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Shadowhunter’s Codex by Cassandra Clare, Joshua Lewis (9)

The power of dunking you in a lake and then driving you mad. Well done there. So glad we know about that now.

THE CUP
The Mortal Cup is the means by which Nephilim are created. It is often called Raziel’s Cup, or the Cup of the Angel. As our legends tell us, the Angel Raziel presented himself to Jonathan Shadowhunter and filled the cup with a mixture of his own angelic ichor and Jonathan’s mundane blood. Jonathan drank from the cup and became the first Nephilim. Thereafter the Cup was imbued with angelic power, and drinking holy liquid from it would transform a mundane into a Nephilim.
The Cup is not as ornate and decorative as most new Shadowhunters assume. No jewel-encrusted chalice, it is the size of only an ordinary wineglass, and it is dipped in unadorned gold. It is carved from adamas, which is much heavier than glass. It is unusual that the Cup was gilded, considering the essential holiness of adamas—which to Shadowhunters is holier than gold.
Its adamas construction, however, is not the source of its power, any more than its gilding. It is assumed that the Cup is made of adamas because that is the angels’ metal, unbreakable by any substance on earth (except the sacred fires of the Adamant Citadel). It is generally believed that Raziel could have made any cup into the Mortal Cup. It became sacred when the Angel used it as the vessel for his blood.
There have been periods of history in which the Cup was in frequent use by the Clave, but in the past fifty years this practice has mostly died out. The 1950s saw a large expansion of Shadowhunter families across the world, mostly to replenish the ranks of Nephilim lost in major world conflicts, but the Clave then saw a period of relative stability, and the current Shadowhunter families were considered sufficient to fill our ranks.
The worst use of the Mortal Cup, historically, was during the Hunts, when it was used for a form of inquisitional torture and murder. Downworlders, of course, cannot drink from the Cup and cannot bear Marks. They will typically, if given to drink from the Cup, vomit up its contents, but if they are forced to continue to drink from the vessel, it will soon burn the life out of them entirely, and they will die in paroxysms of suffering as the demonic and angelic war fruitlessly within them. (This fate is similar to that of the offspring of a demon and Shadowhunter, who cannot survive to birth.) This method of capital punishment was considered by some Shadowhunters—and, shamefully, the Clave as a whole for a time—to be not only just but merciful, since it infused the Downworlder with angelic power before death. Now viewed as barbaric and torturous, the practice fell off in most parts of the world in the early eighteenth century. It was eliminated as an official form of punishment by Consul Suleiman Kanuni in 1762 but was only made fully illegal in the Second Accords of 1887. This is terrible! Why must you tell me these terrible things, Codex? I just wanted to learn about the Cup.

At least they admit to doing it and agree it was bad. That’s a big step for the Clave.

THE SWORD
The Mortal Sword, often called the Soul-Sword, is the second of the Mortal Instruments. It resides in the Silent City and normally is hung above the Speaking Stars in the Silent Brothers’ council chamber. When it is needed, it is typically wielded by Silent Brothers. Its primary use is to compel Nephilim to tell only truth. As Raziel said, the Sword cuts the knot of lies and deceptions to reveal the golden truth beneath. It is used in modern times mostly during trials, to compel honest testimony from witnesses, those who would have a vested interest in lying. Shadowhunters who wish to have their claims tested and proved may submit themselves to “trial by the Sword.” In this process a suitable judge—usually a Silent Brother—“wields” the sword by placing it in the hands of the deponent, where it adheres and from whence it cannot be removed until the judge wills it.
Neither Downworlders nor mundanes can be compelled by the Soul-Sword. This limit is believed to have been placed purposefully, to prevent the Shadowhunters from using the Sword as a general tool of interrogation. It is intended to maintain the integrity and honor of the Nephilim ourselves, and not to be a weapon wielded against others.
It is assumed that the Sword will not work on demons or angels, but this has never been tested. Since the fey are unable to speak untruths in the first place, its use on them would be redundant.
The Sword’s shape is more or less typical of an arming sword or a knightly sword of Jonathan Shadowhunter’s period. (It is believed that Raziel would have produced, in the Mortal Instruments, weapons and items that would have been somewhat familiar to Jonathan, so that their intention for use by humans would be clear.) It has a one-handed hilt and a straight double-edged blade. Unlike most Western swords of the period, it does not have a cruciform hilt but rather an elaborate design of outspread wings, emerging from the point where blade meets handle. Here the sword’s heavenly origin is clear; the details of the sword are significantly more intricate and flawless than any human artisan could produce.

