There is a bar.
In the bar, there is a girl. The girl has been talking to the bar for some time. The bar uses napkins to respond. It is a very good bar.
Katur comes closer and checks Bar's sentience. He is quickly corrected about his assumption that he needs to write on napkins too and accepts a free drink. Something bright red and frothy. "This is good. And this is the weirdest place I have seen or heard of in legend. I'm Katur by the way."
"Bar doesn't know how she was created or how old she is, and there isn't really a sense in which that question has an answer because the door can pick people from any universes at any point in their history. My world doesn't really have a name? My continent's called Galatea and people there call the planet the same thing but there are other continents. You seem much less surprised than I was by the whole multiversal shenaingans."
"That... depends on what your culture is like, really. My continent—Galatea—is basically the only inhabited one. There are lots of islands, and there's one other continent with a few people but not many. There are three kingdoms, and they're really different. There are—four types of magic."
"I do! But okay, so, about one percent of people where I'm from are born with some kind of magic. About thirty-three percent are elementalists, another thirty-three are arcanists, another thirty-three are enchanters. Some people—it's hard to know how many—are metamancers instead. You don't know which kind of magic you have super early, though. To figure it out, you have to, like, actively try to do magic, and it's different for everyone so you won't ever know for sure you don't have magic—you could just have failed to find the right way to do it. Most people find theirs before they're twenty, but there have been some cases where a sixty-year-old managed to Express."
"The main religion says that there are four gods—Laoku the Enchanter, Teinn the Arcanist, Bezana the Elementalist, Vinkar the Metamancer—and Vinkar is opposed to everything that is good, and to all of creation. He manipulates people and gives them the magic that lets people manipulate other people." Shrug. "Historically, metamancers have been able to use—and steal—other people's magic, and build armies to try to conquer the world with their power. So they're said to be, er, 'tainted.' By Vinkar."
"The Three Kingdoms formed after a war where a metamancer tried to conquer the continent. Each of the kingdoms is said to be blessed by one of the three main gods, and there haven't been any big wars—at least not large scale like that, there are local scuffles here and there—since they formed. But the religion thing, yeah, universal. I... take it you don't have anything like that where you're from?"
"I was noting that you have those too. My home world seems more fractured than yours, more religions and more kingdoms, not sure if we have more wars, but I'm guessing we never reached your level of military escalation. We only had one native form of magic, called Synth. Before Elsewhere was known, religions had all sorts of views on Synth, then we discovered the other kinds of magic and the opinions multipled to the point I don't think one would ever get enough traction to be universal."
"So. When you try to Express your magic you figure out what you are. Elementalists have 'blessings,' which are persistent states of magic they cast on themselves. An elementalist always has one and exactly one blessing active. So, a possible blessing is flight, and while an elementalist has flight active they can... fly. At will. But there's a mana cap, and if they run out of mana they can't fly anymore. Only way to recharge mana is by having a blessing active but not using it. They can only switch blessings out while they're not using them, too. They're called that way because it used to be really common to get blessings that control the elements."
"All of the blessings they don't have active are inactive, and they always only have exactly the one blessing active. While a blessing is inactive the mana's frozen. Mana cap's fixed and the same for everyone and every blessing, inasmuch as that makes sense for blessings whose use costs less. They don't really have to learn blessings, they just have to think up what they want to have and switch to it. Very similar blessings get lumped together—like, antigrav and flight are the same thing."
"No, raw power limitations just affect mana cost. The difference here is that elementalists can give themselves magic, and that magic can likewise only affect themselves or actual, like, things made of matter. An elementalist can't get power over electromagnetism or gravity but they can get better vision or magnetic senses or gravity senses or what-have-you. So flight is a power they get that affects themselves, and elementalism is a power they get over matter."
"Absurdly, counter-intuitive, how-can-things-even-be-that-small tiny. Not sure the exact measurement, but I think you can't like, use light to see it because at that point light is too big. And depends how much radioactivity is liberated, but it can produce a lot of heat and make areas very toxic to life."
"Mmhm. Anyway, that's elementalists. Enchanters can make magical artefacts. They basically define the effect they want an object to have—and that's pretty much anything from a warm blanket to a golem, there are even legends of sapient golems—and pour mana into the object while going through the definition in their heads. They don't have a maximum amount of mana, it just continuously charges from the moment they're born, forever. Artefacts have a mana charge that runs down with time and needs to be periodically recharged."
