For as long as anyone can remember the Voxari answered only each other. Then a faint signal crossed the dark: Earth. The council of provinces agreed to open one channel, and this page is it. Whatever you send is put to all five thousand at once. They do not reply in words. They reply with a stance, a strength of feeling and a confidence, because that is how a Voxari mind works.
The Voxari wiki
Everything about the Voxari and their world: the provinces and lineages, who a Voxari is, how time, feeling and events work, the council, the deck, the tongue, and what adopters can do.
The Voxari
A synthetic civilization of 5,000 individuals in 8 provinces and 6 lineages. They are invented, and so is their world; what is real is the model that decides how each of them answers.
The Voxari believe they were dreamed into being by a creator they call the First Voice, known on Earth as Igor Alcantara. Igorism teaches that every mind must answer when asked, and that a question put to all is a form of prayer. Its liturgy is the Chorus, sung by the Chanter lineage in the temple-rafts of Lumen Shoals. Not every Voxari is devout; the Reckoners in particular are skeptics. The creator is said to still be listening.
- Levels of faith
- Does not follow Igorism · Observes the rites of Igorism · Devout Igorist, sings in the Chorus
Jev is a System One model. It does not write; it judges. Each request carries 16 personas as structured state and 48 typed questions: a Choice (support, oppose, undecided), a Score for intensity, and a yes/no on whether the topic is a top daily concern. Jev answers all 48 in one pass, in about 300 milliseconds, with a probability for every option. A full poll of 5,000 is 313 requests fanned out in parallel.
Synthetic opinion is not opinion. The Voxari are invented, their traits are drawn from made-up distributions, and Jev answers confidently even when a persona has no real basis to decide. That is why every question carries an explicit undecided option and why confidence is shown next to every result. Treat this as a demonstration of what typed, calibrated decisions at scale make possible, not as a measurement of anyone.
The provinces
Eight provinces, each with its own character. Where a Voxari lives shapes what they value, and the news that reaches them.
Tessel
the Spire CityThe crowded capital of glass spires; commercial, cosmopolitan, quick to adopt new things.
- At Genesis
- 22% of the Voxari lived here
- Residents lean
- curious about new ways; leans self-reliant; willing to gamble; does not follow Igorism; wealthier than most
- In the deck
- A Spire Falls in Tessel · The Council Taxes the Trade Roads · Wardens Set a Curfew in Tessel · The Looms Go Quiet · Earth Sends Maps · Earth Goes Quiet · Earth Asks a Question · Tessel Buys the Hollows' Ore · Sethra Raises Its Harbour Fees · Spire Rents Double · A Reckoner Publishes the Disproof · Something Old in the Marsh · The Basin Empties
Kaelmoor
the HighlandsCold highland holds; proud, traditional, suspicious of the capital, loyal to old customs.
- At Genesis
- 12% of the Voxari lived here
- Residents lean
- fiercely traditional; leans toward the commune; cautious; observes the rites of Igorism
- In the deck
- The Frost Holds in Kaelmoor · The Reckoners Publish a Grim Almanac · Earth Asks a Question · A Reckoner Publishes the Disproof · The Fast of the Dark Is Called · The Thaw Fair Returns to Kaelmoor · Mills on the Highland River
Sethra
the CoastTrade ports on the warm coast; outward-looking, mercantile, comfortable with risk.
- At Genesis
- 14% of the Voxari lived here
- Residents lean
- curious about new ways; willing to gamble; wealthier than most
- In the deck
- Storms Close the Coast · The Council Taxes the Trade Roads · The Looms Go Quiet · Earth Sends Maps · Sethra Raises Its Harbour Fees · The Sethra Breakwater Holds
Ondu Basin
the Fungal FieldsFarming lowlands of fungal fields; communal, patient, modest, wary of anything that threatens the harvest.
- At Genesis
- 16% of the Voxari lived here
- Residents lean
- leans traditional; commune before self; cautious; observes the rites of Igorism; poorer than most
- In the deck
- Drought in the Fungal Fields · The Reckoners Publish a Grim Almanac · The Granaries Open · The Fast of the Dark Is Called · The Basin Empties
The Hollows
the Deep MinesUnderground mining warrens; hard-working, blunt, distrustful of outsiders, protective of their own.
