Lore
Everything is subject to change later, but here are some notes.
-Who rules this country?-
The Council of Ancients rules the continent, there is no real county, just a massive city (Firgrat) that they reside in and continents worth of land with people. They have a subdivision that focuses on every day rule. There are areas with their own rulers on the continent of Anwol, but they are subservient to the Ancients. On other continents, more traditional countries/kingdoms exist, that are not directly subservient to the Ancients (that they know of at least) but the Ancients do exert control over most of the known world when it is needed. Actively they just rule Firgrat, and even that is delegated on most things to beings with a better sense of time.
The only real exception on the continent of Anwol is Kionthel, the home of the elves. While they are subservient to the Ancients, they have autonomy and independence in most matters, and to a large degree do not allow people to enter their home. True elves are few, and Kionthel is the largest known settlement. Historically, there have been issues on the borders of the area known as Kionthel. This is mostly an issue with humans, whose settlements are spreading ever wider and wider.
-Magic-
The ability to control and shape mana to do your will. The mana needs to conduit, something to pass trough (some material or phenomena). The source of that mana can be the individual or the environment (internal/personal flow of mana vs. the Eternal Flow of mana). Controlling the mana takes practice and the task is a mental one; a manifestation of imposing ones will on the world. Thus a trained mind is needed for magic, while skill and knowledge determine how efficiently one can use the mana.
-The Eternal Flow-
The source of magic is the eternal flow of mana in Wocdes. The great flow permeates everything, it is like the very fabric of reality. To cast magic, one temporary imposes their will upon the mana to create effects through it; in effect a temporary method for manipulating reality. The effects of such an act can however be more permanent in nature. A fire that burns something; the creation of fire is magic, the burning (if unaided) is not.
-The Primary Conduit-
Magic requires two things: mana and a conduit. The conduit is the method of mana transfer a mage/magic users employs during casting. One's own body, a stone floor or wall. Solid or liquid things are easiest. A gas like air is considerably more difficult. More difficult still is the use of phenomena, like sound or light. All conduits have a limit on the amount of mana they can transfer at once. Exceeding this limit will cause unpredictable effects as the magic goes out of control or breaks the conduit. These effects are some twisted version of the intended purpose, or simple destruction.
-The Secondary conduit (Manipulating the flow)-
The Flow must be directed somehow. For the best, their will is enough but often something else is needed. A conduit can affect this; but a separate secondary conduit for the directions can be employed e.g. a spell said out loud, or a diagram drawn. The secondary conduit does not suffer from the difficulty of of primary one with phenomena but it must contain structure to be effective (words, patters and the sort, a command for the power to do something). A pattern of light could therefore work, or symbols carved into the primary conduit, e.g. the walls if using those.
Spellrot
"Damage to oneself due to overexposure to high amounts of mana i.e. using magic one does not have the skill or constitution for, using too much mana. Or being exposed to too much mana."
Adventurers sometimes just call it the "The Burn". Most cases are minor, since the pain is extremely severe once the signs of spellrot appear.
Example: MC's hands have been damaged by magic, by getting too much mana shoved through them. Though this is a very extreme case.