Happy Storyteller Saturday! Tell us a little more about the Ashen Gods of Revolve!
hello hello, thank you for your question! (and sorry about the late reply, my ass got dealt a massive migraine)
so, the Ashen Gods, also known as Sili. these are among the eldest of a particular generation of gods, the Livi or Living Gods (or parasite gods if you were to listen to certain extremist groups). this is a generation of gods created by the Great Forces (Magic, Nature, Balance and Fate) through a spark of life given to an already living mortal
the Sili are in fact the second eldest of all the Livi, with the Eldest being The Most Ancient (Tma for short). Tma was created around 150k years ago as sapient creatures came to be, so it could the gods messenger to them, and its spark was created by the four Great Forces together with a lot of effort
the Sili's sparks on the other hand were given to the Great Forces by Vehile, aka Life, aka the goddess who created them. there are 16 total of them and they were created in groups of 4 + 4 + 8 to guard the Cradle of Souls against the Void. because of this, the Sili's dominions (the elements) are innately tied to souls. this is why both people's soul and people's magic is naturally in a state of elemental resonance
both Tma and the Sili predate the exile of Chaos and Order into the Void, the split of the Universe into Realms and the Great Force of Death. all the other Livi come after those events and their sparks of Life were gathered from the blood of Vehile's (dead) physical form. as such there are some key differences between the Sili (+ Tma) and the other Livi
the Sili + Tma are extremely powerful, and hold vast dominions. they also exist outside of the boundaries of death: unless killed, they simply keep aging, if at a much slower rate. in fact, where the other Livi reach adulthood at around the same rate as a human and then age slower until 2k years old, the Sili and Tma take 10 times as long to reach adulthood and then may very well live until their 200ks. as such, they've had a single-digit number of hosts
in fact, the Sili have only had two hosts. the first generation of them died 60k years ago (40k years after the Sili's creation) to protect the Cradle of Souls during the split of the Universe, and they took on a second generation of hosts within the year after. shortly after, the Great Force of Death comes around and there is no need for them to guard the Cradle of Souls anymore, so they start guarding the Lanthorn of Kosmos (aka the center of the universe) instead
then we get to the second big thing about the SIli. about 7k years before Revolve, the War of Arcana takes place. the Livi, including Tma split into two factions (Oadi and Kori), except the Sili. in-universe, no one knows why and what happened beyond effect, which as far as the Sili are concerned is that they disappeared. they are just gone. cannot be found, and people have searched. so there's multiple theories about what happened to them
however as the author i can tell you, the Sili aren't gone. they were sealed away and hidden, and have been so for the past 7k years, unable to use their magic and interact with the Universe. but the seals work differently on them than on any other Livi. on the other Livi, the mortal soul is to weak to survive the sigil. for the Sili, the soul of their host is much stronger; it doesn't die, and instead it gets pierced by the sigil right alongside the Sili. so the two have spent the past near 7k years merging together. but i'm sure this will have no consequence...
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HELLO happy late sts, what is the coolest bit of worldbuilding u have done lately?
