SCALELIST UNIVERSE
Iskall

Iskall

The Spark-Carrier
"Look. No, really look. There. That's what you're fighting for."
OrderRÖNNKVIST · 7
SinGreed
WorldLumen, the island of seven lamps
RoleALLY
First appearsSaga V, Arc 3 · Lumen, ch. 255 SEVEN LAMPS

ISKALL · K-II MARKED (assigned at seven) · Scalelist #1,000,007. The plate is seven thousand years old and nobody has updated it.

The name

  • The word: Swedish iskall means ice-cold (is, ice + kall, cold). It has a second, everyday sense too: ice-cold nerve, utterly calm under pressure (en iskall straffläggare, a penalty-taker who never misses).
  • One line: Iskall's cold white flame keeps your happiest moment true, and every time she lights it, she gives up a little more of her own warmth.

Look

  • Build & height: 1.15 m, a seven-year-old's body, sturdy, with scabbed knees. She always stands with her chin up and the lamp held high.
  • Face: round and heavily freckled, with a gap-toothed grin. Her face is a child's; her expression is not. She looks at people the way a grandmother does ("the expression of a grandmother catching children stealing jam", ch. 255).
  • Hair: copper-red, in two long braids that reach her knees, tied with white ribbon. A few strands at the tips are always frost-burned: white and brittle where the cold flame has touched them, the way cold burns.
  • Eyes: warm hazel, far older than her face. In the lamp's light they show tiny reflected scenes: other people's happy moments.
  • Skin & sin-mark: pale. Greed, emerald. Seven of her freckles, across the bridge of her nose, glow emerald like a little constellation. They light one by one as she lights the lamps (ch. 261), and one lights on her cheek for each Look that costs her a day (ch. 412–413). Greed is seeing what is worth the most, and her flame shows you exactly that.
  • Clothing, layer by layer: a white linen shift · a knee-length pinafore of soot-grey wool with seven pockets (one per lamp, each holding a wick) · a too-big lamplighter's coat, white, with the hem rolled up three times · bare feet, black on the soles.
  • Signature item: the clay lamp: a small, lumpy, hand-made oil lamp with a child's thumbprint pressed into its side, burning a pure white flame that gives no heat.
  • Movement: a child's run, skip and hop, with a matriarch's stillness when it matters. She never lowers the lamp, even when she falls ("Down… and up! Like a game!", ch. 375).
  • Voice: bright, direct and loud, "with the cheer of a kid and the certainty of a mountain." Her balloons are round with a cool white glow, sometimes in big letters ("LAMP-BEARERS! LIGHT FROM ME!", ch. 366).
  • Variant looks: Lamplight (the circle of white light; inside it, ghostly vignettes of whoever is looking). Seven lamps lit (on Lumen's towers, her freckles all blazing; six since ch. 262). Dimmed (the flame guttering; she looks, for once, exactly seven, and scared). Into the battle (ch. 255 splash: walking calmly into the middle of a frozen fight, lamp high, the Dimmers flinching). Half-flame (ch. 256–258: the lamp's flame halved for an hour after the Lamplight Circle; she looks exactly seven, and tired). A week older (ch. 261 on: six freckles blazing on the sixth tower, "a little longer in the jaw, a braid an inch longer"; again after the March, ch. 366). Mamma (ch. 263: tears on her freckles, her thumb pressed into the thumbprint on the lamp, both arms round a golden dog's neck). The window (ch. 411–414: on the sill of Krydog's berth with her lamp beside her, keeping it company).

Power

Her flame doesn't burn. It reminds, and it keeps.

