Mages live in a generally advanced and usually peaceful society. There is little disease or sickness among mages, as healers are skilled in their practice. Mages generally have comfort where needed, such as when they work, sleep, exercise, and eat. There are many forms of entertainment. The Lit world has energy solutions, social responsibility and a place for everyone, no poverty or hunger, convenient travel, and strong communication methods. Mages have solved life's pressing issues, allowing for societal creation and advancement.

However, there are rival factions and interests among the Lit and the various magical races. Conflict is not unknown, and many Lit train over their lifetimes for battle. There is a high regard across the society for both honor and power. There are a variety of influences for life within the Lit world including race (i.e. which species a creature is, though skin color is not relevant, a laughable concept to the Lit); mage cities - called city states, which hold significant power in Lit Society; the seven magical societies; and individual as well as group power. A mage's abilities in magic have a high level of importance and significance in Lit Society. Many of the rules within mage society have been derived through its history of secrecy and its isolationist philosophy, as well as its apprenticeship structure. Groups naturally formed to teach each other magic around their branches.


There are seven magical societies, and most mages associate with one of them. They relate to the seven branches of magic, but they are largely comprised around the philosophies in living one’s life. Often, a mage will be part of the society most closely aligned with their strongest magic branch, but many mages have nearly equal abilities across two or three branches and choose one of those. It is not uncommon for a mage to choose a society not aligned with their branch abilities, because the philosophies of the society fit their personality better than the society aligned with their locus. The seven societies are:​


Corporis is focused on personal pursuits of the body and athleticism. It is associated with the Body branch of magic. They also believe in military strength. Corporis members can be bullies. Archetypes include Morphs, Regenerators, and Martial Artists. Trades include Ords (police), Firefighters, Repairers, Soldiers, Builders, Electricians, Plumbers, Carpenters, Welders, Salespeople, Customer Service Representatives, and Magineers. Corporis citizens are strong and brave, and can be charismatic or contentious.


Mentis is focused on the intellect. It is associated with the Mind branch of magic. They believe that individual pursuits of learning are most important. Mages in this branch tend to be analytical and focus on intellectual endeavors. Intellectual pursuits for Mentis can take precedence over empathy. Meditation is a core activity for those in Mentis. Archetypes include Telepaths, Crafters, Alchemists, Magineers, and Empaths. Mentis trades include Government Officials, Supply Chain Oversight, Lawyers, Programmers, Bookkeepers, Accountants, Managers, Insurance Representatives. Mentis characteristics include intelligence, creativity, and sometimes arrogance.


Spiritus is focused on spiritual energy itself. It is associated with the Spiritual branch of magic. Spiritual energy is energy within creation and the universe that guides our evolution outside of the physical realm. Evolution is comprised of physics (the physical world we live in) and the spiritual realm (the framework that guides us spiritually). Those in Spiritus are less concerned with the mind and body, or with the significance of channeling. They appreciate the channeling itself. They are often interested in magical creatures. Archetypes include Dream Walkers and Illusionists. Trades include Unlit Relations, Spiritual Guides, Diviners, Magical Zoologists, Horticulturists, Performers, Presenters, Spies, Artiseen, and Entertainers. Those in Spiritus are spiritual, inquisitive, optimistic and caring, and can be eccentric.


Impetus is focused on physical energy. It is associated with the Physical branch of magic. Those in Impetus are most interested in power and strength of magical abilities. Physical energy encompasses many traditional views of magic that the Unlit hold. Archetypes include various Elemental Mages, Transfigurers, and Telekinetics. Trades include Ords (police), Firefighters, Artiseen, Logisticians, Janitors, and Clerks. Those in Impetus are considered powerful, industrious, effective, and ambitious. They also can be thought of as condescending or arrogant.


Animas is focused on discovering and understanding the nature and implications of spiritual energy and its role in the universe. It is associated with the Perceiving branch of magic. Animas is dedicated to gaining knowledge and wisdom from the spiritual side of creation. Archetypes include Flames, Perceivers, Prophecists, and Necromancers. Trades include Flames, Philosophers, Psychiatrists, Psychologists, Bartenders, Mental Healers, Artiseen, and Spiritual Healers. Those in Animas are wise, kind, helpful, humble, and perceptive.


Visus is focused on seeing the truth of the physical world. Visus is dedicated to gaining knowledge and wisdom from the physical side of creation. It is associated with the Seeing branch of magic. Archetypes include Healers and Viewers. Trades include Artiseen, Healers, Doctors, Nurses, Caregivers, Hair Stylists, Pharmacists, Alchemists, Cibutrists, Chemtranners, and Dating Coaches. Those in Visus are insightful, sociable, helpful, artistic, and practical.


