Primary location: Berphaunt
Purpose:
Official Mage's Guild of the Berphauntian Kingdom.
Structure
Three "Towers", White, Black and Red. Each serves a seperate and distinct purpose, but toward one goal. Extremely efficient, well tested and used within each of Berphaunt's wars. Many Magi of the Conclave serve Salam, the God of Magic and Knowledge. These towers are considered the "core" of the Conclave. Outside of this are the guilds, scattered about the cities of many nations, who all report directly to the Towers.
The Towers
White Tower : Standard battle and ritual magic. Sales and purchases.
Red Tower : Diplomats, Guild masters, envoys and public relations.
Black Tower : Experimental magic and knowledge gathering.
Leadership of the Towers
Master Ryneh Brier (human)
White Wizard Ranenen Epere (human)
Red Wizard Dar'ath Saydend (high elf)
Black Wizard Moryn Deneem (dark elf)
Rank Structure of the Towers
Master : The Master is the leader of the entire Conclave.
Wizard : A Wizard is the leader of one of the three towers.
Guildmaster : Oversees all actions within an individual Guild and adjudicates Guild doctrine and policy. They are the official “voice” of the Guild to outside powers. Responsible for the overall well-being of the individual Guild and is the link from that Guild to their superiors.
Vizier : The Vizier is considered “second in command” of the Guild and is the authority if the Guildmaster is not present. It is also their duty to keep the Guildmaster’s attention free of the smaller details of Guild life. While the Guildmaster might project most of their attention to matters outside the Guild, it is the Viziers duty to concentrate on matters within the Guild, including special projects, discipline and presents cases for promotion/demotion to the Guildmaster. Defense of the Guild also falls upon the shoulders of the Vizier.
Advisor : The Advisor is the primary person who advises the Guildmaster on the daily events and issues of the outside world. Responsible for intelligence gathering and the accumulation of knowledge, the Advisor is also responsible for specific research that has been requested. The Advisor is considered a Sorcerer in many ways, and although is not considered 3rd in command, reports directly to the Guildmaster.
Archmagus : The Archmagus is considered to be a top notch mage of the Guild. They have excelled in all realms of Guild life, including ritual magic, diplomacy, training apprentices etc. When a Sorcerer has shown worth in all realms of magical arts as well as being a valuable member of the Guild, they are promoted to Archmagus. This position is akin to “knight” in a Court and is a title of respect as much as power.
Sorcerer : Sorcerers are considered valued members of the Guild. It is this rank that the majority of the training of apprentices falls unto. Sorcerers have official voice within the Guild and commonly take on special roles, such as research, ritual magic, training, scroll making, etc.
Magi : The Magi position is the mage who has completed their apprenticeship and who have shown worth within the guild. This is the “standard” rank. A rank of Magi allows one to follow their own goals in training and research, but does not allow the taking on of apprentices.
Apprentice : The Apprentice is an Initiate who has found a Sorcerer to apprentice under and is bound to their teacher and master of the magical arts. They are in a development and learning process in their life. While being apprenticed, their master takes full responsibility for the actions of each Apprentice. It is up to the Master to determine when Apprenticeship has been completed, but it normally involves training in not only the magical arts and skills but also Guild politics, training other members and basic concepts of formal magic, magical theory and other advanced arts.
Initiate : The Initiate is a new recruit. He/she has yet to find a Sorcerer to apprentice under and is akin to the position of “page”. An Initiate must approach a Sorcerer and request apprenticeship.. that request is then considered and either accepted or rejected. Initiates are never forced to train under any specific person, however they hold no power or voice within the Guild and most other Guildmembers will intentionally make life hell for the Initiate in order to encourage them to begin their training.
Guardian : These people are generally non-casters who have devoted their skills on a long term basis. It is common for them to be paid for their services as opposed to paying dues, but they are not allowed access to any of the Guild’s resources and hold no rank.
The Guilds
Conclave Guilds are self-contained organizations who take direction from the Towers but have their own internal structure. The main purposes of every guild is to teach magic to neophyte casters, curb hedge wizardry and finally to earn wealth and knowledge which is then sent back to the Towers.
Rank Structure of the Guilds
Exalted Master : An Exalted Master is the figurehead to which all members must bow and pay homage. These are the undisputed rulers of the entire mage guild. There may only be one Exalted Master in each Kingdom or region. Exalted Masters are often unaffected by any mundane or guild laws. In fact, due to their unwavering wisdom, they may draft their own laws. Exalted Masters only answer to the Council of Nine.
Guild Master : Guild Masters oversee all matters within a guild. The responsibility is great though so are the rewards. A Guild Master's primary responsibility is to the welfare and safety of the guild. This includes hunting renegade hedge mages, the creation and dissolution of local guild laws and public relations with church and government. A Guild Master is also responsible for the collecting and spending of guild coin. A guild master only answers to an Exalted Master and the Council of Nine and is unrestricted in his learning.
Theurgist : The Theurgists are the left and right hands of the Guild Master, they are personally chosen from amongst the Magus of the guild at times when the Master deems it appropriate. There are no set goals for a Theurgist to achieve other than unwavering dedication to both the guild's and the Guild Master's goals. Theurgists have no limitation on the Circle of spells they may learn so long as they are not deemed Forbidden. Theurgists also no longer need to tithe money for learning.
