I’m going to pause for a few
minutes and set down the look of the people and places in this story. I’ll sort them into the narrative later. Right now the plot is ticking along well
relying mostly on the voices. But the
other stuff needs to be firmly in my head, to keep me consistent and, to be
honest, to let me salt comments into the manuscript as I write along.
So. Obviously the main character is Morganzer, also named
Ferntickle. She’s fifteen and hates
being fifteen. She wants to be in charge
or at least thinks she does. That’s a
little patronizing. She definitely wants
to be in charge and always will. It’s
just a part of her personality. She will
always perceive others as being off track and needing guidance at the very
least and a good shaking followed my someone more competent (only
coincidentally her – it’s not like she want all this work) taking over, just to
keep things right. Maybe she’ll
mellow. The mellowing will only be in
action, though, she’ll always have the urge to take over.
Morganzer isn’t used to the idea
of having two names. She perceives her
names as being in conflict. She’s going
to get a little shock when she finds how others view naming. She’s going to get more than a little shock
when she leaves her valley, which is isolated and populated by folks who don’t
see the world the way most folks do.
That’s putting it mildly. She’s
been raised by scryers, with can be hard on a kid.
Morganzer thinks she’s gotten
all her height because she’s thin and gawky and as tall as most of the grown
women around her. She’s leaving out the
genetic contribution of her father, though, mostly because the aunts she’s been
raised by consider the nemen to be a temporary difficulty, which is true only
in the realm of not wanting to think about that.
The nemen don’t see the women of
Topside as relatives either, and the mutual denial is very supportive, in its
way. The Skeld, as they call themselves
(nemen is a slighting term meaning not really men, or at least not really our
men) are marauders pushing out of their old territory, taking advantage of a
warming of the world. They have wives
and families back home. Real ones. They are deliberately gruff and
uncommunicative with the aunts, enforcing a distance between them. Any show of affection would be frowned upon,
on both sides.
Morganzer therefore doesn’t know
how significant it is that a few of the nemen have had more than one child by
the same woman or how significant it is that her father not only produced three
full siblings, but checked in on them after her mother died. She assumes that he’s of no consequence to
her personally and that he assumes the same of her.
She’s going to be frowning a lot
over the stories, for which I apologize.
I won’t say that it’s not that she’s that grumpy, because at this stage
of her life, she is. And she will have
to work not to fall back into grumpy all her life. But she’s going to be going through some big
adjustments, or at least she’s going to feel the pull to adjust to a lot of
things, and it’s hard for someone who knows it all to adjust to things she
didn’t know about at all. Like, in
Morganzer’s case, the rest of the world.
She has a brother, who irritates
her, and a sister that she doesn’t bother thinking of at all. The brother does not scry, at least not in a
normal way. Morganzer does. She scries very well. She has built her sense of worth around it,
believing that if you knew scrying you knew everything and everyone had to
listen to you.
But back to her brother. Daffak is thirteen and getting pudgy before a growth spurt. He doesn’t know that, though, and is afraid
he’s getting soft. He’s also worried
about how tall he’ll end up being.
Unlike Morganzer, he’s noticed the visiting men a lot and has made a
sort of gruff contact with his father.
He wants more contact, though, and is starting to do increasingly rash
things to get attention from the men. He
has especially noticed that the Skeld men are taller than his folk, even taking
the fact that most of his folk are women into account. He’s noticed that the older boys who were
half Skeld looked shorter than the few Skeld boys he’s seen. (This is skewed more than he knows by the
fact that only large Skeld boys are allowed to boat out.)
I’ve wandered away from the
physical description of Morganzer. I’ll
add Daffak in, to make up time. The
Skeld tend to very fine hair with little or no curl in it. Their women deal with that in various ways,
but the men – half of whom go male-pattern bald by fifty – either tie back
their hair in a braid or cut it very short.
They tend not to bother braiding hair that’s gotten too wispy. Their hair comes in various light shades with
maybe one person in ten showing red.
