A crossover fantasy series about a group of 64 young adults from a wide array of settings who wake up in a sapient, magical library-slash-academy and are trapped there. The characters each bring some form of magic or powers from their respective worlds. They are tasked with surviving for four years so they can "graduate" and return to their respective worlds with new and more powerful magic. The academy itself is hostile, and produces a variety of threats both environmental and active each year. However, the primary challenge is the end-of-year exams, which test the students on magical knowledge (in particular, each other's magic systems,) and which pass only the top 50% of the class each year; the bottom half are turned into books by the library. Dead students are treated as having gotten a score of 0, so students are incentivized to kill each other to increase their chances of passing each exam. The magics brought by the various characters are not at all balanced against each other, and the characters also vary greatly in competence, but beyond these factors, it is difficult to tell which characters will die or fail and which will survive; some characters get more screentime than others but there are no clear primary protagonists. A fair amount of sex is implied but it occurs offscreen, and pairbonding is not a focus; everyone is too busy not dying. Death-school-magic-system-analysis-many-setting-crossover-fantasy is a popular enough combination of tropes to constitute its own genre. This series is an exemplar due to the variety of novel magic-and-power-classification systems studied and invented by the characters, a few of which are groundbreaking by Auderan standards and many of which are refinements of popular classification systems, and which have since entered common usage. The settings and characters involved are not actually from other works; the team of authors who worked on this series took great pride in its originality and scope, and there's a perceptible aesthetic that holds across the diverse settings. There are numerous appendices expounding on the settings and their magic systems. At the end of each novel, this information is included for all of the characters who have died, to minimize spoilers in the intended reading experience.
An AU series of the aforementioned death school books where the characters attend a much kinder multiversal institution which lets them gradually learn each other's magics, including many of the noncontagious ones, and after graduation releases them be free to uplift their worlds in exchange for contributing original research. There are still some stakes, as it is possible for a student to drop out early with insufficient magic to solve all the problems they want to solve at home and no ability to visit their friends, but there's much more breathing room for love and pairbonding. In particular, several fan favorites who died early in the original series get a lot more development, and a prominent pair who led opposing factions in the later books of the original end up pairbonded. A lot of the words are straightforwardly indulgent descriptions of precious precious characters bantering and flirting and being happy together and having fun together and making each other happy like they clearly deserve. However, there is still no explicit description of anything more intense than cuddling despite their sex lives not being implied to be dead offscreen. Also, despite all the sunshine and roses, a few of the students are still egregiously terrible people, and prominent plot in the second book involves a faction of students conspiring to sabotage their experimental results so that they drop out early instead of gaining enough power to take over their homeworlds. There's a lot more tangled-up mixing of magics, analysis of their interactions in edge cases, and characters using multiple magic systems together than in the original series. Many details of magic systems previously relegated to appendices are instead discovered organically through diligent experimentation. Due to the greater focus on magical academics, characters helping each other succeed despite severe executive dysfunction is a prominent theme. The series culminates in the fourth year with a few students designing a communicable near-omnipotent powerset by jailbreaking a few key magics with other magic systems that are able to bypass their limitations. The graduating class adopts this powerset and is implied to have an easy time uplifting their own worlds, while the characters who dropped out with less power are left as further spinoff-bait.
A selection of the most popular erotic fanfiction of these series. Fanfiction set in the first version of the death school tends to have sadistic-exploitation, rapey, desperate-comfort, and desperate-indifferent sex. There is little in the way of explicit consent. Fanfiction set in the AU version tends to have more comfy sex, and a few characters ask for consent explicitly before their first time together, if not thereafter. There is also some crossover fanfiction between the universes which tends to take one of two forms: either a more amoral and hostile character from the original series defiles an innocent cozy character from the AU, or a powerful, kind, and safe character from the AU rescues a character from the original series and helps them learn to feel good and be happy during sex again. The sex tends to occur without any preamble, often while one participant is working on something else, or with a focus on the pleasure of only one participant. There is also a lot of casual groping. In some cases the characters in question are alts of the same character. In none of the fanfiction sent over does a character who is pairbonded in either series have sex with someone other than their partner.
