"The Colors of ChroMagic"
What follows are the writer's notes that Piers Anthony used for reference for the ChroMagic series while writing the novels. This information is presented as is from his notes file.
COLORS OF THE VOLCANOES:
(these are apparent specialties; actually all Chroma can do all types of magic.)
White = science Green = plants Yellow = fire Invisible = air, illusion
Brown = earth, conjuring, golems
Translucent = water, mind reading; The sieges of emotion: Disgust Fear Rage Love Agape
Black = void, death
Red = blood, demonic, healing, ectoplasm
Silver = electrical
Blue = animals
Gray = immunity to magic, or nullifying it—anywhere, not limited to Gray zone
Purple = between Red and Blue Chroma as colors merge—demonic animals
Orange = conjuration: jumping from one spot to another, to any Orange zone
nonChroma = all area between Chroma zones
TYPES OF VOLCANOES:
Earth = Lava/rocks/dust, cools hardens, settles; ash
Fire = ignites surroundings, but ashes imbued with magic.
Water = steam/snow/water, carries colors via rivers to lakes
Air = explosive outdraft with color
Void = huge crater, bottomless hole. When active, sucks surroundings in, like a tornado. That's Black Chroma, really, but could be that it's not fixed and there can be otherChroma voids. All can be hot or cold, all deadly at close range, all magical
PREDATORS:
Fire = project microwave heat to cook from inside
Water = project liquefaction to dissolve innards
Earth = solidify innards so they can't function
Air = vaporize tissues without heat so body is inflated with gas
Void = innards disappear from center, feeding into maw
DEFENSES:
Fire = becomes too hot to handle or eat
Water = becomes liquid and flows out of clutches
Earth = becomes too heavy to carry or hold
Air = becomes diffuse and drifts away like mist
Void = conjures self away Dragon Seeds: buzz in ear when there is danger, or something amiss, or a lie being told
SEASONS:
Basically two, as planet circles star or black hole: warm, cold. But complications:
Fire = burning hot, from Hole flares, but generally brief, sporadic; changeable super Summer
Water = heavy rains, flooding, from atmospheric disturbances Spring
Earth = quakes Summer
Air = wind, sand, thunder, snow storms, depending on conditions Fall
Void = barren, killingly cold when there are no flares Winter
SOCIAL CONVENTIONS:
Young folk can marry at ages 15-16, must marry by 18, unless receiving a waver, such as a king's mistress.
Each woman must bear at least 4 children, one, the "fourth," by a man not her husband. Fourths can come in any order, however. With mer folk, they are "seconds" for faster connections to the rest of the species. Adoption counts, or bearing a changeling by Temple implantation. Men are not so obliged, except that they can not reasonably refuse a woman who asks for a fourth. They are never responsible for its care, except the ones their own wives get.
"How were you named?"
"Say my name."
OATHS;
Of friendship
Of secrecy
Of brotherhood
GAMES/REFERENCES:
Tickle & Peek, Touch & Touch, Ask & Show, and variants; Guess & Penalty, Poke & Tell (actual sex) No Fault-social and sexual interaction while traveling, for duration of the travel only.
A person's Vivid and Void: complete love. Also Between Vivid and Void-awful alternatives.
Truth: each person must answer the questions of the other with complete candor.
Question & Strip—the game Symbol first plays with Havoc, like strip poker. Statue game
SINGLE-WORD STATEMENTS OF FEELING OR INTENT, SAMPLES:
"Greeting" "Acknowledged" "Parting" "Admiration" "Envy" "Anger" "Joy" "Desire" "Aversion" "Apology"
"Love" "Wonder" "Contrition" "Pain" "Satiation" "Secret" "Belief" "Adoration" "Appreciation" "Expletive!" "Insult"
"Compliment" "Empathy" "Obscenity" "Confusion" "Grief" "Respect" "Contempt" "Awe" "Comprehension"
"Obliteration" "Longing" "Attraction" "Relief" "Embarrassment" "Amazement" "Gratitude" "Request" "Considered"
"Question" "Observation" "Affirmation" "Sympathy" "Frustration" "Agreement" "Satisfaction." "Acquiescence"
"Threat" "Capitulation" "Pleasure" "Confession" "Favor" "Permission" "Negation" "Complication" "Shock"
"Outrage" "Enthusiasm" "Similarity" "Endorsement" "Preference" "Denial" "Comparison" "Desperation" "Deal"
"Practicality" "Objection" "Suspicion" "Warning" "Understanding" "Mischief" "Resignation" "Argument" "Delight"
"Explanation" "Interest" "Sincere" "Joke" "Oddity" "Realization" "Mutual" "Incredulity" "Ditto" "Ignorance"
"Exchange" "Excitement" "Regret" "Dismay" "Exaggeration" "Recommendation" "Echo" "Ire" "Devotion"
"Mortification" "Doubt" "Gone" "Conjecture" "Confirmation" "Wrath" "Needless" (in response to Apology)
"Horror"
GEOGRAPHY:
Charm-planet of volcano magic, orbiting a pair of stars
Mystery or Counter-Charm-twin planet, seeming similar, but unknown. About 6 times apparent diameter of our moon, highly colorful. The setting for fanciful stories. The face of Mystery is generally dark during Charm's day, and light during Charm's night, because of the way they orbit each other, nearer or farther from Vivid. Faces locked together, so their far sides can't see each other.
