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<includeonly>{{Article_Reference|article= The Iron Band}}</includeonly>{{Guild | <includeonly>{{Article_Reference|article= The Iron Band}}</includeonly>{{Guild | ||
|Name= The Iron Band | |Name= The Iron Band | ||
|Points= | |Points= 17 | ||
|Prerequisite= [[Hermetic Potential Advantage|Hermetic Potential]] | |Prerequisite= [[Hermetic Potential Advantage|Hermetic Potential]] | ||
|Council= [[The Triple Tower]] at [[Bellad]], [[Oridal]] | |Council= [[The Triple Tower]] at [[Bellad]], [[Oridal]] | ||
Line 10: | Line 10: | ||
|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. | |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_Skills= Acting, Brainwashing, Cryptography, Diplomacy, Fast-Talk, Hidden Lore, Intimidation, History, Mathematics, Psychology, Thaumatology | ||
|Required_Spells= | |Required_Spells= Dull Sense, Foolishness, Keen Sense, Sense Foes, Truthsayer | ||
|Perks= | |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. | ||
|Attributes= | |Attributes= | ||
|Advantages= | |Advantages= | ||
Line 17: | Line 17: | ||
|Skills= | |Skills= | ||
|Spell_List= | |Spell_List= | ||
}}<noinclude>{{Fey_Source|chapter= Culture|article= }}[[Category:Culture]][[Category:Organizations]]</noinclude> | '''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. | |||
{{{!}} border=0 cellspacing=0 cellpadding=0 width="50%" | |||
{{!}}- class="greenrow" | |||
{{!}} width="33%" valign=top {{!}} Bravery | |||
{{!}} width="33%" valign=top {{!}} Itch | |||
{{!}} width="33%" valign=top {{!}} Slow Fall | |||
{{!}}- | |||
{{!}} Disorient | |||
{{!}} Keen Sense | |||
{{!}} Sound | |||
{{!}}- class="greenrow" | |||
{{!}} Dull Sense | |||
{{!}} Panic | |||
{{!}} Tell Time | |||
{{!}}- | |||
{{!}} Fear | |||
{{!}} Sense Emotion | |||
{{!}} Terror | |||
{{!}}- class="greenrow" | |||
{{!}} Foolishness | |||
{{!}} Sense Foes | |||
{{!}} Truthsayer | |||
{{!}}- | |||
{{!}} Haste | |||
{{!}} Sense Life | |||
{{!}} Vexation | |||
{{!}}- class="greenrow" | |||
{{!}} 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. | |||
{{{!}} border=0 cellspacing=0 cellpadding=0 width="50%" | |||
{{!}}- class="greenrow" | |||
{{!}} width="33%" valign=top {{!}} Alarm | |||
{{!}} width="33%" valign=top {{!}} Glib Tongue | |||
{{!}} width="33%" valign=top {{!}} Scryguard | |||
{{!}}- | |||
{{!}} Alertness* | |||
{{!}} Grace | |||
{{!}} Seeker | |||
{{!}}- class="greenrow" | |||
{{!}} Berserker | |||
{{!}} Hide | |||
{{!}} Sense Danger | |||
{{!}}- | |||
{{!}} Clumsiness | |||
{{!}} Hide Emotion | |||
{{!}} Sleep | |||
{{!}}- class="greenrow" | |||
{{!}} Command | |||
{{!}} Lend Energy | |||
{{!}} Slow | |||
{{!}}- | |||
{{!}} Conceal Magic | |||
{{!}} Lend Language | |||
{{!}} Sound Vision | |||
{{!}}- class="greenrow" | |||
{{!}} Daze | |||
{{!}} Loyalty | |||
{{!}} Spasm | |||
{{!}}- | |||
{{!}} Death Vision | |||
{{!}} Madness | |||
{{!}} Steal Energy | |||
{{!}}- class="greenrow" | |||
{{!}} Detect Magic | |||
{{!}} Memorize | |||
{{!}} Vigor | |||
{{!}}- | |||
{{!}} Drunkenness | |||
{{!}} Mental Stun | |||
{{!}} Voices | |||
{{!}}- class="greenrow" | |||
{{!}} Dullness* | |||
{{!}} Might | |||
{{!}} Wall of Silence | |||
{{!}}- | |||
{{!}} Encrypt | |||
{{!}} Mind-Reading | |||
{{!}} Weaken Will | |||
{{!}}- class="greenrow" | |||
{{!}} Fascinate | |||
{{!}} Peaceful Sleep | |||
{{!}} Wisdom | |||
{{!}}- | |||
{{!}} Find Direction | |||
{{!}} Persuasion | |||
{{!}} Wizard Nose | |||
{{!}}- class="greenrow" | |||
{{!}} 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. | |||
