Sorcerous Traditions in Seiiki - The Dark Veil | World Anvil
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Sorcerous Traditions

Over the centuries that followed the Veiling a variety of sorcerous traditions and miracle working developed alongside the discoveries of the Sources. Some of these achieved great renown and spreaded across the continent of Mentralin or even further in the world. This section gives an overview of the most prominent traditions, their views on magic and how they typically operate the forces.  

College of the Black Citadel

When the common folk refer to wizards, what they most of the times are refering to are members of the College of the Black Citadel. Clad in robes, a pointy hat and equipped with rods or staffs, the present the archetype of a wizard when travelling throughout the continent. It is but a myth that all wizards look that way. What people have in mind are the rather formal robes and signs of wizardry, that are mostly worn by old-fashioned members of the college or for ceremonial purposes. Wizards of the college are spread on the whole continent of Mentralin, with some travelling to Anderon or Al'Mahun as liaison to the leading local communities of magic, namely the Anderonian Circle of Magi and the Initiates of Pharos.  

Structure

The College of the Black Citadel is the collective of scholars of the arcane arts who successfully graduated Black Citadel. Headed by the High Council of the Black Citadel, they are mostly bound into a structure of allegiance by promises, common agendas and boons that they owe to each other, going back into the times when they were novices at the Citadel. It is to be noted, that, officially, only those wizards, who are members of the college are considered sanctified and licensed to work the art. At least in the eyes of the college that is. To support their peers and their agendas, the college built an intricate network of local chapters, with one guildhall in each of the major cities as well as smaller chapter houses representing more localized branches. They use their unity and structure to lobby for special privileges and status of their members, as well as funding of their studies. They achieved greatest success with this within the realms of the Mentralian Kings. In most of the mentralian cities they are the only licensed suppliers of arcane arts. All other traditions are forbidden to sell their services, effectively being driven into smaller communities or working underground. Their influence in the Temerian Empire is limited, due to the high regulations of sorcery there.   According to the ranks of the Black Citadel, the College fosters a system of complex titles of 49 wizarding degrees that are used to differentiate the various levels of skill, rank and knowledge within the community. It is generally assumed that a higher ranking wizard has command over lesser ranking ones, while very often bonds of boons and promises invert the hierarchy. The most relevant ranks, leaving honors and distinctions for specific specialization service aside are, in ascending order:   Novice (1st degree) starting with the inscription of a student. Apprentice (2nd degree) once the novice completed his attunement to the first source. Adepts of the Arcane (7th degree) completes the basic education in wizardry. Most students stay within the Black Citadel until they complete their first Magus (14th degree) in one field of specialization. The higher ranking Doctorates (21st through 35th degree) represent extensive knowledge in the arcane, only being trumped by higher ranking Archmages (up to 42nd degree), who are usually highly distinguished experts and powerful mages and finally the High Seats of the Council (up to 49th degree). The ranking of wizards within the Archmages and High Seats is highly complicated and shifting, representing current power structures within the Black Citadel. Titles, such as Chapter Master, Lecturer, Master of Treasure and the like add up to the complexity, showing specific dedications of an individual. Advancing to the next degree always requires prove of more and more complex research, as well as a practical demonstration of skill and power. A committee of seniors then decides on the advancement of the individual.   All in all, the ranks of wizardry are based on a technocratic and meritocratic thinking. Those who are most, knowledgeable and provide the most advancement of research are those who are in power. Many members of the college though claim, that this system is also highly based on sympathy and retention of power.  

Agendas

The primary agenda of the College of the Black Citadel is to advance the studies and understanding of the arcane. As a result, secondary agendas constitute the support of their members by building named networks of funding, providing support and asylum in case of criminal prosecution as well as lobbying for support by local sovereigns via extensive lobbying and influencing of political decisions as counselors and envoys.  

Membership

Membership can only be obtained by inscribing at the Black Citadel. While their education, the membership cost either covered by payments of student fees or through work for the Citadel. After the graduation of student on the rank of an Adapt or wizard of the seventh degree, members have to pay a yearly membership fee of 100 pieces of mentralian gold coins as well as submit at least one academical paper of research per year to the Black Citadel.  

