THe Arcane Federation - the Mage-Lords of Tymora

Origins of the Arcane Federation

When humanity was still in its infancy, no more than wandering nomadic tribes, a bold group of explorers set forth toward an uncharted and foreboding region now known as the Plain of Bones. Drawn by strange omens and whispers carried on the wind, these pioneers stumbled upon a great and terrible discovery, an ancient, sealed tomb, untouched by time, radiating an eerie, arcane power.

At first, they had no means to open the tomb, but something urged them to stay in that inhospitable place. Resources were scarce, and as the days turned to weeks, their numbers began to dwindle. Some fled in search of food and water, never to return, while others perished, their bodies claimed by the relentless desert. Finally, when only twelve remained, the tomb called to them. No record exists of how they managed to open it, only that when they did, their fate was sealed for eternity.

Curiosity, ambition, and perhaps fate itself led them to unearth what should have remained buried. The tomb held secrets long forgotten by civilization, relics of immeasurable magical potency, and knowledge that defied mortal comprehension. The very air around it shimmered with eldritch energies, and within its depths lay tomes, sigils, and artifacts that would forever change the destiny of these twelve survivors.

Upon unlocking the tomb, they were infused with raw magical power, their bodies and minds transformed by the arcane forces they had unleashed. Some claimed it was a gift from forgotten gods, others believed it was a curse from ancient beings seeking a new vessel or escape from imprisonment. Whatever the truth, the twelve emerged changed, no longer mere mortals but something far greater, and perhaps more terrible. This moment marked the birth of the Arcane Federation, a society no longer ruled by strength of arms, but by the mastery of magic and the relentless pursuit of arcane supremacy.

The Founding of the Federation

Guided by an unknown force, the twelve survivors built what is now known as the Arcane Federation, establishing their capital directly above the tomb that had transformed them. They called this city Eldanost, the Eternal Spire, a monolithic beacon of power rising from the heart of the merciless desert. Though the land was barren and unyielding, magic reshaped it. Arcane storms swirled around the city, and shimmering barriers shielded it from the scouring sands. From this capital, the twelve established their dominion over the land, shaping the Federation into a bastion of magical might. Unlike other kingdoms where rulership was determined by lineage or conquest, here, power alone dictated authority. Those who commanded the greatest magic ruled, and none wielded greater power than the original twelve.

The Bloodlines of the First Twelve

As centuries passed, the descendants of these first explorers became the most powerful bloodlines within the Federation, their magic growing stronger with each generation. These bloodlines retained the raw potency of the tomb’s ancient magic and slowly over generations their power increased. Their arcane gifts were unparalleled, and their influence absolute. Each of the twelve bloodlines holds a seat on the Conclave of Sorcerers, ensuring that their ancient legacy remains unchallenged.

To preserve the purity of their power, inter-house breeding is encouraged, if not outright enforced. Marriage between the great bloodlines is seen as a sacred duty, ensuring that the magic running through their veins remains untainted by lesser stock. Those born outside the recognized lineages, no matter how gifted, can never hold a seat within the Conclave. The firstborn of each bloodline is rigorously trained from birth, molded into the next leader who will represent their house in the ruling council.

A Society of Secrecy and Isolation

The Arcane Federation is a secretive and insular society, its people seldom interacting with the outside world. Unlike other human civilizations that engage in trade, warfare, and diplomacy, the Mage-Lords of Eldanost have little interest in worldly affairs. Their focus is singular, magic. The acquisition of knowledge, the refinement of spells, and the pursuit of greater power are the only things that matter.

Rarely do Federation members leave their borders. Instead, they send servants and hirelings to scour the world for rare reagents, forgotten relics, and tomes of lost magic. These agents operate under strict orders, their only purpose to acquire that which may further their masters’ studies. Some nations welcome their gold and arcane services, while others fear their presence, suspecting darker motives behind their endless search for mystical artifacts. The Federation’s isolation has only deepened over time. Their cities are closed to outsiders, and few who enter Eldanost ever return.

The Arcane Code

Despite their secrecy, the Federation follows an unyielding doctrine known as the Arcane Code, a set of laws dictating how magic must be wielded within their society:

The Law of Mastery –One’s station in society is determined solely by their magical strength and knowledge.

The Law of Blood –The ruling bloodlines must remain pure, and only those of the Twelve may ascend to the Conclave.

The Law of Ascension –Power struggles are settled through sanctioned magical duels, ensuring that only the most capable rule.

The Law of Preservation –Forbidden magic, such as reckless time manipulation or the consumption of souls, is punishable by exile or death.

The Law of Knowledge –All magical discoveries must be recorded and safeguarded within the Grand Archives of Eldanost.

Relations with the Outside World

The Arcane Federation is both admired and feared by the other kingdoms of Tymora. Their mastery of magic grants them unparalleled strength, yet their refusal to engage in mundane politics has led to strained relations. The Thalkir see them as reckless, tampering with powers beyond mortal understanding. The scholars of Highwall, on the other hand, covet their knowledge and seek uneasy alliances, trading in magical theory and arcane artifacts.

The greatest enemies of the Federation are those who reject magic entirely. The druids of Verdantmere view them as blasphemers who twist nature’s balance. Even among fellow humans, rumors abound of the Federation’s more sinister practices, whispers of experiments on living subjects, rituals performed in the depths of Eldanost, and spells that should never have been spoken.

Yet, despite their isolation, the Arcane Federation remains a force that cannot be ignored. Their presence is felt across Tymora, even if they choose to remain hidden. Every kingdom has, at some point, been touched by their influence, whether through an artifact unearthed by a Federation agent, a whispered deal made in the shadows, or the ever-present fear that one day, the Mage-Lords of Eldanost may decide the world is no longer worth ignoring.

Playable Classes

Players who choose to hail from the Arcane Federation are limited to Wizard classes only. The Federation’s rigid traditions and structured approach to magic ensure that all of its mages undergo formal arcane training, mastering spells through study, discipline, and rigorous education rather than raw instinct or divine favor.

The Twelve Houses of Magic

The Twelve Houses each strive to master magic in its totality. Some have chosen to specialize in a singular magical force, refining it to its peak, while others explore the interactions and fusion of various magics, seeking new and unpredictable results. Still, a few houses dedicate themselves to uncovering hidden power, delving into lost lore and forbidden secrets.

  • Motto: “From shadow, wisdom. From wisdom, dominion.”

    Philosophy & Role in the Federation:

    House Umbraxix is devoted to the study of celestial forces, particularly the enigmatic dark moon, Umbraxis. Unlike the other moons of Tymora, which illuminate the sky with their celestial glow, Umbraxis remains unseen, existing as a void, a presence felt rather than observed. The scholars of this house believe that its influence extends beyond mortal comprehension, shaping the flow of magic in unseen ways.

    They are astronomers, diviners, and keepers of forbidden knowledge, charting celestial cycles, arcane tides, and cosmic anomalies. Their findings dictate when magic should be cast for maximum potency, influencing rituals, duels, and even major political decisions. Some claim that House Umbraxix can predict the future by reading the stars and moon phases, though they neither confirm nor deny such rumors.