See, that was better. No one was unexpectedly tortured and murdered.

Except in real life, by Valentine, using that sword. Remember?

Yes, of course. I couldn’t deal with more of that, is what I am saying.

THE MIRROR
The Mirror, also sometimes called the Mortal Glass, is the great mystery of the legend of Jonathan Shadowhunter. It is clearly the third of the Mortal Instruments given by Raziel, and it is mentioned in all Shadowhunter histories, so we do not believe that it is a later addition. No specifics, however, are given about the Mirror—where it resides, what it looks like, or even its intended function. There have been many searches for the Mirror in our history, in excavations and old libraries, through crypts and ancient Shadowhunter ruins—none of them successful. There have also, of course, been many false Mirrors that have been claimed as real, either by charlatans seeking power among the Nephilim or by naive and hopeful Shadowhunters desperate for an answer to the riddle.
Legend tells us that Raziel can be summoned by the use of the Mortal Instruments: One must hold the Cup and the Sword and stand before the Mirror. This claim must, however, remain but a story, since the Mortal Glass is lost to our knowledge, perhaps lost entirely to time. You know what is weird? When this came out, the Cup was lost. No one knew where it was. People thought it was gone for good. No mention here at all!

Official position was “temporarily misplaced.” The Codex is about as official as it gets. That is ridiculous.

Hey, we got the Cup back, didn’t we? So they were right!

THE MARKS OF RAZIEL

The most common tools of the Shadowhunter, the source of our ability to fight the demonic Incursion at all, are of course the Marks of Raziel, the complex runic language given to us by the Angel to grant us powers beyond mundanes. You will learn these Marks for yourself—it is one of the most important tasks of your training. No one person knows every Mark, of course, but you will begin with the most common and useful, and will gradually learn more as they become useful or necessary to you.
Learning Marks can be difficult, especially for Shadowhunters from Western countries. Many beginning students, and especially Westerners, will tend to think of Marks as a discrete set of “powers”—spells from a spell book that you have to memorize how to draw. Those Shadowhunters who are from cultures that use logographic written language, such as China, Vietnam, or the Mayan Empire, may have an easier time absorbing the truth—that the angelic Marks are a language that we as humans cannot know in the particulars of its grammar. But we can acquire an intuitive sense of the relationships among the Marks that can make the learning experience more like becoming fluent in a language and less like memorizing a list of symbols. As with all other human talents, some Nephilim are naturally skilled at this, and some must work harder to gain competence.

Yes yes, you’re some kind of Marks savant, you don’t really need to worry about these. Check to make sure you know all of them, I guess.

All of them?

All of them.

We are restricted in our power in that we are permitted to use only the runes found in the Gray Book. There are demonic runes—possibly multiple different demonic runic languages—that are forbidden to us, by Law and also because they cannot work alongside the seraphic blood of the Nephilim. We cannot understand the underlying language of the Marks we have, and thus we cannot create new angelic Marks. But there are also other angelic runes, we know not how many, that have existed since time immemorial and that are, for whatever reasons, not given to us for our use. The most well-known of these is the so-called first Mark, the Mark of Cain, the first time that Heaven chose to Mark a human and provide protection. It is easy to see the origin of our magic in the first of all murderers as a dire omen, to see the affiliation as one we would prefer not to have. Yet we would argue the opposite: The Mark of Cain is a Mark of protection. It tells us that the justice of Heaven is not absolute and that this justice still contains the possibility of compassion and mercy.

Represent! Compassion and mercy! Booyah!

Please never say “booyah” again.