Philosophy

Generally the College of the Black Citadel does not enforce any moral or practical view on the use of magic. Their primary and only goal is to advance the understanding and power of spellcraft, in order to restore the glory of the old days. Thus, any use of magic and attunement to all sources is permitted and even fostered. Those who have the power are basically thought to be superior to those who lack that knowledge. The only thing that is frowned upon, and in extreme cases can lead to exclusion, is unscientific nonsense and religious glorification of the arcane arts, like praying and servitude to spirits without an equal exchange of power. How the individual uses this knowledge is not of concern to the High Council as long as their power stays uncontested.  

The Cymuned Derwyddon Annwyn

Looking back at a long-standing history the druids of Annwyn formed a community of their own since the island was settled. According to the historical records of the islands clans, king Brân Fendigaidd, who is said to have established the first civilisation on the island, was already accompanied by the first druid with the name of Myrddin as counselor and spiritual guide. As a result, the druids have grown into a part of the culture of the island itself. Their role generally extends that of a scholar not only into that of counselors and spiritual guides of towns and villages. Even more, these people serve their communities as healers, soothsayers and mediators in case of disagreements.   Apart from Annwyn the druids are mostly spread over the northern areas of Mentralin, where they usually blend in with the local communities without drawing too much attention by their nature.

Structure

The name of this tradition literally means Communities of Druids in Annwyn and reflects their view on organisation. In their entirety, the druids are organised more loosely than any other magical circle or order to be found on the mainland. It is a community that gathers as a collective only once per year during the days of Calibration according to the Cycle of Seasons. On these days they gather in the Great Thing to discuss matters of uttermost importance. Local ovens gather independently throughout the year, usually on days during the high seasons to discuss and exchange ideas, wisdom and knowledge.   The members of the community are distinguished in their stages of learning and wisdom. Bards (Bardd, pl beirdd) are the apprentices of the druids, travelling through the world to gather knowledge and wisdom from many different, preferably druidic, masters. They also have the duty to gather and collect history in the form of songs, poems and tales. Once a Bard demonstrates enough knowledge and magical skill before the Great Thing, they are welcomed as members of the Seers (Ddaroganwr, pl. Ddaroganwyr), who usually settle down as part of a local community to support the people of Annwyn. The decision to promote a Bard to a Seer is gouverned by the Seers of the community and decided by a simple voting of majority with black and white beads that are dropped into an urn. If the majority of Seers denote the demonstrated knowledge and skills of the applicant worthy enough, the Bard will be promoted. From the ranks of the Seers the Great Thing also nominates and votes for vacant positions of Teachers (Athro, pl. athrawonn). The thirteen Teachers are each the highest authorities in a part of the land, responsible for selecting new Bards and settling disputes within the community. They are also the highest council that may decide over the fates of Seers and Bards alike, when their intentions are questioned and are the only ones who may exile someone from the community. It is a great honour to be nominated as Teacher, and an even greater one to actually win the vote and, by law of tradition, must not be declined. Teachers are usually seasoned members of the community. Most of them are in the later stages of their lives and clad in their white ritual robes and equipped with the golden sickle as trappings of their position.   Apart from all the ranks, there is one peculiar position among all druids of Annwyn: The Myrddin. Named after the adviser of the first king of Annwyn he or she is thought to be the reincarnation of the ancient spirit, that once was the actual Myrddin, that accompanied Brân Fendigaidd. The Myrddin has no formal power within the community but his or her word carries weight and is seldom disregarded by Teachers and Seers alike. The Myrddin is neither selected nor voted by anyone. He or she appears before the Great Thing to announce his or her rebirth once the last one died, demonstrating vast knowledge of past events and commanding great magical power. Tradition requires that the Myrddin serves as adviser for the ruling king or queen of Annwyn to protect the island and its people. The current Myrddin was not part of the community before she became aware of her powers, but a simple blacksmith's daughter.  

Agendas

The most important purpose and highest goal of the Cymuned is to serve and be beneficial for the people of Annwyn, or generally all people. They foster and care for local communities of friends and families. Thus, a druid is usually very well integrated into society. As a fixed part of the people of Annwyn they give advise, work as healers and provide counsel to those in need. In many communities it is also druids who are responsible for all sacred rituals of the cycle of life, like birth and death and also to keep tradition being passed from one generation to the next by retelling stories and laws.   First and foremost a druid is a shepherd for their community, working to sustain the people. Travelling druids, like Bards, usually extend this to their current fellow travelers.  

