In the lands of the Everflow there was no magic, only legend. Those legends were of immense powers, wizards and priests, dragons and gods. They are a fiction. All magic was a fiction, until just a generation ago. When the Two Day Moon came things changed. Power flowed through people in ways that they don’t yet understand. Every single intelligent peoples of Kin have a cantrip, but they are still learning how to activate these tiny spells.
A few release themselves to the powers that flow through the land. These Wild Sorcerers barely control the magical powers that surge in their system. Others have discovered that the through careful practice and faith in the gods, or the lands, they can accomplish little moments of divine influence.
The newly magical lands and people mean that there are some changes to the baseline magic system in 5th edition.
Everyone can learn a single cantrip at the age of maturity. They often manifest during any bonding ceremony. When a player builds their character they pick from the appropriate list (Halfling-Bard, Goliath-Druid, Human-any except warlock; lists from PHB 207-210). An NPC could role randomly, or the DM would select what is best for the story. A character that takes the Magic Initiate Feat (PHB, 168) gains the two cantrips per the following modified rules. They also get the single 1st level spell once per short rest.
Cantrips in the Land of the Everflow are not at-will spells. The peoples have not yet gained the education to channel magic in such a way. Instead any Kin can cast any cantrip they know once per short or long rest, plus their character level, plus the controlling attribute bonus of the cantrip (determined by the class list from which they learned the cantrip). The controlling attribute also grants a damage bonus based on that controlling attribute’s bonus.
Example: Gregr is a 3rd level Goliath Ranger who knows Poison Spray. His is a wise Goliath with a 16 Wisdom. That +3 modifier means he can cast Poison Spray 7 times per rest. When cast it produces a cloud that does 1d12+3 poison damage.
There is also one new cantrip available to any character. First Aid replaces Spare the Dying.
Casting Time: 1 action
Component: V, S
A creature with zero hit points that you touch regains 1 hp and gains 1d4+casting modifier temporary hit points for the next minute or until they take damage that removes temporary HP. It is most often used so an injured companion can retreat from battle. This spell does not work on undead or constructs. At 5th, 11th and 17th level another d4 is added to this effect.
Through the communities of priesthood or the druidic circles clerics and druids have learned more about how to channel their faith and call on the influence of their gods. Both clerics and druids prepare spells per the PHB, but they cast all non-cantrips as rituals. The only exception are the spells that they gain through their domain or circle and their cantrips. All cantrips are cast per the Kin modified rules.
Paladins and Rangers are mundane in Kin.
Warlocks and Wizards are not present in Kin. This is also true of Eldritch Knights and Arcane Tricksters.
Bards are mundane and only learn the College of Lore.
Wild Magic Sorcerers are those people of Kin that opened themselves to the weave of magic and barely control what occurs. Their spells are not rituals. The primary change is that their Wild Magic Surge (PHB 103-4) chance increases by 1 every time they cast a non-cantrip. This surge meter resets on a long rest. At 2nd level these Sorcerers can also choose to spend sorcery points to remove two steps from their surge meter. A Wild Magic can also choose to risk a surge by taking four steps towards surging and gain a sorcery point.
Players or DMs can use a d20 to track their surge chance.
Magic in the Lands of the Everflow is common at its lowest levels, but extraordinarily rare beyond that. This is also true for magic items. Beyond bottled Waters of the Everflow (acts as healing potion) and other blessed locations magic items are under the purview of ruling families, guilds, and faith groups. There is/are the Lorebook(s). Every Kingdom has a Sending Stone. Their partner stones may or may not be on Kin. The fallen Kingdoms Stones were collected by the conquering peoples. Each faith has a Blessed Robe that is passed from leader to leader. Characters know of these by making an INT (Arcana) DC 25 check or a INT (History) DC 30.
Other magic items do exist. Their value is nearly immeasurable. Each has a story. Even a simple +1 longsword is named. Its owner can talk about how she earned it, and how that person earned it or how they died.