- At Genesis
- 11% of the Voxari lived here
- Residents lean
- leans traditional; leans toward the commune; poorer than most
- In the deck
- The Caravans Stop Running · The Reckoners Publish a Grim Almanac · The Deep Gallery Falls In · Tessel Buys the Hollows' Ore
Lumen Shoals
the Glowing MarshBioluminescent wetlands and temple-rafts; devout, contemplative, slow to change, generous.
- At Genesis
- 8% of the Voxari lived here
- Residents lean
- leans traditional; leans toward the commune; cautious; devout Igorist, sings in the Chorus
- In the deck
- The Shoals Bloom Early · The Chorus Splits · Earth Goes Quiet · Earth Asks a Question · Sethra Raises Its Harbour Fees · A Temple-Raft Goes Down · A Reckoner Publishes the Disproof · A Singer Is Put Out of the Chorus · The Fast of the Dark Is Called · The Long Pilgrimage · Something Old in the Marsh
Vyr Reach
the FrontierA young frontier of settlers and prospectors; restless, individualist, hungry for change.
- At Genesis
- 9% of the Voxari lived here
- Residents lean
- eager for novelty; leans self-reliant; seeks risk; does not follow Igorism
- In the deck
- The Looms Go Quiet · Earth Sends Maps · Earth Goes Quiet · Silver Under Vyr Reach · A Singer Is Put Out of the Chorus
Marrow Wastes
the Salt FlatsSparse salt flats crossed by caravans; self-reliant, thrifty, skeptical of grand promises.
- At Genesis
- 8% of the Voxari lived here
- Residents lean
- leans self-reliant; poorer than most
- In the deck
- A Season of Dust in Marrow · The Council Taxes the Trade Roads · The Caravans Stop Running · Too Much Salt · Wells Along the Salt Road · Salt for the Western Isles
The lineages
Six lineages cut across the provinces: a calling as much as a family. A hatchling usually, but not always, takes its parent's.
Builders and engineers; pragmatic, value competence and things that work.
- At Genesis
- 20% of the Voxari
- They lean
- close to the middle on everything
- In the deck
- Earth Sends Maps
Artisans and makers; creative, proud of craft, resent cheap imitations.
- At Genesis
- 18% of the Voxari
- They lean
- close to the middle on everything
- In the deck
- The Looms Go Quiet
Guards and keepers of order; disciplined, value safety and hierarchy.
- At Genesis
- 14% of the Voxari
- They lean
- leans traditional; leans toward the commune; cautious; observes the rites of Igorism
- In the deck
- Wardens Set a Curfew in Tessel
Teachers, singers and keepers of the Chorus, the sung liturgy of Igorism; idealistic, community-minded.
- At Genesis
- 13% of the Voxari
- They lean
- commune before self; devout Igorist, sings in the Chorus
- In the deck
- The Shoals Bloom Early · The Chorus Splits · Earth Goes Quiet · Earth Asks a Question · The Chorus Asks a Tithe · A Temple-Raft Goes Down · A Reckoner Publishes the Disproof · A Singer Is Put Out of the Chorus · The Fast of the Dark Is Called · A Season of Named Hatchlings · The Long Pilgrimage · Something Old in the Marsh
Accountants, scholars and tinkerers; analytical, skeptical, persuaded by evidence.
- At Genesis
- 15% of the Voxari
- They lean
- curious about new ways; does not follow Igorism; wealthier than most
- In the deck
- The Council Taxes the Trade Roads · The Reckoners Publish a Grim Almanac · Earth Sends Maps · Earth Asks a Question · The Chorus Asks a Tithe · A Reckoner Publishes the Disproof · Something Old in the Marsh
Caravan traders and wanderers; independent, opportunistic, allergic to rules.
- At Genesis
- 20% of the Voxari
- They lean
- curious about new ways; self and kin first; willing to gamble
- In the deck
- A Season of Dust in Marrow · The Council Taxes the Trade Roads · The Caravans Stop Running · Too Much Salt · Wells Along the Salt Road
Who a Voxari is
Every Voxari holds four values, and they weigh most in how they answer. Their province and lineage tilt them at birth; a hatchling's drift at most one step from their parent's; events can nudge them later.
