LMS VII: The Last Spell

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heist / adventure
urban fantasy / science meets magic
dystopian governments / gentlemen thieves
corruption, power and rebellion / grief, healing, and redemption

In the world of Aphirah, magic is a natural resource, a gift fallen from the stars. Some mages view it as a science bound by rules and conventions; others treat it as an art that draws its power from intention and expression. But for the five Houses of Aphirah, magic is a plague, a weapon too freely deployed by anarchists and criminals resisting the iron fist of their rule. The Heirs of these Houses bear the weight of the expectation to crush this resistance— an expectation they don't know how to fulfill, until whispers of a long-lost power returning present a chance to reverse their fortunes.

Cyrin and Mireya, two thieves of the underground Arcade, don't expect to be the heralds of that change when they accidentally discover the location of an ancient artifact with the power to alter the world's magic supply. One thing is certain to them: it cannot be allowed to fall into the hands of the autocratic Houses. So when the Heirs approach them with an offer to steal it on their behalf, the two of them plan to double-cross them and run off with the artifact and the money. But as the law-bound and the lawless discover they have an enemy in common— a ruthless crime lord planning to seize control of the world's magic to enact his revenge— they must choose whether to work together, or allow the cycle of violence to iterate once again.









Democracy dies in darkness. Also at 4:30PM in Pacific Standard Time, apparently.

silver (she/her)




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Here we go again! As you may know, The Last Spell is a novel of mine that exists in a first draft form: it saw its beginnings in LMS VI, where I got second place. While I won't be competing officially this time around, due to my busy schedule (and the rules around rewrites), it felt fitting to breathe new life into this project again for LMS VII, which is why I'm joining as a Stowaway!

Rather than following the 1000 words a week writing goal, I'll be coming up with my own goals that I can mix and match according to my inspiration. I want to make sure that I'm documenting my world and story as well while I write, which is why I want to build the Wikipedia-esque website I've started on WorldAnvil to completion too. Each week, I'll attempt to complete one of the following tasks:

Write 500 words (if rewriting a chapter from scratch).
Complete a chapter edit (if not starting over entirely).
Complete a page or article on The Last Spell's wiki.

Progress will be updated! While I'm still determining how much to share, some things you can expect are summaries of changes made to the first draft, snippets of writing, random bits of fun facts and lore, article links, and (possibly) new chapters posted. I'll be sure to keep any secrets behind spoilers, and any comments are welcome and appreciated in this thread. Stay tuned, and safe wandering!
Democracy dies in darkness. Also at 4:30PM in Pacific Standard Time, apparently.

silver (she/her)




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Main Characters




Cyrin Bridger

A former golden boy of the wealthy Bridger family, Cyrin Bridger has fallen from grace and relied on his skills as an acrobat, climber, and a mage to enter a surprising new role: a thief-for-hire in the Arcade. They have built a reputation as the best of escape artists, having cheated death more times than they can count, but there is one thing they can’t outrun— their murky past with magic.



Mireya Kaltrina

Every Aphiran knows the name of Mireya Kaltrina, the figure who was once a Saint and the founder of the Houses, Aphirah’s government system. As a Major Mage with lightning magic and near-immortality, she used to be the kind of hero history books would sing praises of. But that was centuries ago. Today, she’s a thief and an anarchist out for revenge against the powers she created— and she’s got the power of a storm behind her.



Shane Hawking

Shane Hawking was a young but renowned scholar in academic circles, dreaming of becoming a historian and shedding light on the lesser-known facets of Aphirah’s past. All that changed when his parents were assassinated, and Shane was forced to step into power in the House he’d never considered he might one day lead. Bitter, lonely, and grieving, Shane has spent the last three years resenting the crown placed on his head.



Leilan Ashworth

Leilan Ashworth could just be the luckiest person in Aphirah. Adopted out of poverty after the death of his family and ushered into a life of luxury among the Houses, Leilan is determined not only to prove his worth as an Heir, but to make a real difference in closing the wealth gap he was fortunate enough to step over. But when the Houses stand firmly opposed to that progress, and doing his job right feels more and more like doing the wrong thing, Leilan has to reconsider what side of history he's really on.