THE GRAY BOOK
The Book of Gramarye is the official name for the book of Marks that all Shadowhunters learn from. Each copy exactly replicates the contents of the original book of the Covenant in which the Angel Raziel inscribed the Marks given to Jonathan Shadowhunter. Unlike many other such holy books that claim exact replication through history, the Gray Book’s quality is maintained by a built-in check: in any given copy, all the Marks must work as drawn! This, and the continuity of Shadowhunter authority across the years, has allowed us to speak with confidence in saying that the Gray Book represents, indeed, the language of Raziel.

Preparing pages to hold the runes involves some complex magical legerdemain, which makes the process of creating a Gray Book an arduous one, always performed by Silent Brothers. Because of this complexity, the binding is often decorative and highly ornamented, to celebrate the effort involved in creating the interior. Institutes and a few old Shadowhunter families guard their Gray Books carefully and pass them down through the generations, often with much ceremony.
RUNIC MANUSCRIPTION
Learning Marks can be an intimidating process for young Nephilim; invoking the power of Heaven and likely failing the first few times is an understandably unnerving experience. The risks are, however, relatively low. In most cases poorly drawn Marks will have no effect at all and can be removed with no consequences. Most new Shadowhunters at some point perform the experiment of drawing randomly on themselves or on objects with their steles. This will cause the same “icy hot” feeling on the skin that actual Marks bring about, but no other consequences. Similarly, a mundane must be inscribed with actual Marks, and not just random stele sketching, in order to be turned into a Forsaken. One of the first tricks most young Nephilim learn, in fact, is to take advantage of the neutral character of non-Marks and inscribe an incomplete Mark on themselves, which can then be quickly completed and activated at the moment it is needed.
Only Shadowhunters can create Marks. A mundane or Downworlder can hold a stele, and it will not hurt them, but they cannot use it to create Marks; no lines will appear from the end of the stele, no matter what surface it is drawn against. Among Shadowhunters the strength of a given Mark is based on the inscribing Shadowhunter’s talent for runic magic. That is, a rune to hold against pursuit will do so in relation to the strength and accuracy of its Mark.
Some Marks are applied to the bodies of Shadowhunters, and some are applied to physical objects. It is usually not dangerous to draw a body Mark on an inanimate object—a rock that has been given the Voyance rune will remain the same inanimate rock it was before. Applying object Marks to a Shadowhunter is somewhat more dangerous, as they will apply to the person’s body as a physical object. This is occasionally useful. Note that Marks intended for inanimate objects, like all Marks, cannot be placed on mundanes or Downworlders, as the usual risks of madness, death, or becoming Forsaken still apply.
A Mark’s power can be minimized or broken by the Mark’s being disfigured. Shadowhunters should pay special attention to this potential target on their bodies; some more intelligent and well-informed foes may attempt to burn or cut Marked skin in order to deprive a Shadowhunter of the benefits of those Marks.

What happens if you Mark a dead body?

Nothing.

Really? Nothing undead or creepy?

Nope.

Well. I am disappointed.

