Quest Failed: The First Time's Always the Hardest
So the system is real. The whole sequence of events on the festival day was probably real too. What's even happening?
Failing the quest probably confirms that he died, but if he died, how exactly is he back home. He reopens the quest to see if rereading it will tell him more or jog his memory.
The First Time's Always the Hardest (Failed)
Trouble is coming to Eriksmont. Will you meet it when it does?
Objective: Survive for a year and a day.
Success: +5 Might XP. Unlock status: New Game Plus. ???
Failure: An important lesson. Unlock status: New Game Plus. Return to start point.
Bonus Objective 1 (Failed): Jennifer is still alive after a year and a day. ???
Bonus Objective 2 (Failed): At least a thousand of the people of Eriksmont are still alive after a year and a day.
Well that's his somewhat wild suspicion confirmed. The good news is that Jen is alive again. The bad news is that unless he figures something out she'll die again tonoght and he will too.
He should go talk to her about this.
Before that though... he picks up a small notebook and tries something.
"Store."
He does check just to confirm the name of the item for the retrieval command. The he goes to talk to Jen.
He's already had this conversation once and he doesn't want to have it all over again. Still there's things he needs to explain. He tells her about the strange blue boxes and demonstrates retrieving and storing his notebook. He also recounts what he can remember of the box describing his choice and how he's on the path to being a named. And then he explains how he died and returned.
It's a lot for Jen to take in, she almost interrupts several times but she knows that look, more from the mirror than from Alex but she knows it. He needs to get it all out.
Once he finally does, she takes a moment to contemplate it all. "Do you have any idea how many chances you get? Surely, not even the gods could loop time forever."
"I hadn't thought that far. I don't think there's any way for me to know though. I would expect it's a high number, but then I expected that the quest saying I had to survive for a year and a day meant that I probably wouldn't die today.
"I don't really know what to expect. I think if I had survived for that year and a day, I would still be back here but there isn't any way to be sure except surviving that long."
"I'm not really sure I know how to do that yet. Unless I learn a lot more about magic really fast, I don't think I can stop that woman. So either I need help from someone else, or we need to flee. Or both. I don't think just fleeing will work, if I'm truly on the path to being a named the narrative won't just let me run but it might be enough to survive for more than a day."
Jen nods slowly. "Such a heavy burden you've accepted. I can't say I like the idea of running again and this time with no planned destination but perhaps it's our only choice. Then again... if you were to only have two chances I would agree with you with respect to it not making very much sense. Perhaps this is your safest chance to try to do something."
"Not something I would want to rely on but my ability to store objects is incredible magic and I picked up on enough anecdotes that I at least won't seem to be a loon. She might see me as dangerous or threatening instead but she should at least take me seriously."
If Batrakos notices the grimace, he gives no sign of it. He cheerfully accompanies Alex to the Vorkenfalx.
...which, as it happens, is somewhat less populated at this hour. There's just Gaedoris setting up for the day, Grumio the drunk, and a couple of dockworkers. (It is perhaps seven in the morning, a couple hours before Alex arrived in the last iteration, since he skipped chores.)
Batrakos thanks Alex, orders a breakfast himself, then goes to introduce himself to the dockworkers. Grumio orders an ale.
As Alex waits for Lilian, others trickle in: an off-duty guard, a couple more dockworkers. A local woman stops by to chat briefly with Gaedoris, complaining about the festival preparations, the flood of rude visitors, and "some floozy" who's been seen talking with the town watch. Batrakos introduces himself as she's leaving and asks some questions about the town; they speak for a bit before she departs to go about her day. Batrakos himself leaves shortly thereafter.
At about nine in the morning, Alex finally spots Lilian, Welligan, and Priscus descending from the upstairs rooms of the Vorkenfalx.
Unlike every other person Alex has seen today, Lilian is (apparently) wearing a completely different outfit than last time, a blue dress with matching earrings and a fur overcoat.
That's confusing. He wonders how that happened. Is there some chance Lilian remembers what happened too? Regardless he'll give a gentle wave when she comes into view and see how she responds. He doesn't really want to have this conversation here in the midst of so many people so the best option he has is to be her guide again.
Lilian doesn't appear to notice, at first, although Welligan glances in Alex's direction and frowns.
It doesn't take her long, though. She orders breakfast for herself and her guards, "and a Tutovan red if you have it," and then spots Alex and strikes up a conversation as before. She doesn't immediately mention that she's looking for a guide; she does ask Gaedoris and Alex lots of questions about the town and the festival. Alex notices that Welligan seems to be studying him silently.
At any rate, Lilian's not hard to convince to accept a town guide a second time.
He's pretty sure he's acting a bit weird. Once they're on their way Alex will start to open with his real topic. "So, Lilian, I have something of an unbelievable story for you. I'm not really sure how I would go about proving I'm telling the truth though and I want to try to convince you." He pauses awkwardly for a moment before rushing into it. "I've met you before on a previous version of today."
"Well as a bit of a strange starting point, you're the only person who was wearing something different today. Did you by any chance consider several outfits including," he goes on to describe her previous outfit in detail. He spent the day with her and it's one of the fanciest outfits he's seen so he remembers a lot of details.
"I don't recall ever considering that particular outfit, but granting the premise, I would not be surprised that's what you saw...remind me to explain the particulars if we manage to establish that this is not an elaborate hoax. In the meantime, I think this calls for a bit of discretion. Ah, here will do nicely." Lilian leads the way to an unoccupied alley just off the main street, open enough to be visible but not bustling with people. She casts something that faintly colors the cobblestone ground in a white circle several paces across, with Alex and Welligan inside and Priscus standing just outside. She then casts something else, following the circle all the way around at a brisk walk. After completing the circuit, she steps inside the circle herself.
"I've made it more inconvenient to eavesdrop on us, for the moment at least. I would like a more thorough explanation, if you wouldn't mind, starting with what exactly you mean by 'a previous version of today' and what supposedly happened then."
"Well... to start at the ending, I'm pretty sure everyone here in Eriksmont is killed by a rogue mage in some sort of ritual tonight... well I don't know it's a ritual but I don't know another reason someone would want to kill everyone here. And I don't know for sure that she killed everyone as opposed to just people on the festival green outside of town. But she killed a lot of people including me. If I wasn't on the path to being a Named I'm pretty sure that would have been it."
"Well... the true beginning happened before I met you earlier in the morning for the first version of this morning. A mysterious box of text appeared in front of me." Alex proceeds to lay all his cards on the table including demonstrating his inventory trick and then goes into recounting the events of the day highlighting details like who won various competitions and the arrival of Aeschivus and the events surrounding that including who in the Eriksmont was noticed and taken and the fact that he wasn't noticed because he was standing next to her. Then he finally moves to recount everything he can remember about the woman and the short window between waking back up and dying.
"That is an unusual story even by what I understand to be Named standards. I admit I don't know what to make of it. Strange things do tend to happen around Named. But if your predictions about the competitions bear out, that's highly suggestive."
Welligan clears his throat. "All due respect, Lilian, I recommend leaving town. This ritual sounds like bad news. I can't keep you safe from whatever that was, and if we're being conned, well..."
"Quite," Lilian answers drily. "Nevertheless..."
There is a pause while, outside the circle, Priscus encourages a gawking urchin to move along.
"...I intend to at least see if Alex's predictions hold true."
"If he wanted you in a specific place —"
"Then he needn't have bothered spinning such a risky tale, and could presumably have simply told me there was Eriksmont excitement to be had there."
"—Well you know how I'd feel about that," Welligan grumbles.
"A word of caution, Alex. Be careful who you tell about these experiences of yours. There is magic to ensnare the mind which might well persist even through death and rebirth, magic which might be known to someone who can knock out an entire town with a song. And I know of a few people who'd be more than happy to dissect a burgeoning Named, given opportunity or excuse."
"Oh, I'll be more careful going forward. I just... I don't know how many chances I have before I die for real and I don't know how to leverage what I have to do anything personally. I'll probably try leaving town myself next time to see if that means I have more than a day to try and find some way to be able to do more, maybe try letting Aeschivus take me if running myself doesn't keep me safe."
It's a short walk from there to the river, out the southwest gate and down the road past homes and warehouses.
The logrolling competition goes the same as before, the birlers pitching one another into the Cabelpas to the delight of onlookers. The matches play out exactly as Alex remembers, including the dramatic win by Raskos.
They arrive in time to see Aeschivus and his entourage speaking with the dancers on the green. Before long, Alex sees Aldric the blacksmith abandon an archery target he's hauling and march towards the gathering to investigate. Minutes later, Aldric calls over an apprentice and sends him running into the town.
From a distance, the discussion looks to be growing heated, with Aldric making increasingly agitated gestures at the magus. Eventually a pair of soldiers interpose themselves between Aldric and Aeschivus, forcing the blacksmith away.
Mayor Daertes arrives next, not-quite-running to greet the magus and his people. His arrival triggers another round of heated discussion, and more officials crowd around as time goes on.
Lilian chooses to mingle with the confused dancers, keeping half an eye on Aeschivus from a safe distance; this time he doesn't seem to notice nor approach.
Aeschivus completes his survey as before, and allows Daertes to dismiss the townsfolk. Instead of riding off to the north, however, he and his people wait for Lilian at the north edge of the green. Lilian warns Alex that she might be gone for a while, but that she'd be back well before the time of the supposed ritual. Then she and her guards approach Aeschivus for a lengthy conversation. His group departs after that, heading north, and Lilian goes with them.
The Feast of Thresholds proceeds, subdued but yet unconquered. The procession, the mock battle, and the dances follow as before.
And at about eight in the evening, an old woman Alex doesn't recognize, accompanied by a pair of men in the uniforms of the Eriksmont town guard, sits next to him on the green. "Well, this has certainly been an interesting evening. I am less inclined to doubt you, now."
"It just so happens there's a woman calling herself 'Clarisse' who's been spending an awful lot of time with the Eriksmont town guard these last few weeks. It also happens that positively everyone she's met thinks she's wonderful, just wonderful, and quite the singer too, don't you know, and in fact she ever so kindly offered to give a private concert for the guard this evening, in honor of the festival, of course."
"Outright domination isn't completely out of the question, but it's harder than many assume to cast, maintain, and conceal. At any rate, Aeschivus and I intend to crash that party in less than an hour. If all goes well, we'll catch her in the act of attempted mass mind control and that will be that.
"If not...I'm loathe to rely on it, but perhaps you'll get a third chance. If you do, you can tell...other me...that we attempted a Wine Cellar Special and it didn't work. Also that I should do the obvious check sooner and it comes up blue-white. I'll know what you mean.
"If there's anything else you need to ask me before the excitement starts, now's the time."
"I think that if this situation keeps repeating, you should first attempt to enroll in Grawtosh Academy at Arbis. Grawtosh provides the most comprehensive education on Petronian theory, associated skills, and the Orders to be found anywhere, and useful connections to boot. It won't be easy or comfortable, at your age, but I think it's worth the attempt.
"Tuition at Grawtosh is a pawn of vis* per season, or else a rather large sum of money. Students without wealthy families typically commit to joining an Order after a year or two of lessons. Grawtosh provides a basic grounding in theory, then the graduate apprentices to an Order magus for some years.
"I'd only advise otherwise if you want to specialize in a specific magical tradition other than Avernian ritual magic. The Order of Aetherics has its elemental magic, the Order of Device its Gnostic crafting, the Order of Cognizance its Enigma of Twilight, and so on. The first two require opening rituals that are widely considered mutually incompatible with standard Avernian practice, although perhaps being Named offers a way around that. If you are confident in a focus on one of those, you could perhaps convince the corresponding Order to accept you directly.
"What classes are available to you will be determined by your performance on the entrance exams, so in theory you could attend Grawtosh multiple times if you...reset. You may need a story the second time which explains how you were opened to the Arts without there being an Imperial record of it. It had better be a good one, too; it is not generally considered wise or easy to lie to Quaesitores."
*According to Alex's books, a pawn of vis is the smallest easily-measurable unit of concentrated magical essence in Petronian theory. It is typically attuned to exactly one of the ten Petronian Forms.
"I'll look into that, if I commit to joining an order in advance is the tuition waved or is it just that people join because they can only afford a year or two? If I'm understanding correctly I'll loop before a year regardless but in case I'm wrong about that, do I also have to choose which order in advance?"
"Oh, the Order pays. Usually. You do have to pick an Order in advance, although you can in theory swap if one Order is interested enough to reimburse another for your tuition costs.
"Alternatively, you could formally enlist with the Imperial army and study for a while at a provincial military school. Those mainly exist to prepare passable magi for the Order of Wrath. Destruction and dispelling magic, mostly, crude but viciously effective. They don't teach much else, though.
"There's laws that govern apprenticeship and enlistment agreements, enforceable by everything from corporal punishment to compulsion spells, but I didn't pay nearly enough attention in lectures to know how they'd apply to a time loop. The loyal and correct thing to say, of course, is that if one makes a commitment to Empire and Order then one ought to keep it regardless of surrounding circumstances, and regardless of whether Empire or Order are capable of actually remembering said commitment. And if anyone asks, you may tell them that's what I advised.
"Oh, there are also a few interesting independent schools around the Empire as well. They've sadly declined over time, as the Avernian tradition became more popular, and they tend to have peculiar conditions for entry, but they do exist and they can be quite enlightening."
"Well, if I were advising a normal Gifted, I'd say it depends a great deal on what kind of magus you want to be. If you apprentice with an Order, you'll spend most of your time doing grunt work for a senior magus and the rest learning whatever Arts they specialize in. Assuming you are not presently sitting on a small fortune, that's the standard way to become an accomplished magus in a decade or three. This commits you to at least one season a year of Order-assigned duties, and often more.
"Independence is hard to come by, I'm afraid, but if you'd rather not commit to an Order, there are a few covenants that still occupy legally-protected niches.* The monastery at Viginti traditionally makes a study of Yan Tei philosophies and magical traditions, for example, and they are mostly autonomous but obliged to share any findings with the Orders. Also, their cook makes an exquisite roast duck.
"The Order of Wrath is the other extreme; they commit you to full-time military service, but also focus almost exclusively on training combat magic. If you urgently want to be able to personally win a fight against a powerful magus, that's the place to start. I believe there's a small academy in Isvos,** you could inquire there.
"If you want generalist experience before you pick an Order, Grawtosh is still a good choice. I can put in a good word with the Order of Dreams; they'll happily sponsor you to get a basic education on my recommendation, and I expect they'll also be willing to trade you to another Order if you so choose.
"You could get special treatment by admitting you're on the path to being Named, perhaps demonstrating that pocket-dimension trick, but then absolutely everyone is going to want to sink their claws into you one way or another. If you're like most Named, you won't be able to hide your nature forever, but you should treat notoriety as a resource and spend it wisely. Otherwise, unless you are quite extraordinarily good at intrigue, you're liable to end up on someone's leash, if not their laboratory table.
"As to how all of this interacts with the possibility of repeating the same year more than once, I must admit I can't confidently say much more than I have. It would certainly make you the envy of many a magus, if it proved true. You could afford to take some quite impressive risks in pursuit of knowledge, and take them repeatedly. Go forth and try things, I suppose."
*The practice of magic is tolerated outside the Orders, but it's (mostly) illegal to teach magic in Miezia without being part of a Petronian Order.
**Capital city of Umbrica province, in which Eriksmont is located. Named for the Aspiring Commander who conquered much of the region.
"That seems like a reasonable plan then. I'll happily accept your recommendation. I'd prefer to at least not start out operating under false pretenses so planning to go to Grawtosh with your recommendation. If I'm wrong it doesn't sound like too bad a life and illusions have a lot of potential utility even if they won't carry a battle alone. I get the impression Aeschivus is formidable so I don't really expect personal direct combat magics to be what carries the day if the two of you don't suffice."
"Quite. And if for some reason I don't survive this, do please contact the Order of Dreams anyway and tell them what happened. Although I imagine the province governor should be your first stop; we don't know what happens if the entirety of Eriksmont is slaughtered tonight, but I'd wager it doesn't stop there. We have a fast horse and a couple of scouts posted just out of sight along the east road. If all else fails, they will accompany you to Isvos."
If the magi and their entourage double back to enter Eriksmont, they do a good enough job of disguising themselves that Alex can't tell them apart from festival-goers.
For about an hour, everything is quiet, if one ignores the raucous partying of several thousand townsfolk.
A bit after nine in the evening, a woman and a group of guards do indeed emerge from the eastern gate...
Aeschivus walks stiffly at the head of the group, with his own guards in tow. Behind them, a woman in a black and silver dress is thoroughly bound, gagged, blindfolded, and draped across a horse, with the horse and its passenger being led by one guard and diligently watched by three more from beyond arm's reach with spears at the ready.
(One does not take chances with magi of unknown origin and powers.)
At first Alex is apprehensive but when the woman doesn't go towards the stage and especially once Aeschivus appears it's clear they've succeeded. The system notification is just confirmation. He'll start making his way back down aiming to come from a low profile angle.
