the pages itself if you ask very nicely. Nita's manual seemed to get affronted when she asked if she could get it to do that and kick up a little breeze all summer and immediately flattened its pages down.

The Speech


The Speech is, more or less, Life's programming language - it's what was used to build the universe, there's an insane amount of power invested in just the language itself, and everything speaks it. Everything in the universe is alive in some way, and while sentient life tends to make its own languages (and have wizards), everything from grass to rocks to stars can understand and respond to the Speech. Wizards communicate with other wizards from different cultures or even different planets or universes with the Speech and everyone understand it perfectly.

The Speech is used as a lingua franca for several species across the known worlds even by non-wizards, and it's entirely possible for non-wizards to learn to speak it as well, as long as they can hear it to begin with (Carmela is one such person). Most people on sevarfrith worlds, though, can't recognize the Speech being spoken, just like they won't recognize magic being performed in front of them, and tend to hear it as whatever their own language is (or the one they're expecting to hear) being spoken with an accent native to wherever the speaker came from.

Most wizards and fluent speakers have a down-in-the-bone knowledge of anywhere between five hundred to about a thousand words in the Speech, and with a manual, access to a few hundred million more to help them with spells or even just in regular conversation. Wizards that study the Speech heavily obviously know more, and there's a few dozen different tenses and modes of speaking that also grow in power the "older" you get. The Speech is the language of life, and therefore it updates, grows, and changes as life itself does, with the life around it. Its one limit is that it needs a source, ie a native speaker, to be able to do its job; the Speech, and therefore the manuals and wizardry itself, can't understand a language or a culture that's completely dead and that it can't find a knowledgeable person to skim context from. This turned out to be a problem on Mars, when knowledge of the language, culture, and history of the Shamaska could have - possibly - saved Kit from getting in so much trouble.

There's one Golden Rule in the Speech - don't lie. Just like wizards make very, very sure of something's name before they speak it, lying runs a very real risk of changing whatever you're speaking about to what you're saying, and the consequences of that could be too disastrous to really be imagined. Wizards will never lie in the Speech and usually get out of the habit of lying in their own native languages as well, since they're so in tune with the truths behind words and bending them even when not using power just feels wrong. For example, Dairine stops just running her mouth off, mostly, after she becomes a wizard, and when asked a direct question will usually just not say anything and look kind of belligerent. Wizards also tend to not like people lying for them, as shown when Kit needs to take a day off from school to go look for Darryl and his mama says she'll tell them he's sick. He tells her not to lie to them and just say he needs a personal day.

However, there is a way to say something that's not true in the Speech and have nothing happen, and that's by using mild and/or friendly exaggeration or hyperbole. This works because the Speech reads intent in the words, so wizards are fully able to say things like "I'm gonna get you for that!" and the Speech will know they really mean "You scared me so much and I'm freaked out!" As the main group is made up of friends and occasionally relatives, this pops up a lot both in and out of the Speech just like it does in normal teenage conversations. Nicknames also seem to count under this category.

Naming


Naming is a huge thing in wizardry, as literally every spell in the book involves naming something in its entirety in order to have an affect on it. And the entirety means everything: Nita's name includes the fact that she loved to read books on horses for a long time and she once had an enthusiastic sword fight with a tree, while Kit's states his love of chocolate ice cream and poetry, especially Shakespeare. A wizard becomes adept very quickly at reducing all of that data down to a "shorthand" version, one they can pull out and use as a moment's notice, but it's not just people that have to be named accurately for a spell to work, it's everything that's going to be affected by it. A wizard's manual will help them compensate for things like the changing position of a body in space (since the planet, solar system, and galaxy are all moving) and will often plug in the minutiae of a specific item's details without the wizard having to do anything, but the information all needs to be there because the spell needs to be accurate down to the atomic level. If something doesn't already have a name, then a wizard will need to coin one for it, but it has to be right.

Misnaming things leads to a whole host of problems, beginning and more or less ending with the fact that wizardry is mostly about persuading objects or people to be what (or where) the wizard wants them to be, so quoting someone's name wrong comes with a very high chance of changing the person themselves. A wizard doesn't just casually erase a name written in the Speech, either, as is shown when Nita drops out of the clean-the-water spell she, Kit, and S'ree were doing, because there's a chance that the person themselves could be erased, or at least part of them. The Lone Power changed when Nita rewrote Its' name in the Speech, and Kit used the same trick during the working Nita tried to cure her mother's cancer, because Nita had been blinded by desperation into not seeing the way out of the situation she'd gotten into. Combining the pre-desperation version of her name (that Kit had saved from their spell) with her name that was current at the time opened her eyes to Its trickery and helped save herself, her wizardry, and her mother's happiness, if not her mother's life.