SPECIFIC MARKS
It is a common misconception that the only Marks used by Shadowhunters are those of battle. While we are warriors—and as such, conflict is part of our lives—we also make use of many Marks that speak in gentler tones. There are Marks for funerals, that tell of healing, grief, and comfort, and there are Marks for celebration, that tell of joy and gratitude. And, of course, there are the Marks that most Nephilim will never encounter, those arcane runes accessible only to Silent Brothers and other runes accessible only to Iron Sisters.
All Marks have names in the Gray Book; only the most common are typically referred to by their true names—iratze, for instance—rather than by informal descriptive names (e.g., “strength rune”). But the names of Marks are meaningful: They are in the language of Heaven and are, in fact, the only words of the language of Heaven we have ever been permitted to know. They are our most direct communication with the angels who gave us our lives and our mission.
There are literally thousands of Marks. We offer here a sampling of their designs and basic functions, but the Codex should not be used as a definitive source from which to learn runic manuscription. Please consult the Gray Book and your tutors for help.
Some of the Marks you will likely want to learn early in your education include:
• The Voyance Mark—This is the most basic and permanent Shadowhunter Mark, found on essentially all Nephilim, typically on the back of the right hand. It serves to focus the Sight and enable Shadowhunters to see through glamours and, with training and practice, to identify Downworlders on sight.
• Opening Marks—There are several variations on these, and it would be wise to learn a few of them before you begin your active duty. These Marks ensure that no mundane lock, in theory, is closed to the Nephilim. Unfortunately, this also means that many demons and Downworlders will shut things away behind more magical locks.
• The Tracking Marks—Another set of indispensible runes for the pursuit of demons, these Marks are easy to learn to draw but difficult to use correctly. They are used as follows: An object possessed by the subject to be tracked is held in a fist in the non-stele hand. Then the tracking rune is drawn on the back of the hand. If the rune is used successfully, the Shadowhunter should see visions of the subject’s location. Usually these visions will be accompanied by a knowing sense of orientation: Even if the place seen is unfamiliar, the tracker will have the knowledge of where it is, and in what direction it lies. (A common question about this process: What defines “possession” of an object? “Possession” is here defined literally. Someone is understood to possess something if they can be said to own it or if it is within the place where they live. Thus someone who has sold their house and its furnishings to a new occupant cannot be tracked using those furnishings, which are now in the possession of the new occupant.)
• Healing Marks—There are also several of these to be learned. The first is the iratze, the basic healing rune, which closes cuts and wounds in Shadowhunters. Note that this means that an iratze is not always the best treatment for an injury—for instance, if the Mark would cause the skin to heal over an embedded claw or thorn that needed to be removed. The iratze also raises the body temperature temporarily, helping to burn out infection in much the same way a fever does. This rune is mostly ineffective against demon poisons and injuries caused by demonic runes. In these cases the injured should be quickly brought to a Silent Brother, but in the meantime it can be useful to apply a mendelin rune, which strengthens the victim’s constitution, and/or an amissio rune, which slows blood loss and speeds natural blood replacement.

TABLE OF SELECTED MARKS

 

ABUNDANCE 

 

ACCELERATION 

 

ACCURACY 

 

ACTION 

 

AGILITY 

 

AGONY 

 

ANGELIC POWER 

 

AWARENESS 

 

BIND TO 

 

BRIDGE 

 

CALM ANGER 

 

CLARITY 

 

COMMUNICATION 

 

COURAGE IN COMBAT 

 

CRAFT 

 

CREATION 

 

DESTINED 

 

DEFLECT/BLOCK 

 

ENDURANCE 

 

ENLIGHTEN 

 

EQUILIBRIUM 

 

EXPECTATION 

 

FIREPROOF 

 

FLEXIBILITY 

 

FORTITUDE 

 

FORTUNE 

 

FRIENDSHIP 

 

GIFT 

 

GOOD LUCK 

 

GUIDANCE 

 

HEAT 

 

HEIGHTENED SPEED 

 

INSIGHT/FORESIGHT 

 

 IRATZE-HEAL

 

KNOWLEDGE 

 

LOYAL TO 

 

MANIFEST 

 

MENTAL EXCELLENCE 

 

MNEMOSYNE 

 

NOURISHMENT 

 

OPPORTUNITY 

 

PERSEVERE 

 

PERSUADE 

 

POWER 

 

PRECISION 

 

PROMISE 

 

PROSPERITY 

 

PROTECTED 

 

QUIETUDE 

 

RECALL 

 

REMEMBRANCE/MOURNING 

 

SHARING 

 

SOUNDLESS 

 

SPEAK IN TONGUES 

 

STAMINA 

 

STEALTH 

 

STRENGTH 

 

SUCCESS 

 

SURE STRIKING 

 

SUREFOOTED 

 

SWIFT 

 

TALENT 

 

TECHNIQUE 

 

TRANSMISSION 

TRUE NORTH

 

TRUST 

 

UNDERSTANDING 

 

UNSEEN 

 

VISIBLE 

 

VISION 

 

VOYANCE 

 

WATERPROOF 

 

WEDDED UNION 

 

