Ow.
Ow ow ow ow ow.
Ow?
Fuck.
The ghost snakes settle down after a minute. The sense advertising flatness also advertises that she is now wrapped in artistic loops of thorny vines, with huge soft petals stretched between them to make a sort of swimsuit. Her other remaining senses corroborate. The vines are chilly, the petals pleasantly cool. There is a spiral of vine around her left wrist that ends in a single bloom, perched corsage-like just above the back of her hand.
And off in the distance, in the direction she's crawling, there is - fire?
So flat. The flattest.
The fire is being produced by a - creature. The creature has four legs and two wings and a long neck and a long tail and in general strongly resembles the sort of thing you would think of if someone said 'dragon', even before you get to the part about the breathing of fire.
"- one or more of the artifacts have struck me blind and deaf, I can hear words but not anything else so I think that's whatever's giving me the ability to speak your language overriding the being deaf. Maybe if I'm lucky I can also read. I have a - replacement sense - might be from the same artifact or a different one - but I wasn't sure how accurate it was."
And he makes a gesture with his other hand and says something unintelligible and then they are in a different place. It is not nearly so flat here, and there are plants and an occasional tree within her range, and directly in front of them is a cozy little house. He lets go of her hand.
"I'm counting by drawbacks - I am too hot and too cold, which is I think better than only one of those things? Those are probably separate. I'm blind and deaf which might be separate or not - I can hear you anyway but nothing that isn't talking - I showed up here, that's one. And there's a psychological effect. And I might be missing some."
"Elcenia has enough sapient species that I'm not confident I can list them all off the top of my head - humans dragons elves dwarves halflings merfolk pixies sprites - and varieties of magic likewise, although there's fewer. Wizardry and witchcraft are the most commonly practiced, and dragonishes have magic of our own, and then there are mages and lights and sorcerers which are all inborn magical gifts, and merfolk have some merfolk-only stuff. Oh, and wolfriders, those exist and arguably are or have magic."
Mial does not indicate having noticed any pinkness.
"I can speak any language I've heard of, plus Draconic which is only available to dragonishes, it's notorious for thwarting every translation spell that's been tried. I can assume forms other than my natural one and shift into them and back at will," he turns into a little silver-accented merlin and then back into a little silver-eyed human, "and my natural form can breathe fire, and my name is a magical property I have, and I'm a blue-group so I have ten form slots instead of five and can assume hybrid forms. Black-group dragonishes have enhanced senses, red group's thing is fire, white group's thing is flying, violet group is aquatic, green group are empaths. —You basically won't find anyone outside my house using the term 'dragonish', mostly people just talk about dragons and either don't know shrens exist or wish they didn't, but shrens are by any sane standard a variety of dragon and I am one."
"Well. Shrenhood is a contagious condition which some dragons hatch with. It makes us unable to fly in our natural forms, and a lesser-known property of dragonishes is that if we spend too long of a solid interval not flying under our own power, we experience esu, which starts out as lethargy and progresses through increasing amounts of pain until we reset the timer by flying. Dragonishes age ten times slower than humans and can't shift until we're about twenty. Being a baby shren is not fun."
"Sorry. I'm fine, honestly, I cope unusually well for a shren. Anyway, the other thing is that Draconic is a magical language and for the most part it is very convenient about providing words with the exact connotations the speaker wants to use, but on the subject of shrens in particular it is emphatically opinionated, specifically to the tune that we definitely aren't dragons, cannot reasonably be categorized alongside dragons in any sense more narrow than 'they are both kinds of sapient being' and sort of dubiously even then, and are inherently horrible and disgusting and shouldn't exist." Pause. "I cope better than average with that too."
"Well. All right. Anyway, continuing the magic comparison - I am also a wizard, which means I can do wizardry, that's how I teleported you here. Doing wizardry consists of making power pull gestures corresponding to the magnitude of a particular spell's cost while saying the name of the spell and mentally specifying any intentional components it has, and then the spell happens. Spells are inventable, it just takes fully specifying the spell and then naming it something that doesn't already refer to another spell. And spell costs draw on a thing called channeling capacity which varies in magnitude from person to person - you probably don't have one, not being from Elcenia - and if you cast something that costs more than half your CC it hurts and if you cast something that costs your entire CC or more you die."
