theRogueRooster
First Post
I am trying to come up with something different for a mage guild in my low-magic campaign world, but I'm stumped. I don't necessarily want the "traditional" fraternal order complete with a ruling council of elders, but I'm having trouble wrapping my brain around anything else. I'd love to hear other folks' take on what a mage guild would look like in a world where magic is fairly rare. I'm not sure "guild" would even be a proper term in such a case.
If it helps, my campaign is a True20-fried version of Green Ronin's Freeport with all the orcs, elves, and whatnot replaced with different human cultures. Some of the more magical elements have been done away with, although the bad guys are still in place and unchanged. Think of the Carribean during the Age of Sail but where native shamans actually can use magic. Better yet, think of "Pirates of the Carribean" but where there are a few who are gifted in the arcane arts. How would these few congregate and to what purpose? What would the trappings of their order be? Have you done something similar for your campaign? What did it look like?
-tRR
If it helps, my campaign is a True20-fried version of Green Ronin's Freeport with all the orcs, elves, and whatnot replaced with different human cultures. Some of the more magical elements have been done away with, although the bad guys are still in place and unchanged. Think of the Carribean during the Age of Sail but where native shamans actually can use magic. Better yet, think of "Pirates of the Carribean" but where there are a few who are gifted in the arcane arts. How would these few congregate and to what purpose? What would the trappings of their order be? Have you done something similar for your campaign? What did it look like?
-tRR