Society/ Organizations
Mystical
Area
3.75
2 Votes

10xp


Hits: 4432
Comments: 4
Ideas: 0
Rating: 3.75
Condition: Normal
ID: 2264

Submitted:

Updated:
January 31, 2006, 11:39 pm

Vote Hall of Honour

You must be a member to use HoH votes.
Author Status

Options


Blue Comet Mercenary Guild

By:

One of the mercenary circles who can trace their origins back to the Greater Comet School.

Circle (n) 1) Any round line related to Pi. 2) A mystical symbol. 3) Archaic: Any group of magic users, like a gaggle of geese. 4) Common use:, any group of magicians bound by friendship or other common bond. 5) Traditional: A circle is the magical equivalent of a mercenary’s company.

The Greater Comet school was a magical academy of some repute for several centuries ago, specializing in magic and warfare. After violating Guild Law and involving itself directly in The Way of Throne, it was (violently) disbanded by a guild force. The traditions of that school live on in the various Comet groups. (See linked submission).

For reasons of Comet tradition, a mage mercenary company is called a Guild, while its units are called Circles.

The Blue Comet Guild is a based out of what was once one of the lesser Comet Schools in Western Bylarian. The Guild has continued to operate the keep and bailey there. Here the Principals train each other and the Minors in theintricaciess of magical combat. The Guild boasts fifteen Principals and seventy Minors. Many of the Minors are not yet graduated to Journeyman status. These magicers form five Circles. Each Circle is comprised of three Principals, seven Minors in support, 15 Grogs (fighter bodyguards to defend the magicers), and a few support bodies (personal cooks, servants, and supply misers associated with Principals).

Each circle is consigned out to various forces (though the guild will make sure that circles are never facing each other in combat). Each circle performs the traditional role of magic in warfare: scry upon the enemy (to find them or spy on them), keep the enemy from scrying upon their forces, and communicating with the various parts of the force. Using their intellects and education, they will also act as advisors to many military leaders.

Unlike many circles, The Blues will take on a new role when the battle is joined. They shift to preventing the other force from utilizing their magics (having an impressive catalog of counter magics). If there is no magic to be stopped, they can then be utilized as magical diversions (fog, creating illusionary signal horns and flagmen) and magical attack (lighting, fire cones, etc).

Even though the Guild has been successful, they seem to always be impoverished. They are the “poor cousins” of more famous Comet Guilds like the Azures, Scarlets, and Bloods.



Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Suggested Submissions


Join Now!!



Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 4 )
Commenters gain extra XP from Author votes.

MoonHunter
January 30, 2006, 2:13
0xp
I had to capture this from the chat text while we were discussing this.

Ancient_Gamer: Mmmm... Mages fighting mages to annull their magic and gain the upper hand

Ancient_Gamer: MCM and MCCM (Magic counter measures and magic counter counter measures)

This is so true. Mages are mostly there to keep other magic users from using magic to their advantage. By cancelling each other out, both sides magicians get paid and actually do very little. As long as both sides have mages, warefare proceeds as it did in similar times in our history.
MoonHunter
January 31, 2006, 23:38
0xp
Anyone out there? Is the mercenary trend over?
Voted Dozus
February 1, 2006, 0:35
0xp
I'm a fan of mercs myself. I espeically like that this is a purely magic-user organization, and not only that, they focus on the defensive rather than the offensive. A good, solid use of magic and mercenary ideas.
Voted valadaar
March 20, 2013, 15:19
0xp
This is a great idea - though of course it only works on worlds where mages are common enough to be used in this manner.

That said, there are a lot of those about.

Brought to you by Comment Challenge


Link Backs

Freetext



Random Idea Seed View All Idea Seeds

Hu's Iron Ball

       By: Murometz

Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.

During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.

A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.

Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.

Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.

Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.

Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.

Hu's Iron Ball should be handled carefully by players and gms.

Ideas  ( Items ) | March 8, 2014 | View | UpVote 3xp


Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
PayPal
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.
0.0173