The Wizards Cabal (long)
History: Founded about two hundred and fifty years ago, the then ruler of Mor’s End passed a mandate giving control of the arcane to a wizardress named Anita Mark. Since that time, the wizard’s guild has grown in power, and now is the only reputable way to deal with magical items, spells cast, and the arcane in general. The university is also part of the guild’s operations; the faculty mainly reside in the guild-house, teach in the meeting hall, and use the labs on the third floor. Students live elsewhere, as do some of the faculty, especially those whose research is conducted elsewhere.
Guildhouse: Though many of its’ members live in grand towers, mansions, and houses, the guild itself is remains in its’ original quarters, a former inn which is nearly as old as the city. Found near the main market square, the guildhouse is a plain façade, a tall, three story building, with a broad front. The first story is made of stone, with the second and third story being white-washed plaster, criss-crossed with think oak beams. The entrance is unguarded, apparently, though there is a homunculus who stays out of sight, and is linked to the guild-master herself. This homunculus never challenges visitors, but unless he recognizes you, he contact Alestra (the guild-master) and tells her of the intrusion.
Entering the guildhouse proper, a small reception room is found. Luxuriously appointed, it is still not particularly ostentatious, furnished in good taste. Several large arm-chairs, and a low mahogany table are near the door, and a wizard usually sits behind the desk. There are two different wizards who fulfil this role – Lady Alibeth, a very pretty elven wizardress, and Palorn Leviticus, a young human wizard who recently became a fully-fledged wizard, graduating from his apprenticeship with Simon Arentinos. Alibeth is a very beautiful woman, with long black hair, usually kept back, emerald green eyes with flecks of amber, and usually dresses in very fashionable water-silk gowns (rumours abound that she has a high-placed lover in the Silker’s Circle). Palorn is a cheerful young man, though somewhat impatient with his position as doorkeeper. He wants to study magic full-time, and isn’t always as polite to visitors as he should be. He has a shaven head, with blue eyes. He dresses in guild-robes, in dark forest green with golden trim, the traditional colour for the doorkeeper.
Each of them has a scroll of invisibilty which they use if someone come in looking for trouble. They then arcane lock the door into the next room (Palorn uses a scroll), the main foyer, after excaping through it.
The main foyer is much grander than the first room – a marble staircase carpeted with crimson runners, and a great silver chandelier, enchanted with continual flame. Two doors on each side of the foot of the staircase lead to the meeting hall (left door) and the library (right door).
Second floor – About a third are offices for the guild’s leaders/employees, while the rest is mainly suites which are given to guild members. Some are permanently rented out, and others are kept free for members who need a short-term place to stay.
Third floor – Teaching and research laboratories fill this floor. Most have windows, save for the Conjuration/Evocation teaching laboratory. There are four teaching labs, and the rest are kept by various guild-members.
Conjuration/Evocation/Abjuration lab – At the very centre of the third-floor, this laboratory is permanently guarded by an inward-focused magic circle against evil enhanced with permanency. Various dark stains and pits cover the walls, for this is where students are taught combative magics, and test their shielding skills against actual magic.
Abjuration/Transmutation – Here is where abjuration is first learned, and transmutation is taught. There is one long table in the middle of the room, and a chest filled with various objects used in transformations. There is also a pile of small beanbags in one corner, used to test students’ shielding ability.
Divination/Illusion lab – Half the room can be sectioned off by a large curtain, and students are encouraged to try and discern what lies behind it. A collection of boxes with shuttered lids are also kept here. Students taking their final are often matched against an instructer, and must determine, with magic, whether an illusion is false or real. They must then create an illusion which the instructor must do the same – they cannot tell from just looking.
General Studies lab – Everything else.
(If anyone wants to draw this out, feel free.)
