• Overview
  • Map
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Quests
  • One-Shots
  • Game Master
  1. The Elder Scrolls: Tamriel
  2. Lore

Mages Guild

Origins – From Outcasts to Institution

The Mages Guild was founded in the Second Era (2E 230) by the Altmer wizard Vanus Galerion, once a member of the Psijic Order. Frustrated by the Psijics’ secrecy and elitism, Galerion envisioned an institution where magic would be taught openly, regulated by law, and made available to all who sought it responsibly.

This was revolutionary. For most of Tamriel’s history, magic was hoarded by secretive orders, priesthoods, or ruling elites. The Guild sought to transform magic into profession rather than mystery. Its mission: to provide magical services, education, and regulation under Imperial sanction.

By aligning with the Empire, Galerion secured legitimacy. The Guild spread rapidly, establishing guildhalls in every province and city, becoming cornerstone of magical life in Tamriel.


Structure and Organization

The Mages Guild was highly organized, functioning as both professional guild and political body.

  • Arch-Mage: Supreme leader of the Guild, headquartered in the Imperial City.

  • Council of Mages: Senior advisors and administrators who govern policy.

  • Guildmasters: Heads of local guildhalls, managing members and resources.

  • Members: Mages of all races and disciplines, granted access to training, libraries, and contracts.

  • Apprentices: Novices under tutelage, often sent on errands or research tasks.

Each guildhall was both academy and workplace, offering magical services to the public — potions, enchanting, spellcasting, and research — for a price.


Role in Society

The Guild’s greatest strength was its integration with everyday life:

  • Spellcasting Services: Healing, enchanting, and spellcraft available to the public.

  • Education: Training for apprentices who otherwise lacked access to magical tutelage.

  • Alchemy and Enchanting: Guildhalls doubled as shops for potions, scrolls, and enchanted goods.

  • Research: Experimentation in magical theory, often dangerous but essential for progress.

  • Adventuring Contracts: Many mages supplemented their income by offering magical aid on quests.

By institutionalizing magic, the Guild lessened fear of sorcery among common folk, though suspicions lingered.


The Guild and the Empire

From its founding, the Mages Guild was inseparable from the Empire. Vanus Galerion’s charter ensured Imperial recognition, granting the Guild monopoly over legitimate magical practice.

  • Imperial Service: Guild mages served as advisors to rulers, battle-mages in legions, and court wizards across provinces.

  • Standardization: The Guild created common frameworks for magic, replacing regional traditions with universal spells and schools.

  • Political Influence: Arch-Mages often advised Emperors, shaping policy. Some accused the Guild of acting as shadow government.

Yet the Guild’s Imperial ties bred resentment, especially in provinces hostile to Cyrodiilic influence.


Rivalries and Enemies

The Mages Guild faced many rivals:

  • The Psijic Order: Galerion’s former peers, who viewed the Guild as reckless and impure.

  • The Synod and College of Whispers: Successors in the Fourth Era who replaced the Guild after its collapse.

  • Necromancers: Outlawed by the Guild under Galerion, necromancers formed their own covens, leading to centuries of conflict.

  • Local Traditions: Nordic shamanism, Dunmeri sorcery, Argonian hist-magic — all clashed with Guild hegemony.

The Necromancer’s War in particular defined the Guild, with Vanus Galerion himself perishing in battle against Mannimarco, King of Worms.


The Guild in the Third Era

The Mages Guild reached its zenith in the Third Era. Every major city had guildhall, and its influence permeated court and countryside alike.

  • Uniform Access: Apprentices of any race could join, making it one of Tamriel’s most diverse institutions.

  • Arcane University: Based in the Imperial City, it became hub of magical learning, home to the famed Imperial Orrery and magical archives.

  • Legitimacy: By regulating magic, the Guild reduced rogue sorcery and made mages respectable professionals.

Yet corruption and infighting often plagued its leadership, and its monopoly drew ire from independent traditions.


The Fall of the Guild

The Oblivion Crisis (3E 433) and the assassination of Uriel Septim shattered the Empire, dragging the Guild down with it.

  • Weakening Authority: With the Empire fractured, provinces withdrew recognition.

  • Necromancer Resurgence: Despite centuries of suppression, necromancers flourished, exposing the Guild’s failures.

  • Collapse: By the early Fourth Era, the Guild had dissolved. In Cyrodiil, it splintered into two rivals: the Synod and the College of Whispers, both claiming its legacy.

The Arcane University fell into disuse, its libraries sealed, its influence broken. The Mages Guild — once symbol of unity — became relic of Septim-era stability.


The College of Winterhold

Though not part of the Guild, the College of Winterhold in Skyrim became its closest surviving counterpart in 4E 201. The College offered magical training and research, though independent of Imperial ties.

Unlike the Guild, the College had no monopoly, often distrusted by Nords who feared sorcery. Yet its survival highlights the void left by the Guild’s collapse.


Culture of the Guild

The Mages Guild fostered a unique culture of professionalism and accessibility.

  • Pragmatism: Magic was seen as tool, not mystery. Services were for sale, not hoarded.

  • Diversity: Apprentices from all races studied together, breaking down provincial barriers.

  • Scholarship: Libraries, laboratories, and experiments defined Guild life.

  • Hierarchy: Advancement was through rank, from apprentice to master, ensuring discipline.

The Guild became community as much as institution, with guildhalls doubling as homes for wandering mages.


Other Information

Public Perception:
To commoners, the Guild was double-edged: useful for healing and enchanting, but dangerous in its experiments. Suspicion never faded entirely.

Symbols:
The Guild’s insignia, a stylized flame, marked guildhalls across Tamriel. Its presence was both invitation and warning.

Relations with Other Factions:

  • Empire: Partner and servant, tied at every level.

  • Fighters Guild: Occasional allies, providing magical support.

  • Thieves Guild / Dark Brotherhood: Enemies when contracts targeted guild members or secrets.

  • Necromancers: Eternal foes.


Legacy of the Mages Guild

The Mages Guild’s legacy is immense. It democratized magic, professionalized mages, and wove sorcery into fabric of Tamrielic society. It fought necromancers, advised emperors, and gave every province access to arcane learning.

Its fall mirrors the Empire’s decline. Where once guildhalls bustled, now only ruins and successor factions remain. Yet its influence lingers in every scroll, every enchanted blade, every mage trained by its system.

The Guild was more than institution: it was age of magic as profession, uniting Tamriel not by conquest but by knowledge. Its collapse left void that no successor has yet filled.

By 4E 201, the Mages Guild is memory — but memory strong enough that even rivals invoke its name, and scholars wonder if, one day, it might rise again.