
What this guild is about
Reach beyond the world you know.
Open a path to another plane, ensnare a spirit and bind it into a feathered ram-skull sceptre. The Conclave preserves a dangerous magical tradition after the fall of Okka. Its power comes from controlling unwilling beings and invisible energy currents, supported by the defensive knowledge of an old and isolated order.
For a sorcerer, acquiring power and controlling it are different accomplishments. A spirit brought into the world still needs to be linked, commanded and held to your purpose. Energy must have a pathway before you can manipulate it. These relationships give the guild a deliberate, technical character beneath its sinister appearance. The Conclave's history adds another dimension: it is a gathering of survivors who continue a craft after losing the god they once followed. Choose this path if you like preparation that changes what you can do in combat, and a magical identity built around binding, command and planar knowledge.
You might feel at home here if…
- Prepare the pathway, the spirit and the binding.
- Treat control as a skill worth developing.
- Carry an old planar craft into present battles.

Lore & origins
The craft after the god’s fall
The Conclave of Sorcerers describes itself as what remains of old masters after years of self-imposed exile. Its early members had been faithful followers of the god of Magic. Now they gather to continue a practice distinct from other forms of magic in Aegic, drawing on powers and energies from other planes, especially the realm of Magic itself. Ancient dark elves form the institution's historical core. Its continuity rests on surviving knowledge and the people who carry it, rather than on a god who still answers them.
Varael Xarimas, master of apprentices, gives that loss a direct voice: the Conclave has no god any longer. His conversations recall an old enmity with the Mages of Valkor, one so distant that present mages may no longer remember the original dispute. The order also shelters remnants of another tradition. Varael speaks of Ariaxum and the few survivors of the Crimson Guard, whose defensive teachings help keep the sorcerers alive. The stronghold is consequently a place where several diminished histories have found practical reasons to endure together.
The tower's rooms separate the arts that sustain the Conclave. Apprentices study among strange charts and runes; the Conjurers work in a nearly empty chamber, limiting distraction while dealing with beings from other realms. Energy Manipulators learn to perceive and redirect currents invisible to untrained eyes. Below lie defensive training grounds. A feathered ram-skull sceptre unites the work: linked spirits lose their separate bodily presence and are bound within it. The striking object is therefore a working focus and a cage, carrying the source of the sorcerer's power close at hand.

A place in the world
The Conclave’s tower stronghold
A central training chamber links the tower’s specialist rooms. Bare stone spaces serve conjuration and energy work, while the lower arena preserves defensive teaching. The absence of distraction matters when the things being summoned would rather escape.
Explore the world around themTheir role in a fight
Bind the spirit. Master its power.
You bring spirit-backed magic and planar energy manipulation into battle. The preparation behind those attacks is part of the role: you need appropriate links, commands and the skills that make them effective. The sceptre carries a functional relationship with bound beings, so your magical strength depends on understanding and maintaining that relationship rather than merely wielding an impressive staff.

With a party
Arrive with your spirit arrangements ready and use your trained magic to support the group's plan for the encounter. A party can give you room to apply a prepared repertoire, but your control of bound beings remains your responsibility. The Conclave's defensive tradition also recognises that a magic user sometimes has to survive physical danger while carrying out that work.
On your own
Alone, pay particular attention to the complete process of opening a pathway, ensnaring a spirit and making a usable link. Energy Vortex can serve directly as an attack as well as supporting preparation. Build confidence with the system before confronting stronger dangers; a spirit that has escaped its links can itself become an immediate problem requiring your attention.
The choices you make
Summoning does not imply loyalty. Spirit command explicitly deals with creatures that may want their binder dead, and an aggressive escaped spirit can retain the sorcerer's energy trace. Your control skills and protective preparations matter. Players attracted to the imagery should expect a guild whose complexity lives in managing relationships and prerequisites, not only selecting a damage spell.
Power, explained
Signature abilities
Energy Vortex
Open a planar pathway
The sorcerer creates a connection capable of carrying energy or living beings between planes. It supports spirit ensnaring and several other specialised uses; cast at a foe, a small vortex can drain life force. Different applications require suitable skills. This is the practical starting point for the Conclave's relationship with powers beyond Aegic.
Ensnare Spirits
Bring a spirit within reach
This knowledge allows spirits from the plane of Magic to be caught through Energy Vortex. A working pathway is required before living beings can be drawn across. Ensnaring supplies the being you intend to use, but does not complete the process. Linking it and directing its power are separate lessons with their own demands.
Spirit Link
Bind a spirit into the sceptre
Linking binds or cages a spirit, forcing it to withdraw its corporeal presence into the caster's sceptre. Once the link exists, the sorcerer can command the spirit with suitable knowledge. The effect explains the guild item's importance: it holds the beings connected to your power, rather than serving only as a decorative magical focus.
Command Spirit
Turn a link into usable power
A bound spirit still needs to obey. This skill teaches verbal and mental command, giving the sorcerer the means to force a spirit's powers into service. Spirits have little interest in ordinary body language, and many are hostile to their binder. The knowledge strongly affects spell power and makes control central to combat effectiveness.
These are examples from the guild’s wider training. Availability and strength depend on your guild path, skills and current game rules; an initiate starts with a smaller repertoire.
Learning the tradition
Earn the knowledge to command.
The Conclave teaches apprentices the basics of spirit lore, command and energy control before its specialised traditions deepen those foundations. Conjurers concentrate on the links and knowledge needed to control beings from other realms. Energy Manipulators study the currents that let power move between places and planes. Defensive instruction offers another practical strand within the stronghold. The sceptre contains guild guidance as well as its magical role. Learn the steps in a small, reliable preparation routine and expand from there; new power is useful when you understand both how to obtain it and what keeps it under control.
For a first character, the guided builder offers a selection of starting professions. The complete guild reference and in-game teachers explain entry requirements and further training.
A place in the valley
Find the people
you want to become.
Choose a race and a first profession. Meet your teachers, learn your craft, and find the companions who will come to rely on it.
Icesus is a persistent text RPG. The paintings illustrate its world; you play through words.





