Corvidia.

Jun 21, 2010 19:35

Crossed Ladywell Fields today beneath a high sun and a low summer sky. People played football, minded children, chatted and pottered about. Nothing weird happened, there were no hallucinations. I think it probably says rather a lot about me that a neuron or two at the back were oddly disappointed. Still, mild disappointment probably better than mild psychosis, so let's leave it there shall we?

Have some story. This is excerpts from a guide book written for the casual student or interested traveller on the subject of Corvidia, and what one might find when one gets there. There were illustrations to go with it, but putting those in might be complicated, we'll see...


The Planet Corvidia

Viewed from the Northern Hemisphere on Earth, Corvidia orbits Alnitak (also known as Zeta Oranis, the lowest star to the left on Orion’s Belt.) Its nearest neighbouring planets are Lupicalia and Keetairia which Corvidia has some trade and amicable contact with since they also reside under the peculiar aegis of Kee and Cher and are populated by people capable of magic and gifted with shape-changing abilities. Since Corvidia’s magical capacity is as strong as its technology is weak, these visitations are achieved through a form of teleportation achieved through magic. Corvidians have a natural curiosity about almost everything and will explore, poke, prod and tinker at anything they’re presented with that’s unknown. (This is not to say their attention will necessarily be held, Corvidians bore just as easily as they amuse.) It is because of this that through the ages various Corvids have quested to the far reaches of reality, usually on a whim.

Geographical Notes

Corvidia is a planet in balance and surprisingly temperate throughout. Broadly speaking the seasons last longer in their cardinal element (winter in the North, summer in the South, spring in the East, autumn in the West) but it is all much for muchness. It is notable that there are no deserts, bogs or icefields on the planet and the seas contain far less salt than they do on Earth. The terrain of the planet is composed of plentiful crags, mountains, forests, meadow land and woods. There is also a vast amount of sky. There is something (theories as to what include the angle of the globe’s curvature along the crust, the hue of the atmosphere or the type of light given out by their sun) that makes the sky on Corvidia appear almost infinitely vast in a manner that is as perplexing as it is breathtaking.

The sky is a particular hue best described as deep cerulean and is termed there ‘scythe blade blue’. The earth shows a lack of variation in hue, tending towards the monochromatic. Loam is so dark as to be nearly black, clay and rock are varying shades of grey and blue-grey but never turn towards brown, yellow or red as they do on Earth. Sand, depending on the beach where it lies is either obsidian, silver or white (‘diamond’ sand).

In general terms the Northern lands tend to mountainous terrain and have snowfall in two of the four seasons. The South is far flatter, spreading out grassland and lakes with a balmy summer holding sway for half the year. The East and West are both heavily wooded; the West contains forests in the true sense of the world, the East grasses that grow to great height, much in the form and manner of a bamboo grove. The West is beset by boisterous winds and frequent storms for much of the year. The East has a deal of rain of the tropical variety.

Architecture

Whilst Corvidians are an advanced people they have not built cities as we would understand it. The thought of making a structure that is not based upon or supported by a natural feature is almost anathema to them. The only free standing structures are Ghost Houses, about which more later. Corvidians build their homes amid the mountains, trees, groves and dells of their habitat - but that is not to say they live like primitives in caves and tree houses. Corvidians are a highly artistic and skilled race with a love of beauty in all things. Their crag dwellings are carved and sculpted with a craft which would put the grandest medieval cathedral to shame; their tree dwellings constructed with the grace and precision of a fleetest ship of the line.

Physical Appearance

All Corvidians possess a narrow build and light bone structure due to their hollow bones and swift metabolism. All of them have naturally pale skin as their sun gives out a different light to ours which doesn’t have any maleficent side effects and therefore does not create a need for protective measures in their biology like melanin. Corvidians are born with either black, white or silver hair; as they grow older the black may develop a blue-purple tint which shows strongly when light shines upon it. On rare occasions some Corvidians have been born with hair of a deep sanguine hue the colour of blood and rubies at midnight. This is extremely rare and taken to be portentous. All Corvidic irises are very pale blue when the chick is hatched; over the following weeks they will resolve themselves into one of the following colours: black, white, silver-grey, or scythe-blade-blue. (On the occasion of a Corvid having sanguine feathers they will have golden eyes. This peculiarity may be viewed as a Corvidic version of albinism.)

