Here's some information from the idea I came up with not long ago, an original story with nymphs and magic. Nothing incredibly new or exciting here XD
Pinterest board: https://www.pinterest.com/gwennfable/new-idea/
Physical characteristics
Lifespan: a nymph's lifespan depends on how often they use their magic. They decay as they use their abilities, eventually becoming whatever magic they possess (i.e. forest nymphs become trees or plants, celestial nymphs become stars, aquatic nymphs become part of a coral reef, etc.) Theoretically, if no one ever used their magic they could live thousands of years, and some people try to do this but find it very difficult because magic is part of life. So, nymphs can have very different lifespans depending on how often they use magic. Usually, nymphs last anywhere from 100-200 years.
Meanwhile, some people are called Blanks because they do not show physical signs of magic and therefore age far more slowly. They are very rare but dangerous, especially because they can disguise as humans with no problem. They are still capable of using magic, but they can disguise what sort of magic they have. Some Blanks decorate their skin with tattoos or makeup to imitate magical markings, but the texture can usually give them away as fake.
Also, there are some diseases that can drain a nymph's life; one particularly deadly one is a terminal illness which forces a person to go into fits of untamed magic. They lose years of their life at a time during these spells.
More on ageing: nymphs start out with blank skin, but after they gain their magic (see section below) they bear the mark of their magic on their faces usually in the form of colored markings like glittery freckles. It's difficult to explain, but think festival makeup or look at my Pinterest board. Over time, they gain more of these markings and they can spread from the eyes to the shoulders, chest, abdomen, and joints. What the markings look like really depends on what sort of magic the person has. Celestial nymphs, for example, start out with star-like glitter around their eyes and near death they will look like a walking night sky. They will also become less material and gain the ability to walk through solid objects. That trait does not carry over to a forest nymph, for example, who instead will end their life as a tree and lose mobility near death.
Appearance: nymphs' features vary greatly, but some featuers can be shared amongst nymphs with the same kind of magic. For example, a lot of frost nymphs have white hair. Nymphs have human heights and builds, and their skin tones are mostly human tones as well. Ears are usually rounded, but can be pointed too (recessive gene).
Hair: In general, nymphs have hair colors that are not found in humans, but they can have black or red hair. Blonde is extremely rare, as it is more common to see white hair (that's sort of the blonde equivalent in this world). Brown is not common either, but it can be seen most often amongst forest elves and usually contains a slight pink or gold tint. Facial hair is common amongst male nymphs.
Eyes: Eye colors are extremely flexible and the sclera of the eyes do not have to be white, though any other color is rare. Solid eyes are also rare, but can evolve as a nymph ages.
Note on hair: crystal and celestial nymphs (and occasionally aureate) can have hair that glows in the dark. In addition, those types of nymphs can have glowing markings.
Markings: these vary even amongst nymphs of the same class of magic. I have some examples from my Pinterest board below for each type.
Celestial: https://www.pinterest.com/pin/834221530948404069/ or https://www.pinterest.com/pin/834221530948482492/
Shadow: https://www.pinterest.com/pin/834221530948482497/ or https://www.pinterest.com/pin/834221530948404062/
Forest: https://www.pinterest.com/pin/834221530948408956/ or https://www.pinterest.com/pin/834221530948436342/
Crystalline: https://www.pinterest.com/pin/834221530948440797/ or https://www.pinterest.com/pin/Abqh6QjbiVjpOTj92tWuPinAUpg2ZMa_pLP5OnmhIN9HlskOCVm0R_s/
Aureate:https://www.pinterest.com/pin/834221530948416761/ or https://www.pinterest.com/pin/834221530948420556/
Aquatic: https://www.pinterest.com/pin/834221530948420554/ or https://www.pinterest.com/pin/834221530948440835/
Ice: https://www.pinterest.com/pin/834221530948404056/ or https://www.pinterest.com/pin/Ac32p2L9Q95UOwHUpDddfyz81cP--GOo-xy8t67Cktn9-nDyNh6ABSE/
Energetic: https://www.pinterest.com/pin/834221530948470083/ or https://www.pinterest.com/pin/834221530948478967/
Magic
A person’s sphere of magic is chosen at ten years old. They do not choose it, but instead on their birthday they enter this old temple and it is revealed to them in secret. No one is allowed to speak about the experience after, but they are marked with the sign of their magic. After that, they join a group of others training in the same area of magic and learn under a bunch of mentors. After they learn the basics and want to specialize, they can choose one mentor to learn from.
