Need help with a mages guilld

Scraht

First Post
I have a player who is a wizard, and we'd both like to incorporate large wizard guilds into the game. Problem is, I don't really know anything about it. How would it run? What would they do? How would my player interact with it? If he's renowned enough, how would they react to that? Any ideas, and advice would be greatly appreciated, thanks!
 

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Grab the Redhurst Players Guide free PDF off of Human Head's Web site. (It's just missing all the DM info.) It's a powerful wizards guild/college. Think of Harvard or Oxford, but with fireballs, and that's pretty much how things go there on the surface. As in the real world, IMC, the alumni of prestigious wizard colleges have fancy social clubs in major cities where they work their social contacts, spoke expensive cigars, eat fancy meals and look down on everyone else.

If your player's wizard is a successful alumni, he'd likely rub shoulders with peers at a Redhurst Club in the local city, have people coming to him because of his (and the school's) reputation and occasionally have wizards trying to get him to write recommendations to Redhurst for their apprentices. And, of course, there will be wizards from rival schools who will decide they don't like him (or just want to show him up) based on his education and others who will cut him breaks he doesn't otherwise deserve for the same reason. (IMC, the baron is an alumni of Redhurst and gives the probably evil wizard NPC a lot of breaks, simply because he can't believe ill of a fellow alumni. School fight songs sometimes trump common sense, as they do in real life.)
 
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I view wizard guilds like medieval guilds. They control the standards of training and set minimum rates for magic items, spell casting ect., and control the sale of such items. You don't have to be a member of a guild if you are just passing through, but if you use magic then you are subject to a whole slew of laws that don't appply to guild members. These laws are enforced by the guild, not some level 1 watchman. The guilds have a strong interest in protecting their monopoly.

If you become resident in an area controlled by a guild, you still don't need to join but often must register. Failure to register, you guessed it, another violation of the law.

Membership does have it's privileges. Access to libraries, scroll sanctoriums where you can prepare a scroll in peace. Access to labs and alchemists. In addition to all the amenities of an exclusive club. There is even a health plan of sorts. The guild does not tolerate its members in good standing being molested by thieves, corrupt nobels or such. Membership is exspensive, and there are multiple levels of membership depending on your level of spell casting ability.

The different guilds are highly competitive but not violent, unless there is some old personal grudge between the leaders of different guilds.
 


One option is to go the full medieval guild route for your model of mages by picking up the free pdf of the Ars Magica 4th edition game. I believe it is available from e23. Go to www.sjgames.com then the link to e23 then browse for atlas games.
 

If you want a good take on the whys of wizards guilds read "The Night of Madness" by Lawrence Watt-Evans. It portrays a new form of magic (Warlocks, amusingly enough) coming into the world, and the formation of the Warlocks Guild.
 


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