# The Arcane Conclave – Wizards’ Guild of Duskwatch ## Overview The **Arcane Conclave of Duskwatch** is the official wizards’ guild of the city, sanctioned by the Mayor’s office and the Council of Families. It provides structure, education, and accountability for those who practice arcane magic. Unlike the secretive Verdant Veil hidden in the thicket, the Conclave is public-facing—maintaining records, teaching apprentices, and lending magical aid in times of civic crisis. Their headquarters is a tall stone spire in Duskwatch’s southern quarter, visible from the market square. While younger than the Verdant Veil, the Conclave carries civic authority: only guild-registered mages are allowed to openly practice magic within Duskwatch’s walls or the surrounding region. --- ## Membership - **Guild Mages:** 30–40 registered practitioners of magic. - **High Arcanist:** Elected leader, who represents the guild in Duskwatch’s council. - **Council of Nine:** Senior wizards from different schools of magic, responsible for governance. - **Apprentices:** Dozens of younger students who train under guild mentors. Membership is open to any arcane practitioner who demonstrates competence and pays dues. Foreign mages, traveling adventurers, and even sorcerers may be admitted, provided they agree to the guild’s rules. **All who intend to stay in Duskwatch or the Deadwood Glade region and practice magic must register with the Arcane Conclave.** This law is enforced by both the guild and the militia. --- ## Rules of the Conclave 1. **Registration Required** – All mages in Duskwatch or the surrounding region must be guild-registered. 2. **No Reckless Casting** – Spells that endanger civilians or property without sanction are forbidden. 3. **Dues** – 5% of all magical earnings go to the guild to fund wards, libraries, and apprenticeships. 4. **Defense of Duskwatch** – In times of crisis, the guild must contribute spellcasters to the city’s defense. 5. **Respect the Verdant Veil** – While separate, the secretive wizards in the enchanted thicket are not to be antagonized. Disputes are settled by the High Arcanist directly. --- ## Current Leadership - **High Arcanist Meriel Draeven** – Half-elf abjurer, calm and authoritative, serves as the guild’s public face. - **Magister Corven Ashryn** – Human evoker, oversees the militia’s magical needs. - **Archivist Veylora Nymm** – Elven diviner, keeper of spell records and city wards. - **Master Harlun Tross** – Dwarf enchanter, strict enforcer of magical ethics. --- ## Role in Duskwatch - **Education:** Apprenticeship programs for young mages, ensuring Duskwatch has a steady supply of competent spellcasters. - **Regulation:** Prevents rogue casters from running wild in the city or surrounding glades. - **Defense:** Maintains wards around the market and docks, and provides magical artillery when Duskwatch is threatened. - **Politics:** Often sides with Mayor Elira in disputes, though some members quietly align with South Angoria. --- The **Arcane Conclave** ensures that magic in Duskwatch serves the city’s people rather than endangering them. Registration, education, and civic duty make the guild both a respected authority and a silent watch against the misuse of power.