Sophus is focused on finding wisdom. Sophus is dedicated to understanding evolution and humanity’s growth and purpose. It is associated with the Finding branch of magic. Archetypes include Searchers and Travelers. There are fewer mages in Sophus than any of the other branches. Trades include Entrepreneurs, Business owners, Designers, Tenesepts, and Explorers. Those in Sophus are inquisitive, wise, adventurous, creative, and are often Renaissance men or women.

All seven societies further include trades such as:
- Preceptors (instructors at Doceox)
- Aides (much of mage society is built upon helping each - other through Quintope communications)
- Researchers and Scientists along different branches of magic, though there is some emphasis in Mentis
- Assemblers - They coordinate the efforts of others
- Assistants
- Retail workers
- Cashiers
- Office Workers
- Restaurant workers


The Doceox Federation of Magic is a learning institution in mage society. Mages are taught through a combination of apprenticeship with their primary teacher, called a Flame, and attending attainments from mage instructors, called Preceptors, who work for Doceox, the mage learning institute in the City of Cent. Flames both unlock powers for Neolytes (apprentice mages) as well as mentor them through the entirety of their studies. Flames never mentor the students that they find and Light. A Flame often has multiple apprentices, while some Flames focus solely on finding new Lit candidates. Flames can search for innate magical abilities among the Unlit as well. Most Lit interact with Doceox and continue learning throughout their entire life.


There are three councils that work together to represent mage society and create mage law. The first council, The Federated Council, consists of a representative from each of the major mage city states. Council members are chosen by the city states. The second council, The Societal Council, consists of a leader from each of the 7 mage societies. The third council, The Kindred Council, consists of a leader from each of the major intelligent races (humans, elves, etc).

When there are decisions on laws or disagreements on societal rule, each council internally votes on its position. Then each council represents its vote to the other councils, each with 1/3 weighting. Because Doceox is an important gateway into mage society, each council takes part in Doceox’s admissions process. Each quarter, a different member from each council attends the admissions process, so in addition to the 7 Directors, there are three other councilors in attendance, and the three councilors make final decisions on admissions when there is any disagreement.

Mage law and society are built upon a number of core tenets:
1. The Lit shall remain hidden from the Unlit.
2. The Lit shall protect the just and deserving Unlit and deserving creatures.
3. Balance shall be maintained among the Governing Councils. No one Council shall have more power than the others. Balance shall be maintained across the seven societies. Balance shall be maintained across all races. Balance shall be maintained across all city states.
4. Lit interests shall be represented in individual multiplicities and shall be transparently governed through the three Governing Councils. All Lit shall have an equal right and say in their representations.
5. Everyone in Lit society shall be equal in the eyes of mage law and societal rule. All mages and magical creatures shall have the rights of free will, sustenance, self-protection, due process when accused of a crime, self-improvement, a family, and a personal domain.
6. Everyone in the Lit society shall have both a place in society and a responsibility to contribute to society meaningfully as well as contribute to its balance.
7. Lit society shall continually grow and improve while allowing its members to live by the mage code. It shall always endeavor to become a stronger society, grow in its knowledge, and gain wisdom. The Lit's purpose is twofold:
   A) The Lit shall evolve and grow stronger over time.
   B) The Lit shall minimize suffering.


The Mage Code is a set of principles that guide the lives and actions of the Lit and their societal rules and laws. The Lit are brought up learning the code, and nearly all of the Lit society strives to live by these rules. The Mage code was originally created by Millicent Goodwyn shortly after the city of Cent was founded.

Master Goodwyn lived her life according to these seven principles, as they represented her personal moral code. When she created Cent, she hoped that others would choose to embrace this code (e.g. "Within this colloquy, we shall Find the Way." [1]), so she forged the Lightfall Beacon, a beautiful magical artifact, and inscribed her guiding principles onto it. Because Master Goodwyn was so loved and well respected among mages, her personal code quickly became a central part of Lit teachings. Without these seven principles, the Lit world as it exists today would be unrecognizable. Interestingly, each principle of the Mage Code consists of two parts. Master Goodwyn described that each component, while related, stands on its own - they are not a restatement of a single concept (e.g. "...within such guidance shall be two halves, standing together unto mutual comprehension." [1]). Also, interestingly, the language used in the principles was markedly distinct from the language of the time. Many scholars have debated the significance of this fact, and a conclusion that many have drawn is that it relates to Master Goodwyn's abilities as a Prophecist. The principles of the Lightfall are now known simply as the Mage Code:

1) Be brave.  Face your fears.
2) Love yourself and others.  Your well-being, your friends, and your family are all important.
3) Actions speak louder than words.  The results of one’s actions define one’s true measure.
4) Never give up.  Always try your best.
5) Treat others as you would have them treat you.  Be kind to all you meet.
6) Perception defines one’s reality.  Think for yourself, believe in truths rather than wishes, and understand others are defined by their perceptions as well.
7) Be strong.  Earn your victories.