hi hi hi Ori, happy late STS! i don't wanna bore you to hell and back with demographics and population densities and administration, so let me tell you about the fae
first of all, fae is a very generic term that refers to all inhabitants of Ferive, the Realm kept alive by the Great Force of Nature, Ohinio. it includes a multitude of incredibly varied populations that live more or less in peace. i say more or less because the redcaps are... very aggressive
the fae are amortal creatures; they don't have souls and thus don't experience death in the "traditional" sense. instead, their entire consciousness and sense of identity is taken by Ohinio and laid to rest in nature for A While™. this while is usually something along the lines of 500 years. then they pop back up in a new body with limited memories of their past lives and a well-rested consciousness
they also have a very complex and fixed social hyerarchies. they are organized in Colonies, which have a sort-of concentric geographical and social structure made specifically for survival and defense: they develop around a "core" settlement (usually a fairy court or an alfey citadel) in sectors with a dedicated purpose or that house specific "support" populations (such as nymphs, brownies and changelings and agrarian areas or artisan workshops). then a final external ring of mixed population (elves, ratiffs, arakinea and such) defends the border or the Colony, which is usually walled
the Colonies are also almost completely independent from each other, and it's extremely rare for the fae to move from one Colony to another. this isn't really because they don't want to (tho they are quite unwilling to leave) but mostly because there are little to no roads that connect the Colonies, as outside of them Ferive is wild sentient forest half-infected by the Void
the Edge of Ferive (which they mostly just call The Hedge) is extremely thin and frail and riddled with tears that they have been trying to fix. but in the mean time, Ferive is filled with tears into the Void, or accumulation spots where mana corrupts really easily. which is why you even need walled Colonies and types of fae (like the ratiffs and elves) that are completely dedicated to fighting the Void infesting the forest and finding safe paths across
it's also why the fae hold a huge, huge, huge grudge against the deri and the Livi. actually, the fae are the only population that holds no respect for the Livi despite vilae being divine. the fae do not bow to vilaw and do not revere vilaem, let alone worship. they hold the Livi entirely responsible for the War of Arcana and the destruction it brought to Ferive, and condemn the deri for their closeness to such petty and violent gods
despite their relationship to the Livi being... less than ideal, the fae are extremely devout to the Great Forces and worship kilae to a level that no other population has ever reached. they don't call the Great Forces by a name like the people of Navilee or Izerko do, but instead call kilae by a title. for example Ohinio, Great Force of Nature, is called The Great Wild Warden, and simply starting to say "The Great-" will have the fae bowing. not bowing their heads. bowing. inclining from the waist at least sixty degrees
the only exception to this is the Great Force of Death, Tahila. kie is only called Kie (and you can hear the capital) with a hasty 90 degree bow at least, because the fae, as amortal creatures, are terrified of Death
Happy Worldbuilding day, here's the question you ordered :D
who is your world’s oldest person? 👵
happy wbw to you Alina!
hm, this is tough. it depends a bit on your definition of both "person" and "oldest" lmao 😅
the oldest conciousness you might run into just out and about through the Realms is The Most Ancient, oldest of the Livi. however vie's a Livi, nothing more than a conciousness that inhabits someone else's body, so classifying viem as the oldest person might be a bit iffy
so let's restrict to creatures with their own physical body. now the oldest person is either a fae or an elderscient (spirits, dwarves, elementals). there are fairy kings and alfey chancellors who founded their settlements before the War of Arcana (6000 years ago) and were already considered old. quite similarly, elderscients have been around almost as long as sapient life. find one muttering about "the bridges" and we're already hitting the 14000 years range
however, fae and elderscients are amortal. they don't have a soul, they don't experience death (fae return their conciousness to the nature before being reborn and elderscients just kinda cease to exist as if they'd never been there) and they don't really... age. and while almost everyone agrees that they classify as people, there is a rather loud minority within the universe i've set them in that argues that "person" implies mortality
so, for the sake of being pedantic, let's restrict to those limitations: oldest sapient creature that can die and (to avoid the immediate answer of D r a g o n) let's add "that lives in a society of any sort"
we're entering giant and/or curse of vampirism territory. not as old as fae or elderscients, but easily hitting the 10000 years "i have seen the War of Arcana" range. tho to be honest, if you've seen the War of Arcana then you've most likely died in the War of Arcana
but yeah, that's the most restrictive answer i can get. no named character, but somewhere out there there's an elderly vampire drinking blood out of fine porcelaine in the shade of his giant buddy, reminiscing about the "good old days" and arguing about who's older
Hey Azzy, happy belated WBW! Can you tell us a bit about how the magic in IDWTN fits into modern day to day life? Can magic work with tech, or does tech break around magic? What is your personal favourite bit of modern magic?
