Guild of Mages and Enchanters

> *"The Pursuit of knowledge, in all it's forms, is in itself the most singularly mortal thing we can do. Therefore, it is paramount to our continued existence on this world."* -On the Founding of the Guild, Page 123
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## Mage's Guild

### Main Theme

https://www.youtube.com/watch?v=mQqCjvJBqcM

### Combat Theme

https://www.youtube.com/watch?v=e8SWRAr0O8Q

## Demographic Information

### Culture

Academic, heavily Royaume and Elven Domain inspired.

## Important Individuals

### Leaders

The Council of Archmagisters

The Guild of Mages and Enchanters (Also known as the Mage's Guild) is a guild devoted to the study and practice of Magic in all it's forms, as well as the acquisition of knowledge to further the causes of all sentient life.

The Guild is active primarily in the Royaume, Draconic Empire, Midland, and Republica, but has a small foothold in the Democracy of Terra. The Elven Domains and the Commonwealth handle magic differently, and the Wilds Kingdoms see it as an imposition of the Divine Church.

## History

Since the fall of the Augury and due to the Winter King's use of magic in the service of his conquest, the dedicated study of Magic was feared well into the Dawn Era. Although there were times when Mages held positions in court and educated kings and nobles, the Divine Church took a dim view, seeing such behaviour as a welcome to demons, devils, and greater evils.

During The Second Crusade, mages and all magic users were persecuted as ungodly in the lands of the Divine Church, this led to the enactment of the Apostasy Charter, banning certain magical acts and requiring the creation of the Asylum Arcanis to house and train mages in a way that is considered safe and humane, by their standards.

The Arcanis were brutal and little better than prisons, watched over by the Divine Church's Paladins and Warriors. although Mages were allowed to study, what they were granted permission to learn could vary, and students would often find teachers had been removed from their posts overnight for overstepping their boundaries.

After the Fall of the Tekamshi Arcanis during the Third Crusade, and the success of the Arcane Revolution, and the pushback was significant enough that by the 1500s DE, the last Arcanis was destroyed. This, however, left a power vaccuum, as there was no formal body to educate young Wizards and Sorcerors.

## Establishment

In the 1500s DE, the Guild of Mages was established jointly to oversee the free training and education of mages, and in doing so worked with the Divine Church to change the way magic is perceived and taught, in doing so becoming the de facto sole official body of magical learning in the world.

Nowadays, the Guild seeks to improve the reputation of mages globally, working with governments by imposing sanctions upon Mages who violate the Ethics Code it teaches.

As well as the public-facing Guildhalls in cities, the Guild also has multiple Academies, where student mages learn to harness and control their powers.

## What is a Mage?

A "Mage" is a catch-all term for a guild-registered wielder of magic.

Although most commonly Wizards, Sorcerors and more can be found among their ranks, as long as they possess the natural "Spark" of magic.

The Royaume, The Draconic Empire and The Commonwealth all demand that magic users in it's governmental services and armed forces are registered with the Guild.

Non-Guild magic users are often reffered to as Apostates, (regardless of status or guild-membership history) and while not persecuted or illegal as it has been at times in the past, Apostates are still shunned by the magic-fearing public.

## What is an Enchanter?

An Enchanter is a person that can use magic to create a magical object- a weapon, an item, a pack, or anything else.

Unlike Mages, most cities in the world will straight-up arrest non-Guild enchanters attempting to ply their trade, as the Guild applies rules and careful restrictions to what can and can't be done with magic, and the levels of experimentation allowable.

This leads to the assumption that a non-Guild enchanter is a practitioner of soul magic.

## Mark of a Guild Member

The "Guild Mark" (Officially, "Mark of Membership of the Guild of Mages and Enchanters"), is a magic symbol that is baptized on the forehead of a guild member, taking the form of an arcane rune of their school or source of magic.

Although normally invisible, touching or pressing the mark with two fingers will reveal it, causing it to glow with a light.

