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

2.67

3 Votes

5xp

ID: 6302
Hits: 480
Comments: 10
Ideas: 0
Rating: 2.6667
Condition: Normal
Submitted:
April 12, 2011, 5:18 am
Updated:
April 14, 2011, 10:17 pm


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

“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.

Centered at Talath Threndor, the Wizards of Loh are publicly regarded as the most powerful of wizardly orders.  They specialize in temporal, spatial and movement magics.  Wizards of this order are highly prized as court mages, and receive more favorable reactions than members of any other order from the public at large, although a number of mages resent their tacit supremacy - by tradition, the Archmage of the College of Mages is a wizard of this order.  

They are the least numerous of the international wizardly orders, and do not often gather in any one place in numbers save for the largest of cities, but cooperate well enough with one another when they do.  They favor ceremonial castings of their magics - and where tampering with the fabric of time itself, no such precaution is overly fussy - and in doing so, have the curious habit of spreading their arms widely and spinning in a circle like a top.  Wizards of Loh will not discuss their reasons for doing so, in addition to some of their other quirks, such as their rigid taboo against the use of physical weapons or their invariable habit of using the Serioli word kharnna to describe the use of their powers, as opposed to any other mage’s sorceries.  Almost uniquely among wizardly orders, Wizards of Loh take no apprentices, and this, too, involves the order’s mysticism, which they will not discuss.  There is widespread speculation as to just how they are chosen and trained, but credible evidence exists to suggest some training site in Loh.

The legendary original schola of the order (the fabled “Seven Arcades”) is at an undisclosed location, but believed to be southeast of Loh proper in the former deodanth-held lands.  The Seven Arcades were rediscovered in recent decades just before the accession of the High Lord Lin-Wa-Lionling to the Throne of Stars, who had been publicly credited with the find.  “By the Seven Arcades” is a customary oath of Wizards of Loh.

Wizards of Loh have a standard naming convention, a single hyphenated name of three letters, followed by two, followed by a longer name: Deb-Lu-Quenyin, Khe-Hi-Bjanching, Deb-So-Parang.  The first two syllables comprise the first name; thus, "San Deb-Lu."

SYMBOL:  None in general use, though a badge with seven dots within a hexagon, representing the Seven Arcades, is very occasionally seen in heraldry.  It is, in any event, never worn.

GARB:  Wizards of Loh usually wear turbans, and typically dress in dark colored or red robes - it is considered gauche for them to be ornamented or embroidered - often with a mantle in an identical hue over them.  Master-class Wizards of Loh may also (but are not required to do so) wear black or silver colored robes; no other Wizards of Loh will do so. 

CONSONANT FIELDS OF MAGIC:  Temporal, Movement, Communication, Animation, Gravitic

PROHIBITED FIELDS OF MAGIC: Necromancy, Illusion, Plant, Nature



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 - World Wide

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.

[ 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 ]



Comments ( 10 )
Commenters gain extra XP from Author votes.
Extra bonuses go to those that spend all votes in between refreshes.

RGTraynor
2011-04-12 05:19 AM
0xp

This order is adapted from Kenneth Bulmer's Scorpio books, from which the summary text is excerpted.

Voted EchoMirage
2011-04-12 08:05 AM
0xp

By your admission not your own work, only an adaptation?

Well. It does little to tickle my imagination - the bit about not openly looking for apprentices being the sole exception.

I'm sure you can do better ;)

RGTraynor
2011-04-12 08:31 AM
0xp
To the degree that there is, in this fantasy series (upon which my world is very loosely based), a magical order of wizardry called "Wizards of Loh," and employing the apparent naming convention listed. If you believe that basing an order around those two details disqualifies a sub from being "my" own work, so be it.

As far as "doing better" goes, I've mentioned my design philosophy before; I'm not likely to load subs down with Snazzy Extra Quirky Details just because there are those who prefer (for example) their organizations with 32 Degrees, each with an offbeat name and a prescribed type of garb. Those who require such things will not often find them in any subs I might make. YMMV.
Voted Old Dreamer
2011-04-13 07:01 PM
0xp

Curious to know if this is for a story or for a game. If for a game, how do you work the temporal aspect (time travel I'm assuming) as an order? I could see this work if the order is only for NPCs. Can't imagine the problems associated with working constant time travel into a game. Unless everyone's into it, which I'm not. 

