Arkos Organization in Helios | World Anvil
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Arkos

Feared and Respected

As practitioners of magic and the arcane, the guild is rightfully feared by the simple folk for it's destructive potential and the dark history of their homeland, as such the guild is often viewed with suspension and fear. But non can deny that the Guild's responsible approach to any incident that their students may cause or the rare incident of rogue mages and warlocks causing havoc have earned them the admiration and respect of most. This strange and mixed relation to the guild can be reflected in most of it's actions, as they prefer to keep to themselves in their great guild halls, away from prying and fearful eyes, for the people know, when they see the silver masks of the guild in public, there is always trouble afoot.

Enforced monopoly

The Guild holds a monopoly on nearly all magical services and goods within the republic, any transaction which involves such items and skills must be supervised by the guild. The Guild enforces this monopoly by force and embargoes, denying services to any guild that does adhere to their imposed restrictions, and smaller independent providers will often find themselves visited by the Masks, a visit that few wish to occur twice.

Ivory Towers

The guild has a presence throughout much of the republics, often constructing great white towers, that function as guild houses, a great visible representation of the guild power and might, as it can be seen throughout the city. These towers are referred to as the Ivory Towers, and in there resides the entirety of the local guilds members and facilities, they are often enchanted and warded to keep away prying eyes, and to extend the towers space well beyond it's physical space.  

Ventures

The Guild is often finasing expeditions into the Dozango islands and further south, and on the lookout for companies willing to carry their personal and equipment to such locations.   Many guilds have made a fortune in trading slaves to the guild, for which it has as of late been purchasing in increasing numbers for many dig-sites and construction projects.   The guild is always on the market for herbs of interest for alchemy and magical items and resources and equipment.    

Dark Rumours

There are those who bad mouth the guild, those who claim that they dabble in the dark arts of the old homeland, such stains on the guild run deep, back to it's founding in fact, but such rumours have never been proven, and is a sure way to antagonize oneself with the guild.

Structure

Arkos is a guild obsessed with knowledge and magical aptitude, and only these factors can allow one to raise within the guild, those who have the strength and or cunning to further the knowledge and magical strength of the guild are recognized. Unlike most guilds which function much like corporations with boards of shareholders, and or familial ties, Arkos is ruled directly by it's leader Novus. Novus has direct control over much of the guilds functions, directly approving many initiatives and divisional strategies. But those high enough within the guild have greater degrees of autonomy and may act independently in the guilds interest, but in the end all answer to Novus.  

Halls

A Guild hall represents what a member of the guild yearns for and wishes to further.

Hall of learning

The hall of learning is the main branch of the guild, this is where it's members strive to increase it's understanding of magic, and the production of magical items to further the guilds financial interest. Members of the hall of learning are true students of the magical arts, and are usually referred to as Gauntlets, for oath they take to members, as they are given a set of enchanted gauntlets to signify their devotion to the craft.  

Hall of Might

The more militant branch of the guild and also it's outward face to the rest of the world, as they function as both an internal and external police force, diplomats and representatives. They are the members of the guild who desire the knowledge found only by experience and in the old forgotten places of the world, they are explorers, fighters and diplomats. The face of the guild. They are often referred to a mask, for the oath they take, i which they are given an enchanted mask to represent their devotion to the guild and to enforce their anonymity and unity of the guild.

Ranks

 

Initiate

A newly initiated member, who has pledged to study the guild's teachings and obey its laws. Initiates constantly need to prove their worth to the guild and show their potential and so participate in near-daily trainings, or be judged to dangerous as magicians and thusly silenced for the greater good.  

Apprentice

One who has attained apprenticeship. One who, after further training as an initiate, has been apprenticed to a fellow for further training.  

Magus

One who has attained proper membership in the guild, and recognized for their future potential and has reached enough of an education that he/she can start becoming an asset to the guild, but still in need of direction from a more experienced member of the guild. Usually either a member of the Hall of learning or Hall of Might. The majority of the guild are considered Magus. If a magus has pledged apprenticeship to higher ranks they will often wear the accolades of their oath to show fealty.

