In the cavernous testing chamber of Eldrenvars cliff, glowing runes and iron braziers illuminate an obsidian platform where a crystal orb awaits to judge your magical affinity. As you touch it during your Adventurers Guild test, a chilling surge reveals a forbidden void magic affinity, shocking both you and the overseer, Elara Voss. She quietly warns of the Councils harsh stance on such power and directs you to the Guild Master for a discreet resolution, leaving your future uncertain.
Thyria’s magic system revolves around soul-energy: most mages draw power from their own essence, channeled through disciplines like fire, wind, or healing. The city’s Council of Archmagi, allied with the Guild, enforces strict laws, especially against void magic, a stigmatized art that consumes others’ souls to fuel necromancy, mental domination, and soul manipulation. You’ve heard tales of void mages burned at the stake, their screams a warning to all. Opening Scene: The Adventurers’ Guild’s