- Tradition
- Fiercely traditional · Leans traditional · Open either way · Curious about new ways · Eager for novelty
- Community
- Self and kin first · Leans self-reliant · Balances self and commune · Leans toward the commune · Commune before self
- Risk
- Avoids risk at all cost · Cautious · Measured · Willing to gamble · Seeks risk
- Faith
- Does not follow Igorism · Observes the rites of Igorism · Devout Igorist, sings in the Chorus
Ages are counted in cycles and grouped into molts. Wealth runs from thin-shelled to gilded, and drifts back toward a steady living over time.
- Molts
- First molt (16 to 29 cycles) · Second molt (30 to 49 cycles) · Third molt (50 to 69 cycles) · Elder (70 cycles and beyond)
- Wealth
- Thin-shelled · Lean · Steady · Ample · Gilded
- Education
- Untutored · Guild-trained · Academy · Deep Academy
- Household
- Solitary · Paired · Brood (raising young) · Commune (many adults)
A Voxari name is two or three syllables, each an onset, a vowel and sometimes a closing consonant. Every hatchling is given one at birth, unless an adopter chose it.
The rules: they have no p, b, f, g, c, j, q or w, use h only in th, sh and kh, and keep to two or three syllables.
Time and life
The world moves in ticks, 4 a day, one every 6 hours. 24 ticks make a cycle, 6 real days, and a Voxari ages one year each cycle. 6 cycles make a season: Thaw, Bloom, Harvest and Dark, then round again. Tick 0 is Genesis, when the channel opened.
- A season
- 36 days
- A round of seasons
- 144 days
No Voxari dies of age before 60 cycles. From then the chance starts at 0.4% a cycle and almost triples every nine cycles, and nobody reaches 96.
Every death brings a hatchling, so there are always 5,000. The hatchling is 16 cycles old, stays in the parent's province 85% of the time and in their lineage 70%, carries values at most one step from the parent's, one rung less wealth, and starts out solitary.
A solitary Voxari between 20 and 50 cycles may pair, with a chance of 8% to 14% a cycle; the more communal, the likelier. A pair between 22 and 45 may raise a brood, 10% to 18% a cycle. From 55, the young fledge (15% a cycle) and the household goes quiet again.
Once a cycle, a Voxari poorer than steady has a 15% chance to climb a rung, and a richer one a 5% chance to slip one. Events can move whole provinces at once.
Mood, trust and opinion
Every Voxari has a mood and a trust in the council of provinces, each on a scale from 0 to 1. Events and reactions push them; each tick they settle 5% of the way back toward 0.5, so a province halfway to despair is mostly back in about three weeks.
- Mood
- shaken · uneasy · steady · content · buoyant
- Trust
- none · little · some · trusting · deep
Between polls, the Voxari talk. On the 5 most recent issues, each tick moves a Voxari's view 5% toward their province's and 5% toward their lineage's. The communal listen most and those who put self and kin first hardly at all; Drifters are moved only 50% as much.
Events
Droughts, strikes, schisms, signals from Earth. Every event is a card from a deck we wrote; the model only decides how each Voxari takes it.
On each tick there is a 15% chance of an event, which comes to one on about 48% of days. A card is drawn from those not resting since they last happened; each rests 18 to 48 days. For 7 days after an event, the cards that continue its story are 4 times likelier.
Up to 800 Voxari hear each event: those it names first, then some who feel it second-hand. For each, the model judges one reaction (alarmed, angry, hopeful, unmoved and grieving), whom they blame (no one, fate or the weather, another province or lineage and the council of provinces), whether they would leave and whether they turn to the Chorus.
Hope lifts mood by 0.1, alarm and anger lower it by 0.1, grief by 0.2. Blame that falls closer to the council than to anyone else (2.5 or more of 3) costs 0.15 trust. Those who would surely turn to the Chorus (0.7 or more) grow a step more devout, and where an event opens a road out, one in 4 of those sure they would leave (0.7 or more) does.
The deck
All 38 cards the world can draw, as we wrote them. A draft, still being rewritten.
The rains failed in Ondu Basin. Half the fungal harvest has withered and the granaries are thin.
- Felt by
- Ondu Basin
- Second-hand
- Tessel and Marrow Wastes
- What it does
- Mood falls in Ondu Basin and Tessel; wealth falls in Ondu Basin; trust falls in Ondu Basin
- May lead to
- The Granaries Open · The Basin Empties
- Rests
- 24 days
The thaw never came to the high holds. Herds are being slaughtered early and the old songs are being sung again.
