Neither continent has a unified legal framework for magical practice, but both have norms, customs, and local regulations that govern how magic is used in civilized society. The general principle is pragmatic: magic that contributes to the community is welcomed; magic that harms, deceives, or destabilizes is punished. The specifics vary by jurisdiction.
In Runeswick, the Arcane Academy serves as a de facto regulatory body for magical practice within the city. Practitioners are expected to register with the Academy, and certain categories of magic—necromancy, enchantment, and high-level evocation—require certification to practice legally. These regulations are enforced by the Rune Guard’s Crown’s Shield division, which includes members trained to detect and counter unauthorized magic. Penalties range from fines to imprisonment, depending on the severity and intent.
On Osan, regulation is more fragmented. Runewick maintains its own magical oversight, modeled loosely on Runeswick’s system. Zumora self-regulates through the Elven Sages. Nin’Durahl has strict prohibitions against unauthorized magic within the mountain city—a holdover from the sealed vault’s security protocols. Smaller towns rely on the Elder Sage Council’s guidance and the Rangers Guild’s ability to identify and report magical threats. In practice, a competent mage who uses their abilities responsibly will face little interference. A mage who causes problems will find that the law catches up quickly, even in places where the law is informal.
The Glowstone reactivation is testing these frameworks. Glowstone is now a magical material, and its trade, possession, and use are increasingly subject to regulation. Wyndmoore has imposed export controls. The Council of Lords is debating continent-wide restrictions. The Keswick monarchy has commissioned the Arcane Academy to study the reactivated material. And the criminal organizations described in Chapter 9 are exploiting the regulatory confusion to smuggle Glowstone past every checkpoint that has been established.
Cross-References
Chapter 2: Cosmology & the Loom — Full detail on the Loom, the Weaves, the Divine Veil, and the Fray.
Chapter 3: The Twelve Gods — Each deity’s domain and their associated school of magic.
Chapter 4: History of Voxana — The Divine War, the forging of the Arcane Stones, and the Split.
Chapter 6: Geography — Osan — Wyndmoore (Glowstone epicenter), Zumora (Elven Wizarding School), Nin’Durahl (sealed vault).
Chapter 7: The Sea of Lament — The Veiled Isles, Deep Ruins, and maritime magical instability.
Chapter 9: Factions & Organizations — The Elder Sage Council, the Arcanum Divinorum, and the Cult of the Veiled One.
Chapter 11: Threats & Mysteries — The Glowstone reactivation, the Rot, and the Fray as existential threats.
End of Chapter 10: Magic & the Arcane
Continue to Chapter 11: Threats & Mysteries