"Yeah, any enchanter can recharge an artefact, and if if it runs out it just needs a new charge. There's a little problem here in that it's impossible sans metamancy to figure out that an object's an artefact and if an enchanter tries charging a nonmagical object thinking it's an artefact it will become one. Anything inanimate counts as an object; plants are more difficult but count, too; animals don't. Magical tattoos are totally a thing, people from Bezanab in particular like having those."
"More or less. Plant artefacts shed some mana when they produce seeds or what-have-you, and that mana is usually consumed before the new plants are grown enough to be of use. So, like, 'yes,' modulo an enchanter being willing to spend the necessary time and mana tending for multiple plants."
"Arcanism. They also have infinite mana, like enchanters, but they attach magic to symbols rather than objects or themselves. Words count as symbols, as well as gestures, or drawings or whatever—any action that conveys meaning. They also have to come up with a definition and when they've done that and attached it to a set of actions, whenever they perform those actions and have enough mana they will cast the spell no matter what. Spells are either instantaneous—like, I have one that makes me change biological sex—or temporary—a common one is a flight spell. When an arcanist attaches a spell to something it's stuck with that forever, so they should be careful with it. They can also create scrolls with spells they made, and other people can use those scrolls, but they're one use only, and are destroyed when they're used."
"They have to remember it normally, and if they forget it can happen that they cast a spell accidentally. There are various techniques developed to prevent that, and mana cost is also related to how short or common a string of symbols is. I'm not sure what kind of restriction you have in mind, but a priori no."
"Yeah, it's arbitrary, and there are no restrictions like that. When an arcanist chooses a symbol for a spell it only works for them, so an arcanist could attach flight to the word 'ground' and another to the word 'sea' and another to raising their hands up to the skies and singing half of a song. There is a way the specific symbols affect the spell, which is that symbols that are related in meaning to the spell make it cost less—if you attached the flight spell to the word 'flight' it'd cost less mana than to the word 'sky' which would cost less mana than to the word 'ground.'"
"Cool, I have sooo many questions that are bound to be very introductory. Does the arcanist need to know the language? Do multiple languages work? Can you get a sense of how much mana a spell costs before attaching it for good? Do the symbols change things other than the mana cost? Duration, precision, speed and that sort of thing?"
"They don't need to know the language, but it helps create a spell that makes sense and costs less. Multiple languages do work, and you get a sense for how much a spell costs when you finish attaching it to the incantation, not before. Symbols only change mana cost, everything else needs to be defined when inventing the spell."
"I don't have enough knowledge to distinguish that yet, I can just see that there's some magic on you that's not ambient magic and not like my world's. If I squint for a few minutes I might be able to figure out how many things you have, but any more detail than that would take a very long time."
"There are—" squint "—four things. Two of them are in you, two are sorta—around you. One of the first two is almost like a part of you, it's what you are. The other's sort of—attached? Like, it's in you, but in the same way your blood is in you, not like your bones and muscles and organs are."
"The ones around me... must be my protective wards. And I guess the augmentation is the one that I am because my biology runs on it. Not entirely sure about the last one, might be sorcery? I always assumed sorcery was a feature of reality, but..." he waves at the napkins, "reality is bigger than I expected."
"Yup. Combine humans with other humans - or members of the same species - and you get augmented versions, which are physically improved; I'm even stronger than I look and should live nearly four times longer than the average non-augmented human. Combining different species is possible but the result is usually sterile."
Shrug. "I wouldn't know how the multiverse compares but we managed to be fairly creative with it, we've had the equivalent of vaccines for thousands years and can treat if not cure several chronic illnesses. Not to mention better livestock and crops - I have trees that give this amazing amalgamated fruit."
"Sorcery is very versatile, but it's fueled by lifeforce, which is divided into five aspects: breath; stamina; wakefulness; health; youth. Sorcery is divided into sorcery gifts and sorcery rituals. You can have up to five gifts, each associated with an aspect of lifeforce, being fueled by it; you get them by expending lifeforce effort. Sorcery rituals use symbols, except each school of sorcery is an alphabet or language artificially created by spending about a decade's worth of youth in a ritual - the first sorcery school was likely the result of some sorcerer gift - individual schools have different strengths, but they always have the capacity to create new schools."
