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Designing an Arcana Guild/Council
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<blockquote data-quote="steeldragons" data-source="post: 7293087" data-attributes="member: 92511"><p>If you opt for it to be a "school" then I would say you can set it up just as any college structure or Harry Potter. There's "Headmaster/mistress" who's the top wizarding dog. Then various heads of departments that help or hinder students accordingly. "Deans" of sorts who advise and counsel, but ultimately give way to the more powerful (politically and magically, one would think) Arch-headmage.</p><p></p><p>If you opt for them to be a "guild" demanding "membership" dues from passing mages for the use of their resources (even just to get a room for the night), then I'd say there's some "top dog" wizard guildmaster for each guild center of specific respources. As this place you're talking about is the 'center" of things arcana, they would clearly possess the most magical resources, the most extensive library, the best laboratories with the widest myriad of components and ingredients to play with.</p><p></p><p>Basing it off of Dragonlance's Towers of High Sorcery, where each subset of the order is devoted to/magic in the world associated with the alignment-based silver, red, and black moons of that world, would give you a ruling "triad" of the most powerful "Good" (White Robed, in Dragonlance's world of Krynn) wizard, the most powerful Neutral wizard (Red-robed), and the most powerful Evil wizard (Black robed). But within the "order" attacking/fighting is not tolerated...all wizards adhere to a specific appreciation and reverence of magic and those within the "order" of High Sorcery. </p><p></p><p>Using Game of Thrones hall/college/guild of "Maesters" who are archivists, scholars, surgeons, historians, scientists and loremasters, "wizards" without the spells for all intents and purposes, you have a hierarchy of Arch-/High- top guys, with various tiers of subservient guys still working on their studies, perfecting their crafts. A council, it seems, of the most experienced makes all "guild/academy/order"-wide policies and rulings. That would work too.</p><p></p><p>I would say, for a magical center of political power and commerce, you would need some kind of council led by some kind of consensus...with a very powerful and notable -if not the most in the world- guy in charge of the administration of its many moving parts...be they the meta-game mechanical "schools" of magic, in-world areas of magical research, representative mages from each region or kingdom of the campaign setting (who has a wizard powerful enough to warrant a "say/vote" in what happens in the world's magical goings-on), separate members of colored robes (So-and-so "the Grey, ...the White, ...the Brown, and the two Blues" comes to mind), alignments, or just about any other way you want to differentiate different mages within your world.</p><p></p><p>Breaking them up as the "representatives" from each school of magic makes a lot of sense if the wizards or your homebrew world are striated that way. My own homebrew does something similar with different mages wearing stoals of different colors denoting their "collegiate/trained" specialty. There are multiple mages of each school that form kind of a wizard's "senate," representative of the various areas of magical study and research, with a hereditary "emperor-of magic," descended from history's most noted archmage, who is typically in the public (and most mages) common knowledge believed to be the most powerful magic-user in the world. (This is not actually true. But he is certainly somewhere on the list of the top 5.) </p><p></p><p>So, you can really go any number of ways, it just depends on the flavor and direction you want your "order" to be.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7293087, member: 92511"] If you opt for it to be a "school" then I would say you can set it up just as any college structure or Harry Potter. There's "Headmaster/mistress" who's the top wizarding dog. Then various heads of departments that help or hinder students accordingly. "Deans" of sorts who advise and counsel, but ultimately give way to the more powerful (politically and magically, one would think) Arch-headmage. If you opt for them to be a "guild" demanding "membership" dues from passing mages for the use of their resources (even just to get a room for the night), then I'd say there's some "top dog" wizard guildmaster for each guild center of specific respources. As this place you're talking about is the 'center" of things arcana, they would clearly possess the most magical resources, the most extensive library, the best laboratories with the widest myriad of components and ingredients to play with. Basing it off of Dragonlance's Towers of High Sorcery, where each subset of the order is devoted to/magic in the world associated with the alignment-based silver, red, and black moons of that world, would give you a ruling "triad" of the most powerful "Good" (White Robed, in Dragonlance's world of Krynn) wizard, the most powerful Neutral wizard (Red-robed), and the most powerful Evil wizard (Black robed). But within the "order" attacking/fighting is not tolerated...all wizards adhere to a specific appreciation and reverence of magic and those within the "order" of High Sorcery. Using Game of Thrones hall/college/guild of "Maesters" who are archivists, scholars, surgeons, historians, scientists and loremasters, "wizards" without the spells for all intents and purposes, you have a hierarchy of Arch-/High- top guys, with various tiers of subservient guys still working on their studies, perfecting their crafts. A council, it seems, of the most experienced makes all "guild/academy/order"-wide policies and rulings. That would work too. I would say, for a magical center of political power and commerce, you would need some kind of council led by some kind of consensus...with a very powerful and notable -if not the most in the world- guy in charge of the administration of its many moving parts...be they the meta-game mechanical "schools" of magic, in-world areas of magical research, representative mages from each region or kingdom of the campaign setting (who has a wizard powerful enough to warrant a "say/vote" in what happens in the world's magical goings-on), separate members of colored robes (So-and-so "the Grey, ...the White, ...the Brown, and the two Blues" comes to mind), alignments, or just about any other way you want to differentiate different mages within your world. Breaking them up as the "representatives" from each school of magic makes a lot of sense if the wizards or your homebrew world are striated that way. My own homebrew does something similar with different mages wearing stoals of different colors denoting their "collegiate/trained" specialty. There are multiple mages of each school that form kind of a wizard's "senate," representative of the various areas of magical study and research, with a hereditary "emperor-of magic," descended from history's most noted archmage, who is typically in the public (and most mages) common knowledge believed to be the most powerful magic-user in the world. (This is not actually true. But he is certainly somewhere on the list of the top 5.) So, you can really go any number of ways, it just depends on the flavor and direction you want your "order" to be. [/QUOTE]
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