In the meantime, "Info Aspect."
Info/Aspects
Just as a Name is a way in which your story reflects the stories of others, an Aspect is a way in which your story reflects your own aspirations and accomplishments.
Aspects unlocked: 1 of 3
Grow 0 (0/5)
Gain additional XP from long-term study or practice, scaling with the level of this Aspect. You ignore penalties to experience gain from having scores in multiple Supernatural Abilities, including magical Arts. You may gain unique abilities from books, training, or defeated foes, even if you would not normally be capable of using them. You may gain Might XP by consuming vis, up to a limit of this Aspect's level in pawns of vis each season.
Apply Might XP to advance this Aspect.???
Defeat a difficult enemy or obtain a rare skill to unlock your next Aspect.
The Festival of Asteron officially ends at midnight, although festival-goers trickle back to bed in various states of exhaustion and inebriation for some time afterwards.
In the morning, Ser Peckingsworth greets the actual dawn as enthusiastically as usual. Jen's still away, and the green is still somewhat trampled from the prior night's partying.
"Oh no, that's just mine. A magus's sigil, you see, is a personal concept that shows up in almost any spell they cast. Sigils can be practically anything: roses, bronze, fearsomeness, smallness...there's an Order of Sustenance magus in Isvos whose every spell reflects the essence of swine. Remarkably straightforward young man. Anyway, my sigil is...well, I suppose you might say it's the concept of never being the same thing twice."
"Well, sigils can be very insistent. It's supposed to be possible to conceal or fake them, but I could imagine mine persisting even amidst something as strange as repeating the same day. As for any deeper connections with magical theory or namelore, I'm afraid I couldn't say."
"Yes, she had most of the garrison eating out of her hand by the time we arrived, and I'm honestly not sure how she did it. Aeschivus didn't think they were actively enspelled. She might have convinced the lot of them to defend her, if we hadn't been prepared for exactly this sort of scenario thanks to your warning. It turns out that it's terribly difficult to be enchantingly helpless at people when you suddenly look and sound like a demonic frog.
"That leaves her actual magic. Now, a general rule of thumb in these matters is that if a magus and a metamagus get into a fight, all else equal the metamagus wins. Well, the first rule of thumb is that the first magus to get a spell off usually wins, but the thing about metamagi is they tend to have contingencies. Also rules of thumb are nonsense much of the time. Anyway, she tried to croak everyone to sleep, it did not work, say what you will about the man but Aeschivus is no slouch in a crisis."
"That's concerning, that it doesn't show up as a spell effect. I wonder how she accomplished that. Maybe it's as simple as using a temporary spell to convince them, Jen says that nobody likes to believe they've been tricked but that that can make it harder for people to realize when it's happened."
"A good thought. I have found that sometimes the best effects can be created by timely removal of illusion.
"Now that she's properly contained, 'Clarisse' will most likely be taken to Arbis to stand trial. Her spell attempt violated Order and Imperial law, so I expect things won't go well for her with two magi as witnesses. I'll be along to attend once my business here is concluded."
"For complex reasons, it's best if we travel separately, I'm afraid. I do hope your journey is a safe and enlightening one."
Before they part, Lilian will write two letters for Alex, one for the governor of Isvos to please take reasonable measures to facilitate the travel of a prospective magus, and one for the Order of Dreams in Arbis.
It's a mercifully uneventful journey along the Via Janus, through the rolling farmlands and occasional sparse forests of this part of Umbrica.
The province capital, Isvos, is a large step up from Eriksmont in size and population. Guarding the only bridge across the Cabelpas for a hundred miles, it boasts fortifications raised and enchanted by (former) Primor Magnus Phrainia herself, scarred by age but still thrumming with magic even to Alex's rudimentary senses. Its red-roofed homes huddle behind the supernaturally smooth walls, and newer houses spill out along both banks of the river. It is surrounded on all sides by farms and pastures, with the notable exception of a cluster of buildings on a hill to the northeast, the lee side of which hill is a fenced-in area containing several hundred pigs.
After making some inquiries — the residents speak a mixture of Miezan and native Umbrican — Alex learns that Jen is staying at the Fifth Crossing, a modest inn that nevertheless boasts an impressive view of the Sanguine Span and Redwater Spur. Although the Empire has been officially at peace with the neighboring Long Gardens for longer than Alex has been alive, the fortress that guards the Cabelpas remains an imposing sight.
Thanks to Lilian's letter, Alex need not worry about the cost of mundane travel. But it will still take most of a season to reach Arbis. The main routes are overland via the magically-secured Miezan road system (lengthy but widely considered safe) or sailing down the Cabelpas to the sea and then either east overland or farther south and then up another major river.
(The Empire can, rarely and at great expense, teleport people between cities. Isvos does not command nearly enough strategic importance to merit an investment like that, especially since Imperator Khale outlawed human blood sacrifice.)
Given the length, Alex will see if he can find some new books in the city to occupy himself with. He brought a couple from home but you can never have too many books.
Given he has some time and more privacy than will easily be available while travelling he finally gets around to asking the system for info on more of the abilities he has. He'll prioritize any of the ones that seem related to magic but he'll try to read all of them eventually in case they have hidden secrets he doesn't expect.
Books are expensive. Affordable, on a healer's income, but at a rate of something like "several months' salary" if they are sold at all. Nonetheless, the military academy at Isvos has a few books they could be persuaded to part with, on topics including Imperial law, Petronian law, the Miezan language, philosophiae, history, and the seven Artes Liberales (grammar, logic, rhetoric, arithmetic, geometry, astronomy, and music, with most emphasis on the first three.) All the books available are in Miezan, of course. It's a treasure trove of knowledge compared to Eriksmont.
According to the scribes, the Sustainer covenant of Moccus might have a few books on magic.
The mundane Abilities are more or less what he expected. As for the magical:
Creo (Cr) 4 (0/5 XP)
Creo magic makes things that exist independently into better things of their kind, which includes bringing them into existence from nothing. Things that exist independently are called “substances,” and include people, trees, and rocks, but do not include colors, weights, and sizes. Creo can thus both create and heal things.The kind of thing that something is depends on its form. Natural things, such as plants, animals, flames, and so on, have simple forms, which means that the form is just one thing. This makes them easy to create and heal. Natural things created by magic are always perfect examples of their kind unless the magus wants them to be damaged. Similarly, magic can heal a natural thing even if the caster has no idea what is wrong, as it simply restores the form.
Artificial things, such as bread, swords, and books, have complex forms. Their forms are combinations of several natural forms put together in a particular way. Creating an artificial thing by magic requires some skill. An Int + Finesse roll is made to determine how good the created thing is. You can only create something you know about. Any magus can create bread or cloth, but in order to create an elaborate mosaic depicting the foundation of the Petronian Orders, you would need to know what it should depict. If you were wrong, the mosaic would also be wrong. Similar considerations apply to repairing artificial things.
You need not be able to create an artificial item by mundane means in order to create it by magic; you need only be somewhat familiar with it. A magically created item will always be the right sort of thing unless your Finesse roll botches. Thus, absent a botch, magically created cloth will always be a whole piece and keep people warm, but it might not be very attractive.
You can also use Creo to make something a better example of its kind, even if it isn’t actually injured or damaged. Thus, Creo can make a horse as swift as the fastest horse, or a man as strong as the strongest man. Creo cannot make a horse able to run as fast as the wind, because no ordinary horse can do that, nor can it make a man strong enough to lift a castle. Since maturation involves becoming a better example of your kind, Creo magic can make something mature quickly. Aging after maturation involves becoming a worse example of your kind, and thus is covered by Perdo.
Magically created things last for the duration of the spell, but their effects last indefinitely. Thus, the footprints of a magically created horse do not vanish, nor does its dung, if it was fed on mundane food. If a magically created horse was fed on mundane food for a year, it would leave a mundane corpse when the spell expired, as the mundane food has been converted into mundane body. Conversely, magically created food only nourishes for as long as the duration lasts, and someone who has eaten it becomes extremely hungry when the duration expires. Things washed with magically created water stay clean, but people made drunk with magically created alcohol instantly sober up.
Intellego (In) 1 (0/2 XP)
Intellego is the Art of perception. It allows you to gather information directly from the forms of things. This information does not deal with the appearances of things, unless Intellego Imaginem is used. Rather, it provides information about the actual nature of a thing. Thus, Intellego magic is not deceived by mundane disguises.
Animal (An) 2 (0/3 XP)
Animal concerns animals of all kinds, from the fish of the sea to the birds of the air. Animal spells cannot affect humans or humanlike people, unless they for some reason take the form of an animal.
Form Bonus: Soak against animal attacks (claws, bites, etc.), rolls to resist animal poisons.
Corpus (Co) 3 (0/4 XP)
Corpus is the Art of human bodies. This Art affects dead bodies and the bodies of magical or faerie creatures that look human, as well as those of living humans and humanlike peoples.
Form Bonus: Soak against human unarmed attacks, rolls to resist disease. It does not apply to aging rolls.
Herbam (He) 1 (0/2 XP)
This Form concerns plants and trees. This includes plant matter of all types, including that which is no longer alive — like dead wood and linens.
Form Bonus: Soak against wooden weapons, rolls to resist herbal poisons, rolls to resist starvation.
And:
Magic Sensitivity 1 (1/10 XP)
You are often able to identify a place or object as magical. However, your sensitivity makes you more susceptible to magical effects. Subtract your Magic Sensitivity score from any Magic Resistance you possess. When attempting to sense the magic nature of a place or object, the System will assign an Ease Factor, against which is rolled a simple die + Perception + Magic Sensitivity.
Detecting a Magic aura would normally have an Ease Factor equal to 12 – aura level, so 9 for a level 3 aura and 6 for a level 6 aura.
For spells and enchanted items, an Ease Factor equal to 21 – the magnitude of effect is typical.
Enchanted items use the magnitude of the most powerful effect in the item.
For magical creatures, 15 – one fifth of the creature’s Magic Might is typical, so for a creature with a Magic Might of 25, the Ease Factor would be 10.
Common specialties: auras, magical creatures, enchanted items, active spells.
He can afford to pick up one new book, Petronian law might be boring but it also seems like it will be very relevant to him going forwards so he'll get a book on that.
The mundane details of the skill descriptions are all things he basically already knew. The mentions of dice rolls are not. He actually finds the concept disturbing. It's true that the world is a chaotic place but he hadn't thought such things came down to a literal roll of some sort of godly dice. He'll try and ask the system for more details about that focusing on keywords like simple die, soak and botch.
Info/Dice
A simple die is a discretization of the metaphysical nature of chance in Creation as applied to the Player of Games. Its default odds are equivalent to those of as a ten-sided die numbering from 1 to 10, with equal odds of each.
A stress die is as a simple die, except that additional effects occur on a roll of 1 or 10. On a 1, there is a possibility of a botch, represented by a separate roll of botch dice. On a 10, another stress die is rolled and the result doubled; this can occur multiple times (though it never results in a botch).
A botch die represents a chance of major failure. Each is a ten-sided die; if any die results in a 1, the roll is a botch. If multiple dice result in a 1, multiple things go wrong. The more complex or dangerous a situation, the more botch dice are rolled. Some traits and effects may also influence the number of botch dice rolled.
Info/Soak
Your Soak total against a particular type of damage is subtracted from the damage before calculating Wounds. Against most forms of harm, your base Soak is equal to your Stamina + armor bonus + Form bonus (if applicable). A Form bonus is your score in the associated magical Form / 5, rounded up.
Info/Botch
When rolling botch dice, if any die results in a 1, the original roll is a botch. The roll not only fails, but fails spectacularly, usually to the detriment of the Player or their goals.
The higher the stakes and the greater the powers involved in a roll, the more spectacular a botch can be. Some traits, effects, and circumstances, including adequate precautionary measures, may reduce the odds or severity of a botch.
In addition to the unpredictable effects of a failed spell, magical botches typically also result in the magus gaining one point of Warping for each botch die that rolls a 1. Gaining two or more Warping Points this way also causes a magus to enter Twilight.
After the realization about chance, the idea of damage being represented by numbers is positively mundane.
Onto the journey ahead, based on his options he could go overland or over the water. If everything goes well the water journey would clearly be superior giving him more time to himself and requiring less effort on his part on top of being a shorter journey by a little.
As he's been reminded though he's on the path to being a named. Planning for things to go smoothly seems like an unavailable luxury so despite the disadvantages he'll go opt for the overland route and the protection of the Empire's enchanted roads.
The next overland caravan headed to Arbis is a sizeable one, bearing pearls and trinkets brought upriver from the Iridescent Archipelago, ceramics and alchemical ingredients from Quedlin, and some local furs and crafts. It includes a bevy of merchants and their hirelings, and — a far rarer sight, even in Isvos — one male gnome, his small cart covered in some kind of water-resistant fabric and pulled by a chestnut pony.
On the one hand... this seems like exactly the sort of story hook he was worried about. On the other hand he's curious. Also he has the excuse that if he tries to avoid all the story hooks that the narrative will just try harder. If he finds a chance he'll introduce himself and see where that goes.
"I've known I was gifted for much longer but my grandmother didn't want me getting involved in such things. I changed my mind recently when a rogue mage attacked my small town. Fortunately there were a couple imperial mages passing through who were able to stop her. I don't want to think how bad it would have gotten otherwise, she had ensnared the whole town guard to doing her bidding."
"Your prerogative, of course." Producing a quill from another pocket and wetting it by - poking it tip-down into a hole in his vest? - he jots down something in a few quick strokes, then the notebook vanishes into a pocket again. He does this all one-handed, maintaining a firm grip on the reins all the while.
"Named, eh? Not particularly common in these parts, especially now with everyone who's anyone campaigning across the sea. I know a thing or three about them, aye. As for price, I'm not picky. Coin, goods, books, perhaps valuable information of your own." Trefoil peers over his slightly scratched spectacles at Alex. "I'll answer straightforward questions for a victory* each; proper tutoring in what I know for thirty. Or something of equivalent value."
*Typical Miezan silver coin, worth about a day's wages for a scribe in Isvos, or about three days of rations. Thirty is getting into "about as expensive as a book" range, but then, books on namelore are said to be rare.
"Certainly." It's not as if he can copy a book at a glance. Alex will pull the books out of his bag. Saving the medical text he borrowed from Jen because he doesn't feel like he can trade that away. And also leaving his new purchase that he hasn't finished reading.
Trefoil takes the books one at a time to examine atop his cart. He flips the first couple pages of A Unified Theory of Magic, Volume III and frowns at it. He sketches something in his notebook with the astronomy book open, quill dripping curiously redly, and nods thoughtfully.
"I'm afraid this Petronian text is descended from the Charlenius copies." He points out a list of names just after the cover. "Their reputation for transcription errors lowers the value somewhat, though it's not bad enough to be useless and there are a handful of collectors who might want it for other reasons. The texts on astronomy and geometry both look well cared for; either one would be a fair trade for a course in namelore during our journey."
"The core of what I've heard is that there is a force or perhaps a fabric that pervades the world called the narrative which has influences on everyone from the lowest of low to the gods above and below. For most the narrative doesn't take an interest in the details of their lives but for the Named it does. The Named live lives much more like characters in stories than ordinary people because the narrative ensures that their lives are, interesting in the way of stories. Beyond that, I haven't heard much, just that the Named have special abilities called aspects that they can accumulate as they grow."
There's a little from his special knowledge there but most of this is confirmed by books he's read before.
"Hmm, not a terrible start, but the demon is in the details, as they say. For one thing, it's unclear to what extent stories affect the Gods themselves. But they do exert an influence on Named — not just their lives or circumstances, but also on the kind of people who become Named in the first place, and how they think and act. Aspects are the main abilities of Named, but not their only abilities; Names can also grant more subtle enhanced traits such as senses or strength, or boost anything that a Named can already accomplish on their own. As with many kinds of power, the extent varies with practice and specialization. Also like many forms of power, it cuts both ways; a Name also amplifies flaws, especially when their manifestation would be most dramatic. One might perhaps summarize it thus: To be Named is to be more the kind of person who would appear in a story."
"My very first thought is that a story implies an audience. That would invite the question of who the audience is but I think because of the circumstances that it's plausible for us to be the audience as well as the actors. I guess that makes it not really an answer though. The other guess for who the audience is, would be the gods above and below.
"Alternatively, going off the idea of the Named being chosen by the gods they could be champions of a sort. The Named being champions of the gods doesn't really explain them having magnified flaws though, or why their lives are more like stories. Unless those are somehow part of the rules of some great game."
He pauses for a moment worried he's getting too close to things he shouldn't know.
"I think I'm tending back towards the idea of an audience though, someone or something wants a good story. Perhaps for the same reasons we enjoy stories and has put a system in place to ensure many such good stories."
"What sort of system? What are its rules, its mechanisms, how does it operate?
