A horse is a horse, of course of course...
(Also, the secondary color isn't the trim of its feathers, it's based on the head. In this case, it's the beak. Given the spirit of the vote, I changed it to black. Please forgive me.)
A horse? Plural "horses"? Is that right?
Yes, that's what I want to call this creature.
"Horse" it is.
You go into the Mild Woods to collect the living specimens you'll need for the spell: a blue jay for the wings, head, and feathers, and some additional blue and black flower petals for coloration.
On your return, you place the caged blue jay in the middle of your desk and strew the flower petals around it in an intricate pattern dictated by your tome of vivomancy. You feed the creature some special ground meal recommended by the tome for making it docile; surprisingly, it gobbles the stuff right up. You place a hand on its neck.
"Craetura prothea, metamorpha a pedibus usque ad crania!" you say, willing the creature to transform into your desired shape. The flower petals glow blue and black, and their sweet smell fills the air as glowing particles rise from them. Meanwhile, your captive writhes and shudders as similar particles are pulled from it, mingling with the flower particles at the center of the table as its old shell collapses dead.
Finally, there is a flash, and—
Your new horse remains at the center of the workshop table, standing amid the blackened petals. (Gained Vivomancy.) It cozies up to you, and you pet its avian head.
What will you do with this new creature, now that you've created it?
1.I can't part with it. Name it and keep it as a pet.
2.It could fetch a fair price at market.
3.Introduce it into the wild with a partner and see what happens.
Interesting that the game reacted so well to the ingredients of the 'horse'. Normally, this scene involves merging several animals together.
Foo Orison
Appearance
A bookish, spectacled man wearing a shimmering cloak and a noble duelist's uniform.
Magic
Negation:5
Automation:3
Glamor:0
Divination:1
Vivomancy:7
Skills
Ancient History: 2 (Decent)
Fighting: 1 (Bad)
Subtlety: 3 (Decent)
Charisma: 3 (Decent)
Personality
Optimism:50%/Caution:50%
Humor:56%/Solemnity:44%
Empathy:34%/Calculation:66%
Relationships
Romances (Interested romantically, but not sexually, in men and women)
None
Tal: 55 (Good)
Church: 40 (Bad)
Undiscovered relationships: 4
Kingdom
Adoration: 50%/Vilification: 50%
Inventory
Gold: 100 gold
Sword
Alchemy Set
Flying Serving Tray
Torc of Life and Death
Clutch of Dragon Eggs
Golem Manual
Students
None
Pets
None
The Dead
The Academy Inquisitor
Plot Points
Chapter 1
You and Tal stumbled on an ancient magic academy.
You discovered a book of vivomancy, and an inquisitor chased you.
You found an ancient dueling ground.
You killed the inquisitor with negation magic.
You explored the academy library.
A divination revealed a potential ally in the form of a golem, so you took a manual on the operation of golems from the library.
You animated a serving tray to retrieve an alchemy set, but in the process, you released some dangerous chemicals.
You found a laboratory with a trapped specter.
You destroyed the specter.
You obtained a clutch of dragon eggs from the crow's nest of an ancient airship.
It became clear that the spilled chemicals were going to consume the whole academy.
Chapter 2
You flew up the coast of the Negative Sea back to Akriton.