  • Anyone who looks into it relives their happiest moment, for one heartbeat, as clearly as if it were happening, and exactly as it was: the cold light can't flatter, fade or spoil a memory.
  • Then they choose: to fight harder, or to stop fighting. Armies have laid down their spears; cowards have charged.
  • It keeps what it shows: a joy shown in her light is a thing that has already happened, kept whole like something in ice, so nothing can finish it twice (ch. 366) and a hunter's palm slides off it (ch. 414). The lamp keeps your why. It can't keep your oar (ch. 366): it keeps the reason, not the act.
  • Against the Null: the flame never touches the Null. It reminds people what they love, and love is one of the five things the Null cannot uncount. People who have just seen their joy are much harder to take.
  • What it can't do: make joy that was never there. Someone with no happy memory sees nothing: Ingen sees an empty room; Levla sees a price tag where his childhood should be (SOLD, ch. 256); Skymning, who sold his own joy for a barge, sees one too (ch. 262); Mörda (before Saga II) saw only dark. "The flame can't make a joy that isn't there."
  • It gives back the why, not the wanting (ch. 257–258): against the Bottler, the Look made Vigolas remember what he was fighting for though his fury was still in a jar ("Oh. Right. Them."). "I can show you why. I can't give you back the wanting. He's got it in a jar."
  • It can't show her her own joy. She holds the lamp to her own face every night and sees "nothing. Just a hand. I don't know whose." Kompis: "You can't hold the lamp up to your own face. Somebody else has to." (ch. 263; Vaka does it in ch. 366.)
  • It can't block a hand. A grey palm laid over the glass stops the Look outright (ch. 414).
  • Lumen's lamps: seven great lamps on seven towers, lit each dawn by her seven heartbeats. If all of them ever go out, Lumen goes dark, and dark islands are what the Null eats. Since ch. 262 Lumen has six: Skymning drank the seventh, and the flame, too long swallowed to find its way back into glass and wick, climbed into the Deep's sky and stayed there as the Deep's first fixed star ("It didn't know the way home. So it became a way home. For everybody."). "Six, little miss. We've never been six." (Gammel-Ljus)

HADOM, the heartbeat

  • Tempo: 7. Seven lamps, seven heartbeats, one lamp per beat.
  • Home tempo: Lumen, at dawn: the coldest hour, when the lamps are lit.
  • Heartbeat technique: THE KINDLING BEAT. In a single heartbeat she lights the flame and everyone who sees it remembers, inside the same beat, so courage arrives before fear has had time to. No one else's power lands faster than the fear it's fighting. Like frost: frost doesn't creep, it catches: a whole pane goes white in an instant. Her flame catches a memory whole in one beat, and holds it.
  • Burn cost: each full burn spends a day of her growing up: a day's thaw. She has been seven for seven thousand years, kept like ice keeps, because she has spent every day she would have grown. Shown, ch. 261: the Seven Towers on seven heartbeats, one emerald freckle lighting per beat, and her face, for one panel, a week older. Gammel-Ljus talked her into it: "You've got seven thousand years of them saved. Spend a week." In Arc 9 each Look costs a day and lights a freckle on her cheek (ch. 412–413).

Techniques

TechniqueWhat it doesCostFirst shown
LookHolds the lamp up to one person's face: their happiest moment, one beatA day of growingCh. 255 (a Dimmer: "…Mamma's kitchen.", and he drops his jar) · ch. 256 (Vigolas) · ch. 259 (Krydog, rising) · ch. 262 (Skymning: a price tag) · ch. 412–413 (Vigolas at the berth door, night after night)
Lamplight CircleEveryone inside the lamp's circle remembers at onceThe flame shrinks by half for an hourCh. 256 (both crews, one splash) · ch. 257–258 (running among the drained, "Look! Remember what it's for!")
Wick-ThrowLights a wick from the lamp and throws it; wherever it lands, a small flame burns that remindsEach wick is one of sevenCh. 258 (the Lamp-bearers' village square: every Dimmer who sees one drops his jar) · ch. 263 (a lit wick for each ship's rigging: "When you forget what it's for, look at it.")
The Seven TowersLights Lumen's lamps on seven beats. The whole island and its sky glow, and every Dimmer jar on Lumen cracks, sending ten thousand stolen feelings home across the DeepSeven days of growingCh. 261. She could light only six: the seventh lamp was inside Skymning. Stars never seen in the Deep came out in the white sky
Joy-ReturnOpens a Dimmer's jar and gives a stolen happy moment back to its ownerShe has to see it tooNot shown as her own move: in Arc 3 the stolen joy flew home when the Seven Towers cracked the jars (ch. 261)
Lamp-Bearers' MarchHer Lamp-bearers carry her flame to every allied ship at the Convergence, so no one forgets why they're thereHer own joy burns shorter with every lamp litCh. 366: two hundred lamp-boats against the completion-hunters' night raid; her joy burns down to one heartbeat long, and she is a week older

