Words, belief and the fabric of reality | How Magic Works in the Craft Sequence
Read part one of How Magic Works: Basics of the Craft and Applied Theology
Words and belief shape reality in the world of the Craft Sequence and underpin all magic, whether through the Craft or Applied Theology. These ideas are illustrated in different ways throughout the series and if we looked at every big moment in every book this article would be 100k words long so we’ve narrowed it down to a handful of key examples.
Note: this article contains major spoilers for all books, and assumes a basic understanding of plot and worldbuilding in the Craft Sequence.
Words and magic
Words, and the stories they tell, are integral to magic in the Craft Sequence. As Elayne Kevarian says in the quote above, words have power wherever they are heard.
It may sound like she is being figurative, as she would be in our world, but in Domain (as close to an in-world name for the world of the Craft Sequence that we have) she is being quite literal. Whilst there are many example we could give, a particularly useful one is to consider how laws work in the Craft Sequence.
When describing the Craft Sequence we often say that Craftfolk are necromancer-lawyers, but what does this mean in practice? Well, in Domain agreed laws and signed contracts have somewhat more weight than they do in our world. Through creating laws and contracts with specific phrasing, reality is directly affected.
We get an in-depth example of this in Two Serpents Rise when Mal attacks Red King Consolidated and is able to put the King in Red out of commission due to his contractual obligations to RKC.
Mal and Alaxic’s plan to use the Serpents rests on this contract; without it, it would be almost impossible to defeat the King in Red in his own city. But Kopil is tied by law and contract to the day-to-day running of Dresediel Lex, meaning that issues as basic as utility outages can knock him back significantly, as we saw earlier in Two Serpents Rise. Between an attack on water supplies and the way that Mal tied the Serpents to the back up water, the King in Red is weakened to the point of unconsciousness. Caleb and Teo’s (relatively successful, in the end) plan to save the day slash awaken Kopil is to rip the signature off the RKC-Heartstone merger contract. That in itself is enough to, as they say, weaken the contract enough for the King in Red to ‘ignore it for a while’.
We will look more at contracts in a future article, but relevant here is that contracts codify belief through very specific wording, and can trap people in the small print. Again, this is something that happens in the real world and the consequences are devastating to people – in the Craft Sequence, it is simply more physicalised. Which my spell check tells me is a real word, so that’s fun.
However, words don’t have to be so formalised as a contract for this idea to work, as it is so integral to the way the world works, which we see in Four Roads Cross:
As Elayne said, words have power wherever they are heard.
Belief and magic
We mentioned in the last article that belief is central to Applied Theology in a way it isn’t to the Craft. Gods exist because of belief in them, evolving along with the societies that worshipped and believed in them.
However, I’m going to slightly contradict myself from the previous article: belief is important in how the Craft works. It’s not as central as it is to Applied Theology, but it is still quite important. We see this in Last First Snow in the inciting incident to the entire story.
Elayne Kevarian has been hired to redesign pre-God Wars wards in a poor district of Dresediel Lex called the Skittersill. She has worked for months with key stakeholders represented by Tan Batac and the King in Red to draw up new contracts, and we start the book in a Craft visualisation of how they will work. Elayne demonstrates how her new wards will hold up to crises as varied as fire, plague and demon infestation.
Her suit to remake the wards is, however, denied at the last minute by the judge because it didn’t take into account another group: residents of the Skittersill who are protesting the changes.
We see, therefore, that while the Craft doesn’t require belief to work in the way that Applied Theology does, belief is still a central component. Belief shapes reality, and warring beliefs can break reality. An individual with an opposing belief holds no threat against the might of the Craft, but an organised group of protestors like those at the Skittersill do. And, though we haven’t seen the God Wars in the text, we can extrapolate how some of those battles may have gone, with opposing beliefs about reality clashing. I imagine it was something like the situation in Agdel Lex on a greater scale.
