The following is a flatly-explained, objective list of facts and attributes about the world and its people, made to help facilitate proper character creation. As such, it is not designed with elegance.
M A K Y O S : A W O R L D P R I M E R
The following is a flatly-explained, objective list of facts and attributes about the world and its people, made to help facilitate proper character creation. As such, it is not designed with elegance.
The following is a list of attributes for each race to help you understand their appearance, where they would usually come from, and what deities the majority of them might worship. If there are any questions about what is and isn't listed, please ask.
The following is a list of attributes for each race to help you understand their appearance, where they would usually come from, and what deities the majority of them might worship. If there are any questions about what is and isn't listed, please ask.
Governing Attribute: Charisma
Secondary Attributes: Constitution, Intelligence
Life Expectancy: 80
Average Height: 5'9"
Skin: semi-soft, varying shades from light peach to dark brown
Typical Homeland: Siliach
Major Divinity: Nihalla, Second Sun
Unique Trait: Votum's Legacy — Huma are born leaders, and are more capable of persuasion than other races.
H U M A
Governing Attribute: Charisma
Secondary Attributes: Constitution, Intelligence
Life Expectancy: 80
Average Height: 5'9"
Skin: semi-soft, varying shades from light peach to dark brown
Typical Homeland: Siliach
Major Divinity: Nihalla, Second Sun
Unique Trait: Votum's Legacy — Huma are born leaders, and are more capable of persuasion than other races.
Governing Attribute: Strength
Secondary Attributes: Constitution, Charisma
Life Expectancy: 110
Average Height: 6'3"
Skin: Sparse, stony patches; deep shades of green; rough like leather
Typical Homeland: Verja
Major Divinity: Bellua, Great Devourer
Unique Trait: Pailam's Resolve — After taking a lethal hit, an ogra's rage keeps them in the fight until it's over.
O G R A
Governing Attribute: Strength
Secondary Attributes: Constitution, Charisma
Life Expectancy: 110
Average Height: 6'3"
Skin: Sparse, stony patches; deep shades of green; rough like leather
Typical Homeland: Verja
Major Divinity: Bellua, Great Devourer
Unique Trait: Pailam's Resolve — After taking a lethal hit, an ogra's rage keeps them in the fight until it's over.
Governing Attribute: Intelligence
Secondary Attributes: Dexterity, Wisdom
Life Expectancy: 600+
Average Height: 6'8"
Skin: Soft, easily broken, often pale if born outside Lamafon
Typical Homeland: The Cascades
Major Divinity: Ihlo, Mother of Creation & E'co
Unique Trait: Ihlo's Blood — Ylva are near-impervious to poison.
Y L V A
Governing Attribute: Intelligence
Secondary Attributes: Dexterity, Wisdom
Life Expectancy: 600+
Average Height: 6'8"
Skin: Soft, easily broken, often pale if born outside Lamafon
Typical Homeland: The Cascades
Major Divinity: Ihlo, Mother of Creation & E'co
Unique Trait: Ihlo's Blood — Ylva are near-impervious to poison.
Governing Attribute: Dexterity
Secondary Attributes: Intelligence, Constitution
Life Expectancy: Unknown
Average Height: 4'6" (standing)
Skin: Scaly, armored; emblazoned in myriad color palettes
Typical Homeland: Unknown, presumed to be the Everdown
Major Divinity: Nachma-Sol, Knowledge Unending & Oneira
Unique Trait: Pathcarver — Saura are capable of walking on any surface.
S A U R A
Governing Attribute: Dexterity
Secondary Attributes: Intelligence, Constitution
Life Expectancy: Unknown
Average Height: 4'6" (standing)
Skin: Scaly, armored; emblazoned in myriad color palettes
Typical Homeland: Unknown, presumed to be the Everdown
Major Divinity: Nachma-Sol, Knowledge Unending & Oneira
Unique Trait: Pathcarver — Saura are capable of walking on any surface.
Governing Attribute: Wisdom
Secondary Attributes: Dexterity, Charisma
Life Expectancy: ~50-60
Average Height: 5'6"
Skin: Feathered, patternless when young, often adorned with sentimental ornaments
Typical Homeland: Lamafon
Major Divinity: Nachma-Sol, Knowledge Unending & Xovos Uun
Unique Trait: Stratos' Ascendancy — Eidola are capable of self-propelled flight.