hi hi hi Jas, wonderful question, i'm about to go feral
i have a lot of gripes with some fantasy tropes but one i hate is the "magic and tech can't work together" THE FUCK YOU MEAN THEY CAN'T
because you see, a lot of the time this insurmountable irreparable inconceivable divide between magic and technology is either unexplained or worse, hypocritical. because if you have magic that doesn't work with tech because of things like cold iron and metals and nasty nasty processed stones then you can't have magical metals like mithril and adamantium
like, i get it from a writer's pov. not everyone wants to go down a rabbithole on how different engines work so they can make a motorbike that runs on mana. however, i do! so Aleji's bike runs entirely on mana and Ike's is a hybrid unleaded-mana because we are ecologically aware here, and i dare any car/bike dudebro to ask me how it works, i will pull out the diagrams
(sidenote, Aleji and Ike together would be a force to be reckoned with)
now after my little rant, let's get into why magic works with tech in my world (aside from personal preference) and how
tldr. magic is a science and runes are fucking awesome
i. am a technician at heart. i love advanced physics and calculus and analysis and all my little studies and estimations and approximations and models. i find it so satisfying when different parts of how we know and study the universe click together with mathematical precision. big fan
so that's where i started. from where maths and physics perfectly meet and click: electromagnetism. now this is gonna get a little bit technical but stick with me
magic starts at a really small scale with the mianirs: quantum-scale particles that — like electrons, photons and most subatomic particles — behave like both mass and wave and thus collapse classical physics
i'm not gonna bore you with how many quarks and which ones they're made of. suffice to say that there are two of them: mions and vions, both with neutral electrical charge but mions have a positive mana charge and vions have a negative one
mianirs can be stored in a neutral mana charge, but if there is a charge difference then the mions will move toward the negative charge (as opposed to the electricity where electrons move toward the positive charge). this flow of mions is what results into magic
mianirs can also do one other thing, which is micro-vibrate around their position. the combination of vibration frequency and particle wavelength gives you the different elemental resonances!
and then if the frequency is zero and the mianirs don't vibrate, then the mana and its magic are clear. but if the frequency is over a certain limit then it fucks up the wavelength, which makes mions and vions collapse on each other, which collapses the atom and now you have corrupted mana with no fucking wavelength, just vibration, which is really close to the no wavelength-no vibration mana of the Void. which is really fun, because now the Void creatures only need to reach that vibration frequency (much easier as a fucking mass) to get inside the Realm and start collapsing atoms!
i love the Void :D
suffice to say, quantum magic and magical physics are big areas of research right now all over Ona, Nodi, Pi'Enk, Reiki and Izerko, plus godsdamned Hålsvarþur
now that we're over the technicalities, the juicy part: magic and technology work together because they're both based on sciences. the magical properties of objects and living beings can be measured and classified.
magic is an art and a science. it can be enhanced and stabilized through physical, visual and vocal means, but at its base it works because there is a mana field to take advantage of. somewhere on a notebook or another is still have some half-assed equations and laws for it, because i am exactly the kind of nerd that finds name-dropping the "Faltan-Huss law of mana conservation" is extremely funny. but that's an aside, and the mana field works regardless of them both to do magic and to interact with electricity. because to have a mana field you need a mana potential, which means mana is an energy and if it's an energy then it can always be converted into work and heat, which you can use to spin a turbine to generate clean renewable electricity
on a more everyday scale, magic works by a combination of mana resonance and mana path to achieve different effects, but certain mana paths can still the resonance into clear mana. so all that you really need is a mana path that holds as long as you want your spell to last. how do you get that?