Specialties


Just as with any group of living beings, some people are better at some things than others, and as a wizard settles in to the power they eventually come to settle more or less on one "section" to focus on in wizardry. Every wizard starts out with a general specialty from the beginning: Nita's was plant life and growing things, Kit's was mechanics and to a lesser extent inanimate objects in general, Dairine's was simply very BIG works due to the power she had. Specialties can change as the wizard grows older, or not; there seems to be no set way a wizard will develop, besides the power drop they all suffer after their Ordeal. People's own inclinations in everyday life seem to follow them to some extent into wizardry, as Nita suspects she got her talent with plants from her father the florist, and Kit's papa is somewhat mechanically minded. However, it's not a one-to-one ratio, as Nita also grew up really loving astronomy, and hasn't shown any out-of-the-ordinary proficiency in that department.

Any wizard can get any spell to work, as long as they constructed and spoke it correctly and barring any direct interference from the Lone Power, but wizards with a specialty get much better results with spells that fall within their realm. During their Ordeal, it was Kit who woke the statues, while Nita called the trees to battle. Kit was able to heal a bee sting Ponch picked up digging in the backyard, but couldn't do the healing wizardry required to fix S'reee nearly as well as Nita. During the Hesper incident, Nita wasn't able to heal Ronan after he got himself heroically shish-kebabed because the injury was too severe for her talents, but an Australian wizard named Matt, an injury/surgery specialist, was able to patch him up fine and even told them to send him in for a check over like he was an actual doctor. There are several wizards that spend most of their time writing new spells, several that spend most of their time controlling and maintaining gateways to other worlds and dimensions, and many, many more in many, many more fields that require expertise. While wizards have a policy of "if there's an emergency and you're the one that finds it, you handle it," if there's time to prepare, they'll always try to get an expert in the field.

Spell Components


Spell components are a... spotty thing. Of course all spells need the energy of the wizard performing it, that's their "fuel," but some spells need more things as well. It seems to mostly be the very unusual wizardries or the very big ones that need extra components, especially for new wizards that don't yet have the fluidity and fluency in the Speech needed to convey complicated concepts. The more familiar a wizard is with a spell, the less likely they are to need components, as seen when Nita and Kit first try to open one of the worldgates and need a few materials but are able to do it with little to no problem and no materials later (this might be helped by the fact that their normal destination when worldgating is the Crossings, which does have its own technology set up to support gates, as opposed to going to a different universe which is what they had to do when they used their supplies. Other transits in the same universe haven't been shown to need supplies). Permanent spells that aren't going to be taken apart are also good candidates for needing more than just energy, such as the wizardly leash Kit made for Ponch when he started universe-walking and Kit didn't want to get separated from him.

There are some objects, though, that aren't traditional spell components as such (though they probably can be used as components in a spell if one looked hard enough for a spell to do so in), but bend the strings of space and time around them in ways that give them a lot of power or can let them be the focal/anchor point for spells. Spell components act this way for the specific spell they're linked to, but these objects do it anyway, without any provocation and not much prep needed. Nita had a television gimbal that worked in this manner, but she anchored too many major spells to it and it ended up crumbling into powder. Most wizards keep a small "stash" of potentially useful objects with them, but they also tend to use their own brains and basic work in the Speech far more often on the road than spells that need extra items.

Spell Storage


Over time, wizards have invented a variety of ways to carry around spells for quick use rather than having to recite all of them right on the spot since some of them can be very long. Oftentimes there's just not enough time to get all of a spell off before you need it, so compacted wizardries are in pretty high fashion.

The easiest way to avoid the prep work when you need the spell in a hurry is to set it up ahead of time and just have it "ready" in your mind, with everything but the last word said; when you need it, you say or even just think hard the last word, and the spell executes. This is a good method for quick spells, like self-defense bubble shields, but the more complicated ones are simply too... complicated, and powerful, to let them sit in a mind like that, and most wizards' minds can't handle storing more than a few familiar ones like that. Oftentimes a wizard will collapse a spell down into a small (or occasionally not-so-small) physical item with either a limiter set or left in an inactive state until needed, usually stored in a claudication; this is often used for weapons, such as the ones Ronan and Kit used on Mars when dealing with the superegg. The limiter is removed or the item is activated and boom, you're ready to go. During her mother's illness Nita made herself a wizardly charm bracelet to carry useful spells into the practice universes since manual access there was sketchy at best, and she's continued to use it since then in the same manner. The bracelet itself is made of tightly wound strands in the Speech that are specifically designed to hold and contain a lot of power, separately, with the seeming and feel of a bracelet over the Speech-links. Each spell is said and then anchored in inactive mode to a small metal charm that represents what the spell is used for, such as the small glass bubble for walking underwater or the empty ring that's the transit spell for her bedroom. This is a handy way to handle the energy-output component of any spell, too, as the energy is taken when a wizard initially builds the spell, rather than when it's activated, meaning a big spell can be activated with no real affect to the wizard in question. Very useful for emergency situations where being exhausted can get one killed.
wizardlyaccess: (Default)

( PLAYER ★ INFORMATION )


NAME: Tai
AGE: Old enough to vote. For awhile now.
CONTACT: PP here, email at lai_nyan-at-yahoo.com, or private plurk at otteratplay
CURRENT CHARACTERS & LATEST AC: ...Ummmm, none?

RESERVATION LINK: Here's a link to it. I'm letting the Frank reserve slide because I know I won't have enough time to finish his app before the cap hits.

