[quote=@The Harbinger of Ferocity] This concept has the mark of personal investment and effort in it as a fairly original idea with origins from good, solid material, thus I commend you and you've won my interest. I would like to see more of your in depth analysis of your world, especially magic and the forms it takes and what role it has in the world, if at all. I am not fond of fantasies where magic is overwhelming as it is in many. That said, I await the out-of-character piece. [/quote] First of all, thank you for your interest and support. I haven't written out a whole description for magic yet, but I can tell you with confidence these are the highest forms of magic in actuality (mythlore likes to doll up feats anyway): [list][b]Arcane Sorcery[/b] - Practiced overseas in the royal court of the Imperium de Olbiaen, arcane sorcery is limited here in that there are no complicated grandiose spells you would see in the like of Dungeons & Dragons and other conventional fantasy settings; it's more within the realm of using arcane magic as a "subtle" means of expanding human energy from the blessing they owe themselves to. Basically to describe it in two words: force mages. The highest caliber of spells one individual can do is no more than a handful of enemies. Spells include throw, levitate object, pull, and jumping greater distances. [b]The Blessing of the Light[/b] - Practiced overseas albeit rarely as to be given a "blessing" (or for nature to be this random) in Fedos Plur, it is the basis of clerical warding and healing. Simple spells such as cure disease, heal minor wounds, and ward of protection. I guess in Fatal Souls this is a less coked out version of the God of Fire, R'hllor. [b]Druidic Magic[/b] - Practiced overseas in the mysterious "ocean" of trees known as the Viridian Sea, basically light druidism/shamanism. Interaction with the elements, natural healing, animal affinities, and so on. I guess it'd be similar to the Children of the Forest? Analogies are hard. [b]The Curse of Obdis[/b] - Antithesis of the one given to those who follow the Light. Practiced overseas in the Athraki region, some weird synthesis of voodoo and witchcraft. I haven't developed it much, but I figure there'd be nothing grand. I was thinking of having an expert assassin's guild practice this. [/list] That's about it for ideas on magic. Magic in Orlandis would likely be exposed and quickly lynched by a witch-hunting mob, lol. [color=aba000][i]Added to the OP in case of it getting buried.[/i][/color]