This glow can be used to determine the "purity" of the caster. If the Caster has been adhering to the rules and regulations of the Guild, the light will glow a faint purple-gold and fade back to almost-imperceptible, but if they have been using banned magic or their membership is in question, it will glow with a violent red-black, and remain for some time.

The Guild Mark is impervious to disguise magic, and remains even in shapeshifted forms.

A guild member who is cast out has their mark broken, leading to a vicious, irremovable scar on the spot- a scar that faintly pulses with a deep red light and serves as a warning of the Apostate having violated taboos and potentially even the law. A Guild Member's mark can be broken without them present for the ceremony, as long as the guild has their blood.

Apostates of this kind are hunted down by the Order of Venator, like all other apostates.

## Academies

Once marked with the Guild Mark, Mages are free to take lessons and study magic within a Guild Academy. An Academy, unlike a Guildhall, is a place devoted entirely to the study of magic, and does not welcome outsiders to the guild at all.

Academies often have libraries full of Safe Grimoires, and locked deep in vaults the hidden Shadow Grimoires that are only accessible to Archmages.

## Uniform

A Mage is free to wear whatever they want, outside of formal functions and lessons, but are given a set of robes to perform those formal duties in. These robes are designed to look authoritative, but also be hard wearing for the dangers that come with magic.

As well as this, qualified Magisters are given a signature pointed hat. A Mage's hat is considered part of their identity, showing much of their training and being both useful for keeping weather out of the eyes while casting ornate spells, and fashionable- or so they'll tell you.

When a Mage is promoted, they are given a new hat-buckle that denotes their new rank as a badge of honour, and replacing the old one is seen as a moment of pride for many mages.

## Life in the Guild

A mage in the Guild starts out as a Novice. Once they have passed the Qualification that demonstrates their ability, they achieve the rank of Apprentice (Or 4th Class) Magister. After this, they may rise in ranks based on their own behaviour and responsibilities assigned to them.

With each rise in ranking, a Mage is able to study from more powerful Grimoires within guild libraries. Travelling Mages may ask to be tested at any Guildhall or Academy.

### Novice

The lowest guild-rank, novices are taken in for training at a University or College of magic. They can range in age from childhood to adults. Once welcomed, they are given the Guild Mark of the Novice. Novices are given room and board in the College, but during the early phases of training are typically required to remain inside the College boundaries to avoid the potential danger of wayward spellcasting on the general public.

A Novice Magister wears white robes, and only has access to level one grimoires.

### 4th Class "Apprentice" Magister

An Apprentice Magister is the lowest on the rung of qualified mages. They are either recently qualified or have shown no real aptitude beyond the basics in their studies. When a Mage achieves 4th Class, they are given a ceremonial Graduation hat, enchanted to show their rank and match the colour of their station, and are offered a choice of Magisterial Role. Although they can choose to change this with a petition to their guildleader, most settle into their chosen role for years.

A 4th Class Magister's hat has a buckle made of bronze. An Apprentice Magister can access any grimoire that contains a spell below level three.

### 3rd Class "Full" Magister

To achieve third class, a Magister must have a number of useful spells under their control, and the ability to freely demonstrate them. They must show dedication to the pursuit of knowledge of their craft.

A 3rd Class Magister's hat has a buckle made of silver. A third class magister can access any grimoire that contains a spell below level 6.

### 2nd Class "Master" Magister

A Master Magister is powerful enough to be allowed to lead a research team, or even a Guildhall. Master Magisters are incredibly knowledgeable and dangerous spellcasters, but often very wise.

A 2nd Class Magister's hat has a buckle made of gold. They are allowed access to all grimoires, but must be accompanied by another Master Magister or an Archmagister to access the Shadow Grimoire Vaults.

### 1st Class "Arch" Magister

An Archmagister is the highest class a Mage can achieve within the guild. Unlike the other ranks, Archmages are appointed by a council of no less than seven local archmages. The position is awarded to those who have made "Great Strides" in magical understanding, or have done deeds of legend with their magic.