"I feel like saying they're like arcanist spell symbols externalized, but not quite? In a school there are series of rules to create magical effects. So in the Lor-ersian school of magic you can burn this herb and say these words to make your lifeforce power up a light spell, but in the Trimegistus school you have to write symbols with special inks to get the same effect. When someone makes a new school they can pick new rules, but the old school you used for the new school ritual influences the new one, your gifts influence it as well... Is that clear enough?"
"Creating a new school is a ritual - well, a series of rituals - the exact details aren't known to me, but you basically have to tell the magic that this or that thing is supposed to have this or that magical effect. There are at least 30 schools, probably no more than 50. Some schools are specialized, but the majority is generic enough to do anything that sorcery can do."
"Some schools spend more resources to do certain things. Or are less straightforward for certain magic effects. Anyone can do sorcery, but the term sorcerer is synonymous with people that have extra lifeforce and thus can do sorcery more easily and safely. Some people find that they have an easier time with sorcery rituals of a certain school because the rules are more intuitive or they learned that school first or maybe they live somewhere with a tradition in that school and they can borrow from the work of others instead of coming up with rituals themselves."
Katur guides her. It turns out one needs to know a minimal set of rules from a school before casting anything with it, even if they're going to use just a small part of the relevant rules. After that introductory work, they both cast a small freezing spell. Katur's water glass freezes.
Kaede's doesn't.
"You did. I don't think I said my full name. Katur Namazzo. These are the Vaesteri, Fernando, Felix and Thomas," he says poiting at the relevant siblings. "Kaede has interesting metamagic and we were talking about interesting interactions between the two systems. How did she find you so fast?"
"We were bringing you lunch," Felix explains raising the basket. Katur hugs him. Fernando is reading the napkins.
"You three have the same infectious thing he does and I got, probably the sorcery thing, except it's—deeper, somehow? Like his augmentation, and there's something extra there, too. And you have two other different things each, and I can't tell what they do at a glance but they're all distinct."
"It might be worth staying here for a few hours. We have three wards each, one mental, one anti-magic - those Katur also has - and one anti-injury ward that isn't worth casting on other people. My sorcery gifts are flight powered by stamina and a heat-absorbing touch powered by breath. Felix's gifts are superspeed powered by stamina and a small fire powered by breath. Thomas' are-"
"When you use one it spends the relevant lifeforce atribute. When a universe gets closer to Elsewhere, people in it spontaneously develop extra lifeforce which is then passed on to their descendants. Lifeforce is an energy that all living things have. And what would be a good idea at the time?"
"Well, it is magic fuel, but maybe you could only do... magic-fuel-youth, not keeps-one-young-youth? We could test that with another lifeforce aspect, youth is still distinct but if you can't restore someone's actual stamina or wakefulness that is a strong indicator that you can't do the same for youth."
Felix is glad to give the technical notes on his power. The sensation feels like this and that, and empowers these groups of effects at this rate and with this power.
(It is all very technically detailed guys, a lot of work was put into that explanation of how magic works.)
It takes less than ten minutes. This sorcery ritual is going to consume some of Kaede's wakefulness so Fernando gives her a cup of coffee or a bit of wakefulness, whichever she prefers. Then he guides her through the process of casting it.
The effect is very aesthetically different, but ultimately gives her a lot of detail of how magic works; she just needs to focus on a particular aspect and it reveals itself to her.
She feels rested and alert. Her mind perks up like she had a good night sleep, coffee and time to get fully awake and functional.
Magic fuel of sorcery is amenable to squinting, she can definitely see the structures that Felix explained earlier and can easily intuit the other aspects of lifeforce and how they could fuel magic. She can even tell that the four of them have more lifeforce than normal and there is a texture difference. The triplets' lifeforce looks... Folded on itself and Katur's looks segmented somehow.
Then the spell is working properly! The "folded" and "segmented" lifeforces are to be expected, being a result of augmentation, and mean that while Katur has a lot of lifeforce he wouldn't be as good as magic as someone less augmented. The triplets are actually at a ridiculously optimal spot where sorcery and partial-augmentation give them a lot of power to work with.
"Yeah. I'm—pretty sure I can manipulate it, but understanding is necessary for me to know what I'm doing, at least without destroying anything. Think of it like learning to speak a very personal language that belongs to you, personally, so that I can read the book that is your magic and then write on it and rearrange it."
"About twenty one seconds. Lasting more than twice the time when he goes at five hundred at least. Before you ask: going at two hundred lasts a minute; one hundred lasts two and a half minutes; fifty lasts nearly six minutes and a half. And Felix can keep up at ten for one and a half hours." He clearly memorized these numbers.