Particularities of the Race (shape shifting and magic)

Young Corvidians (‘chicks’) hatch from eggs, the shells of which are pale silver. It should be noted that the adults still engage in sexual congress in the manner of homo sapiens. Since my guide did not think it a fitting subject for discussion with a stranger I am none the wiser at what point the egg is birthed etc nor why their reproductive cycle is so particular. It is also worth noting that it is unusual for a female Corvidian to produce more than three eggs in her lifetime no matter how many times she has sex. Through inference gleaned during several conversations I am led tp believe that the conception of an egg is highly dependant upon the female’s opinion of the matter: it’s less a point of biology and more a point of will. (This being another delicate subject is not something I have been able to verify to my satisfaction.)

Young Corvidians when hatched are remarkable in that they appear similar in size, age and capacity to human babies of approximately a year old. I theorize that their incubation time in the egg is what accounts for this startling perspicacity in development. At the age of around six years, speckled markings will appear on a youngster’s back. These, over the following year, will resolve themselves into the image of a pair of wings. Once the image is complete, it will become textured and delicate lumps will form beneath the skin. Over the next six months those will grow out into feathers and their wings will begin to grow in actuality. It must be noted the wings will be unable to support flight until they are fully fledged: this takes approximately six or seven years, giving the average Corvidian the capacity of flight at around their fourteenth year.

The second profound change a Corvidian fledgling goes through (which in their society marks the transition into adulthood) occurs around their twentieth year - it is the ability to transform at will into a raven. Whilst in this avian shape they are able to make use of all the advantages it offers whilst losing no mental capacity of their own.

The other singular aspect of Corvidians which marks them as so different from homo sapiens is their ability to do magic - that is to say, effect things in a preternatural manner or call upon a power innate within themselves which manifests as extraordinary phenomenon. Corvidic magic is categorized into four separate arts.

Sympathetic magic: This is where a small oddment is used to represent a thing and the forces enacted upon it will have consequences for the focus of the spell. It also encompasses written spells and symbols and petty ritual.

Will: This is where the Corvidian effects change in the world simply by wishing it. It is in some ways the most astounding and most powerful of their magics but it is also the one with the most limited application. It is used solely for the creation of force-fields/shields and for bolts or blades of magical energy.

Elemental magic: is a bit of a misnomer as it does not correspond to the elements as we would understand them. It is split into the categories of - Night, Day, Life, Storm and Spirit. Night concerns itself with concealment, illusion and the manipulation of shadow. Day holds dominion over fire, light and seeking. Life governs the flow of such and can be used to grow, hurt or heal living things. Storm is concerned with the weather and forces of nature - it is perhaps the closest to what we term ‘elemental magic’. Spirit is about communication with, appeasement of and dealing with the many spirits that inhabit Corvidia.

Lastly there is Necromancy which is concerned with communication with the dead. It is not considered a dark art but rather a holy one, as wisdom, aid and guidance can be gained from the souls of the dead as well as solace to those bereaved. It should be noted that whilst Necromancers have on occasion raised ghosts and allowed them to possess people (the tale of the Marriage of Florian Glass is a famous example,) they do not approve of zombies or demons. In fact all Corvidians have an innate loathing of both the undead and the demonic and are militant slayers of such, considering such creatures anathema.

(As a final note on magic I must add that many Corvidians are highly proficient at prophecy and the foretelling of fortunes. They do not however consider this a magical undertaking in the same way that we do not consider reading an ‘art’.)

Society

All of Corvidia is divided into Clans and Noble Houses. The Clans refer to the geographic location of a Corvid’s birth (in the same way we might classify someone as English or Russian, etc) and the Houses refer to their occupation and family. Here follows a list of the Clans, their location, strengths and appearance.

Northlands: Cold Claw Clan, Ice Touched Clan, Shadow Span’d Clan.
Those of the northern clans live in intricately carved cave systems and crags amidst snow-bound and mountainous lands. Their culture and mode of dress most closely resembles that of the Mongol / Chinese dynasties of the middle ages. They have a flair for Necromantic and Night Elemental magic. They are exceptionally pale and excel in the creative arts. Corvidians of these clans either have white hair with black eyes, or silver hair with blue-indigo eyes.

Southlands: Dark Feather Clan, Iron Boned Clan, Long Tail Clan.
Those of the southern clans live in carefully whittled tree-houses in wooded groves in lake-strewn and sunny lands. Their culture and mode of dress most closely resembles that of Asian or ancient Grecian peoples. They have a flair for Life and Day Elemental magic. They are physically the most ‘bronzed’ of Corvidians (which isn’t saying much from an outsider’s viewpoint) and they excel at all forms of learning and enlightenment. Corvidians of these clans either have black hair with white eyes, or white hair with blue-indigo eyes.

