Organizations in Feyworld

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Mage Guilds

Original article: Mage Guilds in Feyworld

The Abarisian Order

Original article: The Abarisian Order
14 points

Style Prerequisite: Hermetic Potential, Hermetic Aptitude 1

Grand Council: The Grand Mysteriorae at Tulgaren, Zengara

Locales

The Abarisian Order is fairly popular in the east and a chapterhouse in most major human cities. It's power in Aebasan and the Adan-Halic lands is waning, though still strong.

Nickname(s): The Magi

Philosophy: The Abarisian Order is dedicated to the precepts of Abaris and works closely with her priests. Their interest is primarily in researching the nature of magic itself, though the Abarisians prefer to do research in their labs and libraries as opposed to fieldwork. Research into illusion was proscribed until very recently, so they tend to have view illusion spells available in their tomes.

Membership: Members of the Abarisian Order tend to be viewed as typical mages: conservative, reclusive and pedantic. Most do fit into this stereotype, though there are some whose research leads them into the creation of magical items. A small few (usually of a younger generation) who follow the precepts of Saint Libriacus the Wanderer and explore the world first-hand.

Hierarchy: The Council of Five in Zengara leads the Abarisian Order. Each Councilor oversees the chapterhouses of a specific region. Each region is further divided into five Demesnes, each led by a High Master. Demesnes are further divided into five Precincts, each with its own Governor. Precincts can be further divided into five individual Chapterhouses, with a Provost oversees each chapterhouse. The Order maintains no more than 625 chapterhouses throughout the world. Every ten years, the hierarchy of the Order is examined by the Council of Five to determine if a new chapterhouse needs to be established to replace one that was destroyed or disbanded.

Required Skills: Fortune-Telling (Astrology), Hidden Lore, Mathematics, Occultism, Thaumatology, Theology, Research, Writing

Required Spells: Counterspell, Detect Magic, Lend Energy, Seek Power, Sense Foes

Perks: Adjustable Spell (Spell Enhancement), Academic Rank, Convenience Caster, Flexible Ritual, Intuitive Cantrip (Kindle or Magical Analysis), Magical Style Adaptation, Mana Compensation, Named Possession, No Gestures, No Incantations, Sanctum, Scroll-Reading, Secret Spell, Special Exercises (IQ or Magery), Spell Bond, Spell Duelist, Spell Resistance, Staff Attunement, Staff Bond, Standard Operating Procedure (Any), Thaumatological Doublespeak and Willful Casting.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

Unfinished

The Fellowship of the Golden Quill

Original article: The Fellowship of the Golden Quill
14 points

Style Prerequisite: Hermetic Potential

Grand Council: The Hall of Night at Parvos, Eeridia

Locales

Aurea

Original article: Apostates on Aurea

Despite only beginning to gain in popularity after the fall of Lucius "The Heretic", the Fellowship has spread throughout the human-dominated lands of southern and eastern Aurea. They are particularly strong in Mabagne, Dracia, Drussa and Waldavia. Though it is presumed that they have a Grand Council established on Aurea, as most of the other Mages' Guilds do, its location is unknown.


Duria

Apostates on Duria

Gallorea

Original article: Apostates on Gallorea
The Fellowship is gaining in popularity and has numerous chapterhouses in both the Aebasan lands and amongst the Adal-Halic people. Its influence is weak in the south, where the Abarisian Order still commands much respect. The Grand Council on Gallorea is located at The Hall of Night at Parvos, Eeridia.

Philosophy: The result of a schism in the Abarisian Order, the Fellowship is primarily a group of secular mages who have many of the same interests as the Magi, but few of the rules restricting research. The Apostates believe that, while Abaris is an important patron of magic and its wielders, magical research should be independent of ecclesiastic influence. One of the Fellowship's first interests was the exploration of illusions, which was once proscribed by the Abarisian Order.

Membership: The Apostates tend to be more interested in the world around them than their parent Order and encourage their members to be fruitful members of society as well as researchers in the magical arts. Over the centuries, this policy has garnered them much support in Aebasan and Adal-Halic lands, to the point that they enjoy almost as much popularity in those regions as the Magi.

Hierarchy: The Fellowship's hierarchy runs along clearly defined lines, but it is much more open than that of its parent Order. The Fellowship is ruled by the three-member Council of Archmagi, which dictate the overall policies of the Order. Regional governance is handled by a varying number of Magiarchs, from which the Archmagi are elected. Each region is further divided into Precincts, each governed by a Lord Magister. The Precincts are composed by the chapterhouses, each of which are commanded by a Magister. While the Fellowship encourages magical research into new areas, the Office of the Examiner, which has branches in each Precinct, must approve each new experiment.