The Topsiders were a moderately
diverse bunch at one time, but tend to the darkish and the wavy or curly, with
no red. Mixed children tend to look
mostly Topside, with maybe less curl and a lighter hue. Lychnis, Morganzer’s sister, is an exception. Her hair is a definite light red and it kept
the full curl, which makes it striking to both groups. The aunts have kept it pulled back and
covered, as a general precaution. But
she’s eleven, now, and wants to let it loose, like her agemates. She’s not going to do much in this
story. She’ll be getting on with her
life at home. She’ll get more attention
from her father, since he’ll be missing the other two and won’t be able to
speak about it to anyone.
Morganzer and Daffak have dark,
umberish hair. His is thicker than
hers. It would show a wave if cut short,
but they both wear it long, so neither knows this. Although dark, their hair tends to sun bleach
easily, leaving the top layer a brickish color, with dark strands peaking
through. The bleached layer is weaker
than the underlayer, and breaks off more easily. So for the last few inches, their hair is
dark.
Daffak’s hair is longer than
Morganzer’s, which irritates her a bit.
Hers, being lighter, tends to let shortened tendrils loose from her
braids to float about. When in deep scrying,
they stand out from her head. He wears a
single braid, like the nemen. She wears
two and tucks them around each other at the base of her neck.
Both Daffak and Morganzer have
very pale skin. If Lychnis gets too
much sun, she freckles exactly the way that their father thought Morganzer would. Morganzer hasn’t really noticed, but their
father is a carpenter, rather than a raider.
Daffak knows, though, and has started trying to carve the dead branches
of the valley scrub.
All the Topsiders wear felt
clothing made from the hair of the goats they raise. The goats also produce milk. There are a few small flocks of tough little
banty chickens. They lay barely enough
eggs to keep their population up enough to be harvestable, so almost no one
eats their eggs.
People do eat sea bird eggs,
though, especially in season. The
children are encouraged to trap or otherwise kill the local rabbits and
weasels. Slings are popular weapons for
doing this. There are berry bushes. Around the edge of the warm, there are rose
bushes. The roses have adapted well
enough to the cold to push out beyond the warm.
Rose hip tea is popular with the aunts, who know that it prevents
scurvy. Roses are embroidered on the
edges of the aunts’ felt coats.
Daffak is an extrovert, wanting
to be connected to people more than most scryers care to be. Being around introverts is starting to wear
on him. He perceives it as being around
women, though. That will change later.
Oh, the nemen have gotten ahold
of cotton toweling and the Topsiders use the old towels in various ways, most
notably as carriers and parts of clothing.
Linen, hemp, and wool are the fabrics produced by the worldshore. There’s a seaweed that can make a rough
strapping or tarp material, too.
How many Topsiders are there? That’s a good question. The Skeld have inspected, and they pretend
that they know, but all the Topsiders looked alike to them at the time, and
everyone kept coming and going. It’s a
long little finger of a valley. There
are four good-sized caves currently being used to house goats and their
tenders. Maybe a few other folks,
too. I mean, the smell of the goats
keeps everyone away, so it would be a good place to stash things. And people.
There were eighteen families
with the wanderer, when they came to Topside.
It was called Topside even then, because it couldn’t be seen from the
sea and you had to climb up the cliffs at exactly the right place to reach
it. The followers came in a masted ship
and held climbing contests each day of the trip. The rope ladders had been made before the
trip and were given to the best climbers to let down for everyone else. That’s the advantage of a boat load of
scryers. There was also a pulley for
hauling gear, but that’s been broken, burned, or hidden away. No one Topside knows where at the moment.
Lillibell has medium to dark ash
blonde hair. She’s starting to go grey,
which isn’t really noticeable against the ash cast of her hair. She’ll be well into grey before anyone really
notes it. It’s also starting to get a
bit curly in patches. She’s the only
person Topside who cuts her hair into bangs, although no one Topside uses that
word. It’s not your usual set of bangs,
but hugs the edges of her eyebrows and comes down her cheeks, curving in
slightly. She’s also hacked off hunks on
each side at about chin height. It’s a
cut that she does herself with a knife and no mirror. It’s for convenience. The rest she braids back out of the way. Sometime one braid, sometimes two. With the bangs, her jaw doesn’t look as
square as it otherwise would. Not that
her appearance is the reason for the cut.
