Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
The Chump is Stumped out!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jgbrowning" data-source="post: 851775" data-attributes="member: 5724"><p>Wizards would have status due their spellcasting abilities, but they would only find a place (outside the typical city) through land ownership and hence as part of the gentry/nobility.</p><p></p><p>If you were a peasant who had the ability, a sympatheic lord could arrange for you to leave his manor (for arcane apprenticeship) under agreement for you to come back and serve him for a number of years as payment.</p><p></p><p>Spon casters will have it harder. Sure you may be able to cast simple spells. You use magic against the rules of the land and you'll suffer just the same. There will be ways of enforcing magic propriaty.</p><p></p><p></p><p>For the city.... From MMS:WE</p><p>Wizards’ Guilds</p><p>No magical medieval city is complete without a wizards’ guild. Like other members of society, wizards need a community and group insurance. To determine a viable wizards’ guild, one needs to remember why people form them: what benefits they offer, what financial and social payments its members pay for the privilege of membership, and the guild’s role as regulator in the city. These ideas are integral to maintaining medieval thought among magical times. The unique magical ability of wizards also adds complication in creating a guild structure.</p><p></p><p>The guild is for camaraderie, insurance, and social distinction according to one’s profession or craft. A wizards’ guild offers many benefits for its members, both social and arcane-oriented. If a wizard dies an untimely death, then the guild insures proper burial and a stipend for the widow and children left behind. For members wealthy enough to afford coming back, the guild can ensure the member’s return. In larger cities with wealthy guilds, the guild can grant access to research facilities, laboratories, special materials, and spell components. Where else can a wizard safely find the snake off a medusa’s head, even if he has to pay the outrageous guild price? Other possibilities are shared magical learning, spell trading, and lend/lease magic items. Holiday feasts and theater productions must be a riot at the guildhall, and the types of songs wizards sing after pitchers of ale are legendary. Wizards also enjoy the settled ease of knowing someone understands them when they say over cards, “Yes, I tried to reverse the metamagic field by polarizing the phlogiston; unfortunately, upon opening the box, I found the cat dead.“</p><p></p><p>The guild acts as a police force for its craft, both on guild members and on outsiders within the guild’s territory. If there is a wizards’ guild in a city, being a member of the guild is not a luxury; it is a prerequisite. As with other professional and craft guilds, membership is compulsory to practice wizardry in the city, which includes casting spells for others, selling wizardly services, and making magic items for sale. Unauthorized practitioners risk retribution by the guild if word leaks out. This does not mean that it does not happen; it just means that guilds have a socially and legally supported right to pursue such transgressors.</p><p></p><p>The guild also creates its regulations and bylaws. Any number of restrictions may be a part of a wizards’ guild. Though the particular laws of any given wizards’ guilds are campaign specific, here are a few ideas. Wizards’ guilds limit who can make what magical items. They restrict what level of spells a wizard can cast for hire, depending on level or status in the guild. They regulate the prices at which wizards sell magic items, potions, scrolls, or spells they cast from memory. They determine who can create new spells and what new spells are created. They determine who becomes a wizard, through controlling membership and taking on apprentices. They even create codes of conduct for foreign wizards who enter the city. They create specializations within the guild, like battle wizards, caravan wizards, research wizards, and production wizards.</p><p></p><p>However, with guild membership comes guild obligation. Service, magic items, scrolls, potions, research, spells, unique components, or plain coin cover membership fees and other payments. The combination of payments depends on the particular guild. The guild itself has feudal obligations it must fulfill. The amount of comparative power the guild holds, the lord or city council that gives the guild a charter, and the arrangements made with other groups determine the feudal obligations a wizards’ guild owes to other groups and power centers in the city. </p><p></p><p>It is important to remember that despite the camaraderie and rules for self-policing, wizards’ guilds have just as much internecine fighting, backstabbing, individual power grabs, systematic rule-breaking, and dirty play as any other magical medieval guild. Although lords may grant a city the right to form a wizard’s guild, they will never relinquish control over their rights of magical taxation and service, unless physically forced otherwise.</p><p></p><p>Wizards’ guilds are potentially one of the most powerful groups in a city. Such organizations have the magical power, and most likely the wealth, to compete against other guilds and power centers for attention and influence. Wizards provide magic that improves crime solving, intelligence gathering, and diplomacy. Wizards’ guilds are full of learned men and their comprehensive libraries, facilities held in high esteem as places of learning and prominent architecture. A city’s wizards’ guild is immensely useful in places where military concerns are strong, or in times of war.