"Suppose I told you a few observations: first, that new Names and patterns sometimes appear of which there's no prior record; second, that many patterns such as numerology seem to grow more prominent over time; third, that ordinary people who are exposed to Named grow themselves more powerful and notable; fourth, that those with older Names, such as the Four Symbols of the Yan Tei, often command apparently greater powers than their predecessors. What might you infer from this? What questions does it provoke?"
He's a little surprised by the flurry of questions but he's quick enough to respond. He feels like he's starting to get a handle on this style of instruction.
"That implies a sort of momentum, like a ball picking up speed as it rolls down a hill. And also that whatever system creates new names is still working. Do these new Names tend to appear as people in relation with existing names or apart and in isolation? Those two suggest different mechanisms.
"If they tend to appear in relation whether as support or opposition it suggests the new Names are in a sense an outgrowth of the old. If they're in isolation that more strongly suggests some sort of outside intervention.
"I'm less sure what to make of the numerology and other patterns. Perhaps they are yet another example of building momentum, such patterns could happen initially by chance, or at least not because of the pattern, but as they're noticed, whether by the Named themselves or the system or the hypothetical audience, the narrative accepts those patterns as a part of itself and sustains them with the same kind of momentum that it sustains the Names themselves."
"Momentum, yes, that's a good way of putting it. Stories seem to have a kind of momentum.
"One must be careful, however, not to take this insight too far. For example, the third observation I mentioned is widely believed, but the primary source cited by scholars to defend it is by a writer who made a list of every historical figure he could find, attempted to trace their connections to Named, and observed that quite a lot of them had at some point been in close contact with one. Do you notice any flaws in this method?"
He thinks for a moment. "There's two issues I can see. The first is that the Named may be guided by the narrative towards people who will one day be powerful, rather than the narrative making people near the Named more powerful. But that's a more subtle distinction."
"The second, and larger, issue is that there's a difference between studying powerful people and studying people in proximity to the named. Doubtlessly, the Named meet many people who don't go on to become especially powerful. Else a Named visiting a city would warp the world. So how much interaction is required? How close a connection? And the only way to judge that is by also documenting people who interact with the Named who don't go on to become powerful so as to find the boundary."
"Indeed! And if that experiment has ever been performed, I did not hear of it. So the rumor could be true, or it could be false. It could even be the sort of thing that becomes true if enough people believe it! Whether because of the influence of narrative, or because having rubbed shoulders with Named is something that attracts attention and prestige. This is one of the main problems with studying Named: It is dangerously easy to fool oneself about the causes of things.
"I will now answer your earlier question about new Names appearing in connection with old. I answer thusly: I don't know! Many scholars may claim to, and some of them might even be correct, but I've not seen anything conclusive on the subject. Some of what 'everyone knows' about Named is probably true, but one can have a devil of a time figuring out which. The subtle possibility you mentioned makes this much worse; there is evidence that Named, especially those aligned with the Gods Above, often benefit from seeming coincidence.
"I can say that Names sometimes appear in opposing pairs. One hero, one villain, to use the Iridesce terms. Veteran and Warrior, Anchorite and Sacerdos, Mender and Slaver. Also the Jade Wizard and the Tarnished Witch, although they appear to be a special case, and some whose relationship is more nuanced, like Rebel and Quaesitor.
"The Named who do not appear this way tend to have more...mutable allegiances than a clear dedication to Above or Below. And allegiances can change; the first Sinstained, including Miezia's own Imperator Khale, originally served Below, but three of the four had a change of heart. And the Tarnished Witch famously succumbed to demonic corruption."
"According to surviving lore from that period, yes, she was once the Silver Witch. And yes, there are other observations about Named that I've come to believe are generally true. These observations, and some possible inferences therefrom, will be the subject of our talks for the next few weeks, as well as some archetypal stories that have come to be associated with the teaching of namelore.
"First, however, I shall briefly venture into theology. It is widely believed by many scholars that, as you hypothesized, Creation itself reflects some conflict between the Gods Above and Below. Interpretations on this basic theme vary, of course. The Yan Tei see it as a shifting balance like the tides or seasons; the Miezans see it as a proxy war, and mostly argue about who should win it; the Iridites are divided as always, but many use metaphors of art or music — many composers, different visions. Suppose we assume something like this is true: There is a competition between the Gods in which Creation plays an important role. A game, if you will.
"Given what we've established already, what are some things you conjecture might constitute a move in this game?"
"So goes the theory, yes. There are enough documented cases of Named receiving visions, miracles, or blessings to suggest some kind of favorable connection to the Gods. The unusual fortune experienced by heroes is another plausible candidate for divine intervention. And of course there are the various powers of the Divine and Infernal realms, with what appear to be their own rules and behaviors. To act on Creation, even they must typically be invoked by mortals, whether priest, magus, or Named, although the manner in which they subsequently affect the world can differ greatly from the caller's intent. The Fae similarly, although their ties to the Gods are less clear.
"Direct actions by Gods, such as control of animals or storms, has not to my knowledge been observed, unless invoked by a Named with a connection to these things. Even in those cases, it can be unclear whether the results come from Named powers or from the Gods they called upon. There is the possibility of more subtle nudges, which are difficult to distinguish from the workings of Fate through stories.
"What does seem supported by the evidence is that Named are some manner of asset to the Gods. Throughout our lessons, it will be important to keep this in mind. Any study of Named would be incomplete without considering the hypothesis that their existence serves the deliberate purpose of some powerful entity. Many events and stories throughout history look somewhat different, when seen through this lens. I will occasionally ask you to consider this angle in our coming lessons; to ask, if we assume a particular outcome were the result of deliberate action by Above, Below, or both, what it was intended to accomplish, and what that might say about the motives of the Gods."
"I'll do my best. The idea of opposition is also interesting that often an action by one will be met by counter-action by the other." And it gives him the suspicion that there's another person being looped in time as his opponent. He does his best to set aside that consideration for the moment.
"Some theories hold that this is one of the fundamental constraints on interventions by the Gods Above and Below. But that's enough of theology; we were talking about Named..."
Trefoil continues to be helpfully informative while the caravan makes the long, slow journey towards Arbis. As the Umbrican hills and forests give way to rolling farmland, the famous Avernian road enchantments granting swiftness and ease of travel, the old gnome tells Alex of Named and their stories. He talks of patterns of three, teams of four, and bands of five; of past Imperators and their often violent ends at the hands of Victorious Commanders; of dramatic irony and why even a normal person should never under any circumstances declare themselves invincible.
Alex learns that Names in the fullness of their power grant three aspects, enhanced senses and powers, and a resistance to poison ("it would hardly be very dramatic for a Named to be killed by roast duck, now would it?"). He learns that Named who adhere close enough to villainy do not appear to age, but that their typical life expectancy is nonetheless rather short ("being stabbed by a weapon of legend is terribly unhealthful"). He learns that Names vary strongly by culture of origin, and that one can discern much about a people by studying the Names they hold in high esteem.
Alex soaks in the knowledge. It could well save his life or the lives of people he cares about one day. It's also fun having discussions with someone knowledgeable. In his spare time, he'll study some more from the book of Petronian law and review Jen's medical text.
There is not a lot of downtime during the day, and at night it's often too dark to read, but he can squeeze in some study nonetheless. He receives a mostly comprehensive overview from the first few chapters, as the rest are dedicated to the layered, messy, and often contradictory centuries of Tribunal rulings.
The Code of Petronus begins with, and flows from, the Petronian Oath, first sworn by Petronus himself.
“I, [name], hereby swear my everlasting loyalty to the Miezan Empire, and through the Empire to the Petronian Orders and their members.
“I will not deprive nor attempt to deprive any Order magus of his magical power. I will not slay nor attempt to slay any member of an Order, except in justly executed and formally declared Wizards’ War or by Imperial writ. I hereby understand that Wizards’ War is an open conflict between two magi who may slay each other without breaking this oath, and that should I be slain in a Wizards’ War, no retribution shall fall on he who slays me.
“I will abide by the decisions made by fair vote at Tribunal. I will have one vote at Tribunal, and I will use it prudently. I will respect as equal the votes of all others at Tribunal.
“I will not endanger any Order through my actions. Nor will I interfere with the affairs of Imperial court except by Imperial writ.
"I will not deal with devils nor demons, lest they wreak everlasting havoc on myself and my fellows.* I will not molest the faeries, lest their vengeance catch my fellows also.
“I will not use magic to scry upon Order magi, nor shall I use it to peer into their affairs, except by Imperial writ.
“I will train apprentices who will swear to this Code, and should any of them turn against the Orders and my fellows, I shall be the first to strike them down and bring them to justice. No apprentice of mine shall be called a magus
until he first swears to uphold this Code.**
“I request that should I break this oath, I be cast out of the Order. If I am cast out of the Order, I ask my fellows to find me and slay me, that my life not continue in degradation and infamy.
“The enemies of the Order are my enemies. The friends of the Order are my friends. The allies of the Order are my allies. Let us work together as one and grow hale and strong.
“This oath I hereby swear on [date]. Woe to they who try to tempt me to break this oath, and woe to me if I succumb to the temptation.”
*Added by order of Imperator Khale.
**At this point, members of the Order of Cognizance recite: “I shall further the knowledge of the Orders and share with their members all that I find in my search for wisdom and power.” Others recite: “I concede to Cognizance the right to take my apprentice if he should find my apprentice valuable to him in his studies.” The Peripheral Code extends the right of Cognizance to claim apprentices from other Orders.
Peripheral Code
The Peripheral Code consists of all decisions made in Tribunal since the foundation of the Orders. Its formal authority derives from the clause in the Code requiring magi to abide by the decisions made at Tribunal, but as every case is different later Tribunals are not bound by the decisions of earlier Tribunals. Indeed, there are contradictory precedents throughout the Peripheral Code, and few magi outside the Quaesitores are familiar with all of its details. Some points are widely known, however.
In theory, the only penalty for breaking the Code is death. In practice, Tribunals only rarely impose that, instead settling for vis fines, time spent in service, or other lesser punishments. These punishments are backed up by the ultimate sanction, however, and refusing to submit to the punishment imposed by a Tribunal is always taken as reason for the death penalty. This is enforced by declaring a Wizard’s March, which casts the offender from their Order and thus deprives him of the Code’s protection. This is called “Renouncing,” and magi subject to a Wizard’s March are known as “renounced magi.” Since the criminal’s possessions are, by tradition, granted to those who kill or capture him, powerful magi are often interested in helping to hunt down the offenders.
Desertion (typically to avoid the duties required of an Order magus) is also a capital offense.
Imperial Writ
In principle, the Imperator's rule is absolute, and his orders supersede the Oath. Reading between the lines, there are legal and practical caveats to the application of this power.
Depriving Of Magical Power
This clause is often invoked to punish actions against a magus that fall short of physical harm, such as damaging his laboratory or killing mundanes. The justification is that, by depriving a magus of the resources he needs to study, the miscreant is depriving him of some of the magical power he would otherwise enjoy. The core meaning of the clause, though, is that magi must not try to damage each other’s Gift.
Wizard War
The Code allows for a conflict between two magi to escalate to open conflict in certain conditions. When those conditions are met, the two magi involved may step outside the bounds of the Code temporarily to settle their differences. One magus initiates a Wizard War by sending a declaration of war to the other. The message must arrive on the next night of the full moon. The war then begins on the rise of the following full moon, and lasts until the rise of the next full moon after that.
Unjust or constant use of Wizard War is discouraged by the majority of level-headed magi. Occasionally, those who declare war too often find themselves cast out from the Orders.
Tribunals
Tribunals are central to the political life of the Order, as was always Trianoma’s intent, and thus they are discussed in detail in their own section, below. This clause is vital, however, as it gives Tribunals some authority to make new rules and interpret the clauses of the Code to fit changing situations.
Dealing With Demons
The Order of Justice hunts down and kills any member found summoning demons or devils. Historically, this was not the case, and indeed devil-summoning once featured strongly in Miezan conquests. Certain elements of the Orders still periodically lobby the Imperator to revoke this controversial clause.
Molesting The Faeries
Interpretation of this clause rests heavily on what counts as molestation. Arcadia and isolated faerie regiones scattered across Creation are good sources of vis, so few magi have been willing to argue that charging into a faerie area spells blazing, stealing large amounts of faerie property, and retreating to your covenant counts as molestation. This has made it rather difficult to say what is, and prosecutions under this clause tend to come down to politics, and whether other magi have suffered. However, it does not prohibit friendly dealings with faeries.
Magical Creatures
Notably missing from the Code is a clause granting protection to magical creatures or non-member magi. This was deliberate, as Petronus wanted the Order to be able to use force to compel people to join. Excessive interference with powerful magical beings, however, can still fall under “endangering the Order by my actions.”
Scrying
This prohibition is enforced with surprising rigor. Tribunals have ruled that it is illegal to scry on a non-magus, if by so doing you learn about the magus’s activities, that simply walking around invisible is magical scrying, and that you can be punished for using Intellego magic on a magus even if you didn’t know that he was a magus. There are also contrary rulings on many of these points, but in general Tribunals have taken a very strict view of what constitutes magical scrying. Exceptions are made on Imperial business (rarely) and for investigations by the Order of Justice (more frequently).
Apprentices
By contrast, the clause on apprentices is hardly enforced at all. Magi do not have to train apprentices, and the obligation on the parens to join a Wizard’s March against his filius is treated more as a social expectation than a legal duty. The special right of Cognizance magi to take apprentices from other magi is upheld, however, as is the duty of Cognizance magi to share their work.
Large parts of that code are distressing, but he supposes he already knew that joining an order was a choice you made for life. The weirdest part of that is the one about scrying. Magi must really value their secrets to justify that, which doesn't quite make sense if the whole goal is to share knowledge.
The book goes into some detail on the historical background; before Petronus, magic in what would become Miezia was jealously hoarded by dozens of small specialized traditions in constant competition for lore and vis. Officially, they all either joined the Empire or were destroyed under the first Primor Magnus, but mistrust remained. Even now, only the Order of Cognizance is legally required to share their findings with the other Orders, mainly because advancing the state of magical knowledge is their primary reason to exist.
The terrain gets increasingly hilly towards the end of the journey, but the road also noticeably improves, widening and smoothing and bearing an ever-growing amount of traffic. A couple weeks out, Alex notices that even inclement weather seems to avoid the road, rain sheeting into the ditches along the side during a thunderstorm.
Then the caravan crests a hilltop and Arbis enters view. The city, nestled in the foothills of the Dorsumine mountains, is massive, with three tiers of golden walls and enough buildings in its middle ring alone to house more people than twenty of Isvos and who knows how many Eriksmonts. The inner city and outskirts alike press against the river Clarus, bright with snowmelt and living up to its name, and overflow into a riot of buildings beyond. No fewer than five bridges and at least a dozen aqueducts march across the banks, somehow not obstructing the passage of river barges, and on the landside a nearly constant stream of carts and wagons bear grain and goods through gates taller than the palace at Isvos.
A spur of land nearly bisects the river, surrounded by cliffs smooth enough that they could only have been carved by magic. A sprawling fortress commands its peak, turrets rising above the city in flawless stone. Even at this distance, Alex can feel the magic of it on his face and exposed skin, an orchestral thrum of latent power.
"Attempting to reconstruct what I can from before the Great Forgetting, with sufficient caution to avoid be driven insane by the process."
The fall of Gnostic civilization has come up before, along the journey, in bits and pieces as stories touched upon it. Over a century ago, demonic forces unleashed by the Tarnished Witch and her allies struck at the knowledge of the gnomes, somehow erasing centuries of accumulated learning and driving insane those who retained or sought to reclaim fragments of it. To this day, individuals who learn too much about the nonmagical workings of the world, as did the gnomes, have a tendency to lose their minds, giving rise to Named such as the Mad Maker and Mad Scientist. (Reading between the lines, Trefoil seemed far more upset about this than about Hellish monsters having subsequently eaten his homeland.)
The caravan follows the (now greatly expanded) Miezan road to the looming gates of Arbis. A guard in slightly tarnished armor stops the caravan master at the gate, conversing for a minute before waving them through.
He holds up a hand when Trefoil and Alex approach, however. "Name and business?"
The first thing Alex will notice is that the streets of Arbis are weirdly clean, even by the standards of an Imperial city. There is a surprising lack of nauseating ditches, rivulets of filth, or piles of horse manure. It barely even stinks!
(There is, of course, magic involved.)
It would hardly feel like a city at all if it weren't for all the everything else. And there's quite a lot of everything else. Buildings multiple stories tall, extravagantly painted, and somehow taller as they travel inward! Engraved marble columns and stairs! Enormous temples! Whole squads of guards in full Imperial armor! Giant overhead aqueducts! So many people! So much noise!
The main thoroughfare is wide, but busy, with multiple branches and side streets, and it winds almost like a switchback up the steep hills of Arbis.
The going is slow and a good bit tiring, but Trefoil, at least, seems to know the way. They pass through a second set of gates, this one mercifully without a toll, and enter a part of the city that is notably more populated by scholars and magi. He leads the way to a cluster of low buildings with oddly patchwork construction; wood, brick, stone, marble, bronze and gold and stranger metals, even something that looks suspiciously like bone. He stops at a relatively mundane-looking stone building, which according to a charcoal-toned sign studded with stars that actually twinkle is called the Conjunction Inn.
