The Windcallers Guild of Ceros Organization in Belios | World Anvil
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The Windcallers Guild of Ceros

In the early days of the establishment of Ceros, there came a need and Galen Airweaver had a solution. The problem was that Ceros was entirely reliant on their trade ties and the effectiveness of their trading ships and said ships had delays and problems that were just expensive to protect against. Galen proposed that the city allow him the creation of a guild by the name of The Windcallers Guild. He would take responsibility of seeking out magical talent and would train them to use that talent to aid the ships with getting to their destinations, even when the elements are against them. Galen was very successful. It did not take him terribly long to acquire a founding body. With magical talent being somewhat hereditary, finding more with the ability came quicker and quicker as time flowed. Eventually, the Windcallers started to build a name for themselves. The ships that took on a Windcaller were much more successful and had fewer costs. Mending was done with a spell and the sails were always full of wind while magic and magic use outside of the Windcaller Guild was far less plentiful. They garnered respect among the people for helping to ensure the prosperity of Ceros.

Over time, The Windcallers became more and more outside the natural working mandates of the government. They are given leniency for most things and a Windcaller's word could lead to the ruin of a reputation. Ceros knows as a whole that they need the guild and that the guild actively works to protect and uphold the city-state. At least, that is what they choose to propagate. Being a Windcaller is considered a high privilege even if their recruitment is tantamount to cult initiation.
 

Recruitment

Windcallers recruit from all walks of life. While out visiting different lands with the ship they are calling for, they are on the lookout for other possible additions to the order. It is within the requirements of their position to pursue options for recruitment provided it does not interfere with their contracted duties. Windcallers prefer to recruit young so as to have better options for encouraging the magic gifted to use their powers. As such, Windcallers look for children between the ages of 9 and 13 that have demonstrated some inherent ability to understand magic or use magic. They give the children a small magical assessment test to discover their capabilities. If the child passes, they will speak with the parents on their option to join the guild. Most often the parents agree readily. Magic is not easily trained in most places and the Windcallers serve as what parents would feel a suitable training that would prevent them from hurting others with their gifts.    

Initiation and Training

Once a recruit has been taken back to Ceros, they undergo their initiation rights. New Initiates are given their robes and are divested of anything that might have ties back to their former life. Their ears are pierced the first time and they are adorned with simple golden hoops. They are organized into groups where they are assigned to different professions. Each child is trained in a field of work in addition to their magical training. This skill is decided from assessment, not from the student's individual preferences. They are expected to keep up with the challenge and it borders on do or die. The guild cares for them attentively and their physical needs are provided for. The hours are long and initiates tend to fall into their beds at night only to wake up and go through it all again. All work produced by initiates belongs to the guild, but it is this work that pays for their magical requirements. Training, with the exception of truly exceptional cases, is a full seven years. During these seven years, initiates tend to forge close bonds with one another.  

The Ordeal

At the end of Seven years, initiates are given their ordeal. They are tasked at sailing a vessel on their own through various challenges. This ordeal typically covers a span of about two months. What is involved is changed based upon the weaknesses of the student with The Ordeal always involving the Initiates greatest fears and largest challenges. Ultimately, there is a real chance of death because failure is not an option.  

The Bonding Ceremony

Once the initiate has succeeded in their ordeal, they are subjected to The Bonding Ceremony. During the ceremony, they receive their second set of piercings with an additional set of golden hoops. At this time, the hoops are welded closed and become irremovable without damaging the initiate. The initiate becomes Bonded and carries that title among Windcallers as well as carrying the magical bond. They become one with the mind-web and joined with the guild.    

The Mind-Web

Windcallers maintain a mental bond in with every other Windcaller. They can feel when a windcaller life ends because they will wink out of the web. This web does not transmute thoughts as much as concepts with intent. A windcaller might convey 'danger' through the web, but the concepts are broad. Specific details must be transmuted in a different manner. What the web's purpose is, however, is navigation. It allows a Windcaller to triangulate based upon the location of the guild home and prevents them from ever being truly lost. It also prevents them from actively working against The Windcaller Guild; though that is something that isn't frequently brought up. Trying to injure another Windcaller actually causes physical pain upon the aggressor.
   

Vestments

  All Windcallers are entrusted with a set of vestments. These long, flowing articles of clothing are made of exceptional quality silken cloth and embroidered extensively in white on the already white silk and are worn with a wide belt and another layer of silken robes over top; typically open in the front with long, belled sleeves. They hold a number of enchantments upon them, though the one that the windcallers are often happiest about is the fact that they do not get wet or dirty.

The Storm

Capital
Government System
Hive-mind
Controlled Territories

Ranking

Windcallers are all given the title 'Windcaller' publicly, but within the Guild proper, there is a strong distinction between different ranks of windcallers and respect is demanded.
  • Recruit (Also called Squall)
  • Initiate
  • Bonded
  • Apprentice
  • Journeyman
  • Master
  • Storm Lord (This is gender neutral and is assigned even if the Storm Lord is not male.)
   

Political Power

  Officials are prone to turning a blind eye to Windcaller business. It is so endemic that mentioning a caller by name might be cause for pause. While Windcallers are expressly prohibited to partake in the political side of Ceros, it is well known that having the backing of the guild will almost guarantee success. Over time, this has evolved into a system that curries favor with the guild.

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