Required Skills: Archaeology, Area Knowledge, Disguise, Hidden Lore, Mathematics, Occultism, Thaumatology, Writing

Required Spells: Find Direction, Keen Sense, Sense Emotion, Sense Foes, Simple Illusion, Sound

Perks: Adjustable Spell (Spell Enhancement), Academic Rank, Improvised Magic, Intuitive Cantrip (Kindle or Magical Analysis), Magical Style Adaptation, Mana Compensation, Named Possession, Paraphernalia Pro, Sanctum, Scroll-Reading, Secret Mage, Secret Spell, Secret Words, Shortcut to Power, Special Exercises (any), Spell Bond, Spell Duelist, Spell Resistance, Stabilizing Skill, Staff Attunement, Staff Bond, Thaumatological Doublespeak, Willful Casting, Wizardly Dabbler and Wizardly Garb

Optional Traits

Attributes: Improved IQ, Will and Per

Advantages: Languages (particularly ancient languages), improved Hermetic Aptitude,

Disadvantages: None

Skills: Architecture, Artist (Illusion), Geology, Literature, Research

Spell List

First Ring (Apprentice)

Though an Apprentice may learn any number of the spells listed, they must learn Find Direction, Keen Sense, Sense Emotion, Sense Foes, Simple Illusion and Sound to be considered a member of the Fellowship and even be considered for promotion to Scholar.

Colors Keen Sense Seek Food
Fear Light Sense Emotion
Find Direction Seek Air Sense Foes
Foolishness Seek Earth Simple Illusion
Haste Seek Fire Sound
Ignite Fire

Second Ring (Scholar) An Apprentice becomes a Scholar upon learning at least the six required Apprentice spells. Having Hermetic Aptitude I is strongly recommended, though some few otherwise very talented Apprentices do receive promotion to full membership in the Fellowship as a Scholar.

Alertness* Find Weakness Reflect
Analyze Magic Fireproof Scryguard
Apportation Forgetfulness Seek Magic
Armor Glow Seeker
Aura Grease Shape Earth
Complex Illusion Great Haste* Shape Fire
Conceal Magic Hinder Shape Light
Continual Light Identify Spell Shape Water
Counterspell Illusion Disguise Sound Vision
Create Fire Illusion Shell Suspend Spell
Daze Independence Thunderclap
Deflect Missile Know Illusion Truthsayer
Detect Magic Lend Energy Voices
Disorient Magelock Ward
Dull Sense Mirror Weaken Will
Extinguish Fire Rear Vision Wisdom
Far-Tasting Recover Energy

Third Ring (Wizard) A Scholar may become a Wizard upon learning at least ten Apprentice Spells and five Scholar spells, one of which must be Complex Illusion. Typically, a scholar is required to submit to an examination by a higher-ranking member of the Fellowship, during which he will be required to create a convincing illusion, so some accomplishment with Artist (Illusion) is strongly recommended. Very few Scholars not possessing Hermetic Aptitude II will be considered for promotion to Wizard.

Ancient History Great Ward Permanent Forgetfulness*
Animate Object* Hide Poltergeist
Avoid History Quick March
Boost Attribute (Intelligence) Hold Fast Resist Fire
Catch Missile Initiative Return Missile
Command Inscribe Scrywall
Control Illusion Jump See Secrets
Copy Levitation Sense Observation
Dancing Object Light Tread Shield
Deflect Energy Lighten Burden Sleep
Dispel Illusion Mage Light Slow
Dispel Magic Mage Sense Slow Fall
Distant Blow Mage Sight Sunlight
Dullness* Magic Resistance Suspend Magic
False Aura Mass Daze Trace
Far-Hearing Memorize Wizard Ear
Fascinate Mind-Reading Wizard Eye
Fireball Missile Shield Wizard Mouth
Flame Jet Perfect Illusion Wizard Nose
Great Voice

Fourth Ring (Master Wizard) To become a Master Wizard, a Wizard must be familiar with at least ten Apprentice spells, ten Scholar spells and five Wizard spells, one of which must be Perfect Illusion. The Wizard must undergo rigorous examination by the available Master Wizards of the Chapterhouse he belongs to or wishes to become a Master Wizard at, including the creation of an illusion convincing to the Chapterhouse's Master Wizards. Hermetic Aptitude III is typical and Hermetic Aptitude II is all but required. Upon becoming a Master Wizard, the Apostate is expected to take on at least one Apprentice to provide constant training and guidance to. In most Chapterhouses of the Fellowship, a Wizard will not be promoted until there is an Apprentice available (or another Master Wizard already has more than one and is willing to surrender one of his Apprentices to the new Master Wizard).

