The High Guild of the Arcane Arts Organization in Syann the world upon a Cosmic Beast | World Anvil
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The High Guild of the Arcane Arts

In the annals of history, half a millennium ago, on the auspicious date of the twentieth of Longlight, during the year when the Glyph ascended, our mortal realm faced the imminent threat of sundering. While a comprehensive account of the cataclysmic event known as the Land Shatter shall be spared for another treatise of mine, its aftermath remains of utmost significance. The creation of the Broken Sea, accompanied by unparalleled chaos that reverberated throughout the Northwestern Hemisphere and sent tremors across the entire world, heralded a critical juncture for the future of wizardry.   The Mage Wars era, characterized by the reign of Wizard-Warlords and the wanton and reckless employment of arcane power by denizens of the Teragoth continent, reached its climactic conclusion with the audacious gambit of a deranged sorcerer seeking to hold the world hostage. His gambit was met with defiance, prompting the unleashing of magic that shattered the very fabric of Teragoth, akin to a colossal stone plunging into a fragile bowl of eggs. As the dust settled amidst the haze of a post-apocalyptic miasma, a clamor arose, demanding the spilling of wizard blood en masse. The world teetered on the precipice of an age marred by witch-hunting, trials fueled by hatred, and the annihilation of knowledge and those who pursued it.   However, by a twist of fate or perhaps a guiding hand, the world was spared the descent into an arcane Dark Age, which would have relegated the practice of wizardry to an era of desperate dependence on alien otherworldly forces, existing as objects of fear and repugnance. This salvation was brought forth by none other than Starisa Wiesstien, renowned as the Mage-Warlord of Abjuration, a mistress of defensive magic, and leader of the Degaran people. Despite being regarded as "barbarians" by the ruling civilizations of the time, Starisa and her people were shielded from the worst ravages of the Land Shatter. Through her formidable mastery, she erected a formidable protective hemisphere, preserving her people but isolating them on an island amidst the newly formed Broken Sea.   Starisa, recognized as a prodigious genius possessing rare temperament and foresight, wasted no time in formulating plans to ameliorate the ensuing devastation. Swiftly, she summoned two of the more reasoble mage warlords of the era, Talaman "The Illusion Weaver" Davros and Nathall "The Arcane Avenger" Mozynko, and together they forged the High Guild. United by their acknowledgment of the perils arising from the reckless and wanton exploitation of magic, which had become emblematic of their era, they established the High Guild as a governing body entrusted with the regulation and control of arcane practices.   The epicenter of their operations naturally converged upon the region formerly referred to as Degara, after much deliberation and logical consideration. It was deemed the most suitable location to serve as the headquarters of the High Guild, which now stood as the custodian of magical affairs in the Broken Isles and beyond. A magnificent floating tower was erected, serving as the seat of power for this newly formed institution. Within its hallowed walls, the High Guild would convene, guiding and overseeing the practice of magic in a world forever altered by the Land Shatter. - Opening paragraphs from "A modern History of Magic by Tazlin Kenytson"

