Light is the origin of all life. And the origin of all Light, is the Bask. The Light is a mystical energy capable of manipulating reality. Or rather, since it itself is the most fundamental building block of reality, can simply reshape itself when prompted.
All light is considered sacred, though there is a distinction made between light as a state of vision, versus Light as the mystical energy created by the Bask. Light of the latter variety should always be capitalized when referenced.
For example, a torch emits light, and may offer limited protection from Shade - only insofar that the Shade is averse to anything that resembles Light. However, it possesses no more mystical quality than your average rock (which is to say, a minimal amount, as Light exists in all things). However, a torch lit using a rag that has been doused in Rime emits both light and Light.
Light of the mystical variety is emitted by the Bask. A small portion is emitted ambiently by the Bask's slumbering form, while the vast majority of it is spread by stars, Embers, and the Aeries. Although, as each is merely an extension of the Bask's Light, it is recognized that all derives from the Bask.
Above us, the firmament is the great cascade of light which flows from the Bask's slumber. These are the stars in our sky. The cage which holds the Shade back. The stars are sacrosanct - our guiding light. It is no wonder why motifs of such things are common in all corners of the Boreal.
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In rare moments, a star will fall from the sky and deign to visit upon the Realm. These celestial beings of mutable design are called Embers. They are beings, not quite alive, not quite sentient, that seem to be born of the Bask's dreams and power. They are possessed of their own will, usually friendly and curious, though particularly picky of their company. Rarely, they will bond with individuals of strong mind and heart, and the brightest Lustre.
Embers are entirely malleable in form, made of a kind of plasma-like Light that is soft and warm to the touch, and able to shift between states of matter freely. Though many Embers choose to favor certain forms or shapes, the only real consistency is their "star", which is the abstract shape which acts as a "face."
Those selected by Embers are called "starlings."
Lustre is the portion of the Bask's light that mankind are capable of influencing. In other words: it's magic. While all people possess a latent connection to the Lustre, it is the Embers of the Bask's battle that frolic within its endless possibilities. By using an Ember's essence, one may be able to manipulate both theirs and the ambient Lustre of the environ. Lustre in its static state - whether liquid or frozen - is called Rime. Rime, once captured, can be used to conjure magical effects.
Rime can be found in nearly all places that one can find Light. Places thick with Light will usually have the most, as Light in vast quantities tends to condense down into Rime, similar to how particles of water will eventually gather and fall as rain. Light is drawn to Light, which leads to Rime production. This is how Rime pools and flows form. And as Light is drawn to Light, these areas of Rime perpetuate a kind of miniature firmament cycle.
Perhaps the most obvious instance of this is in the Great Aeries, within which each acts as a great furnace, gathering Light and outputting Lustre, with Rime as the byproduct. It is the Novhus Aerie whose Rime flows clear the Lambent Sea's waters, allow it to be mostly safe to traverse.
Light is found in all things. From a handful of dirt, to a newborn babe. Of course, the concentration of that Light, and the nature of it, differs greatly. A rock possesses what is called nescient Light. It possesses no will or sentient thought. It merely exists. You may also hear it referred to as static Light. This you will find in inanimate objects, and things like stone, hewn wood, and metal.
This is the opposite of percipient Light, which does possess a level of will. This may also be called living Light by the layman. This you will find in all living things, like animals, plants, and people. Nescient Light can be spurred into becoming percipient Light by manipulating the Lustre present. This is how you can end up with things like enchanted toys, which can dance and talk with its playmates.
One of the most important forms that Light can take is the Soullight. This is a condensed, unique form of living Light that is unique to whatever it originally gathered within. Percipient Light, within a being that has enough sentience, accrues all of the knowledge and influences of that being, forming its Soullight. It is the very essence of a being.
The Soullight of a person is also, for better and worse, entirely composed of Lustre. Meaning it is able to manipulated. This can be done for good, such as to encourage the healing of the body, mind or soul. A miraculous aspect of the Soullight is its ability to "tether" components together. A severed limb can be reattached, in a manner, by coaxing the Soullight to bind with it. The severed part will not be physically reattached - instead floating about an inch away - bridged by the Soullight. However, every separation of a tether will weaken it. Meaning you probably only want to chance losing a limb one time.
But it also means evil spirits can tamper with one's Soullight, leading to disastrous consequences. Many Fleshless possess this capability, which is why one must always treat them politely when possible. Much like Embers bind to one's Soullight, some Fleshless are also able to do so. This could lead to possession, but is also the manner through which Vassals gain their power.
When a Soullight escapes the body, it can get trapped upon the earth. This is the cause of wandering ghosts. Usually, ghosts remember their lives decently well. Their ability to regulate their emotions tends to dull, but they are otherwise a familiar reprise of what they were before. Soullights which return to the Bask can even recall past lives.
However, if a Soullight forgets who they were, their essence washed away - such as is the case when the Soullight becomes corrupted from Shade - it becomes an Afterglow. These are wandering spirits, which seek a living body to return to. Afterglows can possess people, but doing so always leads to the corruption of their Soullight, which is consumed by the Afterglow. The only respite is that an Afterglow in a body lacking a Soullight becomes trapped, until the body is once more slain.