( CHARACTER ★ INFORMATION )


DOES THIS CHARACTER MEET SKELETAL BASICS? I'd say nine books with her as the or a POV character counts.
NAME & AGE: Juanita Louise Callahan, known as Nita. Hates her middle name with a passion. At the time her canon's paused at, she's fifteen (they're still in 2010).
CANON & CANON POINT: Young Wizards book series by Diane Duane, after the currently-latest book, A Wizard of Mars.
CANON INFORMATION: Nita was born on April 16, 1995, the first of two daughters of Harold Callahan (a florist) and Betty Callahan (a dancer from Colorado), who lived in a town in Nassau County, Long Island, New York. Her little sister Dairine was born in October two and a half years later, and overall she had a very loving and supporting family as she grew up. But her childhood wasn't really fun and she doesn't look back on it with wistfulness of "a time of happiness" because Nita was frequently the target of bullies at school for her intelligence and her inability to fight back until it was too late and just landing her in more hot water. She got teased by her classmates from the very first day of her school life and ended up getting beaten up at least once a week for several years. Her father sent both of his kids to judo lessons, but Nita refused to use the moves she learned; Dairine didn't, and for awhile the younger sister was sort of her silent protector (Dairine's an odd one). But Nita loved learning for the sake of learning, school was pretty easy for her, she took to astronomy like a duck to water, and she had a voracious love of reading, and that's what led to her becoming a wizard.

Running from a group of her usual tormentors one day in May, 2008, she ducked into the little local library a couple of streets from her house and hid in the children's section. While there, she felt something grab her fingers as she was running her hand over the books, and found a book she'd never seen before in that building (an unheard of prospect) titled So You Want To Be a Wizard. She took it home with her, and it turned out to not be a cute little book about doing stage magic as a career like she'd thought, but rather a treatise/explanation/helpful guide to actual wizardry, using power given to certain people by The Powers That Be to preserve and fight for life, save it where they can, combat the Lone Power, and try to slow down entropy and the death of the universe. It was heady and much heavier stuff than she expected, but she slowly grew excited over the prospect of being able to do anything from talk to a tree to learn to alter the physical laws of a world, such as gravity, temperature, and anything else. She took the Wizard's Oath, which bound her to the power, and when she woke up the next morning the book had more than doubled in size and suddenly had a lot more, and a lot more specific, information in it.

Through wizardry, Nita met the boy who would become her best friend, wizardly partner, and eventual boyfriend, Christopher "Kit" Rodriguez, as well as a host of other strange, colorful, sometimes frightening, and wonderful characters both from Earth and from far out in the reaches of space (and occasionally, from other universes entirely). She and Kit suffered losses of friends and loved ones more than once in the eternal battle against the Lone Power, having so much of a hand in several major defeats of It and Its actual redemption that another wizard complained their part of the world was screwing up everyone's averages. Nita's sister Dairine also became a wizard and joined them on most of their adventures, while Kit's sister Carmela started showing her own odd talents that still haven't been quite defined, while his dog, Ponch, developed stranger talents still. Such as creating universes.

The Wikipedia entry for the series in general has an overview of a few things, as well as links to the summaries of all the specific books. Please note that Diane Duane edited all the books to form a consistent timeline, since the series started in 1983 and each book was written with the technology of the day in mind, and A Wizard Alone was more or less halfway rewritten entirely because there were a lot of facts wrong with her portrayal of autism in the first go-round. In the New Millenium Edition, Darryl actually stays autistic, though he is not locked inside himself anymore. In the NMEs, the first book takes place in May, 2008, while the most recent happens in late June, 2010, with the others strung out inbetween.

PERSONALITY: Anyone looking at Nita Callahan would see an overall average fifteen-year-old girl: average height, average figure, average looks, average everything. Brown hair, gray eyes. Nita on her own doesn't really stand out in any way, and she more or less prefers that. But spend some time getting to know her, and you'll realize why the Lone Power Itself once tried to make a deal with her to render her neutral in the great war against It and keeps trying to kill her to get her out of the way.

Overall, Nita is fairly mild-mannered, polite, and courteous, partially as a result of being a wizard; wizardry works much better if you use polite persuasion on things, or make friends with them, rather than ordering them around. She spent the majority of her life getting picked on by bullies, teased and jeered multiple times a day and being physically attacked at least once a week ('Joanne and her hangers-on had found out that Nita didn't like to fight, wouldn't try until her rage broke loose - and then it was too late, she was too hurt to fight well.' - SYWTBAW), and so she doesn't go around drawing attention to herself. In a crowd, it's easy to overlook her. That outer seeming is genuinely a part of who she is, but within that there's a power and a drive to get things done, a dedication that will not rest until the task that was set is accomplished, and a righteous fury that is rarely invoked but has made more than one of her acquaintances very, very afraid of her. It seems to be a family trait, given what her mother did while she was sick ('Nita's mother looked over her shoulder at Nita.' "My daughter and I," 'she said,' "are fighting the same battle. Maybe I do it in more ordinary ways. But we're on the same side. And you, if I recognize you correctly, are no friend of mine. Get off my turf!" - and much, much asskicking ensues in TWD) and what her sister does on a daily basis.