for instanteus / short term magic, spellcasting and mana manipulation work well. both use body movement to create the path, and then spellcasting uses voice projection methods to enhance it while mana manipulation (through hours meditation and training) stabilizes the external path at mana-field level
on the longer term, you're looking more at arrays and sigils, potions, spellweaving and runes. these ones work by visually and physically creating mana paths and / or taking advantage of the magical properties of things. they require a lot of studying, but they are extremely versatile, durable and stable, and so these are the ones that usually get industrialized / integrated into technology
couple of examples for you
in Revolve we have Ele, completely human character with a mana core too small to do magic. instead she's an artificer. a "trademark" of hers are these blast-bombs she made at home. they're as big as a tennis ball, and they work like this: the metal ball is cave, with three compartments inside separated with a soft plastic. one compartment has vinegar, one has water and baking soda and the third as a little bit of quartz powder. when the ball is thrown, the internal separator shatters, the vinegar and water+baking soda react chemically and generate a mana charge, which gets amplified by the quartz powder, which hits a rune carved into the outer shell, which explodes with the kind of magic the rune directs it into. she used zero mana of her own to create something that really really hurts
another example is the modified denim i was telling you about that is used by the Harbingers for protective wear. it works more on a spellweaving technique, with mianirs being physically threaded into the fabric
spellweaving also works on a shorter term by threading the mianirs through the air and holding the path. this one is actually a technique that Ike and his dad for diagnostic spells that need to last anywhere between ten minutes to an hour, or for shields and temporary enhancers
also, runes. runes are by far the best. they are extremely durable and stable, they can be compounded onto a single objects (or living creature!) and into sigils or arrays that draw the mana into the desired effect. which is why they are the most ancient and widespread for of magic after elemental
there are seventeen runic systems in Navilee only, with one more from Izerko, three from Ferive, seven or eight from Zimuria plus however many the fuck there are on Earth
runes are deeply favored as a form of magic by the Harbingers, who — madlads that they are — have managed to get their hands on, preserve and learn two sistems from Ferive, five from Zimuria, eleven from Navilee and all the ones from Earth, plus! two that close to no one else knows
listen to me here, Harbingers got their hands on Ademaric and Archaic runes. these are runic systems that people all over Izerko and Navilee are frothing at the mouth to find traces of. they are respectively the runic system of the great empire that was destroyed in the War of Arcana and the runic system that the Great Forces developed to stabylize the edges of the Realms before the Livi existed
would you like to know how many other people have access to information about these runic systems? four on Izerko. one on Navilee
that's it. and they have only recently started to crack the information and be able to understand the systems
(as an aside, two of these people are Aleji and Reyenn and honestly, if those three ever meet it's gonna be a holy trio of "lmao what is gender", "i love my partner(s)" and caffeine-fueled magical research. it makes me eye the potential sequel more and more)
but the Harbingers? they've been working with those systems since before they were an organization. they have centuries of experience with both of those runic systems. their most used runic system is literally a modernized version of the Ademaric system
they put them on clothes to make the clothes resistant. they put them on themselves (rune tattoos my beloved) to make themselves stronger. they put them on the back of their phones to generate noiseless bubbles. on the cars to make them safer to drive in bad weather. on jewelry for protection. on houses for protectionon entrances to hide them and lock them. someone out there is experimenting with runes on pet collars to make animals capable of human comunication
so Harbingers (but not only) love runes and spellweaving and potions. so do many people in Izerko and Navilee. they require a lot of study, practice, technicism and some decent math skills to integrate with technology, but they are so so worth it
but also, technomages that use lightning resonances to mimic electrons and fuck up your currents and signals and hack into your security systems. technomagic is illegal in Reiki, Pi'Enk, Ona, Nodi, Zet, Fyma, Uyla, Ekre Kas'Ti, and a few more. this does not stop people like Dajsper
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Abandoned by the Great Forces and used as a scapegoat by the other Realms, Izerko is the home of the lost, the outcasts and the renegades
Izerko is the youngest of all the Realms, formed at the start of the War of Arcana six thousand years ago: as the first Livi was cast out of Arcana and tore through the edges of Vaieni and Ferive, parts of those Realms fell through with viem and were bound to vier energy
the Realm created itself around the host of the First Fallen, who has since then been called the Opal Queen of the Realm, and is held together by their shared mana. many people fled here to protect themselves from the War of Arcana, which was wrecking havoc on Vaieni. after the war, many Kori took refuge here, helping shape the Realm into what it is now and bringing even more people, their followers
Izerko has no sky. it is entirely made of a system of tall underground caves, disposed more or less into five levels stacked one on top of the other and identified through common properties of the terrain and of the living creatures in them.
