-or- Register at the Citadel
Society/ Organizations
Mystical
World Wide

4.13

4 Votes

18xp

ID: 6301
Hits: 820
Comments: 5
Ideas: 0
Rating: 4.125
Condition: Normal
Submitted:
April 12, 2011, 4:46 am
Updated:
April 14, 2011, 10:14 pm


HoH not available due to level or sub is not 10 days old
College of Mages
By: RGTraynor

Here the apprentice takes her first step on the silvery road towards arcane Mastery; here the seeker comes for a cantrip to make life livable or to improve his condition; here the scholar delves into the thaumaturgical lore of the Beginnings; here the wizard comes to perfect his craft.

In full, The Masters, Wardens and Commonality of the Magisterium Arcane Vested in the College of Mages; the great “union” for sorcerers on Celduin.  It is universal to most realms and all-pervasive (in many places the College’s standing is secured by local law), standardizing training and apprenticeship, as well as adjudication between mages.  Anyone with a proven degree of Magery may join, but there is significant social pressure to belong to one of the magical orders currently or formerly affiliated with the College.

The College is headed by the Archmage (by tradition a Wizard of Loh), High Lord of the Council and Chancellor of the College, who holds the Throne of Stars at the College’s home base in the mountain of Talath Threndor in upper Loh.  Seventeen Superior Masters assist him and form the governing Council of the College; each representing a different field of wizardly endeavor.  Approximately one hundred Intermediate Masters serve as the arms and legs of the Council; most are based at Talath Threndor.  

Chapters (usually called “chantries,” but varying depending on the locale) are found in any city with nine members of journeyman rank; most cities of 10,000+ population, and most national capitals, have chapters.  Local Guildmasters are chosen by vote amongst resident Master-class wizards.  If, in the smaller chantries, no acceptable (or willing) candidate is of Master-class rank, a journeyman may serve, and is breveted to Master rank for the duration of his term.  Members in good standing (dues are equal to five percent of magically-derived income) are welcome at foreign chapterhouses.

The nature of chantries varies widely.  In the largest cities, they can encompass dozens of Masters and hundreds of wizards and apprentices.  The chantries own large buildings or even sprawling complexes, filled with secure enchanting rooms, private thaumaturgical libraries, apprentice dorm space, rentable offices, and may even have separate facilities for different fields of magic ... as well as canteens, art galleries, sumptuous lounges and other amenities.  They will be linked by magical Gates to other major chantries and, perhaps, to other regional chapters.  Large corps of professional apprentices exist to help with enchanting projects or the casting of powerful spells.  Guild officials operate a magical bureaucracy which regulate the local use of magic, and lobbyists seek to preserve both College monopolies on spellcasting and enchanting as well as College autonomy to set their own rules.  “On duty” mages are available for those with the coin to purchase on-the-spot spells, and brokers exist to peddle both their services and those of the full-time enchanters, whose works may encompass many months or even years.

At the smaller, regional level, such amenities are unheard of.  A small city may just barely have enough journeymen to qualify for a chapter, and its chantry little more than a rented flat with a foyer, a lounge and a private meeting room.  Its bureaucracy might be the city’s sole Master-class wizard - or else a journeyman who can be found to take the nominal position of Guildmaster - and an apprentice chosen in rotation to man the public desk.  The local wizards work out of private homes and business flats (and if Windfinders, are likely not in the city in-season at all), and one must seek them out in order to contract them.  Professional apprentices are not available, and hedge wizards, charlatans and renegades might be able to practice freely.  Numerous areas of magic will be hard to find, and if (for example) the only wizard in town skilled at assaying magical artifacts is on a long-term enchanting project, or else is retired and puttering in her garden, then those wishing such a service must travel elsewhere.  

The nine most historically significant chapters are the Grand Chantries, each led by a Grand Master and assisted by an Intermediate Master.  These are located at Talath Threndor (the Grand Master being the Archmage), Viridistan in the Empire of Avanar, Drakanium in the Empire of Vallia, Warwik City in the Kingdom of Warwik, Haven in the Principality of Indris, Tarantis in the Kingdom of Menahem, Valon City in the Kingdom of Valon, Elalondë in the Empire of Vinaria and Tula in the Kingdom of Karnil.  The Council and the senior Masters at the Mountain are debating adding two or more to the number of Grand Chantries, with Arliden in Avanar being a consensus candidate; others include Kurinsax in Vallia (although Coranan is favored among those who do not feel that a city so geographically close to Drakanium ought to be named), Lanax in the Kingdom of Sharangil, Lenap City in the Kingdom of Chaniera and Mahendra in the Kingdom of Tarondor.   

In recent decades the unity of the College has eroded, due to the defection of the Witherers, the controversy over the accession of the Dragon Brotherhood, strains over the restoration of the Gate network and the disappearance of the deodanths, among other causes.  As of 4503, the international orders which formally belong to the College include the Wizards of Loh, the Wizards of Fruningen, the Adepts of the Doxology of San Destinakon, the Sorcerers of the Cult of Almuensis, the Windfinders, the Sorcerers of Muircroinim, the Order of the Blue Star, the Adepts of the Golden Wind, the Dragon Brotherhood and the Thaumaturges of Thagramond.  The “Shadowmages” belong as well; many local and regional orders such as the Brotherhood of Dalshra of Warwik, the Grey Banner Thaumaturges of western Vallia, the Steel Chavonth Brotherhood of Skandia and the Sisters of the Veil of Vinaria belong.