The several years of being a punching bag means that Nita rarely puts herself forward in social situations unless she's very comfortable with them and the people there. She's by no means a wallflower and will talk to people easily, but she doesn't go out of her way to draw attention to herself, especially when in a group composed of people that aren't peers in some way. During the wizards' meeting in Ireland, she was fairly self-conscious when asked to stand and be introduced, even if she didn't have to speak herself, and didn't really get into conversations ("I also want to welcome those of you who have come unusual distances, including Nita Callahan. Stand up, love." 'Nita flushed fiercely and hoped it didn't show too much in the pub's dim light. She stood up.' - AWAbroad). Heck, during much of her Irish trip, she's not the first one to introduce herself. She integrates into the local landscape fairly quickly, but she does it mostly by going with the flow and letting things come to her rather than seeking them out. She's not a loner, but she does enjoy her quiet time and the occasional solitude, and appears to be a fairly comfortable introvert to the world around her. She possesses enough obvious self-confidence now that the bullies don't come after her anymore (although she still gets teased some in school), because they know subconsciously it's a bad idea and that she won't rise to their taunting anymore ('Nita stood still, listening to Joanne's footsteps hurry away, a little faster every second - and slowly began to realize that she'd gotten what she asked for too - the ability to break the cycle of anger and loneliness, not necessarily for others, but at least for herself. It wouldn't even take the Speech; plain words would do it, and the magic of reaching out. It would take a long time, much longer than something simple like breaking the walls between worlds, and it would cost more effort than even the reading of the Book of Night with Moon. But it would be worth it - and eventually it would work. A spell always works.' - SYWTBAW). For all that she finally has self-confidence and has gotten the bullies to leave her alone, Nita still doesn't want to stand out in really unusual ways and have people start trying to attack her again. She still gets a lot of teasing for being smart, not to mention her friendship with Kit and for a long time people misreading their relationship ("Gettysburg. Got a date?" "Yeah, but he'll have to stand on a box to reach." - TWD), and while she's learned to live with it she doesn't want to invite it on herself except if it will make things better for someone else. That's why she begs her mom to buy her less conservative clothing when she starts ninth grade, even though her mom's hesitant about it since the skirt is pretty short, because if she can't be normal she at least wants to look normal ("Mom-" 'Nita sighed.' "Nobody beats me up anymore, if that's what you're worried about. They can't. But a lot of the kids still think I'm some kind of nerd princess. [. . .] It's nothing wizardry will cure. Just believe me when I tell you that dressing in style will help me blend in a little. I know I didn't care much about clothes in grade school, but now it's more of an issue." - TWD). But it's also why she talks to and makes friends with Della Cantrell, the new girl whom everyone was whispering about and avoiding, because she knows that feeling of loneliness and doesn't want others to suffer it ('That feeling Nita knew all too well from the time before she'd become a wizard, the time when she'd first come to understand it was unlikely that anything she did to her clothes or her hair would ever change the way the other kids saw her - as a nerd - and every passing day had left her more hopeless and angry about it. Now, far more certain of herself and far less concerned with what most of her classmates thought of her, Nita was in a better position to feel concern for anyone else caught in the same trap. As soon as that class had finished, she'd gone over and introduced herself.' - WAW).

With her friends and other wizards, though, it's a different matter. Gaining the power of wizardry, the power to change the world, showed her she wasn't powerless against the forces that opposed her - and that in the grand scheme of things, her "suffering" wasn't really all that important, more another example of entropy running down the energy of the universe even faster. Wizardry has allowed her to make real, genuine friends and "find herself," more or less, as she's found her place in the universe and, more importantly for her, her purpose in life ('Both families were delighted that their children had each finally found a close friend. Nita and Kit laughed about that sometimes. Their families knew only the surface of what was going on - which was probably for the best.' - DW). Those experiences have translated into actual confidence and her being more expressive with those she knows and trusts, the circle of which is steadily expanding (although at the moment it is still mostly comprised of wizards and others somehow involved with wizardry, like Carmela). She frequently laughs with her friends and goes on random adventures with them when they have the time, like when she and Kit went to Munich for Oktoberfest or Carmela dragged her to the Crossings to go shopping, and if people at her school think she's a loner nerd, she doesn't care anymore. She has fun in her life now, something she had all too rarely as a child, and if the fun's a bit strange for some people? Too bad for them. She gets to go swimming with whales, touring different star systems, have conversations with trees, and do a thousand other things just for the joy of it ('In triumph Nita splashed and jumped in the flooding gutters, like a kid, then finally ran right out into the middle of the empty Times Square and whirled there in the wet gleam and glare all alone - briefly half nuts with the delight of what she'd done, as the brilliant colors of the lights painted the puddles and wet streets and sidewalks with glaring electric pigment, light splashing everywhere like Technicolor water.' - TWD).