Organisation/Positions –
Guild-Master/Mistress – Alestra Silvyn. A regal, imposing sorceress, Alestra has deep black hair, with a brilliant silver streak running back from one temple. She usually dresses in deep blue robes (though the traditional guild-master colours are crimson and gold), and has her raven familiar, Hericles, with her at all times. She is adept at enchantment magic, and is a subtle opponent politically and magically. She has a strong influence on the Council of Houses, as indeed the guild usually has, but exercises it with restraint. (Sor 8, LN, Cha 19, Feats include Craft Wondrous Item.)
Keeper of the Scrolls – The librarian. This position ensures the safety of the spell-books, arcane texts, magical codexes, and wizard-manuals found in the library. Currently held by Reginald Oakheart, a very large, burly, blond-haired man. Very athletic and fit, he is the strongest wizard by far, physically if not magically. He keeps himself in very good shape, through a disciplined regime he learned from his father, and dresses in the robes of his office (purple and black with silver trim) most of the time. He is also very intelligent, though rather thoughtful and reserved. He keeps order in the library, enforcing the rule of silence rather stringently.
(Wiz 5, CG, Str 17, Int 17, Con 14, possible levels of monk)
Keeper of the Gates – Jointly held by Lady Alibeth and Palorn Leviticus. See Guildhouse for more details. The office colours are dark green and golden.
Alibeth – (Wiz 4, N, Cha 18) Palorn (Wiz 2, NG, Cha 14, Int 16)
Justicar – Responsible for the use of magic and the punishment of mis-use, this office is held by Simon Arentinos, an old, pleasant man, with iron-gray hair, a slight stoop, and a grandfatherly disposition. The most powerful wizard in Mor’s End, Simon enforces the use of magic. Violation of guild laws (see below) allows him to use lethal force to bring criminals down. He often works closely with Sebastian Palmora, especially in the recent murders in the Beggar’s Market.
Simon Arentinos (Wiz 9, LG, Int 19, wand of hold person, other magical gear.)
Other notable mages from other cities often visit from time to times, giving lectures in the meeting hall.
Guild Laws –
(Excerpted from the Mandate of Founding) 'For most guild practitioners of magic will be either wizards and sorcerers. Casting of spells for a fee, magical item sales, and any other commercial services offered via magic, including but not limited too those named prior, will fall under the purview of this body at all times, and violation of this – sale without a license – will lead to fines, imprisonment, and expulsion from the guild.’
For members to sell magical services, they must have a license. Members without this license gain other guild benefits, but can only use their magic to help themselves or others, and cannot be paid – save for incidental bonuses, such as loot or a reward. With that noted, it’s important to remember the large number of Adepts in the city – the guild has traditionally turned a blind eye to the sale of goods from these, since it prevents them from being bothered. They have and will invoke the mandate if the Adept is selling dangerous potions or spells. The guild does not turn a blind eye to members selling magical items – even minor ones – or spells without a license.
Casting is not prohibited. Registration is required to cast on the streets or in public in front of witnesses, however, so unregistered wizards should only cast in the privacy of their own homes. Registation gives a writ of membership to the guild, the benefits of which are outlined below. Note that guards at the gates will usually pass this information on.
The guild is very strict on necromancy, enchantment, and combat-spells cast in the city limits. Though you may get away with casting detect magic once or twice without registration, the guard (and most citizens) will immediately report use of any of the prohibited magics if they see them used, and may ask for a writ membership even if the spell used is harmless.
Simon Arentinos will attempt to capture, and if that fails, attempt to kill, any person who uses prohibited spells on an innocent, or unregistered mages who resist arrest. Even killing an animal or beast with combat spells is cause for a hearing, which can lead to very hefty fines.
Guild benefits - Members may cast in public without fear of being detained, may purchase a license to sell magical services, gain training, gain research facilities for hire, may attend lectures (which are also open to the ticket-holding public) by visiting sorcerers and wizards for free, and may use the library at will. They also get very cheap housing at the guild-house itself, in very well-appointed suites.
That’s all Folks. Anything I need / others want to add?