Continual Mage Light Flying Carpet* Recall
Continual Sunlight Freedom Reconstruct Spell
Delay Hawk Flight* Remember Path
Displace Spell Images of the Past Remove Aura
Echoes of the Past Lend Skill Repel
Encrypt Mind-Sending Scryfool
Explosive Fireball Phantom* Spell Shield
Flaming Armor Prehistory Sunbolt
Flight* Pull Swim

Fifth Ring (Grand Master of the Art) Elevation to Grand Master of the Art generally only occurs when there is a vacancy in the position of Magister of a Chapterhouse, though some younger Chapterhouses, particularly on Aurea and Duria, may elevate a Master Wizard to the position of Magister without a comparative elevation in Ring, particularly if the Master Wizard is the only one of his Chapterhouse. To even be considered for such an elevation, the mage must have Hermetic Aptitude III and familiarity with all Apprentice spells, fifteen Scholar spells, ten Wizard spells and five Master Wizard spells, one of which must be Phantom. A Grand Master of the Art is generally expected to be sedentary and take on the leadership responsibilities of the Chapterhouse to which he is assigned.

Control Creation Create Warrior Mind-Search*
Create Animal Duplicate* Steal Spell*
Create Mount Lend Spell Teleport*
Create Servant

Sixth Ring (Transcendent Master of the Art) Elevation to Transcendent Master of the Art is extremely rare and, generally, there are no more than five of these archmages on each of the three known continents. The criteria for such an advancement are unknown and their identities are kept secret, even from the junior members of the Fellowship. These Transcendent Masters direct the Fellowship as a whole and, rumor suggests, the three meet at a hidden location every five years to share significant findings and determine the direction of the Fellowship for the next five years.

As with everything else about the Transcendent Masters, the spells they share amongst one another are kept secret and are generally unknown (though wild stories of reality-bending magics are a traditional theme among those given to conjecture).

The Iron Band

Original article: The Iron Band
17 points

Style Prerequisite: Hermetic Potential

Grand Council: The Triple Tower at Bellad, Oridal

Locales

Nobles generally distrust the Iron Band, but they still have at least one major guildhouse in most human nations. They have an uneasy truce in Oridal, where their Grand Council meets, with the merchant guilds that trust them even less than most, but still find themselves in dire need of their services.

Nickname(s): Directors

Philosophy: The Iron Band are a semi-secret society of mages interested primarily in research into mind-influencing magic. While their existence is generally well-known, few know about their internal workings, which has resulted in much suspicion from other mages and non-casters alike. The central philosophy of the Iron Band is the belief that an understanding of reality can only be gained through thought. Based on the writings of Agemo the Wise, their belief is that reality is an illusion created by the mind of the individual and by experimenting with thought, one can piece together the true nature of reality.

Membership: Membership in the Iron Band is open to anyone who can pass the rigorous mental tests that they require of all potential apprentices. These mental inquiries not only determine if an individual is knowledgeable, but also if the aspiring Director has the willpower and problem-solving skills that the Order requires.

Hierarchy: The internal Hierarchy of the Iron Band is generally unknown, but the most believable theories hold that the Band is divided into several Circles, each with its own responsibilities and goals. It is known that the internal hierarchy is extremely rigid and members of the Band are not beyond executing someone who has transgressed their code.

Required Skills: Acting, Brainwashing, Cryptography, Diplomacy, Fast-Talk, Hidden Lore, Intimidation, History, Mathematics, Psychology, Thaumatology

Required Spells: Dull Sense, Foolishness, Keen Sense, Sense Foes, Truthsayer

Perks: Afflicted Casting (Flagellant's Blessing), Area Spell Mastery, Attribute Substitution (Will), Blocking Spell Mastery, Continuous Ritual, Elixir Resistance, Extra Option (Stabilizing Skill), Far Casting, Guild Rank, Intuitive Cantrip (Avatar), Kill Switch, Limited Energy Reserve, Magical Style Adaptation, No Gestures, Reduced Footprint, Secret Mage, Secret Spell, Special Exercises (IQ), Spell Bond, Spell Hardiness, Spell Resistance, Standard Operating Procedure (Magical Lawyer), Thaumatological Doublespeak and Willful Casting.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

First Ring (Apprentice)

Though an Apprentice may learn any number of the spells listed, they must learn Dull Sense, Foolishness, Keen Sense, Sense Foes and Truthsayer to be considered a member of the Fellowship and even be considered for promotion to Scholar.

Bravery Itch Slow Fall
Disorient Keen Sense Sound
Dull Sense Panic Tell Time
Fear Sense Emotion Terror
Foolishness Sense Foes Truthsayer
Haste Sense Life Vexation
Hinder Silence

Second Ring (Mentalist) An Apprentice becomes a Mentalist upon learning at least the six required Apprentice spells and passing the required tests. Having Hermetic Aptitude I is strongly recommended, though some few otherwise very talented Apprentices do receive promotion to full membership in the Iron Band as a Mentalist.