Nita genuinely cares about pretty much everything and everyone she meets. It's something of a prerequisite of being a wizard, since they serve life in all its forms, and that doesn't mean she can't get annoyed with people by a long shot, but overall Nita is more than willing to defend and help anyone she can. There have been a few times in her wizardry career that she was willing to die to accomplish a goal - she didn't want to die, of course, but she would do it if it was going to be the most help she could give. The first was during the Song of the Twelve, when she was paying back the lifeprice on the blank check wizardry from her and Kit's Ordeal (And in that second Nita came to understand what Carl had been talking about. She wheeled around and stared at the outcropping - then chose to do, willingly, what she had thought she'd no choice but to do. The triumph that instantly flared up in her made no sense: but she wouldn't have traded it for any feeling more sensible.' - DW), but it also happened during the Pullullus incident when she and Sker'ret went to check on the Crossings ('Perfectly clear in her inner vision hung and burned the words in the Speech that gave the Powers That Be the authorization to take the last thing you had, your life, and make the best possible use of it. You were, of course, allowed to make suggestions. Take everything I have, Nita said silently, and clear all these creatures and weapons out of here so Sker'ret can do what he has to do to keep the Lone One from getting the Crossing. For just a second she though sadly of Kit: there would be no way to tell him what she was having to do, no way to say goodbye-" - WAW) and after the fight she had on Mars with Aurilelde and her people, although granted that one was less of a certainty for her and more of a smashing threat to the Shamaska ("There's a full implementation of a transoceanic pass-through hanging over your heads right this minute, and I'm in a mood to use it if I don't get my partner back right now. If I go, too, when the hard rain comes down, big deal because life without Kit doesn't look so hot right now! And I'm betting I'd be doing the universe a service in getting you people off the books. For Kit and me, 'cause our Oaths are in place, I'm betting there's always Timeheart. Whereas for you, the Lone Power only knows where you'll wind up, and I can't bring myself to care. So?" - AWOM). She's not always the best at expressing this care - Aurilelde even comments on her habits during their fight ("As if you know anything about love! Your idea of physical intimacy is punching Kit in the shoulder-" -AWOM) - but she will do just about anything for a friend, an acquaintance, or even a person she doesn't know who's threatened in some way. She's gone after Kit to save his life multiple times ("Kit-" 'He looked at her.' "You saved my butt," 'she said.' 'Kit let out a breath.' "You let me." 'She nodded.' "Anyway," 'Kit said,' "you've saved mine a few times. Let's just give up keeping score, okay? It's a distraction." - TWD), as he has her. Nita has even been concerned about the One's Champion in the past, worried about how the Pullullus was affecting It while It was in Ronan, since "living" in another waking spirit must have already been difficult ("It can't be easy being... what you are... and having to live inside a human being," 'Nita said.' "Especially now, when so many things aren't working the way they should." - WAW). She cared enough about her mother to nearly make a deal with the Lone Power to lose her wizardry, and did a prodigious amount of wizardry towards that goal, even if it didn't work in the end. She's also the one that holds the family together after her mom dies, being the translator and peacemaker between her father and sister, taking over a lot of her mom's duties like coffee making and grocery shopping, running herself thin because she wants them both to be well even if she has to sacrifice her own comfort to do it, although she does get strained by it and resent it sometimes ("You don't think I see?" 'Dairine said, reaching out to trace some aimless design on Spot's upper case with one finger.' "And when Dad and I can't connect, you're the one who winds up talking sense to him, and to me, and getting us all going in the same direction. But who's there to make things easier for you? ...You're getting worn out with it. You need a change of pace, something besides worrying about whether we're okay. We're tougher than you think we are. But you..." - WH). That caring, that drive to help people, save them, can lead to some amazing things happening, as Nita herself once said. After all, she once yelled Ronan into not dying ('But there wasn't any pain, and the emotional context she sensed was very far indeed from shock. It was utterly serene. And off in the distance, getting more distance by the moment, Nita caught sight of a growing glow of light.' 'Oh no you don't! she shouted inwardly. Not that way! You don't get to do that right now!' [. . .] 'Not - another - step! Not - another -' - WAW). And, after two years of being best friends, Nita and Kit finally both acknowledge that they've been chicken about admitting they're interested in each other ~that way~ because they don't want to rock the Friendship and Partnership Boat and unspokenly-mutually-more-or-less agree to give being an item a shot as almost everyone they knew already assumed was a truth. So far they like it, but they're still figuring it out, and they're teenagers.

