The Malachite League

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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

 
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