The lawyer’s mouth flapped for a moment as his brain went to work. ‘L… Lord Hark! The absent hero himself.’
‘Mr Humbersnide. I said, last time you had a sign. With my name on it.’
Coltswolde crumpled his newspaper shut and hurriedly rose to bow. ‘I, er, Mr Witchazel was not too forthcoming on the details in his wiregram. I wasn’t sure who I was meeting…’
Tonmerion Hark smiled. ‘It’s fine,’ he replied. ‘I’m here on private business.’
‘Not a holiday,’ Coltswolde snapped his fingers, a memory surfacing.
Merion smiled again, putting him at ease. ‘Not a holiday. Three thousand, two hundred miles by sea is a long way to travel for a holiday.’
Coltswolde’s head bobbed eagerly. ‘Yes, my Lord. Now, I’m afraid Mr Witchazel has left out some other details, such as your accommodation, or destination.’
‘And for good reason,’ said the boy. This was certainly a different Hark to the one who had arrived at the end of April. For a moment, the lawyer doubted himself.
‘We’re making our own way,’ said the woman.
Coltswolde nodded, hands clasped, as he looked from one person to the next. An awkward moment passed, filled with the clanging and booming of the harbour. ‘To where, might I ask?’
‘Wyoming.’
The lawyer’s knuckles turned white. ‘But there’s a war on.’
‘Precisely,’ growled the bearded man.
‘A figure such as yourself should have stayed in London, even despite…’ He trailed off.
Merion stepped forward, placing a calm hand on the Coltswolde’s quivering arm.
‘There’s nowhere I would rather be, Mr Humbersnide,’ he said, tilting his hat with a spare finger. ‘Nowhere in the world.’
Bloodrushing, or haemomancy, is the consumption and exploitation of blood. There lies a power in the blood of most animals, accessible by those with the ability to rush, or ‘stomach’ it.
Bloodrushing is not a new art, nor has it always been called ‘rushing’. It has been called many names over the centuries. The Scythians, as they were called by the Greeks, first practised the art a thousand years before the First Empire. It was originally a warrior’s sport, consuming the blood of the first enemy killed in battle. The Mongols would consume the blood of their horses. The indigenous peoples of Brasilia, the new-worlders, spilt and drank the blood of their enemies to appease their gods. Bloodletters of the First Empire collected and examined the blood of the sick.
When the Age of Enlightenment dawned, the practise of rushing shifted from that of pagans and warriors to that of scientists, pioneers, and the influential. With influence came coin, and with coin, expansion. As the corners of the world were uncovered, one by one, the opportunity for exotic bloods only increased its popularity. Rushers began to travel the spice runs and trade routes to Indus and Africanus. Bloodletters flourished in every port and city across Europe and Asia. Books were written and rules wrought. In short, bloodrushing saw its first and only golden age.
But all ages must tarnish, and with new passion cam the thirst for power, for apparent immortality. The rushing of human blood began to increase, splitting rushers into warring factions. Unavoidably, the Church became involved, citing sorcery, demonism, and black magic. Rushers were dubbed as heretics, and many were burned at the stake. Bloodrushing was chased into the shadows, leaving only myth and folklore behind. Vampires and pagans, they were dubbed. It became a secretive art, its practitioners a dying breed, and the knowledge was passed down only through families and dusty books.
Rushers usually drink the blood, ingesting it through the stomach wall. In the past, however, some were known to inject blood directly into veins or arteries. This can only be described as foolhardy as the blood is somewhat filtered, or concentrated, by the stomach acids and digestive juices.
Practitioners of the ancient art of bloodletting. Originally healers and surgeons, a modern letter focuses solely on collecting, extracting, and purifying blood of all different types. Also known as butchers, or draugrs in some parts of Europe.
Those who can drink blood and tolerate its effects. Not all humans can withstand the strain of bloodrushing, but those who can are usually able to tolerate between one and three shades. Also known as haemomancers.
A rare form of rusher who can tolerate multiple shades from different veins. Only a few have ever been recorded, as many are forced into secrecy for their own safety. Being a leech is highly coveted indeed.
The term for those who focus solely on rushing human blood, a practice that was shunned by early rushers from the first Empire, yet adopted later by the powerful as a way of cheating death. Also known as parasite, or vampire.
The six veins of rushing, as ordered on the Scarlet Star:
Listed below are some of the primary shades within each vein. While not all rushers will experience both the positive and negative effects, they are listed below for reference.
Known as ‘Hollowbone’ or ‘Pinion’
Bestows the ability to sniff out precious metals. Increased use can result in short-term memory loss and greed.
Gives the rusher a heightened passion for fish.