E I D O L A
Governing Attribute: Wisdom
Secondary Attributes: Dexterity, Charisma
Life Expectancy: ~50-60
Average Height: 5'6"
Skin: Feathered, patternless when young, often adorned with sentimental ornaments
Typical Homeland: Lamafon
Major Divinity: Nachma-Sol, Knowledge Unending & Xovos Uun
Unique Trait: Stratos' Ascendancy — Eidola are capable of self-propelled flight.
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—————————The following is a description of each realm of Makyos, including typical environments, major locations, and notable landmarks.
Typical Environment(s): grassland, prairie, temperate forest
Major Locations:
Notable Landmarks:
S I L I A C H
Typical Environment(s): grassland, prairie, temperate forest
Major Locations:
- Port Kaigurne — Isolated entry point into Siliach. Host of the Grand Bazaar, where all foreign merchants sell their wares. Permits are handled by the port guard and its leader, Captain Elias Banton.
- Mull — Remnants of a poverty-stricken village, rumored to have been destroyed by a race of creatures known as the Earthless.
- Redmire — Capital of Siliach, currently without a ruler. The former king has abdicated the throne, allowing his daughter, Eliora, to rule in his place.
Notable Landmarks:
- The Patronaat — Also known as the Iron Wall, a manned installation that spans the entire border of Siliach with the intent of preventing invasion and unsanctioned travelers. Trespassers are summarily executed on the spot, by any means necessary.
- The Sojourn — A vast expanse of grassland and prairie in the heart of Siliach, where the wonders of the world are beheld in all their majesty.
Typical Environment(s): desert with sparse oases, superheated glass within the Hadal Zone, rivers of lava near Mount Atyunnata
Major Locations:
Notable Landmarks:
V E R J A
Typical Environment(s): desert with sparse oases, superheated glass within the Hadal Zone, rivers of lava near Mount Atyunnata
Major Locations:
- Fe'Oth-la-Mir: Capital of Verja, whose surname changes to fit that of the current Sultana. As of now, the leader of the Verjan people is Sultana Eirelia la Mir, though this is very heavily disputed by the Aquus clan.
- Alteun Hollow: A collection of underground abodes shared between Aquus, Ceir, and Nomad alike, bound by the collective distaste of the heat. Relations are stable, but tenuous.
Notable Landmarks:
- Hadal Zone — A superheated zone of indeterminable size, but theorized to be just under two square miles. The sands in the area have turned to rough glass, and staying in the area for too long can make most flesh slough from the bone.
- Mount Atyunnata — A currently-dormant volcano in the northeast of Verja, though endless infighting between the Aquus and Ceir clans of the realm spell dangerous consequences for the future.
Typical Environment(s): heavy forest and jungles, swamps to the south, immense overgrowth
Major Locations:
Notable Landmarks:
L A M A F O N
Typical Environment(s): heavy forest and jungles, swamps to the south, immense overgrowth
Major Locations:
- Djolgn Balan — Capital of Lamafon, also known as the Mushroom City. The entirety of its existence sits upon the caps of five colossal mushrooms that tower over the rest of Makyos, connected together by the use of proprietary teleportation. The capital also hosts the Grand Library, which contains all the recorded history and works of Makyos. Strangely enough, the Grand Bazaar is damaged and offers a descent into the Everdown, despite being among the clouds.
- Whitebranch — A small town that is home to one of Lamafon's first adventurer's guilds.
- Araleu Village — A smaller village that was recently the victim of an attack by a creature known as the Gnarlwalker.
Notable Landmarks:
- E'co's Heart — A sacred sanctuary that was once the origin of a devastating cataclysm known as the First Tear. The mountains that encircle the sanctuary are inhabited by the eidola.
- Rivers of Lune and Sol — Twin rivers on opposite sides of the realm, said to have been formed when the Kindred Serpents, Lune and Sol, fell to Makyos from the sky.
Typical Environment(s): sharp mountains with sparse forestry, foglands at the feet of each mountain
Major Locations:
Notable Landmarks:
T H E C A S C A D E S
Typical Environment(s): sharp mountains with sparse forestry, foglands at the feet of each mountain
Major Locations:
- Thuata — Capital of the Cascades, suspended by stonework between the two halves of the realm. Known as neutral territory and home to the College of Alchemy. A small city, it is home to many a magic user. Because of its neutrality, the Cascades have no known ruler.