Eastlands: Sharp Wing Clan, Blood Beaked Clan, Bright Sheen’d Clan.
Those of the eastern clans live in astoundingly woven structures in bamboo fields in equatorial-style lands with a monsoon weather system. Their culture and mode of dress most closely resembles that of historical Japan. They have a flair for Will and Spirit Elemental magic. They are physically the most angular and ‘narrow-featured’ of Corvidians and they glory in all forms of marshal arts. Corvidians of these clans either have blue hair with white eyes, or black hair with silver eyes.

Westlands: Ash Feathered Clan, Glass Talon Clan, Far Calling Clan.
Those of the western clans live in gracefully constructed eyries in pine forests in lands with a blustery weather-front. Their culture and mode of dress most closely resembles that of historical Europe with elements of Norse and Saxon styles. They have a flair for Sympathetic and Storm Elemental magic. They are physically the tallest and broadest-shouldered of Corvidians and they are in their element in all forms of social graces and interactions. Corvidians of these clans either have silver hair with black eyes, or blue hair with silver eyes.

The Noble Houses of Corvidia

It is perhaps in trying to outline their social structure that I will fail the Corvidian people. This is because many of their concepts are similar to our own, but have a habit of deviating sharply at the last moment, which leaves the casual observer somewhat puzzled. To start with, there are seven Noble Houses of Corvidia, which rather implies there are members of the populous who do not belong to such or are considered of different worth or status. Not so. Everyone belongs to a House, and all are called noble.

The House of Dreams is the dominion of all artists and all crafts-people, from mural painters to weaponsmiths, architects to potters to musicians. If anything is to be created, it is likely that a master of the art will be found in the House of Dreams.

The House of Airt (whose name in Corvidic means both ‘art’ and ‘air’) is the home of all those who excel at magic and who find no greater joy than in its practice. They are the ones called upon for grand workings of magic and for ritual ceremony, of which it seems there is quite a lot of.

The House of Leaves concerns itself with everything and anything to do with the land. Primarily this concerns the managing of crops and orchards, the keeping of animals for provisions. But it also includes gardening, healing, mining, cartography and many other sub-categories.

The House of Reconcile - when I first heard of this house I believed it to be one of commerce, but that was because I did not comprehend the spirit in which Corvidians approach all aspects of their life. Those in the House of Reconcile are not just agents and promoters, they are the go-betweens in every situation. They are translators and ambassadors, agents, couriers, guides and delivery peoples. They excel at connecting and exchanging all that must be connected and all that must change hands.

The House of Seeking is put over entirely to study and to the teaching and practical application of all they’ve leaned. Philosophy, mathematics, astrology, reading, writing, poetry, science and all other such theoretical questions which might occur to a bright mind as well as their significance to the world at large.

The Ward House is not actually a House, more an Order, but there is little to no difference in reality other than the name. Warders are best described as a cross between a priesthood and a police force. The Warders are all those who have been spoken to by Kee (pronounced ‘key’, the goddess of Corvidia,) or Cher (pronounced ‘chur’ the god of Corvidia.) Warders are unfailingly patient and very clear-sighted. They are swift and just when resolving disputes of all kinds and their advice is always heeded.

The Ghost House, like the Warders, holds a similar position a little to the left of ordinary. There is no specific artistry that the family possess, rather their presence in those halls are the answer to a calling and the manifestation of a very singular talent. I have mentioned previously the Corvidian aptitude for magic and their hatred of the demonic and undead.

(I must clarify that to a Corvidian, a demon is not aligned with the Judo-Christian idea of a devil or fallen angel. Instead it refers to any malicious entity which devotes its existence to the misery and destruction of others. In this, demons can be said to be the enemies of Kee and Cher, since theses two rather simplistic deities want nothing more than for the universe to be in balance and for ‘meekleness’ to be the prime virtue in any creature’s life. ‘Meekle’ is a difficult word to accurately translate; on the surface it means ‘good’ and ‘pleasing’ yet it does not have strong links to either morality or self-gratification that we would associate with such a translation. When I asked my Guide how she would explain the concept of ‘meekle’ to an outsider she said, “Meekle is a kindness, the creation of an instant or situation which is shiny - and it doesn’t piss in anyone’s tea to do it.”)