{{{!}} border=0 cellspacing=0 cellpadding=0 width="50%" | |||
{{!}}- class="greenrow" | |||
{{!}} width="33%" valign=top {{!}}Apportation | |||
{{!}} width="33%" valign=top {{!}}Identify Spell | |||
{{!}} width="33%" valign=top {{!}} Poltergeist | |||
{{!}}- | |||
{{!}} Aura | |||
{{!}} Insignificance | |||
{{!}} Recall | |||
{{!}}- class="greenrow" | |||
{{!}} Avoid | |||
{{!}} Lend Vitality | |||
{{!}} Reflect | |||
{{!}}- | |||
{{!}} Beast-Soother | |||
{{!}} Lure | |||
{{!}} See Secrets | |||
{{!}}- class="greenrow" | |||
{{!}} Boost Attribute (Dexterity) | |||
{{!}} Mage Sense | |||
{{!}} Sense Observation | |||
{{!}}- | |||
{{!}} Boost Attribute (Health) | |||
{{!}} Mage Sight | |||
{{!}} Sense Spirit | |||
{{!}}- class="greenrow" | |||
{{!}} Boost Attribute (Intelligence) | |||
{{!}} Magelock | |||
{{!}} Shield | |||
{{!}}- | |||
{{!}} Boost Attribute (Strength) | |||
{{!}} Magic Resistance | |||
{{!}} Sickness | |||
{{!}}- class="greenrow" | |||
{{!}} Borrow Language | |||
{{!}} Mass Daze | |||
{{!}} Soul Rider | |||
{{!}}- | |||
{{!}} Compel Truth | |||
{{!}} Mass Sleep | |||
{{!}} Steal Vitality | |||
{{!}}- class="greenrow" | |||
{{!}} Counterspell | |||
{{!}} Mass Suggestion | |||
{{!}} Strengthen Will | |||
{{!}}- | |||
{{!}} Dancing Object | |||
{{!}} Mindlessness* | |||
{{!}} Suggestion | |||
{{!}}- class="greenrow" | |||
{{!}} Delayed Message | |||
{{!}} Mind-Search* | |||
{{!}} Suspend Spell | |||
{{!}}- | |||
{{!}} Ecstasy* | |||
{{!}} Mind-Sending | |||
{{!}} Telepathy* | |||
{{!}}- class="greenrow" | |||
{{!}} Emotion Control | |||
{{!}} Missile Shield | |||
{{!}} Trace | |||
{{!}}- | |||
{{!}} Enthrall | |||
{{!}} Oath | |||
{{!}} Vigil* | |||
{{!}}- class="greenrow" | |||
{{!}} Hallucination | |||
{{!}} Permanent Madness* | |||
{{!}} Ward | |||
{{!}}- | |||
{{!}} Hide Thoughts | |||
{{!}} Permanent Forgetfulness* | |||
{{!}} Wizard Eye | |||
{{!}}- class="greenrow" | |||
{{!}} 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). | |||
{{{!}} border=0 cellspacing=0 cellpadding=0 width="50%" | |||
{{!}}- class="greenrow" | |||
{{!}} width="33%" valign=top {{!}}Animal Control | |||
{{!}} width="33%" valign=top {{!}}False Memory | |||
{{!}} width="33%" valign=top {{!}}Retrogression | |||
{{!}}- | |||
{{!}} Armor | |||
{{!}} Great Hallucination* | |||
{{!}} Scrywall | |||
{{!}}- class="greenrow" | |||
{{!}} Charm | |||
{{!}} Great Ward | |||
{{!}} Spell Shield | |||
{{!}}- | |||
{{!}} Compel Lie | |||
{{!}} Lend Skill | |||
{{!}} Steal Wisdom | |||
{{!}}- class="greenrow" | |||
{{!}} Control Person | |||
{{!}} Nightmare | |||
{{!}} Suspend Magic | |||
{{!}}- | |||
{{!}} Dispel Magic | |||
{{!}} Presence | |||
{{!}} Will Lock | |||
{{!}}- class="greenrow" | |||
{{!}} 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. | |||
{{{!}} border=0 cellspacing=0 cellpadding=0 width="50%" | |||
{{!}}- class="greenrow" | |||
{{!}} width="33%" valign=top {{!}}Borrow Skill | |||
{{!}} width="33%" valign=top {{!}}Displace Spell | |||
{{!}} width="33%" valign=top {{!}}Lesser Geas* | |||
{{!}}- | |||
{{!}} Delay | |||
{{!}} Dream Projection | |||
{{!}} Possession* | |||
{{!}}- class="greenrow" | |||
{{!}} Dispel Possession | |||
{{!}} Gift of Tongues* | |||
{{!}} Steal Skill* | |||
{{!}}} | |||
}}<noinclude>{{Fey_Source|chapter= Culture|article= Organizations}}[[Category:Culture]][[Category:Organizations]][[Category:Guild]]</noinclude> |
Latest revision as of 11:38, 6 March 2017
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* |
This article is part of the Feyworld Sourcebook | |
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