They are tangentially dungeon related.
Iridian – mimic colour, uncertain-in-itself colour, doppelganger colour, existing almost always only as complimentary to others, the most often eige, which makes it to take a rainbow-ish appearance. Due to its overly constrictive nature (every other colour will gradually look smaller and bleaker if neighboured by iridian which would, in contrast, became more and more colourful as time passes by) often used to mark boundaries and signify liminal no-mans-lands, barriers to entry and prisons.
Weirdigo – colour of the night sky darkness which becomes more prominent the more one looks at it, somehow darker and lighter at the same time. Initially you've notice just the usual blackness and a few pinpoints of stars, then more stars, then even more as weirdigo becomes more and more prominent blackness elusive between these stars but always present, and suddenly you fall up into the sky, momentarily disjointed from the stable world under your feet, in two places simultaneously. Gates and portals of special meaning often coloured in weirdigo for ease of travels.
Due to darkfastness in the absence of light weirdigo might turn into weirdigris, the tint of abandoned direction, weather-beaten and somewhat sullen hue, extremely stable and hard to remove once settled. Weirdigris is especially prone to inhabit the places of connections as they often were initially painted in weirdigo: foundations and walls where they connect to voids, the hinges and buckles, the sidewalks, the grooves in outsoles. As weirdigris starts to accumulate in small and lightless places it is often thus mistaken for cynian, but, unlike cynian, it never leaves on its own. Doors, previously painted in weirdigo, tend to stuck if left abandoned, but so are the travelogues about lands not longer visited.
Sepsia – colour of history, infectious side-effect of eige unto a time-susceptible world, somewhat gradiental in all of its appearances. On most warm-blooded and especially mammals inflicts an illness known as nostalgia; reptiles and other cold-blooded beings tend to develop lizarin as an instinctive antibody to it. Tends to seep down through the soils and quickly form curiously coloured stratas in the rocks, which is why all sufficiently deep underworld places have uneasy relations to established history.
Woed – colour of shadow that exists without light, of death, of deep rivers, of even deeper rivers of the underworld which evaporate this colour into a vapour and infuse everything not touched by other colours (which is why it is advised to bring your own food, and water, and air filters; if you imbibe too much of woed you get claimed by the underworld). One of the oldest known mixes, with sepsia, creates eld – a unique hue of living memory, defiant, to a very certain degree, to the flow of time and certainty of death, which tends to come and fade from known existence in hollow kingdoms and in other beings with strange relations with time and death.
Scarlight is colour of identity, the colour of gaps, of breaks, of chasms, of distinction, of separation of one from another. There are myriad shades of scarlight, each extremely unique and irreplaceable. As as colour of breaks and gaps scarlight is most often found in transitory places, passageways leading to and from underworld. Things dyed in scarlight tend to develop personality which is why it is both desired and repudiated by creators of artifices.
Suffron – colour of the rebelious soul of the world, of the fire from the forges of the gods taken by previously voiceless and faceless as it scorched their hands. Acute and bitter to touch, antithesis to comfort, harsh to all materials on which it is painted (as it always tries to spread out from the boundaries where it is put), so hard to hold down that even gods couldn't securely imprison it back in the cell of dead rock, and it breaks out from time to time, singing in tall volcanic flutes. Suffron wrecks both carefully laid plans and tunnels.
Cynian is a colour of a horizon absent deep below, of space defined not by the space itself but by the outside imposed limits. It can be found in grooves of carvings, folds of seashells and rooms left empty; elusive, it tends to evaporate in medium amounts and spontaneously combust in larger ones. Even in the most neutral hue it has slight hopelessness about it which makes people ill in prolonged contact. Items tinted in cynian are unable to fully leave dungeons behind, and will subtly wrap their own circumstances to return back below.
Vivory is the most energetic colour, the colour of luxuriant saturation, of abundance, of a moment without regards of time; vivory always colous the current second. Unstable in masstone but surprisingly hard to remove in stains and glazes, it tends to self-gestate in the absence of other colours; even if you fail and die alone, be assured that sooner or later vivory will blossom from your remains. The second oldest known mix, with scarlight, creates rimson, the colour of unnecessary, often self-propagating, often spiralling out of control, complexity which colours the recesses of anything with too intricate of a structure, and especially the folds of of stairwells and labyrinths.
Love Weird Colors that are designed to evoke a feeling or theme, and these are all really cool. I don't even know if I could say I have a favorite, they're all interesting and evocative.
ReplyDeleteI understand that these were not made with that color generator, but I was not even aware that that exists, but I guess I shouldn't be surprised.
Thank you, I am glad you liked them.
DeleteIt all started with orphyry, because I've noticed that by just taking away one letter from porphyry (which is a stone and once was a name of colour) it becomes Orphic kind of connection, but I am glad with all others as well.
I forgot about the colour generator until I was writing the afternote and googled Neathbow to make sure I have the name right, and it came up. It is a pretty nice generator, I can use it for strange inks, for example.
Love it!
ReplyDeleteNow do it for monsters
Groblin's Inchman
:O)