"Oh? I think I completely forgot to explain that. Or Elsewhere in general, I will start with that. Elsewhere isn't a regular world... it isn't a planet, a large spherical rock; instead it is a a floating plane of rock a few miles thick. The atmosphere, light and gravity are all handled by magic. The dead city infection was the result of a serious magical mistake; it corrupts the ambient magic and passively drains life, replacing any terrain with a city made of stone that can't sustain life."
A second still feels the same, she isn't going to mistake it for a longer time period, but it is like there is more to a second than there was before, she can act and think more during that time period and fractions of that second are more distinct. This effect scales up as she uses more and more stamina to get faster.
Yes. In what ways does she want to manipulate it besides conversion and transfer? She can probably "smooth" over Katur's lifeforce so it stops being segmented. The five lifeforce aspects have different strenghts and capabilities, besides the relevant things they represent: breath is good for stuff that can perform automatic reactions; stamina is good for the physical and direct; wakefulness is good for mental and sensory things; health is good for the biological and complex; youth is good at resisting things and having a lasting effect. None of these associations are absolute, the superspeed is stamina-based but affects her mentally just fine.
Here is Earth 101. Not the worst place one could live in, definitely needs improvement. The triplets were born in the country of Brazil and then the family moved to the United States, so they have an interesting view of both countries and their histories. Here are also the most recent technological developments. Earth is the most technologically and industrially advanced world among the ones connected to Elsewhere. One given reason why Earth should be kept in the dark about the other worlds is the fear that it could conquer those places.
"Basically, when Elsewhere annexed Earth and new sorcerers from Earth started to show up in Elsewhere, the only option was to either stay or be returned to a completely random location on Earth. Most didn't pick the second option. And by the time Earth invented global transportation, the period during which new sorcerers show up was over."
"No, but it comes in something like stages, and once the annexation is complete new sorcerers without sorcerer ancestors don't pop up randomly anymore. Or if they still show up, it's pretty rare. In Earth's case most Earth-originated sorcerers found Elsewhere and then stayed because they lacked better options."
"Our grandparents are so intense about parenting that their eldest decided to take his own life," Thomas says lightly, albeit there is definitely an edge of something else there. "And our parents decided to flee to a different universe without knowing things like, the local language. And that is how screwed up the proud Vaesteri family is."
"Your honesty and ability to notice the glaringly terrible is appreciated. Anyway, Elan... it has eight continents, most countries are democracies or monarchies that are on their bloody way to becomig democracies. The situation with the augmented varies around the world, some places have been ruled by them but in others they are the slaves..."
And then they delve into the specifics. Most cultures have accepted Synth as a useful tool one way or another. Basically only the people in this isolated but thriving peninsula still have a civilization that shuns it. Some religions view it as a divine tool that can only used by the "holy", or having Synth makes you holy, royalty, or a combination of both.
But closer to heart there are the continents of Lor-ersi and Gi-ersi. Lor-ersi was mainly populated by the Govis people, divided between the non-augmented lower class Govite and the fully-augmented ruling class Govad. Partially augmented outcasts don't really belong to either group. But other groups called the continent home, including the Daliath nomads, who followed the Daliad faith and accepted partial-augments and other outcasts. Soon the faith became synonymous with partial-augments and persecuted by both Govis classes.
And that persecution was terrible, there was a point when Daliath's were seen as worth next to nothing, useful as heavy workers for the Govad and hated by the Govite. During the peak of the persecution the Daliath would either live away from civilization or be owned as slaves. History books would often say that during that time period the safest and most comfortable life a Daliath could hope for would be as part of a harem owned by a Govad noble. This is only a partially biased way to present the situation, mostly because the situation was really dire.
Then Elsewhere started to annex Elan, which caused people to become sorcerers all around the world, with partial-augments being better sorcerers than non-augments or full-augments.
(Fun fact: one way to get sorcery gifts is by putting your lifeforce under a lot of stress, such as various forms of torture and physical exhaustion. It's unreliable and unlikely but many Daliath got their gifts this way.)
