literature

Mage's Guild

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Literature Text

Symbol: The symbol of the Mage's Guild is a stylized depiction of an eye.

Background, Goals and Dreams: The Mage's Guild Charter has the following to say about the guild's background and history:

"The Guild of Mages provides benefits to scholars of magic and established laws regarding the proper use of magic.  The guild is dedicated to the collection, preservation and distribution of magical knowledge with an emphasis on ensuring that all citizens of Tamriel benefit from this knowledge.  The Guild of Mages was established on Summerset Isle in the year 230 2E by Vanus Galerion and Rilis XII.  It was later confirmed by the "Guilds Act" of Potentate Versidue-Shae."

The pride and joy of all the guild is the Arcane University.  The university is part of the Imperial City in Cyrodiil province and serves as the ultimate trove of knowledge, both mundane and magical.  Many of the guild's best wizards live and practice their craft here, where they have access to the highest-quality supplies for spellcraft, alchemy, enchanting and more.  The Arch-Mage of the guild even has a whole floor of the main tower that serves as his personal quarters.

As of 3E 431, the year in which Mehrunes Dagon was defeated by the Champion of Cyrodiil, the (then) Arch-Mage Hannibal Trevan declared that all members of the guild who sought entrance to the Arcane University must be approved by all presiding stewards of the Cyrodiilic guild halls: Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Kvatch, Leyawwin and Skingrad.  During that same year, the Elder Council began enforcing a mandate that redistributed the sale of spells in Cyrodiil across its guid halls.  When Kvatch fell to the hordes of Oblivion, Bruma was charged with the sale of Enchantment magic.  The following cities were responsible for these schools of magic: Anvil (Abjuration), Bravil (Illusion), Cheydinhal (Transmutation), Chorrol (Conjuration), Kvatch/Bruma (Enchantment), Leyawin (Divination) and Skingrad (Evocation).

Note that Hannibal Trevan banned the use of necromancy among guild members.  While not strictly outlawed, members of the Mage's Guild are forbidden from dealing with anyone who practices necromancy.

Type: Cabal.

Scale: 11 (multiregional).

Mage's Guild Affiliation
Criterion: Affiliation Score Modifier

Expertise and Power: +½ character's level
Can cast arcane spells*: +½ per maximum spell level
Can cast divine spells*: +¼ per maximum spell level
Ranks in Knowledge (Arcana, the Planes) or Spellcraft: +¼ per five ranks (highest skill only)
Has Metamagic, Item Creation or Reserve feats: +¼ per feat
Has a familiar or animal companion: +1
Fortunate in the aspect of the Apprentice, Atronach or Mage: +1
Develops a new spell: +½ per spell level
Makes a discovery important to advancing the understanding of Magicka: +2
Successfully completes a mission: +½ per mission
Fails to complete a mission: -1 per incident
Steals the work or research of another member: -10 per incident, must pay restitutions to aggrieved party
Betrays guild secrets: Affiliation score set to 0, ejected from the guild
Cannot cast spells: -5
Casts a necromancy spell in front of another guild member: Affiliation score set to 0, ejected from guild
*Includes equivalent spell-like abilities

Mage's Guild Ranks
Affiliation Score - Title: Benefits and Duties

10 or less - Junior member without benefit.
11 to 15 - Apprentice: An apprentice of the Mage's Guild receives 25 gold pieces whenever he completes a task assigned to him.  Furthermore, an apprentice of the guild can purchase new spells from fellow guild members for ½ the standard price.  Once per month, the apprentice may take a 1st level scroll or potion from the guild's "community chest".
16 to 20 - Journeyman: A journeyman of the Mage's Guild receives 50 gold pieces whenever he completes a task assigned to him.  Furthermore, a journeyman of the guild can purchase arcane scrolls, potions, and spellcasting services at ¾ the standard price.
21 to 25 - Magician: A magician of the Mage's Guild receives 100 gold pieces whenever he completes a task assigned to him.  Magicians of the guild are taught the secrets of Dream Walking.  Whenever the character sleeps at a guild hall and can prepare arcane spells, he may prepare one spell he doesn't personally known if it is known to another sleeper in the guild hall.
26 to 30 - Master Wizard: A master wizard of the Mage's Guild receives 200 gold pieces whenever he completes a task assigned to him.  A master wizard spends only ½ the normal XP costs to cast spells or craft items.
31 or more - Arch-Mage: The Arch-Mage is the leader of the mage's guild.  He dictates law and guild policy regarding the use of magic.  An arch-mage appoints his own successor.  Should the arch-mage die before a successor is named, the council of Master Wizards will meet to appoint one from among their own number.  As the arch-mage, the character is presented with a powerful magic artifact known as the Wisp Crown.  The spirits of former affiliation heads willingly rest within will-o' the-wisp-like glowing balls on the golden crown.  Three times per day, you can use the Wisp Crown's ancient advisors to grant yourself a +6 insight bonus on any Charisma-, Intelligence- or Wisdom-based skill or ability check.  The arch-mage must take great care with his application of guild resources; each month, he must make a DC 20 Appraise check, or the Mage's Guild loses one point of capital.

Executive Powers: Craft, Law (in regards to the use of magic) and Research.
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