- Al-wenya — Seat of power in the Western Cascade, founded by the Alenja family of ylva.
- Greater Bhel — Seat of power in the Eastern Cascade, founded by the Bhelville family of ylva.
- Naraen-Ur — one of the Cascades' many root-villages, founded to house half-bred ylva in poverty.
Notable Landmarks:
- Guildroot Society — A small organization housed in Thuata, dedicated to upholding an elevated standard of guildship across Makyos. Home to the Adjudicators.
Typical Environment(s): tundra; frigid, arctic lands all year round
Major Locations:
Notable Landmarks:
L U N E ' S S H E L F
Typical Environment(s): tundra; frigid, arctic lands all year round
Major Locations:
- Thall — Only known village on Lune's Shelf. Home to Lune's Shepherds, a collective of people forever meant to be caretakers of the dead. Also memorable as the testing ground of the Adjudicators' newest member, Memory Crow-Bell.
Notable Landmarks:
- Petri's Eye — An abandoned, sealed tower, sitting positionally opposite of Thall, on the western edge of Lune's Shelf.
Typical Environment(s): arid soil, dead trees, dense fog
Major Locations:
Notable Landmarks:
T H E S A L T L A N D S
Typical Environment(s): arid soil, dead trees, dense fog
Major Locations:
- Sepkur — referred to as the City of the Dead, Sepkur sits in the center island of the Saltlands, marked by two massive metal doors that remain perpetually closed. Very few know of what lies beyond—not even the Shepherds have been inside.
Notable Landmarks:
- Salted Shores — Shores bleached perpetually white by excess salt deposits. It is believed this keeps spirits from escaping the Saltlands.
- Ghostwood — formed when the spirits of the dead decide to rise and inhabit the trees of the Saltlands. Often recognizable by twisted faces well-hidden in the designs of the bark. Poachers often visit the Saltlands not to rob graves, but to harvest ghostwood, to use it in the building of all manner of things, as its rarity drives a steep price.
Typical Environment(s): surrounded by the seas, jagged lands, eroded ruins, replete with pirate ships
Major Locations:
Notable Landmarks:
Q U I L L I S L A N D S
Typical Environment(s): surrounded by the seas, jagged lands, eroded ruins, replete with pirate ships
Major Locations:
- None. All history has been drowned.
Notable Landmarks:
- That Which Lives Below — A rumored underwater creature believed to exist beneath the Quill Islands. Tall tales paint the creature as being the size of Verja, but unable to move. Diving among the Quill Islands has been strictly forbidden by all those still among the islands, namely pirates—as it is assumed That Which Lives Below is capable of drawing in unsuspecting swimmers with strong currents, drowning and swallowing them whole.
Typical Environment(s): surrounded by clouds and connected by gargantuan chains, otherwise unknown
Major Locations:
Notable Landmarks:
T H E Z E N I T H S
Typical Environment(s): surrounded by clouds and connected by gargantuan chains, otherwise unknown
Major Locations:
- Unknown.
Notable Landmarks:
- The Great Chain — A colossal chain that keeps the Zeniths anchored to Makyos. Along the links of the chain are large platforms, loosely connected together. Traveling across the chain is extremely dangerous without complete and total preparation, and none who have taken on the challenge survived.
The following is a description of each god and their descendants, including appearances, governing ideals, acts of worship, and rumored feats.
The following is a description of each god and their descendants, including appearances, governing ideals, acts of worship, and rumored feats.
Appearance: Depicted as an ethereal entity composed either of the natural elements or entirely of light.
Governing Ideal(s): Devotion, Perseverance
Acts of Worship: Charity, prayer
Feat(s): Created Makyos, is the origin of all mortalkind
I H L O
Appearance: Depicted as an ethereal entity composed either of the natural elements or entirely of light.
Governing Ideal(s): Devotion, Perseverance
Acts of Worship: Charity, prayer
Feat(s): Created Makyos, is the origin of all mortalkind
Appearance: Depicted as a beautiful woman with bark-like skin, covered in vines and leaves, sitting atop a giant, weeping boulder.
Governing Ideal(s): Growth, reverence to nature
Acts of Worship: Farming/cultivation, sharing the harvest
Feat(s): Gave the whole of nature to Makyos, making it livable for mortalkind
E ' C O
Appearance: Depicted as a beautiful woman with bark-like skin, covered in vines and leaves, sitting atop a giant, weeping boulder.