</p><p></p><p>In smaller communities, it is possible to have an arcane guild, opening the guild concept to sorcerers and bards, but such an organization is unlikely where enough learned wizards gather and look down upon their unlearned and undisciplined arcane counterparts. </p><p></p><p></p><p>Spontaneous Casters.... from MMS:WE</p><p>Spellcasters in the City</p><p>Spellcasting and crafting magic items are professions loosely comparable to advocates and architects in a historical medieval society. They are people whose commodity is specialized knowledge. Not everyone can afford them, but those who can pay handsomely for their services.</p><p></p><p>The application of magic in the city depends greatly upon the guilds, associations, and politics of the city. In places with a strong wizards’ guild, other arcane spellcasters have a hard time practicing or selling their magic. Some cities have rival wizards’ guilds with differing alignments. Such an environment might lead to wizard duals, political conflict, and conversely, a tendency toward divine spellcasters. In cities with strong patron gods, clerics not aligned with the leading deity have problems performing social programs that overlap with the church of the patron god. Perhaps the church of the patron god does not allow other religions to heal people, or to break curses and enchantments. The cityscape looks much different with multiple guilds, churches, and associations of spellcasters, no one strong enough to have an effective monopoly on magic in the city.</p><p></p><p>Spontaneous Casters</p><p>Besides organizations of wizards and clerics, spontaneous casters can also form guilds or alliances. Bards sometimes form bardic colleges, offering training and sharing lore. These associations do not have to be exclusively for spellcasting bards, but also for non-magical performers and entertainers.</p><p></p><p>Sorcerers may also form groups, though not as organized as their arcane brethren. Neutrally structured sorcerers have an easier time collecting dues, holding meetings, and regulating sorcerers’ activities than their chaotic associates. Generally speaking, spontaneous casters usually work outside the magic-based guild system.</p><p></p><p>Magic and Craft</p><p>It is more likely for spontaneous casters to have other professions, finding a social niche through membership in professional or craft guilds. This may also be true of wizards and clerics who wish to remain outside of guilds designated for spellcasters. Rather than perform magical services and make magic items, they use their magical abilities toward furthering their craft and trade. Strong arcane guilds or churches may attempt to prohibit independent spellcasting in the city. Most wizards’ guilds and patron god churches do not curb independent or spontaneous spellcasters as long as they do not get too powerful, encroach or hinder on the guild’s/church’s activities, or devalue the selling price of magic for the guild or church by creating alternate sources of magic. Independent spellcasters and spellcasters with other professions are more likely in places with weak or no wizards’ guilds or churches of patron gods. Spellcasters belonging to craft and merchant guilds may even sell their magic to other guild members for extra money, something that is usually prohibited by the presence of wizards’ guilds or churches of strong patron gods.</p><p></p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 851775, member: 5724"] Wizards would have status due their spellcasting abilities, but they would only find a place (outside the typical city) through land ownership and hence as part of the gentry/nobility. If you were a peasant who had the ability, a sympatheic lord could arrange for you to leave his manor (for arcane apprenticeship) under agreement for you to come back and serve him for a number of years as payment. Spon casters will have it harder. Sure you may be able to cast simple spells. You use magic against the rules of the land and you'll suffer just the same. There will be ways of enforcing magic propriaty. For the city.... From MMS:WE Wizards’ Guilds No magical medieval city is complete without a wizards’ guild. Like other members of society, wizards need a community and group insurance. To determine a viable wizards’ guild, one needs to remember why people form them: what benefits they offer, what financial and social payments its members pay for the privilege of membership, and the guild’s role as regulator in the city. These ideas are integral to maintaining medieval thought among magical times. The unique magical ability of wizards also adds complication in creating a guild structure. The guild is for camaraderie, insurance, and social distinction according to one’s profession or craft. A wizards’ guild offers many benefits for its members, both social and arcane-oriented. If a wizard dies an untimely death, then the guild insures proper burial and a stipend for the widow and children left behind. For members wealthy enough to afford coming back, the guild can ensure the member’s return. In larger cities with wealthy guilds, the guild can grant access to research facilities, laboratories, special materials, and spell components. Where else can a wizard safely find the snake off a medusa’s head, even if he has to pay the outrageous guild price? Other possibilities are shared magical learning, spell trading, and lend/lease magic items. Holiday feasts and theater productions must be a riot at the guildhall, and the types of songs wizards sing after pitchers of ale are legendary. Wizards also enjoy the settled ease of knowing someone understands them when they say over cards, “Yes, I tried to reverse the metamagic field by polarizing the phlogiston; unfortunately, upon opening the box, I found the cat dead.