“Yes. And she suddenly isn’t quite as friendly as we thought….What’s with you? Why are you laughing?”

  “No reason….How old would you say she was?”

  “What, are you thinking of proposing marriage? How do I know?”

  “I see she had a bodyguard with her,” the skull said. “That blond fellow with the peach fuzz mustache.”

  I grunted. “Yeah. Sir Rupert Gale. A nasty piece of work.”

  “Yes, a smiling, blue-eyed killer. But it’s no surprise. She always did have someone there to do her dirty work.”

  “Who did?”

  “Marissa Fittes.”

  “We’re talking about Penelope.”

  “Mmm…yes. Better rinse that plate again, Lucy. Still has ketchup on it.”

  I went on with the dishes, staring out into the garden. At my side, the skull continued to chuckle witlessly to itself.

  “All right,” I said finally. “Let me in on the joke.”

  “I met Marissa once,” the skull said. “I spoke with her. I told you that, remember?”

  “Yes. I know. She put you in that jar.”

  “It’s pretty weird to see her standing there again.”

  “Does Penelope resemble her?” I thought of the wizened old woman in the photographs at Fittes House. But that was at the end of Marissa’s life; perhaps earlier, she’d looked more like Penelope.

  “You could say that. She’s no different than she was fifty years ago. Eek, it freaks me out, and I’m a skull in a jar. Anyway, don’t let me distract you. You’ve moved on to the silverware now. Ooh, jammy knives and eggy spoons. Exciting times.”

  “I’m sorry,” I said. “You’re losing me. Run that past me again.”

  “How has she managed to do that, I wonder? Because she really is no different. Eighty years old or more, and she almost looks younger, if anything.”

  I gazed at the ghost. It gazed at me. Then its eyes rolled in opposite directions.

  “Let me put it in words of few syllables so you can understand, Lucy. Penelope Fittes isn’t Marissa’s granddaughter. She’s her.”

  I stopped where I was, with my hands in the soapy water, and stared at the jar. Behind me, George was putting tea bags into cups. The kettle was boiling. Lockwood and Kipps were arguing about something. Holly was in the garden, shaking crumbs off the Thinking Cloth. And all the time the ghost in the jar was watching me with its black and glittering eyes.

  “She’s her?” I repeated.

  “Exactly. Penelope Fittes is Marissa Fittes. They’re one and the same person.”

  * indicates a Type One ghost

  ** indicates a Type Two ghost

  Agency, Psychic Investigation—A business specializing in the containment and destruction of ghosts. There are more than a dozen agencies in London alone. The largest two (the Fittes Agency and the Rotwell Agency) have hundreds of employees; the smallest (Lockwood & Co.) has three. Most agencies are run by adult supervisors, but all rely heavily on children with strong psychic Talent.

  Apparition—The shape formed by a ghost during a manifestation. Apparitions usually mimic the shape of the dead person, but animals and objects are also seen. Some can be quite unusual. The Specter in the recent Limehouse Docks case manifested as a greenly glowing king cobra, while the infamous Bell Street Horror took the guise of a patchwork doll. Powerful or weak, most ghosts do not (or cannot) alter their appearance. Changers are the exception to this rule.

  Aura—The radiance surrounding many apparitions. Most auras are fairly faint, and are seen best out of the corner of the eye. Strong, bright auras are known as other-light. A few ghosts, such as Dark Specters, radiate black auras that are darker than the night around them.

  Bone Man*—Name given to a particular variety of Type One ghost, probably a sub-type of Shade. Bone Men are hairless, emaciated forms, with skin clinging to their skulls and rib cages. They glow with a bright, pale other-light. Though superficially similar to some Wraiths, they are always passive and generally somewhat dismal.

  Chain net—A net made of finely spun silver chains; a versatile variety of Seal.

  Changer**—A rare and dangerous Type Two ghost, powerful enough to alter its appearance during a manifestation.

  Chill—The sharp drop in temperature that occurs when a ghost is near. One of the four usual indicators of an imminent manifestation, the others being malaise, miasma, and creeping fear. Chill may extend over a wide area, or be concentrated in specific cold spots.

  Cluster—A group of ghosts occupying a small area.