Side Characters




Kaja Lindberg

Not much gets in the way of Kaja Lindberg, the most senior of the Heirs, and a resolute defender of the Houses. For her, these next few years on the crew are simply a burden to endure before she receives the power she's worked so hard for. At least, that's what she'd like to think: with her team becoming increasingly important to her, and a mission that could change the fate of Aphirah in her hands, Kaja is forced to wonder if she's got it all backwards.



Dawn Fairburn

Dawn Fairburn is something of an unexpected Heir. Known for her sweet, shy nature, most of her family assumed she would rather pursue her dream of being an artist than participate in the House of Loyalty. However, when Dawn uncovered a political scandal concerning her own siblings— a scandal that involved the murder of one and the arrest of the other— she suddenly found herself next in line for power. Hopefully no one realizes she doesn't think she's cut out for it.



Kasumi Ambriel

Kasumi Ambriel knows what she wants, and she's quite used to getting it. Anything not instantly provided to her due to her status as an Heir is almost always resolved with silvertongued wit and persuasion, and she displays little interest in what few of the world's problems manage to slip into her sheltered life. So when she's finally confronted with the injustices committed in the name of her House, Kasumi is forced to consider whether she's comfortable with the cost of her privilege.



Marius Santiago

Marius Santiago might not be in charge of Aphirah like his ancestors used to be, but he's doing pretty well for himself. He's got a cushy job as an electrical engineer at his family's highly successful business, he's achieved more in his mid-twenties than most people do in a lifetime, and his best friends in the whole world are Heirs. But it's possible to do everything right and still end up losing it all— which he's about to find out.



Clarity Sable

Few have garnered the same level of notoriety, respect and admiration within the Arcade that Clarity Sable has. An Alchemist and a talented researcher of magic theory, Clarity enjoys a protected position among the Nightshrikes and sits directly under the watch of Julian Sparrow— but with her true loyalties lying on a side she cannot fight for, she's found herself trapped in a web of underworld politics.



Julian Sparrow

Enigmatic, charismatic, feared— Julian Sparrow is happy to reshape himself into whatever will get him his way. As the revered kingpin of the Nightshrikes, the leading gang of the Arcade, Sparrow has developed a cult following eager to act out his every wish. To some, he's a savior, the only rebel able to stand up to the tyranny of the Houses. To others, he's a walking nightmare with the unique ability to pinpoint what someone holds dearest and know how to threaten it. One thing is for sure: he didn't get here by denying himself his urge to spill blood.



The Astronaut

Wouldn't you like to know, weatherboy.
Democracy dies in darkness. Also at 4:30PM in Pacific Standard Time, apparently.

silver (she/her)




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World Map


Image


Geography

The North

Formerly the territory of the nation of Renvara, this region is now often also called the North. It is mountainous and polar, with frigid temperatures most of the year and mild in the summer, and high amounts of snow and storms. The mountain peaks are where the highest quality magic in Aphirah is sourced, and this variety of magic is highly prized among Minor Mages who can afford it. The North has not been part of Aphirah for the vast majority of its history, and used to be settled entirely by the Ren people, until it was annexed five centuries ago after Aphirah sought to gain access to its magic supply by unleashing a magical plague known as the Fading on its populace. Today, it is governed by the House of Strength.

Storm City, formerly known as Felvirki (“wind-whistler” in the Ren language), is the largest city in the North and the third-largest in Aphirah. It has conserved its past much better than its fellow large cities: its architectural style remains largely unchanged, and it is home to many cultural landmarks that have been around hundreds or even thousands of years. This makes it an incredibly popular place to visit, but mostly during the summer— the mountains it is nestled in make it one of the coldest and snowiest places in the world. The city’s Ren heritage and origin is still at risk of being erased, despite its importance to the local culture, and there is an ongoing battle to not have this past removed for the sake of modernity.