"Here's where we part ways, lad, at least for the time being. I need to make arrangements to deliver my findings."
Grawtosh itself is hard to miss, its clusters of turrets visible behind and above yet a third layer of walls not far away.
Ivy drapes the low stone walls of Grawtosh proper, older and simpler than those of Arbis but vibrating merrily to Alex's magic sense. The gatehouse leading to the fort's grounds is curiously unattended, and leaning against it is a yellowed wooden sign that reads in Miezan:
NEW STUDENTS
THIS WAY
<---
It points north, along the green-grey wall that borders the scholars' quarter of Arbis.
The noise of Arbis quiets, further along the wall. Smaller buildings press close, making a bit of an alleyway. The ivy thickens until barely any stone can be seen beneath it, and Alex begins to notice sharp thorns among the tangles. Soon the wall looks more like an overgrown hedge than a fortification.
And then there's an archway made of brambles, leading to a dirt path flanked by more hedge-walls beyond, a path that splits in twain a few yards in.
A scrap of parchment, impaled upon a bramble, flutters faintly in the breeze. Parts are torn to the point of illegibility, but the part that remains, if examined, reads:
#################
You, sent out beyond ### recall,
go to the limits of your longing.
#########Flare up like ######
############################Let ######## happen to you: beauty and terror.
Just keep going. No ####### is final.
Don’t let yourself lose ###.Nearby is the ###### they call life.
You will know it by its ########.
At first, it isn't so bad. The walls are thick and the nettles sharp, but there is space enough to walk between them unharmed.
It doesn't last.
The path twists and turns like a living thing, masses of sagging brambles bulging forth in ever-larger clumps, until Alex has to edge sideways to avoid catching his clothes on the thorns.
An acrid organic scent fills his nostrils. It reeks of decay, or perhaps digestion.
And then there's another fork.
Right, towards the castle, barely visible through an arch of thorns.
Left, a wider path, a faint breeze tracing waves across the leaves of the hedge-wall.
It's a choice he gets to make more than once, as the path splits again and again, narrowing all the while and closing in above his head. Soon he can't see the castle anymore.
It's no longer a question of keeping his clothes from snagging; thorns pierce through his shirt and pants as though they aren't there, scratching and stinging his skin like salted knives.
He's forced to a crouch, then a crawl. Everything hurts.
Abruptly, the path makes a sharp right and opens up somewhat. Alex catches a glimpse of the castle through a gap in the brambles, though the path, having turned, doesn't go straight towards it.
No, wait - there's a gap in the base of the hedge just ahead. A muddy patch, and a slight raising of the brambles, barely wide enough for his shoulders and less than a foot high.
With some careful maneuvering, Alex has been able to keep his bag intact there's still just enough room to get it through this next obstacle with his body though and, well he's stubborn. He puts his misgivings aside and decides to risk it one last time. At this point his motivation is at least as much spite as any sort of philosophical statement.
The bag, pushed ahead of Alex, just barely fits through the narrow gap.
After several extremely unpleasant minutes of crawling, shimmying, snagging, and scooching, he manages to get his head and shoulders through the gap in the hedges, then drag the rest of himself through. His back feels like it's on fire.
He finds himself standing in a semicircle of hedges, near the base of Grawtosh castle, with a wide moat between himself and the wall. Grawtosh looms even taller from this angle, vibrating in Alex's magic sense; the pressure is almost musical, and he may imagine he can tease out a chorus of overlapping notes, each stronger than he's ever felt before.
Across the moat is what looks to be a small postern door; on Alex's side is a ramshackle boathouse barely large enough for a dinghy.
A part of him was totally expecting that his clothes would be fine at the end but it's extremely relieving to be proven right about that.
He takes a minute to immerse himself in the music of the magic and calm down a little after that ordeal.
Then he'll go investigate the boat house.
There's a little boat inside! It's not, like, tied up or anything? It's just floating in the boathouse, easily reachable from a rickety walkway on one side, and entirely failing to drift anywhere. There don't appear to be...oars.
It is at this moment that Alex hears a cheery voice say: "Hello there! What's your name?"
It looks to be a little wooden rowboat with tall sides and three small planks as benches. It's a different design than an Eriksmont fishing boat, but still easily recognizable. Small ripples from Melias's passing lap against its sides without budging it in the slightest. There's no oars, no rope, and not really any obvious place to stow either.
(Now that he's paying attention, he can detect a faint hum of magic about the boathouse, barely distinct from the vivid orchestra that is Grawtosh. Hard to tell whether the boat itself is magical, though.)
As he speaks, the sponge flies back into Melias's webbed hand.
"Play the game however you like, Alex! I am bound to trouble you, of course, and would hardly be denied my fun in any case. But a hint may be in order, if you've something interesting to offer in exchange."
"Stories, or pieces of them. The calling card of a rebel who killed an emperor, a spearhead that slew a demon, the words that sundered a tribe, that sort of thing.
"That's practically a hint on its own, you know. I suppose you can owe me one.
"Or you could be boring and agree to serve me for a year and a day."
Meanwhile, the boat returns to the boathouse and Alex's clothes begin rapidly drying again.
Alex won't dignify that with a response. He doesn't have any precious artifacts like that and he's certainly not swearing to serve a fae just for getting an answer to a question. On his next attempt he'll try to see if he can block the sponge with his convenient board. Maybe it's futile effort but it would feel worse not to even try.
Melias pouts at him but doesn't interfere as Alex returns to the dock. He does call out "Alex!" and fling the sponge again. Alex's swing is dead-on, but the sponge swerves and curves around to splat Alex in the shoulder. It falls into the boat before rising again and zooming back to Melias.
The sponge isn't noticeably faster than a casually thrown rock, and if Alex elects to try a third time with this behavior in mind he'll find he can bat it away, but it does keep zooming back at him like a wet, angry bee. As long as the dripping board stays outside the plane of the boat's sides, the boat keeps going forward and not backward.
He's getting the hang of it after a couple tries, but keeping any splatter at all out of the boat for the whole journey is proving to be a challenge and occasionally he slips up and gets splatted by the sponge. He could probably bull through on sheer stubbornness with enough attempts?
(Melias yells Alex's name before every throw. At least he seems to be having fun.)
Is there any sort of pattern he can see? Melias did seem to suggest there was a way Alex could get him to stop but he's still not sure he's willing to pay the price for that. Actually, he does have an idea that it wouldn't hurt to try. "Melias, if I tell you a story will you let me across without sending the sponge at me?"
"A-ha, he talks after all!" replies Melias, twirling the sponge in a way that somehow manages to come off as menacing. "Can't do that, I'm afraid, faerie's honor, but nothing in my arrangement says I can't offer you hints. Has to be a good story, mind, a fresh story, a new story, the kind that tugs on the strings of Fate. The better the story, the better the clue."
(Thanks to his lessons with Trefoil, Alex does have a decent idea of what would qualify, here. The kind of stories that Named live, and that warp their lives and experiences. Possibly one that's not quite settled into a larger pattern yet; a retelling of one of Trefoil's patterns-of-three would not suffice.)
An idea occurs to Alex... it's perhaps playing things excessively risky but he thinks it's just on the edge of safe.
"I might just have a story like that. It's not precisely a true story but it's not precisely false either. It's something that might have happened if things went differently. Does that sound appealing?"
"On the 1st of Undindar, I woke up having had something like a dream of how that day might have gone. Here's what happened in that dream: I woke up and received a mysterious message which in effect suggested that I go to the festival early. After I finished worrying about how I got the message and talking with my grandmother about the message I decided to do as the message said..."
Alex goes on the describe meeting Lillian the first time and serving as get guide around the festival, the strange intervention of Aeschivus, and then the rather dramatic ending of the night with the woman putting everyone to sleep and waking up just before being stabbed.
Melias listens intently, eyes glittering. When the tale is done, he licks his lips. "That is a worthy story, Alex. If, perhaps, incomplete. It has the taste of a beginning to it, this...dream." Melias grins, showing interlocking rows of triangular teeth. "I keep my promises, of course. Your hint is that I am forbidden from interfering with guests using any power that belongs to me."
This succeeds! Alex is now in possession of one (1) magic sponge. It tugs once in a feeble attempt to escape from his grasp, then falls inert. (This does still earn him a trip back to the dock to dry out.)
Melias laughs. "Excellent. Now when the school wishes to assign me to play games with new students, it will need to provide a more interesting toy. This one is yours; use it well, if you can."
Melias snorts. "Clever! I indeed would not be able to throw it at you if it were properly mine." He grins. "But I don't particularly want it anymore, so I'll pass. I trust you'll find some worthy mischief to make with it. And if you do," he grins, "I do hope to hear the tale."
Melias bids farewell and disappears into the moat's murky depths with a splash. The boat crosses the distance this time with no further trouble, coming to a halt on the far shore where Alex can easily disembark.
The small iron door at the base of the fortress is unlocked; there's still not another soul in sight.
The door creaks open. The hallway beyond contains several small metal rods set in sconces. Each one periodically launches a small volley of colored sparks, creating something resembling an ever-shifting obstacle course of multicolored sparks at various heights and angles. They don't look lethally dangerous, but they do look hot enough to cause burns.
Now he's wishing the sponge was still wet, but really it probably wouldn't stop the rods from working even if it was.
He'll study this for a little bit. Can he safely approach one of the rods close enough to touch it? Are there any patterns he can observe if he watches long enough?
As a matter of fact, there are! The rods seem to cover each other in overlapping lines of intermittent fire, but Alex notices something familiar about the angles involved. A bit of mental geometry will reveal that there's a few gaps in the pattern produced by the rods. The timing of the shots is trickier, but after a bit of counting and puzzling it occurs to Alex that the shots seem to follow a particular mathematical pattern which varies by rod.
There's a gap next to one of the rods a few paces down the hall, reachable by stepping just so between shots, standing here for four seconds and ducking there for three...
Yep! It comes loose from the sconce pretty easily. It keeps shooting sparks every [slightly complicated formula] seconds but this is fine as long as it stays pointed away from Alex. Conveniently, this opens up a gap in the pattern next to another rod a bit farther down the corridor, and if he keeps this up Alex will find himself at the end of the hallway with a half-dozen rods. (He could also dismantle the whole thing, if for some reason he wants a whole bunch of spark shooters or a clear corridor.)
He considers it. But even if the school lets him keep them he doesn't expect he could find a use for more than a couple of them. Now that he's past the obstacle he'll try to examine one of the rods a bit more closely, is there any way at all for him to turn it off?
The corridor travels another few paces, then opens into a rectangular stone room, thirty paces across and maybe twenty wide. On the far side of the room, perhaps ten paces up, is a sizeable alcove with a large wooden door. There's no stairs, just sheer stone wall. The room is illuminated by a half-dozen crystals ensconced in the walls, no two the same color or height.
On the floor — no, not on the floor, but floating about six inches above it — is something like a cross between a mattress and an enormous rectangular pillow, with a fluffy tassel sticking upright out of the middle.
Huh, a fourth trial. Does that mean there will be a fifth and a sixth or is he miscounting?
He will leave the rods behind at the entrance to the room facing back into the corridor and try to get onto the pillow. That seems to fit the pattern with the boat from before.
Aside from being unusually soft and squishy, the pillow supports his weight without difficulty. The tassel bobbles in the motion as though completely unaffected by the tendency of things to move down instead of other directions. The pillow doesn't leap into motion, though.
Nothing more definitive, no.
Attempting to naiively aim a spark-rod at a crystal from the entryway results in...the spark vanishing before it gets there, actually. One moment it's zooming happily along, ten paces above the floor, then, at what Alex knows is less than the actual range of a spark-rod, it's gone.
Nope! After a few tries from a few different angles, Alex may notice that when the sparks wink out, it's always in a spot that aligns with a crystal; for instance, there's a blue crystal on the right wall eight paces into the room, and several sparks vanish eight paces from the entryway. (One or two get past, though, and vanish twelve paces in; there's a yellow crystal on the left wall twelve paces in.)
Yep! He needs to come at it from an angle, either a few paces closer to the entryway side of the room or the alcove side than the crystal. It goes dim for several seconds after it's been struck by a spark, then gets bright again.
...around this time is when Alex notices also that the rod he's currently holding is shooting sparks approximately the same color blue as one of the farther crystals.
The six rods he removed from their sconces to create a safe path turn out to be six different colors, and the same six colors as the six crystals. When the green crystal is struck by rods from the green spark, it...turns out that the green crystal gets bright again just a moment after the green rod fires off another spark! If Alex keeps the green rod pointed at the green crystal, the green crystal will get hit by sparks at exactly the rate required to keep it from getting bright again.
Yep, now that he's looking for it, he spots a little hole in the stone floor below each crystal. Once there's a color-coded rod in each slot, merrily sparking at its corresponding crystal, the room's lighting is considerably more psychedelic.
This does not appear to have an obvious effect on the floating pillow-mattress-thing and its waving tassel, nor does the room seem to be otherwise changed.
... He really should have investigated the pillow more first. Oh well, he got there in the end. Now he has to decide if he wants to bring some of the rods from the previous trial with him. After a few seconds of thought he decides on yes and goes back to collect another two rods and then he guides the flying pillow up to the doorway.
It's a little bit awkward to keep the rods pointed at not-him and not-the-flammable-pillow but he can manage if he tries.
This door is also unlocked! It opens into an L-shaped hallway lit by windows overlooking the river, which in turn terminates in a smaller wooden door.
It opens into a slightly dusty courtyard containing several large pieces of furniture and two men in dark wool tunics, one short and stocky with a wide leather tool belt and the other taller and younger-looking with hastily rolled-up sleeves. The first spots Alex entering the courtyard and waves him over.
What's Alex doing with the spark-rods?
He expects correctly.
Tool Belt starts speaking as soon as Alex is in earshot. "You the new one from the street posting? Grab the other — ack!" He is interrupted by an orange spark shooting out of a rod and skittering across the cobblestone, and his expression goes from intent to furious. "Blast it, man, are you insane, stealing artifacts from the magi? You trying to get us all whipped?"
Sleeves Up refrains from commenting for the time being, eyeing Alex suspiciously from the other side of a finely-carved pine dresser.
"A series of what...That door you just walked out of leads to the scullery and laborers' —" a nearly simultaneous pair of orange and blue sparks interrupts him again, "— bunks. Ah, blight it, this is above my pay grade. Leave the furniture, Theve, we're escorting this fellow to Pellia. She'll know what to do with 'im. You, come with me, and keep those things pointed at the ground," he adds to Alex.
The as-yet-unintroduced laborer leads Alex to a different door, Theve bringing up the rear while keeping a nervous distance from the sparks. This close, Alex notes they both seem to have the same shade of dark grey hem to their tunics.
Several corridors and a spiral staircase later, they're knocking on an office door and a woman's voice says, "Enter."
As the three of them file in, Alex notes the layout of what appears to be a small personal office. It's taken up mostly by a large wooden desk and a set of shelves containing scores of labeled ledgers and a single clay figurine of a gryphon on the top shelf. One window in the back overlooks a larger courtyard. There's a marked slate and an open ledger on the desk, a small iron box against the wall, and an enormous ring of keys hanging by the door.
An aged and severe-looking woman sits at the desk; she's wearing the same shade of grey as the laborers' hems. She looks up from the desk with a frown. "Cossus, good to see you, how goes the furnishing for Magus Murena's — what in the Hells was that?" The sparks strike again.
"They were elements in what I thought was an entrance exam involving a hedge maze, the moat and a puzzle involving these wands. I was expecting to be met by a professor when I finished. Given that I wasn't, I'm questioning the circumstances of me undertaking those tests. The Fae running the moat portion seemed to confirm it was the faculty who gave him his task."
Pellia gives him a sharp look when he starts talking about an entrance exam, and by the time he finishes it's practically lacerating.
"Fae in the moat, my arthritic kneecaps," Cossus grumbles. "You think we're dense? Grawtosh doesn't even have a moat."
"Not entirely true," says Pellia. The other two staaaaare.
Pellia stands and walks around to the front of her desk, eyes still firmly on Alex. "Hand over the wands, please. Carefully," she adds, with a glance towards her highly flammable surroundings.
Pellia returns to her desk, spreading the letter out in front of her and reading it over intently. After a minute, she offers a single sharp nod. "This seems in order. Cossus, Theve, you may return to your duties. I will take matters from here."
Cossus and Theve don't need to be told twice, and make haste for the door. After they've left, Pellia turns her gaze on Alex again. "Master Alexandr, was it? Maga Lilian writes well of you. I would nonetheless appreciate a more...detailed account of how you came to be in the service courtyard without, apparently, passing through the gate."
"The gatehouse looked unattended and there was a sign that seemed to direct new students to follow the wall towards another location..." Alex begins his story and then goes over the hedge maze, the strange moat and boathouse, and the corridor with it's mathematical pattern and the way he used the rods to let him move the floating pillow unhindered. He leaves out a lot of details including the fact that he kept the sponge.