Governing Ideal(s): Growth, reverence to nature
Acts of Worship: Farming/cultivation, sharing the harvest
Feat(s): Gave the whole of nature to Makyos, making it livable for mortalkind
Appearance: Depicted as a young man, draped in loose and bloodied bandages. His eyes are absent and there are wounds all across his body.
Governing Ideal(s): Empathy, Compassion
Acts of Worship: Healing the sick and injured, charity
Feat(s): Consumed the mortal wound of Pailam to assuage Bellua's coming grief
E D E L A H N
Appearance: Depicted as a young man, draped in loose and bloodied bandages. His eyes are absent and there are wounds all across his body.
Governing Ideal(s): Empathy, Compassion
Acts of Worship: Healing the sick and injured, charity
Feat(s): Consumed the mortal wound of Pailam to assuage Bellua's coming grief
Appearance: Depicted as a muscular naked man wrapped in loose cloth, wielding a hammer of light and standing at an anvil
Governing Ideal(s): Bravery, hope
Acts of Worship: None, though most worship is done through prayer
Feat(s): Creating the Divine Forge, a rumored secret location somewhere within Makyos that is capable of making god-touched weaponry
N I H A L L A
Appearance: Depicted as a muscular naked man wrapped in loose cloth, wielding a hammer of light and standing at an anvil
Governing Ideal(s): Bravery, hope
Acts of Worship: None, though most worship is done through prayer
Feat(s): Creating the Divine Forge, a rumored secret location somewhere within Makyos that is capable of making god-touched weaponry
Appearance: Depicted as a sphere of discolored flesh, with black webbing covering its undercarriage that extends upwards in patterns of outstretched hands. Connected to the flesh is a pair of exposed lungs.
Governing Ideal(s): Love, appreciation of the finite
Acts of Worship: Funerals, birthdays, pledges of faith within Lune's Shelf
Feat(s): Turning to dust a large percentage of deviant mortals with a single terrifying shriek
B E L L U A
Appearance: Depicted as a sphere of discolored flesh, with black webbing covering its undercarriage that extends upwards in patterns of outstretched hands. Connected to the flesh is a pair of exposed lungs.
Governing Ideal(s): Love, appreciation of the finite
Acts of Worship: Funerals, birthdays, pledges of faith within Lune's Shelf
Feat(s): Turning to dust a large percentage of deviant mortals with a single terrifying shriek
Appearance: Depicted as a raging, heavily scarred beast of unknown species. Most depictions are accompanied by a background of destruction and myriad bodies thrown asunder.
Governing Ideal(s): Strength, superiority
Acts of Worship: Battle, blood offerings
Feat(s): Fought Lune and Sol to a standstill, causing the two to fall onto Makyos and freeze time
P A I L A M
Appearance: Depicted as a raging, heavily scarred beast of unknown species. Most depictions are accompanied by a background of destruction and myriad bodies thrown asunder.
Governing Ideal(s): Strength, superiority
Acts of Worship: Battle, blood offerings
Feat(s): Fought Lune and Sol to a standstill, causing the two to fall onto Makyos and freeze time
Appearance: Depicted as a nebulous, amorphous entity of infinite forms, depending on the one viewing it
Governing Ideal(s): Wisdom, desire for knowledge
Acts of Worship: Learning, sharing knowledge, record-keeping
Feat(s): Using clairvoyance to prevent the total destruction of Makyos
N A C H M A - S O L
Appearance: Depicted as a nebulous, amorphous entity of infinite forms, depending on the one viewing it
Governing Ideal(s): Wisdom, desire for knowledge
Acts of Worship: Learning, sharing knowledge, record-keeping
Feat(s): Using clairvoyance to prevent the total destruction of Makyos
Appearance: Depicted as a tall, hairless being of indeterminate gender, covered head to toe in thousands of pages of manuscript, the writing often illegible or encrypted
Governing Ideal(s): Community, solidarity, moving as one
Acts of Worship: Unknown, though theologians have posited that people used to engage in mass hedonistic pursuits in worship. Currently, only the saura are known to worship Oneira, though only through prayer and communion.
Feat(s): Oneira has no known feats.