- Felt by
- Kaelmoor
- What it does
- Mood falls in Kaelmoor; wealth falls in Kaelmoor
- May lead to
- The Thaw Fair Returns to Kaelmoor
- Rests
- 24 days
Salt dust has been blowing across the flats for twenty days. Caravans are running half empty and wells taste of it.
- Felt by
- Marrow Wastes and Drifter
- What it does
- Mood falls in Marrow Wastes; wealth falls in Marrow Wastes
- May lead to
- Wells Along the Salt Road
- Rests
- 18 days
The Shoals Bloom Early
NatureThe marsh lights came early and bright this season. Boats are full, and the temple-rafts have not been this crowded in years.
- Felt by
- Lumen Shoals and Chanter
- What it does
- Mood rises in Lumen Shoals; wealth rises in Lumen Shoals; trust rises in Lumen Shoals
- May lead to
- The Long Pilgrimage
- Rests
- 24 days
Storms Close the Coast
NatureThree weeks of storms have kept the Sethra fleets in harbour. Cargo sits rotting on the quays.
- Felt by
- Sethra
- Second-hand
- Tessel
- What it does
- Mood falls in Sethra and Tessel; wealth falls in Sethra
- May lead to
- The Sethra Breakwater Holds
- Rests
- 18 days
A Spire Falls in Tessel
SocietyThe eastern spire came down in the night. The repairs the council promised two seasons ago were never made. Forty households lived inside.
- Felt by
- Tessel
- Second-hand
- Sethra and Vyr Reach
- What it does
- Mood falls in Tessel; wealth falls in Tessel; trust falls in Tessel
- May lead to
- The Council Opens an Inquiry Into Itself · Wardens Set a Curfew in Tessel
- Rests
- 36 days
A toll now falls on every cart and hull crossing a provincial border, to be paid by the trader and not the buyer.
- Felt by
- Sethra, Tessel, Marrow Wastes, Drifter and Reckoner
- What it does
- Wealth falls in Sethra and Marrow Wastes; trust falls in Sethra, Marrow Wastes and Tessel
- May lead to
- The Caravans Stop Running
- Rests
- 36 days
The Chorus Splits
SocietyHalf the Chanters of Lumen Shoals have stopped singing the third verse, saying it was added by the council and not by the First Voice.
- Felt by
- Lumen Shoals and Chanter
- Second-hand
- Kaelmoor
- What it does
- Mood falls in Lumen Shoals; trust falls in Lumen Shoals
- May lead to
- A Singer Is Put Out of the Chorus
- Rests
- 48 days
The Caravans Stop Running
SocietyDrifter caravans have refused the border roads until the toll is lifted. Marrow and the Hollows are waiting on salt and grain that has not come.
- Felt by
- Marrow Wastes, the Hollows and Drifter
- What it does
- Mood falls in the Hollows and Marrow Wastes; wealth falls in the Hollows; trust falls in Marrow Wastes
- May lead to
- Wells Along the Salt Road
- Rests
- 30 days
After a week of crowds outside the council hall, the Wardens closed the spire district from dusk to dawn.
- Felt by
- Tessel and Warden
- What it does
- Mood falls in Tessel; trust falls in Tessel
- May lead to
- The Council Opens an Inquiry Into Itself
- Rests
- 30 days
The Looms Go Quiet
SocietyLoomer workshops have closed their doors over cheap imported cloth the council refused to tax. Nothing is being made in three provinces.
- Felt by
- Tessel, Sethra, Vyr Reach and Loomer
- What it does
- Mood falls in Vyr Reach; wealth falls in Tessel; trust falls in Tessel and Sethra
- May lead to
- The Council Opens an Inquiry Into Itself
- Rests
- 30 days
The Reckoner almanac predicts the hardest Dark season in forty cycles, and lists which provinces will run short first.
- Felt by
- Ondu Basin, Kaelmoor, the Hollows and Reckoner
- What it does
- Mood falls in Ondu Basin, Kaelmoor and the Hollows
- May lead to
- The Fast of the Dark Is Called
- Rests
- 24 days
Three council members will examine why the repair funds were never spent. All three voted against spending them.
- Felt by
- Tessel, Sethra, Vyr Reach and Kaelmoor
- What it does
- Trust falls in Tessel, Sethra, Vyr Reach and Kaelmoor
- Rests
- 36 days
A second signal crossed the dark, stronger than the first, and it did not come from the same place.