She can definitely be pushed too far, and there's a reason why more or less all of her wizard friends are reluctant to piss her off: Nita is downright scary when she's mad. It doesn't happen often, as she very rarely gets to the "really pissed off" portion of pissed off, but even at "irritated" most people, especially guys, don't want to mess with her (Darryl's eyes went wide.' "Oh, Kit, don't let [Nita] hear you say stuff like that! She'll pull your head right off and beat you over the shoulders with it." - AWOM). Darryl and Ronan have both made cracks about her annoyance "carrying" to Kit ("Everybody heard Miss Neets's reaction to how you just dumped her yesterday-" - AWOM), and she's made both of them shut up with just a look when they were taking digs at her. But when Nita is furious, she can - and has - moved worlds. She's more or less instinctively learned how to harness her anger and fury to give her more fuel and what's more or less an adrenaline boost in bad situations, though she knows that's not something she can depend on too much or she'll become more or less addicted to it and not be able to stop, probably warping herself in the process ('Nita wasn't used to thinking of anger as a tool. It had always seemed like something you didn't want to get accustomed to using, in case it started to become a habit, or started twisting you and your wizardry in directions you didn't want to go. But if you're careful, she thought, if you stay in control, if you manage it carefully enough - maybe it's okay to use it just every now and them. Maybe managing it, rather than letting it manage you, is the whole idea-" - AWAlone). But with that anger, she was able to bust down the walls Darryl had erected in his mindscape to keep the Lone Power in, and, more obviously, she was able to beat what was more or less the personification of Mars itself in a wizards' duel even when everything but offensive wizardries had been turned off - while fueling a spell that held a sea's worth of water in two very large spirals to keep it from smashing her to pieces. She's able to focus her rage to cut through the crap and find effective solutions to major problems, usually involving Kit or other people she cares about. But she also knows when to put the rage aside thanks to living with Dairine, who argues her rivals into blowing up so she can stalk off and claim they got irrational first (Nita turned red, too, with annoyance. She thought of about six different cutting things to say, but kept her mouth shut on them all.' - AWAbroad). Nita's got a very long fuse, but there's a time when everyone reaches the end of it, and the amount of explosion that happens is proportional to the seriousness of the situation. It's what led her to transport Dairine's bed to Pluto when Dairine wouldn't go to school after their mother's death.

Nita doesn't exactly have a rollicking "sense of humor" as most people would think of it. She's not one to make jokes frequently, a lot of the ones she makes are made by accident or pretty low-key ("What I really need right now in terms of energy is a candy bar, but the only thing I've got left in my backpack is a cat. And I can't eat that." 'She made an amused face.' "Too many bones." - AWAbroad), but she also doesn't take offense at most of them as long as they're good-natured. She can find the humor in situations pretty easily (picturing the Lone Power as a Darth Vader-style duck, for example, nearly put her in hysterics), but she doesn't initiate those situations on her own. She's very go with the flow about these kinds of situations, having finally learned to laugh at the absurdity that sometimes springs up in the universe and in her life especially. She can still get embarrassed pretty easily, though, especially when it comes to her "situation" with Kit and some of the things they've gotten into - ask her about the time they got those body mods. Go ahead, ask. She's most likely to get embarrassed or get cranky about teasing when it's something she feels is intrusive, like how everyone assumed that she and Kit were an item for a long time before they actually were. That's the one thing she just got more or less immune to over time ('Nita smiled ironically, letting the "dating" reference go by. She was so used to hearing this kind of thing from kids at school that she'd stopped protesting, since it just made everybody sure they were right.' - AWOM), at least in terms of general comments, but actual teasing always got told to knock it off. The absolutely does not work with Carmela.

Wizardry did, however, bring with it a lot more danger - and a lot more tragedy. Kit and Nita are told very early on that in order to defeat the Lone Power, someone usually has to die, and this is roughly a 90% or above possibility ('But she was afraid. It'd be dumb not to admit that, Nita thought. All I have to do is push through the fear.' - TWD). They pretty quickly learn that this is not an exaggeration - and they know for a certainty that the Lone Power hates them and their little group since they keep kicking Its ass repeatedly, meaning they've drawn Its attention to them in an effort to subvert them. They rarely have an adventure without someone dying - on their Ordeal they lost Fred and the Lotus Espirit, during the Song of the Twelve Ed sacrifices himself in place of Nita, and the Lone Power strikes down Peach during the fight before Its redemption. The worst by far, however, was Nita's mother: the Isolate activated unhealthy cells in her body - a fast-growing cancer - to try and trap Nita into a deal to make her lose her wizardry. It's only thanks to her mother's intervention when they were inside the wizardly construct of her own body, where she was more or less a god, that Nita didn't go through with the deal and almost kill herself as well on accident. Losing their friends and especially her mom has hurt Nita very deeply, making her grow and mature faster than most teenagers, and she has her moments of survivor's guilt like anyone. Her going to a counselor to handle her grief after her mother's passing is actually a fairly big thing. But at the same time it doesn't completely weigh her down, because she knows those that are gone are still alive in some form or other in Timeheart - after all, she's seen most of them there. It's not the same as having them there with her, not at all, but it does help to know that while their mortal bodies are gone, their specific inner being is in the place that everything wants to be ("If you mean, am I over my mom dying? Don't be silly," 'she finally said.' "She'll always be part of me. It's going to hurt for a long time that she's not still in my house. But nothing can take her out of my life. Am I over wanting to just sit and suffer and let life go by? I think so." - AWAlone).