Vivid-the bright sun
Void-the dark sun, companion body, a black hole
Triumph-large hollow pyramid, tetrahedron, floating anchored on a lake. Capital city of Charm. Description: a tetrahedron (four sided triangular pyramid) floating on a lake, metal outside. 2,000 feet on a side, accommodating 100,000 people with 100 square feet per person. (20002 = 4,000,000 square feet times half for triangle =2,000,000 divided by 100' per person = 20,000 people per floor, maybe 10 floors diminishing = 100' off bottom, of a total height of about 1,500 feet, accommodate 100,000 with room to spare)
Trifle-Havoc and Gale's home village, bordered by green, red and yellow Chroma
ANIMALS:
spider—7 legs
bear—6 legs
millipedes—100 or more legs
dog—6 legs (same category as the bear: pseudo-mammalian)
sphinx—9 legs, huge size, much memory
goat—6 legs (equivalent to mammals)
buffalo—6 legs
dragon—1 leg, slides—category of worms
bird—3 legs, 3 toes. Flies with one wing providing propulsion, second wing acts as rudder, thing zips forward for next stroke. Stands on one wing with three toes projecting to grip the ground. Three eyes. Telepathic.
plants—8 legs, because of roots
insects, wasp—5 legs
fish—2 legs
human—4 legs
trees—8 roots
mollusks, squid —10 legs
mosses—1,000 legs
saprophytes, fungi—10,000 legs
reptiles—6 legs
amphibians—6 legs
CHANGELING POTENTIALS:
seeing through illusion
healing
thought control (that is, concealing own thoughts from mind readers)
stunning or death dealing
invulnerability
conjuration
absorbing identities eidetic memory
THE NOVEL TITLES:
Key to Havoc—Quest for Leadership
Key to Chroma—Search for the Changelings
Key to Destiny—Drive for Integration
Key to Liberty—Earth seeks to recover colony
Key to Survival—Machines Invasion
THE GLAMORS:
(First 7 are human, next 5 animal, Havoc, Gale, their four children, the Ifrit, and the machines)
Black—Jamais Vu—saprophytes, 10,000 legs (he seems Invisible) ikon: mobius strip #3
Red—Stevia—human, 4 legs (she seems Gray) ikon: nude woman #14
Invisible—Dour—millipedes, 100 legs (he seems nonChroma) ikon: millipede #6
Blue—Lucent—insects, 5 legs (she seems Translucent) ikon: insect #7
Green—Thumb—mollusks, 10 legs (male) ikon: squid #9
Yellow—Deva—demons, 0 legs (female) ikon: star #1
Translucent—Pisca—Fish, 2 legs (male) ikon: fish #10
White—Billy—Goat, 6 legs #12 ikon: goat
Brown—(Mentor)—Dragon, category of Worms, 1 leg #5 ikon: dragon
Silver—Silver—Spider, 7 legs #8 ikon: spider
Gray—Avian, 3 legs #11 ikon: bird
Orange—Orange—Sphinx, 9 legs #13 ikon: sphinx
nonChroma—Havoc—trees/plants, 8 legs (roots) #4 ikon: tree w/8 roots
nonChroma—Gale—mosses/lichens, 1,000 legs #2 ikon: mossball
nonChroma—Warp—Fungus/yeast 1,000,000 legs #15 ikon: toadstool/mushroom
nonChroma—Weft—Bacteria 10,000,000 legs #16 ikon: spiral
nonChroma—Flame—viruses 100,000,000 legs #17 ikon: slime
nonChroma—Voila—Amoeba, 100,000 legs #18 ikon: blob
Countercharm Glamor—Idyll Ifrit no legs (demon variant) ikon: other ifrits
nonChroma—Shee—Robot, matter, wheels (not seen) ikon: gear
EARTH GLAMORS:
The Female Spirit—investing the Mistress of Mistresses and 1,000 lesser Mistresses. Governs by the power of sex and persuasion, patronizes the arts. Healing, empathy, sharing, health, kindness, cooperation, agape, love.
