I haven't written these up yet.
Should your players arrive here by accident, make things up as you go along.
The Learned Societies exist in order to ensure that commercial magicians in Atlantis meet a required standard. To this end, they:
The Learned Societies are based on British Professional Institutions such as the Institution of Electrical Engineers and the Institution of Mechanical Engineers. These organisations, as well as being highly professional, are seriously rich, with plush headquarters in Central London. Their Atlantean counterparts are no different.
The Learned Societies have an ambivalent attitude to the Institutes: they despise the senior wizards at the Institutes, calling them out-of-touch academics, but encourage new applicants to the Learned Societies to study at the Institutes. Nevertheless, both Institutes and Learned Societies are an essential part of Atlantean society, and everyone knows this.
There are three levels of membership of the Learned Societies:
Masters and grandmasters must be residents of Atlantis (and deal with all the hassle that entails), so player characters are very unlikely to become masters or grandmasters.
Apprentices need not be residents. If a player character meets the requirements for joining a Learned Society as an apprentice (basically, passing an examination and paying an annual membership fee), he gets all of the following benefits:
Talk any player character wizards in your group into joining an appropriate Learned Society. It can be used as a hook to hang adventures on. Once other members of the society know they have an adventurer as a colleague, they will come to him with all sorts of problems, from shortage of spell components ("it's only found in a forest two hundred miles to the north") to a rumour of something nasty in their home villages ("she didn't exactly say there's anything wrong, but I can tell there's something").
The membership requirements:
Spellcasting in Atlantis is governed, amongst other things, by taxation laws. Any spells cast as part of a commercial transaction must follow these laws:
The Learned Society of Alteration and Alchemy
The current head of the Learned Society of Alteration and Alchemy is Ciena Nastrennis. She is far from being the most powerful transmuter in Atlantis. She owes her position to her alignment (no-one objects to neutrals) and to her ability to represent the Society effectively in disputes with other organisations.
[AD&D-Specific] Ciena Nastrennis, human female. Str 17 Dex 16 Con 14 Int 18 Wis 14 Cha 15. Align N. Hp 60. Fighter, level 7. Transmuter, level 12.
More follows in due course.
The Learned Society of Anatomy
The current head of the Learned Society of Anatomy is Aia Ralisetin. She owes her position to her alignment (no-one objects to neutrals) and to her ability to represent the Society effectively in disputes with other organisations.
[AD&D-Specific] Aia Ralisetin, human female. Str 14 Dex 14 Con 14 Int 17 Wis 15 Cha 14. Align N. Hp 43. Cleric, level 7. Mage, level 9.
More follows in due course.
The Learned Society of Conjuration, Binding and Enchantment
The current head of the Learned Society of Conjuration, Binding and Enchantment is Laiyriani Duerlmityr. She is far from being the most powerful enchantress in Atlantis, but is alone in seeing heading the Society as a route to fame and fortune. She is a former pupil of Bzaran the Genocide.
[AD&D-Specific] Laiyriani Duerlmityr, human female. Str 13 Dex 13 Con 15 Int 16 Wis 15 Cha 16. Align CN. Hp 40. Enchantress, level 11.
The Learned Society owns the Great Book of Conjuration, Binding and Enchantment, a semi-artefact with no alignment restrictions. Duerlmityr's duties as head of the Society include updating this book as new spells are developed.
More follows in due course.
The Learned Society of Discovery, Divination and Knowledge
The current head of the Learned Society of Discovery, Divination and Knowledge is Vehikke Trectinod. He is far from being the most powerful mage in Atlantis, and is not even a specialist diviner, but he is known to be scrupulously honest.
[AD&D-Specific] Vehikke Trectinod, human male. Str 13 Dex 15 Con 12 Int 15 Wis 14 Cha 14. Align LE. Hp 30. Mage, level 11.
More follows in due course.
The Disgusting Society of Sorcery and Diabolism
The current head of the Disgusting Society of Sorcery and Diabolism is Artomphy Zelisal. Although there are more powerful evil wizards in Atlantis, no-one doubts Zelisal's commitment to the powers of darkness. Besides which, sensible evil wizards do not want to be head of an organisation openly dedicated to evil. Most would consider it better to do their evil business quietly and out of the public eye.
[AD&D-Specific] Artomphy Zelisal, half-elf male. Str 14 Dex 15 Con 13 Int 14 Wis 17 Cha 16 Align NE. Hp 45. Cleric, level 9. Bard, level 11.
The Disgusting Society owns the Disgusting Book of Sorcery and Diabolism, a semi-artefact of neutral evil alignment. Zelisal's duties as head of the Society include updating this book as new spells are developed.
More follows in due course.