Alarm Glib Tongue Scryguard
Alertness* Grace Seeker
Berserker Hide Sense Danger
Clumsiness Hide Emotion Sleep
Command Lend Energy Slow
Conceal Magic Lend Language Sound Vision
Daze Loyalty Spasm
Death Vision Madness Steal Energy
Detect Magic Memorize Vigor
Drunkenness Mental Stun Voices
Dullness* Might Wall of Silence
Encrypt Mind-Reading Weaken Will
Fascinate Peaceful Sleep Wisdom
Find Direction Persuasion Wizard Nose
Forgetfulness Rear Vision

Third Ring (Director) A Mentalist may become a Director upon learning at least ten Apprentice Spells and five Mentalist spells, one of which must be Loyalty. Typically, a Mentalist is required to submit to an examination by a higher-ranking member of the Iron Band, during which he will be required to use his magic to have a stranger perform a series of tasks of increasing risk or difficulty. Very few Mentalists not possessing Hermetic Aptitude II will be considered for promotion to Director.

Apportation Identify Spell Poltergeist
Aura Insignificance Recall
Avoid Lend Vitality Reflect
Beast-Soother Lure See Secrets
Boost Attribute (Dexterity) Mage Sense Sense Observation
Boost Attribute (Health) Mage Sight Sense Spirit
Boost Attribute (Intelligence) Magelock Shield
Boost Attribute (Strength) Magic Resistance Sickness
Borrow Language Mass Daze Soul Rider
Compel Truth Mass Sleep Steal Vitality
Counterspell Mass Suggestion Strengthen Will
Dancing Object Mindlessness* Suggestion
Delayed Message Mind-Search* Suspend Spell
Ecstasy* Mind-Sending Telepathy*
Emotion Control Missile Shield Trace
Enthrall Oath Vigil*
Hallucination Permanent Madness* Ward
Hide Thoughts Permanent Forgetfulness* Wizard Eye
History

Fourth Ring (Master) To become a Master, a Wizard must be familiar with at least ten Apprentice spells, ten Mentalist spells and five Director spells, one of which must be Emotion Control. The Director must undergo rigorous examination by the available Masters of the Chapterhouse he belongs to or wishes to become a Master at. The examination typically requires using magic to influence a variety of important people in a city or region to achieve a pre-determined result (for example, manipulating a mayoral election to cause an unpopular candidate to win or framing a popular local hero for a crime). Hermetic Aptitude III is typical and Hermetic Aptitude II is all but required. Upon becoming a Master, the wizard is expected to take on at least one Apprentice to provide constant training and guidance to. In most Chapterhouses of the Iron Band, a Wizard will not be promoted until there is an Apprentice available (or another Master already has more than one and is willing to surrender one of his Apprentices to the new Master).

Animal Control False Memory Retrogression
Armor Great Hallucination* Scrywall
Charm Great Ward Spell Shield
Compel Lie Lend Skill Steal Wisdom
Control Person Nightmare Suspend Magic
Dispel Magic Presence Will Lock
Dream Sending Projection

Fifth Ring (Transcendent Master) Elevation to Transcendent Master generally only occurs when there is a vacancy in the position of Magister of a Chapterhouse, though it does periodically occur without such a vacancy. To even be considered for such an elevation, the mage must have Hermetic Aptitude III and familiarity with all Apprentice spells, fifteen Mentalist spells, ten Director spells and five Master spells, one of which must be Control Person. A Transcendent Master is generally expected to be sedentary and take on the leadership responsibilities of the Chapterhouse to which he is assigned, though no small number become advisers to important nobles or find a means by which to elevate themselves to nobility. Examinations for elevation to Transcendent Master are extremely difficult and complex, often taking months to complete, as the Master is tasked with manipulating the regional economy or political alliances. It is rumored that wars have been started due to the completion of a Transcendent Master's final examination.

Borrow Skill Displace Spell Lesser Geas*
Delay Dream Projection Possession*
Dispel Possession Gift of Tongues* Steal Skill*

The Malachite League

Original article: The Malachite League
15 points

Style Prerequisite: Hermetic Potential

Grand Council: The Thaumatrium, in the City of Thenos, Aebasa

Locales

Highly respected in most lands, the Malachite League is strongest in lands with a central nobility. Their dislike of democracy makes them somewhat unpopular in Aebasa and other lands that do not have a ruling hierarchy.

Nickname(s): Regents

Philosophy: The Malachite League was established by mages who found themselves working closely as advisors to local nobility and, thus, believed themselves of a more noble calling. Their philosophy is a strange mixture of servitude and domination which is firmly organized according to the occupation and social status of members. To their liege, they are commanded to be absolutely loyal even, sometimes, to the point of betraying the Order itself. But they also expect respect from non-noble classes, barring important Guild Masters and powerful merchant families. The Malachite League is known to be a harsh critic of democracy and many suspect that the entire Order itself, if not individual members, are aligned strongly with Phlegethon, god of tyranny.