A fantasy novel about a young wizard who steals a fallen star and embarks on a journey to return it to the sky. The protagonist is targeted by the setting's magocracy, who want to get the star back and exploit it for its magical properties. The protagonist's primary character traits are his curiosity, impulsiveness, and creativity. The star is sapient, and is depicted as naive, intelligent, alien, and adorable. The deuteragonist is a girl who has run away from a family of genetically modified mercenaries with superhuman physical abilities but drastically shortened lifespans. She joins the protagonist and the star on their journey and lends them her acute tactical intellect, her abilities in combat, and her well-honed paranoia. The deuteragonist never expresses vulnerability in an obvious way, but there is a lot of adorable cuddling and casual handholding. The featured magic system centers around sacrificing knowledge to evoke magical effects: to perform magic, a wizard focus on some area of their understanding of the world and figuratively "burns" it to power the effect. Efficiency of knowledge use scales with specificity, accuracy, and relevance of the knowledge used. Overdrawing on knowledge is easy and potentially disastrous, as it can not only undo years of study, but in extreme cases erase fundamental intuitions about the world that can't be easily relearned, such as a wizard's instinctive understanding of heat or gravity. This is played for horror, and depicted as one of the most awful things that can happen to a person ever. A central element of the setting is that anyone at all with significant scientific knowledge can perform magic, potentially to great destructive effect, and so the magocracy has outlawed literacy and study of the natural world among the populace. The novel ends with somewhat abruptly with the main characters overthrowing the magocracy. The characters dealing with the resulting chaos, implementing a better way to deal with the dangers of magic, studying sufficient astrophysics to return the star to the sky, and studying sufficient biology to save the deuteragonist from dying in her 30s is implied to be the plot of one or more sequels. This novel is notable for having been written by a particularly young author, whose style is a bit unrefined in a way that many Auderan readers find refreshing. It's also an example of a work with less heavy magicbuilding.
A series of relatively short novels about magical girls whose powers each revolve around conjuring and manipulating some class of ordinary manufactured objects, and who must fight monsters that appear in extradimensional fake nightmares to survive. The protagonist's powers are themed around measuring instruments. Her conjures aren't very scary in combat, but each magical girl has a mental power as well, and hers is highly potent: anything she can perceive with her senses, she can perceive with absolute precision, and she can also move her body with perfect precision and imagine distances and motion in space with precision. Early in the story, she is mentored by a magical girl who can conjure springs in arbitrary states of compression or tension. Before meeting the main character, she had been acting conservatively and laying low, but she takes on more monster fights to support the protagonist, as magical girls depend on dream marbles dropped by the monsters for sustenance. In the third chapter of the first book, she dies, and this spurs the main character on to be more self-reliant and agentic despite her offensively weak powers. Besides the necessary conflict with the nightmare monsters, there is a lot of conflict and combat between magical girls over hunting territory and the limited supply of dream marbles. There are around 20 magical girls who are introduced at various points with interesting powers. The most prominent characters besides the protagonist are a sadistic cleaning supplies-themed magical girl who fights with devastating gases and corrosive industrial cleaning agents, a happy-go-lucky balloon-themed magical girl who can conjure arbitrarily pressurized balloons which create pressure explosions, and a recordings-themed magical girl who acts as a mastermind and foil to the protagonist due to her similarly potent mental power. The second book revolves around a conflict with the sadistic cleaning supplies girl, and by the end the protagonist wins her over by outsmarting her in their cat-and-mouse game and begins to pairbond-date her. The third book revolves around the two of them taking care of and training the balloon-themed magical girl, whose power initially appears useless; there are clear parallels with the beginning of the first book. The fourth book is implied to escalate the conflict between the protagonist's party and the recordings girl mastermind, who has been exploiting other magical girls for dream marbles, but it hasn't been released yet.
A fantasy tabletop RPG that's widely popular on Auder. Much of its appeal among Auderans comes from its organic exploitability and imperfect balance: the first version was written by a bright, extremely passionate 12-year-old, and the currently most popular version uses the same mechanics but has been edited by an adult to resolve ambiguities and patch only the most gamebreaking exploits. There are three core books, but a few other books have been officially released with additional player options, spells, and monsters. Currently there are around 500 spells total. The game uses a character archetype system as is common among such RPGs, with archetypes for studied-wizards, innate-sorcerers, pacted-diabolists, inspiring-paladins, practiced-spellblades, minstrel-enchanters, naturalist-biomancers, and inventor-artificers, as well as numerous subarchetypes, playable species, and other character options.
A series of setting books for the aforementioned TTRPG, written by adult professional bottom-up worldbuilding specialists based on the mechanics of the magic in the game. They depict a setting that is modern and globalized despite a low technology level and a low percentage of the population using magic. The setting achieves this by leveraging magic intended by the original designer to be dungeoneeringmagic, dungeoncrafting magic, and adventuringmagic as potent economicmagic. For example: city-states in the setting use a spell which enchants objects to repeat recorded messages in response to a trigger for computation and long-distance communication; trade guilds use an extradimensional storage item, an extradimensional-mansion-creating spell, and a party-teleportation spell in combination to move massive quantities of goods and people between cities; and the construction industry uses a dispellable stone-to-mud spell intended to be used as crowd control in dungeons as magical concrete. There are hundreds of little tidbits about uses of magic that influence the world's industries, geopolitics, and cultures. It's extremely popular for the sheer number of things that are used in ways due to the diligently bottom-up worldbuilding, which lends the setting a feeling of interconnectedness and not-easily-compressible detail that some Auderans compare to the wonder of the modern world.