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White Council

From DFA Gate City

The White Council

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“We are the firelight that holds the dark at bay. Even when it burns us.”

The White Council is the ruling body of mortal wizards—the ones who didn’t vanish into the woods, sign away their souls, or turn themselves into monsters. It is the oldest, largest, and most organized magical authority among humanity. If you throw a fireball without a license, they’re the ones who come to see what’s left of the blast radius—and who needs to be executed for it.

They’re not a democracy.

They’re not especially kind.

But they are order, and without them, magic would tear the world apart.


🧙‍♂️ What They Are

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The White Council is made up of wizards—real, capital-W Wizards. They live long, bend reality, and blow up things that offend them. They enforce the Laws of Magic, train the next generation of practitioners (when they aren’t too paranoid to try), and act as the magical world's version of both Congress and the Supreme Court… with a little Inquisition thrown in.

The Council’s headquarters is hidden in Edinburgh, protected by wards older than most religions. Their agents—known as Wardens—travel the world, investigate violations, and carry out justice. Usually with swords.


📜 Structure and Politics

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The Council is ruled by the Senior Council, seven ancient wizards who debate and decide major issues. They are powerful, secretive, and often more focused on politics and protocol than the world burning outside their wards.

Key positions include:

  • The Merlin – The head of the Council, powerful and dangerously political.
  • The Gatekeeper – A mysterious figure who monitors the boundaries of reality itself.
  • The Blackstaff – An official assassin with the legal authority to break the Laws of Magic without penalty.

Beneath them are regional wizards, apprentices, advisors, and the Wardens. Newcomers and hedge witches are sometimes invited in—if they survive long enough to prove themselves.


⚔️ The Laws of Magic

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There are Seven Laws, each a magical boundary mortals are forbidden to cross:

  1. Thou shalt not kill with magic.
  2. Thou shalt not transform others.
  3. Thou shalt not invade the thoughts of another.
  4. Thou shalt not enthrall another's will.
  5. Thou shalt not reach beyond the borders of life.
  6. Thou shalt not swim the currents of time.
  7. Thou shalt not reach beyond the Outer Gates.

Break one, and you’re branded a warlock. That usually ends in death. Or worse.