• Overview
  • Map
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Quests
  • One-Shots
  • Game Master
  1. Thalosar
  2. Lore

The Flow of Magic

Origins of Magic

- **The Divine Realm (Source)** – Magic originates in the Realm of Creation, also called the Divine Realm, an endless font of radiant power.

- **The Veil (Conduit)** – This Infinite metaphysical barrier separates the Divine and Mortal planes. All magic passes through the Veil before reaching the world. When the Veil is weakened (through plague, death, or rifts), demons may manifest, twisting magic into corruption.

- **The Mortal Plane (Recipient)** – Magic enters the world in fractured streams, manifesting as natural energy, ley-lines, enchanted places, and spiritual currents.

Tiers of Magic Users

### 1. **Dragon Lords** – Magic Made Flesh

- **Nature** – Immortal beings of pure magic, not drawing from sources but *embodying* it.

- **Power** – Natural spellcasting, reality-bending sorcery, and dominion over the elements.

- **Fate** – Slain by Giant-forged golems, their essence still lingers in poisoned lands and ancient ruins.

### 2. **Elves & Their Kin** – Innate Manipulators

- **Elves (Wood, Twilight)** – Born with the ability to draw magic directly from natural or divine currents.

- **Twilight Elves** – Sustained by the last Dragon Lord’s magic, wield deep sorcery untainted by corruption.

- **Wood Elves** – Shape and weave natural magic through bonds with the Verdant Heart.

- **Goblins** – Twisted by curse into lesser forms; though stunted, they retain the ability to manipulate magical sources, excelling in stonecraft and enchantments.

### 3. **Humans** – Bound by Runes

- **Nature** – Cannot innately manipulate magic. The only way humans cast spells is through **runic binding**.

- **Methods**:

- **Spellbooks** – Contain carved runes and instructions that act as conduits for specific spells.

- **Runed Items** – Weapons, charms, and staves etched with symbols to anchor and release power.

- **Rituals** – Complex rune arrays used in wards, summoning, and large-scale effects.

- **Limits** – Human magic is slower and more rigid than elven sorcery, but highly versatile when prepared in advance.

Forms of Magic

- **Radiant Magic** – Drawn from divine currents; often associated with Dawnblades and Lightbearers.

- **Natural Magic** – Flows through forests, rivers, and living beings; favored by elves.

- **Runic Magic** – Human-crafted, channeling magic through symbols and language of power.

- **Demonic Magic** – Tainted essence of demons passing through the Veil; crystallized in **demon-cores** and bound by Dragon Knights.

- **Plague Magic** – A byproduct of corrupted souls trapped within the Veil, fueling outbreaks like the **Corpse Plague**.

Rules & Limitations

1. **Source Dependency** –

- Elves and kin draw magic *directly* from the world.

- Humans must bind runes to channel magic.

- Dragon Knights must rely on volatile demon-cores.

2. **The Veil’s Strain** –

- When too many souls linger or too much power is drawn, the Veil weakens.

- A weakened Veil risks rifts, outbreaks, and demonic manifestations.

3. **Cost of Use** –

- **Elves** risk corruption if overexposed to plague-tainted magic.

- **Humans** are limited by preparation (spellbooks, inscribed items, rituals).

- **Dragon Knights** constantly battle corruption from the cores within them.

- **The Vigil** (Ashen Vigil) accepts that fire destroys everything — magic, plague, and often innocents alike.

Symbolism in the World

- **Light** = order, purity, guidance across the Veil.

- **Runes** = humanity’s will to control what they cannot naturally wield.

- **Fire** = destruction and purification, the common answer to corruption.

- **The Veil** = balance; when strained, it unleashes horrors.