    Yet, their true purpose remains shrouded in secrecy. Some whisper that the dark moon is not merely a celestial body but a sentient force, one that whispers to those who dare listen. House Umbraxix does not deny these claims; they merely warn that not all knowledge should be sought.

    Magic & Specialization:

    House Umbraxix harnesses the unseen energies that flow between the stars. Their spells do not manifest as raw destruction but instead alter perception, distort time, and unravel veiled truths.

    They excel in:

    Void Divination –Gazing into the vast emptiness of the dark moon to glimpse moments of the past, present, and possible futures.

    Gravitational Manipulation –Adjusting weight, altering movement, and bending physical reality with cosmic force.

    Lunar Channeling –Using celestial alignments to amplify spellcasting or weaken opposing magic.

    Veil Magic –Shrouding places or people in cosmic darkness, making them untraceable or immune to certain types of detection. Unlike traditional illusionists, who craft false images, Umbraxix sorcery removes information, causing observers to forget, misinterpret, or overlook something entirely.

    Seat of Power: The Observatory of the Unseen

    Perched high atop a jagged obsidian peak, the Observatory of the Unseen is a paradoxical structure. It appears in multiple places at once, shifting in perception depending on the viewer’s understanding of reality. Some scholars believe the citadel does not physically exist in one place but rather between places, tethered only by the will of its masters.

    Inside, intricate lenses of unknown material track celestial bodies, mapping leyline fluctuations and magical tides. The greatest artifact of the house, The Void Mirror, is a colossal disk of black glass said to reflect not the viewer’s image, but their fate, or perhaps something far worse.

    Culture & Traditions:

    The Ritual of Eclipse –When an eclipse occurs, House Umbraxix gathers in absolute silence within the Void Chamber. It is said that those who listen carefully may hear the voice of the dark moon.

    The Celestial Ascension –Every twenty years, the house selects a single apprentice to ascend the Moonspire, a treacherous climb said to lead to enlightenment, or madness. Few return unchanged.

    The Oath of Silence –Some scholars voluntarily take a vow of silence after uncovering knowledge deemed too dangerous to share. They communicate only through magical means or written word.

    Reputation & Conflicts:

    House Umbraxix is both feared and revered. Some believe they serve the dark moon, while others suspect they seek to harness it for their own ends. While other houses respect their insights, none fully trust them. Their greatest critics, House Aetherion and House Valthyrian, claim that Umbraxix wields knowledge not meant for mortals.

    Their rivals, House Maleficari, argue that true power lies not in observation but in experimentation, leading to numerous philosophical clashes. Yet despite the tension, neither house dares to move against the other, perhaps out of mutual respect, or perhaps out of mutual fear.

    House Umbraxix knows more than they reveal, and reveals only what they wish others to know. Whether they are true scholars or cultists of something far greater, only time will tell.

  • Motto: “From madness, creation. From ruin, rebirth.”

    Philosophy & Role in the Federation:

    House Maleficari thrives on the raw, untamed forces of wild magic. While other houses seek to refine and control their power, Maleficari embraces instability, believing that only through chaos can true innovation arise. They are the experimenters, the risk-takers, the reckless visionaries of the Federation.

    Whereas House Umbraxix gazes into the void seeking knowledge, Maleficari dives into it headfirst, bending reality with unpredictable results. They disrupt the laws of magic, forcing it to manifest in ways no scholar could anticipate. Their sorcery warps flesh, twists energy, and births creatures never meant to exist.

    Many within the Federation view them as dangerous, reckless, even insane, but their results cannot be denied. They have unlocked new schools of magic, pioneered arcane mutations, and forced magic to evolve in ways once thought impossible. While others fear their creations, Maleficari sees only progress.

    Magic & Specialization:

    House Maleficari’s magic is a volatile fusion of elements forming an ever-shifting foundation that rejects predictability. Their magic is unstable, but in that instability lies boundless potential.

    They specialize in:

    Wild Surge Manipulation –Harnessing the chaotic energies of combining diffrent and opposing elemental forces to unleash unpredictable spells with uncontrollable side effects.

    Arcane Mutation –Forcing magical energy to alter living beings, creating new species, enhancing warriors, or twisting foes into grotesque abominations.

    Reality Distortion –Bending the fundamental laws of magic, causing time loops, space shifts, and spells that change with every casting.

    Elemental Grafting –Experimenting with unnatural fusions of mortals and elemental essence, attempting to create the ultimate being.

    Their results range from groundbreaking innovations to horrific catastrophes. There are stories of Maleficari mages turning themselves into living spells, their bodies dissolving into raw energy, while others vanish entirely, their minds pulled into unseen dimensions.

    Seat of Power: The Labyrinth of Ruin

    House Maleficari’s domain, The Labyrinth of Ruin, is a twisting, ever-changing stronghold. Its hallways shift unpredictably, and its walls pulse with unstable energy. What was once a tower may be a cavern the next day, and a courtyard may collapse into a bottomless void without warning. Deep within lies The Chamber of Unmaking, where their most dangerous experiments take place. It is said that reality itself is thin within these halls, and that sometimes, things slip through, things not meant to exist in this world.

    Culture & Traditions:

    The Trial of Unbinding –Young initiates must willingly step into a Wild Magic Rift and survive whatever happens. Some emerge with new abilities; others never emerge at all.

    The Fleshforging Rite –Those who seek mastery must reshape their own bodies using Maleficari’s experimental magic, proving their willingness to evolve beyond human limitations.

    The Chaos Concord –Once per decade, the entire house gathers for a grand magical duel, casting unstable spells upon one another in an event where the only rule is unpredictability.

    Reputation & Conflicts:

    House Maleficari is barely tolerated by the rest of the Federation. Their disregard for structure and ethics makes them a constant source of unease, fascination, and fear. While some houses admire their results, others despise their methods.

    House Umbraxix sees them as dangerous fools, believing that Maleficari plays with forces they cannot control.

    House Mortifex disapproves of their disregard for death and the natural order, seeing their experiments as an affront to mortality itself.

    House Aetherion views them as a stain on magical progress, believing true knowledge comes from discipline, not reckless trial and error.

    Yet, no house dares to move against them, not because of their power, but because no one can predict what would happen if a Maleficari laboratory was destroyed. What horrors would be unleashed? What unstable energies would break free?

    House Maleficari does not follow the laws of magic. They rewrite them. Whether they are the future of the Arcane Federation or its doom, only time will tell.

  • Motto: “The unseen hand moves all.”

    Philosophy & Role in the Federation:

    House Nocthrax is a whisper in the dark, a shadow in the candlelight, a name few dare to speak aloud. Where other houses seek power through raw force or scholarly pursuits, Nocthrax commands subtlety, deception, and the mastery of secrets. Their influence is unseen but inescapable, woven into the very fabric of the Federation.

