Carvation Studies: The People in the Clouds

Comic Cover

*Ever wonder about those pink elves I keep drawing? Well here you go! A little book on their biology, traits and culture!* -*Carvation Studies: People in the Clouds* Description

Released in mid-2022, this comic serves as an explanation of the carvation species as told by an in-universe carvation named Appa in the form of a small book. Though illustrated by Cyanimations, the text itself was written by Gultykappa. The comic serves as a rundown of carvations in a comprehensive format.

Comic Link: https://tapas.io/series/Carvation-Studies--The-People-in-The-Clouds/info

## Synopsis

### From The Author

The in-universe author of the book, Appa, gives a forward for the book explaining how he has found and put together information about carvations for the readers.

### Life Cycles and Instincts

Carvation lifespans are revealed to be able to extend indefinitely if they wished as long as they don't lay an egg. When carvations produce eggs, they enter a nesting period lasting from a few weeks to a year. Then they wait for the egg to hatch, which takes about 5 months to a year. When the egg hatches, the parents begin to start aging. The parents will generally die when the offspring has fully matured around 270-300 years old.

Female carvations will naturally try to nest every month while a male one will nest about twice every three months. Nesting urges last from 3 days to a week, and carvations will make their nests usually out of available household items. Nesting carvations will either display aggression when people enter their nests or attempt to cuddle close ones in the nest.

Carvation eggs themselves are composed of multiple layers to keep the babies safe. Infant carvations break out of their eggs using unfocused magic.

### Physical Attributes

A carvation's variant is what kind of animal their body shares features with. Variants are passed down from parent to child through generations. Variant type generally determines if a carvation might have wings, tails, horns, etc. Though, there are carvations known as **Chimera Variants** who have the traits of more than one kind of animal on their body. They're generally a combination of variants from the mother and father. There are also **Dead Variants**, who don't have any animal-like features and just look like normal people with red skin tones. There are also subspecies of carvations, which come in A and B types. **Subspecies A** usually have a narrower face, pointed ears, horns on the head and/or spikes along the surface of the body, and red or green eye color. **Subspecies B** usually have rounder faces and ears, softer facial features, and yellow, gray, or blue eyes.

Because carvations used to be predators, they can see up to 6.5 miles (10.46 km) in clear skies. In addition, carvation vision doesn't naturally degrade over time. If direct damage to the eye occurs though, they might need glasses to get a portion of their vision back, but getting perfect carvation vision back would be impossible at that point.

Not every carvation has wings, but the ones that do have them directly attached to the organ in their body that produces magic, which they use to stay aloft. They also use magic to shrink their wings at will. Carvations can get their wings removed if they have to and replaced with a prosthetic one, which can be paired with physical therapy to once again be able to fly.

### Biology

Magic circulates throughout the body in the bloodstream as a protein called **magiglobin**. When blood circulates to the back, it passes through organs just below the shoulder blades called the **arcpines**, which filters the magic in the blood and sends it back out throughout the body again. The nutrients to use magic comes from food, so malnutrition will result in magic loss. Carvations with a higher magigloben count will need to eat more, but have more powerful magic, but people with lower magigloben count might not be able to use so many spells in rapid succession. Basic magic that every carvation can use is teleportation and appearance altering, but a lot of carvations have an affinity for certain kinds of magic or spells.

Carvation diets are notorious for needing high-calorie intakes due to high demands by the body. A carvation eating human food would need to eat 2-4 times that of a normal person to sustain themselves. The average carvation should weigh between 200 lbs (90.72 kg) and 210 lbs (95.25 kg). Past infanthood, carvations develop a mild allergy to lactose, risking hospitalization if consumed too much. Malnourished carvations might experience magic loss, flight loss if they have wings, and other dangers associated with malnutrition in humans. Because of their high metabolisms, carvations are even more at risk of falling underweight.

Carvations and humans can have children together since they are similar enough in biology, and they are known as half-carvations. They usually have little to no magic, have the metabolism and eyesight of a human, and have a bit less strength than a normal carvation. They're at higher risk of health complications.

### Culture

Carvation names hold significance, and they do not possess last names. If two carvations of the same name are in a community, they'll generally be given a sort of personalized last name to distinguish them, like if they make things they might be called "Tara Baker." Carvations with the same last name as a dead carvation carries on their legacy in their name in a way. It's also been known for carvations to be given a name specifically to carry on a legacy.

The Soul Sharing Ceremony is used to combine the souls of two lovers, making them permanently bound together.

*The two carvations must exchange a set of written vows before then sharing a piece of themselves. This may take the form of an object, music, or another set of vows, but it must be something that is paramount to who they are. When these steps in the ceremony are taken, the two lovers kiss and their souls fuse.*

When souls fuse, the two carvations might give each other a bit of their own personalities, tendencies, cravings, habits, etc. and make them closer. Because they're bound, if one carvation were to die, the other would die soon after as well.

Carvation faith comes from long ago and much of it is undocumented. Carvations used to not be immortal but had much more advanced power. One day some carvations made The Temple, a powerful collection of magic that creates a consciousness inside. The Temple keeps carvations immortal, and when carvations die, their magic is actually absorbed into The Temple to be a part of the larger collection inside, which repeats in a cycle. When the afterlives have no one to watch over them, The Temple will choose carvations to do it.

Carvations used to be split up into tribes across the earth, but eventually migrated to The Village in order to live more comfortably. The Village is the first and only major carvation settlement, where they all live in peace together in a tight knit community. Occasionally there are odd carvation settlements found in The Living, but there are barely any left.

Carvations have a language that's hardly used anymore in favor of English in The Village. This is because though carvation is taught to young children, they mostly learn English so they can eventually go down to The Living and be able to live and converse normally. Carvation to English translation isn't too bad, but takes much time to get down, so using English is just the better option. In addition, carvations use their own set of slang too. Here are some ones that are prevalent in carvation culture:

* Going for a casual fly: Taking a flaunt
* Ignored or ditched: Nicked
* Half-Carvations: Bi-Bloods
* Dead Variants: Carvans
* Carvations underweight enough to lack magic: Sikens

## Trivia

* This comic features many carvations within it, some before their debut in other comics or stories. Those carvations include: Sidney, Hera, Candie, and Rika