WINGED 


WARDS
You’ve probably heard your fellow Shadowhunters talk about the “wards” of your Institute. Wards are, put simply, magical walls. They are the simplest magic we know of, other than glamours. All Shadowhunter wards are pale reflections of the great wards of our world, the protections that largely prevent demons from entering at whim and that are believed to have been put in place by Heaven, long ago, before the measuring of the passage of time. It is these wards that were somehow “thinned” by the combined power of Sammael and Lilith, to allow the Incursion that prompted the creation of the Nephilim. Although these wards still stand, protecting us from a complete invasion, they allow a steady stream of demonkind that shows no sign of slowing and in fact may be increasing.
In the earliest days of the Nephilim, the first Silent Brothers performed rituals all over the world, intending to bolster these wards by adding our own lesser wards to their power. But wards exist at all levels of power, down through the more everyday wards we use to protect our Institutes, to simple wards that might protect a single room or even a single object, such as a locked chest. Today wards can be quite complex, and specific as to who is warded and who is allowed through.
Demonic magic, of course, has its own wards, which work similarly.

DEMONIC MAGIC

We use the term “demonic magic” to encompass all magic whose origin lies in the Void. This includes the magic employed directly by demons, which is mostly beyond our mortal understanding; the supernatural powers possessed by vampires and werewolves; and the complex but organized magic researched and performed by warlocks.
Demonic magic is by nature chaotic. Whereas the magic of Heaven is given to us whole and complete, the magic of Hell is a slippery, dangerous, growing beast. It is not known what limits might exist on demonic magic, in terms of either what it can do or how powerful its effects can become. There is much that has been discovered, and much knowledge that can be relied upon in dealings with demons (or warlocks), but never forget that—unlike our Marks, which begin and end with the bindings of the Gray Book—the edges of the demon world are full of magic unknown to us.
Shadowhunters are categorically unable to learn demonic magic, or to inscribe or even to read demonic runes. It is as if our knowledge of the Marks of the Gray Book prevents our minds from successfully being able to comprehend the Marks’ demonic cousins, however we might study them. Nephilim who are expert at the reading and writing of Marks often say that trying to read demonic runes is like trying to understand someone speaking a language that sounds tantalizingly similar to your own but is too different for you to grasp the meaning.
Different kinds of demonic magic have different weaknesses—ways the magic can be neutralized—but almost all magic can be disrupted with running water. More powerful magic can sometimes overcome this, but on the other hand, larger bodies of running water are more disruptive and require more power to overcome. Thus, many powerful warlocks could successfully perform magic in the presence of a babbling brook, whereas only the most powerful in the world, or the most powerful Greater Demons, could successfully perform magic on the open ocean.

Has the Clave considered fire trucks?

Just drive around the world hosing demons down?

Doesn’t really work that way. You can’t just spray a demon with water like it’s a bad cat.

DARK MAGIC VERSUS DEMONIC MAGIC

It is important to understand that all “demonic magic” is not evil, at least not when it is used by creatures other than demons. Warlocks are in their essence human, and therefore have the same free will as all other humans. Vampires and werewolves have a demonic source for their powers but are also human and possess free will. All may choose to use demonic magic for good or for ill.
We use the term “dark magic” to refer to that demonic magic whose purpose or orientation is essentially evil. This would include such things as necromancy, the summoning of demons, the domination of an intelligent mind against its will, and so on. Dark magic is generally outlawed under the Law, although exceptions may be made for dark magic that is performed out of necessity in the course of Shadowhunter business—for example, summoning a demon in order to interrogate it.
Demons, being purely demonic and possessing none of the human about them, are considered to be performing dark magic no matter what they are doing. Technically, manifesting themselves in our world at all under their own will is an act of dark magic and is punishable under the Law.
Dark magic may be identified by some of its telltale markers. Its practice leaves behind a lingering aura that can usually be detected by a warlock, and often there is a persistent reek of brimstone and rot that even an untrained Shadowhunter can identify (although it will be typically glamoured away from mundane detection).