Pellia listens patiently, seemingly unfazed by his description of events. When he gets to the pillow, Alex hears her mutter, "So that's where that went," and sees her make a note in her ledger.
When he's finished, she thanks him without fanfare. "Your letter seems in order, so we can proceed to registration and placement testing. Maga Lilian indicated you wished to enroll as a future apprentice to the Order of Dreams, that you had a passable but not comprehensive education in liberal arts* and magic theory, largely self-taught, and that you have not yet been opened to the Arts. Is this all correct?"
*Here referring to common academic subjects like grammar, logic, geometry, and astronomy.
"Good, then our next steps will be to contact the Order of Dreams and schedule your placement tests." Pellia is brusque but thorough, explaining that Grawtosh tests incoming students on their knowledge of Petronian and Imperial law, magic theory, written and spoken Miezan, and liberal arts, all of which must meet a certain minimum standard before a student is opened to the Arts and formally apprentices to an Order magus. "You will need to present yourself to the Order of Dreams for induction and to receive your scholarship stipend, and you will sleep in the Picus Wing dorms they share with the Order of Device. There is some...hostility, between the two Orders, so I warn you now that any unauthorized dueling, magical or otherwise, among students will not be tolerated. You seem old enough to know better than to engage in petty squabbles, but nonetheless.
"After your placement tests, you will be assigned courses to correct any deficiencies in your education before your apprenticeship begins. The current Order of Dreams head, Primus Centho, has been looking for apprentices, but it will ultimately be up to the Order to decide on a master for you. Once you've demonstrated basic proficiency, Grawtosh has advanced classes in some magical subjects as well, for those apprentices whose masters work near the school and are not presently teaching them or using their labor, or for certain focused specialties such as Aetherics war magic or Wrath metamagic."
Pellia also covers the basics of student conduct, which are mostly unsurprising given what Alex has read of Petronian law but also includes things like "don't assault or enchant the servants"; and how to get around Grawtosh, which mostly boils down to "the Atrium is always down and to the left", "ask a resident if you get lost" and for some reason "don't ever go more than nine floors up without an escort." She also gives directions to the Picus Wing (or rather, directions to the Atrium from here, and to the Picus Wing from the Atrium.) "Second door on the left after the landing is the Order of Dreams office. I recommend heading there after we're done here."
Meals are in the Prytaneum thrice daily; magus laboratories and other Order wings are off-limits without permission, the library is three flights up from the Atrium, don't go in the sealed corridor on the fifth floor, storage rooms are locked and She Will Know if anything is taken from them, any damages of school property will be reported and charged to his sponsoring Order, bring any maintenance issues to her or her staff (they wear grey).
"I don't arbitrate disputes between magi or students, that's Order business, but if you are damaging or disrupting a space I will see you removed from it. Questions?"
This earns Alex a wry smile. "Our work here is to teach and test, and Grawtosh can have its own opinions about what that ought to entail. Students who explore its corridors sometimes report similar challenges, though it's rare to hear of the test seeking out the student." Her smile fades. "More than once, it's been for a Named who later tried to assassinate an Imperator. Your experience has...political implications. I'd advise keeping it quiet until you feel prepared for any attention it may bring."
"I think that's everything. I'll just go ahead and head for the Order of Dreams offices then."
He pauses a moment in case she has a correction and then he follows the instructions for reaching the Atrium. Those are really weird instructions to be clear. He tries to pay attention to see if he can get any sense for how the spatial magic that has to be present is working.
Grawtosh: Is magic! Very magic! Kind of overwhelmingly magic, actually! It is hard to get a sense for anything over all the MAGIC.
Alex's magic sense isn't very precise, but his understanding of math is considerably more so. The corridors of Grawtosh are not consistently inconsistent, but at least some of the implied inconsistency vaguely reminds Alex of some postulates he's encountered regarding higher dimensional spaces projected onto lower dimensions.
The corridors do seem to mostly behave themselves for now. Alex soon finds himself exiting a side door into an absolutely enormous circular chamber whose curved, columned walls are covered in dozens of bands of runes and whose ceiling...does not appear to exist. To all appearances, the afternoon sun illuminates a fractal mosaic of polished stone, across which scurry dozens of servants, students, and apprentices on various errands in an almost hypnotic clockwise rush. After long minutes in dimly lit corridors, it's kind of dazzling.
The landing in question is bracketed by a long hallway on the left and a pair of windows overlooking the river on the right. The floor is tiled in irregular mosaic: small pieces, mostly blue and silver, a pattern that isn't quite a wave and isn't quite a sky. Farther down the hallway, the mosaic gives way to a stone floor worn smooth by use.
Turning down the hallway, the second door on the left opens into a low-ceilinged room, eclectically furnished with a wide table, mismatched chairs, a couple desks, and a few shelves of varying height. Every inch of the ceiling is covered in a massive, multi-part painting centered on a group of magi, conjuring beautiful scenes outward in radiating spokes towards an enormous audience near the walls: nobles, scholars, soldiers, foreigners, angels, devils, demons, fae, and magical beasts familiar and exotic.
A water jug sits on a shelf under a small window, overflowing slightly and dripping onto a small collection of decorated cups. A half-dozen scholars cluster around a table covered in books, scrolls, and drawings. They don't appear to notice Alex immediately, absorbed as they are in a cheerful argument over a half-finished sketch of a Scaled One.
A blond youth is strumming a lute in a chair by the window — no, actually, he is making lute-strumming motions, and lutelike sounds are emanating from the total absence of a lute in his hands.
There's a bit of a scramble at the table and then, by apparent consensus, a black-haired woman with a paint smudge on her cheek stands to greet Alex. "Oh, um, welcome! Primus Centho is working right now but he said to get him if — Chariclo would you go check the Liminal Lab?"
The blond woman so addressed makes a face. "Oh, must I, he hates being disturbed at work."
"He never says anything," objects a freckled boy holding a quill.
"Yes and it's horrible." But Chariclo gets up to brush past Alex into the hallway.
The musician waves without missing a note.
"Well said," nods a bespectacled man on the far side of the table.
A short woman in an embroidered dress elbows him playfully. "So how come you still can't draw?"
"Calligraphy is much more dignified. Ow!" A piece of crumpled parchment bounces off his ear.
"How did you discover your Gift so late?" asks the sandy-haired youth responsible. "That must be a story."
"Perhaps it is, I don't exactly have a starring role though. I came here after meeting Lillian and showing her around a festival. That day she discovered a plot by a rogue Magi to enchant my entire village for some sort of ghastly ritual the rogue had planned. Luckily Lilian and another mage by the name of Aeschivus were there and they were able to save my village. I hadn't really contemplated coming here before then."
They cheerfully grill Alex about the Incident at Eriksmont until they're interrupted by Chariclo's return. She opens the door for an tall, grey-haired magus whose robes have a curiously washed-out appearance, as if he hasn't been entirely in color for a decade. The musician stops immediately.
"Primus Centho, this is the new student, um..." Chariclo trails off in awkward silence, and there's a sheepish murmur from her fellows as well, who have just realized that in all the excitement, nobody asked the new student's name.
"Alexandr Lustig," whispers the magus, voice so soft that Alex wouldn't be able to hear it at all, if it weren't for the respectful silence that falls upon the room in the very same instant. "You are expected. With me, please."
Centho leads Alex several doors down the hall and into a small office, furnished only with a writing desk, a bookshelf, and a couple of chairs. The furnishings do not quite share the washed-out quality of the magus himself, but they do seem to fade into irrelevance with curious ease. Centho seats himself behind the desk and motions for Alex to follow suit. Then he says, in the same soft voice, "Welcome to Grawtosh Academy, Alexandr Lustig. What do you imagine achieving here?"
"If I'm honest, I don't really know. I'm looking to learn as much as I can and perhaps qualify for the awakening ritual. Magic is an incredible thing but I haven't really been able to study it before not seriously. Assuming I do get awakened I like the idea of learning illusion magic and also counter magic. What Lilian and Aeschivus were able to accomplish was quite inspiring. I would love to know enough to do that."
"In time perhaps you shall, and perhaps then the scope of your imagination shall grow. That is our purpose, here in the Order of Dreams, to nurture the imagination of our members and to see their dreams given form within Creation.
"At the moment, I imagine myself in need of a skilled and reliable apprentice. It may take some months to bring you up to the requisite standard, but Lilian spoke highly of your potential. Should you prove acceptable, you would owe me service as your parens under the laws of the Petronian Orders. Should you disappoint, another magus of the Order would accept the responsibility of your teaching. Do you, now, of your own will, seek apprenticeship with the Order of Dreams?"
"Then you shall be tested, and we shall see whether our dreams coincide."
Over the course of the next hour, Centho grills Alex on a wide range of legal and practical questions. There's basic grammar and rhetoric and math and astronomy (easy enough, at Alex's skill level), Imperial and Petronian legal code (difficult), and magic theory (increasingly difficult and with kind of confusing underlying assumptions), interspersed with questions about Order politics and interrelationships (of which Alex is largely ignorant).
Centho is patient but utterly unrelenting. He takes notes with a sharp goosefeather quill; it doesn't scratch.
Eventually, the quill is put away. "Your mundane education appears adequate," Centho begins, in exactly the same tone as his prior questions,"and I do not expect you will fall behind for a lack of basic literacy or diagramming skill. Your grasp of Imperial law would be acceptable in the provinces but insufficient for any participation in Arbis affairs; your grasp of Petronian law is...impressive for a newcomer, but still lacking in a few crucial areas. You could nonetheless pass the bare minimum standards for legal knowledge required for apprenticeship, although a more thorough education in both legal codes would serve you better.
"Your grasp of Petronian theory is spotty at best, but that can be easily remedied by study of textbooks not descended from the works of that knave Charlenius. Or a season of study under Alidade, who is the finest theorist Grawtosh has despite what some fools believe. Your Miezan is passable for mundane concerns, but not for complex discussion and magical Arts, and your accent is noticeably foreign to Arbis.
"I expect all of these deficiencies remedied before you are Opened to the Arts. How you accomplish this is up to you; I will see to it that the full selection of beginner courses and non-restricted sections of the Grawtosh library are open to you. Winter solstice should provide enough time. Do you have questions?"
(It is currently near the beginning of summer.)
A new quest is available!
On The Rise
Objective: Raise your Abilities to at least the target level before the winter solstice, and pass the Opening Exams.
- Artes Liberales to 1 (COMPLETE)
- Petronian Law to 1 (4/5 XP)
- Imperial Law to 1 (COMPLETE)
- Miezan to 4 (0/20 XP)
- Magic Theory to 3 (2/15 XP)Reward: Eligibility for the Opening ritual of the Order of Dreams, apprenticeship to Primus Centho of the Order of Dreams, +1 Might XP.
Bonus objective: Raise your Abilities to at least the target level before the winter solstice, and demonstrate your knowledge to Primus Centho.
- Imperial Law to 2 (0/10 XP)
- Petronian Law to 2 (4/15 XP)
- Order Lore to 1 (0/5 XP)Reward: Improved relations with Primus Centho, improved relations with the Order of Dreams, +2 Might XP.
Failure: Loss of apprenticeship to Primus Centho, worsened relations with the Order of Dreams, delayed eligibility for Opening of the Arts.
It's kind of a garbled mess until a frowning beak-nosed man looking a few years younger than Alex raises his voice over the hubbub. "Alright, that's enough, back off." He has to repeat the order a few times to get it to stick, but it does cause the crowd to sheepishly give Alex some space.
"What did Primus Centho want with you?" the young man demands.
"He was testing me to see how knowledgeable I am. He's considering taking me as an apprentice if I can address my shortcomings quickly enough." There's a twinge of a worry that people will try to sabotage him based on this but he didn't think of a deflection in advance and lying isn't something he's skilled at to begin with.
"I learned Meizan from a young age but the people where I grew up mostly spoke Umbrican. I mostly got practice reading and talking to my grandmother and some merchants passing through. As for magic, I mostly learned from books. The only teacher I had was a hedge mage who just taught me the basics of control."
A few of the crowd edge away from Alex at "hedge mage", looking subdued, though a couple others seem if anything even more excited.
The youth smiles brightly. "Oh, don't worry about that. I'm sure you'll get along just fine, no matter how backward your education may have been."
There's a sigh from behind him. "Lay off with that Vizier crap, Philotheus," says the fellow previously playing the not-lute.
"I expected better of you, Shadwick," sniffs Philotheus. "Do you propose to associate with a barbarian hedge wizard? What's next, a study of Scaled One mating rituals?"
"Great idea," nods Shadwick agreeably. "Want coauthorship on the tractatus?" He waves at Alex while Philotheus sputters. "Shadwick Thule. I've never been to Umbrica but I hope to one day."
Alex may note they are both wearing similarly fine silver-white robes trimmed in purple (or at least the appearance thereof).
Alex expected something like that but thought, perhaps naively, that it was better to be open about things than leave it to rumors.
"Oh, I know scattered books are no match for proper instruction and a library like Grawtosh's that's why I'm here. It's good to make your acquaintance Shadwick."
Actually the dorms in question are just down the hall! It's normally apprentices who are housed by a particular Order, but Alex has permission from Pellia to use the Order of Dreams dorms because he's older than most students and already committed as a future Dreams apprentice. They are shared rooms with a dozen beds each, clean but a little cramped. Shadwick also shows Alex where to find the toilet and washroom on this floor.
"...and that spot where the floor transitions to smooth stone marks the Order of Device side of the wing," he adds. "They're a little jealous of how awesome we are, of course, and nobody pranks quite like a roomful of adolescent gnomes with artifacts, so watch yourself if you decide to pay them a visit."
Fairly quiet! It is mostly occupied by a handful of clerks and scribes working on copies of various books and ledgers. There is more parchment and paper here than Alex has ever seen outside a city library.
On introducing himself, Alex will be swiftly set up with a list of basic courses available to unOpened students, and another list of library books that cover essential topics. There's two full-time courses in Magic Theory that run every season, currently taught by Magister Alidade and Praeceptor Seleucus. Imperial Law and Petronian Law alternate seasons; this summer it's Petronian Law taught by Sub-Quaesitor Aeolus Flamen. There's a wider selection of courses in the Trivium and Quadrivium (math, logic, rhetoric, astronomy, etc.) and philosophy (Ritual Concordance, Omens and Auspices, Applied Theurgy, Philosophy of Governance, Gnarly Thought Experiments).
For the moment he will either take both magic theory classes or just the one by Alidade if he needs to pick. The law class and a math class that seems likely to lead towards higher order geometry. He'll also enquire about what a normal course load is and consider adding more if he's low.
There are two kinds of basic courses available at Grawtosh. Primary courses run more or less full-time for a season. They cover a handful of basic and advanced sub-topics any given week, not all of which will be attended by every student. In general it is assumed a student will spend about four hours of classroom time and four hours of personal study time six days a week on a primary course. It's not recommended to take two of those at once, though in theory one could frantically juggle their classroom times; instead students who want to dabble are encouraged to switch at particular mid-season breakpoints. Auxiliary courses are mostly self-paced with a few hours of class time a week.
It's possible to assemble an entire primary courseload out of auxiliary courses, and in fact this is fairly standard for liberal arts and philosophy, but most students are taking a single primary course and zero or one auxiliary. Ambitious students sometimes add multiple auxiliaries (and, Alex is warned, often regret it).
Magic Theory is a primary course, and there are packages of auxiliaries for "Artes Liberales" and "Philosophiae" that are each primaries in their own right. Petronian Law can be taken as a primary or an auxiliary, with the more widely attended lectures being part of the auxiliary track. For math, there's an auxiliary geometry course that seems promising. Miezan tutoring is also available in either type, though the primary course is typically reserved for young Gifted children from the provinces.
Well seems like just taking one magical theory class is the correct choice then. Maybe he can get the alternative perspective another time. He will take the law class as an auxiliary and the math class and do more self study on law and oh right he should try to find an auxiliary class on Meizan.
He can let the Amanuensis Office know if he'd like to drop a course. The institution of Grawtosh does not particularly care how students learn, so long as they attain the requisite skills to pass their Opening exams. They'll have a set of tests available for whatever he declares himself to be studying in a given season; they will drop him automatically if he doesn't show up for the tests and they'll ask some pointed questions and potentially escalate as far as expulsion if he doesn't make legible progress, but as long as he does he can pretty much do as he pleases.
(They micromanage children more than this, but Alex is not six years old.)
Alex may be getting somewhat peckish but it's not quite dinnertime and the Library is just nearby. It looks delightfully inviting, too. Its immense double doors are carved into the shape of an open book, so artfully that he can make out individual pages on the sides and an Obviously Correct amount of crinkled yellowing. It even smells like an old book.
The Atrium was enormous. The Library is something else entirely. The entryway is built into the middle of a bookcase. Stacks stretch in all directions, appearing to twist strangely as they rise into darkness above. Alex can't see the end of any of them. He can't see the ceiling. He can't see walls.
