
What this guild is about
Spirits in a sceptre.
Sorcerers open a path to another plane, ensnare a spirit and bind it into a feathered ram-skull sceptre. The Conclave keeps a dangerous magical tradition alive after the fall of Okka. Its power comes from controlling unwilling beings and invisible energy currents, backed by the defensive teachings of an old, isolated order.
For a sorcerer, getting power and controlling it are separate tasks. A spirit brought into the world still has to be linked, commanded and kept to your purpose, and energy needs a pathway before you can steer it, so under the sinister look the guild is careful and technical. The Conclave is also a gathering of survivors who kept their craft after losing the god they followed. Choose it if you like preparation that changes what you can do in a fight, and magic built around binding, command and planar knowledge.
You might feel at home here if…
- You like preparing the pathway, the spirit and the binding.
- You want control to be a skill you develop.
- You’re drawn to an old planar craft.

Lore & origins
The craft after the god’s fall
The Conclave of Sorcerers calls itself what remains of the old masters after years of self-imposed exile. Its early members followed the god of Magic. Now they carry on a practice unlike other magic in Aegic, drawing on powers and energies from other planes, above all the realm of Magic itself. Ancient dark elves are the historical core of the order, which survives on its knowledge and the people who keep it, with no god to answer them.
Varael Xarimas, master of apprentices, says it plainly: the Conclave no longer has a god. He also recalls an old enmity with the Mages of Valkor, so old that today’s mages may not remember how it started. The order shelters what is left of another tradition too. Varael speaks of Ariaxum and the few survivors of the Crimson Guard, whose defensive teachings help keep the sorcerers alive.
The tower’s rooms divide the Conclave’s arts. Apprentices study among strange charts and runes. The Conjurers work in an almost empty chamber, with nothing to distract them while they deal with beings from other realms. Energy Manipulators learn to see and redirect currents invisible to untrained eyes, and the defensive training grounds lie below. The feathered ram-skull sceptre ties it all together: linked spirits give up their bodies and are bound inside it, so it is both a focus and a cage.

A place in the world
The Conclave’s tower stronghold
A central training chamber links the tower’s specialist rooms. Bare stone rooms serve conjuration and energy work, and the arena below keeps the defensive teaching alive. Nothing in them distracts, which matters when the things being summoned would rather escape.
Read about the worldTheir role in a fight
Command what you bind.
You bring spirit-powered magic and planar energy into battle. The preparation is part of the role: you need the right links, commands and the skills that make them work. Your power depends on the spirits bound in your sceptre, so you have to understand and maintain that bond.

With a party
Come with your spirits ready and use your magic to support the party’s plan. The party can give you room to work, but controlling your bound spirits is still your job. The Conclave’s defensive teaching also prepares you for the moments when physical danger reaches you.
On your own
Alone, pay close attention to the whole process: opening a pathway, ensnaring a spirit and making a usable link. Energy Vortex is an attack in its own right as well as part of the preparation. Get comfortable with the system before facing stronger dangers, because a spirit that escapes its link becomes a problem of its own.
Trade-offs
A summoned spirit is not a loyal one. Spirits may want their binder dead, and an aggressive escaped spirit can keep the sorcerer’s energy trace. Your control skills and protective preparations matter. Much of the guild’s complexity is in managing these bonds and their prerequisites, not in picking a damage spell.
Abilities
Signature abilities
Energy Vortex
Open a planar pathway
Open a connection that can carry energy or living beings between planes. Ensnaring spirits needs it, and it has other specialised uses; cast at a foe, a small vortex drains life force. Each use needs its own skills.
Ensnare Spirits
Bring a spirit within reach
Catch spirits from the plane of Magic through an Energy Vortex. You need a working pathway first. Ensnaring gives you the spirit, but linking it and directing its power are separate lessons.
Spirit Link
Bind a spirit into the sceptre
Bind or cage a spirit, forcing it to give up its body and withdraw into your sceptre. Once it is linked, you can command it if you know how. This is why the sceptre matters: it holds the beings your power comes from.
Command Spirit
Turn a link into usable power
A bound spirit still has to obey. This skill teaches spoken and mental command, so you can force a spirit’s powers into service. Spirits pay little attention to body language, and many are hostile to their binder. Command strongly affects your spell power.
Progression
Earn the knowledge to command.
The Conclave teaches apprentices the basics of spirit lore, command and energy control, and its specialised traditions build on them. Conjurers focus on the links and knowledge needed to control beings from other realms; Energy Manipulators study the currents that move power between places and planes. Defensive training is taught in the stronghold too, and the sceptre carries guild guidance as well as its magic. Learn a small, reliable preparation routine first and build from there.
Play Icesus
Make a character
and try a guild.
Pick a race and a first profession, then meet your guild’s teachers in the game.