Membership: Membership in the Order is free to those of noble blood. Members of the merchant class must pay an exorbitant fee as proof of their higher blood and members of the lower class are almost never permitted entry, unless they can prove some measure of noble blood in their heritage. Members of the Order are often third or fourth sons of the noble class who aren't expected to inherit their family's wealth, but do not have the heart for service to a Church. In nations without a noble class, such as Aebasa, being able to prove that you are descendant of noble blood has made the League almost incestuous in its practices.

Hierarchy: Authority within the League is based on a highly complex mixture of heredity and merit. The Orgaro family of Thenos leads the League currently, tracing its ancestry back to the deposed King of Thenos. The head of the Order carries the title of Sovereign. Below him in status are the Archmagi, Magiarchs, Baron Magi, Lord Magi and Peers of the League. This hierarchy is mixed with the typical Archmage-Mage-Master-Apprentice hierarchy common to the Orders. Thus, there are certain situations in which an Archmage-Peer must bow to an Apprentice Sovereign. Usually, blood is more significant in secular matters, while rank is more important to magical matters.

Required Skills: Detect Lies, Diplomacy, Gesture, History, Mathematics, Mental Strength, Observation, Public Speaking, Thaumatology

Required Spells: None

Perks: Area Spell Mastery, Blocking Spell Mastery, Continuous Ritual, Convenience Casting (Any), Frightening Side Effects, Guild Rank, Intuitive Cantrip (Aid, Avatar, Good With Animal (must be domestic), Kindle, Mystic Gesture), Magical Style Adaptation, Mundane Magic, Named Possession, Power Casting, Sacrificial Blocking Spell, Sanctum, Secret Mage, Secret Spell, Spell Bond, Spell Duelist, Spell Resistance, Standard Operating Procedure (Paraphernalia Pro), Super-Sympathy, Willful Casting, Wizardly Garb

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

Unfinished

The Order of the Dark Star

Original article: The Order of the Dark Star
14 points

Style Prerequisite: Hermetic Potential, Hermetic Aptitude 1

Grand Council: Unknown

Locales

Generally feared and mistrusted by most, the Order of the Dark Star is rumored to have guildhouses in most human nations.

Nickname(s): Theurges

Philosophy: Like much about the Order of the Dark Star, their philosophy is clouded in mystery and half-truths. More earnest researchers have suggested that the Order is founded around the concept that the fabric of magic is not part of nature nor the aspect of divine power, but emanates from a black sun, which can only be seen by particularly gifted mages. The Theurges attempt to understand this Dark Star through the use of shadows and illusions and, it is said, it is this sort of investigation that leads so many of the Order into madness.

Membership: Many other magi distrust the Order as power-mad geniuses. This stereotype is not without its basis in fact, as many of the greatest villains of history were also members of the Order of the Dark Star. It is unknown how the Order selects its members, but it is known that no one applies for membership; potential apprentices are offered a place among them. That no one is known to refuse them either highlights their extreme care in choosing a member of their Order or their tendency to silence those who refuse. The truth in this matter is, of course, unknown.

Hierarchy: The ruling hierarchy is unknown, but it is generally believed that, like most other Orders, positions of authority are given to those who show merit in service to the Order. As truthfulness about the Order is strongly discouraged, the masters of this order must certainly be very good at being someone else.

Required Skills: Engineer, Fortune-Telling (Astrology), Hidden Lore, Mathematics, Mental Strength, Mind Block, Occultism, Thaumatology

Required Spells: Debility, Keen Sense, Light, Scryguard, Simple Illusion

Perks: Adjustable Spell (Spell Variation), Attribute Substitution (Per-based), Continuous Ritual, Covenant of Rest, Extra Option (Astrological Ceremonies, Blood Magic, Intimidating Curses), Frightening Side Effects, Guild Rank, Intuitive Cantrip (Corpse Smart, Intuitive Illusionist, Kindle, Magical Analysis, Muffle, Screen), Life-Force Burn, Magical Style Adaptation, Mana Compensation, Mundane Magic, No Gestures, No Incantations, Obscure True Name, Power Casting, Reduced Footprint, Rule of 17, Sanctum, Scroll-Reading, Secret Mage, Secret Spell, Secret Words, Special Exercises (FP can exceed HT, Magery) and Spell Bond)

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

Unfinished

The Order of the Stave

Original article: The Order of the Stave
14 points

Style Prerequisite: Hermetic Potential

Grand Council: The Hermitage, in the Tarescan Fields

Locales

The Order of the Stave is strongest in remote regions, though they do have a few major urban guildhouses in the Lagorkan lands.

Nickname(s): Hermits

Philosophy: The Order of the Stave believes that magic is a natural part of the world, no more unusual than a babbling brook, a tree in full bloom or a towering mountain. Most mages believe that magic emanates from a divine presence, another plane of existence or even an unseen sun and ridicule the concept that magic is not a disparate part of reality. Though the order only gained prominence in recent years, its members believe that it is based on some of the original theories on magic, from a primordial time when man was only beginning to understand his potential.