"Artifacts are created when someone dies and their favorite thing turns into one. This happens pretty rarely and is usually undesirable - you don't want to surprise your loved ones with an artifact - but also the artifacts are based in weird ways on traits of the person. Like, say the thing where I'm blind is paired with the replacement sense, the thing might have belonged to a blind person - or it might have belonged to someone who studied X-rays, or it might have belonged to someone who trained seeing-eye dogs, or something like that, but it's not going to have belonged to someone with nothing to do with the traits of the artifact. I wanted to see if there was anything to be learned about who leaves artifacts and how their traits are imprinted into them."
"That sounds immensely useful. I don't know of a way to give someone a CC who doesn't have one already but you could try learning witchcraft if you liked, nothing horrible happens if you fail to do witchcraft properly except that you have a bunch of haphazardly combined ingredients instead of a potion."
"Humans have more size variation than natural-formed dragonishes, but I probably wouldn't have been twice this tall without the potion, dragonish assumed forms don't tend toward extremes. It is occasionally inconvenient to be this short but I don't really mind it. Even comes in handy once in a while."
"Equivalent of a human eight-year-old, yeah. I was an enormously precocious and consequently an enormously frustrated child - age restrictions work on an equivalency basis and I did not take well to the fact that I had been around for longer than some species' entire lifespans and still wasn't allowed to do hardly anything interesting. So I flew the qualifier for the junior league of Scoot Lively and came in third and they didn't kick me out when I took my helmet off and I've been racing ever since. —I suppose without wizardry you wouldn't have scoots; they're magical flying vehicles."
"It's been decades since I picked up a book on this but to my recollection one of the major hurdles is specifying a world - like, it's possible to do 'random' but that's hardly a guarantee of good results - and spell invention is a decidedly nontrivial effort and interworld stuff tends to be high-cost, which means most people either can't safely cast it or don't really want to. I think I entertained an idle thought of establishing interworld contact but the only relevant spell I could get my hands on at the time was 'summon a random person from a random world with no warning', which has, uh, obvious ethical issues."
"So dragonish group-specific magic comes in amounts. There's the normal tier, and then a more powerful tier called 'unusuals' because they're unusual, and a yet more powerful tier called 'uniques' because there is approximately one of them at a time and sometimes not even that. Unique green-groups, of which there is currently one, have nearly arbitrary mind magic."
"Little bit. By all accounts she's as nice a wielder of terrifyingly powerful mind magic as you could ask for. Although if I'd been consulted I think I would've preferred that she not be a dragon since dragons can get really unreasonable about shrens. Still, I can just keep out of her way, she's demonstrably not going around wiping us from existence."
"I'm a wizard but not employed as such; scoot racing brings in some respectable prize money when you're as good at it as I am. I was on the bottom of the world incinerating newspapers because I do that sometimes when they contain letters to the editor from unreasonable dragons complaining that they published an article about me."
"Isn't it just? —And I needed to be on the bottom of the world to do that because the vector of shren contagion is 'a dragon and a shren being within two hundred feet of each other while both in natural form', so it's kind of unconscionable to assume my natural form anywhere that might conceivably put me within two hundred feet of an unwarned dragon."
"Oh. Uh."
...he hesitates.
"...if you, uh, preferred not to be encumbered by those side effects, it's possible the unique green-group could help, although I don't know how open she is to doing favours for strangers and I'd want to know more about her before I'd be fully comfortable recommending that anyone ask her for that kind of help."
"I'm - I don't know. I know you said that you showing up out of nowhere with a pile of magical problems does not confer any obligations on me, but - what I want is... for all this to turn out well for you. And I don't know how to accomplish that but leveraging your rearranged priorities to get you to go re-rearrange your priorities doesn't seem like the right response."
"I'm - in general very averse to mind-reading or mind-alteration. I would have been scared to pieces of whatever artifact did this. But I don't think reversal is straightforward, I think I might wind up with memories I couldn't make sense of or - rebuilt instead of reverted priorities - and that's only better if there's an approximately practical advantage associated."
"I'm, uh, not in a position to make guarantees, it's kind of a high-pressure situation and I have not had the time to get to know you all that well - but I definitely haven't seen anything disqualifying. And I'm a hundred seventy, it wouldn't be insane to date a human at this age. A few decades ago would've been a problem."
