Sagitta Duscle

Background:
Sagitta Duscle was the Head Mage of the school of Eñchar Márjx with HefterÁll. Duscle, much like his older counterpart Nyota, are older Únoffs though very progressive in though compared to the rest of the Únoff population. It was this open mindedness, and Duscle's abilities with Eñchar Márjx that landed the Head Mage at the top Princess Sóltina's list of reliable people. Unfortunately, it would be his own ambitious and pedantic nature that would lead to his downfall and the death of fellow Head Mage Nyota.

Personality:

Head Mage Duscle led the most prestigious school within Artésque, a position of power that afford him the opportunity to peruse many different side projects, with numerous personal students (one of which was Lyla Gran). While an approachable person, Duscle often surrendered himself with his work, making it rather difficult to have truly personal one on ones with him. Never marrying and never having children, Duscle focused on his work and his school.

A progressive thinker, Duscle saw magic, especially that of Eñchar Márjx as something more than a tool of the elite but as a skill any Únoff could learn to better themselves. While his initial decision to allow any Únoff family the ability to apply to the school was meet with stiff backlash from more elitist families, the numbers of the school quickly swelled. However, unlike the lesser schools of Alcreẋ Márjx and Héthteẋ Márjx which focused on education throughout a person's life, which often led to less than ready graduates, Eñchar Márjx focused on a smaller, teacher-class based style. Allowing for more students, though without forgoing the quality. The main reason for this, Mage Duscle's commitment to the school and the teachers under him.

Importance With The Series: (Spoilers)
After the events of book one, Clamor was encased in stone, as he proved too powerful to simply destroy. However, while it appeared that Clamor's influence was contained the events of book three proved this notion wrong. As such, Princess Sóltina sought out a way to house Clamor where his influence would not cause problems yet was still close enough to the Capital and thus Sóltina. With two of the three options being Flóff cities, Sóltina opted to go with HefterÁll. A mountainous city surrounded by the ÉverMoar forest. Naturally, being so close to the untamed forest, the city housed its own protection spell, one that kept the creatures of the forest at bay. The overseer of the spell, Head Mage Duscle. Soon after reaching out to Duscle, the Head Mage began a project that hopefully would contain Clamor's influences. To summarize, Duscle had the local Jartál Dauth give up the castle's mountain sanctuary, which was designed to be used as a shelter in the event of the city being under siege. With a hefty bride from the Capital and Duscle's personal promise to oversee the project, the plan started.

Using a lifetime of knowledge Duscle's crafted the perfect prison, a labyrinthine spell of his own design that would in theory stop any from entering or exiting. Two key stones were deigned, one to allow the wielder to see through the spell and thus allow them to reach the inner sanctum where Clamor was to be held. While the key stone would be held by the Jartál and always kept on the outside of the sanctuary, bound to his magic alone. When the keys were close enough together any inside could leave the spell's trickery. Of course, while the spell worked beautifully it hinged too much on Duscle's own magic.

Clamor's minions were unable to reach him, forcing Clamor into a different scheme. While the spell did indeed kept Clamor's powers from exiting his prison, it did not stop the intimidate area around him from being corrupted. This fact drove Duscle as he thought his plan was failing, so in order to fix it, Duscle locked himself within the chamber and begin testing new ways of keeping Clamor's power within. His close proximity to Clamor continued to drive Duscle mad and eventually he was convinced that his plan had failed. Clamor's influence had been spread by mushrooms that began growing in his presence. These spawns of magic, while deadly, where not able to grow without Duscle's influence. With the host of the spell so near, Clamor eventually whittled away his mind until the spell collapsed around him.

In the end, Duscle set Clamor free, and in the process, accidentally killed Mage Nyota when he came to recuse him.