Archmagisters have the authority to establish new guildhalls and lead academies, as well as take on pupils as they choose. They are also given authority on declaring whether a new Grimoire discovered or created is allowed to be studied or should be locked away as a Shadow Grimoire.

An Archmagister wears a hat buckle made of Obsidian. They are allowed access to all Grimoires in a guild, including those sealed in vaults.

## Magisterial Role

Once a Mage has been certified, they will take on a duty role depending on their personal preference, and advice from their teacher. This will change their official uniforms robes for ceremonial events, and what their duties may be.

#### Research Magisters

Mages who research the lost history and lore of the ancient world, exploring ruins and other such places, in the search of lost mysteries or even ancient forgotten Grimoires of magic. They are paid a small monthly stipend by the guild for food and supplies, (Often very little, as the guild are notoriously stingy) but must otherwise fund any hirelings or other necessities themselves.

Research Magisters wear robes of blue.

#### Experimental Magisters

Mages that experiment with the basic principles of spellwork, creating new spells and guiding the future of magical understanding. Most Experimental Magisters stay within the Academies, sometimes venturing out to local guildhalls to test their spells "in-action".

Experimental Magisters wear robes of green.

#### Civic Magisters

Mages that interface with the public- Enchanters and Alchemists typically, they provide the guild with a steady source of income and are allowed to operate out of either Guildhalls or their own shop.

Civic Magisters wear robes of red.

#### Court Magisters

Are politicians. They are assigned to deal with matters of magic on behalf of aristocrats, often given lodging in stately homes or castles. Court Magisters are unlike others in that they are required to be at least a 3rd class before volunteering for the posting.

Court Magisters wear robes of purple.

## Guild Code of Ethics

Experimentation on or requiring the death of the subject of the experiments is against the rules of the Guild. Experimentation on already-deceased bodies is frowned upon.

Necromancy is banned, as Necromancy performed by non-clerics is primarily centered around the creation of undead.

Soul-Magic (Magic that uses the power of a soul, such as Magitek) is banned (And illegal in most of the world). Mages found performing such experiments will be severely punished.

Practicing magic in public spaces is, depending on the circumstance, greatly frowned upon and banned.

Use of magic on unwilling participants, with exception due to Self Defense, is banned. Participants of experimentation must be made fully aware of the potential consequences of the experiment and their consent must be recorded by a third party or through untamperable means.

Contracts with beings such as Old Ones are considered typically off-limits. Although some mages have argued as to the potential benefits, those who are not expelled for this are placed under heavy scrutiny at all times.

Minor breaks of the Code of Ethics will earn you a Hearing with your local Archmagister, who will decide whether to purify your record (And your mark) or strike you from the list of Guild Mages. During this time, they may launch an inquest to discover the facts of the situation, and allow non-guild members entrance to their office to testify for or against you.

If the break violates the Apostasy Charter, however, the punishment will be much more severe at the hands of the Order of Venator.

### The Apostasy Charter

A charter signed and enforced by the Divine Church, the Apostasy Charter is the binding contract of rules that all magic users, even those not in the guild, must follow in lands presided over by the Divine Church, such as the Royaume or other territories that follow the religion.

Those found guilty of breaking the rules become known as Apostates, and are hunted down and executed with little mercy by the Order of Venator. Many mages fear this, and so are constantly wary of the paladins who watch over their colleges and guild halls.

## Uniform

As a member of the guild, you are given robes befitting your station. These robes are mildly enchanted to allow for a certain degree of modesty with form-changing and teleportation experimentation.

Each robe is colour-coded depending on the type of Magister you are- Apprentices are green, Research Magisters wear blue, Experimental wear purple, Civic wear red, Court wear yellow. Arch-Mages wear white (If they are currently serving as head of a college) or black (If they are on an expedition).