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The series contains examples of the following tropes: And the only person Morrow can call on for help dealing with this is the person on whom Rook's whole scheme rests: Chess Pargeter himself. However, unknown to Chess or Morrow's bosses, Rook has made contact with an ancient fallen power that may give him the capacity to break this hitherto absolute rule of hexation, overturning both natural and political order throughout - potentially - the entire world. (The Catchphrase of this limitation is: "Mages don't meddle.") This fundamental stumbling block has kept hexes from ever cooperating to discover exactly how their powers work, or to establish any consistent group magical tradition beyond what is learned in short, dangerous and often fatal informal apprenticeships as a result, every hex note (in Western-descended cultures, at least) is basically a self-taught magical island unto himself or herself, using individual tricks and techniques to work their feats. These hexes are capable of great feats of magic individually, but have been footnotes in history for one key reason: hexes cannot spend any significant time in proximity, or work together on magical acts, because they will be driven by instinctive hunger to feed off each other's power until one or the other is dead.

Set in the 1860s in the wake of The American Civil War, the series takes place in an Alternate History Earth where occasionally, ordinary men or women will manifest as powerful magicians (called "hexes" most often by the main characters) after either near-fatal injury (for men) or their first menstrual period (for women).