The Male Spirit—invests available men. Seeks power, sex, and destruction of the arts. Governs by brute force, vengeance, fear, selfish interest, illness, competition, cruelty, hate. Destroys feelings of self worth or accomplishment so the Spirit is the only focus.
ORDER BY LEGS:
0=demons—Yellow
1=worms, dragons—Brown
2=fish—Translucent
3=birds—Gray
4=human—Red
5=insects—Blue
6=mammals, reptiles—White
7=spiders—Silver
8=trees, plants—nonChroma
9=sphinx—Orange
10=mollusks—Green
100=millipedes—Invisible
1000=mosses—nonChroma
10,000=sapropyhtes—Black
100,000=amoeba—nonChroma
1,000,000=yeast, fungi—nonChroma
10,000,000=bacteria—nonChroma
100,000,000=viruses—nonChroma
continuous (wheel)=machines—nonChroma
ORDER BY ARRIVAL: WAVES OF COLONIZATION
1. Viruses
2. Bacteria
3. Amoeba
4. Demons—catalysts, translating raw magic to organic magic—Yellow
5. Mosses, algae, lichen—primitive plants—nonChroma
6. Fungi, saprophytes—breaking down organic substances—Black, nonChroma 7. Trees—advanced plants—nonChroma
8. Worms—intermediate catalysts, up to advanced dragons—Brown
9. Millipedes—Invisible
10. Insects—Blue
11. Spiders—Silver
12. Mollusks, squid—Green
13 Fish—Translucent
14 Birds—Gray
15 Mammals—White
16 Sphinx—Orange
17 Humans—Red
18 Robots—self-willed machines, conscious computers—18th wave—nonChroma
COUNTER CHARM/MYSTERY:
plants similar to those of Charm, with variations.
Six-legged insects
one-winged birds
five-legged animal with wheels
big moving sponge
six-legged bear-dog
ifrits—cloud entities
EARTH:
6 CONTINENTS: governed by women Mistresses who both rule and sexually oblige men, controlling them sexually
America (North and South)
Atlantis (all the islands)
Africa
Asia (Europe, Asia)
Australia
Antarctica
LEVELS OF TECHNOLOGY:
Type 0 = use of a portion of the energy of a planet.
Type 1 = utilizing all the energy of the planet
Type 2 = utilizing all the energy of a star
Type 3 = utilizing all the energy of a galaxy
FUTURE PATHS:
(prior novels never define the durations)
Near = 1 second to 1 hour = Glamors 1 second to 5 minutes, Voila 1 second to one hour
Intermediate = 1 hour to 1 month = Idyll Ifrit
Far = 1 month through eternity = machines
First Crisis—Dealing with Mino
Second Crisis—Earths effort to reclaim the colony
Third Crisis—The machines culture
SEX WITH GLAMORS:
Glamors were unable to have sex with mortals, if the mortals knew; they were magically repelled, even floating above the Glamors. Then scientist Ini figured it out: it was physical on the part of the mortals, but psychological on the part of the Glamors. Their belief made it magically literal. When Glamors believed they could have sex with mortals, the problem dissipated.
LIVING CULTURES COALITION:
The name for the organization fighting the machines.
SUMMARY OF VIEWPOINTS, NOVEL #5:
1.Opaline
2.Gale
3.Fifth
4.Opaline
5.Havoc
6.Fifth
7.Shee
8.Flame
9.Opaline
10.Shee
11.Havoc
12.Fifth
13.Gale
14.Shee
15.Opaline
16.Weft
17.Warp
18.Gale
19.Opaline
20.Havoc
21.Warp
22.Shee
23.Fifth
24.Havoc
25.Opaline
26.Gale
27.Shee
28.Fifth
29.Opaline
30.Havoc
Copyright © 2008 by Piers Anthony Jacob ISBN: 978-1-59426-250-0