The price

She will never be eight. And the flame is made of her own happiest moment, burning: the warmth that the cold flame doesn't give off is hers, given up. Each joy she shows someone else burns hers a little shorter. Seven thousand years in, it is down to one heartbeat long: a single image of a big, warm hand closing around her small one. She didn't know whose hand it was any more, until ch. 263: reflected in Mingus's warm brown eyes, her mother's hand, closed round hers, pressing her small thumb into the wet clay of the first lamp, and beyond it a woman's face, laughing, with seven freckles across her nose. "…Mamma." "I lit everything for seven thousand years with her hand. I just couldn't see it." Shown in Arc 3: a week of growing up spent on the Seven Towers (ch. 261), and the flame halved for an hour after every Circle (ch. 256). Shown in Saga VI: the March burns her joy to one heartbeat and ages her a week (ch. 366); each Look in Arc 9 costs a day (ch. 412–413).

Weaknesses

  • The Dimmers: grey-masked thieves who steal joy into jars and sell it, bottled, on Skatt (to the Ränta). Their jars drink light, lightning, pulses and giggles. They run from the Look ("They always run from it. That's how you know they still have one.", ch. 255), and came back blindfolded to fight it blind ("Can't show us what we can't see, little lamp.", ch. 256). Their chief, Skymning the Bottler, could bottle every feeling but not what it was for (ch. 257).
  • The Lamp-Eater (Gluttony VIII, a Wrecker) eats light. Iskall is a meal.
  • Wind and water: it's a clay lamp, and a bucket ends the fight.
  • A hand over the glass: a grey palm laid flat over her window blocked the Look completely (ch. 414).
  • The joyless: her power does nothing to people who have no happy memory.
  • She's seven. She can't run far, lift much or win a fistfight.

Gear & companions

  • The clay lamp with the thumbprint.
  • Seven wicks, one per pinafore pocket. Two given away in ch. 263, one to each ship ("Won't you need these? You've only got seven." / "Six, now. And I'll make more. I always do.").
  • Lumen's lamps, on seven slender white towers on seven hills: six lit since ch. 262, the seventh tower dark. She'll make a new lamp for it now that she has seen her own joy ("It'll take a while." / "You've got time, little miss." / "I've got nothing but.", ch. 263).
  • The Lamp-bearers: children and old people (rarely anyone in between) who carry lamps across the dark Current to islands that are going dark, a white coat in every boat. Their eldest is Gammel-Ljus, a hundred and four, who still calls Iskall "little miss" and rows her lamp-boat (ch. 362, 366). Their village at the foot of the hills keeps a lamp in every window.

How they fight

She doesn't fight. She makes other people remember why they fight. She opens by walking straight into the middle of a battle with the lamp held high (ice-cold nerve), and finishes when someone lowers a weapon. Team combos: Iskall + Vigolas: he remembers, and his emerald lightning doubles; at the berth door his joy keeps his boots on the threshold (ch. 412–413). Iskall + Kompis: Kompis sees the Nursery door, and his Subtick finds the survivable loop faster, because he wants to live. Iskall + Öde: her flame lets Öde's remembered villagers see their own happiest moments, and they fight like the living; in the Harvest Hour both rely on the same rule (a memory has already happened, ch. 414). Iskall + Vaka: Vaka carries lit lamps and, once, holds the lamp up to Iskall (ch. 366). Iskall + Krydog: she holds the light over him as he rises (ch. 259); he carries her (ch. 366).