    They believe that true power is not displayed but concealed, working behind the veil of perception. Assassins, spies, illusionists, and puppet masters, the Nocthrax never strike directly, because they never have to. They are said to control entire blackmail networks, hidden archives, and whispered rumors that can shatter kingdoms.

    Among the Conclave, they are feared rather than respected, for to cross House Nocthrax is to invite an enemy you will never see coming.

    Magic & Specialization:

    House Nocthrax specialise in manipulating the unseen forces that dictate perception, control, and influence. Unlike other houses that seek to master magic, Nocthrax seeks to master people, turning their own minds into weapons.

    Their arts include:

    Arcane Servants –Wielding shadows not just as illusions, but as living entities that obey their will. Darkness becomes a tangible force, suffocating, cutting, or concealing at their command.

    Mind Shrouding –Manipulating perception, erasing memories, or implanting false ones, ensuring that their movements are never tracked.

    Ghostbinding –Binding spirits of the dead into their service, using them as informants, assassins, or unseen spies that pass through walls and whisper through dreams.

    Omenweaving –Reading the threads of fate through shadows, glimpsing possible futures, and subtly altering events to steer history in their favor.

    It is said that if you believe you are alone in a room, you are already being watched by House Nocthrax.

    Seat of Power: The Hollow Citadel

    House Nocthrax has no visible stronghold. Unlike the grand towers and fortresses of other houses, their seat of power cannot be found by those who are not meant to find it. Some say it exists between dimensions, a fortress of shadows that appears only when summoned. Others claim it hides beneath the Federation itself, an underground labyrinth of forgotten tunnels and endless halls where light cannot enter.

    At the heart of this citadel lies The Midnight Archive, a vault of forbidden knowledge, stolen secrets, and forgotten names. Here, House Nocthrax keeps records of every political scandal, every hidden treachery, every whispered deal ever made. No ruler, no mage, no warrior is beyond their reach, not when they know every crime you have ever committed.

    Culture & Traditions:

    The Trial of Silence –Initiates must endure a full year without speaking while navigating a world of hidden messages, veiled instructions, and secret trials. Only those who prove they can command the power of silence earn the title of Nocthrax.

    The Vanishing Rite –Upon ascending to a position of power, a Nocthrax member erases their former identity, burning all records of their birth, name, and past life. From that moment forward, they exist only in the shadows.

    The Pact of Whispers –Each Nocthrax must gather a single secret of immense value and offer it to the Midnight Archive as a rite of passage. This secret will remain hidden—unless they ever betray the house.

    Reputation & Conflicts:

    House Nocthrax is loathed, feared, and begrudgingly respected in equal measure.

    House Aetherion considers them a blight on magical progress, seeing their use of secrecy and deception as a corruption of arcane scholarship.

    House Mortifex views them as defilers of the dead, their use of ghosts an unholy mockery of death’s natural passage.

    House Umbraxix shares an uneasy alliance with them, both houses drawn to the unseen mysteries of the cosmos, though Umbraxix works through prophecy while Nocthrax works through manipulation.

    Despite their many enemies, none dare openly challenge Nocthrax. They do not need armies, warlocks, or dueling champions. Their weapon is fear, and it is the most powerful weapon of all.

    House Nocthrax owns the truth, bends perception, and controls history itself. They do not need to be seen, because by the time you see them, it is already too late.

  • Motto: “Power is the right of those who can wield it.”

    Philosophy & Role in the Federation:

    House Valthyrian embodies the ideal of absolute magical dominance. Where other houses delve into forbidden knowledge, chaos, or subtlety, Valthyrian seeks only one thing, raw, unchallenged power. They are the closest the Arcane Federation has to royalty, believing themselves to be the true inheritors of the First Twelve and the rightful rulers of all magic.

    While other houses bicker, experiment, or manipulate from the shadows, Valthyrian commands. Their presence is one of prestige, might, and ruthless ambition. They believe in strength through mastery, and in their eyes, magic is not merely a too, it is the foundation of authority. To wield great magic is to have the right to rule, and those too weak to control it deserve to be subjugated or erased.

    To House Valthyrian, the Arcane Federation is not a council of equals, it is a hierarchy, and they intend to sit at the top.

    Magic & Specialization:

    House Valthyrian wields Arcane, Fire, and Steel Magic, combining the purest expressions of destructive force, impenetrable defense, and unbreakable willpower. Their sorcery is direct, overwhelming, and utterly devastating.

    They specialize in:

    Arcane Supremacy –The refinement and amplification of all spellcraft, making their magic stronger, faster, and more efficient than that of lesser sorcerers.

    Pyroclastic Domination –Wielding fire not as an untamed element, but as a refined weapon, shaping it into blades, armor, and unstoppable waves of annihilation.

    Runebound Steel –Fusing magic and metallurgy, their warriors wear living armor, wielding weapons that absorb and channel spells, making them arcane warlords on the battlefield.

    Spellbreaking & Countermagic –Asserting control over lesser casters, unraveling enemy spells mid-cast, or even turning hostile magic back upon its caster.

    Their magic is designed for one purpose: to dominate and destroy. No subtle tricks, no diplomacy, only pure, unrivaled superiority.

    Seat of Power: The Imperium Spire

    Unlike the hidden sanctuaries of other houses, The Imperium Spire is impossible to miss. A massive obsidian and gold citadel, it towers over the Federation like a monument to their supremacy. Enchanted banners crackle with runic energy, flames burn endlessly along its battlements, and at its peak rests The Celestial Crown, an artifact said to enhance the power of the ruling archmage a hundredfold.

    Inside, vast training halls, dueling arenas, and spellforges constantly ring with the sounds of battle and power. Every day, students fight for dominance, and only the strongest survive their brutal training.

    Culture & Traditions:

    The Rite of Conquest –Every heir of House Valthyrian must prove their worth by challenging another sorcerer of power to a duel to submission or death. Only victors are recognized as true leaders.

    The Crucible War –At times, Valthyrian gathers its younger members into internal warbands, pitting them against one another to determine who is strongest and most worthy to advance.

    The Eternal Edict –Valthyrian believes magic is meant to be controlled. They actively seek to impose laws, oaths, and magical pacts upon the lesser houses to keep the Federation in check.

    Reputation & Conflicts:

    House Valthyrian is both admired and hated.

    House Aetherion considers them an affront to the pursuit of pure knowledge, seeing their lust for power as arrogance.

    House Maleficari actively opposes them, believing that magic should be wild and untamed, not controlled by an elite few.

    House Nocthrax remains a constant enemy, as Valthyrian seeks to bring the shadows into the light, exposing Nocthrax’s secrets and eliminating their influence.

    House Ignivoss maintains a cautious alliance, as both houses value strength and structure, though Ignivoss resents Valthyrian’s arrogance.

    Despite their enemies, none can deny their strength. Even among rival houses, it is common for young sorcerers to seek training under Valthyrian masters, for there is no finer school of magical might.