The cut is completely functional.
She’s a naturally happy person,
which is just as well. She’s medium
height and is starting to get a bit haunchy as her knees go. Her digestion is also not what it should be
for a woman of her age. And they’ve used
spells to wither her womb, because it was acting up so bad.
She used to wander all over the
valley, collecting materials for other people to make baskets from. Collecting and processing the materials takes
about half the time of making a basket, so a lot of craftier folk were happy to
let her collect for them. Now she mostly
stays near the bath house and is getting more and more clever with the
materials near there.
Lillibell has become more
sedentary since the knees began to pain her.
She makes paper and ink. She’s
gotten good at dying the felt, even developing a fast bright blue. She dyes and uses embroidery thread. She’s found a number of uses for the seaweeds
that grow at the base of their cliff.
Most of the bowls and plates Topside are made of seal or walrus
leather. Spoons and combs are carved
from ivory or horn. She’s gotten good at
making things with all of those materials.
There is actually a decent bank of metal that the followers brought with
them, but it was either taken Downside or to Farside, to keep it from the
nemen. So she’s never worked with
metal.
Lillibell has seen her own death
while scrying more times that anyone else in Topside history. Although she doesn’t know it, there’s a book
on all of the ways that she could have died.
Other women have taken over the task of watching her future and she’s
relieved that they have. There’s
something unsettling with watching yourself die, especially when someone else
is killing you. Even if you avoid it,
you can never talk to that person the same way ever again.
Lillibell is going to die if she
doesn’t get out of the valley with Daffak and Morganzer. She’s also going to die if she goes. But it’s a later death and it won’t be caused
by someone she knows.
Morganzer’s face is a little thin and her forehead rounds out a
bit. Daffak’s face is baby-cheek round
with a slightly flattened nose. He’s
hoping to grow out of that. His hair
forms a widow’s peak. His two middle
fingers are exactly the same length – just like his father. Lillibell’s face is a little squarish of jaw,
with a high forehead and a nose that has kind of a bump on the end.
There’s one stream a summer
day’s walk from the valley that has a clay bottom. One or two expeditions are made there each
year. The timing has to be right. The nemen know nothing about it and the clay
is taken Downside for processing and use.
It’s not very good clay, but it makes a change.
Let’s say that the eighteen
families that came each had four members.
That’s 72 people. Let’s say that
scrying suppresses ovulation, so that the population snuck up to 120 and then
stayed about there. Let’s say that half
of the population went to Farside.
That’s 60 left. Then say that the
oldest fifty went Downside. That’s an
original dozen Downside and 48 Topside, a third of which are children. So sixteen children of various ages.
The valley can support 120,
though. And the nemen are supplying
added children. Let’s say the old women
live longer if they’re Downside and not doing farm work or gathering in the
cold. So double the children and double
the Downsiders, as they build up. That’s
nearly 30 Downside and about the same number of children. Say 17 – 19 is the age of majority. That’s 16 years spread among the children, or
about two children of any given age.
They’d tend to clump a little.
Babies stay with their mothers,
who stay near the baths, working as support crew. Girls aren’t allowed to work the baths unless
too young to be of interest or old enough to bear safely. The baths are made of cedar and are well
made. The story is that Topside was
originally made for a prince to visit.
Hot baths near the cold snow being poetic and coincidentally far from
his counselors’ prying eyes. Then the
prince died and the ships just stopped coming.
There had only been a few men at the baths and for some reason they
produced few sons. The aunts, minus
their oldest, had welcomed the nemen as fathers to their children. In exchange for leaving children, they would
operate the baths for them as long as the machinery held out. It was a pity that a rock collapse had
blocked off access to the main machinery.
But it was built on a natural hot spring, as you could tell by the
valley.
