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Mage Guild of Thalossa

The Mage Guild

Overview

@The Mage Guild is the sanctioned authority governing rune-based magic within the Kingdom of Thalossa. From their ancient seat in the @Tower of Dusk , the Guild oversees education, licensing, and enforcement of arcane law, ensuring that mortal magic serves mankind rather than destroys it. Though often perceived as bureaucrats and regulators, the Guild also stands at the frontier of magical knowledge, researching lost runes, Veil phenomena, and demon-core stabilization to safeguard the realm.

Magic is power, and power without restraint once nearly ended the kingdom. The Mage Guild exists to ensure that lesson is never forgotten.


Origins

In the early centuries of Thalossa, unregulated rune magic spread faster than understanding. Rogue casters, unstable glyphs, and early demon-core experiments tore cities apart and thinned the Veil between worlds. When these disasters culminated in near-collapse, the Crown intervened.

By royal decree, the Mage Guild was granted absolute authority over rune magic. Their charge was clear: control access, enforce accountability, and contain what cannot be destroyed. The Tower of Dusk, raised upon an ancient leyline far from the capital, became their central bastion—its isolation a deliberate safeguard should knowledge turn catastrophic.


Guildhalls

Magic in Thalossa is not taught in isolation, but through Guildhalls.

Guildhalls are spread throughout the kingdom—in major cities, frontier settlements, and arcane regions where magic is necessary for survival. Each hall serves as a place of training, lodging, research, and community. Some guildhalls are large institutions with dozens of members; others are small, close-knit circles led by a single master.

Each guildhall develops its own customs, rivalries, and internal culture. So long as a Guildmaster maintains arcane law and answers to the Tower of Dusk, the Archmage rarely intervenes. This autonomy allows guilds to flourish while remaining bound to a single legal framework.


Ranks of the Mage Guild

  • Apprentice – Novices studying rune theory, discipline, and safety. No public magic permitted.

  • Adept – Fully licensed spellcasters permitted to practice magic publicly.

  • Master – Veteran mages trusted to teach, lead expeditions, and oversee apprentices.

  • Guildmaster – Head of an individual Guildhall; responsible for discipline and compliance.

  • Circle of Embers – A secret inner cabal charged with forbidden study, including demon-core research and Veil anomalies.

  • Archmage of Dusk – Supreme authority of the Guild and keeper of its deepest secrets.


Regulation of Magic in Thalossa

Magic within Thalossa is governed through capability, permission, and accountability.

The Mage Guild does not determine how magic is learned—only who may wield it openly, and who bears responsibility when it is used.

To the law, magic must always have an owner.


The Rune of Access

All mortal magic begins with the Rune of Access.

This rune is a universal sigil, identical across all Guildhalls and recognized orders, inscribed through a controlled ritual. Without it, a mortal is magically inert—incapable of casting spells, activating magic items, or meaningfully interacting with enchanted artifacts. To such a person, even a relic capable of leveling a city is nothing more than inert matter.

The Rune of Access does not grant permission or knowledge. It merely opens the soul to arcane flow. Possession of the rune alone is not illegal, but it places the bearer under scrutiny.


Guild Marks

The Guild Mark serves as both license and identification.

Each Guildhall bears a unique mark, ritually etched into the flesh of its members upon initiation. When magic is invoked, the mark glows faintly, identifying the caster as sanctioned—and revealing which Guildhall claims responsibility for them.

Public use of magic requires a valid Guild Mark or a recognized organizational charter. To wield magic openly without such sanction is considered unsupervised practice, a criminal offense under Crown law.


The Laws of Magic

Codified in the Treatise of Veiled Fire, arcane practice is divided into three tiers:

Sanctioned Practice

  • Bear a Rune of Access

  • Possess a valid Guild Mark or operate under a Crown-recognized charter

  • Permitted to cast standard spells, activate magic items, and inscribe approved runes

Restricted Practices

(Require authorization from the Tower of Dusk)

  • Advanced ritual arrays

  • Long-range teleportation

  • Golem forging

Forbidden Acts

  • Alteration of the Rune of Access

  • Unauthorized creation of demon-cores

  • Use of chaotic, or Veil-scarred runes

Punishments include rune-severance (the destruction of one’s Rune of Access, often fatal), exile, or execution, depending on severity.


Chartered Exceptions

Certain organizations regulate their own magic internally under Crown charter. Their members do not bear Guild Marks, but still require the Rune of Access:

  • Order of the Last Light – Consecration, funerary rites, plague purification

  • Ashen Vigil – Purge magic and Veil-tainted practices

  • Order of the Dragon Knights – Demon-core infusion rituals unique to their order

These charters are recognized by law, though all remain subject to investigation should abuses arise.


Presence

  • Tower of Dusk – Central authority, rune vaults, forbidden archives, and the Chamber of Embers

  • Guildhalls – Embedded throughout Thalossa and the frontier

  • Frontier Adepts – Assigned to Crimson Standard campaigns to ward forts, roads, and supply lines


Relations

  • Crown of Thalossa – Mutual reliance and oversight

  • Order of Dawn – Cooperative; wards protect settlements

  • Crimson Standard – Essential partners in expansion

  • Order of the Last Light – Respected, though bound by faith

  • Ashen Vigil – Uneasy collaboration over dangerous knowledge

  • Dragon Knights – Powerful creations the Guild both perfected—and fears