Magic within city limits is tolerated but tightly restricted. The Crown and the Church view unchecked arcane power as a threat to public order and divine law.
Legal spellcasting inside any walled city requires an official permit.
Carrying permitted magic items (wands, scrolls, staves, etc.) is exempt from the permit requirement.
Applicants register at a major city’s Arcane Registry.
Cost: 250 gp (non-refundable).
Required: full name, place of birth, known schools of magic, and a live magical demonstration before a High Mage.
Successful applicants receive a sealed parchment permit listing:
Name
Skill level (Amateur / Expert / Master)
Approved schools of magic
Permits expire after 5 years and must be renewed (same fee and demonstration).
All combat spells are limited to Touch range via a binding rite performed during registration.
Death, Core, and Blood Magic are strictly forbidden everywhere in the kingdom — punishment: execution.
Unregistered (“hedge”) wizards and sorcerers face banishment or death.
Casting without a permit = immediate arrest.
Mages may also legally practice under:
Noble Patronage — granted resources and greater leeway in exchange for service (war, research, governance).
Faith of the Final Light — sanctioned healers, diviners, and battle-priests enjoy church sanctuary and protection.
Elite arcane investigators trained to detect and track magical activity.
Equipped with enchanted lenses, runes, and ambient-sensing tools.
Can follow even faint magical “scent” days after a spell was cast.
Usually operate alone or in pairs; rarely powerful but subtle.
Primary enforcers against rogue mages and illegal spellcasting.
Spellcasters who operate outside the law.
Considered high-threat outlaws.
Frequently mask their auras and live disguised as commoners.
Skilled in illusion, misdirection, and evasion of Trace Seekers.
After the Treaty of the Root (1204 AC) ended the magic prohibition, King Meleborn Whiteshield ordered every major keep, castle, and city fortified with Runik Essence wards.
These ancient runes:
Severely weaken or suppress spellcasting inside their area of effect.
Block astral projection, scrying, teleportation, and oneiromantic (dream) infiltration.
Remain active to this day as the kingdom’s primary defense against magical assault or subversion.
Ready to paste directly into LegendKeeper, Obsidian, or any Markdown notes. Perfect for player handouts or your secret GM bible!

Teyn
Most powerful kingdom of the Forklands, home of Vheod Whiteshield and the Gods of the Final Light.