Unlocked Page 33

Councillor Clarette

 


ABILITIES: Polyglot, Flasher

JEWEL: Turquoise

NOTE: Councillor Clarette is the most powerful Polyglot in the Lost Cities and can even vaguely speak to animals—which often makes people forget that she (like most Polyglots) has a second special ability.

STANCE: Clarette has never voiced support for Sophie and tends to defer to whatever the majority of the Council decides.

 

 

Councillor Darek

 


ABILITY: Phaser

JEWEL: Ruby

NOTE: Councillor Darek was found to have the most powerful telekinesis out of everyone on the Council.

STANCE: Darek has never openly sided with Sophie and has likely voted against her.

 

 

Councillor Emery

 


ABILITY: Telepath

JEWEL: Sapphire

NOTE: Councillor Emery is the spokesperson for the Council.

STANCE: Emery vacillates between siding with Sophie and siding against her.

 

 

Councillor Liora

 


ABILITY: Conjurer

JEWEL: Pearl

NOTE: Councillor Liora is the second longest–serving Councillor—second only to Councillor Bronte (though she’s still several centuries away from becoming one of the Ancients).

STANCE: Liora has never spoken in support of Sophie and has likely sided against her.

 

 

Councillor Noland

 


ABILITY: Vociferator

JEWEL: Tanzanite

NOTE: Councillor Noland often holds back from speaking (unless necessary) because of the power carried in his voice.

STANCE: Noland has never proven to be an ally to Sophie and has surely voted against her.

 

 

Councillor Oralie

 


ABILITY: Empath

JEWEL: Pink tourmaline

NOTE: Rumors used to connect Councillor Oralie romantically to Councillor Kenric (before he died)—but no proof of impropriety has ever been found.

STANCE: Oralie has always loyally sided with Sophie.

 

 

Councillor Ramira

 


ABILITY: Vanisher

JEWEL: Diamond

NOTE: Councillor Ramira’s cache contains more Forgotten Secrets than any of the other Councillors’.

STANCE: Ramira has never expressed support for Sophie and likely defers to the majority of the Council.

 

 

Councillor Terik

 


ABILITY: Descryer

JEWEL: Emerald

NOTE: Councillor Terik is the only known Descryer. During the fall of Lumenaria, he lost the lower portion of his left leg and now walks with a prosthetic and a cane.

STANCE: Terik has consistently supported Sophie.

 

 

Councillor Velia

 


ABILITY: Guster

JEWEL: Amethyst

NOTE: Councillor Velia is an expert on maps.

STANCE: Velia has yet to show support for Sophie and has surely voted against her.

 

 

Councillor Zarina

 


ABILITY: Charger

JEWEL: Opal

NOTE: Not long after her election, Councillor Zarina considered resignation. None except her fellow Councillors know why.

STANCE: Zarina has never shown herself an ally to Sophie and has likely voted against her.

 

 

IN MEMORY OF


Councillor Kenric Elgar Fathdon

 

ABILITY: Telepath

JEWEL: Amber

NOTE: Councillor Kenric was killed at Oblivimyre during the mental healing of former Councillor Fintan, when Fintan used his newly recovered strength to call down Everblaze in order to escape before his memories could be recovered. Kenric died a hero, reportedly helping spare Sophie Foster, Fitz Vacker, and Councillor Oralie from the inferno, which consumed the tower—as well as nearly half of Eternalia—before it was extinguished. A planting was held, and Kenric’s Wanderling grows bravely and boldly in the Wanderling Woods. His loss is further commemorated with a special memorial fountain in Eternalia.

 

 

BASIC ELVIN CULTURE

 

A WORLD OF ILLUMINATION:

Light is the foundation of the elvin world, shaping every aspect of their culture (especially their use of crystal in their architecture, gadgets, and fashion), since it’s what keeps the Lost Cities connected and allows them to remain hidden. The elves—particularly those who manifest as Shades—also utilize the power of darkness. But their true strength comes from light, whether it’s the unlimited might of the Prime Sources (sunlight, moonlight, and starlight) or the faint glow of bioluminescence in deep, shadowy places. Similarly, knowledge—and wisdom—are of vital importance to the elves, and the emphasis on study doesn’t end when they finish their schooling. Growth and learning are meant to be a focus for the entirety of their lives, as is striving to improve.


A FRAGILE PSYCHE:

Elves are remarkably intelligent and intensely emotional—two traits that give them tremendous power and a higher capacity for understanding. But they also face limitations as a result, one of which is their total aversion to any kind of violence. If an elf causes someone harm—or even witnesses it—the violence can shatter their sanity and leave them either unstable or completely unable to function. As a result, the elves have no army or police and rely instead on their treaties and their intellect to avoid conflicts before those conflicts can escalate. A related limitation is their response to guilt, which can similarly lead to mental breakdown. Each elf must do all they can to avoid actions that could cause them to feel intensely guilty—and must actively fight the feeling if it should arise. Grief can also be incredibly debilitating, particularly because loss is rare.


A SYSTEM WITH CONSEQUENCES:

Despite the elves’ aversion to violence (and lack of military or police), the Lost Cities still have checks and balances in place to maintain proper peace and order. Laws exist, both to guide general behavior and to ensure that those with certain abilities aren’t abusing their power. And in the rare instances when laws are broken, Tribunals are held. The accused is judged by the Council and sentenced to a variety of punishments—most of which are relatively minor. But larger offenses can lead to memory breaks, banishment from the Lost Cities, or being sent to Exile (the elves’ primary prison). Certain crimes have also led to imprisonment in the dungeon at Lumenaria. And when problems arise between species, Peace Summits are held with the leaders of all the worlds, to ensure the treaties remain upheld.


A GENEROUS DISTRIBUTION OF WEALTH:

Every elf born in the Lost Cities is given a birth fund of five million lusters—more than enough money to comfortably sustain them for the entirety of their lives. (For reference: A single luster translates to a million human dollars.) They still add to the fund once they begin working, so some families do end up having more money than others. But such disparities have no effect on status, nor cause any social unrest, since everyone is still considered “prosperous.” (And work is done out of want, not need.) The birth fund is accessed using a small green gadget called a Treasury Cube, which each elf carries with them. Vendors swipe the Treasury Cube with a gadget called a Deducter, and the money is subtracted from the corresponding account—no coins or paper money is ever needed or exchanged.