Membership: Because they see magic everywhere, members of the Order of the Stave tend to wander through nature, attempting to understand its processes and, through this, the nature of magic and reality itself. Members tend to be loners, only congregating when some great event must take place. There are a few urban-based chapterhouses scattered about, but only the Hermits understand why and where the rare chapterhouse is established.

Hierarchy: The Hermits do not have a strong need for organization and the hierarchy is based almost solely on merit. The master of the Order is called simply the Magister, but other than the respect that this title gives, his responsibilities are few. The only other rank within the Order is one of respect, awarded by the Magister, called an Olam. The title of Olam is given only to those of the Order who have proven themselves to be wise as well as adept in the magical arts. The few chapterhouses of the Order are all led by Olams.

Required Skills: Escoteric Medicine, Herb Lore, Hidden Lore, Mathematics, Naturalist, Occultism, Thaumatology, Weather Sense

Required Spells: Itch, Lend Energy, Seek Food, Seek Plant, Sense Foes

Perks: Continuous Ritual, Convenience Casting (Continual Light, Cook, Create Object, Create Water, Purify Food), Covenant of Rest, Extra Option (Knower of Names, Stabilizing Skill), Far-Casting, Improvised Items (Spell Stone), Improvised Magic, Intuitive Cantrip (Aid, Eye of the Storm, Friendly Undergrowth, Good With Animal (any wild animal), Gut of the Dragon, Kindle, Magical Analysis, Pebbles, Reinforce, Rinse), Life-Force Burn, Magical Style Adaptation, Magical Weapon Bond, Mana Compensation, Mundane Magic, Named Possession, Power Casting, Sacrificial Blocking Spell, Secret Words, Special Excercises (IQ, Magery, Mana Enhancer), Spell Bond, Spell Resistance, Spirit Contract, Staff Attunement, Staff Bond, Super-Sympathy, Willful Casting, Wizardly Dabbler, Wizardly Garb.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

Unfinished

The Order of the Sword

Original article: The Order of the Sword
16 points

Style Prerequisite: Hermetic Potential

Grand Council: The Red Tower, in Haleland

Locales

Predominant in the Adal-Halic lands, the Order of the Sword enjoys popularity in nations currently at war, though they are often viewed as trouble-makers in more peaceful countries.

Nickname(s): Myrmidons

Philosophy: The Order of the Sword promotes two central philosophies. The first is the concept that through discipline comes enlightenment: only those who have first learned to serve can be given the responsibility of command. The other belief is that the power over life and death is paramount to an understanding of reality and, thus, magic. These two philosophies have resulted in a highly respected Order of warrior-wizards who either serve their nations with great vigor and loyalty or operate as highly paid mercenaries, loyal to their employer and contract.

Membership: Members of the Order of the Sword must be in excellent physical shape, as well as possessed of a quick mind and the wisdom to properly channel the power that they can attain. Apprentices are expected to learn to use a sword early on in their careers and many receive training as fighters as part of their studies. The most powerful members of the Order are master strategists and can command extremely high prices for their services during wartime. Unfortunately, their propensity towards combat often leads to trouble during peacetime and this highly respected Order can easily lose that respect when times are more comfortable.

Hierarchy: The hierarchy of the Order of the Sword is strict, but it is based almost solely on the merits of the individual membership, not on politics or blood. Though most members of the Order pay a fee to become apprentices, some who show promise are allowed to become apprentices despite being unable to pay for their studies. The Order is commanded by the High Warden. Beneath him in rank are the Warden, Seneschal, Monitor, Mage-Steward, Subaltern, Mage-Commander, Serjeant, Wizard 1st Class, Wizard 2nd Class and Apprentice-Cadet. Mixed in with these ranks are titles denoting an individual specialty or responsibility. Preceptors, for example, are responsible for teaching the apprentices of the Order. Proctors oversee the tests that are given between each rank and approve an individual for a rise in rank. A Majordomo is responsible for the day-to-day affairs of the chapterhouses and a Mage-Reeve is responsible for enforcing justice within the Order. A Specialist usually refers to a Mage who has focused on a particular school of magic, particularly evocation (members of this Order tend to be excellent Evokers). This is further complicated by names for various units, such as Auxiliaries (who tend towards magical support), Lancers (who are typically horsemen), and the much-feared Bombardiers (who specialize in devastating area-effect spells).