The floor is the same unfamiliar wood as the bookcases, worn smooth by age and use. In the cracks between the floorboards, one may occasionally glimpse the top of a shelved book or yellowing scroll.
Illuminated by glowing blocks on wooden poles, a few clusters of desks, tables, and chairs stand like islands in a sea of books. The largest is occupied by a massive wooden desk that seems entirely of a piece with the floor. On the desk rest several neat piles of books and scrolls, a wooden-framed pane of glass, a quill and inkwell, some loose parchment, and a tome the size of four normal books put together. An oddly translucent and positively ancient-looking Miezan man sits behind it, peering intently at the tome.
The Late Librarian examines the list. "Fundamental Principles of the Arcane...The Code of the Order...The Colloquia...A Unified Theory of Magic...Yes, these have all been Indexed." He places one hand on an enormous ledger and extends the other sideways as if reaching for something. A moment later a book emerges from the shrouded upper shelves and zooms into his outstretched hand. He places it on the desk and repeats this process until there is a neat stack of books whose titles match Alex's list.
"For Imperial Law, section four-eighteen." He extends a bony finger towards a set of bookcases to Alex's left. "Petronian Orders, section four-eleven." A slightly different set of bookcases.
There are books about the Orders! In at least seventeen languages! Would he like a memoir written by a long-forgotten Quaesitor? A political thriller between Vision and Viscera? A steamy romance about the Order of Aetherics? A series of peasant fables featuring magi, gathered by a scholar of Sustenance? A mathematical analysis of the numerological correspondences of a century of magus names? A collaborative treatise on demonology by former rivals in Cognizance and Chains? A six hundred page accounting of certamen duels, their stakes, and their outcomes?
(If these books are organized, it is not in a way that is immediately obvious to Alex. Imperial Law isn't much better. If he wants to find something remotely introductory or comprehensive, he may have to venture deeper into the stacks.)
As fascinating as all this is he assumes there's some system in place. He will return to The Late Librarian and ask a question. "Excuse me, is there a way to find books more easily than just looking at everything in a section if I don't know the title I'm looking for?"
The Late Librarian ponders this.
"There are always books to find. Always more books in the Library. Specific title, specific book, this is easy. One to one. Specific author, more complicated, still workable. Bounded selection. Books checked in, books that are Indexed, can be retrieved. Topic? Not easy. Cannot isolate, only cluster. This stack, that stack. Manual search. Perhaps you find what you seek, even if you do not know it. Perhaps you are never found again."
"The pursuit of knowledge may be worthy, but it is never truly safe. Nonetheless, there are indeed precautions. Do not damage books or other Library contents. Do not remove the substance of books from the Library without prior authorization, only images thereof. Do not disturb the peace nor hinder quiet contemplation. If you are lost, seek the familiar."
"Lesser Indices are open to all scholars upon request. One must be precise, and note that many indicators are incomplete." He sounds almost apologetic. Then he points to the enormous tome on his desk. "The greater Index is as much a part of me as a part of the Library, and not easy for others to consult. It lists the books which have entered the Library from without." The Librarian frowns. "And a few which...insert themselves. Frustrating. I meant to track down the source. Where are my notes? Let me see..." He begins rummaging in the enormous desk. A minute later he emerges and blinks at Alex.
"Title, or topic?"
The Late Librarian opens a drawer and produces a significantly pared-down volume.
Within are several lists of the same books, first alphabetically by title, then alphabetically by author, then chronologically by date of publication (with a considerable number of empty spots in the latter two.) An Early History of the Empire by Quintus Trebatius is listed as a summa on Imperial Law; most of the others look like legal documents and opinions, listed as tractatus.
Oh, that's what The Late Librarian meant about removing images. He hadn't really thought about it, he's still a little off kilter from interacting with the ghost? shade? remnant? he's not sure what the correct term is.
He tries putting one of the books he's collected under the glass.
If only there were a place he could find information about various states of not-quite-dead, like a library.
He has to place the glass on top of the book — it's a little bit awkward but not too heavy — and after a moment there appears another book of similar size but considerably more embellished cover sitting on top of the glass!
It feels like it ought to have heft to it, it is a large book, but it seems to actually not weigh anything at all? It takes approximately no effort to move. It has texture, though! It's silky. There's eerie little illuminated drawings on the pages that look like they might be gilded. This would be an absurdly expensive book if it were real.
The book-images all come out almost tastelessly embellished. They can be stacked despite their apparent lack of substance, though it's harder to put them in a pack or bag because they don't really exert outward force.
The Late Librarian taps the originals one at a time, murmuring "Shelve," and they vanish from his desk! He then resumes his perusal of the Index.
(The armchair is exactly as cozy as it looks, but smells faintly of licorice.)
An Early History of the Empire opens with a long-winded foreword about the glory of a long-dead Imperator and several officials, whose political significance is probably lost on Alex. There's a chapter listing, though, and a quick skim can tell Alex that the book spends a lot of time talking about the legal code set forth by the first Imperator in between his glorious conquests of various city-states, and discussing the deals and alliances that were later codified into law. It's dense and kind of archaic Miezan, and although Alex reads better than he speaks it's still going to be a bit of a project to extract details.
Fundamental Principles of the Arcane is surprisingly accessible. It contains precise, practical summaries of the five Techniques and ten Forms of Petronian magic, the importance of Vim (raw power or metamagic) in magical combat, the known limits of magic, principles of spell development and item enchantment, magic resistance and the bypassing thereof, raw vis and its usage, ritual and ceremonial casting, arcane connections, personal sigils, certamen, and a selection of concentration techniques. It touches only briefly upon a number of other subjects, including magical regios, warping, magical creatures, and the mystical realms.
A Unified Theory of Magic is a four-volume set written by Petronus himself; Alex is already familiar with a somewhat adulterated verison of Volume III. It appears to cover all these subjects in greater depth, but the language is older and a bit harder to understand. It uses terms closer to "manifestation" or "channeling" than the more modern "spellcasting" and is if anything more confusingly worded than the Charlenius copy. There's plenty to puzzle over, though.
The Code of the Order is a comparatively compact summary of explicit Petronian law, grafted onto a massive corpus of tribunal decisions and centuries of precedent.
The Colloquia appears to be a compendium of tales told by various characters, set in the town square of Arbis, and was largely recommended as a way to practice Miezan vocabulary.
Aside from the first one they all seem like excellent choices. That's probably not a coincidence. At some point he should ask what the recommended course book for Imperial law is because it probably isn't this.
In the meantime, he will reluctantly part from this comfy chair and the call of Knowledge and make his way back to the dorms to drop these off and then assuming the time is right he goes to the ... he thinks it was called the Prytaneum. That seems like far too fancy a word for the dining hall though.
The Prytaneum lacks the labyrinthine weirdness of the Library or the sheer enormity of the Atrium, but it's still the largest and fanciest mess hall Alex has ever seen. A square room surrounding a massive central hearth and solid stone chimney, it is filled with long tables marching in four cardinal directions from the hearth, with more tables in the corners.
There's visible sorting by status and Order, with apprentices in purple trim occupying the tables closest to the hearth, chattering students farther out, and scholars and administrators in more complex arrangements among the corner tables. Serving-tables around the edges of the room hold a spread worthy of the Festival of Asteron.
There don't appear to be many magi present, though Alex spots a couple of purple robes near the hearth. Nor do there seem to be tables for servants.
Oh right he had forgotten about that. He probably should have changed before coming. Not that any of his clothes as perfectly laundered after spending so much time on the road.
Well, worst case he can just eat. He'll give a little wave and say "Hello" to anyone at his table.
The fellow in the green robes seems preoccupied with customers and pretty far away; he'd have to be really subtle about it.
(He's also not the only apprentice who seems to be doing a bit of magic on their food, just the only one who's advertising the service.)
Whoever's responsible seems to be doing a decent job of hiding it.
Well... he has a new priority for his research. Maybe it's out of reach until he's awakened but he would really prefer to avoid this if he can.
He will take small bites and small sips and mostly try to manage as best as he can. If this continues he's going to get pretty frustrated by the end of this.
The washrooms are fancier than back home, but still pretty intuitive. The water in the baths and washbasins is remarkably clean, despite having no obvious source. Contaminants sink to the bottom quickly.
The privy also seems to be magic; there's a rune-traced circle and waste just vanishes when it passes through. It barely even smells.
Several washbasins are large enough to double as clothes-basins, yep. Conveniently, the water...doesn't seem to want to leave its container? His hands dry instantly when removed from the basin, and even clothes do the same.
Alex has enough of a basic understanding of magical theory to at least guess about the Arts involved here. Creo Aquam can make and purify liquids, and Rego Aquam can control it in various ways. The rune-circles probably serve as casting aids for a spell that lasts as long as the circle does, though Alex has heard such spells are finicky and prone to failure for unclear reasons. The privy is likely...Perdo Corpus? Products of human bodies generally have the Form of Corpus, and Perdo can make things no longer exist. There must be some trick to getting it to work on things that enter the ring.
The Order of Dreams has a small one he's visited already, though it's mostly scholars and apprentices. If he asks around, the second floor has larger rooms for students and he can get directions thereto. (Most students have not yet joined an Order, but the choice of common room still signals allegiance to some degree. Device and Dreams share one.)
His breakfast also passes unmolested.
Students, mostly children but with a handful of teens and unGifted scholars, file in to the classroom as Alex arrives. Not long after he takes a seat, a gnome woman wearing a riot of color and an enormous feathered hat bustles in through a side door, carrying a trunk nearly as large as she is. She thunks it down on a raised platform, then spots Alex and waves cheerfully. "Ah, we have a new student! Hello! I'm Magister Alidade, what should I call you?"
Oh good, hopefully that's a pattern that continues.
That is a very big hat. And a big trunk he wonders if she's using magic to be able to lift it or it's just light... or maybe she's just that strong. Has anyone said which order she's a part of?
"You can call me Alex or some variation of Alexandr Lustig if you prefer."
"Welcome, Alex!" Alidade then busies herself removing a series of objects from the trunk and placing them on a large desk near the front of the classroom. She requires a stepladder, but does not seem bothered by it.
After a minute of this, after the last few students trickle in, Alidade begins: "Each year on the autumn equinox, a twentieth of the harvest in towns and cities across Miezia is taken in and burned, the ashes scattered onto the fields as part of an ancient Avernian ritual of plenty. If the twentieth given to fire is the finest and choicest among all that the fields produce, then after the burning is complete, a handful of unburnt seeds may be sifted from the remains, and in those seeds is concentrated the ideal Form of Herbam.
"Welcome, class, and today we're going to continue our lesson on the RAW MATERIAL OF ARCANE POWER, or 'vis' for boring Miezans. Yesterday, we covered how vis is commonly concentrated in a physical form associated with one or more Arts of magic, and the defining features of each. We have the ten Forms, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, and Vim; and more rarely the five Techniques, Creo, Intellego, Muto, Perdo, and Rego."
Alidade unrolls a long strip of fabric and hangs it on the wall behind her, showing the symbols of all fifteen Arts, starting with the Techniques.
"As a special treat for you today, I have managed to convince the stingy authorities of Grawtosh to temporarily part with several educational specimens, in the name of magical study! It helps that an apprentice recently mistook a valuable pawn of vis for refuse and removed it from the lab during spring cleaning, although in their defense it took the Form of gryphon dung." This sparks a chorus of giggles from the younger students. "In any case, they have my thanks; I was able to make the case that properly educated apprentices would not make such a mistake.
"And for today's hands-on practice, you'll get to prove me right!" Alidade spreads her hands to indicate the items on the desk. "I have here a number of vis-bearing objects. Your challenge today will be to attempt to identify the Art or Arts with which each item is associated; you will write down your answers in secret, and whoever has identified the objects most accurately and precisely after fifteen diameters* will receive a special prize. And before you ask, no, the prize is not vis," she adds, observing an apprentice drawing breath, "I don't have that kind of funding."
*A diameter is the approximate length of time it takes for the sun to move its width across the sky, or about two minutes.
On the desk are ten objects:
- A blackened chunk of bark
- A piece of liver in a glass jar
- Two vials of liquids, one clear and one a deep red
- A mirror that glimmers with light
- A carved bone amulet
- A large reddish eye floating in a jar of translucent liquid that distorts its appearance
- A polished wooden wand with a gilded handle
- A large stone acorn
Hmm, on a first glance:
the burned bark seems like ignem and maybe herbam
depending the liver could be animal or corpus
the clear liquid is probably aquam
the red liquid probably being blood and therefore again corpus or animal
a glimmering mirror feels like it should be imaginem,
the eye could be mentem or maybe he's overthinking and it's just animal or it could be both
A wand feels like vim
and the stone acorn might be terram and herbam.
He'll line up with everyone else and try to see if he can observe any helpful details from up close and especially if he can feel anything with his somewhat unreliable magical sense.
On closer inspection:
- The bark feels faintly staticky to the touch, and looks more scorched than burned
- The liver is rough, with distinct lobes, marking it as animal rather than human (Congratulations on a successful Medicine roll)
- The mirror reflects a bright light in one particular direction, and from that angle the sun can be seen reflected within, blinding in its brightness
- The eye sends a shiver down his spine when he meets the pupil, and he feels faintly sick
- The amulet has the look of a partly finished craft project, carved with sigils, and includes a string of knucklebones
- The acorn is about as heavy as one would expect if it were made entirely of stone, which is to say, very
It is hard for Alex's unpracticed sense to discern much over the constant background thrum of Grawtosh, but Alex does notice a very faint note in tune with the bark's static.
Hmm, that largely matches his expectations.
He will write down his guesses:
- Scorched Bark: Auram (Lightning)
- Liver: Animal
- Clear liquid: Aquam
- Red liquid: Corpus
- Mirror: Imaginem
- Bone amulet: Corpus and Vim
- Eye: Mentem
- Wooden wand: Vim
- Stone acorn: Terram
He wishes he understood more but he shouldn't expect to have much chance of winning this competition upon first arriving. Much as he wishes he could. It's a little disheartening but it only reaffirms the importance of studying diligently and trying to learn.
After everyone has written down their guesses, Alidade gathers the notes, skimming each, and bids the class to sit down again.
"Good work, everyone! And remember, our goal here is to learn, so don't be too disappointed if your predictions didn't work out. Take it as an opportunity to figure out what you missed. And if you managed to guess right by chance, pay all the more attention to what could have made you more confident! Now let's go through them one by one."
Alidade holds up the piece of bark. "Each autumn equinox, a great storm gathers near a certain mountaintop, and lightning strikes the top of the highest pine on its slopes. Properly stripped and prepared, the bark yields Auram vis. The static is a giveaway, as is the telltale pattern of scorch marks."
She holds up the jar of liver next. "Students of anatomy will recognize an animal liver by its roughness and distinct lobes; students of arcane lore may know that the essence of a magical beast often concentrates in the liver. This is a piece of the preserved liver of a gryphon, one of the last of its kind to have lived in Miezia, and it contains a pawn of Animal vis.
"As for the two vials," Alidade holds up the clear one, "This is a distillation from the laboratory of an Aetheric magus, who worked with aqua fortis, a colorless and highly corrosive liquid. The creation of this single vial took most of a moon's change, and yielded a pawn of Aquam vis. The second vial is blood from a faerie offered as payment of a debt to Grawtosh; as a part of a powerful creature with a gnomoid body plan, it naturally contains Corpus vis."
"But your notes say the blood is Animal and the liver is Corpus?" objects one student.
"Indeed they do, Gaius Aetolus," nods Alidade, "and that is because I have taught Intellego specialists before, and I have important knowledge to impart regarding overreliance on magical perception in an adversarial environment, such as when one is attempting to cheat on an assignment by peeking at the teacher's notes."
The named student lowers his hand, looking chastened, several others grinning at his discomfort.
"That covers the easy ones," Alidade says brightly, and several grins fade. She holds up the mirror next. "The first ray of sunlight from the summer solstice is captured within this mirror, along with the image of the sun itself. The former is Ignem, the Form of light and heat; the latter is Imaginem, the Form of images. This object thus contains a pawn of both. And yes," she tells groaning students, "I do give partial credit for correctly identifying one of these."
Next she picks up the amulet. "This is the unfinished talisman of an apprentice of the Order of Chains who wandered into a regio and did not return. Note the partially carved sigils? This was clearly intended to hold an enchantment, and as any aspiring artificer ought to know, enchanting first requires the investment of Vim to create a lastingly magic receptacle. This talisman would have held a Corpus enchantment, but is currently only Vim."
Alidade picks up the wooden wand, using it to point to the jar of translucent liquid. "And this is the eye of a basilisk!"
Several students gasp. Someone screams. A few look like they are going to be sick.
"An entirely reasonable reaction," remarks Alidade, "But don't worry, it was a young basilisk. And the fluid contains the worst of it. And as a magical power capable of killing with but a glance, the Art associated with this object can only be...Perdo! Yes, it's rare enough that some textbook writers don't make mention of it at all, but Techniques can be distilled into vis just as well as Forms. They have to replace the preservative for this one every month, as the presence of the eye degrades it! Isn't that just fascinating?
