Difference between revisions of "Wizard's Guild"
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The Wizard's Guild is an ancient organization dating back over 10,000 years. It was created by the ancient first mages to store their knowledge. Of course, knowledge is fickle and dangerous, and wishes to remain hidden. Magic has a desire to cause conflict and bring forth the ambition within those who wield. The Ur-Mages are remembered for their power, but also for the unheard of feat of them getting along. | The Wizard's Guild is an ancient organization dating back over 10,000 years. It was created by the ancient first mages to store their knowledge. Of course, knowledge is fickle and dangerous, and wishes to remain hidden. Magic has a desire to cause conflict and bring forth the ambition within those who wield. The Ur-Mages are remembered for their power, but also for the unheard of feat of them getting along. | ||
− | Only rare individuals are able to store spells in their mind for any amount of time (without assistance from a deity or other power), and then, being able to store more than two or three is a feat almost unheard of. This means that there has been an incredibly small number of wizards, and the masters and guilders of the guild are in almost constant conflict unless they have a wizard to keep them in check. As a result, the sages and acolytes who run the guild have lost nearly all of their magic over time. Adding this to the fact that many of the later wizards did not have idealistic uses for magics, and the four cataclysms of the guild by greedy wizards, the guild has fallen on very hard times. The most recent cataclysm was 300 years ago, when the mage Eldon of | + | Only rare individuals are able to store spells in their mind for any amount of time (without assistance from a deity or other power), and then, being able to store more than two or three is a feat almost unheard of. This means that there has been an incredibly small number of wizards, and the masters and guilders of the guild are in almost constant conflict unless they have a wizard to keep them in check. As a result, the sages and acolytes who run the guild have lost nearly all of their magic over time. Adding this to the fact that many of the later wizards did not have idealistic uses for magics, and the four cataclysms of the guild by greedy wizards, the guild has fallen on very hard times. The most recent cataclysm was 300 years ago, when the mage Eldon of Milthorn burned several libraries, and killed several masters, so that no one could become a challenger again. |
After three hundred years without having a mage, a child named [[Morgan Overslad|Morgan]] was discovered who was able to memorize the Draconic alphabet before the age of 10, and therefore was a candidate for wizardom. After 35 years of preparation and study he has successfully undergone the Trials of Wizardry, and has been set out to try to reclaim the ancient knowledge of the first mages. | After three hundred years without having a mage, a child named [[Morgan Overslad|Morgan]] was discovered who was able to memorize the Draconic alphabet before the age of 10, and therefore was a candidate for wizardom. After 35 years of preparation and study he has successfully undergone the Trials of Wizardry, and has been set out to try to reclaim the ancient knowledge of the first mages. |
Revision as of 20:31, 17 April 2022
The Wizard's Guild is an ancient organization dating back over 10,000 years. It was created by the ancient first mages to store their knowledge. Of course, knowledge is fickle and dangerous, and wishes to remain hidden. Magic has a desire to cause conflict and bring forth the ambition within those who wield. The Ur-Mages are remembered for their power, but also for the unheard of feat of them getting along.
Only rare individuals are able to store spells in their mind for any amount of time (without assistance from a deity or other power), and then, being able to store more than two or three is a feat almost unheard of. This means that there has been an incredibly small number of wizards, and the masters and guilders of the guild are in almost constant conflict unless they have a wizard to keep them in check. As a result, the sages and acolytes who run the guild have lost nearly all of their magic over time. Adding this to the fact that many of the later wizards did not have idealistic uses for magics, and the four cataclysms of the guild by greedy wizards, the guild has fallen on very hard times. The most recent cataclysm was 300 years ago, when the mage Eldon of Milthorn burned several libraries, and killed several masters, so that no one could become a challenger again.
After three hundred years without having a mage, a child named Morgan was discovered who was able to memorize the Draconic alphabet before the age of 10, and therefore was a candidate for wizardom. After 35 years of preparation and study he has successfully undergone the Trials of Wizardry, and has been set out to try to reclaim the ancient knowledge of the first mages.
Guild Ranks
The Guild has a series of important ranks, the majority of which are for normal members. The normal members of the guild are non-gifted, though the higher levels do tend to be Gifted.
- Novitiate - A prospective member of the guild, no requirements
- Initiate - A member of the Guild who has learned a single spell, or learned the Draconic Language
- Journeyman - An Initiate of the Guild who has copied at least one Book of Power
- Master - A journeyman who has successfully recovered a spell, or written a new one
- Guilder - Someone who leads a scriptorium of the Guild, must be a Journeyman to achieve this rank
- Runner - A member of the Guild who passes information, a former Initiate who is sympathetic to the Guild and passes information between the scriptoriums and libraries of the guild. They are the main method by which the guild backs up data. They are mostly adventures, peddlers, and minstrels.
- Wizard - An Initiate who has learned Draconic and at least three spells
- Mage - A Wizard who has successfully added a spell to the repertoire of the Guild (this would qualify them for Master status as well, but Wizards are considered to outrank Masters).
- Archmage - A Mage who knows at least 13 spells. There have been 30 archmages in history, not counting the Ur-Mages.
- Ur-Mage - The founders of the Guild, and the modern schools of magic. To qualify as an Ur-Mage a modern Archmage would need to create a new school of magic.
Guild Informal Traditions
The guild has a series of unspoken rules when it comes to fashion and daily life. Most importantly the wearing of facial hair. Tradition grants that only a Wizard or greater may wear a full beard of more than a few centimetres in length. This means that facial hair is an important signifier of rank amongst the Wizards. Many wizards have required dwarven barbers to maintain their faces. The Journeymen often wear short beards or have very closely shorn faces. Guilders and Masters usually have very intense and impressive sideburns, pretending that their beards give them the power of a true wizard.