DEALING WITH DEMONIC MAGIC

The biggest danger of demonic magic for Shadowhunters is that, because its boundaries are soft and unclear, it can be difficult to understand the parameters of the magic one is dealing with, or what the capabilities of a magic user might be. There is no substitute for experience, of course, but we offer here some thoughts on common demonic magic and basic knowledge that may be useful for the new Shadowhunter.
DIMENSIONAL MAGIC
You will rarely encounter dimensional magic; the ability to perform it is very rare. Demons encourage the idea that they are constantly popping in and out of dimensions on a whim, but in truth none but the most powerful Greater Demons can do this. Demons travel to our dimension not through their own magic but by making use of the holes and worn spots enhanced and highlighted by Sammael a thousand years ago; as far as we know, none of the common demons have the power or knowledge to continue the thinning magic he performed. Some Greater Demons may have the power to teleport themselves to different locations within our dimension, and some may be able to open temporary weak dimensional Portals, but a demon who claims to have power over the spaces between worlds is almost certainly lying to you.
Warlocks who can perform dimensional magic are even rarer, although they do exist and are frequently able to charge exorbitant fees for their services. The most dangerous dimensional magic that warlocks may possess is the ability to create dimensional “pockets”—small spaces between dimensions, where objects or people may be hidden and kept concealed from tracking magic.
NECROMANCY
For as long as there have been warlocks, there have been tales of supposed necromancers, magic users who were capable of returning the dead to life. Do not be fooled by these tales: There is no way for the magic of Hell to return the dead to the world of the living. That is magic that is reserved for Heaven and its servants—not the Nephilim, for we are but the servants of servants, but the denizens of Heaven itself.
Necromantic rituals do exist in some more obscure and forbidden texts of magic; these, variants on the classic mundane folkloric “bell, book, and candle” method of summoning the dead, produce a semblance of life but not a living creature. These revived beings, in theory, can range from a mindless, shambling revenant to a corpse able to repeat its soul’s last living words, but in practice such things are rarely, if ever, seen. Necromancy is among the darkest of dark magic. It is punishable by death, but most warlocks are never punished by the Clave, as they almost never survive their attempts.
HELLMIST
Hellmist, or hellsmoke, is a weapon sometimes used by demons, and occasionally by powerful and evil warlocks, to aid their attacks. It is very dangerous for the unprepared Shadowhunter. It is a kind of conjured demonic fog that mutes the effects of magic. Hellsmoke is able to mute both the angelic magic that Shadowhunters use with our Marks and also other demonic magic. Luckily, few kinds of demons can produce it easily, and those that do will make use of it only rarely, since demons are often dependent on demonic magic to grant them power in our world. For instance, a demon with no eyes who needed magic to see their foe would work against themselves in releasing hellmist.
Hellmist becomes much more dangerous when used to cloak a physical attack, but demons rarely engage in even such simple tactical planning. A coordinated attack of that kind would almost without fail suggest the involvement of a Greater Demon or a powerful dark magician. And . . . what should you do about that?

When the Codex doesn’t give you a thing to do, assume its advice is, “Run!”

CONJURING OBJECTS FROM NOWHERE
This is not possible. Something cannot be created out of nothing. Warlocks who claim to be able to produce new objects from nowhere, or who appear to do so, are in fact merely teleporting the objects from some location known to them. This is still powerful magic and potentially dangerous, and it may well represent a violation of Law. Warlocks, for all their power, may enjoy fooling mundanes and more credulous young Shadowhunters by claiming more abilities than they have. Do not be deceived.

THE SUMMONING OF DEMONS
While the practice of dark magic by warlocks is an unfortunate reminder of the continued threat demons pose to our own home dimension, and is generally forbidden, such magic is permitted in the course of assisting a Shadowhunter investigation—for instance, when a specific demon must be located or interrogated. In those cases generally a friendly warlock is employed; this has become much more common since the Accords eased the formerly tense relationship between Nephilim and warlocks. Read this to Magnus, he says “ha!”
The demon-summoning rituals vary somewhat, depending on the demon and the warlock involved, but generally speaking they take the following steps:
• A pentagram or similar summoning circle is drawn on the surface on which the demon is to be summoned.
• Demonic runes of various kinds are drawn on the summoning circle, often at the points of the pentagram or by some other design specified in warlock magical lore.
• An invocation is made by the warlock.
• Often a sacrifice of blood is demanded, usually provided by the warlock performing the ceremony. (Beware any warlock who claims that he will need your blood to complete his summoning!)
• If possible, a piece of the demon itself, such as a tuft of its fur or some scales or a tooth, is put into the pentagram. Mmmm . . . piece of a demon.
At that point, if the warlock is competent, the demon should be summoned and bound. Be sure to consult the warlock ahead of time for any time limits, restrictions, or forbidden words or hand gestures that might be relevant in that particular summoning. Wait, how do you get a piece of a demon to use to summon a demon if you don’t already have a summoned demon to get a piece of demon from?