The East

As the former territory of an ancient world power, Kejva, the East is rich in history. A thick evergreen forest covers most of this region, including the small islands to the north on the Kejvan Ocean, and the landscape is well-preserved thanks to strong environmental regulations as well as the helpful influence of magic. It has several large cities connected by highways instead of many of smaller and varying sizes, to reduce the footprint of urbanization on the landscape. Generally, the temperatures are mild and comfortable, although the coastlines and islands get rather rainy. The House of Courage, the members of which are descended from the original rulers of Kejva, is located here.

Kejva was an empire with great technological power for its time, and today its former capital city, Starlight City, carries that tradition on by being a hotspot of scientific activity, research, and innovation. The city is especially known for its role in the field of astronomy, and it is the mission control base for all Aphiran space missions. It is also a port city located on a peninsula, and its harbors on the Kejvan Ocean are used for trade that brings wealth in, making Starlight City very prosperous. This wealth gives the city a reputation as a safe— albeit rather expensive— place to live. The forest wraps around the edge of the city that is not on the water.

The West

The West is an expanse of low, flat, river-streaked fields and meadows where human civilization first began. The coastlines on the Kejvan Ocean and the Fayean Ocean are the most densely populated areas in Aphirah, whereas the inland areas tend to be rural farmland where much of Aphirah’s food supply comes from. While the area in the rain shadow mountains of Renvara is rather dry, most of the West is quite humid with seasons of heavy precipitation and rainstorms, and the region has a warmer climate. Historically, this land has been claimed by dozens of countries rising and falling over time, but pre-integration into Aphirah, the last three empires in the West were Fayera, Mazar, and Iwarin. The House of Compassion is located here, and so was the House of Wisdom before its fall.

Amber City, the oldest known city in the world, is still a megapolis today, but it has seen some difficult times in recent years. The area is prone to tectonic plate activity, and although many of the city’s earthquakes have not been serious, the most recent one in 2122 opened up a Tremor rift in the earth near the city, which made it the earthquake far more dangerous and devastated the city. Since then, the city has rebuilt somewhat, but the rift still exists and there are fears that Amber City could not survive another magically enhanced earthquake.

The South

This region is split between Hetavare, a stretch of rolling hills and mesas with unique biodiversity in flora and fauna, and Cinzaya Teran, a large desert island off the southern coast. While Cinzaya Teran is warm and dry nearly year-round, the mainland sees more extreme temperature changes, with the daylight hours being hot and the nights being quite cold. The smallest region by population size, the South often has to fight for influence in politics. The South has magic in its underground rivers, but its forms are weaker and less stable than the Renvara variants. Before the founding of Aphirah, the republic of Tekari governed Cinzaya Teran, and the Aryci Empire ruled over the rest of the South. The House of Loyalty is located here.

The region’s largest city, Spark City, is exceptionally new by Aphirah standards. The city formed on Cinzaya Teran over the last few centuries, once better quality magic from the North became easier to source after the annexation of Renvara. Magic made the tropics of Spark City more hospitable, and the South, a comparatively unpopulated region, suddenly gained a large city to put on the map. Besides being a location where the effects of magic becoming more used are easy to see, Spark City is also a culinary destination.

Central

Like the North, Central is largely defined by its mountains, but the Keravara peaks are less tall, have fewer winter storms, and have weaker magic at the summits compared to the Renvara mountains. The region connects the East, South, and West, and is always centered on world maps. It has a surprisingly high population for a mountainous region, with many cities located in the valleys, and is home to Aphirah’s capital, Crystal City. Before the Spark Age, Central was ruled by the kingdom of Caladia. The House of Justice was located here before its fall; today, it is home to the House of Honor.

