Air Magic

Bred from the winds that scream high above, the magic of the air is found all across the lands, but long ago settled within those places that shelter constant high gusts. The peninsula that juts from the base of The Four Part Land is battered and torn by the winds, heavy torrents that press across and down the spit of land, their direction based upon the seasons and the storms. A series of three small islands off the peninsula marks a confluence of the wind, where a combination of weather patterns causes a swirling rushing gale to sit upon the islands. Tales have it that children conceived upon one of these holy sites will be a great master of their element, imbued with a power unlike any other. Many have tried, but almost all fail in the attempt, their boats sunk by treacherous rocks and howling gusts, air defending its own against invasion.

Those who are tied to the winds often find themselves having difficulty travelling anywhere except along the coast, for the great burning interior of the desert offends and attacks their senses, the heat burning all of the joyous life from the precious air. Fire is particularly offensive to an airmage, consuming as it does their native element and the source of their power. Thus it occurs that Mygwch, the study of a suffocating combat style, is the uppermost tradition amongst those mages born within the lands of Niam Liad, although it closely followed by Forwriaeth, a tradition not unlike that taught at the guild school in Tregonethra. Some speculate that those two traditions are one and the same, that back in the deep past, before the elements were sundered, each was merely the other side of the same coin. Today, however, each waves at the other, both bred to hunt the storms and the winds of the open ocean.