Magus : A member who has not only shown only their unwavering dedication to the guild, but also shows themselves to have been a valued teacher and leader while still respecting those in office above themselves. A magus must have apprenticed at least 5 students before being considered for this title. A Master may learn up to Formal Circle 5 spells from the guild. (Dues: 5 Gold Pieces / Month)
Adept : Adept magi have proved their value to the guild both by obvious devotion and unwavering service. A Neophyte must not have been convicted of a major offense within one year's time of application to adept-hood. Adepts must also have successfully apprenticed at least two students to the Novice rank. Adepts are privy to Circle nine spells and below. (Dues: 1 Gold Pieces / Month)
Neophyte : This level of magi may learn any Circle seven spells or lower. A neophyte may, if they choose, accept one apprentice of their own. (Dues: 5 Silver Pieces / Month)
Novice : A novice is an accepted member of the guild of mages. At this level, the novice is responsible for their own actions. A novice may learn any Circle three spell or lower, at their teacher's discretion. (Dues: 5 Silver Pieces / Month)
Apprentice : Apprentice is the lowest title possible a mage can obtain. Apprentices sometimes have no magical training at all but just a willingness to learn. Apprentices may only learn Circle one spells (Dues: 1 Silver Piece / Month)
Tithing and Dues within a Guild
· Dues vary from rank to rank and are required for registration, promotion and regular membership within the guild.
· Dues are payable to the Treasurer within the guild or if the treasurer cannot be found, to the Guild Master. If no Grand Master can be found, then dues are considered to be saved until the next meeting at which time the last and current dues are required to be paid.
· All magical items, both created and discovered, must be submitted for inspection by the Guild Master for a maximum of three days. If the item is discovered to present a threat to the guild or the community it shall be detained and neutralized. If the item is considered harmless to the guild (no matter the power) it is returned to the discoverer.
· Donations of magical items, potions, magical herbal mixtures shall be rewarded as befitting by the Guild Master. These items shall be distributed as seen fit by the council or stored within the treasury.
· Dues are required for furthering the guild, outfitting new apprentices and general running costs.
Apprenticing and Promotion within a Guild
Apprenticing
· Each member of the guild may have only one apprentice with the exception of the formation of a new guild, in which case the ruling Master may have two.
· An instructor is directly responsible for all actions that their charge performs and shall answer (along with their apprentice) on all crimes.
· An apprentice may not be given any magical knowledge gleamed by the guild, though may learn any that they discover themselves through study and adventure.
· Any magical items and/or formal components discovered by an adventuring apprentice must be given to their instructor who gains all benefits of discovery. The instructor may return these items to the apprentice if they choose to, but are under no obligation.
· The acquiring of an apprentice may be rejected by any guild member within three days of proper registration.
Promotion to Novice and beyond
· Apprentices must display all knowledge necessary to further themselves in their chosen field.
· Apprentices may only be promoted by the ruling of the Guild Master and the apprentice's instructor.
· Once promoted, the Novice is responsible for their own actions and so they shall be for the rest of their lives. They may learn Circles (restricted by rank) through their own teachings or through arrangements made with other Guild members.
· Any rank outside of apprentice may petition the Guild Master for promotion. The cost to petition is set by the Guild Master. It is up to the Guild Master's discretion whether the mage has proven themselves worthy of promotion. If there is doubt, the Guild Master may set the mage on a task or quest. Should a mage's petition be rejected he must wait at least 3 months before petitioning again. Should a mage be rejected 3 times he will be demoted to a rank below his current.
· The payment of Guild dues are the responsibility of the mage, not the Guild master or Treasurer
Formal Scrolls and Components
· All knowledge formal scrolls and formal components gained by Apprentices, Novices and Neophytes must immediately be handed over to the Guild Master. The discovering member may be rewarded for the discovery, including the possible return of said item.
· Those of Adept level and above must report their findings for the guild's records. If said item is deemed to be detrimental to the Guild it may be confiscated by the Guild Master
· Regardless of Rank, all formal scrolls must be physically given to the Guild Master for inspection.
Rules of Conduct
Major Offenses
· No guild member shall harm or bring death to another guild member.
· No guild member shall cast magic's upon another guild member without their express permission and a witness.
· No guild member shall hinder another's learning.
· No guild member shall divulge secrets regarding the guild, their guild home or its members
· No guild member shall practice any of the forbidden arts
· Association with Hedge magi of any kind is strictly forbidden
· No guild member may give knowledge of magic or its practice to non guild members
· No guild member will fail to report and/or hand over magical findings, formal components and scrolls and items or creatures of magical nature.
Minor Offenses
· Causing harm to a citizen via magic
· Negligence resulting in a "major" offense
· Refusing or inability to pay guild dues
· Refusing or forgetting to pay proper respect to higher ranking guild members and/or refusing or forgetting to call a member by their proper title.
Policy for enforcing Minor Offenses
· If willingly submitting themselves for reprimand, most members will be fined or punished similarly
· If the subject resists a reprimand though is found guilty, they shall be charged as if a major offense has been committed.
· If repeat offenses continue, a minor offense may be considered a major one.
Policy for enforcing Major Offenses
· Each offense shall be reprimanded on a case by case basis though often punishments range from demotion to death and in rare occasions, final death
· An offender who is unable to be arrested or reprimanded shall be considered a Hedge mage, no guild assistance shall be granted to them, nor shall any guild member associate in any way with an outcast. All Hedge magi must be immediately reported to the guild, failure results in the immediate ruling of guilty by association.
· A banished Hedge mage of the guild shall be hunted. The "final" slaying of a guild member turned Hedge mage shall result in reward, often promotion and knowledge.