The Magical Fallout
Almost every fantasy world you will read about has some kind of magical system, a list of rules the magic in that world is built on. Sometimes these rules are made plain. Others, they are purposely left vague or unexplained. In my world, I like to embed nuggets of explanation in one place and leave it for the reader to find the story where that part of the world is brought to light. I was asked to talk about my wizards and their magic system for You and I Books, and I jumped at the chance.
Like every piece of my world and every law, I explain through story. I do this because I would rather read a story than a rulebook every time. The telling of the magic system can be found in my short story collection Legends of Perilisc. For more details, I would suggest you look there, but I’m going to talk about it here.
My entire world is built around an event, the God War. When the world was made, gods from all the pantheons in existence came to fight over it, gods from Earth and many that have never been heard of before. They rained from the sky, as they were struck dead in the heavens, to break and crack the ground, causing volcanoes and shattering the land to create islands. The tales I tell explore how a world is put back together after an event like this, what becomes of a people when their gods are trapped in the post-traumatic stress that comes with surviving a war.
Magic in my world is a result of the death of the gods and the magical fallout that occurred where they died. When a god dies, its blood stains the land. That blood seeps into the ground and becomes like a second water table. This blood caused the humans to warp and mutate into other races capable of wielding magic in all its forms. Those who lived during the God War were changed for eternity, but another age of humans were being crafted in secret as the war raged and the gods died.
This tale is shown in my short story the Second Age, but we are going to talk about it here just for the fun of it. The second age of humans were crafted much like the first, in great iron molds made by a human artist the gods created named Simon Bard. He toiled away in a cave as the gods fought, deciding he would not open his molds and spark life in those crafted there until the war ended.
Well, not far from the cave, a god was struck down, and in his thrashing and dying, a few of these molds were involved in a cave-in that caused hairline cracks to appear in the iron. This god’s fallout power seeped into the mold, creating humans capable of wielding great magics. The descendants of those humans will forever be able to shape the magical table under the ground.
When wizards use this power, they summon magical energy up from the underground pools of divine blood and trap it in their auras. They are then able to shape it into spells that have been written over time to do wonderful and terrible things.
In the early days of magic, we had Elder Magic, a temperamental and impossible-to-control form of power that had side effects to the casting. That elder magic passed away into other realms. Now the power that is left is more pliable.
My career is designed to have three acts, one act to create the world, one to destroy it, and a third that takes place in a post-apocalyptic fantasy world. It will take decades for me to tell these stories, but I have big plans for my apocalypse.
In the final books of my life, I will set fire to the magical table. When wizards summon the magic flowing below the surface, they will be engulfed in liquid flames of magical power that will consume them entirely. This does not mean there will not be those who find a way to use it. It just means they will be a breed of wizard crazy enough to set themselves aflame, scarred, with a burnt mind, riddled with insanity, who will walk the land destined to wreak destruction and set the world on fire.
But to read about that, you will have to stay tuned for decades.
The Manhunters Book Two
The busiest pirate bay in Perilisc is newly infested with vampires. These monsters will soon overrun the world, but the Manhunters must try to stop them in secret. Agents of the king are hunting Rayph’s vigilante crew. With one false step, they could all end up at a royal execution.
About the Author
Jesse Teller fell in love with fantasy when he was five years old and played his first game of Dungeons & Dragons. The game gave him the ability to create stories and characters from a young age. He started consuming fantasy in every form and, by nine, was obsessed with the genre. As a young adult, he knew he wanted to make his life about fantasy. From exploring the relationship between man and woman, to studying the qualities of a leader or a tyrant, Jesse Teller uses his stories and settings to study real-world themes and issues.
He lives with his supportive wife, Rebekah, and his two inspiring children, Rayph and Tobin.
1st Prize, The 2017 Drunken Druid Book Award
Literary Titan Gold Book Award
Drunken Druid Editor’s Choice, March 2017
Drunken Druid 2016 Book of the Year Short List
Hungry Monster Gold Book Award
Praise for The Manhunters:
“Mr. Teller gives us moral dilemmas, fierce and bloody battles, characters that come alive and the power of the magic of words to take us into another place, another time and another reality.”
—Dii Bylo, Tome Tender Book Blog
“This is one of the more fanciful and almost mythical like settings and storylines I’ve read in a while. ” —The Weatherwax Report
“Teller’s world is stunning in its complexity.”
—M. L. Spencer, Bestselling Author of The Rhenwars Saga
“The characters are interesting, the heroes likable, and the villains hateable.”
“Has all the ingredients of an exciting, dark fantasy epic: ancient and powerful mages, deadly and vengeful enemies, familial strife, malevolent politicking, and jailbroken criminals hell-bent on revenge.” —Fantasy Book Review
“Jesse Teller only takes his foot off the accelerator to switch to a higher gear.” —The Fantasy Inn