Talus

The planet as a whole, as named and understood by the peoples of the current Age of Mending and the previous Age of Cold Dark. While some fragmented records from the ancient Age of Artifice Arcana refer to the world by another name, the adaptation of the name Talus following the Sundering - and it's continued use into the current age - reflects the distinct change in mortal mindset since that archaic age. The name stems from the elvish word "Talusethra", or "Sundered Plane", referring to the loss of the great civilizations and cultures of the First Age.

Continents/Landmasses

 * Manaris
 * Ogunde
 * Xiangu
 * Boriallis
 * Sketta (the Sketta Isles)

Magic
Magic is the use, manipulation, or inherent systems of a supernatural force that is prevalent throughout most of Talus called mana. Mana can saturate matter and energy overtime, and can be manipulated to emulate, empower, bend, break, or even faithfully duplicate the more natural physical forces of the world. Mana also acts as its own independent entity, and can be distilled into gaseous, liquid, or solid states that can then interact with the physical world. Though mana saturates most of Talus, it seems to follow grand paths across the planet, called leylines. These leylines converge or cross at particular points, prompting various dynamic activity in the land and the entities that dwell within its influence. Lunar influence from both the Lumis and Malus moons also seem to bend overarching mana behavior and affinity, as determined by lycanthropic transformations, the weakening of extraplanar boundaries, and the empowerment - or dampening - of particular fields of arcane influence corresponding to particular lunar cycles and events.

Mana has been used and exploited since the Days of Fury. Part of the legend of that archaic time, in fact, was that mana was so prevalent, that what birds, beasts, and sentiences walked the world were made of the stuff on some level or another. More commonly since then, however, mana has been artificially - or at least, intentionally - coalesced into singular entities, often artifacts, called Arcane Conduits. Many of these Conduits are able to draw mana to their locations, acting as leyline anchors, and can direct the flow of mana across the planet.

Fields of Magic
Mana can be manipulated through three major sources, or "fields" of magic. These fields employ mana through different means, even if they can be used to achieve similar spellcraft.

Natural Magic
Natural magical practices bend mana around pre-existing natural constructs or principles. This magic is drawn from within the caster, or the mana of natural materials, and is varied in its form. While druids are the primary practitioners of natural magic, rangers also utilize the magic of the wilderness, and sorcerers draw their magical energy from the mana wells within themselves.

Divine Magic
Divine magic relies on the formulation of spells using spellcraft that has been previously written and established by divine or patronic entities. Divine spells often rely on holy symbols or spell circles that can be mistaken for arcane magic, but the spellcraft itself draws on the formulation and energy of gods or divine entities. Clerics are the primary practitioners of divine magic, though paladins also utilize the magic of the divinities they swear themselves to, and monks draw on the inherent chi instilled in all things.

Arcane Magic
Arcane magic is the most complex and mysterious field of magical practice. It is a field built almost entirely on the study of magic and mana, with spellcraft being formulated through careful trial and error. Most arcane magic relies on complex sigils or incantations to bend mana towards specific purposes. There's no better representation of arcane magic than wizards, though warlocks are granted specific magical abilities through their patrons (who themselves grant those abilities through arcane manipulation), and bards study what has already been discovered to employ arcane magic through music or oration.