    House Valthyrian is the embodiment of magical conquest. Whether as protectors or tyrants, they are the enforcers of the Federation’s will, and they will never kneel to anyone.

  • Motto: “In fire, we are reborn.”

    Philosophy & Role in the Federation:

    House Ignivoss believes that fire is more than destruction, it is transformation. Where others see flames as mere tools of war, Ignivoss sees them as the force of purification, renewal, and evolution. They embrace the ever-burning cycle of creation and ruin, holding firm to the belief that only through fire can one become truly strong.

    They are warriors, pyromancers, and flame-born alchemists, harnessing not just heat, but the essence of fire itself, the spark of life, the inferno of battle, and the embers of resurrection. To House Ignivoss, nothing is ever truly destroyed, it is merely reforged anew.

    Within the Arcane Federation, they serve as battle-mages, war-smiths, and elemental architects, crafting enchanted weaponry, flame-bound constructs, and volatile elixirs. Their mastery of fire magic is unmatched, and their forges burn hotter than any natural flame, melting even the most unbreakable metals.

    Magic & Specialization:

    House Ignivoss wields a potent blend of Fire, Life, and Steel Magic, shaping flame into a force of both destruction and renewal. Their magic is both a weapon and a tool, used to refine and reshape the world around them.

    Their specialties include:

    Phoenix Invocation – Channeling fire’s renewing power, allowing them to heal, cleanse, or even resurrect the fallen. Their greatest mages can revive themselves in flame, rising from their own ashes.

    Living Forgecraft – Infusing flame and steel, forging weapons that burn with unending fire and armor that adapts to its wielder like a second skin.

    Volcanic Wrath – Calling upon eruptions, firestorms, and lava flows, wielding destruction with terrifying precision.

    Soulflame Alchemy –Brewing liquid fire and forging enchanted embers that grant supernatural endurance, strength, or even immortality, for a price.

    Their fire does not merely consume, it transforms, burning away weakness and forging the strong.

    Seat of Power: The Pyrestone Bastion

    The Pyrestone Bastion is a fortress of obsidian and brass, built over a massive volcanic forge that never cools. Here, flames burn in unnatural colors, shifting between gold, crimson, and ghostly blue, each hue representing a different aspect of fire magic.

    At the heart of the citadel lies the Eternal Crucible, It is here that the most powerful Ignivoss artifacts are created, and where initiates must prove themselves by forging their own enchanted weapons with their bare hands, shaping steel through willpower alone.

    Culture & Traditions:

    The Trial by Flame –Every Ignivoss sorcerer must walk through fire unharmed, proving that they have mastered not only their magic but their own fear of destruction.

    The Rite of Reforging –Those who fail in battle are not cast aside, but rather reborn through fire, enduring extreme magical heat to purge weakness from their bodies and spirits.

    The Phoenix Pact –Only the strongest of their kind may undergo the Phoenix Ritual, attempting to harness the power of rebirth. Those who succeed emerge stronger, with flame-infused souls. Those who fail… become the ashes that fuel future spells.

    Reputation & Conflicts:

    House Ignivoss is respected, feared, and admired in equal measure.

    House Valthyrian respects their strength but sees them as reckless, believing that power should be wielded with precision, not passion.

    House Maleficari views them as dangerous zealots, too obsessed with rituals and traditions to truly push magic beyond its limits.

    House Frostvale is their greatest rival, their frozen magic the antithesis of Ignivoss’ eternal flames. The two houses clash at every opportunity, though neither has managed to break the other’s will.

    Despite these rivalries, when war calls, there is no greater vanguard than House Ignivoss. Their flame-born warriors march at the front lines, their armor glowing, their weapons wreathed in eternal fire.

    House Ignivoss does not fear destruction, for in ruin, they find rebirth. They are fire incarnate, and their flames will never be extinguished.

  • Motto: “The heavens hold all answers.”

    Philosophy & Role in the Federation:

    House Aetherion is devoted to the celestial bodies that shape the flow of magic, the Sun and the Three Moons. They believe that the alignment of these heavenly forces dictates the ebb and flow of arcane energy, influencing the potency of spells, the stability of magic, and even the fate of civilizations.

    Unlike House Umbraxix, which delves into the mysteries of the dark moon, Aetherion seeks balance between all celestial forces. They see the Sun as the source of divine illumination, guiding life and magic, while the Three Moons, Lumira (the radiant moon), Silvara (the veiled moon), and Umbraxis (the dark moon) represent cycles of power, knowledge, and mystery.

    House Aetherion’s scholars are celestial navigators, spellweavers, and master diviners, tracking the positions of the moons and the sun to determine the optimal times for casting spells, performing rituals, and unlocking deeper magical truths. They do not simply observe the heavens, they command their influence upon the world below.

    Magic & Specialization:

    House Aetherion blends Arcane, Life, and Air Magic, using celestial forces to enhance vitality, manipulate magical cycles, and shape the unseen winds that guide fate. Their magic is less about direct combat and more about attunement to cosmic rhythms, divine insight, and the harnessing of celestial energy.

    Their specializations include:

    Solar Vitality –Drawing upon the Sun’s radiant power to restore life, accelerate healing, and purge corruption from living beings and magic alike.

    Lunar Harmony –Harnessing the Three Moons’ alignments to stabilize spells, enhance magical focus, and ensure that magic flows properly through the world.

    Celestial Winds –Controlling the unseen currents of air and magic, allowing them to manipulate movement, flight, and the guidance of spells across vast distances.

    Aetherial Resonance –Attuning to celestial forces to augment the strength of other magic users, amplify spell effects, or weaken hostile enchantments.

    They believe that all magic fluctuates with the rhythm of the heavens, and those who understand these rhythms can bend reality to their will.

    Seat of Power: The Celestial Sanctum

    House Aetherion’s fortress, The Celestial Sanctum, is an elevated citadel of white marble and enchanted glass, perched atop the highest peak in the Federation. From its great domed halls, massive orreries track the movements of the Sun and Moons, their shifting alignments altering the flow of magic within the stronghold itself.

    At the heart of the citadel lies The Luminara, a sacred chamber containing three great lunar mirrors and a sun-forged crystal that focuses celestial energy into powerful enchantments. It is said that spells cast within the Luminara resonate across time itself.

    Culture & Traditions:

    The Lunar Vigil –During a full eclipse, Aetherion sorcerers enter a deep trance, meditating under the celestial alignment to gain prophetic visions or unlock hidden magical insights.

    The Zenith Trials –Those who seek mastery in Aetherion must endure an entire year attuned to a single celestial body, drawing power only from the Sun, Lumira, Silvara, or Umbraxis, proving their ability to balance cosmic forces within themselves.

    The Solar Ascension –When a new Grand Magister is chosen, they must stand upon the Zenith Platform at high noon, absorbing the full brilliance of the Sun’s power. If they are unworthy, the heat alone will burn them to cinders.

    Reputation & Conflicts:

    House Aetherion is seen as visionaries, advisors, and manipulators of fate, but their devotion to celestial cycles often distances them from the immediate concerns of other houses.