In members of the Ghost House this natural dislike of such entities is increased tenfold, indeed it is heightened to such an extent that they feel physically ill in some manner when in the presence of such. They also possess an instinct so profound it is akin to a sixth sense and is referred to as Scritch which my guide colloquially translated as ‘weird-shit sight’ because it allows them to find demons and the undead with ease. Possibly because of its high magical field, Corvidia has a continuous influx of demons and undead (as well as spirits and more benign creatures) and the members of the Ghost House take it upon themselves to kill that which is blighted in the sight of Kee and Cher.

Their halls are the only ones in Corvidia which are not built as part of the landscape due to their wish not to ‘taint’ it. Those of the Ghost House take the notion of taint and purity very seriously because in the same manner that slurry has a bad smell, demons and such have an echo or resonance which can taint those who encounter it making them ill if not handled correctly.

Choosing a House

I imagined it would be highly problematic, having a fledgling Corvid assigned to a House they would have to stay with their whole lives. Not so, for a variety of reasons I shall touch upon here.

Firstly, there are at least two, sometimes three or four of each House in each Cardinal Land, meaning Clan families need not split up and scatter due to their Houses. Secondarily, talents tend to run in the Clans, so if the mother is a poet and the father a woodworker, it is almost a certainty that the chick will grow to love and excel either as a carver or a literary Seeker. Fledgelings who do not follow in their parent’s wing-beats are usually destined to be called into service by Kee and Cher as Warders or to find themselves drawn to the Ghost Houses. Whilst it may seem to us an impossibility to do one thing for all our lives, for a Corvidian it is easy - a joy - because that is where their passion and talent will lie. (Besides, most talents are wide enough to allow for variation: musicians have different instruments, artists different mediums, warriors different martial arts.)

Relationships, Marriage, Death and other Occasions

Relationships on Corvidia are long-term and monogamous and usually heterosexual in nature. (Relationships between same-sex partners do happen and are viewed without prejudice as it is an accepted fact that Kee and Cher are perfectly capable of being scatty enough to put two conjoined souls in vessels that share a gender when not paying enough attention.) There is marriage on Corvidia, the vow of which my Guide was good enough to write out for me:

“Soar my path with me
And I shall smooth your feathers.
Protect me and I shall guard you,
Provide for me and I shall hunt for you.
Cherish me and I shall lie with you,
Honour me and I shall be with you and no other.
For as long as the sun smiles upon us by day
And the moon blesses us by night
In the sight of Kee and Cher.”

The Corvidic equivalent of divorce also exists, it is a ceremony performed by the Warders in acknowledgement that the souls are an imperfect fit. Its use is not called upon very often, but when it is the mood is one of sorrow rather than resentment.

I’m led to believe that Corvidic funery and mourning practices are quite complex and involve rituals done by the Warders and lesser rites performed by both the Ghost House and Necromancers. I am regretfully unable to provide further information however as this was another topic my guide absolutely refused to be drawn on and I was forced to leave off my enquiries least I caused offence. On Corvidia the colour associated with death and grief is a particular shade of red, very deep and heady, almost maroon. It is a colour the exact hue of which is obtainable from only a single flowering plant whose name translates more as a concept than a word, ‘those-left-behind-with-memories’.

Corvidians are religious, but it is a very practical every-day sort of religion and is viewed rather like the weather. (That is to say, it covers the land in an eternal manner, sometimes it will be to your liking, sometimes not; but you cannot escape it, only learn to read the signs and so be better prepared.) Corvidians are very fond of their deities and easily perceive their hand in all that is Meekle and most that is whimsical and strange.

There are no atheists, agnostics or fanatics on Corvidia. When I tried to explain these concepts to my Guide she was most bemused as if I had suggested there might be those who deny the existence of snow or are convinced the only weather should be sunshine; she smiled her crooked ‘you are clearly insane but I am too polite to mention it’ smile.

I have mentioned souls in my writings, and indeed Corvidians seem to possess a profusion of them. I recall that in Ancient Egypt it was believed that people possessed at least five souls (name, body, heart, shadow, spirit - sometimes with the addition of two more immortal souls that only became apparent in the afterlife). Corvidia has a similar arrangement: body, spirit, shadow and star or fate. The body is self explanatory, it is the vessel in which the other souls reside when corporeal. Spirit is thought and emotion - zombies lack this soul (hence their want of brains) and in demons it is corrupt. The shadow is where a Corvid’s magic comes from, it is also their personality - the essence of self that makes each Corvidian unique. The star or fate soul was the one I had most difficulty in grasping as a concept. It appears in part to be an individual’s name, their link to their ancestors, Clan and House and their path in life. Unless I have misunderstood this is also the soul that becomes a vessel in place of the body should a Corvidian become a ghost.

