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Schneider’s fantasy world depends on various magical elements, and the magics that certain people possess can take on three primary forms: matching bonds that link two romantic partners, blood oaths that compel those who swear them to follow the oath or risk death, and magical gifts that present Heirs with specific abilities. (For example, Jovie can wield a light-based magic, while Acker can manipulate metal, and other characters are suggested to have powers of magical persuasion.)
The people of Schneider’s world treat these forms of magic differently. Magic gifts are framed as being genuine gifts that have been bestowed by the mythical figure of Mother Nature, who serves as a deity in the narrative world. (However, some characters question the legitimacy of this idea by suggesting that the connection between Heirs’ magic and a deity is propaganda that King Edmond perpetuates in order to create a society that elevates Heirs over those without magical gifts.) Moreover, Hallis expresses doubts that magical gifts are truly a gift, contending that they frequently cause havoc for those who possess them.
Blood oaths are viewed in a starkly different light; they are broadly feared and considered to be dangerous.
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