All schools of magic align with one of the eight primordial deities. They can be categorized into one of two types: elemental or non-elemental. Those who require a conduit for their magic, whether that be a staff or their own body, are called mages; much rarer are sorcerers, those who can manifest their magic without any restrictions.

Overuse of elemental magic in humans or any use of non-elemental magic can result in magic sickness--the deterioration of the mortal body from overexposure. Sorcerers are far more susceptible to magic sickness than mages, so it is a path often avoided by those who value their lives.

Almost every deity has a "keeper," one who is bound to them and assists them in their divine duties. In recent times, however, the keepers' true purpose has been lost to ancient history. Only keepers are completely immune to magic sickness of their respective magic.

Elemental Magic

Elemental magic includes water, fire, earth, and air magic. Only humans are able to wield more than one school of elemental magic; while elves can use magic, they only have access to their born affinity.


Overseen by the deity Cerecee. In addition to being the guardian of water, Cerecee also oversees time itself; extremely powerful water sorcerers called seers can peer into the past or future. Supposedly, some can even temporarily stop the flow of time, though such power is little more than a rumor.

Mild magic sickness symptoms include frequent sweating, bloat, and excessive salivation. More severe symptoms include rising fluid in ones lungs, often resulting in death by drowning; rarely, death can occur from the body completely liquefying.


Overseen by the deity Flemmeth. The guardian of fire, the face of destruction, and the herald of rebirth. Flemmeth is sometimes regarded as chaos incarnate, and those who walk his path are often feared for taking up such destructive magic.

Mild magic sickness symptoms include sporadic minor burns across ones body and frequently feeling warm. More severe symptoms include the spreading of severe burns across the body until they completely consume it; sometimes, death can occur from spontaneously bursting into flames.


Overseen by the deity Muntinan. Muntinan, known as Seth'akar to the Giants, is responsible for stability. His presence allows the elements to function in harmony with each other. Aside from the earth itself, earth magic allows for physical enhancements of objects or even living creatures.

Mild magic sickness symptoms includes stiffness, sluggishness, and heaviness. More severe symptoms include the solidifying of ones body until it ceases functioning.


Overseen by the deity Kais. The guardian of the skies regulates more than just the weather; the deity also helps regulate the movement of souls to and from the underworld. Consequently, in addition to death magic, air magic is crucial to any necromancy that attempts to harness souls. More commonly, and less fatally, powerful air sorcerers focus instead on harnessing the skies.

Mild magic sickness symptoms include lightness, an increasingly breathy voice, and difficulty breathing. In more severe cases, the breathing difficulties will worsen until one suffocates.

Non-Elemental Magic

Unlike elemental magic, anyone is able to wield them regardless of race. Despite their availability, many avoid using them in fear of the powerful magic sickness they bring to those who might study just a step too recklessly.


Overseen by the deity Tsan. Aside from energy itself, her powers lie in the mind: she is the image of serenity and allows for the stability of sentient minds. Truth, knowledge, and rational thought are her domain.

As magic sickness sets in, the mage will slowly lose a sense of self; first they will lose their emotions, then their personality, and, eventually, will simply become vapid and unable to function at all, eventually dying when their mind stops regulating their bodily functions.


Overseen by the deity Lunthil. Is, in a sense, Tsan's "other half"; whereas Tsan oversees the light in the world, Lunthil oversees the darkness. He dwells in illusions and is responsible for the existence of emotion. Many claim he is a mad god, however, and have outlawed the use of shadow magic. Shadow sorcerers are often feared illusionists, able to conceal themselves or manipulate other people's minds.

Shadow sickness causes one to lose their sense of self in a different way. Without careful regulation of their magic, ones mind will slowly be consumed by shadows, draining their sanity until they have no sense of what is real. Shadow magic is the only type of magic that will not directly kill its wielder; instead, it is the madness that sometimes brings the wielder to take their own life.


Overseen by the deity Phrethai. Phrethai's domain is life itself. Life magic allows for the animation of non-sentient life forms, accelerated growth, and the healing of non-lethal wounds.

Life magic does not have any outright symptoms of magic sickness; instead, life magic draws from ones own life energy, draining it with use until its wielder expires.


Overseen by the deity Haithu. Haithu's dominion is the underworld, guiding the souls of the dead and the cycle of reincarnation. Though death magic allows for reanimation of the dead, it cannot bring back the mind or soul, resulting in mindless husks.

Necromancers will eventually become living corpses. These individuals, once they have passed the point of undeath, become liches and must be killed for their souls to pass on. They become hungry for death and kill to sustain themselves; without it, they will become motionless, yet sentient, undead.


Short-lived, prolific people gifted with great magical potential; unlike all other races, they are capable of using all forms of magic. However, this is not without a cost; they are also the only race susceptible to elemental magic illness.


Otherwise known as Kroani, giants were once human. Muntinan, known to them as Seth'akar, saved them from dying in the desert by gifting them with the blessing of earth in exchange for their ability to use elemental magic. That blessing made them taller, sturdier, and more muscular than their human counterparts with an enhanced resistance to elemental magic.


Sentient, humanoid elemental constructs created by the other elemental gods following the creation of the giants. Each correspond to one of the remaining elements: air, the Aurai; fire, the Xi; and water, the Naiads. They can live indefinitely because their life force is drawn from elemental magic rather than life itself; however, if they do not regularly immerse themselves in magic, their lives will gradually expire.


The air elves; they live in tall mountains that make up the border of Spire-Ladeth. Other races consider them a myth, as nobody has actually seen an Aurai in many years.


The fire elves; humans more commonly refer to them as "Phoenixes". They value sorcery far more than any other elves and scorn those who would chose any other path.


The water elves; they are collectively called "Waterfolk". There are seven different tribes of Naiads: Fai, or lakefolk; Wila, or riverfolk; Harak, or seafolk; Sanj, or mistfolk; Kala, or swampfolk; Draki, or frostfolk; and, unlike the others who live on land, the fully aquatic Hita, or merfolk.


A country nestled between the ocean and many tall mountain ranges; it is primarily inhabited by humans. Because the Life Deity, Phrethai, resides within Spire-Ladeth, most Ladeans devoutly follow the Divine Order, the deity’s chosen ones, who interact directly with Phrethai.


A small country settled upon the highest mountain peaks nearest the caverns of the Air Deity, Kais. Its Aurai inhabitants scarcely leave their mountains, nor are they very welcoming of outsiders. Consequently, Anemos and the Aurai have nearly become a myth to the nearby humans and giants.


Situated deep within a desert is the land of the giants, Kroanta. Though it is common for giants to leave home and trade with the surrounding nations, most return to Kroanta to pay their respects to Seth’akar, the Earth Deity whose temple stands in the nearby deserts.