In terms of who gets what kind of magic, genetics are only partly responsible. Certain families are associated with certain types of magic, like the royal family mostly has celestial magic. This, however, does not mean a child of parents with forest magic will have forest magic too. There is a greater chance of this happening, yes, but the child could easily be an aureate nymph.
Certain stigmas are attached to different kinds of magic; for example, celestial magic is called the highest form. When celestials die, they become stars. On the other end of the spectrum, the shadow nymphs and energetic nymphs are considered volatile and dangerous. Their magic comes from a darker source and people with this magic have been known to turn against their own kind. Criminals are imprisoned in a complex that was built far to the north in a land of ice.
On a related note, since magic is often inherited, magic tends to fall into certain occupations. Many forest nymphs are in lower class families, which means forest magic is usually associated with peasant occupations. This can create a social problem with a child of aureate soldiers is born with forest magic. Nymphs have the ability to move up and down social classes based on the stigmas surrounding their magic.
Celestial–rare and dignified magic. The royal family is known for this kind of magic and anyone without it in that family is made a bit of a pariah. A few have even been disinherited because they did not have this magic.
Abilities (keep in mind that nymphs will have one or two variants): bending and creating light, reading minds, telekinesis, levitation/flight, and "starsight." This last ability is fairly common amongst celestial nymphs but is something that makes them stand out. Starsight gives celestial nymphs glimpses into divine messages through observing the stars. Celestial nymphs are more innately connected to divinity.
Typical occupations: People with this magic generally become nobility, priests, paladins.
Type of death: celestial nymphs end up becoming part of the cosmos, sometimes forming constellations depending on their deeds in life. Their spirit departs immediately at the time of death, versus other types of nymphs whose spirits linger for a few years after death.
Shadow–a fairly common magic. Nymphs with this magic have a bad reputation for becoming criminals, though a lot of them are law-abiding citizens.
Abilities: creating illusions, manipulating and creating shadows, concealment.
Typical occupations: spies/mercenaries, merchants, or other general workers.
Type of death: similar to celestial nymphs. They becomes less material as they age, eventually becoming impossible to exist in sunlight. Instead, they must move from shadow to shadow or else dematerialize. It is often difficult to know when a shadow nymph has died, but their spirit can linger unlike celestial nymphs' spirits. However, unlike crystal nymphs with a solid form to live in, a shadow nymph's spirit must keep moving to stay in shadow.
Forest–the most common magic along with crystalline. It is considered a sort of mundane magic, since mostly peasants have it. People don’t necessarily need to live in a forest to have this magic, but most live close by.
Abilities: growth, communication with plants/animals, healing. Please note that a person can’t be linked to an animal; they can’t turn into an animal when they die.
Typical occupations: merchants, healers, farmers, or other peasant workers.
*Floral–floral nymphs are a type of forest nymphs, and really they're no different. They become flowering plants when they die instead of trees, but that's it. Some nymphs like to make the distinction.
Type of death: transformation into trees, shrubs, etc. Their final form will not be able to die until the spirit departs from the plant or the plant is attacked by an outside force.
Crystalline–another common magic. People with this magic have the ability to shift into a “crystal form” in which they are un( )eakable but cannot move. When crystalline nymphs die, they shift into this form permanently. Some nymphs keep the statues of their ancestors in their homes, but most think it’s creepy and just leave them in the crystal caves that serve as tombs.
Abilities: healing, foresight via dreams, telepathy (speaking into minds, not reading them).
Typical occupations:entertainers, miners, merchants, healers, psychics, etc.
Type of death: crystalline, aureate, and ice/frost nymphs have the same sort of death. They shift into a solid form depending on their ability (i.e. crystal nymphs become crystal statues) which may not be destroyed until the spirit leaves.
*I'm not sure if this will help anyone creating a crystal nymph, but when I created Khalia I was thinking about crystals and their typical metaphysical associations. For instance, I based some of Khalia's qualities and values on two crystals: rose quartz and aquamarine. Rose quartz is seen as the crystal of love, so Khalia is very passionate and sensitive, in tune with her emotions. Aquamarine is a crystal which is associated with the sea, the mind, and psychic sense, so Khalia has a sharp intellect and an affinity for the ocean.