Crystal City is the largest city in Aphirah and also one of the most modern, getting its name from how the glass skyscrapers seem to glimmer like gems. It is located in a mountain valley and has grown impressively despite the challenges the landscape presents. The climate is usually cold but dry, with snow generally only occurring during a couple months of the year and rain being much rarer. The city has a large number of venues, entertainment, and gambling halls, making it a destination for tourists looking for some fun. Perhaps unsurprisingly, it also has a crime problem and has become a hub for gangs and anarchists, with underworlds like the Arcade flourishing.
Democracy dies in darkness. Also at 4:30PM in Pacific Standard Time, apparently.

silver (she/her)




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Spellweaving


In Aphirah, magic is a physical, natural resource that can vary in quality, be affected by shortages and surpluses, has a specific sourcing location, and is distributed and regulated, much like other resources such as water and energy. Magic looks like threads of lightning, gleaming and jagged, rolled up into a “ball of yarn”. In order to be used, this magic must be “woven”, or have these threads manipulated with intention into the form of a spell. A mage’s purpose is everything in determining what the spell will do: techniques can be taught, but the precision of the vision for the spell and the mental focus on the task of weaving are two of the most important aspects of spell-weaving.

Some mages see the practice of magic as a science, something that be studied, refined, and optimized for best results. Other mages see it as an art, something that has its potential unlocked through creativity in the same way that a paintbrush becomes a tool of artistic expression. Regardless of someone’s particular viewpoint, it is agreed that the best mages are the ones who are inventive, creative, confident, and precise.

The Nine Types of Magic


There are nine distinct types of magic. Each type is somewhat abstract, but is made into a concrete spell based on the mage’s intention for the magic. For example, a mage can turn unused magic into Flare magic. From there, they have many options; they can turn it into fire, create light, or even make a power source from it. A mage must know what they are aiming to create for their spell to be effective, although magic quality is also important for the power of the spell.

Once a mage has turned pure magic into a type, they cannot turn it into a different type, but they can combine it with other types of magic into a hybrid spell that can do more than one thing. (All spells with multiple types of magic woven into them are called hybrid spells, even if there are more than two types.) For example, to create a protective shield around an item where the contents are invisible from the outside, Force and Concealment can be used together in a hybrid spell.

Flare: Heat, fire, light, energy. Easy to cast, doesn’t consume much magic, hardly any special abilities.
Salve: Healing, remedy, repair. Only has effects on living things (humans, animals, plants), works both on wounds and disease, can cause magic poisoning if cast with low-quality magic.
Projection: Illusion, shape, form, structure. Creates the appearance of something, has the possibility to give the spell physical presence (making it touchable) but hard to do without using a lot of magic, takes attention to visual detail (an unclear idea of the product will create a messy illusion).
Concealment: Hiding, obscurity, invisibility. Can prevent something from being seen or detected, not difficult to cast, but short-lasting.
Force: Motion, push, trajectory. Commonly used to move objects around (like using the wind to push something somewhere), to create invisible repulsive barriers, or act against other forces such as gravity.
Nullity: Neutralizing, deactivating. Can “turn off” another spell or strip an artifact of its ability, which looks like the neutralized spell dissolving and winking out, as if struck with acid.
Tremor: Destruction, impact, wrecking. Breaks things apart violently, spreads widely, a hard type of spell to control.
Chant: Vocals, oaths, sound. Gives words power, can seal a promise, one of the most rarely used types. Formerly called Canticle.
Rationale: Emotion, influence, delusion. Slightly alters or creates emotions in someone such as pleasure, anger, or fear, and its use is frowned upon for violating mental boundaries.

Mage Types

Minor Mages

Minor Mages are a small minority of people who can control magic. They can turn raw magic into any of the nine magic types and create any spell with it, which means Minor Mages have much more variety in their capabilities than a Major Mage does. However, the actual strength of their magic tends to be weaker than a Major Mage’s and is even further limited when they are using less potent magic.

All Minor Mages are born with their abilities, and all Aphirans get tested for magical aptitude as children, even though only a small percentage of people will have it (around 15% of the world population). This aptitude is not genetic: while people with mage ancestry are slightly more likely to be a Minor Mage, it is not a certain inheritance, and people with no known mage ancestors have found themselves to be mages.

