Magic is a bending of the laws of the physical. At one time intended to be the providence of the divine Ceridwen broke that and taught Kylorin how to practice magic. Much like the story of Prometheus though Cerdiwen may have let the cat out of the bag she has little control over it now. Men know how to bend the rules, the gods dominions aren't 100%. Law magic can be used for evil because the caster wants it too, Junil doesnt have the ability to approve requests. Thats the way priest cast, they request effects that the gods approve or not, mages force it themselves. Its also worth noting that although Kylorin was the first archmage, he wasnt the first person to use magic. There was extremly limited use of magic by humans even into the Age of Dragons, but these were very basic almost shamanistic abilities. Nothing major or controlled until Kylorin. Since everything is created from these 21 dominions bending the laws of each also falls into these same categories. Typically unbalancing the situation by driving an aspect into it to acheive a certain result. Want ot get rid of a fire? Channel some water energy into the area. We have the physical effect of water on fire, but more importantly we have the asepcts at work. Fire is chaotic explosive energy and pasion. Water is serene, temperence and calm. Channeling enough water energy in will destroy the fire. Thats the theory at least. Its kinda an asian take on magic ("everything has a spirit, these spirits embody the emotion of the pysical, the physical embodies the emotion fo the spirit"). A little weird and far out compared to your typical D&D magic system, but my players liekd to get into philosophical conversations with just about everyone so I needed a cosmology that took everything into account. Plus I had great fun thinking about what a spirit specialist would be like, or a dwarven spirit specialist, or an evil insane dwarven spirit specialist. Because the magic system had an ideology it made roleplaying more interesting. The three brothers. They were a significant backstory that involved a lot of powerful players in the parties world way before the party was dealing with things at that level. I never liked that the most interesting thing in a country always seemed to involved the player. So at all levels people were always busy dealing with things that were appropriate for thier station. I didnt want PC's running off to warn the king that someone was going to assassinate the city priest, if they tried they werent given audience because the king had more important things to deal with. If they dug they foudn out that a neighboring countries army has just been destroyed by a king claiming to be a god and flood of tornadoes he sent against the army. They were still picking up body parts, armor and weapons that were scattered for hundreds of miles along the border. Faced with that the players would be forced to admit that maybe the king did have pressing things to deal with and maybe their particular interest of the moment wasnt the only thing happening. I ran a pretty open game too so often the players would pick up on these odd stories and decide to go check them out directly. Let me ask you guys a question. There is only 1 true heaven and precious few things in creation that came from it. 21 gods (one of which is chained beneath Galveholm) all came from the true heaven, what else?