The Assembly – The Guild of Mages
Contents
The Assembly is the foremost authority on magic in Velantis, dedicated to unraveling the mysteries of the Weave, preserving arcane knowledge, and pushing the limits of magical experimentation. Scholars, researchers, and battle mages alike seek entry into this esteemed guild, though few truly understand the power struggles and hidden dangers that lie within its ranks.
While many view them as the guardians of magic, others whisper that the Assembly’s endless pursuit of knowledge has led to forbidden experiments and arcane catastrophes best left buried.
Guild Structure & Ranks
The Assembly follows a strict hierarchy, where rank determines both authority and access to magical knowledge. Progression is earned through scholarship, contribution, and mastery of magic.
The Three Archmages (Rank 7 – White/Grey/Black Robes)
The Assembly is ruled by three Archmages, each embodying a different philosophy of magic:
- Ashru Meleth (White Archmage) – A Female Gregling, guardian of preservation and tradition.
- Zeelea Klik (Grey Archmage) – A Female Aven, focused on balance and pragmatism.
- Orru Frailface (Black Archmage) – A Male Goblin, devoted to innovation and risk-taking.
The Archmages settle disputes, dictate magical law, and oversee the Assembly’s greatest experiments.
The Council of Grand Masters (Rank 6 – Purple Robes)
The Grand Masters are second only to the Archmages, handling the daily administration of the guild. They assign research projects, oversee magical ethics, and enforce the Assembly’s laws on spellcasting.
Masters (Rank 5 – Blue Robes)
Masters are the highest-ranking instructors and researchers. They teach, guide, and evaluate the magical progress of lower-ranking members.
Adept Scholars (Rank 4 – Green Robes)
Adepts gain access to restricted magical knowledge and often specialize in a field of magic, such as transmutation, necromancy, or divination.
Disciples (Rank 3 – Yellow Robes)
Disciples are students of intermediate magic, expected to contribute research or magical service to advance.
Initiates (Rank 2 – Orange Robes)
Initiates have proven their basic magical competence and begin their formal studies in the Assembly.
Apprentices (Rank 1 – Red Robes)
The lowest rank, Apprentices are new recruits who have passed their entrance trial and are still learning the fundamentals of magic.
Each member also wears silver stars on their robes, equal to their rank. These stars indicate seniority within the rank.
Philosophy & Code
The Assembly believes that magic must be understood, controlled, and advanced. Their core tenets include:
- “Magic is knowledge, and knowledge is power.” Understanding magic is the key to controlling it.
- “The Weave is not to be feared, but mastered.” Fear of magic leads to stagnation, while discovery leads to progress.
- “The laws of magic are ever-changing.” Arcane research must never cease, even if it challenges existing beliefs.
- “All discoveries belong to the Assembly.” Any mage who creates a new spell or finds a magical artifact must share their findings with the guild.
While the Assembly seeks to prevent reckless magic use, they also conduct dangerous experiments in secret—many of which have led to disasters that altered the fabric of reality.
Magical Domains & Research
The Assembly controls the largest magical libraries and laboratories in Velantis, specializing in:
✅ Spell Research & Innovation – Creating new magic, modifying spells, and uncovering lost incantations.
✅ Artifact Study & Enchantment – Identifying, crafting, and enhancing magical items.
✅ Planar Exploration – Studying portals, extraplanar beings, and the very nature of reality.
✅ Divination & Chronomancy – Peering into the past, present, and possible futures.
✅ Magical Law & Ethics – Establishing rules for spell usage, preventing magical disasters, and overseeing rogue magic users.
Despite their scholarly nature, the Assembly maintains battle-mages and magical enforcers to deal with rogue spellcasters and magical threats.
Rivals & Conflicts
🔻 The Maskarrans (Thieves’ Guild) – The Assembly despises the Maskarrans for trafficking in forbidden magical items and profiting from arcane relics. The thieves, in turn, mock the Assembly for hoarding magic for themselves.
🔻 The Deathstalkers (Assassin Guild) – While most magic protects against common threats, the Deathstalkers have ways to bypass arcane defenses, making them a constant nightmare for mages.
🔻 The House of Gond (Inventors’ Guild) – The Assembly sees magic as the ultimate force, while the House of Gond believes technology and invention can surpass it.
🔻 Certain Religious Orders – Some groups oppose magic entirely, believing it disrupts the natural order. This has led to witch hunts in certain regions, forcing the Assembly to operate carefully.
Symbol & Calling Cards
- The official symbol of the Assembly is an open book with a radiant eye—symbolizing knowledge and insight.
- Their robes signify rank, progressing from red (apprentice) to white/grey/black (archmages).
- Members carry inscribed medallions, enchanted to identify them as part of the guild.
- Forbidden experiments are marked with an obsidian seal, warning others of their dangers.
Recruitment & Membership
Mages do not simply join the Assembly—they must prove their worth. Candidates must:
- Demonstrate magical aptitude.
- Pass an entrance trial, usually a test of knowledge or spellcasting.
- Swear an oath to share their discoveries with the guild.
- Contribute research or magical service to advance in rank.
Those who violate guild laws—such as hoarding spells or conducting reckless magic—are hunted down and stripped of their powers. Some are even sealed away in arcane prisons.
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