Of all the obscurities and mysteries of Lumen's past, none is more perplexing than The Song. While the Song is poorly understood, scholars have generally agreed on the following:
• The Song permeates and binds Lumen together.
• Allows existence itself to flow
• Unmalleable
What Exactly is The Song?
The Song is theorized to be the will of the Celestials, a parting gift to mankind after their departure in the Exodus. The Song is the energy of which the entirety of Lumen consumes, the fuel of the entire world. While named "the Song", it is not a traditional song, it is not lyrical melody, or words spoken. Rather, it is the ebb and flow of reality. A constant, uninterruptible rhythm emitted by the world itself.
Despite its obscure origins, the discovery of the Song in old Lumen sparked the golden age of mankind, posthumously named the "Canticlysm" by historians. The Canticlysm was a time when mankind first discovered the Song, and was able to devise applications of the Song. These applications were called "attunements", and are the foundation of magic. While many fear we have become too reliant on attunements or the Song, it is an undeniable fact that we have developed a dependence on the Song and attunements. It is these powers that allow us to continue to survive in a world as harsh as ours.
Attunements
An attunement is a large, but still insignificant, passage of the Song. An attunement allows one to manipulate the environment using the Song. They are a fundamental aspect of our world, without it, we couldn't function or survive in Lumen. Without Flamecharm, we couldn't have cooked food. Without Thundercall, the Sea Highways we have across Lumen wouldn't function, and without Ironsing, many great buildings and other works may have never been made.
There are four basic attunements,
Flamecharm — The power to manipulate or conjure fire and flames, commonly utilized in cooking and in creating long-standing heat.
Galebreathe — The power to control the current of the winds, commonly utilized in farm work to spread out seeds and power windmills.
Thundercall — The power to control and conjure electricity and lightning, commonly utilized in Sea Highways and
Frostdraw — The power to manipulate the moisture in the air and crystallize it creating ice, commonly utilized to preserve foods and in expeditions to create temporary artificial pathways. Ex. a bridge over a gap.
There are two advanced attunements, these are practiced by more dedicated or specialized mages,
Ironsing — The power to manipulate and fabricate metals, commonly used in construction works, highly valued; with a great many in demand.
Lifeweave — Pioneered and dominated by the Hive, not much information is known at this time by the Scholars of the Citadel. However, it is paramount to the Hive's apparent mission, which is also unknown.
Mantras
A mantra is considered a small passage of the Song, they are a byproduct of attunements, and form the basis of an attunements power. One may cast a mantra by speaking through the mind, that is, to create a mental image or memory of your desired effect, once accomplished you will subconsciously learn the "words of the Song". In theory, this might sound like an easy task. However, in reality, this is a difficult process that requires intense training and attunement with the Song.
Mantra casting requires an understanding of one's self, despite popular belief, it is not the content of one's character — but an understanding and acceptance of that content that constitutes understanding.
Each attunement requires different practice and understanding in order to cast mantras related to that attunement. Those who understand the words of the Song more clearly, may, in turn, cast more powerful mantras. It takes diligence and patience to truly grasp and understand the words of the Song.
Mantra casting fundamentals are similar to that of oath-taking, except the process is more involved and more deliberate.
Vows
A Vow is a self-evident truth that one speaks into the Song itself, solidifying and preserving it. A Vow must be spoken from the heart, as such, one cannot forcefully enter another into a Vow. Though, one may coerce another into one, they cannot physically force one upon you unless you yourself accept it. Consequences for breaking a Vow vary depending on the nature of the Vow. These include not just physical punishments, as powerful Vows can even influence the mind.
Vows are a fundamental process which many kingdoms, businesses, etc. employ to form contracts and for collateral. For example, a bank may require you to enter into a Vow with them before you can take out a loan.
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Note from High Magister of Arcane Studies Sylvarius -
"Mantra casting isn't nearly as mystic or complex as you make it seem, Adronin.. I wonder if this violates the Citadel Codex — ah, no one ever reads this far into the basics anyway."
Written circa 1242 CE by the Citadel of Markor Historians, overseen by Magister Adronin Kanreshi — edited and revised by High Magister of Arcane Studies Sylvarius Jotet