    House Valthyrian views them as dreamers, too focused on cosmic forces while ignoring the real battles of power and conquest.

    House Umbraxix remains both ally and rival, as both houses study celestial forces—but where Aetherion seeks balance, Umbraxix embraces secrecy and hidden knowledge.

    House Nocthrax regards them as dangerous oracles, claiming that Aetherion’s ability to foresee events through celestial movements makes them a threat to those who wish to remain hidden.

    House Ignivoss respects their control over the Sun’s power but finds their obsession with balance frustrating, believing that fire must consume, not be restrained by cosmic order.

    Despite their conflicts, few doubt their wisdom. Even among their enemies, when House Aetherion speaks of an impending celestial event, the world listens.

    House Aetherion does not merely study the Sun and the Moons—they command their influence upon the world. Whether as prophets, enchanters, or seekers of cosmic harmony, they stand at the intersection of fate and magic.

  • Motto: “All things must end.”

    Philosophy & Role in the Federation:

    House Mortifex is devoted to understanding and guiding the natural cycle of life and death. Unlike necromancers, who seek to defy mortality, Mortifex embraces death as an integral part of existence. They do not fear it, they honor it, study it, and ensure its inevitability is never disrupted.

    Among the Arcane Federation, House Mortifex serves as guardians of the dead, spiritual mediators, and enforcers of the natural order. They believe that death is not an ending, but a transformation, and that the souls of the departed must be guided properly lest they linger as restless spirits. Their scholars are funeral priests, soulbinders, and arcane wardens, ensuring that the balance between life and death remains intact.

    To House Mortifex, undeath is an abomination, a violation of the sacred cycle. While they do not openly oppose necromancers, they see them as misguided at best and heretics at worst.

    Magic & Specialization:

    House Mortifex blends Life, Death, and Earth Magic, allowing them to heal, guide souls, and command the earth to embrace the fallen. Their magic is neither purely destructive nor entirely restorative, it is about transition, preservation, and balance.

    Their specializations include:

    Soul Shepherding –Guiding spirits safely into the afterlife, preventing ghosts, wraiths, and other unnatural undead from forming.

    Funerary Rites –Performing rituals that bind lingering souls, consecrate grave sites, and ensure that the dead remain at peace.

    Gravebinding –Calling upon the bones and remains of the honored dead, shaping them into spectral guardians or petrified sentinels that protect sacred grounds.

    Petrification & Ossification –Using earth magic to entomb enemies in stone, reinforce bones to make warriors unbreakable, or turn fallen allies into unshatterable statues of remembrance.

    Unlike necromancy, which raises the dead, Mortifex magic lays them to rest, ensuring that those who have passed do not return unnaturally.

    Seat of Power: The Sepulcher of Eternity

    House Mortifex resides in the Sepulcher of Eternity, a vast necropolis-city carved into the bones of an ancient titan. Its tombs, catacombs, and memorial shrines stretch deep into the earth, and its halls echo with the whispering voices of those who have passed.

    At its heart lies the Ebon Obelisk, a towering monolith that serves as a bridge between the living and the dead. Those who meditate before it claim to hear the voices of ancestors, receiving guidance from souls long departed. The most powerful Mortifex spellcasters can even channel the wisdom of the dead, allowing them to briefly possess their bodies to pass down forgotten knowledge.

    Culture & Traditions:

    The Rite of Passage –Every Mortifex apprentice must spend one year in silence among the tombs, attuning themselves to the whispers of the departed before they may practice magic.

    The Vigil of the Departed –When a great mage dies, House Mortifex ensures their soul is properly guided, performing elaborate rituals to prevent their power from falling into the wrong hands.

    The Tombwarden’s Oath –Mortifex members swear a solemn vow to never raise the dead, and to ensure that those who seek to defy death face the consequences.

    Reputation & Conflicts:

    House Mortifex is seen as solemn, grim, and unwavering in their beliefs. While they do not actively seek conflict, their role as guardians of the dead puts them at odds with certain factions.

    House Maleficari dismisses them as obsessed with rules, claiming that they are afraid to push the limits of magic.

    House Nocthrax respects their ability to bind and silence spirits, but finds their devotion to balance too restrictive.

    Despite their conflicts, many seek House Mortifex’s aid when plagued by restless dead or cursed with unnatural life, for there is no greater authority on death than those who walk beside it daily.

    House Mortifex does not fear death, they honor it. Whether as shepherds of the fallen, keepers of sacred rites, or enforcers of natural law, they ensure that what must pass, passes in peace.

  • Motto: “Darkness is not to be feared, but mastered.”

    Philosophy & Role in the Federation:

    House Tenebris embraces the power of darkness—not as a force of evil, but as the unseen foundation upon which all things rest. Where others fear the void, Tenebris steps into it willingly, seeking to understand its secrets, wield its power, and become one with the unseen world.

    Unlike House Nocthrax, which manipulates shadows for deception and intrigue, Tenebris studies darkness as a fundamental force of the universe. They believe that light and shadow are two sides of the same truth, and that true mastery of magic lies not in illumination, but in embracing the abyss and shaping it to one’s will.

    To House Tenebris, darkness is not the absence of light, but a presence in itself—alive, sentient, and waiting for those who dare to listen.

    Magic & Specialization:

    House Tenebris blends Arcane, Death, and Shadow Magic, allowing them to harness darkness as both a weapon and a veil. Their magic is not wild or chaotic, but precise, controlled, and utterly suffocating.

    They specialize in:

    Void Weaving –Shaping pure darkness into physical constructs, forming armor, weapons, and living shadows that obey their command.

    Soul Eclipse –Temporarily severing an enemy’s connection to magic or life force, rendering them weakened, blind, or powerless.

    Abyssal Phasing –Using shadow to pass through solid objects, teleport between patches of darkness, or render oneself invisible in dim light.

    Nightborn Enchantment –Enhancing weapons and artifacts to draw strength from the darkness, making them more powerful at night or in shadowed places.

    Their power does not come from deception—it comes from absolute dominion over darkness itself.

    Seat of Power: The Eclipse Citadel

    House Tenebris dwells in the Eclipse Citadel, a fortress hidden beneath the eternal gloom of an arcane storm, where the sun never fully shines. The citadel’s halls are constructed of obsidian infused with living shadows, shifting and whispering as if aware of those who walk within them.

    At its heart lies the Abyssal Mirror, an artifact said to reflect not one’s physical form, but their true self. Many who gaze into it never emerge the same.

    Culture & Traditions:

    The Trial of the Void –Initiates must enter absolute darkness for three days, learning to perceive without sight, without sound—only through the flow of magic itself. Those who emerge are forever attuned to the shadows.

    The Eclipse Rite –When the sun is eclipsed, Tenebris gathers in ritual, believing that it is the only time when true enlightenment can be achieved.

    The Covenant of Silence –Some members take a vow of silence, choosing to communicate only through shadow-signs or telepathy, believing that words are unnecessary when one can speak through the void itself.

