《A Standard Model of Magic》What the heck is going on?
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The Setting:
Ghost Perch Ranch: Volume 1 mostly takes place within the confines of an independently owned animal ranch in isolated post-collapse Oklahoma, south-west of the ruined city of Tulsa. Sheltered by its powerful patriarch and his weapon relic, Ghost Perch Ranch harbors a large extended family, as well as a rotating body of contracted laborers.
The Characters:
Clan Zugravescu: The narrator Todd, and his mother Osberh “Osbie”. Like the other matriarchs of the ranch, Osberh is a survivor of the apocalypse, and a refugee of her fallen country. Todd is... well by now you should know Todd. Raised by too many books, and trapped by the world he’s born into. We don’t know what’s happened to him between the events of the narrative and the present, but we know he’s older, he’s estranged from Ghost Perch, and he’s learned a great deal more about the occult.
Clan Hektor: Straddling the boundary between middle-school chemistry, home-ec, pool lifeguard first-aid, new-age mysticism, and invader magic, Anne Hektor is an alchemist and sorcerer of mediocre talent. She has three children: Priscilla, Cooper, and Ashli. All of her children appear to have been deeply impacted by some kind of oracular, psychic trauma, though the story has yet to go into details.
Clan Jeminee: Mabel Jeminee and her two daughters: Saleena and Ursula. Ursula is Todd’s closest cousin in age. Our first introduction to a human character with a transmuted bloodline. She looks up to her cousin in basically the same way Todd looks up to Ashli.
Clan Kim: Aunt Seung-Hee and her daughter Su-Hope. Seung-Hee Kim is a prolific gardener, and the last practitioner of pre-invasion religion at Ghost Perch.
Vaunda Greene: The local priestess of the cult of Diana. She may be irreverent, but she’s also the primary ritualist of the local cult. More dangerous than she lets on.
Rahit Sadiqi: The second in command at the ranch, titled: “First Hand”. Rahit manages the day-to-day operations of the ranch at large, as well as serves as a surrogate father figure to the kids. As the only other figure on the Ranch who both owns his own fully manifested gun, and horse, he is equal only to Mister Quade Walton.
The Mister: Quade Walton is owner of one of the last few remaining functional firearms on Earth. He rules over the property of Ghost Perch Ranch, and defends it against both the earthly and unearthly dangers outside its borders.
The Hands: A collection of men who work the grounds of the Ranch as employees. With few other options, without land of their own, or the power to defend it, they reluctantly hope to make their fortunes in service of the Mister.
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The [In]’vasion
An incursion of otherworldly, supernatural entities onto earth. Absolutely standard syspocalyptic fare. It was bad, bad in all the obvious ways, and bad in a lot of ways which are confusing and impossible.
Most national governments have collapsed. The planet is bigger than it used to be, and the stars are closer than they ought to be. Meanwhile, the continental United States have been divided into a patchwork of competing and isolated cultures, not all of which are human.
Since the breakdowns in communication, the Freeholds don’t know how the war ended, only that the invasion appears to have failed, but at great cost. Even worse, the foot-soldiers of the conquest appear to have been left stranded on Earth.
Human Magic: The Twelve-that-were
The Laws of Science were not as incontrovertible as we though they were. There’s still a great deal of confusion about what happened, but as humankind understands it, there were twelve very real(?) people(?) who led the fight against the invaders. Respect for these figures has turned into a cult, though it has yet to formalize into a structured religion, and is more a collection of superstitions.
At this time in the story, Ghost Perch does not actually know who all the Twelve are or were. They are identified instead by the unusual events which seem to occur with their deaths: referred to globally as The Calamities.
The Lady: Identified by the name of the Roman goddess of the hunt, Diana is the patron of the Freeholds. One of the few of the Twelve to be seen in the flesh by a global audience, she fought a dragon in the city of St Louis early in the invasion (to the point of mutual destruction). Her death caused a chain reaction which reversed the domestication of farm animals and pets, and is referred to as the Second Calamity. She left behind an arsenal of guns, which possess the power to tame animals again.
Forge: Unknown at this time of the story. But Forge’s death is understood to be the First Calamity: a breakdown in the physical laws which allow for the internal combustion engine to work. The breakdown of fuel motors brought 21st century civilization to the edge of collapse, and left the world vulnerable to the invaders.
The Witch: Still not well known. But deeply important to Todd and Ashli. Briefly governed human reproduction and childbirth until her death. Her Calamity is referred to as “The Witch’s Cry”, but its effects continue to be uncertain as the event occurred in the later part of the invasion. At this point in the story, Ashli has accepted the Witch as a patron, and is developing her early [anti-skills].