  Cold Maiden*—A gray, misty female form, often wearing old-fashioned dress, seen indistinctly at a distance. Cold Maidens radiate powerful feelings of melancholy and malaise. As a rule, they rarely draw close to the living, but exceptions have been known.

  Corpse-bell—A deep-toned bell rung in churches to announce funerals.

  Creeping fear—A sense of inexplicable dread often experienced in the build-up to a manifestation. Often accompanied by chill, miasma, and malaise.

  Curfew—In response to the Problem, the British Government enforces nightly curfews in many inhabited areas. During curfew, which begins shortly after dusk and finishes at dawn, ordinary people are encouraged to remain indoors, safe behind their home defenses. In many towns, the beginning and end of the night’s curfew are marked by the sounding of a warning bell.

  Dark Specter**—A frightening variety of Type Two ghost that manifests as a moving patch of darkness. Sometimes the apparition at the center of the darkness is dimly visible; at other times the black cloud is fluid and formless, perhaps shrinking to the size of a pulsing heart, or expanding at speed to engulf a room.

  Death-glow—An energy trace left at the exact spot where a death took place. The more violent the death, the brighter the glow. Strong glows may persist for many years.

  Defenses against ghosts—The three principal defenses, in order of effectiveness, are silver, iron, and salt. Lavender also affords some protection, as does bright light and running water.

  DEPRAC—The Department of Psychic Research and Control. A government organization devoted to tackling the Problem. DEPRAC investigates the nature of ghosts, seeks to destroy the most dangerous ones, and monitors the activities of the many competing agencies.

  Ectoplasm—A strange, variable substance from which ghosts are formed. In its concentrated state, ectoplasm is very harmful to the living.

  Fittes furnaces—The popular name for the Greater London Metropolitan Furnaces for the Disposal of Psychic Artifacts, in Clerkenwell, where dangerous psychic Sources are destroyed by fire.

  Fittes Manual—A famous book of instruction for ghost-hunters written by Marissa Fittes, the founder of Britain’s first psychic investigation agency.

  Floating Bride*—A female Type One ghost, a variety of Cold Maiden. Floating Brides are generally headless, or missing another part of their anatomy. Some search for their missing extremity; others cradle it or hold it mournfully aloft. Named after the ghosts of two royal brides, beheaded at Hampton Court Palace.

  Ghost—The spirit of a dead person. Ghosts have existed throughout history, but—for unclear reasons—are now increasingly common. There are many varieties; broadly speaking, however, they can be organized into three main groups (See Type One, Type Two, Type Three). Ghosts always linger near a Source, which is often the place of their death. They are at their strongest after dark, and most particularly between the hours of midnight and two a.m. Most are unaware or uninterested in the living. A few are actively hostile.

  Ghost-bomb—A weapon consisting of a ghost trapped in a silver-glass prison. When the glass breaks, the spirit emerges to spread fear and ghost-touch among the living.

  Ghost-cult—A group of people who, for a variety of reasons, share an unhealthy interest in the returning dead.

  Ghost-fog—A thin, greenish-white mist, occasionally produced during a manifestation. Possibly formed of ectoplasm, it is cold and unpleasant, but not itself dangerous to the touch.


  Ghost-jar—A silver-glass receptacle used to constrain an active Source.

  Ghost-lamp—An electrically powered streetlight that sends out beams of strong white light to discourage ghosts. Most ghost-lamps have shutters fixed over their glass lenses; these snap on and off at intervals throughout the night.

  Ghost-lock—A dangerous power displayed by Type Two ghosts, possibly an extension of malaise. Victims are sapped of their willpower, and overcome by a feeling of terrible despair. Their muscles seem as heavy as lead, and they can no longer think or move freely. In most cases they end up transfixed, waiting helplessly as the hungry ghost glides closer and closer….

  Ghost-touch—The effect of bodily contact with an apparition, and the most deadly power of an aggressive ghost. Beginning with a sensation of sharp, overwhelming cold, ghost-touch swiftly spreads an icy numbness around the body. One after another, vital organs fail; soon the body turns bluish and starts to swell. Without swift medical intervention, often in the form of adrenaline injections to stimulate the heart, ghost-touch is usually fatal.