Aureate–an uncommon and unusual magic, based around metals (mostly gold). Like crystal magic, people with this magic can coat themselves in whatever metal and have a “metallic form,” though this is flexible and they can be injured if the metal isn’t something super strong like steel. They can still move, however, unlike crystalline nymphs. An interesting thing to note about aureate nymphs is that they like to wear masks on their faces that they draw from that metallic form, concealing most of their features and the magical decay you might see there.
Abilities: “Midas touch,” drawing up metals from the earth, magically forging items with metal, and manipulation of metal in any form.
Typical occupations: miners, gold/silver/blacksmiths, merchants, and soldiers.
Type of death: see crystalline
Elemental–multiple varieties, all uncommon but not rare
Aquatic: this magic is almost exclusive to aquatic areas, and to find it elsewhere is rare. People with this magic tend to form their own colonies and have built their own cities in the water. As these people die, they become part of the underwater landscape, usually as reefs.
Abilities: ( )eathing underwater, water manipulation, communication with aquatic animals, etc.
Typical occupations: merchants, fishermen, sailors, or other common workers.
Type of death: aquatic nymphs are the water counterpart of forest nymphs, so their death is very similar.
Ice: out of the three, this is the rarest and is usually found far to the north. A derogatory name for these people is “frosties,” which is attributed to their supposed shallow and lazy nature. A lot of people think that they spend their days creating ice palaces and lounging around. In reality, they can be very hard-working. Another popular rumor is that the nymphs to the north don’t let in new members from other places. This magic is pretty basic and self-explanatory.
Abilities: manipulation of ice and snow, creating ice/snow from water, minor weather control
Typical occupations: entertainers, merchants, common workers, and warriors.
Type of death: see crystalline
Energetic: most people think of fire, but this magic is more flexible. Fire is included, but people may use other kinds of energy like electricity/plasma or simply other colors of heat/energy.
Abilities: pyrokinesis, manipulation of electricity, manipulation of lightning and plasma, energy projection.
Typical occupations: warriors, priests, entertainers, etc.
Type of death: their form is unstable, and becomes more so over time. An energetic nymph eventually disperses in a blast of energy because their magic can no longer be contained in the nymph's decaying body, so there is nothing left behind for relatives to visit. Their spirit is immediately carried to the afterlife in that burst of energy, and this is what led people to begin burning bodies of nymphs who died from anything other than natural causes.
Energetic nymphs tend to have a shorter lifespan than other nymphs.
This magic is unavailable, but here's some information:
(Chaotic–a magic thought to have died out. It is the most dangerous of the magicks, lending toward madness and destruction.
Abilities: manipulating reality (more than illusions, less than changing reality), manipulating minds and bodies, and also random bursts of other kinds of magic.
Typical occupations: criminals, though in the past there have been revered priests with this magic.
Type of death: unpredictable)
Naming Guide
Any fantasy names will work, but if you're looking for more specific inspiration, try Arabian/Persian names (usually crystal, celestial, aureate nymphs), Inuit/Native American names (Inuit and Icelandic are especially popular with frost nymphs), Hawaiian/Polynesian names, or Arthurian/old English names.
About surnames: most nymphs do not have surnames, unless they come from a family with a meaningful name (i.e. they can trace it back to ancient royalty). So, many nobles have surnames but middle and lower class nymphs do not.
Occupations
The occupations in this world, for the most part, are standard in any world. I have already explained some of the tendencies nymphs follow in terms of occupation, but that trend is not set in stone. The world is always in need of laborers, merchants, and others who provide for the sustenance and economy of the country, but of course there are plenty of artistic nymphs who prefer to create and enetertain, along with scholarly nymphs who spend their lives studying and teaching others. Something to keep in mind is that there aren't many warriors in this world; they haven't had a war in hundreds of years so they don't see the need. Still, they do have local law enforcement and the Keepers are guarded by their own personal group of soldiers. Also, patrols keep an eye on the border between Dathea and the human world just in case, but a lot of them don't have formal training.