    Reputation & Conflicts:

    House Tenebris is misunderstood, feared, and sometimes mistaken for heretics, but their influence is undeniable.

    House Aetherion sees them as dangerous, believing that their pursuit of darkness threatens the balance of celestial forces.

    House Mortifex tolerates them but disapproves of their willingness to wield death without reverence.

    House Nocthrax shares a professional respect, but sees them as too obsessed with raw power rather than subtlety.

    House Maleficari accuses them of stifling the unpredictable nature of magic, believing that darkness should be chaotic, not controlled.

    Despite their isolation, when the Federation needs warriors to strike from the shadows, House Tenebris is the first name called.

    House Tenebris does not fear the darkness, they command it. Whether as guardians of the void, masters of shadow, or enforcers of forgotten power, they stand between the light and the abyss, knowing that only those who master the dark can truly understand the light.

  • Motto: “Knowledge must flow as freely as the wind.”

    Philosophy & Role in the Federation:

    House Caelora believes that magic should be shared, not hoarded. Unlike other houses that guard their arcane secrets jealously, Caelora sees magic as a living force, one that must move, evolve, and spread to remain strong. They dedicate themselves to teaching, advising, and guiding the next generation of mages, both within and beyond the Arcane Federation.

    Unlike the other houses, they do not stay confined to the Federation’s borders. Caelora scholars are often the only sanctioned emissaries allowed to travel to other lands, offering instruction in spellcraft, consultation on magical anomalies, and guidance in the development of new arcane techniques. They are mentors, diplomats, and wandering sages, ensuring that magic is not just studied, but practiced and refined by all who seek it.

    Though they wield great power, they see wisdom as a greater weapon than raw strength. They believe that a mage’s greatest duty is not conquest, but understanding.

    Magic & Specialization:

    House Caelora blends Arcane, Life, and Air Magic, allowing them to enhance learning, manipulate magical energies, and shape the unseen forces that influence spellcasting.

    Their specialties include:

    Spellcraft Refinement –Studying, improving, and optimizing spells, ensuring that magic is more efficient, sustainable, and adaptable.

    Winds of Knowledge –Using air magic to communicate across great distances, deliver messages, and even teach remotely through enchanted windborne scrolls.

    Vital Resonance –Enhancing the flow of life energy in students and apprentices, allowing them to retain knowledge faster, resist magical burnout, and refine their spellcasting abilities.

    Leyline Harmonization –Understanding and adjusting leyline fluctuations, ensuring that areas of the world remain stable and accessible for magical practitioners.

    Their magic is not about destruction—it is about discovery, refinement, and enlightenment.

    Seat of Power: The Skyspire Collegium

    House Caelora’s home, The Skyspire Collegium, is the greatest magical academy within the Arcane Federation. Unlike the fixed fortresses of other houses, the Collegium is mobile, floating high above the land, drifting wherever the winds of magic are strongest.

    Its halls are open to all scholars and students of magic, not just members of the Federation. While the other houses train their own bloodlines, Caelora welcomes outsiders, apprentices, and even rival sorcerers, so long as they come in pursuit of knowledge.

    At its heart is the Vault of Winds, a legendary library where books and scrolls do not sit in shelves, but float freely, shifting and reorganizing themselves as knowledge changes over time. The vault is constantly updated by Caelora’s traveling sages, ensuring that new discoveries and refined techniques are never lost.

    Culture & Traditions:

    The Path of the Scholar –Every Caelora mage must spend at least ten years traveling the world, learning from other practitioners, advising fledgling mages, and expanding their own understanding before they may return to the Collegium.

    The Breath of Teaching –Instead of duels, Caelora members prove their mastery by teaching a difficult spell to another mage. Only when their student successfully casts it can the Caelora teacher claim true mastery.

    The Oath of the Gale –Many Caelora choose to never settle permanently, believing that a stationary mind is a stagnant one. They take an oath to always move, always learn, and always guide others on the path of magic.

    Reputation & Conflicts:

    House Caelora is respected as mentors, but often dismissed as idealists.

    House Valthyrian finds them weak, believing that true mastery of magic comes through conquest, not guidance.

    House Aetherion sees them as too focused on immediate applications, while Aetherion prefers long-term cosmic study.

    House Nocthrax tolerates them, but resents their habit of uncovering and spreading magical knowledge that Nocthrax would prefer to keep hidden.

    House Maleficari mocks them, seeing their focus on teaching and structure as a limitation, rather than an advancement of magic.

    Despite these conflicts, Caelora remains one of the most influential houses, as even their enemies send students to learn from them. When a mage wishes to master their craft, it is Caelora’s wisdom they seek.

    House Caelora is the breath of knowledge, the wind that carries wisdom beyond the walls of the Federation. Whether as teachers, advisors, or wandering scholars, they ensure that magic is not just learned, but passed down to those who will shape its future.

  • Motto: “From fire and steel, we create eternity.”

    Philosophy & Role in the Federation:

    House Ferranis is the beating heart of creation within the Arcane Federation, blending magic, metal, and fire to shape the tools of war, industry, and progress. They do not see magic as something to be studied in isolation, it must be crafted, refined, and wielded with purpose.

    To them, the act of forging is both an art and a sacred ritual, where fire is not just heat, but a living force, a companion in creation. Their great furnaces and arcane forges burn hotter than any natural flame, fed by elemental servants of pure fire, bound to their will. These summoned beings stoke the flames, shape molten metal, and power the great workshops where weapons, armor, and enchanted constructs are born.

    Unlike other houses that rely on raw sorcery, Ferranis wields magic through steel, ensuring that even those without arcane talent can wield the power of enchantment through expertly crafted artifacts. They are the Federation’s engineers, war-smiths, and artificers, ensuring that magic is not just theoretical, but practical and unstoppable.

    Magic & Specialization:

    House Ferranis blends Arcane, Metal, and Fire Magic, using their mastery of heat and metallurgy to create constructs, imbue weapons, and enhance warriors.

    Their specialties include:

    Pyro-Forge Enchantment –Binding arcane fire into steel, making weapons and armor that burn eternally, radiate heat, or channel destructive flames.

    Elemental Servant Creation –Summoning and binding fire elementals to act as tireless forge-workers, heating furnaces, shaping molten metal, and maintaining their grand forges.

    Runic Metallurgy –Infusing metal with permanent magical properties, creating indestructible weapons, armor that moves with its wearer, and constructs that obey their creators.

    Living Constructs –Forging arcane golems and sentient weapons, blending metal and fire magic to create warriors of steel and flame.

    Their magic is not wielded like a traditional spell, it is hammered, shaped, and given form, so that others may carry their power into battle.

    Seat of Power: The Ironheart Bastion

    House Ferranis rules from The Ironheart Bastion, a fortress of blackened steel and enchanted bronze, built atop a volcanic rift that fuels their greatest forges.

