Browse the Grimoire

With Image Story Cast
Bone
Material Bone Bone — The bone of the beast and the dead — the ogre smiths' material, the reagent of the poison door's set-terms, and the one the world gives back.
Hide
Material Hide Hide — The raw skin, before the cure — the default of the world, the beast-folk's coat, the marsh's floor.
Iron
Material Iron Iron — The ore, mined from the dwarven holds and the surface seams of the old world — the floor of the metal ladder, and the one the anvil-singers start with.
Named Wood
Material Named Wood Named Wood — The named tree — yew for the longbow, ash for the spear, oak for the shield — the wood that has a name is the wood that has a story.
Steel
Material Steel Steel — Iron, folded with a whisper of the air door — the anvil-singers' first step above the floor, and the one the journeyman's edge is made of.
Silver
Material Silver Silver — The named metal of the light school — the reagent of drown-glass, hold-the-line, and sky-tear, and the one the anvil-singers set in the masterwork's fuller.
Mithril
Material Mithril Mithril — The rare metal of the deep dwarven holds — named, and few: the only metal that takes a spell without breaking it, and the one the runecasters want.
Leather
Material Leather Leather — The hide, cured and worked — the beast-folk's own, the marsh's, the poor's — the middle of the armor ladder and the one the rider expects.
The Maker's Hand
Rule The Maker's Hand How things are made in Uaellaen's Chronicles — material, recipe, item; the quality tiers; and why an enchanted item is a spell given somewhere to live.
Who Makes What
Rule Who Makes What The maker's lines — who in the world makes what, the guild system as a price list with a reputation, and medicine as a craft branch.
Veiled Face
Spell Veiled Face Dark · Circle 2 — The face, taken out of the light — the dark does not hide the body, the dark *takes the face*, and the face is the whole argument.
Shadow Step
Spell Shadow Step Dark · Circle 1 — A step into the dark and out of the line of sight — the dark is the absence that holds the shape, and the shape is the one who is not seen.
Dread Shape
Spell Dread Shape Dark · Circle 3 — A shape in the dark, held — the dark is the absence that holds the shape, and the shape is the one who is not there, and the not-there is the whole argument.
Nameless Dark
Spell Nameless Dark Dark · Circle 4 — The dark, set over a line — the names in the dark are taken out, one by one, and the line is the one who is not named, and the not-named is the whole argument.
Shadow's Oath
Spell Shadow's Oath Dark · Circle 5 — The line's signature — the dark, held where the hand says, and the absence is the whole argument, and the one who cast it is the one who gave the blood.
Lantern Truth
Spell Lantern Truth Light · Circle 1 — A light, held — the light reveals, and the revealing is the whole argument, and the one who is revealed is the one who was already the shape.
Heal Hand
Spell Heal Hand Light · Circle 2 — The wound, held in the light — the light is the answer, not the question, and the answer is the whole argument, and the wound is the one who is closed.
Line of Dawn
Spell Line of Dawn Light · Circle 2 — A line of light, drawn and held — the light is the answer, and the line is the whole argument, and the dark is the one who does not cross.
Reaveil
Spell Reaveil Light · Circle 3 — The name, taken back — the light reveals what the dark took, and the taking back is the whole argument, and the name is the one the camp has to read.
Hold the Line
Spell Hold the Line Light · Circle 4 — The line, held in the light — the light is the answer, and the holding is the whole argument, and the one who holds is the one who is still standing.
The Dawn Rite
Spell The Dawn Rite Faith · Circle 4 — The rite, kept at dawn under silence — the oath is the whole argument, and the keeping is the exchange, and the keeping is never optional.
Corrode Iron
Spell Corrode Iron Poison · Circle 2 — The iron, taken apart — the corrosion is the whole argument, and the corrosion does not cut, and the corrosion wins by the slow argument that the edge was always the one who was losing.
Venom Vein
Spell Venom Vein Venom · Circle 3 — The vein, found and set — the venom is the delivery, and the vein is the road the wound goes where the hunter points it.
Tail Strike
Spell Tail Strike Venom · Circle 2 — The tail, drawn and let go where the hand says — the venom carries the wound in the tail and in the tooth, and the wound goes where the hunter points it.

By Marks

air (10) ancient (9) animal (143) aquatic (9) backstory (13) beast-folk (9) carnivore (22) character (8) combat (28) current-universe (12) dark (7) dark-elf (6) divine (5) dragon (7) dwarf (5) earth (8) elf (6) fire (8) goblin (9) god-like (10) god-servant (6) herbivore (6) humanoid (6) light (8) magic (56) moor (5) mystery (5) omnivore (40) overpowered (13) pantheon (12) poison (6) predator (7) protagonist (6) remedy (10) story-cast (37) the-forgotten (6) undead (15) venom (8) warrior (6) water (9)