Organizations: The Brotherhood of Magic

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Organizations: The Brotherhood of Magic

Postby SNAFU » Mon Jan 01, 2018 5:24 pm

The Brotherhood of Magic

The Brotherhood of Magic is open to Wizards, Diabolists, Alchemists and Summoners of all races and sexes. Unlike similar guilds located elsewhere, the Brotherhood at Llom is an official organization of the city. As such, it is subject to regulation but free of taxation.

The Brotherhood guild house is a 120 foot (36.6 m) tall spiraling tower with a wide base and a pointed peak. The tower contains two libraries, vaults, offices, training rooms (places where Wizards can practice offensive spells like Fire Ball without destroying something), and a grand meeting hall where all the members gather for official business.

To be accepted into the Brotherhood of Magic, one must pass a series of tests designed to prove the individual's mastery of their chosen craft. The tests are overseen by two or more similar practitioners (Wizards test Wizards, Diabolists test Diabolists, etc.).

Once the tests are passed, all that remains is for the new member to pay their Membership Fee (2,500 gold), and swear an oath to the Gods of Light to obey the rules of the guild, to obey the Grand Master of the Brotherhood and to obey and serve the ruler of Llorn. Thereafter, members are required to pay a 3000 gold due annually.

The Grand Master of the Brotherhood (Varese Melinka, male human, 10th level Wizard, Scrupulous alignment) serves not only as the head of the magic guild, but also as one of the Duke's royal advisors.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
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      • William Summers
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Re: Organizations: The Brotherhood of Magic WIP

Postby SNAFU » Thu Jan 18, 2018 7:29 pm

Member Services

1. A headquarters and/or residence for members who live and/or work in the area. These privileges are typically reserved for the elite guild members and are likely to include the founding members. Such characters are likely to have private quarters (magically protected) at the guild house, have access to all guild facilities, and are highly respected (or feared). Such quarters will be one or two private rooms. Most are roomy and look like a den with shelves, books, a fireplace, a table and chairs, desk, armchair, sofa, and personal items; some include an adjoining bedroom. (Available to guild members 9th or higher level.

2. A meeting place where a practitioner of magic can meet others of his profession to discuss important matters, or simply to chit-chat. Non-guild members can only stay in restricted areas, such as the lobby, general meeting area, and designated meeting rooms (nonmembers may be charged 4 gold per person, per hour's use of a room).

3. Inexpensive room and board for guild members. A small, simple room with a bed, table, chair and lantern for only 10 gold per week. There are several buildings for this purpose, with room and board for the Guild's students/apprentices, servants and staff (virtually cost free). These facilities are usually reserved for guild members who live in other communities or distant kingdoms, or who have returned from travelling, or who have private residences but like to spend the night at the guild house from time to time. Nonmembers are rarely allowed to spend the night in these protected places, unless the ruling members of the guild make an exception; a rarity.

4. Access to the Guild Library. The library does not contain spell books nor diagrams of circles and symbols, rather it contains books on the philosophies of magic, lore, history, religion, science, biology, physiology, herbology, monsters, animals, the Tristine Chronicles, and other tomes with information about regional and famous cities, kingdoms, rulers, gods, supernatural beings, creatures of magic, other races and their histories, little known religious organizations and cults, other magic organizations, the guild itself, myths, legends, individual histories/adventures, some maps, trade routes, and other reference books. The Magic Guild's library is one of the most extensive in the land. The use of the library alone can make it worth joining a guild.

Guild members are allowed to use/read the books only in the library. No book can be removed from that room without written permission and are never taken off the premises. Members have free access to the library day and night, but donations toward the book fund are appreciated. Nonmembers are never allowed to see the Guild Library (often accessible only through secret passageways), but may be allowed to examine and read a specific book, scroll or document brought by a guild member from the library to one of the private rooms. Under these circumstances, one or more guild members (mages) or loyal servants (fighters or apprentices) stay with the character and do not let the book out of their sight. The private room is protected by magic such as the sanctuary, circles or wards. Note: The Guild Library is of the most sacred and protected areas of the guild house, defended by both magic and non-magic means, including wards, circles, sanctuary magic, and powerful guardians. Even many of the books have wards or magic symbols to provide protection from theft.

5. Vault of scrolls, items for sale. Two specific members are usually charged with the duty of keeping inventory and handling sales. Fees for members in good standing are 33% below book price. These items may also be made available to visiting practitioners of magic at 25% higher than book price, but all are guaranteed to be authentic and functional. There is generally a large selection. The level of spell scrolls is typically 3rd-9th.

6. Vault of potions and magic items: This magic archive contains magical potions, charms, powders, fumes, common components, and the occasional weapon and other articles of magic. Availability of items varies dramatically from time to time, and are usually donations (or payment/trade) from its members, so they tend to be the less valuable and more common items.

7. Locations of other guild houses, alchemist shops and special contacts in the region are usually available to members of good standing.

8. Advice and information: Many guild members are glad to offer advice and information to fellow members free of charge. However, special services and time consuming requests are likely to require payment of a fee.

9. Standardized fees are charged for teaching spell magic incantations and the sale of scrolls, scroll conversion services, potions and all other magic items. The guild will establish a standard fee rating for that entire area, usually prohibiting (and preventing) non-guild members to sell or operate in their community. This will establish a consistent market value for all magic retailers in the community and often the surrounding communities and even traveling alchemists operating outside the guild's area of influence.

10. General access to guild facilities: As a general rule, whatever the guild has at its disposal is generally available to its members. The only exceptions are private quarters and areas reserved for the guild's elite ruling or governing body.

11. The other guild members or the guild council may intercede and speak on a member's behalf in regard to matters of guild and civil law, regulations, practices, behavior, reputation, and employment. (A certainty for guild members in good standing 6th or higher level.)

12. Employment. Members of the Brotherhood are expected to perform services for the city. The individual is paid for their services, and payment varies depending on the length of service and what is required, but typically ranges from 1,800 to 6,000 gold, plus an additional 250 gold per level of caster, per month.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
User avatar
SNAFU
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Posts: 1455
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks


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