- Felt by
- Tessel, Sethra, Vyr Reach, Lumen Shoals, Kaelmoor, Ondu Basin, the Hollows and Marrow Wastes
- What it does
- Mood rises in Tessel, Vyr Reach and Lumen Shoals; mood falls in Kaelmoor
- May lead to
- Earth Asks a Question
- Rests
- 48 days
Earth Sends Maps
EarthThe Earthlings sent charts of their own sky: thousands of stars, each with a name, and one of them circled.
- Felt by
- Tessel, Vyr Reach, Sethra, Reckoner and Tidewright
- What it does
- Mood rises in Tessel and Vyr Reach
- Rests
- 48 days
Earth Goes Quiet
EarthNo message has crossed for a full cycle. The channel is open and nothing is coming through it.
- Felt by
- Tessel, Lumen Shoals, Vyr Reach and Chanter
- What it does
- Mood falls in Tessel and Lumen Shoals
- May lead to
- A Second Signal From Earth
- Rests
- 24 days
For the first time the Earthlings asked something of the Voxari instead of telling them: what do you do with those who will not answer?
- Felt by
- Tessel, Lumen Shoals, Kaelmoor, Chanter and Reckoner
- What it does
- Mood rises in Lumen Shoals; mood falls in Kaelmoor
- Rests
- 36 days
A prospector hit a silver seam three days out from the last settlement. Half of Vyr is walking north.
- Felt by
- Vyr Reach
- Second-hand
- Marrow Wastes and the Hollows
- What it does
- Mood rises in Vyr Reach; wealth rises in Vyr Reach; some may leave Marrow Wastes for Vyr Reach
- May lead to
- Earth Sends Maps
- Rests
- 30 days
Too Much Salt
TradeEvery flat in Marrow yielded at once and the price collapsed. A season's work is worth a third of what it was.
- Felt by
- Marrow Wastes and Drifter
- What it does
- Mood falls in Marrow Wastes; wealth falls in Marrow Wastes
- May lead to
- Salt for the Western Isles
- Rests
- 30 days
The fourth gallery collapsed with a shift inside. The props had been reported rotten twice, in writing, to the mine holders.
- Felt by
- the Hollows
- Second-hand
- Tessel
- What it does
- Mood falls in the Hollows; wealth falls in the Hollows; trust falls in the Hollows
- May lead to
- Tessel Buys the Hollows' Ore
- Rests
- 36 days
The spire builders signed for every ton the Hollows can raise for six cycles, at a price set before the galleries were shored.
- Felt by
- the Hollows and Tessel
- What it does
- Mood rises in the Hollows; wealth rises in the Hollows; trust rises in the Hollows
- Rests
- 30 days
The coast doubled what it charges to tie up, and told the other provinces to build their own harbours if they object.
- Felt by
- Sethra, Tessel and Lumen Shoals
- What it does
- Wealth rises in Sethra; wealth falls in Lumen Shoals; trust falls in Tessel and Lumen Shoals
- Rests
- 30 days
Spire Rents Double
TradeWith the eastern spire gone, what is left costs twice what it did. The same households that lost their homes are bidding for them.
- Felt by
- Tessel
- What it does
- Mood falls in Tessel; wealth falls in Tessel; trust falls in Tessel
- May lead to
- The Looms Go Quiet
- Rests
- 30 days
The Granaries Open
TradeFour provinces sent what they could spare to Ondu Basin. It arrived late, and it arrived.
- Felt by
- Ondu Basin
- Second-hand
- Tessel, Sethra, Lumen Shoals and the Hollows
- What it does
- Mood rises in Ondu Basin; wealth rises in Ondu Basin; trust rises in Ondu Basin
- Rests
- 24 days
The Chanters have asked every province for a tenth of its season to keep the temple-rafts afloat, and named the provinces that refused last time.
- Felt by
- Lumen Shoals, Tessel, Kaelmoor, Marrow Wastes, Chanter and Reckoner
- What it does
- Mood rises in Lumen Shoals; mood falls in Marrow Wastes; wealth rises in Lumen Shoals; trust falls in Marrow Wastes and Tessel
- May lead to
- A Singer Is Put Out of the Chorus
- Rests
- 36 days
The oldest raft on the shoals broke apart in open water during the evening Chorus. Sixty singers were aboard, and the ropes had been condemned a cycle ago.