Membership

Most members if the Cymuned are born into their role, as sons or daughters of many generations. This is not a requirement though. The Cymuned is open to any applications who show the right mind set and ethics, and most importantly want to help others, regardless of age, gender or ancestry. There is no payment of any kind required. One who is accepted by the Teachers and iniatiated into the mysteries of the community is usually a member for life. In return, all that the community has to provide for its members are the members themselves. A saying of the druids is: You take along what you bring along.   The only ways to be denied membership to the druids is when someone either decides to leave the community behind, or when they are causing harm to the community, people or the land for their personal gain. Leaving the community is accepted as a decision of the individual, but cannot be reverted later on. Using the powers given to cause harm, leads to exile by the Teachers. Exiles are hunted down and, if not killed, stripped of their powers to be rendered harmless. The druids have no mercy for those, who abuse their gifts and knowledge.   Someone who joins the community of a Bard also assumes a new name. This is done to leave behind the past and travel into the world with a, spiritually spoken, blank mind. Many druids also assume new names when they climb up the ranks. Following this tradition, the Myrddin is also not just a title, but the actual name assumed by the individual.  

Philosophy

The main view of the Cymuned Derwydd Annwyn regarding the practice of magic is, that it has to be useful, not only for oneself, but also for the greater community. It must not be used to cause harm or for egoistic purpose. The only time when a druid will utilise his or her magic is in order to protect the lifes of themselves or others. With this in mind, magic has to be of practical use. Most druids, especially the older ones, disregard magical powers, that are used for entertainment or beauty alone. Only that, which is of practical use is deemed worthy. Some Bards fail their demonstration of power and knowledge, because they displayed beautiful, but useless, magics.   Following the principle of harmlessness, druids condemn the attunement to sources of magic that cause harm to people, like visceral magic does. Veiled magic is mostly simply unknown to them and those who know, dispute whether it is safe to use. In the same sense no druid of his or her right mind would resort to celestial magic, which, in their view, invites the dangers of the void.   The most prominent magic used is chthonic, drawing from the earth without bleeding it out. Some druids, while less common, retain quite well relations to various Spirits, thereby granting them access to spiritual magic.  

Hedge Magic

While formalised organisations, as the College of the Black Citadel are thriving in the more urban centres of everyday live, such as larger cities and towns, the more rural parts are less civilised in their sourcerous education. Many villagers in the mentralian Kingdoms know of some wise old herbalist or a strange hermit living within the woods. It is as well now uncommon to hear tales of the local lord, who stroke a deal with one of the spirits for wealth and power.    witches (pact magic, brujanna of the viajeri, maleficis in the temerian empire), seers and miracle healers

Structure

Agendas

Membership

Philosophy

 

Other Traditions

Smaller, somtimes more localised, traditions of sorcery apart from the larger ones presented here exist as well.   The Anderonian Circle of Magi is a more loosely connected community of wizards, mostly practicing visceral magic, who have their home base on the continent of Anderon, where they take the position that the College of the Black Citadel has in Mentralin. Their philosophy is based on a master-student-relationship, where one Magus teaches a maximum of five students at a time, that owe him or her loyalty for secrets shared. Like the Black Citadel, their view on magic is more practical, but rather than academical advancement, focuses on the personal gain of power, regardless of the cost. In Mentralin the Circle gained the most foothold within the northern Temerian Empire, because of their prime usage of the blood as source for magic and their limited ethical implications when using magic to smite foes of the Empire during conquests.   Travelling over from the Road to Al'Mahun, thus widest spread on the southeastern shores, a small number of Initiates of Pharos started local cells of their cult. Their ideology is based on unveiling the mysteries of the void and the stars, with their highest members, called High Priests of the Kings, attaining immortality. The only sources the Initiates utilize is that of the Void. Aspirants are slowly introduced to the mysteries, like the Kings of Pharos themselves pulled the Nine Veils of Hidden Knowledge aside to ascend to their godlike state. In this regard, the Initates of Pharos are more akin to a religion, fashioned in the sense of a cult of mysteries. Initiates are easily recognized by their purple robes and golden, faceless masks that hide their faces.

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