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The Arcane
The working of the world's own structure - magic that draws on nothing in the heavens, only the bones of creation.
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The Living Sun
The warm, true sun of the Reach; source of light, life, and Radiant magic.
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The Dark Sun
A second sun that gives no light, only the Drawing; ringed by the Crown of Fire.
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The Divine
Magic drawn from the heavens - and therefore divided, for there is more than one light in the sky of the Reach.
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Radiant Working
The divine art of the Living Sun - healing, blessing, warding, and standing against the Dark. The Cathedral's power.
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The Pale Sister
The moon of the Reach; she makes no light, but reflects both the Living Sun and the Crown of Fire.
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The Drawing
The cosmic pull of the Dark Sun, dragging the world slowly toward nothing.
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The Unmaking
The divine art of the Dark Sun - the drawing-down of the pull toward nothing. The source the Necromancer drinks from.
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The Crown of Fire
The ring of fire blazing around the rim of the Dark Sun.
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The Hold SPOILER 2
The Builders' great working that resists the Drawing; now failing.
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The Veil
The divine art of the Pale Sister - a mingled, two-natured magic of easing, stilling, warding, and passage, neither wholly of life nor death.
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Workings
The term for magic in the Reach.
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The Seven Points SPOILER 1
Seven cosmic artifacts the party gathers across the Reach; each a domain of power with a shadow.
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The Obsidian Crown SPOILER 3
The relic named in the game's title - a physical keystone sought across the Reach. Its full nature is sealed.