Star-Walking

The Zheyta utilise a variety of magic systems. Star-Walking is the most common of these, and there are five different Starpaths that mages can walk. Each of these Paths has its own unique flair of magic, although they share plenty of similarities. The ultimate purpose of this magic is for the mage to become a star, a powerful magical spirit that is capable of much more than any mortal could even dream of.

Before truly starting to walk their Starpath, mages are observed in order to determine which Starpath is best for the specific mage. This is possible, because Star-Walking is so widespread in Zheytan society. There is one magical school in the Zheytan capital, called the Academy of the Stars, and this is the only place where the magic may be taught. This way, there are no "wild" mages in the nation, and magic can be kept as orderly as possible.

After two years of studying regular scientific subjects at the Academy, their teachers finally determine which Path each student will walk. They choose from one of five powers, each of which have their own Path:

* Aithèr, the power of the Gods
* Nouthèr, the power of the Mind
* Zouthèr, the power of the Beast
* Deythèr, the power of the Tree
* Lithèr, the power of the Rock

After the choice has been made, there is no going back. This is why the Zheyta only allow mages to begin their true Starpath once they have already studied for at least two years. This way, their teachers can determine which Path is truly best for the student. The beginning mage does not get to make this choice themselves; instead, their teachers keep a close eye on them, together deciding which Path fits them best.

When the choice has been made, the mage is initiated into their Path by a teacher walking the same Path. Then, they begin to study the magic of their Starpath, both in theory and in practice.

# Different paths

There are five different Starpaths to walk, and each works slightly differently. Over time, they have even diverged further from each other. This is because each Starpath is a separate Filamentic Circle. Each Path has its own way of developing magic, as well as a different way to end the Path.

## Aithèr, the power of the Gods

This Starpath is about harnessing divine power, and is the most sought-after Path. Students who are chosen for this Path are often envied by their fellow students, as it is considered the "purest" of the five. It is also the rarest Path, because it is the strictest. Aithèr-Walkers must follow very specific rules in daily life, and their contact with anyone who is not an Aithèr-Walker is extremely limited. Aithèr-Walkers are said to be demigods walking in the mortal world, and are the most powerful of the Star-Walkers. They are capable of telekinesis, telepathy, and healing, as well as the limited ability to shapeshift. They cannot change their form extremely, but there are plenty of Aithèr-Walkers with permanent modifications to their bodies, such as wings or other useful appendages. They can even teleport across short distances, although some Aithèr-Walkers have been known to traverse much longer distances in an instant.

## Nouthèr, the power of the Mind

This Starpath is considered the second purest, and the rules for Nouthèr-Walkers are almost as strict as they are for Aithèr-Walkers. They can, however, interact with others without any limits, and they are in fact encouraged to spread their knowledge. Nouthèr-Walkers are capable of telekinesis, telepathy, and healing, just like Aithèr-Walkers are, but they cannot shapeshift nearly as much. The modifications to their bodies are much less extreme, and the changes aren't permanent. They also cannot teleport at all. However, they are capable of somewhat manipulating the emotions of others, making them incredibly charismatic leaders.

## Zouthèr, the power of the Beast

The Path of the Beast focuses on the collection of beastlike powers and skills, rather than focusing on the power within one's own mind. Zouthèr-Walkers often live in specialised, small communities, despite there being no social rules that forbid them from interacting with those outside of their group like Aithèr-Walkers have. The Walkers of this Path simply tend to be more reclusive than others, and prefer the company of those like them.

Zouthèr-Walkers are capable of harnessing the power of animals, gaining skills and physical attributes related to them. At the beginning of their Path, they must choose one animal to form a bond with and - quite literally - grow closer to. Over time, their magic allows them to take on attributes of that animal; a rabbit-bonded, for example, will often be able to run faster and jump higher. On the flip side, however, this bonding magic also bonds their minds to that of their animal bond. The fast rabbit-bonded will tend to be quite skittish, and more easily scared than they might have been before walking their Starpath. Similarly, a fish-bonded will be able to breathe underwater, but a sufficiently advanced fish-bonded may lose their ability to breathe regular air. These drawbacks make Zouthèr one of the less desirable Paths, despite their relatively high "purity status".

## Lithèr, the power of the Rock

Lithèr-Walkers are simultaneously the most common and the most despised of all Star-Walkers. They are considered the most impure, and are the weakest of the Paths. They are still capable of some pretty impressive feats, however, as they can use telekinesis and heal others to an extent, as well as being able to control the ground and rock with more precision. This means they can create near-impenetrable prisons, cause earthquakes, easily find valuable materials, and more.

Of course, it is not very common for Lithèr-Walkers to be capable of these incredible feats of magical power. Most Walkers do not possess the mental purity to utilise their magic to its full extent. There is a reason they were not chosen for a more prestigious Path, after all. Moreover, it takes years of study to fully control the magic of their Path.