However, there are a few arcane occupations which are important to note:
Priests: priests are not as common as they once were, since people currently consider religion to be a personal affair and they mostly practice within their homes and at local shrines. Still, priests have access to ancient mystery texts that allow them to gain greater magical ability than most, and with their connection to the gods they are able to decrease the usual rate of decay they would experience while using their magic. Priests also have the (almost) exclusive ability to communicate with the gods, however subtly, so people will often seek them out when they need divine advice. Priests spend most of their time in the temple they trained in, to meditate and stay sane in the face of overwhelming information from the gods flowing through their heads.
Enchanter: these people dedicate their lives to the study of enchanting objects. It is a difficult and tedious theory which many people cannot understand or put into use, but successful enchanters are able to run highly profitable businesses with their magic-imbued merchandise. Nymphs that are not enchanters can infuse their own magic into animate or inanimate objects for a short time, but animate objects will always lose magic faster. Enchanters, however, can keep a hold on both animate and inanimate objects for a long period of time. Their magic put into inanimate objects can last milennia, and especially powerful enchanters can make their magic last in an animate object for that object's lifetime.
Potion maker: similar to enchanters, but instead these people infuse magic into natural medicine (via herbs or minerals, etc) to create potions that can help or harm depending on their nature. Any type of nymph can become a potion maker or an enchanter if they have the talent, but their potions will be specific to their magic. A crystalline nymph with a penchant for healing magic, for example, will make some of the best healing/medicinal potions.
Paladin: this is a VERY rare fuse between priest and soldier. Very few nymphs choose this path, partly because it is difficult and partly because it is dangerous. Priests stay cloistered in their temples because it is easy to slip into madness with divine chatter whispering in the ears, but paladins must juggle their ability to communicate with the gods and protect their country. Often they sink into paranoia, unable to trust even their fellow paladins. Only the strongest of mind and heart are able to become successful paladins, and those who can manage to stay sane often emerge as the greatest warriors of their time. However, again, Dathea has been at peace for a LONG time so there's little to no demand for paladins at the moment. There may be a time in the future that they are needed...
Places
Dathea: the overall country of the nymphs
Lyrion: the capital region of Dathea. It is the smallest region, but the entire region is also the capital city itself, making it the largest city. Within Lyrion is held the Keep (probably won't keep that name), a massive palace/fortress where the Keepers meet. Current Keeper: Kavi Solaris, celestial nymph
Rune: a region to the west which borders the human world. Most of this area is filled with forest and farmland. Current Keeper: Aylin Luminon, shadow nymph (Aylin dropped her surname)
Berinth: a region to the north, one where crystal nymphs tend to live due to the extensive cave systems. The land is pretty barren but filled with rocks and small pools. The vegetation is found within the caverns, so it can be a dangerous place to travel if you aren't familiar with the area. The Deep Mines are also located here. Current Keeper: Leilani Kahale, crystal nymph (note: she gave herself a surname so she would not stand out amongst the families of nobility)
Merrow: this is a region to the southeast, specifically a coastal region where most aquatic nymphs live. The main aquatic city is established there, called Haleia. The terrain could be compared to the area around the Mediterranean Sea and the weather is equally comparable. Current Keeper: Dragan Novae, celestial nymph (cousin of Tanaraq)
Porphyry: a centrally located district where many large cities are located. The terrain is fairly flat and consists mostly of grasslands and some mountain ranges. The Blind Pass is located here, a narrow path between the mountains that cuts between Porphyry and Lyrion. It is the fastest way to the capital; however, it is so infested with bandits and dangerous creatures that most people go around the mountains entirely when traveling to Lyrion from the south. Current Keeper: Nadine Candessa, celestial nymph
Esker: the northernmost region of Dathea. This region is particularly cold and mountainous with little vegetation, though once again there are a number of cavern systems that are more hospitable to life. This district is also home to the dire wolves, dangerous giant wolves that actively seek out nymphs to eat. Still, some frost nymphs have succeeded in domesticating some of them and keep them as pets and steeds. Current Keeper: Tanaraq Novae, celestial nymph (cousin of Dragan)
Valence: a southern region that is mostly taken up by wetlands. The Shadow Bog (name will probably change) is located here, perhaps the most inhospitable place in Dathea. Once, a temple to the chaotic gods stood there when there was no bog. Several years and a dozen wars later, chaotic nymphs were all but eradicated and the temple was left to sink into the toxic bog that was the result of magic gone wrong. So, stay away from the Shadow Bog unless you fancy having a mutated body and magic. The population here is low and it is a generally undesirable region to be assigned to as a Keeper. Current Keeper: Ilyas Castello, celestial nymph
Government
The country is split into several small sections, each ruled by a sort of governor called a Keeper. The Keepers meet up at the capitol every few weeks to discuss the issues of their regions. They are still able to keep in contact in the meantime with enchanted mirrors. Other families of noble classes hold lesser positions in the government, usually as judges in the court system. Young nobles will not only be mentored by nymphs in their class of magic, but also by members of the government if they are interested in pursuing that occupation. Those seeking to enter government positions from outside the noble class have to do it alone.