Currency

Corvidia does not have a currency, at least not in the sense that we would understand it; although each House has its own Tokens which are treated much in the way we would use a chit or promissory note. Corvidia is both small and straightforward enough in its population that it is possible to get away with a fairly loose and archaic wage system. There are variations, but at its base it functions thus: if one was to commission a painting, the client would provide payment to the artist for as long as the work took. This payment usually addresses practical matters: sustenance or fuel, necessities or further materials for the art involved. In this way the artist will be provided for whilst they work. When the work is completed, the artist will be given a gift in acknowledgement of their work and skill: these gifts are usually a luxury item that can either be enjoyed to passed on in a similar transaction. When I questioned why the Corvidians did not just use money for this final part of the process I was stared at as if I had suggested walking around backwards in a state of undress. It was politely explained to me that the idea of using Tokens all the time would render people lazy in their thinking and appreciation of what was wrought and also that it degraded the souls. My Guide told me this as if it was a fact that was perfectly self evident to anyone with half a brain; I often fear she thinks me very dim.

Style and Fashions

Clothing textiles available on Corvidia are wool (sheared from very large and curled-horn creatures with shaggy, crinkled coats similar to yaks), leather, fur (snow rabbit, sun rabbit, hetajh {deer-like creature} and ursa {bear-like animal with very long claws}), a flexible yet relatively coarse material similar to linen and a strong silk-like material gathered from a certain type of tree. Jewellery is made from Argentnoir, a metal identical to silver but less prone to tarnish, also from a particular type of wood which is naturally perfumed like cedar and yet black like jet. Lastly it is carved from the teeth and bones of the yak-like creatures and in properties and look is smooth and lined like ivory. Corvidia contains only one gemstone which is mined for decorative use; it is called Drakescale and comes in every hue and colour imaginable depending on the minerals which influenced it. I do not believe it is as hard as diamond, perhaps as hard as sapphire. Armour and weaponry are forged from Saturnine which is a most remarkable metal being both extremely light and strong - in hue it is the colour of dirty pewter.

Corvidic dress is a curious mix of the dramatic and the everyday, as if they began with the most outlandish and theatrical outfit imaginable and then altered it until it became practical. There is no such thing as fashion on Corvidia, not as we would understand it, because they are too fiercely proud of their individuality to wish to forfeit it. There are vogues amongst different Clans and Houses, but really it is a whim they follow loosely and always in their own particular way.

Since all Corvidians have a deep-rooted love of shiny things, both men and women wear jewellery of all sorts including hair-pins and piercings. Make-up is not solely the province of the females either, although I noticed that whilst the women favoured colours applied to eyelids, lips and nails, men tended to go in for something that was more like warpaint, however this is not a universal rule by any means. The reader may at this point be imagining a people who look like pale tribal savages let loose in a theatrical costume box; not so, the truth couldn’t be more different. Because Corvidians like to make a statement and impression in all they do, there is a certain elegance to their style. They know that a thousand colours, paint, piercings, hair ornaments and gilding is a sorry and confused medley that gives no clear impression at all. However two layered colours of stone-washed-white and grey-mauve, a set of silver claws, darkened eyes and carved hairsticks will conjure up a suggestion of snow clouds on the horizon, of distance, and of calm before a storm. In truth I have yet to see a single Corvidian whose looks and dress however plain were not singularly striking.

Cuisine

Corvidians are omnivores and eat meat, fruit, vegetables and grain etc. Their cuisine reflects the food most readily available to their location: fish and a cane-like crop is consumed more in the east, dark meat and salad grasses in the north, small game and fruit in the west, herd animals and root-vegetables in the south although there are of course many variations depending on trade and seasons. Menu-wise I noticed two distinct trends on Corvidia: either the meals were shared in company and were characterized by having been cooked in a single pot (soup, stews, pies, pottages etc) or were akin to picnics, being a small selection of things easily eaten with fingers allowing consideration to be spared for whatever matter held their attention. Secondly I noticed that meals never had courses. When I asked my guide about this she explained that a ‘starter’ would spoil one’s appetite and that ‘pudding’ could not be properly appreciated if one was already full. I noticed though that if three meals were eaten in a day it would often be that one was light, one was sweet and one was savoury and filling, so they don’t appear to be missing out on anything.