in total, Izerko is made of forty-three caves, all unique in purpose, structure, vegetation, fauna and sometimes even composition of the stone itself. while some caves have a dedicated purpose, such as urban areas, farming or water collection, many are much more varied
occasionally, apertures into the ground connect caves one above the other, allowing air, water and light to travel among them, and used by the people to transport materials from one level to another. the various levels are also connected by a singular staircase going from the highest level — the Luminary — to the only cave in the lowest level, which houses the capital Dusmuriziet
as it is completely underground, Izerko has no sky. and consequently, it has no suns or moons. instead, the day cycle is regulated by mosses — named xysinads or fade mosses — that grow over the cave walls and ceilings (especially in the Luminary layer) and glow at different intensities in a steady rhythm
most of the cycle of life is taken care of by the people of Izerko, who grow xysinads and other glowing plants and crystals where the ground is most fertile, redirect the water up the levels through feats of engineering and magic, and adapt the caves to their needs. the entire ecosystem is made and maintained by the Izerkean people
Deris
the limited light and vast amount of magic needed to live in Izerko, as well as the close contact with the Kori and their hosts, made change necessary for the survival of the people who took refuge into the Realm. as such, they rapidly evolved a number of traits that make them uniquely adapted to this dark, harsh and highly magical environment that make them very distinct from their predecessor, to the point they are considered a whole other species (much like the shirevi that evolved from humans on Navilee)
this new species, named deri, is highly recognizable for their eyes and ears, optimized to see magic and in the dark and to hear at a greater range. as such, deri eyes have very bright irises with white diamond-shaped pupils and (for pureblooded deris) black scleras, while their ears are long, pointed and downturned, with a great range of motion
deris are not a unitary species, as they evolved in three phases as a result of the three major migrations that populated Izerko. as such, they can be further classified in three subspecies, more adapted to life in Izerko the longer they've been there:
deri'lamis evolved from the third migration, about two thousand years ago. they tend to have darker skin, and only really present deri eyes and ears
deri'seneis are by far the majority of the population and they come from the second migration (a little over five thousand years ago, right after the War of Arcana ended). they're the ones who followed the Kori, and they developed really bright hair colors, a far larger mana core and serious muscles
deri'kerijis descend from the humans in the first migration. they were the people taking refuge in Izerko immediately after it formed, working alongside the first Kori to go there to shape the Realm and hold it together. they are the most similar to the Livi, probably because the people in the first migration often had relationships with the hosts of the Kori. in fact, they have a lot in common with half-Livis, such as claws, fangs and extremely mana-sensitive horns. they also have a wider range of skin and hair colors, not necessarily as bright or pale as deri'seneis
Realm and Kingdom
Izerko is an incredibly small Realm. it's total surface area is roughly equivalent to Greece's, and it's population is a little smaller than Argentina's. the various caves also rely majorly on one another for survival and cannot be independant
thus, politically and governamentally Izerko acts as a sovereign nation on it's entire territory. it's led by the Opal Queen, accompanied by the Council of the Twelve (twelve ministers; traditionally three Kori hosts, three elected from noble families and six elected among the people), who oversee the overall organization and delegate specific tasks to more local authorities
Izerko has a few noble families, which are pureblooded deri'keriji families documented to descend directly from the eighty or so people who helped the Kori shape Izerko during the first migration
there is one rumor that spread recently (last couple hundred years) across Izerko and into other Realms about a different type of organization: the Opal Court, supposedly the Opal Queen's innermost circle, made up of diplomats, functionaries, spies, assasins and guards, recogniziable for taking on a gemstone's name as an alias. no one has been ablo to prove its existance so far
Happy WBW! What are carnivals like in your world? Are there similar games and attractions to our world?
hey, happy WBW to you! thanks sm for the ask
carnivals vary a lot depending on local cultures. in some places they are a national-festivity-only thing, in other places every occasion is worth a carnival
examples of this are Yeis Bin Tiatt, which only hosts its carnival once a year in early march to celebrate the incoming spring. they have shows on the ice (still thich enough to support a whole crowd) and faire games and an area with fishing competitions or chalk art contests or magic shows
on the other hand, in Zat every city, town or village has its own festival on a specific locally important date. the festivals are completely independent, colorful, might involve competitions between neighborhoods, definitely involve fireworks and cause plenty of minor accidents
a carnival that might be closer to what we see in the western world is in Pi'Enk. they are occasional for a couple of big festivities, set up by professional crews that travel between cities and involve amusement park-level attractions
it is finally here! your handy little guide to two of the more profane branches of magic in the Siliverse. both blood magic and soul magic hold deep historical ties to necromancy, and thus have been considered taboo for most of history. but what's up with them?