History: Founded about two hundred and fifty years ago, the then ruler of Mor’s End passed a mandate giving control of the arcane to a wizardress named Anita Mark. Since that time, the wizard’s guild has grown in power, and now is the only reputable way to deal with magical items, spells cast, and the arcane in general. The university is also part of the guild’s operations; the faculty mainly reside in the guild-house, teach in the meeting hall, and use the labs on the third floor. Students live elsewhere, as do some of the faculty, especially those whose research is conducted elsewhere.
Guildhouse: Though many of its’ members live in grand towers, mansions, and houses, the guild itself is remains in its’ original quarters, a former inn which is nearly as old as the city. Found near the main market square, the guildhouse is a plain façade, a tall, three story building, with a broad front. The first story is made of stone, with the second and third story being white-washed plaster, criss-crossed with think oak beams. The entrance is unguarded, apparently, though there is a homunculus who stays out of sight, and is linked to the guild-master herself. This homunculus never challenges visitors, but unless he recognizes you, he contact Alestra (the guild-master) and tells her of the intrusion.
Entering the guildhouse proper, a small reception room is found. Luxuriously appointed, it is still not particularly ostentatious, furnished in good taste. Several large arm-chairs, and a low mahogany table are near the door, and a wizard usually sits behind the desk. There are two different wizards who fulfil this role – Lady Alibeth, a very pretty elven wizardress, and Palorn Leviticus, a young human wizard who recently became a fully-fledged wizard, graduating from his apprenticeship with Simon Arentinos. Alibeth is a very beautiful woman, with long black hair, usually kept back, emerald green eyes with flecks of amber, and usually dresses in very fashionable water-silk gowns (rumours abound that she has a high-placed lover in the Silker’s Circle). Palorn is a cheerful young man, though somewhat impatient with his position as doorkeeper. He wants to study magic full-time, and isn’t always as polite to visitors as he should be. He has a shaven head, with blue eyes. He dresses in guild-robes, in dark forest green with golden trim, the traditional colour for the doorkeeper.
Each of them has a scroll of invisibilty which they use if someone come in looking for trouble. They then arcane lock the door into the next room (Palorn uses a scroll), the main foyer, after excaping through it.
The main foyer is much grander than the first room – a marble staircase carpeted with crimson runners, and a great silver chandelier, enchanted with continual flame. Two doors on each side of the foot of the staircase lead to the meeting hall (left door) and the library (right door).
Second floor – About a third are offices for the guild’s leaders/employees, while the rest is mainly suites which are given to guild members. Some are permanently rented out, and others are kept free for members who need a short-term place to stay.
Third floor – Teaching and research laboratories fill this floor. Most have windows, save for the Conjuration/Evocation teaching laboratory. There are four teaching labs, and the rest are kept by various guild-members.
Conjuration/Evocation/Abjuration lab – At the very centre of the third-floor, this laboratory is permanently guarded by an inward-focused magic circle against evil enhanced with permanency. Various dark stains and pits cover the walls, for this is where students are taught combative magics, and test their shielding skills against actual magic.
Abjuration/Transmutation – Here is where abjuration is first learned, and transmutation is taught. There is one long table in the middle of the room, and a chest filled with various objects used in transformations. There is also a pile of small beanbags in one corner, used to test students’ shielding ability.
Divination/Illusion lab – Half the room can be sectioned off by a large curtain, and students are encouraged to try and discern what lies behind it. A collection of boxes with shuttered lids are also kept here. Students taking their final are often matched against an instructer, and must determine, with magic, whether an illusion is false or real. They must then create an illusion which the instructor must do the same – they cannot tell from just looking.
General Studies lab – Everything else.
(If anyone wants to draw this out, feel free.)