Lets talk cardinal points for a
bit. Let’s call the coldest reach of the
Worldshore north. Let’s call the warmest
reach south. Then the sun will come up
over a massive mountain range each morning, at least for most of the
shore. There will be a lovely sunset way
out into the western ocean – just called the Ocean at the end of every
day. Things are arranged so that up
Topside, the winter days are short and the summer ones are long. Most of the really educated folks everywhere
(even on the continent) know that the world is round. It doesn’t get pondered much, Topside, but
Downside has a library with the requisite explanations. It’s actually not a bad little library, if
you overlook the spottiness. Eighteen
families. Eighteen views of what was
important. Half of them didn’t bring
books at all, beyond ledgers and journals, and they were expecting to fill
those in.
So we have a valley up on a high
cliff. I’m trying not to use the word
fjord, but I may not be able to get around it.
There’s a finger of a fjord-bump jutting into the ocean, surrounded on
most sides by towering, jagged islands.
Basically broken fjord leavings.
They’re scenic and rugged and awe-inspiring, unless you view landscapes
where it’s difficult for people to get around and impossible for them to live
as broken debris, terrifying, perhaps, but as ugly as trash due to its
uselessness. The majority of the folk on
the Worldshore have a tendency to judge landscapes in that way. It’s a definite: “so what can you do for me”
attitude. It’s also not awe-inspiring if
you were born there and have looked at it since long before your brain knew how
to make images out of all that electric mess that your eyes were shoving at
it.
Daisy managed awe. Lychnis has toyed around the edges of
the feeling and might uncover it lurking behind her liver somewhere, if she
persists in examining her perceptions.
Morganzer and Daffak ignore it the way fish ignore water. That is, they’re very aware of it, but not as
a separate thing, to be considered for itself. They’re constantly monitoring it for cues to
how it’s going to affect them.
The fjord-bump runs almost
exactly from it’s attachment to the mountains in the northeast to its tip in
the Ocean, southwest. There’s only one
place where a boat can be anchored – an area where a great chunk has fallen
away to make a concavity. Rope ladders
are dropped from overhead. Once you
climb them, you have to walk along the spine of the fjord-bump until just after
it meets the main mountain. Then you
climb up over the nearest peak and drop down into a valley. The valley also runs roughly northeast to
southwest, but it slices a bit to the east.
The bath house is situated at the front of the valley, in a little flat
grassy area. Behind it, on either side,
are the prince house and the servant house.
These days toddlers and their
keepers live in the servant house and the prince house is kept for the nemen
and whichever women are asking for children.
Morganzer actually thinks that the women pick when and maybe who. We’re going to shock her a little before we
let her get out of the valley. But don’t
worry, it’ll mostly be in a scrying bowl.
There are four caves, as I
believe I’ve mentioned. Three are at the
eastern end of the valley. Locals refer
to the left and right sides of the valley.
This convention presumes that you’re at the bath house and looking
northeast. The left side of the valley
is shielded from the wind by the valley sides, which are shear for most of its
length. That side also gets called the
lee side, therefore. The other side has
less steep sides and tends to collect snow drift in the winter, so it’s also
called the drift side. The drift side
gets a bit more sun, because the sides are sloped back and don’t block it
much.
There’s one cave in the lee
side, about halfway down the valley.
It’s the biggest one and the one that houses the most people and the
fewest goats. It’s been rebuilt the
most, or at least it looks like it has.
The other three caves are down
at the east end on the drift side. To
get out of the valley you have to start climbing up the mountain on the drift
side before you get to the first cave.
You go up and up, heading loosely northeast and keeping to the spine
until it reaches another spine. You turn
to the right, then, passing over the new spine and onto a bigger mountain. You won’t be able to climb up to the spine of
that one. It’s always ice and always
unsteady. Instead, you pass along the
side of the spine-holder until you reach a third spine. You turn right and travel down that one. About a third of the way down it, there will
be a steep slope dropping off to the left.