. . . What?

That was a real question!


THE PORTAL
New Shadowhunters usually don’t have trouble understanding how a Portal works. It transports you instantly from one place to another by means of your passing through it. It is usually set up by a warlock (see below for the reasons why), and it requires no skill to use. We include it here, however, because the invention of the Portal stands as one of the great moments of collaboration between Downworlders and Shadowhunters in the modern age, a powerful demonstration of the creativity and discovery that the Accords can make possible. This invention also represents one of the rare occasions when the Nephilim have been able to advance the knowledge of magic in the human world, despite our pious devotion to the boundaries marked out by the Gray Book.

Oh no it’s another history lesson secretly

Today Shadowhunters depend heavily on Portals as a means for rapid travel all over the world. It would be easy to conclude from this that the Portal is an old and well-established Nephilim tool, but in truth it is a modern invention, dating back to the period between the First and Second Accords. The first successful Portal was created in 1878, a collaboration between Henry Branwell, then head of the London Institute, and a warlock whose name history, unfortunately, does not record. Branwell was at the time only the most recent in a long string of Shadowhunters (mostly Silent Brothers) and warlocks to seek a reliable, safe means of instantaneous travel. Dimensional magic of course has been in existence for as long as there has been magic in our world; the means by which demons are able to slip from their own world to ours is itself magic in the same family as the Portal. There were two major requirements in creating a workable Portal for Shadowhunter use—keeping it stable and safely open for the necessary amount of time and safely closed when no longer needed, and accurately controlling the destination that a Portal would open onto.
Working on his own, Branwell had designed a Portal that had solved the first of these problems; it could be opened and closed, but he could find no way to direct its destination, and so it could not be tested. A Portal opened to an arbitrary location could send a hapless Shadowhunter to any location in our world, to a different world entirely, even to the Void.
The difficulty here turns out to lie in our restriction to Gray Book Marks. We cannot arbitrarily describe a destination using the runic language we are permitted to use. The solution was discovered by Branwell and his anonymous warlock collaborator, and it is an ingenious merging of two runic systems and the magic inherent in the mind of the one traveling through the Portal. First, a “frame” of Marks (which have analogues in both seraphic and demonic runic systems) is created, and inscribed within and around this frame is a set of demonic runes that are drawn in an unstable, unfinished state.
These runes, however, only specify the destination in vague terms. To “tune” the Portal to the exact location desired, the user of the Portal must picture clearly in their mind the destination they are traveling to. The Portal detects these details and modifies the demonic destination runes on the fly, to exactly describe the far end of the Portal.
This kind of runic manipulation isn’t available to Shadowhunters, and so to this day Portals must be created by warlocks. To get around this, a large number of permanent Portals have been established to transport Nephilim to and from Idris, for instance, without having to hire warlocks for every trip. Even so, today Portal construction makes up the vast majority of jobs for warlocks hired by Shadowhunters.
Originally Portals had to be closed manually by their creator once they were no longer needed, but in recent years warlocks have been able to create Portals that close automatically after a certain amount of time has passed. This kind of Portal is what is usually used today, for purposes of safety.

But none of this is relevant to you because you can make new runes, so you can make Portals yourself. Without bothering a warlock.

I know how much those warlocks hate to be bothered.

Did you know you’re related to Henry Branwell, at least by marriage?

He was married to a Fairchild.

I did not know that. It is sort of weird that you do know that.

I had to memorize a lot of Shadowhunter genealogies at one point.

I can’t believe Simon hasn’t said anything terrible here yet.

His absence is almost eerie.