Nita was born with a great thirst for knowledge - not quite to the level of her sister, but she always just found learning interesting, reading fun, and school enjoyable, when it didn't involve her classmates, at least ('She loved any library, big or little; there was something about all that knowledge, all those facts waiting patiently to be found that never failed to give her a shiver.' - SYWTBAW). She's read the entire children's section and at least most, if not all, of the adult section at the small local library a few blocks from her home, and one of her earliest presents was a telescope which she still uses even to this day to observe the moons of different planets and things like comets or meteor showers ('That sense of the Earth being a small safe "house" with a huge backyard, through which powers both benign and terrible moved, was what had first made her fall in love with astronomy.' - HW). School was easy for her for many years, which was great because she loved it but also bad because that's what she got teased over the most. That thirst is still there and still just as big, even if school has become harder as she's gotten older and the material has gotten more difficult, but Nita is one of the few even among wizards to study the Speech as simply something to do for fun. She also frequently reads her manual before going to bed, which is like someone reading a textbook on engineering in a lot of ways, and when it's not a life-or-death problem, she finds wizardry fun and enjoyable ("What are you doing up so early in the day, hNii't? Isn't this supposed to be time off for you? Your learning-place work is almost done for this season, I thought: you were supposed to be relaxing-" "I am," 'Nita said.' "This is relaxing." - AWOM). There's always a pile of library books in her room, and she loves going on trips where she learns something, anything, new, and talking to people to simply find out more about them and what their lives are like.

The best way to describe Nita is the way that Ronan used not long after they met: "A lot of [other girls] talk tough all the time, but if you push them, they give. You, though, you don't talk tough - mostly. When you do, you're scary. And as for pushing - you just fall all over whoever does it, like a brick wall." It took a long time, most of her life and the discovery of wizardly, for Nita to come to that point, but she's arrived at a place where she's comfortable with who she is and what she is (at least as much as the average American teenager), and she's not willing to change herself to be what other people think she should.

COURT ALLIANCE & REASONING: She is so very Seelie it's almost ridiculous. The sides don't quite correspond to the Powers exactly, but a large part of a wizard's job is to fight for order against chaos, as chaos is one of the Lone Power's primary weapons. Chaos is a very easy way for people to get hurt or life to be lost, after all, and while wizards (and the Powers) don't want to take away free will, and understand that some uncertainty and potential danger is actually a good thing since it provides more learning experiences, they're still trying to clean up the universe and make it more safe than it currently is.

ABILITIES: Nita is a wizard, so her main "ability" is wizardry. You can hop over here if you want a long, involved explanation of what this means and some of the significant particulars, but the absolute basics of it go like this: entropy is running, and wizards from all the worlds, all the universes, choose to accept the power offered to them by the Powers That Be to slow down the death of the universe and combat the Lone Power, the One who invented entropy, painful death, war, strife, lies, all the things that make life hard. Wizards speak the Speech, Life's language which everything understands, in order to describe how something is and how they want it to be after the spell is done; most spells are more a matter of persuasion and negotiation rather than ordering things around. There's no clause that says wizards can't use the power for personal gain, only that they can only cause harm, or death, in absolute last-ditch situations, and they can't change anything permanently without that thing's permission. All wizards specialize in the work they do, doing better in some areas of wizardry while being weaker in others, just like any other talent or aptitude, though specialties can change over time.

A small sampling of the things seen being done with wizardry in the series are:
  • Communication between people of different nationalities, biologies, and even non-humans altogether, since the Speech acts as a translator for all who speak it
  • "Bouncing back" a hurricane into the ocean (a major group wizardry)
  • Transporting to other locations, including other worlds, into space itself, and with the right variables added even other universes
  • Fixing an entertainment system (with ...mixed results)
  • Opening drawers and locked doors
  • Temporarily bringing statues to life
  • Timesliding, or going "sideways" to the past
  • Making weapons and defensive shields
  • Fixing stars

And over a bajillion other things. There's a fairly common thought among wizards that nothing is impossible to do, as long as one can get the information out of the manual to figure out how to enact what's needed for the desired effect. Finding that information and putting the pieces together is the tricky part.

Nita's specific specialties include:
  • "Life affinity," or the ability to understand biological things, especially plants, much better than "inanimate" things like rocks or mechanical things (Kit's specialty). Also translates into being decently good with healing spells, roughly on-level with a triage nurse.
  • Something of an affinity for water, spells involving water, and working in water. Not quite an infra-affinity, where she can bond with it and come out fine on the other side, but a tendency nonetheless.
  • Working with "kernels," or the software of a world (from a person to an entire universe), to edit it and permanently change the world. Still a beginner in this work, but has handled multiple kernels over the series, and knows the basics. Learned this skill to try and save her mother when she developed cancer. Changing a kernel is something done only with a higher sanction or a blatantly emergency situation, such as when Mars was trying to shake itself apart.
  • Oracular gift. Fairly new and incredibly frustrating to her, but she's learning to let the glimpses of the future she gets unfold over time as they will and not force them. Mostly comes to her in quick flashes while she's awake, or full dreams which are unusually straightforward and almost exactly parallel to future occurrences, though it took her awhile to realize that. Very, very slowly learning to channel this deliberately; keeps a dream/vision journal to help keep the flashes/dreams clear. Can occasionally finish another's thoughts (mostly Kit's) and reference things others haven't brought up to her, though doesn't seem to realize she's doing this.
  • The peridexis. Started hearing the "voice" of wizardry itself during the pullullus scare (Wizards at War), and it didn't go away after that was over, becoming something of an adviser and something of a personal assistant. Constantly offers to handle the actual work of setting up and sometimes running spells for her, which she mostly declines. Nicknamed "Bobo" after her childhood invisible friend.
  • Telepathy, but only with other wizards.