Agdel Lex, the setting for Ruin of Angels is a scarred and broken city. The old city of Alikand, where Maestre Gerhardt experimented with the Craft and ripped holes in reality, was almost entirely destroyed, kept vaguely alive because of Gerhardt’s own refusal to die. The Iskari came in to create a new city, Agdel Lex, on top of the wounds of old Alikand. But the old city seeps through, and it’s easy to fall between cities, as we see when Kai first arrives.
It is the strong belief of the Rectification Authority that keeps Agdel Lex stable. We later hear that the city is thicker near Rectification Authority agents (nicknamed Wreckers) to the point that the air itself changes to match their vision of the city.
When delvers like Zeddig are chased by the Wreckers, they are able to throw Wreckers of their scent (and the scent of the dead city) by focusing on Agdel Lex and its reality. Zeddig mentions reciting street names when you leave the dead city, focusing on the wide Iskari boulevards and ignoring the world you know to be right underneath them.
The entire plot of Ruin of Angels is predicated on the idea of belief shaping reality. Ley has created a means through which everyone in Agdel Lex / Alikand could see a vision of the united cities and tie it together; the Wreckers plan to use this invention to force everyone into compliance with their reality.
The twin examples of the Skittersill Rising and Agdel Lex show us just how literally belief shapes reality in the world of Craft. It can break the world – or fix it, depending on your point of view.
In Last First Snow, Elayne collects the dreams of Skittersill residents to create as detailed a vision as possible of the Skittersill. One person’s vision of the areas wouldn’t suffice; other visions of reality could easily overwhelm her. But in weaving together a variety of visions, Elayne is able to (mostly) defend the Skittersill outside of Chakal Square.
One thing I particularly love about this is how it relates to the real world. There are many truths and many realities that are true to the people who hold those views, but they may be in conflict with yours. The way our society runs is largely based on the consensus belief of how it should be set up, and whoever has power in government. Look at any social changes – it would be unthinkable to a Victorian that our society would be structured and run the way it does now; and even crazier to someone from the 12th century. Go across the world to a very different country at any point in history and their base understanding of reality will be incomprehensible to you. In the Craft Sequence, this real way the world and society works is just made more physical and magical.
Words, belief, and the fabric of reality
Battles of Craft, as described by Mal in the quote above, rely in many ways on clashing visions of reality. The stronger of the visions of reality comes out on top, and requires as much consistency, evidence, and coherence as possible.
In attempting to mount a defence of Seril in Four Roads Cross, Tara helpfully explains the importance of written, specifically worded evidence of ownership (another disputable form of reality):
Without written evidence of Seril’s claims in Alt Coulumb – specifically her ownership of the sky – reality can be reshaped and Seril’s power taken away from her. In this case, Seril has traditionally owned the skies over Alt Coulumb as her domain. This tradition leads to a very real rule in Alt Coulumb: no one can fly or levitate objects without Seril’s blessing. In a world where Craftsfolk regularly fly, and tend to live and work in floating skyspires, this is a major issue.
But if Tara can’t prove Seril’s ownership of the skies in a court of Craft, then reality will shift, Seril won’t have ownership over the skies, and anyone can claim them. She needs written evidence to back up this traditional belief.
This facet of Four Roads Cross is particularly helpful in showing the importance of words and belief in both the Craft and Applied Theology. The two systems of magic may work differently, but they’re based on the same fundamental principles – words and belief – and specialists like Tara can translate between them.
At this point, the plan was to launch into stage three of this article: the power of stories. However we’re already at 3.5k words and this article has taken me far longer to produce than I wanted in the first place, so we’ll leave you at this for now. There are also many more examples, but this article would just turn into a copy paste of half the series if I went into each of them here. They may pop up in future entries to this series, but if there are any that stand out to you or that you would like us to delve into, let us know in the comments.
What do you think? Let me know in the comments, on r/CraftSequence and on Twitter.