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Minerva: Todd has chosen to turn away from Diana and devote himself to a very different figure of the Twelve. Learning about Minerva, who she used to be, and who she is capable of becoming, is a central part of Todd’s story. Source of The Fourth Calamity.
The Mother: Worshiped at Ghost Perch as the patron of pregnancy, birth, and child-rearing. Juno's death resulted in the Stillbirth Tide. The Third Calamity is understood to have been one of the few which was briefly reversed: by intervention of The Witch, and then a suspected unknown third figure afterwards. Todd harbors suspicions that she may have a connection to the horned-men: one of the factions of the invaders.
Commerce: We only know him so far from his appearance in Osberh’s account of the invasion. One of the oldest and most powerful of the twelve. Unknown which calamity he is associated with, but generally believed to be the last.
The Tyrant: Hated, feared. The Tyrant appeared on television and the internet to inspire hope during the invasion, until a particular event changed her reputation for the worse. Loathed by the Freeholds, and apparently by Diana.
Eulogy: The musician of the underworld. Little is know about him, except that his (Fifth) Calamity coincides with the end of The Dirge, and the opening of Hell.
Mutation: Unknown. Proposed to have briefly supplanted The Witch. Associated with The Stilling, the global end of natural human fertility. Yes. The Earth is currently in "Children of Men" territory. Calamity number uncertain. One of the last.
Hell: Wait, this isn't an overly florid Todd metaphor?
Nope. We haven't talked about this yet. Ashli's "I've seen a dude 300 years dead" offhand remark? Yea. We'll meet him eventually.
Human Magic: Blessings of Natural Law
Each of the Twelve left behind relics: physical items which appear to restore the scientific principles which broke in the Calamities. As such, they’re to be understood almost as anti-magic. But since the Twelve are broken, none of the anti-magic works quite right. This leads to the bizarre effects of The Blessings.
See: The guns of the freeholds. The motors of the Chromañeros. The weaving of the Covens of St Lawrence. The secrets of the Burbans.
Juice: The colors of the invaders
The invaders are full-on magic. It’s not a secret. The issue is that magic doesn’t quite work the way we expect it to operate, and this has made it difficult for humankind to categorize and understand.
The pure elements of invader magic are: Refraction of Heaven, Reflection of Marshes, Illumination of Fire, Incitement of Thunder, Vitality of Wind, Depth of Water, Purity of Mountain, Fertility of Earth. Is that a ripoff of the bagua? Yes. Absolutely.
While these categories sound like simple analogues of familiar elements, they have resisted human categorization for years because they absolutely do not function the way we expect them to (we haven’t gotten there yet). So far, we see that the Freeholds identify the eight elements by colors. These color associations come from the photo-electric distortions which appeared when invader magic was recorded by pre-invasion video equipment.
At this point in the story, and depending on the speaker, they may be referred to as: Colorless/White, Red/Cinnabar, Orange/Fire, Yellow/[E]’lectric, Green, Cyan/Teal/Water/Wet, Blue, Indigo/Purple
The Argument: Voices from beyond.
Human beings do not have a “System”. But that’s because the System broke. Instead of blue boxes, people are getting dumped on with raw data into their subconscious. Unformatted, incomplete, unfiltered, psychoactive data are flowing through the ambient magic.
The kids are learning to read System data the way that characters from The Matrix learn to intuit the iconic green code text we see in the films.
Mana: It’s Maw-na, not Man-uh
Unlike its video game homonym, mana does not deplete and regenerate. It is not a disposable resource, but a discrete quantity which is more akin to its Polynesian origin. However, it is also fragile. Your mana is a part of yourself, and though we haven’t scratched the surface of what it can do yet, we have already seen that it can break when pushed too far.
Nothing’s Happened Yet: What is the plot here?
The world ended, a critical employee got into a swordfight with a dingo and then quit, a guy in a business suit got into a briefcase fight with a super-villain, unknown factions are spying on the ranch from the sky, the MC picked a custom class and received his level 1 skill, the Mister murdered a dude, and the understaffed Ranch has been strained to the breaking point. Now it’s under attack in its moment of weakness.
What’s Todd’s goal?
Todd is trapped in the powerless space that every young man goes through. He’s old enough to want to take control of his own life, but he’s too young to do so. He’s caught in between childhood and adulthood, with his future ahead of him, but unable to grasp it yet.