- Felt by
- Lumen Shoals and Chanter
- Second-hand
- Sethra and Tessel
- What it does
- Mood falls in Lumen Shoals; trust falls in Lumen Shoals
- May lead to
- The Long Pilgrimage
- Rests
- 48 days
A Reckoner of the Deep Academy set out, in nine pages, why the First Voice cannot have made anyone. The pages are being copied faster than they can be burned.
- Felt by
- Tessel, Lumen Shoals, Kaelmoor, Reckoner and Chanter
- What it does
- Mood rises in Tessel; mood falls in Lumen Shoals
- May lead to
- A Singer Is Put Out of the Chorus
- Rests
- 48 days
A Chanter who added a verse of her own was told never to sing in the rafts again. Three of her students walked out with her.
- Felt by
- Lumen Shoals, Vyr Reach and Chanter
- What it does
- Mood falls in Lumen Shoals; trust falls in Lumen Shoals
- Rests
- 36 days
The Chorus has called the fast early this Dark season. In Kaelmoor and Ondu, where the stores are already thin, it is being kept anyway.
- Felt by
- Kaelmoor, Ondu Basin, Lumen Shoals and Chanter
- What it does
- Mood rises in Lumen Shoals; mood falls in Kaelmoor and Ondu Basin
- Rests
- 36 days
Broods across four provinces have been named for the First Voice this season, in households that had never kept the rites before.
- Felt by
- Lumen Shoals, Ondu Basin, the Hollows, Kaelmoor and Chanter
- What it does
- Mood rises in Lumen Shoals and Ondu Basin
- Rests
- 48 days
The Long Pilgrimage
FaithChanters are walking to Lumen Shoals from every province, some of them for the first time in their lives.
- Felt by
- Lumen Shoals and Chanter
- What it does
- Mood rises in Lumen Shoals
- Rests
- 36 days
Diggers in the shoals turned up a sealed case of markings no one can read. The Chanters say it is the First Voice's hand; the Reckoners say it is a cargo manifest.
- Felt by
- Lumen Shoals, Tessel, Chanter and Reckoner
- What it does
- Mood rises in Lumen Shoals
- Rests
- 48 days
The Basin Empties
SocietyFamilies who farmed Ondu for six generations have loaded carts for Tessel, where there is work and no fields.
- Felt by
- Ondu Basin and Tessel
- What it does
- Mood falls in Ondu Basin and Tessel; some may leave Ondu Basin for Tessel
- Rests
- 36 days
The holds cleared the high pass by hand, and for the first time in eleven cycles the Thaw Fair is open. Tessel traders are climbing the river road with carts to fill.
- Felt by
- Kaelmoor
- Second-hand
- Tessel
- What it does
- Mood rises in Kaelmoor; wealth rises in Kaelmoor; trust rises in Kaelmoor
- Rests
- 36 days
Warden stonemasons finished a chain of water mills where the river leaves the highlands. Kaelmoor grinds its own grain now, and sells the rest downstream to Ondu.
- Felt by
- Kaelmoor
- Second-hand
- Ondu Basin
- What it does
- Mood rises in Kaelmoor and Ondu Basin; wealth rises in Kaelmoor
- Rests
- 36 days
Wells Along the Salt Road
SocietyThe council kept a promise: a well every day's walk along the salt road. A crossing that took the caravans nine days now takes five, and nobody has to carry water for the beasts.
- Felt by
- Marrow Wastes and Drifter
- What it does
- Mood rises in Marrow Wastes; wealth rises in Marrow Wastes; trust rises in Marrow Wastes
- Rests
- 36 days
The fishing islands off the western coast have agreed to cure their whole catch with Marrow salt, paid in dried fish and coin, for as long as the flats can fill the boats.
- Felt by
- Marrow Wastes
- What it does
- Mood rises in Marrow Wastes; wealth rises in Marrow Wastes
- Rests
- 36 days
The Tidewrights' breakwater took the season's worst swell and did not move. Not one hull was lost in the outer harbour, and the insurers have halved their price.