  Glimmer*—The faintest perceptible Type One ghost. Glimmers manifest only as flecks of other-light flitting through the air. They can be touched or walked through without harm.

  Greek Fire—Another name for magnesium flares. Early weapons of this kind were apparently used against ghosts during the days of the Eastern Roman Empire, a thousand years ago.

  Haunting—See Manifestation.

  Ichor—Ectoplasm in its thickest, most concentrated form. It burns many materials, and is safely constrained only by silver-glass.

  Iron—An ancient and important protection against ghosts of all kinds. Ordinary people fortify their homes with iron decorations, and carry it on their persons in the form of wards. Agents carry iron rapiers and chains, and so rely on it for both attack and defense.

  Lavender—The strong sweet smell of this plant is thought to discourage evil spirits. As a result, many people wear dried sprigs of lavender, or burn it to release the pungent smoke. Agents sometimes carry vials of lavender water or small explosive lavender grenades to use against weak Type Ones.

  Limbless**—A swollen, misshapen variety of Type Two ghost, with a generally human head and torso, but lacking recognizable arms and legs. With Wraiths and Raw-bones, one of the least pleasing apparitions. Often accompanied by strong sensations of miasma and creeping fear.

  Listening—One of the three main categories of psychic Talent. Sensitives with this ability are able to hear the voices of the dead, echoes of past events, and other unnatural sounds associated with manifestations.

  Lurker*—A variety of Type One ghost that hangs back in the shadows, rarely moving, never approaching the living, but spreading strong feelings of anxiety and creeping fear.

  Magnesium flare—A metal canister with a breakable glass seal, containing magnesium, iron, salt, gunpowder and an igniting device. An important agency weapon against aggressive ghosts.

  Malaise—A feeling of despondent lethargy often experienced when a ghost is approaching. In extreme cases this can deepen into dangerous ghost-lock.

  Manifestation—A ghostly occurrence. May involve all kinds of supernatural phenomena, including sounds, smells, odd sensations, moving objects, drops in temperature, and the glimpse of apparitions.

  Miasma—An unpleasant atmosphere, often including disagreeable tastes and smells, experienced in the run-up to a manifestation. Regularly accompanied by creeping fear, malaise, and chill.

  Night watch—Groups of children, usually working for large companies and local government councils, who guard factories, offices, and public areas after dark. Though not allowed to use rapiers, night-watch children have long iron-tipped spears to keep apparitions at bay.

  Nimbus—A ring-shaped aura; a bright but grainy halo of other-light that may surround a Source or apparition.

  Operative—Another name for a psychic investigation agent.

  Other-light—An eerie, unnatural light radiating from some apparitions.

  Phantasm**—Any Type Two ghost that maintains an airy, delicate, and see-through form. A Phantasm may be almost invisible, aside from its faint outline and a few wispy details of its face and features. Despite its insubstantial appearance, it is no less aggressive than the more solid-seeming Specter, and all the more dangerous for being harder to see.

  Phantom—Another general name for a ghost.

  Plasm—See Ectoplasm.

  Poltergeist**—A powerful and destructive class of Type Two ghost. Poltergeists release strong bursts of supernatural energy that can lift even heavy objects into the air. They do not form apparitions.

  Problem, the—The epidemic of hauntings currently affecting Britain.

  Rapier—The official weapon of all psychic investigation agents. The tips of the iron blades are sometimes coated with silver.

  Raw-bones**—A rare and unpleasant kind of ghost, which manifests as a bloody, skinless corpse with goggling eyes and grinning teeth. Not popular with agents. Many authorities regard it as a variety of Wraith.

  Relic-man/relic-woman—Someone who locates Sources and other psychic artifacts and sells them on the black market.

  Revenant**—A fortunately rare variety of Type Two ghost in which the apparition can temporarily animate its own corpse and cause it to break free of its grave. Though Revenants generate powerful ghost-lock and strong waves of creeping fear, they are easy to deal with because their body is their Source, thus giving an agent plenty of opportunity to encase them in silver. Also, if the corpse is old, it usually falls to pieces before doing too much damage.

  Salt—A commonly used defense against Type One ghosts. Less effective than iron and silver, salt is cheaper than both, and used in many household deterrents.

