The Rot

The energy released during the Rekindling led to the emergence of Rot (in truth, a magical form of radiation). Considered a powerful yet incredibly dangerous phenomenon, scholars have theorized that it was Rot that brought the Kin into existence. It is usually invisible to the naked eye, but manifests in an unnatural glow in high concentrations. Exposure to high concentrations of Rot can lead to environmental changes, and can alter both the mental and physical states of those affected—often with horrific consequences.

There are two types of Rot: inert and active. Both are capable of affecting the environment around them, though inert Rot does not do so unless it is present in high concentrations. The vast majority of Rot is inert, and exists in trace amounts in the environment (similar to background radiation). When sufficient amounts of Rot are released at once, it transforms into active Rot, which is more volatile and can be used in magic. Outside of the Deadland, the levels of inert Rot in the environment are too low to harness for magic. It is more commonly found and used in the form of rotstones, a type of mineral which constantly absorbs and releases Rot in an inert form.

The controlled release of high amounts of Rot from a rotstone, which changes it to an active form, is the basis of all magic. A spell or enchantment works by amplifying and redirecting (to a specific purpose and target) the active Rot through arcane sigils. The amount of time one has to wait for a spell to be cast depends on the desired effect and magnitude, but can range from half an hour to a week; thus, they are impractical for use in active combat or other high-urgency situations. For more potent spells, significantly large amounts of rotstone can serve as a catalyst for a magical chain reaction that turns ambient Rot in the environment active However, this is almost entirely uncontrollable and highly dangerous to the caster, as they will be exposed to large concentrations of active Rot.

As far as anyone knows, Rot-magic is not conspicuous. There are no flashy duels between rotmages, or spells that result in brightly-colored fireballs. The only visual indicator of a spell's success is a sickly glow or brief flash of light indicating that it has been correctly cast. Rot is also incapable of creation; its spells only serve to modify, or cause decay, or slowly disintegrate. Divination and protective magic also does not exist. As with any field of knowledge not yet fully explored, mages have tried across the years to find an exception to this rule. So far, they have been unsuccessful. These limitations are largely unknown to those who have not extensively studied magic.

The potency of magic grows weaker over time, and must be refreshed by releasing more Rot. This applies both for individual spells, and to Rot as a whole; however, the complete disappearance of Rot will not occur for many millennia.

Rotstones

Rotstones can be found across Adilam, but are more common in places of higher ambient Rot concentration, such as the Deadland and its bordering areas. In their inert state, they constantly release slightly more Rot than they absorb. This amount is not enough to cause any major magical effects, but can have adverse effects over long periods of time. As such, when not in use, rotstones are often placed in heavily protected containers. The unauthorised excavation and possession of rotstones is considered highly illegal across the Three Nations, and incurs heavy punishments (including the death penalty).

Rotmages

Rotmages are individuals who specialise in manipulating Rot. Ss a result of prolonged Rot exposure, they often possess physical mutations. There is no inherent trait required to becoming a rotmage, but years of careful study and practice (and luck) are required if one wishes to survive the process with their body and mind intact. The exact number of rotmages in the world is unknown, but they are extremely uncommon—no more than a few hundred exist, most of them in the employ of the Three Nations and their militaries. The term itself is vague, with the precise number of years of study required to be considered a rotmage varying depending on who you ask. They are generally treated with a mixture of respect and fear. Conmen bearing fake pieces of rotstone sometimes try to pose as rotmages offering their services, hoping that their charisma can earn them some money before their victims realise that they have been tricked.

Art of Serai in her traditional Rotmage garb, along with a closeup of her mask and a drawing of a Rotstone and its storage box.

Ghosts

Ghosts are an example of Rot-manifested phenomena. They are imprints of a person's memories and personality that linger even after they have died. The conditions for a ghost to manifest are still unknown, though it is believed that high amounts of inert Rot in an area can trap the souls of the dead. Being echoes of a person's psyche, they do not often manifest in a physical form; nevertheless, some who claim to have encountered a ghost mention seeing an indistinct figure. Ghosts are generally benevolent, though a person lingering around them often starts experiencing the ghost's memories and emotions—including compulsions to carry out certain actions, which can prove detrimental to the target. Accounts of ghost sightings are not always reliable, as they are a significantly more uncommon phenomenon than the number of claimed sightings suggest. Belief in ghosts is widespread, as they are thought to be trapped souls of the dead who are unable to reincarnate. It is customary to leave regular offerings of food or incense at shrines to appease them.

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