If you can travel down it, bearing slightly right as you travel, you’ll
reach another valley. It will be rocky
and round and no use for farming, but it will have a harbor that you can land a
boat in.
Getting there can be a bitch,
though.
Daisy is taller than most Topside
women and has pale, straight hair. Her
face is thin and her eyes are a muddy mix of olive green and brown. Her smile looks almost folded, the edges
going up sharply and suddenly when she’s amused or had discovered something.
Mackah, Kholack, and Hallacha all
look related, almost like they’re three ages of the same woman. The face is roundish and the cheeks are
flattish toward the front, giving a slightly maskish appearance. Their hair is a thick, wavy brown and would
have had slightly reddish highlights if they were still going above ground.
They are all going grey, with
Hallacha being mostly grey, Mackah being mostly brown, and Kholack being in the
middle. Their hands and wrists are very
wrinkled and so is the front of their necks, where they join their chests. Their faces are much less wrinkled, although
each has a typical expression that is reinforced by etching. Kholack had her smirk. Hallacha frowned, disapprovingly, and Mackah
squinted as if perplexed or concentrating.
Narnemvar, on the other end of the
world, is a tall man who used to be slim and graceful. He’s still fairly light on his feet, although
he’s developed a small belly. He wears
velvet because he likes the feel and his few clothes are well made. He wears them until they wear out, seeming
not to notice their decline until multiple holes bring themselves to his
notice.
This hair is a medium brown and curly. It’s cut in two layers, which used to be
stylish and still is in some areas. He
wears no jewelery because it itches when he does magic. He wears buckles on his boots to make up for
it. He looks like the sort who would
wear a hat to have something to gesture expansively with, but he doesn’t have
one at the moment. His eyes are deeply
brown. He has an easy laugh. He bores easily.
Postlavanderon is slim and brown
and well made. He is a practiced dancer
and fencer. Both he and Narnemvar have
more experience brawling than a courtier is supposed to admit to. He’s in his late twenties.
Satbada is in his early twenties,
but both of the men he is traveling with assume he is older, because of the way
he dresses and because of his stiff propriety.
He is proud to be a servant and proud of being a good servant. He exercises while the others are sleeping
and is better trained at fighting than they know.
1 - Trigger level - cannot properly perceive any component
of active magic, but can trigger trap magic
2 - Active Perception level - can perceive active magic - this includes being able to hear the words of cast spells, being able to see the gestures made in casting, being able to lohode the movement of the spell, and feeling other referred physical sensations caused by the movement
3 - Static Perception level - can perceive trap or other static magic
4 - Near Sympathy level - also called the Finding or Scan level - able to call to a well known object, person, or material and perceive it if hidden nearby. Finders and Scanners must be in motion and sense their target as they pass it.
5 - Far Sympathy level - also called the Dowsing level - Dowsers can scan at a greater distance and can sense their target while still. Four guilds determine whether a person can use the title Dowser.
6 - Connection level - also called by many other names - can pull different types of magic and connect them, thus casting spells and inserting magic into charms and other physical or locational trap configurations
7 - Calling level - also called the Weaving level - can pull raw or loosely typed magic from non-point sources and differentiate it into typed magic
2 - Active Perception level - can perceive active magic - this includes being able to hear the words of cast spells, being able to see the gestures made in casting, being able to lohode the movement of the spell, and feeling other referred physical sensations caused by the movement
3 - Static Perception level - can perceive trap or other static magic
4 - Near Sympathy level - also called the Finding or Scan level - able to call to a well known object, person, or material and perceive it if hidden nearby. Finders and Scanners must be in motion and sense their target as they pass it.
5 - Far Sympathy level - also called the Dowsing level - Dowsers can scan at a greater distance and can sense their target while still. Four guilds determine whether a person can use the title Dowser.
6 - Connection level - also called by many other names - can pull different types of magic and connect them, thus casting spells and inserting magic into charms and other physical or locational trap configurations
7 - Calling level - also called the Weaving level - can pull raw or loosely typed magic from non-point sources and differentiate it into typed magic
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