Keepers are elected into position by the citizens in their corresponding district once every five years, and often a Keeper will choose a promising noble to mentor and support as their potential successor.
Many upper class individuals who don't want to pursue a governmental career choose to become priests or scholars.
A note on the upper class: though the government is not a monarchy, the upper class could still be called nobility because those families can trace their ancestry to the time when Dathea–split into a few countries–was ruled by kings. Most can even trace the line back further to the age of demi-gods, and descend from the great heroes of old.
Religion and Tradition
This section is still a major work in progress, but the basic idea is a pantheon of gods that are associated with natural elements. Because of the nymph life cycle, one of the main traditions in Dathea is visiting the family ancestors once a year. Of course, not all nymphs become trees when they die, but even those without physical manifestations of their ancestors will take a moment to remember them. Also, the spirit of a deceased relative is said to move on to the afterlife after five years, so at that time people will stop visiting.
About death: Death is a complicated matter that partly has to do with anatomy, and partly with magic. Humans have bodies that are made to assemble themselves, and then disassemble themselves as they age. Nymphs, on the other hand, only age because their magic causes damage to their bodies. As I mentioned before, nymphs gradually turn into parts of nature as they die, but they don't completely transform until the moment of death. A forest nymph, for example, will become less motile and more plant-like as they grow closer to death, but they only turn into a tree/plant when they die. However, if a nymph doesn't die from natural causes the magical element is thrown off. Disease works the same way as ageing--sickness accelerates the rate of decay. Something like being stabbed works a bit differently. The body is put into stasis, essentially, because magic is no longer being used in any capacity. The dead person's spirit cannot move on to the afterlife unless they are given the proper funeral rites, so they are left in the mortal realm with their bodies that cannot decay and a restless spirit that cannot move on.
*Note: someone ( )ought up a good question about the state of frost nymphs after they die: they become ice statues, so can they melt? Does that water become unsafe to drink? My answer is that fortunately not, because the magical nature of a nymph's death prevents their body from being destroyed by natural elements until their spirit leaves. In this way, a frost nymph's statue will not melt until the right time, no matter how hot its surroundings become. However, this does not mean that the body cannot be destroyed by other means. Someone who decides to cut down a tree that still contains a nymph's spirit will be able to do so, and with that action trap the nymph in limbo.
Festivals/Holidays:
Winter festival: takes place on the winter solstice. Each seasonal festival marks the changing of seasons, and instead of having a new year's cele( )ation the nymphs treat each of these festivals like a new year's holiday.
Spring festival: takes place on the equinox.
Summer festival: takes place on the summer solstice.
Autumn festival: takes place on the equinox.
Vale of Starlight: this holiday doesn't have an official name, but it marks the victory in the War of Chaos and the start of a long-lasting peace in Dathea. People come together on January 30-31 to a valley in Lyrion where the last battle was fought. It is traditional to wear pale/pastel colors and wreaths. Every nymph makes one of these wreaths and gives it to a loved one, whether a friend, family member, spouse, mentor, or other. Also, this is a time when nymphs are obligated to settle debts and make peace over conflicts that may have arisen during the year.
Ancestral Gala: a formal, more exclusive party. Only high-ranking members of society are invited to Lyrion's capitol to cele( )ate. Anyone not invited will cele( )ate locally. The gala takes place during the full moon in April (if there are two full moons in the month, the gala will occur on the day of the latter full moon). The Ancestral Gala was originally put together to honor one's passed ancestors and appreciate what past generations have done for the world, but in Lyrion it has become more about the flash and elegance of spring fashion.
A note about humans:
There are also humans in this world. They mostly keep to themselves and away from the wild lands that belong to this magical race that I haven’t named, but sometimes they try to invade and that’s when trouble happens. Forests are the old bodies of the ancestors, so to cut them down is a real problem. Still, there is a point when the spirits are said to have left the trees (after five or six years) so after that it’s fine.
