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Appendix C: Worldbuilding

  Notes on the World

  Coaction and Authority

  Magic has existed on Mani for many centuries. How long exactly is often debated, but presumably for at least the one thousand years that humans have dwelt on the silver world. Magic is the essence of life and nature and the bond that holds the planet together—literally and figuratively.

  Manese magic is split into two main classifications: Coaction and Authority. Coaction is the lesser art, a means of prompting the magical nature of Mani to produce for the wielder some effect, while the greater art, Authority, allows one to forcibly bend nature to heel and command the elements. The process is only technically different; it is mostly a difference in the strength of the results—and a prerequisite thereof. Any Authority at all generally takes years of practice to achieve.

  High Magi such as the famed Cae Rhidea or the deceased Prince Kallyn (and his father, Lord Edrius Kalceron, for that matter) are skilled in even the highest magic Arts of Authority, able to bend the elements to do their bidding. To be called a High Mage, one must demonstrate mastery in no less than three branches of Authority. Lesser magi like the average mage soldier can only perform relatively small feats of Coaction, prompting nature into responding to their own actions in order to produce a certain effect. This is far less potent than actual Authority, but easier for those with little potential or training.

  Those born with the gift—or Aptitude—of magic are called Adepts. This Aptitude is not distributed to all, though some Adepts miss their talent by not realizing they ever had it (the ability will eventually disappear if never utilized by adulthood), but those who have it also experience a longer life. It is for them to decide whether that is a blessing or a curse. The stronger the Aptitude, the longer the lifespan. Some of the ancient High Magi lived for multiple centuries.

  The Eight Branches of Magic

  Elements of Mani:

  


      
  • Water—The element of water and the essence of life.


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  • Fire—The element of heat, combustion and flames.


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  • Lightning (Thunder)—The element of electricity and lightning.


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  • Wind—The element of air pressure and wind control.


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  • Earth—Manipulation of stone/ground, earthquakes.


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  The Dimensional Branches:

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  • Perception—the force governing perceived reality.


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  • Reality—the force governing physical reality.


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  Ancient:

  


      
  • Silver—Manipulation of silver and its associated properties.


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  Silver is its own special case, as it predates elemental magic (while dimensional magic appears to have followed the elements to Mani). Since silver is embedded deeply into the makeup of the very planet, Silver magic is the most powerful by far, allowing the wielder near-complete control of the metal. As for its various abilities and the extent thereof . . . they are unclear, as the Silversmiths—the ancient order of magi who exclusively had this gift—died off long ago.

  Dates and Times:

  On Mani, the Sol Cycle is twenty-eight “days” long. Since these days are divided by the great auroras and the clouds, they are separate from the Sol Cycle. Each day in the Cycle, Sol progresses farther in her rounds, creating two seasons: Sunlit and Sunless; Day Season and Night Season.

  The Sol Cycle:

  


      
  • 1–2: Dawn (Full sunrise on 2nd day)


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  • 3–8: Waxing Day


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  • 9–10: Zenith (Full Day)


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  • 11–14: Waning Day


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  • 15–16: Sunset (Dusk on Day 16)


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  • 17–28: Night Season


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  Naturally, all these figures vary depending on where on Mani you live. The farther north or south of the equator one lives, the shorter each Sunlit Cycle will be. The farther east, one will experience each stage of the Sol Cycle before those in Ti’Vaeth, Kystrea; the farther west, later.

  There are thirteen months in the year, each with their own two seasons—Day and Night—which are warmer and colder. There are no traditional seasons on Mani, so the cycling of constellations is what tells the passing of a full year.

  Months of the Manese Year:

  


      
  • Mani’Tor


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  • Ae’Tor (AY-tore)


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  • Fynle (FIN-lee)


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  • Dri’Shal (DREE-shahl)


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  • Firvaen (FIR-ven)


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  • Norvaen (NOR-ven)


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  • San’Hal (SAHN-hall)


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  • Quoi


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  • Ver’Ta


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  • Herch’Ta (HER-k-tah—K standing for a hissing stop)


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  • Vendale (VEN-duh-lee)


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  • Henavaen (HEN-uh-ven)


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  • Sol’Tor


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