Minor Mages can pay a monthly subscription to the government to receive magic, paying different rates for Renvara, Keravara, or Hetavare magic. They are also able to buy magic of the quality of their choice at magic dispensaries.

Major Mages

Major Mages are an incredibly rare group of mages with an imbued, often unique magical power that does not require the use of spell casting.

No one is born as a Major Mage: usually, those who are one become them after interaction with a magical creature, or sometimes an artifact. Due to the extreme rarity of magic creatures, as well as the unlikelihood of gaining one’s magic, almost no one becomes a Major Mage.

Major Mages do not need to use minor magic— a Major Mage who is not also a Minor Mage will not gain the ability to spell-weave. Rather, they can forgo the need to use a spell at all, as they are imbued with magic of their own. They will be extremely powerful at one type of magic in a way a Minor Mage cannot match, and may even have abilities that spells cannot replicate.

Currently, there are no publicly registered or recognized Major Mages living in Aphirah. However, based on population data and historical trends, studies estimate that out of the nine billion people currently alive, anywhere from three to ten of them could be Major Mages.

Alchemists

Alchemists are Minor Mages with an extra ability: the power to enchant or artifice items with magic.

Some items are artificed in mass production by Alchemists on an assembly line, while others are more thoughtful and unique. Since Alchemists are rare (less than 1% of all mages, or <0.15% of the general population) and the demand for artifacts is high, Alchemists often make their ability into their careers and enjoy good employment.
Democracy dies in darkness. Also at 4:30PM in Pacific Standard Time, apparently.

silver (she/her)




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Even I don't really know what goes here! Any lore, choices, or fun stuff that I want to share might end up here, eventually.

Edits


This is a spot for an incomplete list of the changes I want to make from the first draft (worldbuilding, naming, plot, etc.) that will probably be updated as I think of more. Very mild spoilers ahead!

Spoiler
This thing needs to be WAY shorter, yikes. It has no business being 49 chapters and almost 200k words.
I like islands. The world now has some. Say hi to the Whistling Isles of the East and the Skyshots of the West (where rocket launches take place)!
Leilan and Kasumi now both have new last names (although in Leilan's case, I just swapped which name was from his biological family and which one he got when he was adopted, so you'll still see the name Akamai hopping up).
Marius should get to feature more, and not only in Leilan's POV chapters. Poor guy.
The type of magic formerly known as Acid (the neutralizing type) is now known as Nullity. Thanks to my linear algebra class for teaching me that word— that course was awful, but I'll take that with me.
In a similar vein, "MagicBox" was always going to be a placeholder (why I didn't cringe and come up with a real name right away, I don't know). Spearmint suggested shortening it to "Mox", which is way catchier, so if you're reading this, thanks mint!!
What happened to Mireya in those long five centuries since Dante's death and joining the Arcade, you ask? Hehe. Hehehehehe.
Due to popular demand... Shane's cat, Shrimp, is going to be around. I don't know what we're going to have him do (is he IN the heist?), but you're welcome.
Dawn's backstory is different— it's now her brother who killed her sister, and Dawn exposes him rather than challenges him for the position of Heir. The earlier version of this barely came up at all, which is wild, because that's drama right there, but I've got some ideas to make this more relevant.
Finally ironed out backstory details for Clarity, too. I left way too much of that up in the air.
There's a new character around, by the name of Adonis! The Arcade needed a well-meaning guardian around... and possibly even a father figure to a certain couple of thieves... shhhh...
Literally everyone figured out what was going on with Dante right away. If you know, you know. I still have no idea how you put that together that fast, but rest assured, we are going to fix that.


Just For Fun


The first entry to this section is... guess what... a character quiz! Take it to find out which of the main cast you are— it's pretty fun if I do say so myself!

Log


This will be a log of the progress made during LMS— once we actually get started, that is!
Democracy dies in darkness. Also at 4:30PM in Pacific Standard Time, apparently.

silver (she/her)



The opposite of belonging is fitting in.
— Dr. Brené Brown