Browse the Grimoire
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.
Material
Hide
Hide — The raw skin, before the cure — the default of the world, the beast-folk's coat, the marsh's floor.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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