Mathghamhna - The Arcane Order College of Wizardry

**COLLEGE OF WIZARDRY**

Located near Sundabar. In Nether Mountains.

in an extinct volcano next to Dalagar's Dagger. 100 miles east of Sundabar

In this hidden place dwells the Arcane Order

For the sake of convieneince there is a small town (pop 2000). Called Narvik Rock.

It is covered in snow all Winter.

It has tall stone walls and four watch towers to keep out the hobgoblins.

There are two inns, a couple of shops, a smithy. A large and well supplied lodging house for guild members.

Mathghamhna, the College of Wizardry is in the east side, within the walls, but with an on a hill, with an iron fence all around the hill.

All around is very dangerous due to the Morueme hobgoblins. Safest to teleport! But there is a regular, well-protected, caravan that runs to Sundabar once a week.

https://dndtools.net/classes/mage-of-the-arcane-order/

From Complete Arcana - **Mage of the Arcane Order** (pp 49)

   - pay 750gp flat fee

   - 30gp per month

   - put in an appearance on campus at least once every six months

   - accept any special commissions handed down by senior members

   - A member in good standing can board at the Arcane Order campus between adventures, paying only 5 sp per day for common-quality meals and lodging

   - browse the Order’s well-respected library, which is stocked with tomes on both mundane and arcane lore (though no spellbooks are kept here).

   - can use the Order’s common laboratory facilities when creating magic items (although material costs remain out-of-pocket).

   - read and post notices to the “job board"

   - cast from Spell Pool

So lets just say that the "Mage of the Arcane Order" is a sort of Associate Member. They have less duties, but also less benifits.

Basically a not a full Guild member that has access to some of the facilities. For mercenary transactional types like Sparkledingle :P

Associate Members do not swear an oath, but if they break any of the rules (or don't pay fees etc) they will be dealt with appropriately

These are the differences:

   - no private room

   - no access to Great Library, just the regular Library

   - must pay to attend classes

   - has no Advisor

   - no free spell book on initation

   - no Cassock! (pp 73)

   - not the full Spellcrux (which I would need to make - maybe can add metamagic?) No new, special or universal spells

**Late Initiate Applicants**

This is from the College of Wizardry book:

Late Initiate Applicants - pp 23

   - the Spellcrux is not common knowledge outside the order... so... they may not be that pleased he found out!

   - get a sponsor of a guild wizard (there are 10 to choose from - pp 27)

   - he will be offered trial initiate association with the Arcane Order

   - 1000 gp per level payment

   - perform a task set by the guild wizard (explore minor ruin or labyrinth, % to go to sponsor). Can bring friends!

   - Trial association will last 6 months

           X No private room

           X study, but no spell research priviledges at Great Library

           X can attend esoteric magical classes

           X no Advisor

           X no access to Spellcrux
After trial

**After trial**

   - take oath - see pp 22. It's magically binding!

   - full membership duties

       X guided by an Advisor (will be their sponsor probably)

       X perform duties: lab technician, teaching assistant, attend classes, field expeditions, oversight of apprentice menial tasks, misc Advisor duties

       X recieve instructions on etiquette, dangers of power, protection of lore

       X tutor 2 or more apprentice

       X give lectures

   - full benifits (see pp 18)

       X spell book with 6 1st level spells

       X spell learning benifits

       X full access to library and most 1st to 3rd level spells

       X Cassock of procaution  (pp 73)

       X access to Spellcrux

   - must abide by rules of pp 28

   - can only go an adventure once duties are discharged! and 10% of profits go to the Order!

**Total Population**

There is (pp27)

   - 1 Chanceller

   - 7 Regents

   - 10 Guild Wizards

   - 15 Initiates

   - 30 apprentices

   - 10-30 associate members (lodgings outside of main tower)

   - 100 or so Associate Members world-wide