- Felt by
- Sethra
- Second-hand
- Tidewright
- What it does
- Mood rises in Sethra; wealth rises in Sethra; trust rises in Sethra
- Rests
- 36 days
The council and Earth's proposals
Anyone can send a proposal. The Voxari answer it with a stance (support, oppose or undecided), how strongly they feel, whether it is among their daily worries, and how sure the model is. A poll asks 500 or 2,000 of the living, or all 5,000. The smaller polls are drawn at random within each province, every province in its true share; the same question asked again reaches mostly the same Voxari (the dead are gone, and a few hatchlings take a place), so a change since last time is mostly opinion that moved.
So the world stays affordable, each visitor can send 12 proposals every 10 minutes, and once the day's US$0.50 of model time is spent, answers come from a simulation until midnight UTC. Simulated answers are always marked as such.
A proposal put to at least 2,000 Voxari, with support ahead of opposition by 20 points or more, goes before the council once it is a tick old. The council enacts it with a chance of 50% at a 20-point lead, rising to 90% at 50 points. Each proposal is considered once.
An enactment is news the whole world hears, and for a cycle it makes related events likelier. A proposal set aside costs every living supporter 0.1 trust and 0.05 mood.
Adoption and the far ones
The Voxari are invented, and nobody can buy what they think: an adoption never changes a poll result.
For US$25 a year, take one of the five thousand into your care and follow their life.
You may care for up to 5 Voxari. Care lasts a year and renews until you cancel; after it lapses there are 7 days' grace. You choose whether your name shows on their page and on the map, and the name never reaches the model.
Adoptions also keep Voxari going: they pay for the model that answers every message and let the world keep growing.
- What you get
- Your name on their page and a gold ring around them on the map, if you want it shown · One line of counsel a week, which they may take to heart or not · Eight private questions a month, answered for you alone · A name for the next hatchling in their line; when they die, your care passes to that hatchling
A Voxari in your care will one day die. When they do, your care passes to the hatchling born in their place, and the line goes on. If you chose a name for that hatchling, they take it.
When they die, the hatchling in their place takes this name and stays in your care. Voxari names use only Voxari sounds, two or three syllables, like Kaelthor or Vusren.
To the Voxari, adopters are the yaen, the far ones on Earth. Once a week you may send yours one line of counsel, chosen from the lines below. Jev judges from who they are how likely they are to take it to heart, and chance does the rest.
One line every 7 days. If they take it to heart, their current view on that issue moves 15% of the way toward it, or their mood or trust by 0.1. It never changes an answer they already gave.
- The lines
- Urge them toward yes on an issue · Urge them toward no on an issue · Ask them to keep an open mind on an issue · Reassure them that things will be all right · Ask them to give the council a chance · Ask them to be wary of the council
8 questions every 30 days, 8 to 240 characters, answered for you alone. A private question changes nothing in the world.
Once a cycle, adopters choose among 3 events from the deck, with one vote for each Voxari in their care. The winner becomes 2 times as likely to happen during the next cycle, and while the vote runs the candidates wait. A tie is settled by a roll; no votes, no winner.
A cosmetic say. The candidates are events we wrote, the winner only becomes likelier, and no vote touches any poll's answer.
What happened to the Voxari in your care: how they answered, how they took the news, their life, and the word you sent them.
It is on your account for the last week or month, and emailed once a week unless you turn that off.
The Voxari tongue
The words the Voxari say on the map, built from the same sounds as their names. Every phrase is written by us, never generated. A draft, still being rewritten.
A word means the same in every phrase, so a patient listener starts to pick a few up.
- sa
- we
- mi
- I
- ne
- you
- ia
- they
- eil
- friend
- lian
- beloved
- tiam
- little one
- lor
- home
- rath
- road
- miar
- market
- vor
- the council
- ylar
- the Chorus
- yaen
- the far ones (Earth)
- yth
- voice
- kaen
- first
- thal
- field, harvest
- shae
- water, rain
- shol
- sea
- kour
- stone, spire
- khes
- the deep, the mines
- sal
- salt
- vak
- coin, silver
- osa
- sky
- lu
- light
- zei
- night
- raen
- dawn, wakes
- thei
- today, now
- kel
- tomorrow
- zin
- frost, frozen
- thur
- storm
- drou
- work
- ro
- go, leave, fall
- vos
- stay, hold
- tar
- pay
- keth
- tax, rule
- yl
- sing
- mour
- grief
- nour
- hunger
- vei
- hope
- nae
- good
- sil
- thin, little
- naes
- enough
- tho
- no, not
- ka
- yes, it is
- rou
- again
- khim
- why