    At the heart of the Bastion lies The Eternal Crucible, a legendary furnace of white-hot flame, where only the strongest metals, and strongest mages can endure. This forge is kept burning by bound elemental servants, whose existence is tied to the molten heart of the Federation itself.

    It is said that every enchanted weapon, suit of armor, and magical construct created here carries the essence of the Eternal Crucible, making them not just tools, but a legacy of fire and steel.

    Culture & Traditions:

    The Trial of the Forgeborn –Every member of Ferranis must forge a weapon or artifact of their own, using nothing but their hands and magic. It is their first true creation—and will remain with them for life.

    The Emberbinding Ritual –To fuel their forges, Ferranis mages bind fire elementals into servitude, offering them a place in the eternal flame in exchange for their power.

    The Rite of the Infernal Blade –When a great warrior or mage seeks a weapon of unparalleled strength, a Ferranis smith may attempt the Infernal Forging, a dangerous ritual where a blade is bathed in elemental fire until it takes on a life of its own. Many smiths do not survive the process.

    Reputation & Conflicts:

    House Ferranis is respected, feared, and indispensable. Their creations fuel the Federation’s military, infrastructure, and magical advancements, yet their pragmatism and reliance on industry often put them at odds with other houses.

    House Valthyrian is their greatest ally, as both houses believe in strength, discipline, and mastery of magic through force.

    House Aetherion considers them too focused on physical craft, believing that true mastery of magic lies in celestial knowledge, not fire and steel.

    House Maleficari sees them as rigid and unimaginative, arguing that Ferranis shackles fire when it should be left to consume and evolve naturally.

    House Ignivoss respects their control over flame, but believes that fire should be free and unchained, while Ferranis binds it to metal and will.

    Despite these rivalries, every house, whether they admit it or not, relies on Ferranis craftsmanship. When the Federation needs war machines, enchanted weapons, or arcane fortifications, it is Ferranis steel that holds the line.

    House Ferranis does not wield magic like the others, they forge it, temper it, and shape it into the weapons of tomorrow. Whether as artificers, engineers, or war-smiths, they ensure that the Federation’s power is more than words, it is fire, steel, and will made manifest.

  • Motto: “In stillness, strength. In cold, clarity.”

    Philosophy & Role in the Federation:

    House Cryothal believes that true power lies in patience, discipline, and absolute control. Where others wield fire and chaos, Cryothal embraces the unyielding stillness of ice, the unbreakable resilience of stone, and the preservation of knowledge through time itself.

    They see magic as something that should be measured, perfected, and preserved, much like ice preserves life beneath its frozen surface. Unlike the reckless experimentation of House Maleficari or the fluid, adaptable teachings of House Caelora, Cryothal demands perfection and discipline in all things.

    They serve as scholars, judges, and protectors, ensuring that knowledge is not lost to time, and that the Federation remains strong against internal and external threats. While they do not seek war, they are unyielding when provoked, and their warriors are among the most enduring and resilient in the Federation.

    Magic & Specialization:

    House Cryothal wields a blend of Arcane, Ice, and Earth Magic, allowing them to command the cold, shape the land, and enforce absolute order. Their magic is not wild or destructive—it is precise, calculated, and relentless.

    Their specializations include:

    Glacial Binding –Freezing enemies and objects in unbreakable ice, trapping them indefinitely in a timeless, frozen state.

    Stone and Frost Wardens –Crafting golems of ice and enchanted stone, loyal sentinels that guard their strongholds without need for rest.

    Cryomantic Preservation –Using cold magic to preserve ancient tomes, artifacts, and even living beings, preventing decay and ensuring knowledge is never lost.

    Absolute Endurance –Enchanting their warriors to withstand extreme conditions, resist pain, and fight tirelessly, their bodies adapting to become as unbreakable as the ice they command.

    Their magic is not fast, but inevitable—like a glacier slowly consuming all in its path.

    Seat of Power: The Frozen Archive

    House Cryothal rules from The Frozen Archive, an ancient citadel encased in eternal ice, hidden deep within a glacial cavern. The stronghold is said to be impervious to both time and invasion, its walls infused with magic that grows colder the deeper one ventures.

    At its heart lies The Vault of Stillness, a place where secrets, artifacts, and even condemned individuals are sealed away in enchanted ice, trapped in an unchanging state for eternity. Some believe that even the first sorcerers of the Federation may still be preserved within its frozen depths, waiting for the day they are needed again.

    Culture & Traditions:

    The Trial of the Frozen Veil –Every Cryothal initiate must endure a month of isolation within the glacial wilds, surviving only by their magic and willpower, proving their ability to withstand hardship and master control over their own bodies.

    The Rite of Unyielding Will –A Cryothal mage must demonstrate their absolute discipline by casting and maintaining a perfectly stable ice spell for an entire day, without faltering.

    The Silent Vigil –Upon reaching mastery, some Cryothal members take a vow of silence, believing that true wisdom comes not from words, but from observation, patience, and action.

    Reputation & Conflicts:

    House Cryothal is respected for their discipline but often seen as cold, detached, and unyielding.

    House Valthyrian sees them as too passive, believing that true rulers must command, not endure.

    House Ignivoss is their eternal rival, the clash between fire and ice manifesting in centuries of philosophical and magical duels.

    House Maleficari considers them stagnant, arguing that Cryothal’s obsession with control stifles magical progress.

    House Caelora finds them too rigid, believing that magic should be free and ever-changing, not frozen in time.

    Despite these differences, no house doubts their strength. Cryothal is unmovable, unbreakable, and eternal, ensuring that the Arcane Federation never crumbles, no matter the storm.

    House Cryothal does not seek conquest or chaos—they are the foundation upon which all things endure. Whether as guardians of knowledge, masters of preservation, or warriors of unyielding resilience, they stand as the Federation’s shield, unbroken and everlasting.

  • Motto: “Through change, we ascend.”

    Philosophy & Role in the Federation:

    House Veneficus is devoted to the study of transformation, alchemy, and the limitless potential of magic to reshape reality. Where other houses seek to wield magic as a weapon or a means of control, Veneficus believes that magic is the ultimate catalyst for change, both in the world and in oneself.

    They see no boundary between magic and science, blending alchemy, spellcraft, and biological transmutation to push the limits of what is possible. Their members are scholars, experimenters, and arcane chemists, responsible for creating the Federation’s most advanced elixirs, magical catalysts, and reality-altering formulas.

    Unlike House Maleficari, which revels in the unpredictability of wild magic, Veneficus pursues structured and intentional metamorphosis. They do not destroy, they refine, improve, and evolve.

    Magic & Specialization:

    House Veneficus blends Arcane, Life, and Metal Magic, allowing them to alter physical properties, enhance the human body, and create powerful magical substances.

    Their specializations include:

    Transmutation Mastery –Changing the form, structure, or nature of materials, turning stone into gold, metal into liquid, or even flesh into something new.

    Arcane Alchemy –Brewing potions and elixirs that grant enhanced strength, intelligence, or magical power, as well as poisons and mutagens with devastating effects.