[TW: many mentions of blood, death, corpses and some minor gore]
Blood Magic
for most of history, blood magic has been the base tool of necromancy, used in rituals to strengthen one's life essence or to make binding contracts that have devastating effects on those who break them
most of its negative reputation however comes from the wars, where necromancers on either side would prowl the battlefields and use the blood and bodies of fallen soldiers to make monstrous puppets under their command
yet in modern times, blood magic is by far the more widely accepted of the two branches, having recently recovered from it's reputation as a dark art. this is thanks to medical magic, as the spells for blood analysis, genetic analysis and the study of diseases has been developed with blood magic as a starting point
but in the medical field, it's gotten even further past that point. many countries require emergency rooms to have at least one blood mage present at all times, and it is common practice to have a blood mage assist surgeons during intensive or invasive procedures. these blood mages often become medical professionals of their own and hold great prestige for their fine control over such delicate magic
Soul Magic
soul magic hasn't had the same graceful redemption as blood magic, and it's still for the most part considered a taboo magic. this is because it was the far greater tool of necromancy, as it is capable of bending the will and soul of people (both living and dead) to the caster's own
thus, soul magic has a long and horrible history, littered with dark lords who sought to turn the people around them into mindless slaves or who would sacrifice multiple villages in an attempt to reach eternal life
the effects of such magic can still sometimes be found today, in ruins where the wind howls with the cries of loyal servants turned stone guardians and in hidden amulets that still contain the necromancer's will– and such will is much stronger than yours. it will possess you
thus, as its main use was to subjugate the soul and will of others and to alter the cycle of life and death in irreparable ways, soul magic is largely declared illegal
there is only one exception, which is soul bonding
soul bonding derives from bilateral soul binding, but it is much weaker in scope. rather than isolating two souls from the cycle of life and binding them to each other, it links two souls together in such a way that death can still part them while still allowing the soul-bonded people to easily use magic on each other without overly-influencing each other
there are two types of soul bonding, with minimal differences between them. the first one is equilateral soul-bonding, done between two peers that consider themselves equal, such as two friends, spouses or siblings and such. the other is asymmetrical soul bonding, usually done between a parent and non-biological child as one of the two people involved takes custody of the other
soul bondings are a widespread cultural rite in Navilee, and in many places it is the norm to include soul bondings in weddings or adoptions. as such, soul bondings present as an actual legal status in many Navilean countries. soul-bonded pairs can act as medical and legal proxies or with the full extent of parental rights, and even take precedence over biological relationships. because of this, soul bondings are a tightly regulated practice (especially asymmetrical soul bondings) despite the extremely positive reputation they have
with the rise of soul bondings, bilateral soul bindings (which you can find more about here) rapidly became less common because of their complexity, sacrilegious and far darker nature and their deeper ties with necromancy, and have by now almost completely fallen out of the general population's recollection
on the other hand, unilateral soul bindings are far more known and far more feared and abhorred. a unilateral soul binding ties a soul to something inanimate for eternity, or at least until the enchantment is broken (something much more difficult in practice than in theory). they are one of the prime tools of necromancers, as it allows them to render themselves or their servants effectively immortal, if somewhat limited by the vessel they choose for themselves
there is many a case of a dark mage who bound their soul to a construct, such as a droid or a golem or a sculpture and kept on terrorizing their area for decades after their death, but even more terrifying is the creation of necromini. these are fully sapient souls tied to fresh corpses, often their own. because death has such little claim on these vessels, necromini continue to grow old as normal yet not untouched. it is nearly impossible to tell apart a necromus from its living counterpart. this sort of ritual used alongside magic to slow the aging process is how many necromancers have been able to live even up to a millennia undetected