Magic:
Becoming a magician:
Occasionally- around 1/10,000 people ever have it happen to them- someone spontaneously becomes a magician. It is also possible to turn someone into a magician with a spell. I feel like there should be other ways to become a magician, too, but haven't figured any more out. A magician initially gains a random quantity of magic, and get more with a spell.
When someone gains magic, they lose a portion of their ability to communicate with language (sometimes called their "voice") in exchange. The more magic they get, the more of their voice they lose. The first portion of voice to be lost is the ability to lie. The second is the ability to speak non-cryptically; powerful magicians speak only in riddles. Very few magicians lose more of their voice than that.
Casting a spell:
To cast a spell, a magician needs to construct a spell knot- an arrangement of knotted thread, wire and beads which can be thought of as representing an "instruction to magic" in the "language of magic". Developing a spell knot can be a complicated process. A magician can sense when a spell knot they have made is usable, and can cast it by speaking the instruction it represents. The usability of a spell knot is constrained by:
- Validity; a spell knot which is ungrammatical, effects something nonexistent, or asks magic to do something beyond its power such as making someone is the rightful king of Dehuln can't be cast.
- Cooldown; a magician cannot cast a spell twice too close together in time. Cooldown times vary widely from spell to spell but are never shorter than a day. A spell which is too similar can inherit a portion of its heat, but even effectively purely aesthetic differences can sometimes be enough to reduce cross-spell cooldown time to seconds. A spell knot which is "hot" produces a sound as though its wire components were taut and vibrating.
- Wantedness; a spell can only be cast if magic "wants" to obey the instruction. The extent to which this anthropomorphism is genuine is debated, and the criteria which determine whether magic wants something are not well understood. They have been summarized, however, as "magic likes complicating things and dislikes simplifying things, likes making things possible and dislikes making things easy", and this generally suffices for practical purposes.
There is a totalitarian kingdom backed by an immortal wizard, in which disapproval of the king cannot be communicated aloud or in writing. The tech level is modern.