"Yeah, that's what I was thinking. A lot of them end up pretty thoroughly addicted to their pain potions by the time they learn to shift, and this is considered a good trade, I can imagine drawbacks that I'd hesitate to inflict on a kid even under the circumstances but anything that's just inconvenient as opposed to debilitating..."
"That's, uh, sort of convenient, I guess. I'm sure we've got some hofis in the house, neither of my parents is a shren so when they get headaches they notice... let's see if I can dig it up."
He proceeds into the kitchen and tries two cupboards before locating a neatly labelled vial.
"Pain in general is - just sort of not attention-getting the way it is for most people. I have good enough body awareness that I don't have to go to the light every week in case I broke a bone without noticing, but I still try to go once a month if I remember, just in case I missed something. —Lights are one of those inborn magic types, they're healers, they make a little glowy ball of, uh, light, and if you touch it you are healed."
"Lights don't work on lights! It's kind of stupid! Mage activation - could be worse, I think if mages were born with their powers the world would look a lot different in that more of it would have been destroyed by baby mages, but yeah, it's not great. The power costs of wizardry aren't too bad except for the part where overreaching kills you - the actual relationship of power cost to spell effect seems mostly reasonable, although that might just be because I grew up with it."
"Mages are really powerful. Small child mages are rare because small children are not often in a position to die in fire-, water-, earth-, or air-related accidents, but when they happen they tend to be kind of destructive and I'm sure some of that is a reaction to the trauma of activation but also I would not want to live near a baby who was capable of causing localized earthquakes and hadn't yet learned why that's a bad idea."
He drags out his old boxes of notes and meticulously reads through the indexes on the lids until he comes up with the chart, which spans several pages and neatly lays out the names, costs, and effects of a wide range of wizard spells, grouped into categories by the type of effect and with symbols marking each spell as belonging to one or more technical categories she won't have heard of.
"I like how spell design works, but I'd make it a lot harder to accidentally harm yourself casting them - if you try one that's too big you die, I think I mentioned that, and if you mess up the casting process by gesturing imprecisely or slurring an incantation or breaking off in the middle the spell backfires and you end up with a faceful of soot - I really don't see the point in that and would not at all have included those features in a system I was designing from scratch. I'd probably make it more modular and extensible, too, let people install a spell somewhere and then change its parameters or add or remove pieces without having to redo the whole thing, let people build things collaboratively more than wizardry allows for. The thing where one caster can only have one instance of any given static spell active at a time is tidy but it's not very convenient, I'd probably have done something different there too, change the casting process around so casting-reversal pairs can be disambiguated some other way. I do like how you can draw out spell diagrams to keep track of more options than you can fit in your head at once, if anything I think I would've made that a more central part of spellcasting. And this is all assuming I was inventing wizardry, I really don't know what I'd do if I was designing an entire world's magic system from scratch but it might not end up looking very much like Elcenia at all..."
"I think I'd say it stops being wizardry when the thing you're doing when you do magic is no longer 'casting discrete spells using a clearly defined set of actions'. But somebody else might generalize the idea differently. And now of course I'm thinking about how I'd design an entire world's magic system, especially now that I have another world to compare. Are there particular advantages to spherical planets that I'm not thinking of? I'd be inclined to polygons by default, but if spheres work out better somehow..."
"That makes rather more sense. Yeah, okay, I don't know of a meta-rule like that governing the origin and placement of planets. And there aren't parts with vacuum, there's just more air. So your way seems tidier but not necessarily more convenient for the residents, at least not if the residents can fly. I imagine it would be an unpleasant surprise to be on your way up and then suddenly whoops no more breathing for you."
"Maybe it burns the air that's near it but the air near that burns somewhat less of its neighbouring air and so forth and then eventually the outlying bits aren't on fire anymore and you have the edge of the sun. I have no idea if that's what's happening, it just seemed vaguely plausible."
"The practical and ethical difficulties remain but maybe I'll sink the time into inventing a random transworld scry with some reasonably sensible targeting constraint - 'wide-angle view of a population center' or something. There's probably a good reason why those aren't already in widespread use but I bet it is a circumventable reason."
"I wasn't technically circumventing anything by getting my wizard certification in my early sixties, but they really don't expect kids at that equivalency to go to the first wizardry school that will take them and then spend the next several years doing almost nothing but study magic and pass tier tests. I haven't looked up if I was the youngest person in history to get the credential, but I might've been."
