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Looking for Mages guild ideas.
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<blockquote data-quote="Carnifex" data-source="post: 991464" data-attributes="member: 227"><p>I've got a lot of mages guild stuff in my campaign <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>There's the Flame Guild, mercenary fire-themed battlemages whose organisation is powerful in two neighbouring nations. Their hq is a huge fortress built around a pit called the Pyre of Gilamesh, burning with eternal magical fire, the site where an elder god was defeated in the physical world and banished to the outer realms. THey have an organisation-based PrC, and higher-ranking members (IIRC of the title War Mage and above, which was 3rd level in the 5 level PrC) can tap into the Pyre to swap out spells spontaneously for fire spells.</p><p></p><p>There's the Drakkath Guild of Arcane Practitioners, a loose and scholarly guild of spellcasters over a large area of several nations called the Drakkath. The guild is very academic in focus.</p><p></p><p>There's a number of smaller national battlemage guilds within the same area as well, providing military spellcasters for rulers.</p><p></p><p>There's the Order of Night, a guild of mysterious necromancer/fighters who worship the deity Charon and gather ancient lore.</p><p></p><p>There's Naseria, a land where members of the ruling classes are *all* sorcerers - the nobility claim descent from the sorcerer god Naskha. Wizards have formed their own Naserian mages guild, but its on the same level as merchant guilds and suchlike - with all the sorcerers around, wizardly magic is kinda second rate, they're in the same bracket of society as other middle-class trades.</p><p></p><p>Carthagia and some other areas have Manipulator guilds. Manipulators are biothaumaturges, adept in blending genetics and magic to fleshtwist existing creatures and create new ones.</p><p></p><p>The cold land of Cryosia is ruled by a magocracy of cryomancers - ice wizards. It's kinda a guild and a government rolled into one.</p><p></p><p>Lots more details I could give but I think I'll stop for now <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Carnifex, post: 991464, member: 227"] I've got a lot of mages guild stuff in my campaign :) There's the Flame Guild, mercenary fire-themed battlemages whose organisation is powerful in two neighbouring nations. Their hq is a huge fortress built around a pit called the Pyre of Gilamesh, burning with eternal magical fire, the site where an elder god was defeated in the physical world and banished to the outer realms. THey have an organisation-based PrC, and higher-ranking members (IIRC of the title War Mage and above, which was 3rd level in the 5 level PrC) can tap into the Pyre to swap out spells spontaneously for fire spells. There's the Drakkath Guild of Arcane Practitioners, a loose and scholarly guild of spellcasters over a large area of several nations called the Drakkath. The guild is very academic in focus. There's a number of smaller national battlemage guilds within the same area as well, providing military spellcasters for rulers. There's the Order of Night, a guild of mysterious necromancer/fighters who worship the deity Charon and gather ancient lore. There's Naseria, a land where members of the ruling classes are *all* sorcerers - the nobility claim descent from the sorcerer god Naskha. Wizards have formed their own Naserian mages guild, but its on the same level as merchant guilds and suchlike - with all the sorcerers around, wizardly magic is kinda second rate, they're in the same bracket of society as other middle-class trades. Carthagia and some other areas have Manipulator guilds. Manipulators are biothaumaturges, adept in blending genetics and magic to fleshtwist existing creatures and create new ones. The cold land of Cryosia is ruled by a magocracy of cryomancers - ice wizards. It's kinda a guild and a government rolled into one. Lots more details I could give but I think I'll stop for now :) [/QUOTE]
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