“ The guild acts as a police force for its craft, both on guild members and on outsiders within the guild’s territory. If there is a wizards’ guild in a city, being a member of the guild is not a luxury; it is a prerequisite. As with other professional and craft guilds, membership is compulsory to practice wizardry in the city, which includes casting spells for others, selling wizardly services, and making magic items for sale. Unauthorized practitioners risk retribution by the guild if word leaks out. This does not mean that it does not happen; it just means that guilds have a socially and legally supported right to pursue such transgressors. The guild also creates its regulations and bylaws. Any number of restrictions may be a part of a wizards’ guild. Though the particular laws of any given wizards’ guilds are campaign specific, here are a few ideas. Wizards’ guilds limit who can make what magical items. They restrict what level of spells a wizard can cast for hire, depending on level or status in the guild. They regulate the prices at which wizards sell magic items, potions, scrolls, or spells they cast from memory. They determine who can create new spells and what new spells are created. They determine who becomes a wizard, through controlling membership and taking on apprentices. They even create codes of conduct for foreign wizards who enter the city. They create specializations within the guild, like battle wizards, caravan wizards, research wizards, and production wizards. However, with guild membership comes guild obligation. Service, magic items, scrolls, potions, research, spells, unique components, or plain coin cover membership fees and other payments. The combination of payments depends on the particular guild. The guild itself has feudal obligations it must fulfill. The amount of comparative power the guild holds, the lord or city council that gives the guild a charter, and the arrangements made with other groups determine the feudal obligations a wizards’ guild owes to other groups and power centers in the city. It is important to remember that despite the camaraderie and rules for self-policing, wizards’ guilds have just as much internecine fighting, backstabbing, individual power grabs, systematic rule-breaking, and dirty play as any other magical medieval guild. Although lords may grant a city the right to form a wizard’s guild, they will never relinquish control over their rights of magical taxation and service, unless physically forced otherwise. Wizards’ guilds are potentially one of the most powerful groups in a city. Such organizations have the magical power, and most likely the wealth, to compete against other guilds and power centers for attention and influence. Wizards provide magic that improves crime solving, intelligence gathering, and diplomacy. Wizards’ guilds are full of learned men and their comprehensive libraries, facilities held in high esteem as places of learning and prominent architecture. A city’s wizards’ guild is immensely useful in places where military concerns are strong, or in times of war. In smaller communities, it is possible to have an arcane guild, opening the guild concept to sorcerers and bards, but such an organization is unlikely where enough learned wizards gather and look down upon their unlearned and undisciplined arcane counterparts. Spontaneous Casters.... from MMS:WE Spellcasters in the City Spellcasting and crafting magic items are professions loosely comparable to advocates and architects in a historical medieval society. They are people whose commodity is specialized knowledge. Not everyone can afford them, but those who can pay handsomely for their services. The application of magic in the city depends greatly upon the guilds, associations, and politics of the city. In places with a strong wizards’ guild, other arcane spellcasters have a hard time practicing or selling their magic. Some cities have rival wizards’ guilds with differing alignments. Such an environment might lead to wizard duals, political conflict, and conversely, a tendency toward divine spellcasters. In cities with strong patron gods, clerics not aligned with the leading deity have problems performing social programs that overlap with the church of the patron god. Perhaps the church of the patron god does not allow other religions to heal people, or to break curses and enchantments. The cityscape looks much different with multiple guilds, churches, and associations of spellcasters, no one strong enough to have an effective monopoly on magic in the city. Spontaneous Casters Besides organizations of wizards and clerics, spontaneous casters can also form guilds or alliances. Bards sometimes form bardic colleges, offering training and sharing lore. These associations do not have to be exclusively for spellcasting bards, but also for non-magical performers and entertainers. Sorcerers may also form groups, though not as organized as their arcane brethren. Neutrally structured sorcerers have an easier time collecting dues, holding meetings, and regulating sorcerers’ activities than their chaotic associates. Generally speaking, spontaneous casters usually work outside the magic-based guild system. Magic and Craft It is more likely for spontaneous casters to have other professions, finding a social niche through membership in professional or craft guilds. This may also be true of wizards and clerics who wish to remain outside of guilds designated for spellcasters. Rather than perform magical services and make magic items, they use their magical abilities toward furthering their craft and trade. Strong arcane guilds or churches may attempt to prohibit independent spellcasting in the city. Most wizards’ guilds and patron god churches do not curb independent or spontaneous spellcasters as long as they do not get too powerful, encroach or hinder on the guild’s/church’s activities, or devalue the selling price of magic for the guild or church by creating alternate sources of magic. Independent spellcasters and spellcasters with other professions are more likely in places with weak or no wizards’ guilds or churches of patron gods. Spellcasters belonging to craft and merchant guilds may even sell their magic to other guild members for extra money, something that is usually prohibited by the presence of wizards’ guilds or churches of strong patron gods. joe b. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Chump is Stumped out!
Top