"It is tidy. And I get the sense it's better-understood than the Elcenian scheme, which seems like it'd be important once you start tweaking things from the extant version. I'd hate to say 'planets should be arranged in a predictable grid relative to one another' and then find out that that's the condition under which the fire of the suns consumes all the air in the universe. And designing your own functionality-of-a-world from scratch would involve making a lot of explicit decisions about edge cases. For example, if I went that route, I would be sure to note that there are no conditions under which the fire of the suns consumes all the air in the universe."
"It does pretty good variety and it's not use-limited, as many people can touch an artifact as the owner cares to allow and it'll still work. You can change artifacts, too, weaken the drawback or improve the advantage, it just takes a long time and you have to be touching it to do it, I'd want to soup that up if I went with artifacts at all. I'd want it reversible."
"Yeah, 'made by live people on purpose' sounds more the thing - what I like about wizardry is that I can think to myself 'I want a spell that achieves this end', and then poke around and see if somebody's already done the work for me and if they haven't I can do it myself, and the end result is a spell that does the thing I wanted unless the thing I wanted was impossible. Or just impossible to fit in my CC. Altering existing artifacts doesn't sound like it has this property, or at least not very conveniently, but creating new ones does."
"In the meantime, hmm - are there any artifacts whose drawback takes the form of a physical injury that could be subsequently trivially healed by a light - or pain, that could be totally ignored by a shren - I'm trying to figure out where the low-hanging fruit are on the interaction between these worlds. Hmm, if I get a transworld scry with the right kind of targeting parameters or an analysis attached or both, that could be helpful in finding or identifying artifacts, but there's kind of too much dev time involved to call that a low-hanging fruit. That fruit is upwards of the middle of the tree."
"Yes, although the university doesn't have one. There's a wheelchair in a country overseas from mine that does flight and - maybe that's the one where you can't heal from injuries but I might be mixing it up with another one, it could also be the one where you can't eat plants."
"And there might be spells or potions that could help with some things but I don't know offhand if potions work outside Elcenia, and my recollection of interworld theory is that wizardry definitely doesn't, you have to cast everything here and if spells leave they break. Not sure what would happen if the spell was designed to be cast in Elcenia to affect things in other worlds, without being strictly a summon or a send, but that's definitely a top-of-the-tree problem, I'd have to inhale all the literature on interworld theory before I even started thinking about designing something. Who am I kidding, I'm going to inhale all the literature on interworld theory anyway."
He grins at her.
"And we've got decent leverage on this end because my father works for the government of Esmaar, he's a - what's the phrase again - he solves miscellaneous problems that no one else can get a grip on - National Applied Policy Authority, that's it. Sort of the perfect thing for this occasion. Is there an equivalent on your end?"
"Eh, I don't know, governmental. I'm pretty sure I don't still have a civics textbook lying around or I'd point you at it. There are appointed representatives who can be got rid of via referendum and you need to have some form of magic to be one and the country's demilitarized because what with the emphasis on magic our wards are sufficient to put a stop to any attempted invasion."
"Well, most people don't want to be literally incapable of lying even in their personal lives so the selection isn't great, and they can't keep state secrets effectively in the hands of the politicians - if one of those politicians even just refuses to answer a question you know something's up - so they have some appointed positions for people to know secrets in but then those people can just tell the politicians 'it's important, I can't tell you why, do this', pretty much on their own recognizance... and the reason they do this is they had a lot of preexisting problems with corruption and it turns out some people are good at being corrupt even without telling any lies..."
"I don't know how many is 'a lot' - let's see, there's the six merfolk nations, six countries on Espaal, Mryne and Pleia and Nirlan and I guess wolfrider territory on Nanela, Mekand being its own thing, Dragon Island sort of arguably a polity, eight nations of the tropics, and then, uh, some number of countries on Anaist - something in the vicinity of twenty? I think it's nineteen. Which adds up to - forty-five or so?"
"Ah. Flight plans seem like they'd be a bit much for every little jaunt, and maintaining strict territorial boundaries in the air seems like it'd be a hassle, but there are rules about which altitude bands a particular vehicle belongs in and if you get in any trouble short of a catastrophic crash you can always land. And it's increasingly hard to crash catastrophically these days, the safety features keep improving."