Required Skills: Any one melee weapon skill, Architecture, Engineer, Forward Observer, Innate Attack, Mathematics, Soldier, Strategy, Tactics, Thaumatology

Required Spells: Ignite Fire, Inspired Creation, Itch, Sense Foes, Shield

Perks: Adjustable Spell (Any), Afflicted Casting (Flagellant's Blessing), Area Spell Mastery, Attribute Substitution (DX, Will), Better Magic Items, Blocking Spell Mastery, Combat Ceremony, Convenience Casting (Continual Light, Cook, Create Object, Haircut), Covenant of Rest, Extra Option (Brute-Force Spell, Fast Casting, Mass Magician, Speedy Enchantment, Stabilizing Skill), Far-Casting, Frightening Side Effects, Guild Rank, Intuitive Cantrip (Boost Enchantment, Good with Horses (or another type of steed), Gut of the Dragon, Kindle, Pebbles, Reinforce, Spark), Magical Style Adaptation, Magical Weapon Bond, Melee Spell Mastery, Mighty Spell, Missile Spell Mastery, Named Possession, No Gestures, Psychic Guidance, Sacrificial Blocking Spell, Sanctum, Secret Spell, Special Exercises (FP can exceed HT), Spell Duelist, Spell Hardiness, Standard Operating Procedure (Precision Recharger), Super-Sympathy.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

Unfinished

The Philosophers' Academy

Original article: The Philosophers' Academy
13 points

Style Prerequisite: Hermetic Potential

Grand Council: The Grand Hall of Philosophy, the City of Pelora, Aebasa

Locales

Pervasive throughout the east, the Philosophers' Academy enjoys almost as much respect as the Abarisian Order.

Nickname(s): Philosophers

Philosophy: The Philosophers' Academy believes that everything is composed of the four base elements, earth, air, fire and water, and only through the understanding of those elements and the basic force of life itself can one comprehend reality and its workings. While many within the Order promote the use of one particular element over the others, the true masters are those who have at least some comprehension of each element and its associated magic. It is said that the most enlightened members of the Academy have discovered the secrets to immortality, though most authorities outside the Order discount this as mere rumor.

Membership: Potential members of the Academy typically display an aptitude for reason, tempered by wisdom. Even so, personalities among members often vary wildly, from hot-headed water wizards to over-emotional geomancers. What most do not realize is that the Philosophers' Academy is actually four Orders unified by their specific interests and a common ruling hierarchy. Pyromancers, Geomancers, Aeromancers and Hydromancers make up the four sub-Orders, each with their elemental specialty.

Hierarchy: Each sub-Order is led by a Council of Sophists who dictate the precepts of each sub-Order. The High Alchemists handle regional governance and each region is divided into precincts ruled by Magisters. Individual chapterhouses are led by a Provost, under which are the Preceptors, who are responsible for the education of Apprentices. A wizard who masters each sub-Order can be selected for membership in the Resplendent Order, who oversee the four sub-Orders as a whole. Membership in the Resplendent Order is reserved only for those who have become truly enlightened by their research into the elements and tend to be a secretive and reclusive group. It is rumored that there is a single individual, known only as the Transcendant, who is the highest ranking member of the Academy. It is unknown what his responsibilities are or even if he exists.

Required Skills: Alchemy, Hidden Lore, Mathematics, Philosophy, Thaumatology and (Aeromancer) Breath Control and Meteorology OR (Geomancer) Geology and MasonryOR (Hydromancer) Seamanship and Swimming OR (Pyromancer) Chemistry and Smith

Required Spells: Inspired Creation, Itch, Light, Seek Fuel, and (Aeromancer) Seek Air OR (Geomancer) Seek Earth OR (Hydromancer) Seek Water OR (Pyromancer) Ignite Fire

Perks: Academic Rank, Adjustable Spell (Any), Area Spell Mastery, Better Magic Items, Convenience Casting (Continual Light, Copy), Elixir Resistance, Extra Option (Brute-Force Spell, Fast Casting, Flexible Ritual), Far-Casting, Improvised Magic, Intuitive Cantrip (Boost Enchantment, Filter (Aeromancer only), Kindle (Pyromancer), Magical Analysis, Pebble (Geomancer), Rinse (Hydromancer)), Limited Energy Reserve, Magical Style Adaptation, Mana Compensation, Named Possession, Power casting, Quick and Focused, Rote Alchemy, Sanctum, Scroll-Reading, Secret Spell, Special Exercises (IQ, Magery, Mana Enhancer), Spell Bond, Spell Duelist, Spell Hardiness, Spell Resistance, Standard Operating Procedure (All), Thaumatological Doublespeak, Wizardly Dabbler, Wizardly Garb.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

Unfinished

The Watchful Order of the Shrouded Dawn

Original article: The Watchful Order of the Shrouded Dawn
14 points

Style Prerequisite: Hermetic Potential

Grand Council: The Oracle at Parni, in the Peaks of Dreg'nor

Locales

Though not policially significant, the Watchful Order of the Shrouded Dawn has many guildhouses throughout the east, though they tend to concentrate in Aebasan lands.