SYMBOL:  A blue diamond defaced with a silver eagle clutching six rings (for the six orders reputed to have founded the College: the Wizards of Loh, Wizards of Fruningen, Witherers of San Guiskwain, Adepts of the Doxology of San Destinakon, Sorcerers of the Cult of Almuensis and the Witches’ Order of the Sisters of the Rose).

GARB:  Master-class wizards may wear three slanted silver stripes on their sleeve; “senior” Mastery is a tacit rather than a formal rank, although generally incumbent upon the wizard holding College office of some sort, in addition to the degree of magical prowess expected to be displayed.  Guildmasters are entitled to wear gold slashing on their sleeves.  Grand Masters are entitled to wear gold and silver slashing and may have other badges or marks of honor, depending on locality.  Intermediate Masters wear white robes on duty, defaced by a badge with their order’s symbol or colors; they are entitled to wear white and silver slashing on their sleeves off duty.  Superior Masters wear ornate blue and silver robes during official occasions; off duty, they customarily wear blue and silver slashing on their sleeves.  The Archmage wears a plain sky-blue robe during meetings or for formal occasions; there is no official off-duty garb.



User Submitted Ideas (0)

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

Codices

Hide/Show Codex


By: RGTraynor ( Society/ Organizations ) Mystical - Trans World

S-S-S-S-S-S-SHING!  The front wave of the enemy line was flattened, knocked down as if by Upuaut's own scythe.  S-S-S-S-S-S-SHING!  I stole another glance back, and there was Sana Avennia, staggering forward, shaking her flail at the enemy line.  The bronze links rang, and damn me for a civvie if it wasn't a sweeter sound than temple bells. "Eyes forward, Gwythar," the wizard hissed, wiping the blood from her mouth with her free hand. "We're not done for yet, but neither are they."

[ Show / Hide Submission ]   [ Visit Submission ]

By: RGTraynor ( Society/ Organizations ) Mystical - Regional

The Zhantil Tribe sorcerer advanced another step, shaking his staff and barking out guttural Words of Power.  We felt the shockwave hit us, clawing at our minds ... and damn us if we didn't all groan aloud, feeling the weight of the Muircroinim's will on us.  He was a tough enough foe by himself -- too bad for us he had a dozen armed tribesmen in front of him, just waiting for us to falter before his powers to rip out our lives with their spears.

[ Show / Hide Submission ]   [ Visit Submission ]

By: RGTraynor ( Society/ Organizations ) Mystical - Trans World

I leaned heavily against the wall, jamming my free hand over the wound in my side, trying hard not to think of how close I'd been to a one-way trip to the Ice Floes.  Both my foes were face down before me, juicing out ... one from the fleche he hadn't been expecting from me.  The other, from the back of his head being bashed in.  His hair was matted with blood and ice chips.  I glanced up at Master Elaina, safe and sound behind a glittering ring of ice.  She gave me a sprightly wave, a second glowing sphere of ice in her hand, and looked around for more targets.

[ Show / Hide Submission ]   [ Visit Submission ]

By: RGTraynor ( Society/ Organizations ) Mystical - World Wide

“I am the Wizard of the Moder!  You will die when my pets -“

Quietly, Deb-Lu-Quienyin said, “I do not think they heard your call, San.”  The exquisite irony of that formal salutation was not lost on us - nor on the Wizard of the Moder.

He peered closely at Quienyin.  “You -“ he said, and his words were a thick choke. “You are ...”

“Yes.”

This - thing - had caused us great grief.  It had set traps for us, riddles, hurled occult monsters upon us, tortured us.  Now it stood there, slashing its staff about, mewling, fiery-eyed ... and helpless in the grip of those awesome powers of a Wizard of Loh.

[ Show / Hide Submission ]   [ Visit Submission ]



Comments ( 5 )
Commenters gain extra XP from Author votes.
Extra bonuses go to those that spend all votes in between refreshes.

RGTraynor
2011-04-12 04:50 AM
1xp

The first of what will be a honking lot of subs on magical orders in my world; I'll include most of the significant ones, save for the Order of the Blue Star, which is ganked from Marion Zimmer Bradley's Lythande stories and works more or less as the Pilgrim Adepts are presented in them.

If there's further info people want, let me know.  A lot of detail is redacted, I'm afraid, pertaining to template and skill information particular to GURPS.

Voted Old Dreamer
2011-04-13 06:50 PM
5xp

Very solid structure, from the smallest chantries to the mother of all Colleges. Complete but not over whelming. Could easily be stolen by anyone looking for an international brotherhood of wizards. Should be served best with white wine. Thanks!

Voted Murometz
2011-04-13 10:27 PM
5xp

Ah, i see. This is the mother-sub. Very evocative names! So yeah, you can maybe make this a codex, then attach all the separate schools/societies. I just think that would pull them all together nicely.

Voted valadaar
2011-04-14 07:00 PM
0xp

I agree with Muro on this - would bring the other subs together well.

Voted Cheka Man
2011-04-14 07:04 PM
0xp

One sub to bring them all,one sub to find them...

Join Now!!

Please register to vote or leave a comment



Random Idea Seed View All Idea Seeds

A plague is spreading trough the lands, the plague is actually an old woman carrying a stick. She walks from farm to farm spreading the plague. Can the PCs stop her without getting infected.
By: Michael Jotne Slayer | UpVote

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 if you use an idea!
PayPal
Powered by Lockmor 4.0 with Codeigniter | Copyright © 2012 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.
0.0224