Leisure

Corvidians do brew alcohol, and it is customary of one of these such drinks to be had after the evening meal when they are relaxing. Some also smoke a resin in narrow pipes gathered from a plant; this is a mild honey-scented narcotic similar to tobacco but it also has a secondary effect of sharpening one’s dreams. Indulgence to excess does not seem prevalent on Corvidia, I can only assume it is because they spend most of their lives doing what they are passionate about and as such consider lying in a stupor utterly wasteful. (That is not to say of course that individuals will not turn to such things when thwarted in life, love or endeavour as a way of soothing their feelings, but it is extremely rare for them to remain in such a state.) When not entangled in their projects Corvidians are highly sociable: each night the Houses host small informal story-tellings, dances, concerts and the like and of course there will be several other plainer gatherings which are just conversation amongst groups of friends.

Some Individuals of Corvidia



Iron Boned Clan, Nethet, House of Reconcile. A sunny and charming young lady who acts as an agent to artists, matching up painters of all kinds with the right clients. She is well loved as her breezy practicality is the perfect balm to the scattiness and despondency which can plague artists when presented with prosaic matters.

Far Calling Clan, Brenna, House of Reconcile. Slightly twitchy in her human shape, Brenna prefers the sky and time on the wing to time on the earth: she carries messages between different Houses and Clans and has a knack for flying swiftly even through storms.

Cold Claw Clan, Azrianna, Ghost House, zombie hunter. A calm and silent young woman; her tattoo incorporates a scar she received fighting the undead, thereby showing the Corvidic knack of taking a flaw and adapting it into something better.

Ice Touched Clan, Eloria, House of Airt, Necromancer. Despite being perfectly personable, she claimed to have more friends amongst the dead than the living - and neither she nor anyone else saw this as peculiar.

Sharp Wing Clan, Tyrith, House of Ward, Priestess of Kee. Put me in mind of a kind and harried elder sister one was loathe to disappoint. Displayed the patience and good judgement of a saint, but I’m told all Warders do.

Ash Feathered Clan, Tessal, House of Leaves, Baker. Energetic, talkative and forever in the eye of her own (floury and mildly spiced) storm, Tessal’s life work is the creation of biscuits and tarts. I have never tasted anything finer. She is to be married in the spring and is perfecting a recipe for the occasion.



Long Tail Clan, Zin Tash, House of Seeking, Engineer. Engineer truly translates in Corvidic terms as ‘one who improves’. In Zin Tash’s case it is a positive passion for improving the spells and simple machines that aid artists in building: he is especially fascinated by the Northclan’s rock-carving and will travel there once his current project is complete.

Shadow Span’d Clan, Ionry (pronounced y’an-ree) Halin, House of Dreams, Musician. Had a stronger Northlands accent than the others I’d met. He was busy composing a piece of music which through the sympathetic resonance of souls would lead him to his true mate.

Blood Beaked Clan, Jait, House of Airt, Will worker. Although somewhat stern and forbidding at first glance, Jait had a surprising turn of humour when not concentrating on his work. He excels at being a conduit through which many Corvidians can focus their Will to form greater and more complex magical shields.

Dark Feather Clan, Shellen, House of Seeking, Finder. The House’s only ‘Finder’ as far as any know, he created the position himself. Through a mix of magic, logic and startling intuition he is able to find anything (or anyone) missing or lost.

Bright Sheen’d Clan, Iquelrius, House of Dreams, Painter. Many Corvidians decorate themselves with the tools of their trade. Warders will have beautiful prayer beads and incense lockets, Seekers will have jewelled pens hung as pendants, and the Ghost House possess small daggers fashioned as hairsticks. Iquelrius’ decoration was paint spatters and his accessories ivory brushes and vials of pigment stashed about his person. Somehow this made him all the more eye-catching.

Glass Talon Clan, Ellathan-Nye, House of Leaves, Miner. Using both magic and labour, finds and extracts pieces of Drakescale. His clothes are plain, showing off his magnificent Drakescale necklace to even finer effect. He was very taken with my guide and strove to insinuate she was his true mate. (She claimed emphatically not, and I’m still trying to decide if the crack in her voice was annoyance or mild panic.)

My Guide, Nemain of the Ghost House and the Cold Claw Clan.

creative, memory data, kee & cher, story, art

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