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  1. Thalosar
  2. Lore

Mage Guild of Thalossa

Overview

The **Mage Guild** is the regulatory and scholarly body overseeing the use of rune magic across Thalossa. From their seat at the **Tower of Dusk**, they train apprentices, license runebinders, and enforce laws on the practice of magic. While their role is bureaucratic, they also stand at the frontier of magical knowledge — researching runes, experimenting with demon cores, and safeguarding humanity with wards woven into fortresses and cities.

Origins

- Formed in the early centuries of the kingdom, when the dangers of unregulated rune magic nearly tore Thalossa apart.

- Granted authority by the crown to monitor and license all practitioners of rune magic.

- The Tower of Dusk, their central keep, was built on an ancient leyline in the countryside, away from the capital to keep dangerous research distant from civilians.

Structure

- **Archmage of Dusk** – Supreme head of the Guild, guardian of its secrets.

- **Circle of Embers** – An inner cabal tasked with forbidden study, especially demon-core research.

- **Rune-Scribes** – Scholars who craft wards, inscribe glyphs, and empower fortresses.

- **Adept Mages** – Licensed spellcasters deployed to guild halls, armies, and frontier forts.

- **Apprentices** – Novices who study at guild halls before attempting initiation at the Tower of Dusk.

Methods & Beliefs

- **Magic Must Be Regulated** – Unchecked rune-work is dangerous, both to the caster and the Veil itself.

- **Knowledge Is Survival** – By studying runes and demon cores, the Guild seeks to harness powers that would otherwise destroy mankind.

- **The Dusk Creed** – “Order before power, study before mastery.”

- **Secrecy** – Not all knowledge is for public eyes; the Guild guards dangerous truths.

Presence

- **Tower of Dusk** – Their grand citadel in the countryside, housing vast libraries, rune vaults, and the **Chamber of Embers** where demon cores are studied.

- **Guild Halls** – Spread throughout the kingdom, often attached to city chapters of the Order of Dawn or Crimson Standard. These halls regulate and license magic locally.

- **Frontier Agents** – Adepts accompany Crimson companies to inscribe wards, erect barriers, and support Last Light consecrations.

Relations

- **Crown of Thalossa** – Essential allies, entrusted with managing magic so it does not destabilize the kingdom.

- **Order of Dawn** – Cooperative; Dawn knights rely on their wards and enchantments to protect towns.

- **Order of the Crimson Standard** – Partners in expansion, providing wards for forts and roads.

- **Order of Last Light** – Mutual respect, though the Guild considers them too bound by faith; the Guild views itself as scientific, not spiritual.

- **Ashen Vigil** – Uneasy allies; the Vigil sometimes supplies plague-tainted relics from Gloomdeep for study, which the Guild quietly accepts.

- **Dragon Knights** – Close but tense; the Guild perfected the infusion rituals that created the Knights, yet fears what they may become.