The Mages Guild of Karalon
Main Menu Back to Karalon Setting Rules.
Overview and History:
The Karalon mages guild is not native to the region but rather appeared in the past six years as a result of the Athalish exile to this land. The mages guild is concentrated around six fortified cities where the exiles have established their population base. Other ranking members such as Erbocto of new providence and Alshamar of the Spring of Davi in eastern Mazavi represent the more isolated peoples of the exile. The highest member of the guild is undoubtedly Voxaminer, a formidable mage who unified three smaller guilds upon his arrival and built new meeting places in areas less focused on arcane magic such as Middlefort and White Cove. Thus a vastly influential continental mages guild was built.
Internal politics:
The guild is ruled by an oligarchy of regents who currently number sixteen with the convocation of Erbocto. These high mages who have achieved mastery in various arcane pursuits, Each regent casts a single vote on important issues to the guild and to the people in general, Voxaminer for his foundational role in the guild is afforded three votes and has the power of veto in the event of a deadlock.
External politics:
While the exilic people lack a formalized government, power is balanced between the church of Angelique and the mages guild. While the majority of the church maintains agreeable relations with the Native Lonic people some sects such as the one lead by the renegade imposter Pharasin espouse a drastic and even militant approach to proselytism. Despite Pharasin's defeat nearly a year ago other groups seem to have adopted his hard line approach including but not limited to the Knights of Kamest and the Shadowbane chapter in eastern Mazavi. In light of the political turmoil in the church the mage's guild is increasingly acting as the central voice for the exilic people. The mages guild seems much more capable of consistently dealing well with the Natives. As a case in point, Erbocto has powerful allies among the Natives and fights side by side with them on a regular basis. Despite good relations it is increasingly becoming clear that the exilic presence is disturbing the delicate natural balance that is so treasured by the natives of Karalon. The mages guild seems very involved with setting these matters aright. It is little secret that Voxaminer is infuriated by the exile's continued plight on these savage shores and, had he the power, he would see their return in force to Athalin. Such a stance is comforting for most of the native populace but strikes a chord of fear for some members of the exilic community particularly the more pacifistic elements of the church.
Classes:
With such a large organization mages hail from numerous walks. The vast majority of the guild members begin as wizards, with a small number of sorcerers and bards rounding out the total. Additionally all members of the guild must take at least one mandatory level in guildmage upon joining. Many follow the steps of Voxaminer in finishing this class and mastering the guild's spellpool. Other path's are recognized in the guild however and even those dedicated to specialized studies can eventually attain regency.
The guildmage is a class directly analogous to the Mage of the arcane order presented in the complete arcane, additionally however at 10th level the guildmage receives spellcaller (from the campaign special rules) as a bonus feat. If the guildmage already has this feat he gain a bonus metamagic or item creation feat upon attaining 10th level.
Regent status in the guild is slightly more complex, while a pure guildmage reaches regent status at level 10, other classes accumulate towards this status as well. These classes are listed below. Each even numbered level in these classes adds one to the mage's effective level of guildmage for the purposes of determining regent status only. Thus a level four guildmage with ten levels of master transmographist counts as a level nine guildmage (just below regent status) but has only first degree access to the spellpool.
Currently recognized classes are as follows:
Abjuration: Initiate of the Sevenfold Veil (Complete Arcane)
Conjuration: Bonder Summoner (Miniatures handbook)
Transmutation: Master transmographist (Complete Arcane)
Illusion: Shadowcraft mage (Races of Stone)
--open to all races
Evocation: Elemental Savants (Complete Arcane)
Necromancy: Pale Master (Libris Mortis)
Divination: Visionary Savant (Campaign rules)
Enchantment: Mindbender (Complete Arcane)
General: Archmagi (Dungeon Master's Guide)
Main Menu Back to Karalon Setting Rules.