A group of sorcerers found Elsewhere, then each other, and managed to uncover the secrets of ritual sorcery, finally managing to open a portal that landed near a Daliath settlement. Since some of the group were Daliath themselves they decided to help the local Daliath population, leading to a revolt and the destruction of the Govad's kingdoms. Lor-ersi not only never recovered, but finds itself too fragmented to recover its former glory, divided between Govad and Govite, who segregate themselves to the point that you can find neighboring towns that have population from one group but not the other. The remaining Daliath population was still hated by them, so most of them emigrated to the Gi-ersi continent, braving through the dangerous mountains and navigating the stormy ocean that they couldn't cross before having magic and pillaged resources.
While Gi-ersi was populated, the natives were so few and the Daliath bounty was so generous that they managed to pacifically co-exist [citation needed] and the Daliath built their own thriving cities, such as Milirevi, where the triplets' grandparents live, but that may stray too close to the forbidden topic.
Fernando and Thomas shrug. Katur and Felix do a sort of uncomfortable shrug gesture.
"Milirevi is one of the most important cities in the world," Fernando continues like a sort of consensus was reached. "My family didn't found it, but have been their patrons since day one. Recently the Vaesteri have been dealing with politics indirectly, so they could be neutral enough to tug whoever is in power, which is more complicated than one might expect. It's the biggest connection to Lor-ersi and due to some complicated historical happenings, it houses a large group of Govis population and the politicians' decided to 'solve'-" Fernando makes air quotes then realizes Kaede wouldn't understand, "sorry, that gesture is meant to convey extreme sarcasm. So the politicians incredibly stupid solution to the ethnic-related attrition on Milirevi and nearby cities was a complicated system of segregated districts, the basic rule being that someone could only own property or sleep in their assigned district but had otherwise freedom of movement."
"There was a series of natural disasters, Milirevi needed to rebuild itself, the Govis needed a place to go because of the disasters and being kicked by other Govis during a invasion. Anyway, the policy wasn't completely abolished yet, Milirevi is mostly neutral areas but not completely and the segregation has shift from being ethnically based to more class based."
Katur continues the history. The most notable points were three wars that erupted around the world. Elsewhere was only a little affected because "destroy the portals" was one of the key practices of the first war and due to the nature of the portals (you can't really pick where they land, only try randomly until you get something useful). During the third war Elsewhere completely closed itself off from Elan well in advance. During this time Earth - which was already annexed to Elsewhere at this point and was regarded as somewhat backwater - managed to go through the industrial revolution, which prompted the interested of an enclave of Elsewhere-based groups. This enclave managed to hold nearly-exclusive monopoly on the transportation between worlds; specifically, the transport of Earth's industrialized products to Elan.
"Portal-making isn't an absolute secret, but it is a well-guarded one, enough that most people that have it will have economic incentives to keep it a secret. There are smugglers though, my family for example. Portal-making is lifeforce intensive too and the other end of the portal is pretty much random, so it isn't something that you can do trivially."
"Mmmine, right. So there are four types of mage, and with one potentially huge exception, all magic in my world was produced by one, and none of it can have permanent effects. People are born a certain kind, and mine cannot produce any magic natively, but we can see and manipulate all sorts of magic. Also there's a religious taboo about it and if anyone in the theocracy that is my world discovers you doing metamancy you are excommunicated and executed."
"It's pretty much the only religion. There might've been others, but not for hundreds of years. Or, I guess it's a religion template—there are local variants with minor gods and saints here and there. It's just, everyone agrees that there are the four main gods, one for each kind of mage, and the metamancer one is evil." She shrugs. "I'm not sure how they'd react. They might conclude other worlds have other gods and therefore work differently—there certainly are enough economic incentives for this, here."
"That might nnnnot be that easy. The cultural taboo is really strong, and there were some wars in the past where a single metamancer was a match for an army. A lot of history was lost, then, and because of the taboo. Now my continent has exactly three countries, except they're pretty much the same political unit."
"I think it's because it can do large-scale stuff that our magic can't and that's always been by default what metamancers can do. Starting with your limitations might help, like, what you can't in fact do—or with ours, like, your magic can do permanent effects, right? Ours can't, so that's obviously not a metamancer thing and not automatically bad."
"Oh, that," she says, waving a hand dismissively. Up one, two, three stories, then a hallway of rooms numbered in completely random ways, and then their room, number 34621 (right next to rooms number 301239271 and 37). She opens the door to reveal a fairly large room with one huge bed and a bookshelf with a bunch of ancient books in various styles. "Oh my what an oversight, it looks like the room has only one bed."
(Click here to skip the explicit content.)
She puts a finger on her lips, then points at Katur. "Him. For starters."