Sapphire:Sapphire Mage Guild
Sapphire Mage Guild
Before the return of magic to the public eye, the guild was just a collection of magic users and scholars trying to preserve as much magical knowledge as the could from being destroyed. As the magic has returned to more common use, the guild formalized a bit and quickly fulfilled the part of creating a safe structure and providing knowledge to those seeking information. The main Mage Guild is completely separate from the Royal Mage Acadamy but offers its services at times of national crisis. Officially someone could be a member of both but their rivalry makes it a very uncommon thing.
Guild Structure and Dues
For 2sp a month or 2gp a year anyone can join the Mage Guild no matter their magical talent level. Membership allows access to the many libraries, workshops, magic rooms etc. that shelter under the Mage Guild umbrella of protection as well as legal arbitration of magical matter such as apprenticeships and employment contracts. There are several status levels within the guild. These status levels can be purchased by character points at 5pts/rank or earned though play in the game.
- Rank 1 - Scholar, has paid their dues but either has no magical talent or has chosen not to be tested.
- Rank 2 - Student, is a scholar who has demonstrated any level of magical skill but not achieved any mastery levels.
- Rank 3 - Master, can demonstrate a mastery of at least 3 spells within a college of magic under adverse conditions. (In game terms 3 spells in a single college at 18 or over. The 'in game' test procedure is to place the mage in a low mana area and that mage attempts to cast the spell 3 times and must succeed 2 of those three times to achieve mastery level.)
- Rank 4 - Archmage, an Archmage has demonstrated mastery in 3 separate colleges.
- Rank 5 - Councilor, is a political rank within the guild. Each college of magic elects from among its Masters a member to sit on council and help run the guild.
- Rank 6 - Guild Master, elected from the council. They must also be an Archmage.
Guild Location
The Mage Council meets in LLyellen’s Tower. This tower is the guild's core, only accessible by Masters, some areas only by ArchMages, where the rules are made, containing rumors of secret labs, Zoran’s Library, hidden cells and a room with secrets from the Previous Age and some from before the Dark Age.
McAdam’s Chemworks – The best known alchemy building the Mage Guild controls. Run by Boooger who is McAdam’s Goblin alchemist supreme, just ask him, he has held the head alchemist position for 50 years. The building contains many labs and classrooms. They are currently seeking trained Alchemist for teaching position as there are a lot more people interested in learning alchemy since the resurgence of magic than qualified teachers.
Within the Mage quarter, there is the Codex, which most think of as the Mage’s main library. As most members eventually come to realize the Codex physically contains only the most common magical texts and a coded index to various hidden, private or Cor guarded libraries. One of the Gate Keepers duties is escorting either physically or magically researchers to these caches of knowledge.
Guild Branches
Many Mages align themselves with a particular college of magic but within the guild there are, for those who are compelled either by a sense of duty or a need to cover their guild fees, various branches to which they may find themselves attached.
Research
– These mages work with the Journals and failed experiments, faulty spells etc. to try and expand the available magic in the world.
Alchemy
– Not only working in the labs making potions for Guild use but deconstructing unknown formulas, experimenting with substitute ingredients etc.
Security
– Not only provide security for the Guild itself, but fulfill the man power contracts the guild has with the City guard, army, Dark Guard and other agencies needing magic muscle.
Gate Keepers
– The gate keepers are the guides to the various caches of knowledge hidden away, they also are exploring the Virtual Keep and experimenting with a gate network derivative of the Virtual Keep.
Council
– Is the head of each college of magic and the Guild Master. They set policies, prices, decide on the goals and negotiate deals. Arguably the most powerful group in the guild. Though located in the capital city of the Calventine Empire the guild does not consider themselves an Empire Guild. They try to keep geographical politics out of their business, but given their location. They have known rivalries with the Wizards of the Royal Academy and Modea 'Merchants' Guild.
Rogues
– Rogues are mages that for one reason or another belong to the guild but tend to bend or break the rules regularly. Rogues are generally considered the most dangerous if not powerful of the guild. The guild finds them hard to control and manipulate but in a crisis most with show up to help just because they can, not for any reward or sense of duty to the guild. (Yes, Matthew is a good example of a Rogue Mage.)
Villains
– Villains are mages that were once members and may know some of their secrets but have committed some crime or cast magic so heinous that they are actively being hunted. Think of them as the Guild Most Wanted list.
Explorers
- These mages spend much of their time trying to find lost caches of spells or magic items.
Librarians
- These mages work with book preservation and cataloging. Many of these are also priests of Corr or have strong ties with that priesthood.
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