Thieves & Kings
Magos - The Gray Voyager
The Lord of Knowledge, The Binder of What is Known, Lord of Spells – God of Knowledge, Energy, Magic and Mages
Magos concerns himself in the advancement and preservation of the magical arts. Worshiped by all manner of spell-casters, wizards and sorcerers alike, he is considered a crotchety old creature with a wry wit and a ceaseless dedication to collecting all magical lore. He has appeared commonly as a white-bearded old man, wearing antique clothing and wielding his powerful, gem-topped Old Staff. In most older art, he is depicted as an ancient hierosphinx, often accompanied by his raven messengers.
Reason is the best way to approach magic, and magic can be examined and reduced to its component parts through study and meditation. Maintain calm and use caution in your spell casting and magic use to avoid making mistakes that even magic cannot undo. Use the Art well, and always be mindful of when it is best not to use magic. Teach the wielding of magic and dispense learning throughout the Dominions that the use and knowledge of magic may spread. Live and teach the idea that with magical power comes grave responsibility. Learn every new spell you uncover, and make a copy for the local Shek-Pvar guildhall. Do not hoard your knowledge, and encourage creativity in all things magical.
Magos’ clerical domains include Arcana and Knowledge.
The clergy of Magos include monks and wizards, though few are single-classed. These individuals are known collectively as the Magestrati, and often operate as couriers between the various guildhalls of the Shek-Pvar. They tend to dress in impractical clothing with highlights to accentuate the fact they are mages.
There is a temple or shrine in every mage’s guild on the planet, and as such its clergy are widely adapted to the needs of the local folk. At these shrines, the clergy force the Magebond on its mages, an informal agreement taught to nearly every mage since the organization of the guilds, that stipulates “Five Fingers”, and the activities of the mages in the local guild. Conflicts between members, which are few, are always privately resolved, and tend to be complicated non-lethal duels of power and Art. Naturally, Magistrati are asked to oversee these duels and declare a winner, but the lore and ritual of the duel is a carefully guarded secret among its priests.