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Jack, S'haar, and all their family are back. After crashing his ship on an underdeveloped world, Jack found friends and family among the terrifying cat-lizard natives of the world, but now mere survival is no longer enough. They must carve out a new home for themselves in the landscape of the now rapidly changing world. Raiders, politics, and even nature threaten their happiness and their lives while they struggle to deal with the nightmares and traumas of yesterday. They'll need to depend on each other more than ever if they hope for their new home to have any kind of future. In case you missed it, here's book one. ATTENTION: This is soft sci-fi rather than hard sci-fi, hence why I chose that tag. For those of you unfamiliar with the distinction, here's what Wikipedia had to say. 1. It explores the "soft" sciences, and especially the social sciences (for example, anthropology, sociology, or psychology), rather than engineering or the "hard" sciences (for example, physics, astronomy, or chemistry). 2. It is not scientifically accurate or plausible; the opposite of hard science fiction. Soft science fiction of either type is often more concerned with character and speculative societies, rather than speculative science or engineering. The term first appeared in the late 1970s and is attributed to Australian literary scholar Peter Nicholls.
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An unruly man ponders many things in the last moments of his unlucky demise. What asshole thought heaven and hell seemed like solid choices? Who elected god, was there a popular vote or epic bingo game? If he's reincarnated will he simply be a deer to be hunted down by some fat ass with a racist paint job on his truck? Will his exgirlfriend die in a fire proving there is justice? And lastly who planted this F#@&ing tree?! What if the answer to all of the above is Yes? If the cycle of life and death is all just a game to the gods then he'll just have to win. Follow our not likely hero Nox as he takes the field against warriors and gods of myth and fable in the battle of several lifetimes, spanning ages, and dodging tropes like landmines. Life 2: Howling Thunder,becoming the big bad wolf! The first book is complete and we're rolling right into the next!
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A leader of an allegedly organized crime syndicate called “Famila” died in a mysterious way, when he woke up, he found himself inside the body of a wolf. Suddenly finding himself alone in a foreign world, the newly awakened wolf carrying the memories of his past life was forced to fight for survival in the harsh environment of a world crawling with monsters. Weekly Chapter Release:Saturday & Sunday - 8:00 am (GMT+8)
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SynopsisA child dies in an alley, but it's not the end.A mysterious entity known as Voice saves the child.The child is reborn in a world named Arcania. A world where magic exists.With a second chance at life, what will the child do in this strange new world?Rebirth Arc (17 chapters - Complete)Liara is reborn in the world of Arcania as a baby. She must grow, and learn of this strange new world.Twilight Arc (Ongoing)Liara makes a place of herself in the world and learns of Arcania and what will happen if she does not intervene.Author's NoteWhat you can expect from this storyThis novel is my take on the resurrection theme. I wanted to write a resurrection story with every element I liked about the theme, but without the elements I disliked. This is the story of Liara. MC's second go at life in a world where magic is real.Arcania is not a nice place. It is my answer to the question "How would civilizations develop if powerful magic was real and widespread enough." I try hard to make a large consistent story in a large consistent world. There will be lots of characters and organizations built to various levels of depth. The story starts small and grows in size and scope.I try to avoid plot armor as much as I can. You can expect at least MC to make it alive quite far in the story. It's the MC's story after all.I spent time building the world before beginning with the writing itself. How continents are shaped, the evolutionary history of the species, the history of the world, the structure of the solar system, the rules of magic, etc... I have planned the whole overarching plot. I have a clear ending in mind.There will be lots of battles and action. From large scale magic battles between immensely powerful beings to small skirmishes. Expect fights to be bloody. In Arcania, magic is just another set of law of physics. It's a natural phenomenon with clear rules to it. Gods exists, they are absolute being that see humanity like a human would see an ant. They are not just really powerful individuals. They act rarely, and indirectly.What this story will not beThere will be no harem element and little to no romance or sex in this story.There will be some comedy and comic relief, but Arcania in general is not a nice place.Fights will be bloody, but I won't write gory descriptions.
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Alric is a born noble to a family known for their unique dual element magic. he is thrown into a life of magic and darkness, follow his growth as he tries to overcome his own limits and cope in a world where he must always overcome those stronger than himself or be consumed by the politics of a kingdom that wishes him dead.
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She wish that she could kill herself and never come back this time, just for still loving TateIt would all be okay if he didn't do what he didTate sat in the corner, cuddling his knees sobbingIts not my fault... im not psychoHe thought to himself, wiping away the tears
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