Nickname(s): Augurs, Seers

Philosophy: The Watchful Order of the Shrouded Dawn believe that they have been chosen by Fate itself, which has power even over the gods, to pierce the veil of time itself and guide others into the future presents. Their philosophy is extremely complex and highly personal, but is based upon the ability to understand the signs and portents which tell of what is to come, as well as what has come and is coming. Little is known about the Order, though this is not as a result of the secrecy of the Order as a whole. Its philosophy encourages explaining how they work, though their explanations are often couched in many layers of allegory and metaphors. While the Watchful Order is not isolationist, they do claim neutrality in political events and avoid involving themselves directly in historical events. Sometimes, they attempt to prevent a particularly harsh future for an individual or even groups of individuals, while other horrific events are allowed to proceed without intervention. Their interests lie not only in the future, but in events of past significance as well, and their libraries are rumored to hold the most accurate histories in the world.

Membership: Requirements for membership in the Order are as mysterious as their philosophy. Many have visions before receiving formal training and some are selected only because, they are told, Fate has chosen them. Mages within the Order are often viewed as strange and eccentric, partially because of the visions that haunt them and partially because of the mind-altering drugs they are known to enjoy.

Hierarchy: The hierarchy of the Watchful Order is almost non-existent. The Oracle at Parni, both a physical structure and the seer within, is typically the most respected member of the Order, but is also the most plagued by insanity. As the Order believes that no man should dominate the fate of another, there are few actual leaders. Chapterhouses are created almost at a whim and disband just as easily.

Required Skills: Dreaming, Fortune Telling, Herb Lore, Mathematics, Meditation, Observation, Occultism, Thaumatology

Required Spells: Keen Sense (any), Purify Water, Seek Fire, Seek Water, Sense Foes

Perks: Adjustable Spell, Afflicted Casting (Mystic's Stupor), Attribute Substitution (Per), Continuous Ritual, Covenant of Rest, Extra Option (Astrological Ceremonies, Flexible Ritual, Knower of Names, Stabilizing Skill), Improvised Magic, Intuitive Cantrip (Aid, Avatar, Controlled, Magical Analysis), Limited Energy Reserve, Mundane Magic, Named Possession, No Gestures, No Incantations, Obscure True Name, Rule of 17, Secret Mage, Secret Spell, Secret Words, Special Exercises (Mana Enhancer, Wild Talent), Spell Bond, Spirit Contact, Standard Operating Procedure (Paraphrenalia Pro), Super-Sympathy, Willfull Casting, Wizardly Dabbler.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

First Ring (Apprentice)

Alarm Seek Air Sense Foes
Dull Sense Seek Earth Sound
Fear Seek Fire Tell Position
Foolishness Seek Food Tell Time
Keen Sense Seek Plant Test Load
Measurement Seek Water Touch
Purify Water    

Second Ring (Wanderer)

Analyze Magic Itch Sense Emotion
Animal Control Know Location Sense Life
Apportation Lend Language Sense Mana
Aura Locksmith Shape Air
Beast-Soother Mage Sense Shape Earth
Boost Attribute (Intelligence) Mage Sight Shape Water
Complex Illusion Memorize Simple Illusion
Conceal Magic Mind-Reading Spasm
Counterspell Missile Shield Suspend Spell
Create Air Odor Trace
Create Water Pain Truthsayer
Detect Magic Persuasion Voices
Far-Feeling Repel Animal Ward
Find Direction Rider Weaken Will
Forgetfulness Scryguard Wisdom
Haste Seek Coastline Wizard Ear
History Seek Magic Wizard Eye
Identify Plant Seek Pass Wizard Mouth
Identify Spell Seeker Wizard Nose
Infravision    

Third Ring (Augur)

Air Vision Earth Vision Resist Pain
Ancient History Echoes of the Past Scents of the Past
Banish False Aura Scryfool
Beast Seeker Glass Wall Scrywall
Borrow Language Grace See Secrets
Dancing Object Images of the Past Sense Spirit
Dark Vision Know Illusion Sensitize
Death Vision Magic Resistance Shape Plant
Dispel Magic Mind-Search* Sleep
Divination, Augury Pathfinder Slow
Divination, Dactylomancy Perfect Illusion Slow Fall
Divination, Extispicy Plant Vision Stun
Divination, Numerology Poltergeist Suspend Magic
Divination, Oneiromancy Reconstruct Spell Water Vision
Divination, Physiognomy Remember Path Wizard Hand

Fourth Ring (Teacher)

Ambidexterity Invisible Wizard Eye See Invisible
Balance Lend Spell Seek Gate
Compel Truth Prehistory Spell Shield
Divination, Gastromancy Recall Summon Spirit
Dream Sending Reflexes Suspend Curse
Gift of Letters* Remove Aura Telepathy*
Gift of Tongues* Repel Spirits Turn Spirit

Fifth Ring (Visionary)

Alter Visage Astral Vision* Projection
Astral Block Dream Projection Spellguard*
Sixth Ring (Oracle)


 
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