Rushers are able to sniff out corpses or those near death. Can cause nosebleeds in minor cases, and/or cannibalistic tendencies with continued use.
Enhances the sight of the rusher. Can cause cataracts or complete blindness in later life.
Flushes skin to a near-fluorescent red colour.
Overuse can result in permanency.
The rusher is gifted the ability to drink great quantities of saltwater. Causes an incredible thirst once rushing is over.
Rusher becomes desperately gluttonous. Often used as a poison.
Increased speed and reflexes. Can result in blisters or injury to ankles and knees.
Rusher’s skin takes on an iridescent quality. This may result in the shedding of skin after rushing.
Bestows the ability to mimic any noise or voice. This shade can cause laryngitis with extended use.
Gives a rusher the ability to move appendages at great speed. May cause sprains and broken bones in extreme cases. Also causes a near-debilitating thirst for sugar after rushing.
Allows a rusher to adapt to extreme environments quicker than usual, such as the ability to withstand extreme cold or heat. This shade is highly addictive, hence its nickname. Rushers can develop cravings when not rushing, and start to twitch involuntarily.
Makes a rusher’s skin impervious to water.
Is reported to cause massive dehydration.
Allows the rusher to kick out with powerful speed and force. Weaker rushers may find their knees swiftly dislocated.
This shade gifts the rusher with an incredibly strong bite.
Rushers have the ability to withstand strong acid and some poisons, whether ingested or touched. It can cause bright pink skin with overuse.
Rushers are able to withstand desperately cold temperatures, thanks to a thickening of the skin. Unfortunately it can cause weight gain.
Bestows an incredible sense of smell on the rusher.
Provides a very strong skull and the ability to move rapidly, particularly when head-butting. Drawbacks include a vicious hunger for tree-dwelling insects.
Known as ‘Gillers’
Rushers gain an extra-sensory ability which enables them to feel the presence of other rushers.
Gives a rusher a mouthful of sharp teeth. Side-effects can often include the severance of a tongue, difficulty speaking, and damage to the inside of the mouth.
Rusher can electrify the skin and manipulate electricity. An untrustworthy shade, it can resurface at random even without rushing.
Brings a rainbow-like quality to the skin. Can last for weeks.
Gives the rusher a dogged sense of determination Skin exudes a fishy odour.
Rushers can withstand increased pressures.
Bestows upon a rusher an increased awareness and resistance to disease. Can last months, but can also make a rusher short-tempered and violent.
Both a blessing and a curse, this shade gives rushers poison barbs along the spine.
Gives a rusher the ability to spit ink. Can also cause a loss of bone density.
Rushers have the ability to bend bones and warp skin to avoid getting damaged. However, prolonged use can permanently alter the hue of the skin.
Rushers can spit water with incredible velocity and force. The drawbacks of this shade include loss of teeth and mouth control.
Provides the ability to withstand the heat of the sun for long periods, and an increased lung capacity.
Gives a rusher rubber-like skin and muscle, and the ability to squeeze or fit into smaller spaces.
Gives the rusher poisonous barbs on the fingertips.
Gives a rusher an increased sense of loyalty and armoured skin along the shoulders, neck and back.
Speckled skin, and sharp barbs protrude from the shoulders. Gives skin a speckled or striped quality for camouflage, and spiked barbs protrude from shoulders.
This shade increases a rusher’s speed and reactions.
Skin can adapt to its surroundings, altering colour and texture to camouflage the rusher. Overuse can result in loss of muscle control and bony growths on the arms.
This shade sharpens the teeth and gives a strong bite to the rusher.
Bestows upon the rusher an incredible punch. Its drawback is strangely colourful skin.
Rushers are given glowing eyes and increased night-vision.
Skin can adapt to surrounding textures, though this shade can cause barbs to grow on the face and skin to become a dark grey colour.
Provides increased stamina and an oddly strong herding instinct.
Increases a rusher’s ferocity and overall body hair.
Does result in a strange fascination with the moon, and permanence.
Rusher grows in size and gains enhanced strength.
Extended use can cause ailments of the joints, a short temper, and the inability to discern between friend and foe.
This shade enables a rusher to survive off a fraction of the food intake they normally would.
Increases stamina and top running speed.
Unfortunately, some rushers can develop hard, hoof-like growths on the soles of the feet.
Gives rushers improved night-vision, however this shade only lasts for a matter of minutes.
Rushers have a thicker cranium for short periods. Resulting activities, such as head-butting, can result in extensive brain damage.
Makes a rusher’s teeth incredibly strong. This shade can turn permanent, if pushed.
Gives a rusher black spines on arms and legs.
Yet another shade which is as much blessing as curse. It makes the rusher able to emit a putrid stench from their pores. The drawback is the actual power itself.