Mysteries of the Elemental Mages (CShaH)

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Elemental mages are devoted to their element, shunning all others. Whereas sorcerers may focus on two elements, no elemental mage would do such a thing. To them there is only one "right" element, though they argue vociferously over just which element that is. Fire mages believe the most strongly that all elemental mages should follow their way. Not only that, but many fire mages believe that all other elemental mages should devote themselves to the Brotherhood of the True Flame, the largest and most evil society of elemental mages in existence. Fortunately, this group has not yet been able to subjugate all elemental mages.
Most elemental mages are freewheeling sorts, content to study their element and learn as many new spells as they can. Outside the Brotherhood, the elemental organizations tend to be little more than social clubs, with only a very few notable exceptions.
Still, elemental mages are regarded with mistrust among the peoples of Zakhara, and many elemental mages have begun working to change public opinion of themselves. These elemental mages devote themselves to public service, though they are very careful not to reveal their true nature until they have completed this service and are preparing to move on. This gives the people of an area a chance to get to know the elemental mage as a person before they must accept him as one of the more mysterious types of mage. Also, it hides the elemental mage from any Flame Brothers who might be around.
Characters who wish to become such "devoted" elemental mages must choose a service to perform. The character cannot advance in level until this service is completed. Once a character completes his service and advances a level, another service must be chosen. The advantage of devotion is a 10 percent XP bonus gained for activities related to the service.
Devoted elemental mages can further refine their service by choosing a particular area in which to work. This increases the danger of their situation considerably, as they may attract the attention of the Brotherhood, but it also increases experience gained in performing the service by another 10 percent, for a total addition of 20 percent.
Services must be appropriate to the level of the elemental mage who becomes devoted. It must also benefit the people for which it is performed, and the elemental mage may accept no payment for his services. Some examples are given below:
* 1st-level service: Designing a more efficient irrigation system for a village. Helping to shore up the defenses of a village beleaguered by bandits. Acting as an interpreter for a group of travelers who do not speak the local language. (Traveling with the group until they reach their destination is a must.)
* 2nd-level service: Ridding a village of a minor monster threat (a few goblins, a thief in their midst). Helping locals find a new source of water, possibly in an underground cavern inhabited by minor monsters.
* 3rd-level service: Helping to remove a curse from a particular object or location, even to the extent of engaging in a minor quest.
* 4th-level service: Using magic to aid in the construction of a large city work, such as a main hall or aqueduct. Using magic to discover the truth behind a dangerous mystery.
* 5th-level service: Acting as a liaison between an irate jann and a group of nomads that have inadvertently trespassed upon the genies' lands. This may involve undertaking a quest for the jann in question.
* 6th-level service: Tracking down and returning a historical artifact stolen by bandits. This could take months to complete as the elemental mage tracks the bandits across the desert and wrests the artifact from their grasp.
* 7th-level service: Acting as a bodyguard to an important noble on a dangerous journey. Perhaps the noble is on his way to explore the Haunted Lands in search of an ancient family estate.
The difficulty of these missions increases as the elemental mage increases in level. DMs must be careful not to let the elemental mage gain the experience bonus for inconsequential services. Devoted elemental mages are devoted to the service of others in order to improve society's perception of elemental mages in general. Do not let characters shame the actions of other devoted elemental mages through their own shirking.
Between the Brotherhood of the True Flame and "the devoted" lie the majority of elemental mages. These wizards are neither bloody-minded control mongers nor humble public servants. Most like their position among the common folk and use their status to improve their lot in life. While they may not go out of their way to help people, they rarely try to hurt those who leave them be. Rather, the elemental mages are sorcerers who revel in the aura of mystery with which they surround themselves and are loathe to let anyone discover their true nature.
Players are encouraged to play up the mystery of their elemental mage characters. The common people (for the most part) firmly believe all elemental mages to be in league with the Brotherhood of the True Flame, Common folk, therefore, are prone to give undue obeisance to such elemental mage characters and stay well out of their way. Elemental mage characters who decide to abuse their reputation will find tales of their actions spreading quickly. Neither the authorities of enlightened lands nor the cruel-hearted Brotherhood assassins will be happy to hear of such characters, and one or the other group is going to take some action.
Most authorities will approach elemental mages with a great deal of caution. Due to the amount of misinformation spread about these mysterious practitioners of the arcane, no one is really sure of their true capabilities. While most city leaders know that the majority of elemental mages are not as powerful as they would like to appear, no one is likely to approach a mage of unknown power without care.
Most commonly, local authorities will simply ask the elemental mage to pack his things and leave town by nightfall. If this doesn't achieve the desired results, the authorities will step up their actions. Guards will be posted outside the mage's residence, if its location is known, and elite guardsmen will follow the mage wherever he goes. This is not a subtle shadowing, either. Guards assigned to follow a wizard are told to make him feel as uncomfortable as possible, and they excel at their work. If a wizard makes any hostile action while being followed, the guards will do what they can to subdue the offender without killing him. Should the wizard prove too difficult to capture, the guards will pull back, call in reinforcements, and start firing arrows at the wizard.
At this point, intelligent wizards will leave—even the most powerful of mages are leery of pursuit by the entire city guard. There is also the danger that the city will seek out other mages who may very well declare war on such a dishonorable wizard lest shame fall on them all.
Some elemental mages are either too proud or too deranged to leave once the serious fighting starts. In this case, one or more of geniekind will be summoned by local sha'irs. In the end, the elemental mage will be removed from the city.
The Pantheist League cities are considerably less forgiving in their attitude toward rogue mages and are likely to simply call upon the services of a few holy slayers as soon as it looks like there is going to be trouble, Though their method is far harsher than that used in the rest of Zakhara, it is considerably less dangerous. Wizards traveling in the Pantheist League should consider themselves warned.