Fashion
There aren't many set guidelines for fashion in this world. Styles vary just as much as they do in our world, but in general you can count on fantasy-styled fashion. Take a look at my Pinterest board for ideas, but here are some specific examples:
Type One:
https://www.pinterest.com/pin/834221530948466753/
https://www.pinterest.com/pin/834221530948464599/
Type Two:
https://www.pinterest.com/pin/834221530948410844/
https://www.pinterest.com/pin/834221530948410879/
Type Three:
https://www.pinterest.com/pin/834221530948420389/
Type Four (especially amongst northern inhabitants):
https://www.pinterest.com/pin/834221530948410920/
https://www.pinterest.com/pin/834221530948410974/
Some other guidelines: pastels and iridescence are popular amongst crystal nymphs, most aureate nymph will wear metallics and masks, and celestial nymphs like to wear intricately decorated outfits (usually accented by stars)
Fashion is very important to most nymphs, especially those who live and work in the public arena. Nymphs value beauty beyond practicality so fashion can get a little avant-garde.
Architecture
I haven't made specific "rules" for the architecture of Dathea, but take a look at my pinterest board for inspiration. Here are some specific pins:
https://www.pinterest.com/pin/834221530953662577/
https://www.pinterest.com/pin/834221530948629694/
https://www.pinterest.com/pin/834221530953528516/
The architecture will vary depending on the location, of course, but the buildings tend to blend in with and adapt to the landscape. Rune would have more of the treehouse type buildings like in the third example, but it wouldn't make sense to have that architecture in Porphyry where there are few trees.
Flora and Fauna
Hippocampus: native to Merrow, these creatures are pretty close to those in Greek mythology. The only difference is that they can transfigure into horses on land; so, the horse equivalent of mermaids. On land, they still have scales mixed in with their hair so you can still tell them apart from regular horses.
Spirit walkers: ethereal beings who can pass between the material and eternal plane. They usually take on the form of animals and do not have the power of speech, though some nymphs (very gifted forest, crystal, or celestial nymphs) can sometimes receive messages from them. Spirit walkers often have an immaterial quality to them and can pass through solid objects.
Examples of appearance–https://www.pinterest.com/pin/834221530953522683/
https://www.pinterest.com/pin/834221530953514319/
https://www.pinterest.com/pin/834221530951239162/
Additionally, spirit walkers are very temperamental. Some of them are sweet and will even take a nice scratch on the ears but others are vicious and spiteful. A lot of how they act toward a nymph is how the nymph treats them.
Technology
Dathea is not very advanced in terms of technology, because most of its advancements are with magic. An energetic nymph can run electricity in their home (more effectively if they are an enchanter, since this would take a lot of magical energy) but lightbulbs haven't been invented, for example. That is not to say, however, that nymphs don't know how to do anything without their magic. A nymph might be very mechanically inclined, and thus they could build a working machine. However, most things are reliant on magic and that is both a blessing and a curse. The nymphs are more advanced than they might be without magic, since some are able to heal without medicine or grow crops without hard labor, but they are also very dependant on their magic. To lose it would be disastrous.
Education
Most nymphs are only educated in terms of magic. As mentioned before, nymphs are mentored in groups by scholars and experts in their area of magic. If a frost nymph is born in Rune, they may have to travel to Esker to find a mentor. However, once you get past this first large group, you are given one mentor to continue training. THE MENTOR CHOOSES YOU. If you are not chosen, that's it. Your education is over, magical or not. Universities only accept students who have trained under at least one private mentor. However, you can still be trained as an apprentice to an artisan (especially if you're from a family of artisans).
After having studied with a mentor for a few years (they determine when you're ready to move on), you can attend a university to become a magical scholar yourself. Scholars often end up becoming the next generation of mentors, but some just bury themselves in magical theory. Universities are not exclusive to magical education, though–this is where people learn advanced mathematics, science, etc. Universities are not extremely expensive, but many people opt out to save money and work on their own profession.
In terms of early non-magical education, some families hire tutors (scholars) to teach their children. These tutors are more expensive, though, so the majority of nymphs don't have a lot of knowledge beyond magical theory and practice.
THIS IS ALL VERY MUCH UNDER CONSTRUCTION
Last updated: 9 May 2019 |