Organisation/Positions –
Guild-Master/Mistress – Alestra Silvyn. A regal, imposing sorceress, Alestra has deep black hair, with a brilliant silver streak running back from one temple. She usually dresses in deep blue robes (though the traditional guild-master colours are crimson and gold), and has her raven familiar, Hericles, with her at all times. She is adept at enchantment magic, and is a subtle opponent politically and magically. She has a strong influence on the Council of Houses, as indeed the guild usually has, but exercises it with restraint. (Sor 8, LN, Cha 19, Feats include Craft Wondrous Item.)
Keeper of the Scrolls – The librarian. This position ensures the safety of the spell-books, arcane texts, magical codexes, and wizard-manuals found in the library. Currently held by Reginald Oakheart, a very large, burly, blond-haired man. Very athletic and fit, he is the strongest wizard by far, physically if not magically. He keeps himself in very good shape, through a disciplined regime he learned from his father, and dresses in the robes of his office (purple and black with silver trim) most of the time. He is also very intelligent, though rather thoughtful and reserved. He keeps order in the library, enforcing the rule of silence rather stringently.
(Wiz 5, CG, Str 17, Int 17, Con 14, possible levels of monk)
Keeper of the Gates – Jointly held by Lady Alibeth and Palorn Leviticus. See Guildhouse for more details. The office colours are dark green and golden.
Alibeth – (Wiz 4, N, Cha 18) Palorn (Wiz 2, NG, Cha 14, Int 16)
Justicar – Responsible for the use of magic and the punishment of mis-use, this office is held by Simon Arentinos, an old, pleasant man, with iron-gray hair, a slight stoop, and a grandfatherly disposition. The most powerful wizard in Mor’s End, Simon enforces the use of magic. Violation of guild laws (see below) allows him to use lethal force to bring criminals down. He often works closely with Sebastian Palmora, especially in the recent murders in the Beggar’s Market.
Simon Arentinos (Wiz 9, LG, Int 19, wand of hold person, other magical gear.)
Other notable mages from other cities often visit from time to times, giving lectures in the meeting hall.
Guild Laws –
(Excerpted from the Mandate of Founding) 'For most guild practitioners of magic will be either wizards and sorcerers. Casting of spells for a fee, magical item sales, and any other commercial services offered via magic, including but not limited too those named prior, will fall under the purview of this body at all times, and violation of this – sale without a license – will lead to fines, imprisonment, and expulsion from the guild.’
For members to sell magical services, they must have a license. Members without this license gain other guild benefits, but can only use their magic to help themselves or others, and cannot be paid – save for incidental bonuses, such as loot or a reward. With that noted, it’s important to remember the large number of Adepts in the city – the guild has traditionally turned a blind eye to the sale of goods from these, since it prevents them from being bothered. They have and will invoke the mandate if the Adept is selling dangerous potions or spells. The guild does not turn a blind eye to members selling magical items – even minor ones – or spells without a license.
Casting is not prohibited. Registration is required to cast on the streets or in public in front of witnesses, however, so unregistered wizards should only cast in the privacy of their own homes. Registation gives a writ of membership to the guild, the benefits of which are outlined below. Note that guards at the gates will usually pass this information on.
The guild is very strict on necromancy, enchantment, and combat-spells cast in the city limits. Though you may get away with casting detect magic once or twice without registration, the guard (and most citizens) will immediately report use of any of the prohibited magics if they see them used, and may ask for a writ membership even if the spell used is harmless.
Simon Arentinos will attempt to capture, and if that fails, attempt to kill, any person who uses prohibited spells on an innocent, or unregistered mages who resist arrest. Even killing an animal or beast with combat spells is cause for a hearing, which can lead to very hefty fines.
Guild benefits - Members may cast in public without fear of being detained, may purchase a license to sell magical services, gain training, gain research facilities for hire, may attend lectures (which are also open to the ticket-holding public) by visiting sorcerers and wizards for free, and may use the library at will. They also get very cheap housing at the guild-house itself, in very well-appointed suites.
That’s all Folks. Anything I need / others want to add?
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