  Salt-bomb—A small plastic throwing-globe filled with salt. Shatters on impact, spreading salt in all directions. Used by agents to drive back weaker ghosts. Less effective against stronger entities.

  Salt-gun—A device that projects a fine spray of salty water across a wide area. A useful weapon against Type One ghosts. Increasingly employed by larger agencies.

  Screaming Spirit**—A feared Type Two ghost, which may or may not display any kind of visual apparition. Screaming Spirits emit terrifying psychic shrieks, the sound of which is sometimes enough to paralyze the listener with fright, and so bring on ghost-lock.

  Seal—An object, usually of silver or iron, designed to enclose or cover a Source, and prevent the escape of its ghost.

  Sensitive, a—Someone who is born with unusually good psychic Talent. Most Sensitives join agencies or the night watch; others provide psychic services without actually confronting Visitors.

  Shade*—The standard Type One ghost, and possibly the most common kind of Visitor. Shades may appear quite solid, in the manner of Specters, or be insubstantial and wispy, like Phantasms; however, they entirely lack the dangerous intelligence of either. Shades seem unaware of the presence of the living, and are usually bound into a fixed pattern of behavior. They project feelings of grief and loss, but seldom display anger or any stronger emotion. They almost always appear in human form.

  Shining Boy**—A deceptively beautiful variety of Type Two ghost that manifests as a young boy (or, more rarely, girl) walking in the center of cold, blazing other-light.

  Sight—The psychic ability to see apparitions and other ghostly phenomena, such as death-glows. One of the three main varieties of psychic Talent.

  Silver—An important and potent defense against ghosts. Worn by many people as wards in the form of jewelry. Agents use it to coat their rapiers, and as a crucial component of their Seals.

  Silver-glass—A special “ghost-proof” glass used to encase Sources.

  Snuff-light—A type of small candle used by psychic investigation agencies to indicate a supernatural presence. They flicker, tremble, and finally snuff out if a ghost draws near.

  Source—The object or place through which a ghost enters the world.

  Specter**
—The most commonly encountered Type Two ghost. A Specter always forms a clear, detailed apparition, which may in some cases seem almost solid. It is usually an accurate visual echo of the deceased as they were when alive or newly dead. Specters are less nebulous than Phantasms and less hideous than Wraiths, equally varied in behavior. Many are neutral or benign in their dealings with the living—perhaps returning to reveal a secret, or make right an ancient wrong. Some, however, are actively hostile, and hungry for human contact. These ghosts should be avoided at all costs.

  Stalker*—A Type One ghost that seems drawn to living people, following them at a distance, but never venturing close. Agents who are skilled at Listening often detect the slow shuffling of its bony feet, and its desolate sighs and groans.

  Stone Knocker*—A desperately uninteresting Type One ghost, which does precious little apart from tap.

  Talent—The ability to see, hear or otherwise detect ghosts. Many children, though not all, are born with a degree of psychic Talent. This skill tends to fade towards adulthood, though it still lingers in some grown-ups. Children with better-than-average Talent join the night watch. Exceptionally gifted children usually join the agencies. The three main categories of Talent are Sight, Listening, and Touch.

  Tom O’Shadows*—A London term for a Lurker or Shade that lingers in doorways, arches, or alleyways. An everyday urban ghost.

  Touch—The ability to detect psychic echoes from objects that have been closely associated with a death or haunting. Such echoes take the form of visual images, sounds and other sense impressions. One of the three main varieties of Talent.

  Type One—The weakest, most common, and least dangerous grade of ghost. Type Ones are scarcely aware of their surroundings, and often locked into a single, repetitious pattern of behavior. Commonly encountered examples include: Shades, Lurkers, and Stalkers. See also Bone Man, Cold Maiden, Floating Bride, Glimmer, Stone Knocker, Tom O’Shadows, and Wisp.

  Type Two—The most dangerous commonly occurring grade of ghost. Type Twos are stronger than Type Ones, and possess some kind of residual intelligence. They are aware of the living, and may attempt to do them harm. The most common Type Twos, in order, are: Specters, Phantasms and Wraiths. See also: Changer, Limbless, Poltergeist, Raw-bones, Revenant and Screaming Spirit.