O N E I R A
Appearance: Depicted as a tall, hairless being of indeterminate gender, covered head to toe in thousands of pages of manuscript, the writing often illegible or encrypted
Governing Ideal(s): Community, solidarity, moving as one
Acts of Worship: Unknown, though theologians have posited that people used to engage in mass hedonistic pursuits in worship. Currently, only the saura are known to worship Oneira, though only through prayer and communion.
Feat(s): Oneira has no known feats.
Appearance: Depicted only as the iconography of a single closed eye within an infinite darkness
Governing Ideal(s): Unknown
Acts of Worship: Sleeping, dreaming
Feat(s): Many myths speak of our existence not being the first, and that Xovos Uun was responsible for the sudden vanishing of the reality prior to ours when it awoke. Additionally, a theory puts forth that the Dreamer is the reason for multiple parallel universes, each one a separate dream within Xovos Uun's slumbering consciousness.
X O V O S U U N
Appearance: Depicted only as the iconography of a single closed eye within an infinite darkness
Governing Ideal(s): Unknown
Acts of Worship: Sleeping, dreaming
Feat(s): Many myths speak of our existence not being the first, and that Xovos Uun was responsible for the sudden vanishing of the reality prior to ours when it awoke. Additionally, a theory puts forth that the Dreamer is the reason for multiple parallel universes, each one a separate dream within Xovos Uun's slumbering consciousness.
Appearance: Depicted as an impish creature, much smaller than all other gods, though this depiction has been disputed by portions of academia
Governing Ideal(s): Desire in general, seeking vices, though this has been disputed
Acts of Worship: Unknown, but it has been rumored that hedonistic pursuits similar to Oneira's rumored worship were performed, though this has been disputed
Feat(s): According to the myths of Godfall, he caused the vanishing of all divinity and the subsequent inert state of the Eternal Throne of Man. Additionally, it has been posited that Oneira was once his charge, and that he lost her as his descendant.
A R A M A I S
Appearance: Depicted as an impish creature, much smaller than all other gods, though this depiction has been disputed by portions of academia
Governing Ideal(s): Desire in general, seeking vices, though this has been disputed
Acts of Worship: Unknown, but it has been rumored that hedonistic pursuits similar to Oneira's rumored worship were performed, though this has been disputed
Feat(s): According to the myths of Godfall, he caused the vanishing of all divinity and the subsequent inert state of the Eternal Throne of Man. Additionally, it has been posited that Oneira was once his charge, and that he lost her as his descendant.
The following is a description of each known group of interest, including typical recognized appearances, their major area of operations, rumored acts, and any other notable information.
The following is a description of each known group of interest, including typical recognized appearances, their major area of operations, rumored acts, and any other notable information.
Appearance: Members of the Silent Hand completely obfuscate their identities, wearing tight-fitting dark leather and masks that display the symbology of their group—a pair of lips being silenced by a dagger that functions as the index finger of a hand. However, victims of the Silent Hand often speak of their attackers being complete strangers they've never met, striking fast and without a shred of mercy.
Area of Operations: All over Makyos, with seemingly sparse presences in Verja, Lune's Shelf, and the Saltlands.
Notable Feat(s): Rumored to have been the origin of the curse of Siliach royalty, killing every king over the last 40 years. Such a curse has caused the current king of Redmire to abdicate the throne out of fear.
Other Info: Members are nameless, save for the leader, known only as the Shadow Zealot.
T H E S I L E N T H A N D
Appearance: Members of the Silent Hand completely obfuscate their identities, wearing tight-fitting dark leather and masks that display the symbology of their group—a pair of lips being silenced by a dagger that functions as the index finger of a hand. However, victims of the Silent Hand often speak of their attackers being complete strangers they've never met, striking fast and without a shred of mercy.
Area of Operations: All over Makyos, with seemingly sparse presences in Verja, Lune's Shelf, and the Saltlands.
Notable Feat(s): Rumored to have been the origin of the curse of Siliach royalty, killing every king over the last 40 years. Such a curse has caused the current king of Redmire to abdicate the throne out of fear.
Other Info: Members are nameless, save for the leader, known only as the Shadow Zealot.
Appearance: There are only three members of the Adjudicators, and their appearances are well-known—Lasma Monserrat, Bol'ten Vieg, and Memory Crow-Bell.