INVENTORY: Wizards can make a thing called "claudications" - pockets of otherspace about the size of a duffel bag that they can store things in and not have to carry them, just have them on hand when they're needed, and they don't need any effort to access other than just reaching in. Nita keeps her manual in hers, a few odd components for performing esoteric spells (selected because the objects bend space and the natural laws in various ways, not for any "powers" the objects themselves have, like a gimbal from an old TV), a little long-term food like granola bars, a sweater, and a few other things normally found in pockets like pens and scrap paper. She can only take stuff out of it that she herself put in, just like a regular bag; the only real difference is it's intangible and follows her around. She also has a wizardly-made "charm bracelet" that carries spells in almost-ready-to-go mode, prepped and stored so they only need one word to cast them.

( WRITING ★ SAMPLES )


NETWORK SAMPLE:

[The girl that shows up in undoubtedly human, and undoubtedly young - mid-teens, most likely, definitely no more than sixteen. She's also almost entirely average-looking, with brown hair and gray eyes, wearing jeans and an old t-shirt - but the look on her face is far from ordinary, at least for new arrivals. Rather than being surprised, shocked, panicked, or desperate, the girl simply looks... normal. Maybe a little curious, but focused, and not at all surprised to wake up somewhere she's never seen before, and she glances around as if occasionally looking for something as she speaks.]

Dai stihó, everyone. My name's Nita Callahan, I'm on errantry, and I greet you... I think. Normally I get more warning about going somewhere else when I'm put on assignment, but maybe this is just the most efficient way to do it this time.

[She glances down, eyes flicking back and forth as if she's reading something quickly. If one looks closely, they could see the book, about the size of a large paperback, open in her hands just below chest height, before she looks up again.]

The manual functions seem a little messed up here, so could anyone tell me if there's a guy named Kit Rodriguez here? He's taller than me, Hispanic, kind of looks like he's starting to get out of that lanky stage. Or Dairine - she's my little sister. I'll keep trying to reach them, but the messaging system isn't updating, so I'm not sure how much it's going to work in the future, and my phone's not working at all.

Uhm... I guess that's all for now, so go well everyone. Dai. I never know how to end these kinds of things.

LOG SAMPLE: Nita sat on the steps of the station, her manual balanced on her knees in front of her as she turned its pages. Everything seemed more or less in place, with all the normal diagrams updating as she watched, and an analysis of the world she'd found herself in running on one page she kept bookmarked with a finger. But other sections of the manual weren't moving - mostly, the things normally associated with her own world and the status of other wizards she knew. With the exception of the page where she kept a list of the wizards she worked with frequently for easy access, nothing she said could make any other listing pop up, no matter how many worlds or specialties she asked for. Touching the names she'd bookmarked didn't bring the normal "fizz" of an active wizard, nor even the smaller hum of one in some sort of unaware state, usually sleep. The page remained inactive and dull beneath her fingers, any attempt to reach Kit or anyone else mind to mind was answered only with silence, and the messaging area point blank refused to work.

It wasn't like this was a new situation for Nita; she'd been to a few places where manual access wasn't guaranteed, mostly other universes and pocket realities that were encapsulated away from "normal" space. For a moment she focused on the solid, reassuring weight around her wrist, the charm bracelet she'd made to carry spells in the kernel management practice universes, wondering if it was time to depend on it heavily again. But she quickly shook her head: no, some things weren't working right, and that was a problem, but in terms of wizardry, they were all minor things. Nita could still feel the undercurrent of wizardry around her, at the bottom of her mind, and the manual could clearly still access it and update itself at least in time with the world around it. That made the malfunction something to keep an eye on, something to prepare backup for, but not something to worry needlessly over until the situation got worse. She already had enough weird on her hands.

It's not like you've never been on your own before. And you've still got me.

She sighed, closing her eyes as she propped one elbow on her knee and leaned her head against her hand. I know, Bobo, and believe me, it helps. But I don't have any idea what I'm supposed to be doing here! I don't even know where "here" is! And when I don't know-

You want to find out. I'll let you know when the analysis is finished.

Thanks. If this is going to be another pocket reality like the practice universes, I'd like to know that before I go setting myself up for a fall.

An almost imperceptible hum was her only answer, not quite an acknowledgement of her statement, but one she chose to take as a reminder that she wasn't alone. After all, a wizard on errantry was never truly alone, not as long as life was around them, and this world certainly had that in abundance. If she only had Kit, or even Dairine around, this would have the potential to be a nice break from the normal chaos of their lives.

Kit, you better get here soon!

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Nita Callahan

December 2014

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