"Anyway, let's move on to the stone acorn." She taps the object in question with the wand. "Students of history will recognize it as a seed of the Century Tree, reportedly planted as a thin column in the main courtyard at Grawtosh's founding, by the first head of the Order of Sustenance. It bears but once a decade, and its acorns always contain Terram and Herbam vis in equal parts."
Alidade puts down the wand, consults a small scrap of parchment, and picks up a clay figurine of a three-faced woman. This elicits glances of puzzlement from the class, since the figurine couldn't possibly be important. "This little lady is rather special," Alidade remarks. "She's the reason most of you wrote down nine guesses for ten objects. I had a time getting her out of storage, let me tell you; she has a way of fading into the background, you see. That's probably how three pawns of Mentem vis managed to go unused for so long. Congratulations to those who noticed, by the way."
"That's magic," Alidade counters sharply. "Half of what makes a successful mage, or scholar, is paying attention. Sometimes all the warning you might receive, from a cursed item or a forbidden spell, is a faint note of dissonance that something isn't quite right. Better mages than all of you have died, for lack of a willingness to heed that faint note. The next time you find yourself in a classroom, or a laboratory, studying some unknown piece of magic, and you notice a strange detail, such as the number of objects on a table not matching the number you have written down, avoid the temptation to dismiss it as not important. Better yet, cultivate that respect for the unknown everywhere you go. It could save your life, one day."
"Oh, silly me. That one doesn't contain any vis; it's just a pretty stick I use to point to things sometimes." There is a chorus of groans from the students. Alidade pauses. "...That was me being mean. But only a little bit; after all, vis is valuable, and many have tried to pass off mundane items as enchanted or vis-bearing. Distinguishing true concentrated Arts from fake is an important skill, which some of you would do well to cultivate."
Alidade takes this opportunity to segue into the rest of the lesson, which is about common sources and uses of vis.
Animal is mostly harvested from hard-to-domesticate magical beasts, and is used in Order of Sustenance rituals to create or enhance warbeasts and livestock.
Aquam can be found in water sources and (much more dangerous) certain parts of the sea. It is often used to supply water to villages or campaigning armies by creating springs.
Auram is needed for rituals that control the weather, which is problematic because it is usually harvested from natural storms. Much of the Empire's supply comes from isolated towers maintained by the Order of Aetherics.
Corpus is in high demand for longevity rituals and teleportation of troops. It is harvested from gnomoid bodies and objects long associated with them.
"Yes, and blood magic, which can also produce Mentem or Vim."
The supply of Corpus has dwindled somewhat, Alidade continues, since Miezia limited the practice of blood magic to lawful executions (and reading between the lines, stopped slaughtering captured foes en masse), but it is recovering somewhat as the population grows and new sources are discovered.
Herbam is harvested from magical plants (or, in some cases, a sufficient quantity of mundane crops). As a vital component of the field rituals led by the Order of Sustenance, it is also in high demand, to the point where wars have been fought over access to forests suspected to contain sources.
Ignem is famously volatile, and even more difficult than most Forms to acquire and store safely. Nonetheless, the Order of Aetherics has identified a few stable sources, including one in the heart of a volcano. It is mostly used in warfare, but also sees some use in enduring heating, cooling, and lighting effects.
Imaginem is often drawn from particularly breathtaking spectacles, or traded from the fae at no small risk to the bargainer; Magus Centho, Head of the Order of Dreams, was promoted in part for his discovery of a way to harvest vis from silence in the Cave of Echoes. Originally popular for its value in beautification rituals, it finds other uses in the hands of Devisors and Dreamers.
Mentem is the Form of minds and ghosts. The methods of its harvest are known mostly to members of Cognizance and Vision, as are most of its uses; but it is prized by Cognizance in particular for use in enhancement rituals.
Terram vis is often found in mountains or caverns that have been touched by magic. It is useful in rituals to create, transport, and enhance arms and armor.
Vim can be distilled from most magical auras in a labor-intensive process often assigned to otherwise unpromising apprentices. It is essential for many magical projects, including the making of most enchanted items.
The Techniques can be harvested as well, but doing so is often tricky and requiring of ongoing effort by magi. Alidade tells the tale of a magus who harvested Creo from a forest by some long-forgotten ritual, only for an angry faerie to murder him and all his apprentices over the resulting stunting of growth within the wood. Also featured is the story of a monastery whose inhabitants swore a vow of chastity, the keeping of which could be harvested for Rego vis. One magus discovered that the productivity of the monastery increased the greater the temptation the monks faced, an incentive structure which led to unfortunate consequences for all concerned.
All five Techniques are highly sought-after; Creo for various enhancement and fertility rituals, Intellego for detection and spying, Muto for transformations and enchantments, Rego for teleportation rituals, and Perdo for war.
As the last students file out, Alidade produces a small, cracked gem from a pocket in her robes. "This is a mnemor lattice, or gemnory, a relic of Wennelthlim, recently found by a friend of mine." She hands it to Alexius. "It is flawed but functional; twice per day it can be held and activated by the command word lehashil, either to store a single memory or fact on which the holder is concentrating, or to retrieve a memory or fact so stored. It can only contain one piece of information at a time."
"I don't know, unfortunately. Much knowledge has been lost, and not to gemnories. You might have better luck asking at the Isle of Wheels, I hear they managed to preserve some fragments of lore. I do know that it is a useful study tool; you can check how well your knowledge coheres by using it to remove a particular fact from your mind. If you can rederive the fact afterwards from what knowledge remains, it often sticks more strongly."
"Not much in magic, my grandmother taught me a lot about medicine which let me realize it was an animal liver, beyond that my success here is from reading as much as I could find. If I can ask, those depictions of the elements and techniques you drew are different from the ones I've seen before is there a reason behind that?"
"Interesting." He would be inclined to assume intentionality some of the changes don't just look like simplifications or mistakes but he doesn't know enough yet. He wonders why she's asking about where he came from but answers without delay anyway. "I'm from Eriksmont in the Umbrica province."
Because then she'll know more things about him!
"Ah, Umbrica, that explains the accent. You've come a long way to study at Grawtosh; I hope you find it enlightening.
"Since you're joining us near the beginning of the season, you haven't missed much. I recommend a review of the Petronian Arts and the limits of magic in Chapters Two and Three of Fundamental Principles of the Arcane, unless you already feel comfortable with these topics. Next lesson will cover the basics of spellcasting. Any questions?"
"Not all of my students are Gifted, so our ability to experiment as a class is limited. I typically pair up those who have been Opened to the Arts with those who have not, so that they can try some very basic magical exercises. We won't be doing any formulaic spells, as even the weakest of those usually take longer than a few hours to learn.
"If you've had any practice with Arts before, you might be able to try some of the spontaneous or ceremonial exercises without having been formally Opened, but I'd recommend sticking to those Arts you are familiar with."
"I think I might have managed a little bit of magical healing," at least that's one guess he has for the higher attributes in Creo and Corpus, "but nothing dramatic enough to know for sure. If I'm right that means I have some inclination towards Creo and Corpus."
"Thank you. I hope you have a nice day." Alex will collect the rest of his belongings and follow out the door then turn to the other apprentice. "It was good to meet you. Magister Alidade said it but in case you didn't catch it I'm Alex it seems we're close to sharing a name."
"Yep! Might be a shared namesake from pre-Conquest, I think mine is supposed to be Delphic* originally. Anyway, pleasure to meet you."
*Loose term for a pre-Miezan ethnic group conquered centuries ago; the Iridescent Archipelago and the Long Gardens are home to some descendants.
"Yeah, I've been Opened to the Arts. It's the last step before starting an apprenticeship and mine is almost done. A little of both, I guess? I've helped Magus Hasdrubal work with vis in the lab a little bit, and I know a couple very basic detection spells. Well, technically they give me enhanced senses, I'm good with personal spells. That's how I noticed the wand didn't seem magical... Also, a friend of mine warned me that Alidade liked to play tricks sometimes, so I was double checking all my guesses. I knew about the Century Tree and recognized the basilisk eye from a description of its effects. The acid got me, actually, I thought it might be another trick and guessed it was some critter's phlegm."
"Oh gosh, it's been a while since I was starting out myself and the advice I'd give a kid is probably very different than what you'd need to hear...uh, don't anger the librarian, ask multiple students about a teacher before taking classes with them, exploring Grawtosh can be dangerous but also weirdly helpful as long as you're not too stubborn to back off and retreat to the Atrium. Also the magi are feuding, like, all the time, and the apprentices get drawn into it but I try to steer clear."
"I knew magi were prone to feuding I suppose it was too much to hope that the academy would be insulated from that. I suppose I've already broken the rule with respect to asking about professors. Do you know anything about Aeolus Flamen or... " he briefly looks at his notes to help remember the name of his math professor.
He has Pomona Salinator for geometry and Ahasuerus Pictor as a Miezan tutor. Also in his notes: Geometry and Petronian Law are 2-hour evening shifts twice a week and Miezan is a single 3-hour session in the research buildings outside Grawtosh. His schedule for auxiliary classes is Miezan-law-break-math-law-break-math-break starting today; the Miezan week is eight days. The primary class follows a three-day-on, one-day-off pattern, but some of the "off"-days involve project work outside the classroom.
Alexius begins making his way to the Prytaneum. "The Sub-Quaesitor? Oh yeah, he's actually a relative on my aunt's side. He's not Gifted, but knows the Code inside and out. Helps adjudicate tricky cases, he used to tell us kids stories growing up about various trials to keep us behaved. Half of them ended in executions, mind you. He's harsh but fair, kind of a stereotypical Order of Justice magister in that regard, but he's been all around the Empire and loves talking about his collection of souvenirs.
"I don't know Pictor or Salinator as well but I don't think they're among the infamous ones. I think Pictor teaches provincial students? That might be a good match since they're often older. I heard Salinator gets called in as a consultant on rituals sometimes, so she probably knows her stuff, most non-magi are kept away from those."
He has two topics to review, the basics of the fifteen Petronian Arts and the limits of magic. On the former, Alex learns:
The term 'Arts' refers collectively to Techniques and Forms — two classes of magical disciplines that work together in spellcasting. Techniques govern the essential manipulations that magic can perform; Forms, the essential natural phenomena that magic can manipulate. A Technique is referred to by a verb conjugated in first person, and a Form by a noun. You combine one Technique and one Form to cast a spell, and together their names indicate the spell’s general function. For example, a 'Creo Ignem' spell employs the Technique of 'Creo' and the Form of 'Ignem' and produces light, heat, or fire. A 'Muto Ignem' spell transforms light, heat, or fire in some way, such as by increasing its intensity, its size, or its shape.
Arts are not knowledge alone; they also represent the degree to which a Gifted individual expresses magical energy with their very being. Progress in Forms confers some measure of resistance against harms caused by that Form; fire resistance from Ignem, for example.
(Pronunciations are not spelled out in Alex's textbook but are included for the benefit of the reader. Also, the author of these posts makes no representation that all statements in Fundamental Principles of the Arcane about the reified world in which it exists are true.)
Techniques
- Creo (Cr) “I create”: Creo magic makes things that exist independently into better things of their kind, which includes bringing them into existence from nothingness. Artificial things, such as bread, swords and books, have complex forms; creating them requires skill. Pronounced “CRAY-oh”.
- Intellego (In) “I perceive”: Intellego is the Art of perception. It allows a maga to gather information directly from the forms of things. This information deals with the actual nature of a thing rather than its appearance, meaning it is not deceived by mundane disguises. Pronounced “in-TEL-le-go”.
- Muto (Mu) “I transform”: Muto can grant or remove properties that an object or entity cannot naturally have. Examples include turning a person into a wolf, turning air thick enough to stand on or stone clear enough to see through, or changing something's color, shape, or size. Pronounced “MEW-toe”.
- Perdo (Pe) “I destroy”: Perdo magic causes things to decay or be destroyed. It is the opposite of Creo. Properties that cannot naturally be lost return at the end of the spell’s duration, under the Limit of Essential Nature. Perdo can only make something a worse example of what it is. Pronounced “PARE-doe”.
- Rego (Re) “I control”: Rego changes the state of a thing to another state it can naturally have. This includes moving things, making a tree blossom out of season, or shaping stone into a statue. Pronounced “RAY-go”.
Forms
- Animal (An) “Animal”: Governs all living things except for humans and humanoids (or gnomoids, if you're a gnome), and even includes some things that are no longer living, such as leather or wool. Pronounced “ah-nee-mahl”.
- Aquam (Aq) “Water”: Concerns water and all manner of liquids, as well as properties of liquidity. Pronounced “AH-kwahm”.
- Auram (Au) “Air”: The Art of air, wind, and weather. It also governs gaseous things in general. Pronounced “OW-rahm”.
- Corpus (Co) “Body”: The Art of human bodies. It affects living humans, dead human bodies, and bodies of magical/faerie creatures that look human. Pronounced “COR-poos”.
- Herbam (He) “Plant”: Concerns plants and trees, including dead plant matter like wood and linen. Pronounced “HARE-bahm”.
- Ignem (Ig) “Fire”: Concerns fire, heat, and light. Pronounced “IG-nem”.
- Imaginem (Im) “Image”: Concerns the things in the world that the senses respond to, called "species." Imaginem spells affect the process by which these are produced rather than the species themselves (thus illusions are not themselves magical). Pronounced “ih-MAH-gih-nem”.
- Mentem (Me) “Mind”: Concerns minds, thoughts, and spirits. It can affect the “bodies” of noncorporeal beings like ghosts, as these are maintained by a spirit's will. Pronounced “MEN-tem”.
- Terram (Te) “Earth”: Concerns nonliving solids, especially earth and stone. Pronounced “TARE-rahm”.
- Vim (Vi) “Power”: Concerns raw magical power. It refines the use of magic itself and affects magical, infernal, divine, and faerie creatures, at least in principle. Pronounced “weem”.
The book also covers the known limits of Petronian magic. Theorists believe there are two fundamental limits:
- The Limit of the Divine: Petronian magic cannot affect the Divine; any magic attempting to do so simply fails. This includes powerlessness in the face of miracles and the inability to directly affect consecrated objects. Even proximity to sources of divine power can interfere with magic.
- The Limit of Essential Nature: Petronian magic cannot affect a thing’s essential nature. A thing can be changed, but it will eventually return to its natural form.
And a number of lesser limits, many of which are disputed or believed to be flaws in Petronian theory:
- The Limit of Aging: Magic cannot halt or reverse natural aging, though it can slow it down. Most magi think this derives from the Limit of Essential Nature, though the author of Alex's textbook relates this view with thinly veiled contempt and instead claims it's a flaw in Petronian theory.
- The Limit of Arcane Connections: Magic cannot affect an unsensed target without an Arcane Connection. This is widely believed to be a flaw in Petronian theory, as Intellego magic is much less tightly bound by this limit than other kinds. Intellego can determine whether, for example, there are any people behind a wall the magus can see, but Perdo Corpus magic cannot affect those people until the magus is aware of them.
- The Limit of Creation: Magic cannot create anything permanently without raw vis.
- The Limit of Energy: Magic cannot restore physical energy, i.e. cannot counter fatigue. Most magi think that this is a flaw in Petronian theory.
- The Limit of the Infernal: Intellego magic is nearly useless against the Infernal, as demons only reveal what they want the caster to believe. The source of this limit is fiercely debated. Optimists think it is a limit in Petronian theory. Pessimists think it is derived from the Limit of the Divine. Moderates think it is derived from the Limit of Essential Nature, in that deception is the nature of demons, so that if you use Intellego on them you only detect their deceptions. Some magi point out that, thanks to this limit, there is no way to tell the difference between the Gods and very powerful demons.
- The Limit of the Lunar Sphere: Magic cannot affect the lunar sphere or anything above it.*
- The Limit of Names: Magic cannot directly affect Names or stories, though it can affect Named just fine if they aren't otherwise resistant.
- The Limit of the Soul: Magic cannot create an immortal soul, meaning it cannot create true human life or restore the dead to true life.**
- The Limit of Time: Magic cannot alter the passage of time, affect the past, or scry on the past or future.***
- The Limit of Vis: Magic cannot change the Art to which raw vis is attuned. The book's author thinks that this is a result of the Limit of Essential Nature.
- The Limit of Warping: Prolonged exposure to active magic or high auras usually causes changes, generally referred to as warping. Petronian magic is completely unable to affect these changes once they have happened. Wizard’s Twilight is one manifestation of warping.
*The Miezans have a geocentric model of the cosmos. They might even be right!
**The word "true" perhaps does a lot of work here.
***Yep, Alex's book sure does say this. The book's author think this derives from the Limit of the Divine.
The description of the arts is only a small refinement on what he's seen in other books but some of the detail is useful. He's a bit surprised by it saying that Terram is definitely non-living but he supposes a magical tree is a reasonable thing to be an exception.
