The Iron Band
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, Ward
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 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.
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 |
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