Personality

  • Wants: everyone to remember.
  • Fears: the day the flame shows her nothing. "The dark's not scary. Forgetting is."
  • Contradiction: a child who is the oldest person in most rooms; a bringer of joy who has almost none of her own left; a warm, loud little girl who carries the coldest light in the world.
  • Ice-cold nerve: she doesn't flinch. Not at a battle, not at a Bottler, not at a hunter's hand on the glass. She saves her fear for the one thing that counts.
  • Humour: a kid's jokes with seven thousand years of timing ("I'm seven thousand years old, Gammel-Ljus. You're a hundred and four. Mind your manners.").
  • Habits: asks everyone, "What was it? Your joy?" She never tells hers ("I never tell mine." … "I've never seen it.", ch. 262). Sees loss on a face at once ("You lost something." to Kompis, ch. 361).
  • Alone: holds the lamp to her own face and tries to see the hand (confirmed, ch. 263). Since ch. 263 she knows whose it is. When Ferdinand bleeds cork, she calls for her ("…Mamma, what's happening?", ch. 330).

Relationships

  • Vigolas: she shows him his joy and he expects gold ("Is it, though?", ch. 255). It's the Marka's deck at night, everyone asleep around the fire, and himself awake on the rail watching them. "That's not gold." / "No. It's better." (ch. 256). In ch. 366 it has got bigger ("It's got bigger."). In Arc 9 her Look, night after night through the berth's port, gives him back his reason each time a hunter finishes it (ch. 412–413). "Come with us." / "I'm the lamplighter, pirate. The lamps need lighting every dawn. I'll be here. I'm always here." (ch. 263)
  • Kompis + Mingus: Kompis's joy is a golden dog pushing open the Nursery door to find a boy who wouldn't eat. Mingus wags at her as if he knows her (ch. 255), and in ch. 263 puts his head in her lap, and she sees her own joy in his eyes. Kompis kneels beside them: "You can't hold the lamp up to your own face. Somebody else has to."
  • Rougeina: her joy is a woman with long crimson hair at a cottage door, calling a little girl in from the rain, laughing: "Little storm!" (ch. 256)
  • Trollmage: a nap. Just a nap. On a warm stone. With a crow on his chest. (ch. 256)
  • Smurjan: three shadows walking side by side on a beach, in step, for the first time. Kali's is four bowls of soup on a table, one pushed toward a crack in a mirror (ch. 256).
  • Krydog: the founding dawn, "Him. He's still standing.", which she held up over him as he got up with nothing in him: "You got up without the wanting. I've never seen anyone do that." (ch. 259). After the March he carries her ("I'm seven. I've been seven for ages. Carry me.", ch. 366), and she keeps the window of his berth while he sleeps: "He carried me. I'll keep the window." (ch. 411)
  • Isa: "Ice-sister." The still one and the bright one, and now both named for ice. People mix up their names and they both pretend to be offended. Isa's joy is her mother's slow smile, three days in the making (ch. 256).
  • Vaka: the one who finally holds the lamp up to her face: "Somebody else has to." (ch. 366). Iskall wouldn't let her light people ("You've lit enough people for one life.") but let her carry ("Carrying's allowed.").
  • Levla: a price tag, SOLD. "The flame can't make a joy that isn't there. I'm sorry." (ch. 256)
  • Skymning, the Bottler: her dark mirror, who sold his own joy and drank other people's, and finally drank her seventh lamp. "Nobody can keep someone else's joy. It just burns them." / "Give it back. And then go and make one. Your own. It's slower. It's better." (ch. 262)
  • Gammel-Ljus: the eldest Lamp-bearer, a hundred and four, "little miss". "Six, little miss. We've never been six."
Story so far
  • V, later: Vigolas carries her Look as a memory (ch. 301); the Heartwood Beat's leaf lands in her hands on the dark tower's steps (ch. 308); when Ferdinand bleeds cork, she calls for her mother (ch. 330).

Key lines

  • "Look. No, really look. There. That's what you're fighting for." ("Look. No, really look.", ch. 255)
  • "What was it? Your joy?"
  • "They always run from it. That's how you know they still have one." (ch. 255)
  • "Nobody can keep someone else's joy. It just burns them." (ch. 262)
  • "It didn't know the way home. So it became a way home. For everybody." (ch. 262)
  • "…Mamma." (ch. 263)
  • "Remember what it's FOR!" (ch. 263)
  • "A joy's already happened. You can't finish it twice." (ch. 366)
  • "The lamp keeps your why. It can't keep your oar." (ch. 366)
  • "I'm seven. I've been seven for ages. Carry me." (ch. 366)
  • "The dark's not scary. Forgetting is."