RGTraynor
2011-04-14 12:41 AM
0xp
For my campaign, and yes, there've been PC Wizards of Loh. I really can't describe the limitations on time travel without going into in-depth GURPS system mechanics which are inappropriate for this site, alas. Suffice it to say that the Timeport spell - which is what's necessary for serious travel into the past - is a very difficult, very expensive spell requiring a serious level of Mastery, and there are Laws of Time which place certain constraints upon anyone trying to do so. Most of the useful GURPS temporal spells involve short term speed up or slow down of time, or placing people outside the timestream altogether.
EchoMirage
2011-04-14 04:13 AM
0xp
There's the Timeslip blocking spell, which can be quite useful, too. Basically vanish for a few seconds by jumping ahead.
RGTraynor
2011-04-14 08:49 AM
0xp
Yep, I see you're familiar with GURPS. Echo. That, as well as some non-standard spells I've created that similarly manipulate time in various ways without creating major headaches for the GM.
EchoMirage
2011-04-14 10:29 AM
5xp
You know what would be awesome?

As a GMing resource:
Describing how a PC might perceive those mysterious spells. The usual spell description in sourcebooks is dry, and some GMs have trouble properly portraying them.

A proper portrayal of their mysterious powers goes a long way to add to the myth of a powerful wizardly order.

As an up-side, it may be less system-specific.

The Lohites, Lohim or how one might call them short, might be turning this up a notch, to convey a stronger sense of superiority and enigma.

> Teleporting so that they take whomever they visit by surprise, yet appear as if they had always been there, just unnoticed...
> Timeslipping for dramatic effect: you blow up their tower, but the Lohite walks out, just brushing off his robe with a slightly annoyed look, pretending to have endured the whole cataclysm, while he simply was not there...
>While they may Time-Port after copious calculations in cases of dire need, they may consciously spread rumors how anyone going against them will vanish, as they ported back and prevented his conception for example...
>With the Communication Spells, the rumor may go that they are constantly in telepathic contact, even though it's not feasible under unaltered GURPS rules...

etc.

Methinks that Animation is sort of out of character for them - Summoning fits guys who regularly cross time and space better.
RGTraynor
2011-04-14 02:22 PM
1xp
Mm, but Animation = telekinesis and other related effects. One of the flashier spells of the order is a non-standard called "Gladiomancy," where the wizard draws upon the power of a warrior he knows, animates a sword to fight with the skill of that warrior, who can direct and fight it himself seeing through the wizard's eyes.

That being said, you've got a definite point about the perception issue. I should roll it around in my head and see what comes up, but sure ... regardless of what the particulars of any given magic system allows, what people BELIEVE a wizard can do is another kettle of fish entirely. "Please Mr. Gandalf, don't turn me into something unnatural!" and all.

Heck, never mind just pertaining to this order, there's scope for a general article on the subject.
Voted axlerowes
2011-04-14 09:06 PM
0xp
This seems to lack love or wit. You have a neat enough idea , a super mysterious group that specializes in time travel and follows a semi-rigid fashion sense. You toss is few details of flavor but there is no history and very little personality (unless enigmatic is personality). Again a workable idea, but nothing pops,

Join Now!!

Please register to vote or leave a comment



Random Idea Seed View All Idea Seeds

The journey had been a long one and now they had entered the mountains. After an entire day spent on paths cut into the mountainside and through moss covered coniferous woods, they encounter a desperate young mountain tribal. He is searching for his beloved wife and his elder brother, both of whom he got separated from after an unsuccessful attempt to kill a cave bear. The last thing he saw was the cave bear in full pursuit of his wife. He could not help her as he had been knocked to the ground by the raging beast, and was struggling to regain full consciousness. The tribal will be clearly nervous and urges them to look for his wife during their travels. He will stay in his village a couple of miles to the north and pleads for assistance should they recover his wife, whether she be dead or alive. On the next day of travel, they will journey upon a dim track in the forest and while they are preparing to ascend another path cut into the mountainside, they hear moans of lust from somewhere nearby. Upon closer inspection they will spy a young tribal woman in the heat of the act with an elder tribal male. They are consummating their forbidden love on the cold mountain moss, and beside them lay the skinned and slaughtered carcass of a huge bear.
By: Ancient Gamer | 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