The discussion of the limits is mostly new to him and it's really interesting to think about. He wonders what Magister Alidade thinks about these.
The limit of aging does seem a little dubious. Does it just apply to living beings? Clearly metal rusts as it ages and rusted metal can be restored or at least he thinks he's heard that's true. If it does just apply to living beings is it because of their nature as living beings or perhaps it's due to how enormously complicated they are meaning there's simply too many details for the magic to handle, or just too much for any spells people have thought of to handle. At least without breaching the rule about time.
He already had some evidence that the time loop was divine magic and this is another weak piece of evidence in that direction.
The limit of connection certainly sounds like an incomplete explanation.
The limit of creation is... strange he just heard in class about people creating or distilling raw vis so clearly it isn't entirely exceptional maybe he's just misunderstanding something.
The limit of energy brings him back to his hypothesis about complexity.
He doesn't have any ideas about demons. He sincerely hopes he won't be faced with any.
Alex is fascinated by the limit of the lunar sphere. How was that tested? Is it a coincidental distance limit? Does he know how far away the moon is actually? Does the book say?
The limit of names seems obviously related to the limit of the divine to him.
He's... curious what makes life true or untrue.
The limit of warping seems strange and worth looking into more.
The chapter on vis hypothesizes that, vis being a concentrated Art, using vis to create something might not be true creation either, just making a specific manifestation of a Form out of its raw material. (In this paradigm, Creo vis is something of a hybrid of all idealized Forms.)
The book does not have opinions about the moon's distance from the earth. (It might be in an astronomy book, or derivable with math.) It does mention the scrying work of several Intellego specialists confirming the Limit of the Lunar Sphere, and that even the Yan Tei astronomers seem to record it.
Warping: There's a chapter on it! Alex only has time for a skim, but the gist appears to be that magic can cause (usually but not always detrimental) changes to creatures. Sources include being affected by powerful magic, causing or being near a magical accident, and living in a strong aura (of any realm) or being continuously affected by magic for seasons at a time. Effects are cumulative, but the ongoing ones do taper off over time.
Gifted do not suffer the usual changes. Instead, Warping makes them more prone to Twilight, a mysterious phenomenon which subsumes those who lose control of their magic. Effects vary tremendously, though they are usually associated with the Arts of the triggering magus or spell. Durations also vary, from "minutes" to "indefinite". One Aetheric weather mage became a living storm for eight years, then returned with only fragmented memories. Another survived a battle by accidentally becoming a statue for an hour. Still others become strange beasts, spirits, or, in at least one instance, an entire field of wheat.
It usually takes many decades for Twilight to claim a magus permanently; many die of old age first. The Order of Cognizance studies the phenomenon extensively, and is said to have collected secret techniques around it, in an effort to comprehend something they term The Enigma.
This lesson is on the basics of spellcasting! Some of the younger students are practically vibrating in their seats. There's a large clear space in the floor, and a couple of scholars mark out loose circles as Alidade speaks.
"As you may recall if you read ahead in Fundamentals, or if you like many students have been eagerly awaiting this moment since you learned you were Gifted, there are three major categories of spellcasting. Spontaneous magic is the direct manifestation of a Gift by force of will; it is flexible but weak. Ritual or Avernian magic involves the use of resonant materials, diagrams, and sigils to channel raw vis into more powerful effects. Formulaic magic must be learned through extended study, but can produce specific more powerful effects mostly repeatably. Contra certain textbook authors, formulaic magic was not pioneered by Petronus, merely standardized.
"We will not be working with raw vis today, and I don't have the time to teach you any formulas, so we'll be demonstrating spontaneous magic today. Specifically, we will practice a handful of minor spontaneous effects similar to those used in affinity testing. We will also demonstrate ceremonial casting, which is spontaneous magic that uses ritual elements, but not vis, in exchange for a small but sometimes significant boost in stability and power.
"UnGifted students will work with Gifted students in groups, and will take notes on the casting process.
"Practicing spontaneous magic can be exhausting. I won't tell you all not to exert yourselves - because in my considerable experience that never works - but I will tell you that if you start feeling winded, take a break. Observe what others are doing for a couple minutes. Take notes. If you pass out from overexertion because you failed to heed my warning, I hereby give permission to tease you mercilessly about it for the next thirty-two hours."
In a more serious tone, Alidade continues, "And if literally anyone tells you to stop casting, stop immediately. It is the responsibility of everyone present to be on the lookout for magic that is about to go awry. If you think someone is abusing this privilege, stop casting anyway and then complain to me or my aides.
"People sometimes lose control of their magic, and we have some experience bringing turbulence under control, so if you ever find you can't stop then call for help immediately." To drive home the point, Alidade has Alexius demonstrate this procedure, complete with a spontaneous generation of a rather concerning amount of blood that is quelled when Alidade raps a dual-pronged metal wand on her desk.
"Anyone violating either of these principles will be barred from my classes in perpetuity. I assure you, this outcome is better than bursting into flame."
Alidade splits up the class into groups by magical exercise, with several groups doing basic light spells. Alex, Alexius, and a pair of unGifted students named Kanutte and Scaevola are assigned a small list of practice exercises using Creo Corpus, starting with lengthening a single plucked hair and concluding with the ceremonial casting of a spell with ritual elements designed to temporarily mitigate the effects of injuries. Alex is instructed to observe Alexius' technique before trying his own, and to experiment with words and gestures and investigate the results in collaboration with the unGifted students.
Alex watches eagerly as Alexius demonstrates. When it's his turn he'll do his best to imitate what Alexius did. He will be quite successful at imitating any gestures and incantations but it is still one of his first tries at doing something like this in a structured way.
It turns out to be fairly easy to replicate the hair-growing trick, though the added length only lasts a moment. Further exercises involve doing it at a distance, making it last longer, lengthening a hair that's still attached to his arm, and (as difficult as any two of the previous combined) lengthening two separate hairs at once.
Alex is able to get a couple of these working, but he gets stuck on the two-hairs task and keeps getting one or the other but not both. He feels like he could barely manage it if he just...pushed...a little...harder...
Alidade bustles over shortly to check on him. "Ah, good, you heed my advice. An excellent quality in a magus, that. You'll be fine in a couple minutes, I expect. What Alex has discovered," she tells the observing students, "is that exerting oneself can produce significantly stronger effects than letting the magic do all the heavy lifting. It also, we have observed, draws down the body's own energy supply, and if he had continued to exert himself in this fashion, Alex would have found himself increasingly fatigued, and unconscious after another handful of spells. At that point there'd be nothing we could do for him but wait it out.
"Fortunately," she raises her voice and fixes a nearby group with a menacing stare, eliciting some guilty looks, "Alex recognized that he was getting tired and took a moment to rest. Now he will most likely be up and casting again in a couple of minutes."
Alidade lowers her voice again and turns to Alex. "Thank you for paying attention. Sorry to put you on the spot, but the youngsters do get so understandably excited sometimes. It's important to remind them not to overdo it, and for some reason seeing someone else do it right works far better than just telling them things, almost as good as doing it themselves. You humans are so very social, it's quite fascinating."
"It's more a matter of degree than kind. Remind me to tell you sometime about a fragment of lore that survived the Forgetting, a certain conformity experiment run on half a dozen species...
"In the meantime, keep at it, and take breaks whenever you need them. You'll find spontaneous magic is good practice for managing fatigue. Formulaic magic can be more unforgiving; if you get a formulaic spell almost right, it will often drain your reserves somewhat to make up the difference, whether you intended it to or not. And a mismanaged ritual can take a magus from fresh to unconscious or dead, though that's rare among experienced casters. Our upcoming ceremonial exercises won't have this problem, to be clear."
"...don't tell that to some of the older magi, they might get offended. You'll hear no argument from me, though." On that ominous note, Alidade moves on.
There is another fifteen minutes or so of casting practice. During that time, there's a minor scare in which water overflows from a student's cupped hands, another involving a blinding flash of light, and a third involving the accidental shredding of a strip of practice leather, but these are quickly contained.
Alidade flits about the classroom offering bits of advice and insight and more advanced exercises to those who need them. Then she gets everyone's attention and stops the exercises to explain some of the results they've been getting.
"As you may have noticed, some features of spells require more effort or power to produce. The power of a spell is called its magnitude. This will not be as immediately helpful as you might expect, because most of the exercises you've been practicing are of the first magnitude. Making the end of your finger flicker with a faint glow, and making it shine like the sun through clouds as long as you concentrate, are both of the first magnitude, but the latter is much more difficult."
She goes on to describe the four primary determinants of a spell's magnitude: the base effect, the range, the duration, and the target. Base effects are something akin to a "minimum viable spell"; a specific, momentary, singular effect with a range no greater than the caster's own person. The power of the effect - the brightness of a light, unnaturalness of a weather phenomenon, or strength of a healing spell - determines the magnitude of a base effect. From there, scaling up any of range, duration, or target generally adds one or more magnitudes to the necessary power of a spell.
Standard ranges start at "personal" and scale to "something the caster physically touches", then "within reach of the natural voice of the caster", then "anything the caster can see", then "anything the caster has an Arcane Connection to." These are often shortened to Personal, Touch, Voice, Sight, and Arcane. There is also Eye, or any being that makes eye contact with the caster, which like Touch range adds a single magnitude.
Standard durations are "momentary", "until the sun/moon has traveled its diameter in the sky" (about two minutes), "until the next sunrise or sunset", "until the next full moon and new moon have set", and "until sunrise on the fourth equinox or solstice after casting", with the last duration always requiring a ritual. Durations are often shortened to Momentary, Diameter, Sun, Moon, and Year. There is also a duration of Concentration or "as long as the caster can concentrate on maintaining the spell" which is equivalent to Diameter in magnitude, and Ring or approximately "while the target(s) remain within an unbroken diagram made by the caster", equivalent to Sun.
Standard targets are a bit more complicated, with the baseline being either "Individual" (the base Individual varies by Form, but in the case of Corpus it's "a single humanoid gnomoid body"), or "Circle", which is literally "everything within the bounds of a diagram the caster physically traces out while casting." Circle is often paired with Ring. Then there's Part, or "some part of a natural Individual" at one magnitude higher than baseline; Group, up to ten base Individuals at two; Room, the contents of an enclosed and bounded chamber of near-arbitrary size, also at two; Structure, often glossed as "an entire edifice under a single roof", at three; and Boundary, a somewhat abstract target which includes anything with a well-defined natural or artificial boundary and always requires a ritual to cast, at four magnitudes above baseline.
The exercises they've been practicing have been using ranges of Personal, Touch, and Voice, durations of Momentary and Diameter, and targets of Individual, Group, and (in a few cases, such as the targeting of a hair on someone's own arm) Part.
Before they move on to ceremonial spells, Alidade invites students to try out Concentration on their exercises. "Magi often describe the sensation of maintaining an active spell as recognizing the moment when it snags, applying a bit of added exertion in that moment, then holding the sense of the spell carefully and consistently. Musicians sometimes liken it to holding a note."
It feels less like a flow and more like...the mental equivalent of standing on one foot with one's arms held in weird static positions? It's a mix of passive and effortful.
After he's held it for half a minute, he starts to lose his mental balance and the hair begins to rapidly thicken.
As he attempts to release the spell, he finds that he can't; it pulls at him, draining his energy, like his mental balance has not only been disrupted but there's an anchor attached to his metaphorical wrist; the hair is branching and starting to look positively fluffy. (Only a few moments have passed.)
An aide rushes over with a wand. Alex does, just barely, manage something that feels a bit like disentangling himself from a weight that's dragging him under, just before he gets booped surprisingly gently by the aide.
He's left significantly winded and holding a woven lock of smooth, silken hair.
Okay... it's good that he was able to stop it or that the wand did everything got a little blurry there. He thinks he managed something though.
He brings his attention to the hair... that used to just be one hair and it wasn't woven. How did uncontrollably growing a single hair produce this result.
He'll look to see if Alexius has any comments.
"Creo draws on the ideal Forms," adds the scholar with the wand. "The ideal Form of human hair is thick and healthful, so it makes sense that your Creo Corpus botch made it moreso. For why it's woven, you'd need a better theorist than I, or five of them and a really long argument.
"Please don't take this as a reason to go experimenting with the nature of botches or trying to make them happen on purpose. Entire books have been written on those who've tried. Mostly they die spectacularly and take our best laboratories with them. If you'd been a magus in the fullness of your power, that hair could have filled the whole room and suffocated us."
"Definitely not something to do on purpose," he agrees but inside his mind it burns. The idea that some things can't be understood is... wrong. The fact that it's been tried before to catastrophic results means that it's not something it makes sense to experiment with any time soon but maybe one day. And that is what it is to be a Named isn't it? To succeed where anyone else would fail. Not that history isn't filled with stories of Named who have experienced extreme failures.
Blissfully unaware of Alex's thoughts, the scholar moves on, bustling over to assist another student who seems to have gotten themselves covered in vines.
While Alex recovers, Alidade directs the class to try a few more variants, and collectively they will note that it seems to be slightly easier to cast when using firm or exaggerated gestures and incanting loudly and clearly.
Then, Alidade directs the casters to occupy the ceremonial arrangements of materials and diagrams laid out by the aides. Alex's own ritual circle includes a number of pumice stones, a pungent incense, a string of teeth, and a complex astrological diagram outlined in ash from a large urn. (From his prior reading, he'll recognize loose philosophical correspondences with Creo and Corpus among a few of these.) His casting instructions are to sit in the middle with, again, a single plucked hair, and to attempt to draw on the correspondences inherent in the ritual to bring himself more into alignment with Technique and Form while casting. (Intuitively, will feel a little like balancing again, but this time with a little bit of fragile scaffolding to lean on while he does.)
It feels much easier this time, though it's hard to tell how much of that is luck and practice, and how much is the ritual component. Kanutte and Scaevola take notes busily, while Alexius (successfully) attempts a somewhat more complex temporary healing ritual. Alidade spends some time with each group, pointing out how different parts of the ceremony contribute to the spell.
Once the ceremonial casting is done, Alidade moves on in the lesson. "There are other ways to enhance casting. Many magi bind themselves to casting tools invested with power, such as wands, staves, and talismans. Choosing the correct shape and material for an enchanted item can be an effective way to boost spellcasting power, but the interactions are complex enough that we will defer them to a future lesson. Raw vis can also aid casting, but consuming vis for a single non-ritual spell can be both wasteful and dangerous, and so this use is rarely seen outside of decisive battles.
"Some spells always require raw vis, the most common examples being teleportation, permanent creation, and spells above the twentieth magnitude. The latter are always rituals, and indeed few magi can manage to cast them at all without employing Avernian communal casting. This class does not focus heavily on the particulars of rituals, but a solid foundation in the Avernian tradition is strongly recommended for most magi and is indeed the default for most Orders' Opening rituals. After all, cooperative rituals and the efficient use of vis are cornerstones of the Order economy.
"Mastering individual spells with long practice can also improve casting, as well as allow magi to cast specific spells faster, quieter, more subtly, or with a higher chance of penetrating magic resistance."
Alexius is happy to chat on the way out!
"I suppose I ought to start by saying that magic feels different to everyone, so much so that if you want to borrow the work of another magus, you often have to spend months translating their work into your own shorthand. But for me, healing feels like...wanting to help someone reach for their best self, and noticing that their best self isn't injured and hurting all the time. And then you - make a bridge out of magic between their best self and their current self, and you sort of reach out and pull a little bit of their best self across the gap.
"It's a lot easier to do on myself than others, though, even compared to most healers. I don't usually have a great vision of what someone else's best self ought to be."
"I guess? Magic is a lot about getting in tune with particular Techniques and Forms in your own idiosyncratic way. Developing spells involves more theory than casting them, mind. So does enchanting. Charting out astrological correspondences, working with the right material, math and Form taxonomy, those all help if you have the time to tinker with them. I'm revisiting Magic Theory to get a better grounding in the details, because I want to invent the big stuff one day.
"That's also why I'm in Magister Alidade's class. The Gnostic tradition is famously all about the details, that's reportedly how gnomes manage magic at all despite never being Gifted. Plus Alidade's great."
"I have nothing but good things to say about her classes," Alex agrees. "Maybe I should have expected that, the bit about not needing the details while casting mean, people use spells to fight and you don't have time to calculate put a bunch of things in your head while you're doing that. I guess I thought healing might be different but I guess not. It does mean some of my ideas about some of the disputed limits to magic don't quite work though. I guess I should have expected that."
Alex's Miezan tutor, Ahasuerus Pictor, is a thin, aging scholar who does not even bother to hide his contempt for the provincial students he teaches. He directs students to read tricky passages in formal Miezan and corrects every mispronunciation as though personally offended thereby. But he does correct them, concisely and with hardly a wasted syllable.
Three hours of his tutelage in the evening after dinner is something of an ordeal, even with most of it dedicated to written practice. Alex will likely be feeling particularly wrung out by the time he returns to his dorm in the Picus Wing to find his bedsheets reeking of vinegar.