    Fleshcrafting –Experimenting with biological transmutation, allowing them to enhance physical traits, grow new limbs, or even reshape a being entirely.

    Living Metal –Creating alloys infused with magical energy, producing weapons, armor, and constructs that can repair themselves, adapt to their wielders, or shift forms at will.

    Their magic is not about destruction, but refinement—turning the mundane into the extraordinary, and the ordinary into something beyond mortal comprehension.

    Seat of Power: The Crucible of Ascension

    House Veneficus resides within The Crucible of Ascension, a towering laboratory-city of glass domes, alchemical chambers, and transmutation forges, where the air is thick with the scent of rare reagents and ever-changing fumes.

    At its heart lies The Philosopher’s Furnace, an ancient forge where base materials are broken down and reconstructed at the molecular level. Legends whisper that it holds the secret to the creation of true immortality, but whether this is truth or myth remains unknown.

    Culture & Traditions:

    The Trial of the Elixir –Every Veneficus apprentice must craft and consume a potion of their own design, proving their understanding of alchemy and transmutation. Some emerge enhanced beyond their former limits—others are never seen again.

    The Rite of Perfected Form –Those who seek mastery in Veneficus must undergo self-transmutation, altering their body in a way that reflects their pursuit of magical perfection.

    The Arcane Catalyst Concord –Every decade, Veneficus gathers to test and present their greatest discoveries, showcasing elixirs, spells, and devices that could reshape the future of magic itself.

    Reputation & Conflicts:

    House Veneficus is seen as visionary, dangerous, and often controversial.

    House Valthyrian respects their pursuit of magical refinement, but finds their obsession with bodily enhancement unnecessary.

    House Mortifex considers them blasphemous, believing that flesh and form should not be altered so carelessly.

    House Ferranis respects their metal transmutation abilities but disagrees with their unpredictable approach to experimentation.

    House Maleficari sees them as too restrained, believing that magic should be wild and chaotic, not carefully measured and refined.

    Despite these conflicts, many houses seek their elixirs, potions, and alchemical enhancements, even as they question the ethics of their experiments. House Veneficus does not accept limits, they break them. Whether as alchemists, transmuters, or pioneers of magical evolution, they shape magic not as it is, but as it could be.

Whispers of Forbidden Knowledge: The Unraveling of Arcane Secrets

Over the last few decades, a subtle but undeniable shift has taken place within the Arcane Federation. Scholars and hirelings, once confined to the great libraries and laboratories of the Twelve Houses, have been seen scouring distant markets, navigating black-market trade routes, and making deals in the darkest alleys of Tymora’s hidden underworld. They seek something beyond rare reagents or forgotten scrolls, something that should not be found.

At first, these dealings were dismissed as the usual pursuit of knowledge. But as time passed, the pattern became more alarming. Artifacts long thought destroyed have resurfaced, dangerous tomes once sealed away have changed hands, and whispers speak of forbidden texts being copied and circulated in secret.

Some believe that certain houses have begun pursuing knowledge once deemed untouchable, crossing lines that even the Federation’s most ambitious scholars dared not breach. While no direct evidence has surfaced, it is said that spells once thought lost to time have been cast in the shadows, and names long erased from history are being spoken once more.

The Watching Ones Stir

Even more disturbing is the increased presence of the Watching Ones, the ancient spirit beings who observe, judge, and occasionally intervene in mortal affairs. These entities, aloof, enigmatic, and beyond comprehension, have begun to gather in numbers never before seen, their silent forms appearing in the skies and hidden corners of the Federation’s lands.

The Watching Ones are neither benevolent nor malevolent, but they are drawn only to those who tamper with the boundaries of existence. Their presence has long been an omen of great discoveries r catastrophic ruin.

Scholars speculate that their sudden congregation means one of two things:

The Federation is on the verge of uncovering something long buried, something powerful enough to shake the foundations of magic itself.

Or.

Certain mages have already succeeded, unlocking knowledge so dangerous that even the Watching Ones have taken notice.

The Unspoken Fear

Rumors swirl that a faction within the Federation has crossed into the realm of the truly forbidden, conducting experiments on forces once purged from history. Some fear they have begun to manipulate the essence of existence itself, tampering with the fabric of life, death, and magic in ways not seen since the cataclysmic wars of old.

The Federation’s ruling Conclave has remained silent, issuing no public statements. But the recent increase in disappearances, magical anomalies, and unexplained deaths suggests that not all is as it seems within the Federation’s halls. Some houses have tightened security, while others have begun to purge their own ranks, hunting for heretics among their own bloodlines.

It is no longer a question of whether the Arcane Federation is on the brink of a revelation, but rather, whether it will survive what comes next.

The Exile of the Bloodlines: A Generation Scattered

More than ever before, the younger members of the Federation’s great bloodlines are being sent beyond its borders, placed in academies, courts, and magical enclaves far from the Federation’s lands. Officially, these departures are framed as a new era of mutual learning, an effort to strengthen ties with foreign mages and foster greater cooperation across Tymora.

Yet, among those who watch closely, few believe this narrative.

Some whisper that this exodus of youth is not a diplomatic mission, but a desperate safeguard against an unseen disaster. It is no secret that the Federation’s pursuit of forbidden knowledge has drawn the attention of forces beyond mortal understanding. The increased presence of the Watching Ones, the unspoken turmoil within the Federation’s halls, and the frantic search for lost magic all suggest that something is coming—something so dire that even the great Houses are preparing for the possibility of their own downfall.

If the Federation falls, it will not be to an enemy’s blade, but to its own unchecked ambition.

And so, the heirs of the bloodlines are quietly being sent away, concealed under the banner of study and diplomacy, placed in foreign kingdoms, magical academies, and noble courts where they can learn, grow, and most importantly, survive.

What Are They Preparing For?

Theories vary. Some believe the Federation has unleashed something beyond their control, an experiment gone too far. Others suspect that the Conclave itself is fracturing, and a civil war among the great Houses is inevitable. The most paranoid whisper that the Federation is preparing for a world-ending event, ensuring that their bloodlines persist so that one day, they may return to rebuild what was lost, if the world still exists to be rebuilt.

Whatever the true reason, this displacement has led to a new and unexpected phenomenon: a generation of young, ambitious Federation-trained mages now walk among the courts and battlefields of foreign lands, eager to prove themselves.

For centuries, Federation mages were secretive, insular, and distant, rarely seen beyond their homeland unless on specific assignments. Now, these younger exiles, raised in the Federation’s rigid traditions but thrust into the wider world, are seeking to carve out their own legacies, forge alliances, and test their power against the unknown.

Some will become respected advisors and arcane scholars, lending their knowledge to foreign rulers and academies. Others will be hunted as spies and usurpers, accused of acting as the Federation’s hidden hand. And some, perhaps the most dangerous of all, will see the world for what it is and choose not to return at all, breaking from their bloodlines to forge their own paths.

Whatever the case, one thing is certain: the Arcane Federation’s influence is no longer confined to its borders.