whoever my previous favourite sculptor was. No idea really, Hepworth? Some un-named Medieval gargoyle-former?
Because now Akishi Ueda is my best sculptor
whoever my previous favourite sculptor was. No idea really, Hepworth? Some un-named Medieval gargoyle-former?
Because now Akishi Ueda is my best sculptor
Tapping on the pipes, poking and prodding. Muttering and rambling. Otherwise they move quiet, even with a corpse across their back.
Even in the crypt, the stink of drowned rotting meat is particular and strong.
“Ay the scent sticks to thee after a while”
Tottering, staggering, smiling. Grinning and whistling. Tall for a crypt-dweller, strong and rangy. Holding their hook of office. Bestrewn with twine and hooks, straps and bindings. Who knows what they have in that mess on their back? Rank with shit yet unashamed, they’ll give you a wink.
Flexible James
Tankard Fools
Grit Feeble
Twist Valve
Small-Bird Chips
Nit-Fiddler Franz
Happy fellows(?) who take payment in corpses, always thrilled to be given one “for free”.
Cheery types who likely won’t necessarily try to eat you if they randomly bump into you.
“Corpse Fishers not Corpse Farmers, that’s the Guild way”
Pretty great guys or whatever they are, unless they find you poaching.
“Seen any meat my lovelies?”
“I’ll take that off your hands, no questions asked.”
“Now that would be telling..”
“Whats this thingy now? Now that’s a tricky thing….”
“Well now, what say thee, what see thee? Hows thy meat?”
Eager traders of information, they want to tell you the news, and they want to hear your story.
They will listen your tales and share a few of their own. If you need information, they may know where to get it, or know something else useful.
This is all to get a clear picture of your doings – they don’t care at all about the High Ladies or politics, all they care about is threats to the Saints. If you don’t pose a threat to the Saints, and hold nothing that might do so, then they don’t care at all what you do – except as gossip and tales to chat and trade over.
Only malificarum matters to them.
The semi-secret duty of the Corpse-Fishers is to stop any dangerous tech before it reaches the saints. Specifically any radioactive material, active nanites, bio-phages, causality weapons – maleficarum.
“Whats this then my lovely’s? Looks a bit tricky…”
if a Saint is damaged they will pay in their own flesh.
The Corpse-Fishers have an ‘arrangement’ with the Hydraulic Church and Court of Melinoe. All malificarum is handed over and in return they keep the Corpse-Fishing rights.
“Identify”; Can spot and identify dangerous hypertech. Is that magnetic bottle full of deadly nanites? Is that butterfly a secret carrier of a viral plague? They will spot it. But they won’t necessarily tell you this.
Their aim is to control and restrict these things, especially to stop them reaching o damaging the Saints. They will only tell you what something is if that is more likely to get it out of your hands and into safer ones.
“Disappear”; In the Crypt a Corpse-Fisher can always find a way to hide or sneak away, if they have but a moments distraction to work with.
“Survive”; A Corpse-Fisher will survive one apparently-lethal attack per round. They usually play dead and use the time to “Disappear”
If they can’t take Malificarum from you directly, they will manipulate others into doing so, or directly inform the Hydraulic Church who will then set themselves against you en-masse. The Corpse-Fishers are well-respected and can destroy the reputation of others in the Crypt if they so choose.
You have to be part of the Guild to pull corpses out of the flow. Unless caught in the act this is near impossible to prove.
The Guild gets angry if they hear of anyone breaking their claimed monopoly.
Need; Good relationship with Corpse Fishers, Hydraulic Monks and Melinoe. Proven skill in Corpse Fishing and keeping secrets. No claims against you of eating the uneaten things.
The Test; Find and bring three specific corpses to the testing ground before the hourglass turns. The Guild places these in advance and the placement tests the situational knowledge, cunning and luck of the applicant. It’s possible for an applicant to bring other corpses so long as they match the description given, this considered the “luck of the pipes”.
Before it was an Empire, the Court was a Kingdom, an Ideal, a warren of rooms in the Crypt of an unbuilt Cathedral, and before that, a room, panelled in Amber, the birth point of the concept, and the conspiracy which begat that strange devising.
"What is known was once suspected, and what suspected was once known." - Kausker Wood.
Yet this we think we know; K-----1 the Duke of Lataam, possessed a chamber2 panelled in amber, and it was here, shortly after the 'Miracle of Hoögst' that the first secret meetings3 were held, and the germination of the Amber4 Court began.
1. On Redactions
Mind-plague and Cursethought still hover round the record of these times, especially of the later wars of the Amber Court, the Otherworld Wars and the Red Shift, such that only the most pure of our order are permitted to read, write or even consider these matters. The more conservative amongst my order would happily launch a Mnemarchy Crusade to conceal or destroy all records - so greatly do they fear the contagious notions, the "vermin tales", of the Red Shift - that they may spill over, hide themselves in nearby concepts and thereby slowly and subtly re-infect the Lords Causality.
Here no such redaction has been made. The son of Duke K----- of Lataam, he who would become "The King Beneath the Mountain", "The Twice-Redacted King" and "Lord of the Amber Court", possessed such power over the Lords Causality that, along with many of the higher-ranked members of the Amber Court itself, his name may not be directly written, remembered or considered. This enchantment, or alteration, was, and is, so powerful that it has overflowed even to the identities of that individuals parents and nearby relatives. All we can say of Duke K---- was that his name began with K. His name is written in some of our records but neither I nor any conscious being may read or comprehend it.
2. On The Chamber
A room in the Ducal palace or fortress of Lataam panelled in amber and fossils. A twin-walled room, silent due to its inner amber walls, paved with polished trilobites. Servants and guards moved behind the amber panels, in the space between the walls bearing lamps.
The shadows of strange insects, curls and spatters of ancient catastrophe and that of one creature something like a mouse, along with the warping and shifting of light as it smoked, more than shone, through the wavelike thickness of the amber walls and was refracted through the carvings, passed across their features of those who met within. Both the sound and nature of the occupants was disguised. The vague shape - but not identity, of those within could be perceived, and nothing heard.
3. On The Meetings
One door lead to the dukes apartments and the other to the hedge maze in the garden - a petty labyrinth - but many early meetings were held during parties and gatherings and being "lost in the maze" was sufficient reason to excuse an absence. The great variety of guests and the double-disguise of a masked ball, along with the covering social camouflage of a hist of petty intrigues, clearly sufficed to disguise both the participants, and even the very existence of the meetings themselves.
4. On Amber
The room was an assembled treasure of the Dutchy of Lataam - partly inherited from the lost Dutchy of Latöm - partly received in dowry on the marriage of Lady Z----- of Frost to Duke K-----. Duke K----- dedicated himself to collecting such amber treasures for much of his life, finally completing the room roughly 15 years before his death.
Born of strange places were they, torn from seams and tipped from fossilised trees on shores left bare by suboceanic shock. The treasures of tribal kings, smoke-stained, ancient even to them. The amber panels dated from many ages and even the panels themselves were composite elements of a composite room.
Duke K----- allowed re-carving for a more coherent whole. The leering, primitive ancient carvings of the amber mixed and jumbled, overwritten with the forms and shapes of many faces. The ghosts of those primeval forms remained hidden in the shifting yellow light, waiting only the just-so crossing beams to reveal themselves again, and beneath these overwritten patterns watched the still-more ancient emissaries of deep time - the only witnesses to a new era of hope and fear.