Area of Operations: Anywhere within Makyos that hosts a guild.
Notable Feat(s): Lasma Monserrat is rumored to be the only mortal to directly enter into the Compromise and emerge unscathed. Bol'ten Vieg is also known as 'The Deathless' for his sheer ability to escape danger. Memory Crow-Bell is exemplary for her inclusion into the Adjudicators at the age of 15, making her the youngest Adjudicator in history.
Other Info: A fourth member, Alma Kaskasel—a female Ogra, follows the group, but isn't considered an Adjudicator. Her role among them is unknown.
T H E A D J U D I C A T O R S
Appearance: There are only three members of the Adjudicators, and their appearances are well-known—Lasma Monserrat, Bol'ten Vieg, and Memory Crow-Bell.
Area of Operations: Anywhere within Makyos that hosts a guild.
Notable Feat(s): Lasma Monserrat is rumored to be the only mortal to directly enter into the Compromise and emerge unscathed. Bol'ten Vieg is also known as 'The Deathless' for his sheer ability to escape danger. Memory Crow-Bell is exemplary for her inclusion into the Adjudicators at the age of 15, making her the youngest Adjudicator in history.
Other Info: A fourth member, Alma Kaskasel—a female Ogra, follows the group, but isn't considered an Adjudicator. Her role among them is unknown.
Appearance: The Venators all dress like typical plague doctors, with different ranks often displaying novel colors and even additional armor or other alterations that help them perform their duties.
Area of Operations: Anywhere within Makyos, except for the Quill Islands.
Notable Feat(s): Numerous feats have been attributed to the Venators, but the most known feat is their willingness to inter the dead within the Saltlands at the request of the emperor of Lamafon, Lord El'ech von Imbricado, in order to avoid a event similar to the First Tear.
Other Info: Acting in complete silence, there are rumors that the Venators are not of any known race within Makyos and that they, instead, originate from Sepkur, City of the Dead.
T H E V E N A T O R S
Appearance: The Venators all dress like typical plague doctors, with different ranks often displaying novel colors and even additional armor or other alterations that help them perform their duties.
Area of Operations: Anywhere within Makyos, except for the Quill Islands.
Notable Feat(s): Numerous feats have been attributed to the Venators, but the most known feat is their willingness to inter the dead within the Saltlands at the request of the emperor of Lamafon, Lord El'ech von Imbricado, in order to avoid a event similar to the First Tear.
Other Info: Acting in complete silence, there are rumors that the Venators are not of any known race within Makyos and that they, instead, originate from Sepkur, City of the Dead.
Appearance: The Black Crown are a cult-like group acting in secret with unknown motivations. Their appearance has been described as cloaked, veiled figures with the emblem of a roughly-drawn shattered crown upon their masks.
Area of Operations: Unknown.
Notable Feat(s): None.
Other Info: Despite their members being veiled in secrecy, their leader isn't. However, very little is known about them, except for a single name — Khura.
T H E B L A C K C R O W N
Appearance: The Black Crown are a cult-like group acting in secret with unknown motivations. Their appearance has been described as cloaked, veiled figures with the emblem of a roughly-drawn shattered crown upon their masks.
Area of Operations: Unknown.
Notable Feat(s): None.
Other Info: Despite their members being veiled in secrecy, their leader isn't. However, very little is known about them, except for a single name — Khura.
The Compromise is a divine contract forged between Man and the gods, allowing mortalkind access to learning magic. This is done by the sacrifice of something important to the mortal, something that would pain them to give away. In exchange, they gain the ability to learn and practice magic. Further sacrifices make the learning and practice of magic easier to perform.
Magic is freeform, and isn't subject to any particular school, though learning magic is still an arduous task, made easier by focusing on one type of magic and honing one's skill. The only magic forbidden from being learned is time magic, with the risk of waking Xovos Uun and ending all reality.
The Compromise is a divine contract forged between Man and the gods, allowing mortalkind access to learning magic. This is done by the sacrifice of something important to the mortal, something that would pain them to give away. In exchange, they gain the ability to learn and practice magic. Further sacrifices make the learning and practice of magic easier to perform.
Magic is freeform, and isn't subject to any particular school, though learning magic is still an arduous task, made easier by focusing on one type of magic and honing one's skill. The only magic forbidden from being learned is time magic, with the risk of waking Xovos Uun and ending all reality.