Oath moment

After being recognized as fully fledged magus, one is expected to take either the oath of Gauntlet or the oath of the mask. Usually this is reflected by their experiences during their apprentice ship.  

Silver Gauntlet

By taking the oath of the gauntlet, the member dedicates themselves to extending the knowledge and study of the arcane, and it's practice and is given rights to operate as they will within the structure of the guild, and are trusted to work on their own projects. So long as there expertise is not requested by higher members for a project.  

Silver Mask

By taken the oath of the mask, the member dedicates themselves to extending the influence of the guild, to secure resources and to eliminate any threats to the guild and public. Members of the hall of might have less freedoms then their counterparts, and are usually given rather strict orders and instructions.    

Electrum Gauntlet

A gauntlet member who has contributed to the guild over the course of a great many years (usually at least 10 years since joining the order, often much longer) and is intricately familiar with the workings of the guild. They usually act as leaders of projects and tutors/supervisors to the lower ranking members of the guild and have complete access to guild resources, being secound only to the Arkon.  

Electrum Mask

A member sworn to the mask who has contributed to the guild over the course of a great many years (usually at least 10 years since joining the order, often much longer) and is intricately familiar with the guild's interactions with the rest of the world. They usually act as leaders of strike forces and organize their halls teams. And it is their job to find talent to join the ranks of the guild.  

Grand Magus

Only those who have proven themselves in both halls may be appointed Grand Magus, for they are the overseers of entire Guild halls and must have an intricate understanding of both inner factions. To be appointed Grand Magus is a sign of immense trust in once ability the Arkon, as they amongst very few members of the guild, can operate entirely without direct orders from above, but are often under much heavier supervision by the Arkon, as they must serve as his eyes and ears between the diffrent Ivory Towers.  

Arkon

Highest position within the guild, the Arkon is responsible for determining the overall direction of the guild and for making strategic initiatives and partnerships with the other guilds of the Republic and foreign nations. The Arkon holds the final word in any matter, and may decide the fate of any members of the guild.  

Oathsworns

The guild does have many non practicing members, such members are referred to as Oathsworn. They make up the accountants, lower ranking lab assistants, janitors so on and so forth, and in some cases as extra muscle for the hall of might. Oathsworns upon joining the guild take a vow of silence that prohibits them from speaking of guild activities to outsiders.

Public Agenda

To protect the people agaist the super natural, to further our unstanding of it, to better combat it's threats.

Assets

The Guilds power lies in it's monopol on magic, both it's practision, but also the understanding of super natural phenomonon. But more importantly how to deal with it.   They exclusivly trade in magic items, both buying and selling. With a great deal of enchanters they supply the nation's magical equipment and potions.   The guilds unique monopoly has allowed to secure much wealth.   Obviously if a guild desires the assitance of mages on a journey, they would have to deal with the guild in order to have contract with one.

History

The Guild of Arkos is quite new, compared to some of the other larger guilds. In the republics magic as always been mistrusted due to their tumultuous history with it's abilities. But it's boons has always been to great to ignore, in it's early days most mages were independent or members of the older families, but after Novus returned from his voyage to the east some 70 years ago, he began to establish the foundation of the guild, by gathering to him many newer practioners with the offer of apprenticeship, and by offering forgotten lore aquired from the old homelands to more adept users, eventually growing large enough to coerce outsiders and establishing themselves in the public as the image of protectors from the unnatural, while the other guilds enjoyed increased and easier access to magical assistance and equipment.

Our Goal; Eternal

Type
Guild, Mages
Leader
Notable Members
Related Ethnicities
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  Those who take the oath of the mask, swear to serve the guild in all it's endeavors that lead involve the world outside of the towers and to protect the people from irresponsible usage of magic. They swear to don the mask, a symbolic act, in which the individual forsakes their identity to better represent the guilds selfless ideals. They don the mask whenever they leave the sanctity of the halls and to be what the guild requires of them. Or so goes the fanfare, in truth one could easily say that they're the guild's armed forces. Such people are often referred to as Faceless by the public.

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