Structure

Within the hierarchical structure of the High Guild, the ranks and titles assigned to its members are consistent across the various sub-orders. The ranks are determined by the demonstration of magical prowess, esoteric knowledge, and the successful completion of tests and trials. Although variations in leadership and specific responsibilities may exist within each sub-order or local guild halls, the rank names remain standardized. The ranks of the High Guild are as follows:   Apprentice: A newly initiated member of the High Guild, embarking on the path of magical learning and development.   Apprentice of the First Circle: An apprentice who has displayed a fundamental understanding of magical principles and basic spellcasting abilities.   Apprentice of the Second Circle: An apprentice who has further honed their magical skills, demonstrating increased proficiency and deeper knowledge of the arcane arts.   Wizard of the Third Circle: A practitioner who has advanced beyond the apprentice stage, possessing a mastery of foundational magical concepts and capable of performing more complex spells.   Wizard of the Fourth Circle: A wizard who has surpassed the limitations of earlier ranks, delving into more advanced magical disciplines and possessing a broader repertoire of spells.   Wizard of the Fifth Circle: A seasoned wizard who has acquired substantial expertise in their chosen field of magic, wielding considerable power and knowledge.   Magi of the Sixth Circle: A Magi who has reached an elevated level of mastery, delving into the secrets of ancient spells and unlocking deeper layers of arcane wisdom.   Magi of the Seventh Circle: A Magi who has attained great proficiency in multiple magical disciplines, recognized as a master of diverse magical arts.   Arch-Magi of the Eighth Circle: An esteemed practitioner who has ascended to a position of high authority within the High Guild, possessing formidable magical capabilities and serving as a guide to those below them.   Arch-Magi of the Ninth Circle: An exceptional Arch-Magi who has further refined their mastery of magic, having reached a level of near-peerless skill and knowledge.   Supreme Arch-Magi: The pinnacle of magical attainment within the High Guild, a title bestowed upon the most revered practitioner who exemplifies unparalleled expertise, wisdom, and leadership.   As per established tradition, the High Guild adheres to a governing structure led by a council of three Arch-Magi, each representing one of the main sub-orders within the organization. This arrangement ensures a balanced and diverse leadership that incorporates the expertise and perspectives of different magical disciplines. Supporting the Arch-Magi council, there are lower-ranked councils of mages known as Minister Magi of Magic, who assist in the decision-making process and provide guidance on various matters.   While the title of "High Guild" may evoke an image of autocratic rule, the actual governing system incorporates strong parliamentary elements, emphasizing democratic principles and participatory decision-making. The democratic voting process serves as the primary means of resolving matters concerning the High Guild, the Island of Degara, and arcane affairs at large. This ensures that decisions are collectively reached and reflective of the consensus among the members of the High Guild.   Within the High Guild, the organization is further subdivided into three distinct ordos, each with its own unique values, beliefs, and practices. When an apprentice reaches the Second Circle of their magical training, they undergo a rigorous series of tests and inquiries to determine their aptitude and alignment, which ultimately determines their placement within one of the three ordos. These ordos are as follows:   Ordo Boni Magicae: Members of the Ordo Boni Magicae don white robes with elegant grey or silver trim. They are wizards who prioritize virtues such as charity, the protection of the innocent, and the pursuit of justice. They consider themselves moralists and students of ethics, striving to uphold high moral standards in their magical practices. This order, though the smallest among the three, upholds principles of righteousness and seeks to use their magic for the betterment of society.   Ordo Neutralis Magicae: Clad in scholarly grays and earth tones, the members of the Ordo Neutralis Magicae pride themselves on fairness, equality, and the avoidance of extreme moral positions. This order values balance and impartiality in their magical endeavors, striving to maintain equilibrium and harmony in the world of magic. With the largest membership, the Ordo Neutralis Magicae plays a crucial role in mediating conflicts and promoting ethical decision-making within the High Guild.   Ordo Malignorum Magicarum: The Ordo Malignorum Magicarum, distinguished by their black robes often adorned with gold or silver accents, is the second-largest order within the High Guild. Its members are characterized by their raw ambition, lack of moral scruples, and general harshness. This order does not shy away from the darker aspects of magic and is unafraid to explore forbidden realms and dangerous territories in their pursuit of power. Their actions are often driven by self-interest, and they are known for their cunning and ruthless nature.   These three ordos, despite their divergent ideologies, coexist within the High Guild, representing different facets of magical practice and belief systems. Starisa herself insisted that the High Order be founded with the idea that all spellcasters regardless of their personal views are united in their love for the art and magic itself and that each Ordo be permited to run its interal affairs as it sees fit so long as they do not interfer with the guild or the balance of magic as a whole.

Public Agenda

The High Guild has steadfastly maintained a public agenda focused on acting as an active police force overseeing the practice of arcane spellcasting. Their primary objective is to ensure the balance and preservation of magic while offering support and assistance to magic users who do not pose a significant threat to this delicate equilibrium. However, their priorities are not driven by personal motives or moral judgments; rather, their focus lies on safeguarding the very essence and integrity of magic itself.   The High Guild adopts a pragmatic stance when it comes to external threats. For instance, they may not intervene if a necromancer seeks to seize control over a kingdom. However, if that same necromancer were to tamper with the world's ley lines in an attempt to resurrect a village population slain by raiders, the High Guild would swiftly intervene. Their response is independent of the necromancer's intentions, as the Guild deems any manipulation of the fundamental fabric of magic as a grave threat. It matters not whether the intent is noble or malevolent; the High Guild will not tolerate actions that endanger the very nature of magic.   Additionally, the High Guild often takes on roles of investigation and resolution when it comes to dealing with problematic mages within a region. They are frequently hired or tasked with the responsibility of addressing issues caused by these mages. This involvement in local affairs further fuels the animosity of non-Guild mages who perceive the High Guild as intrusive meddlers, busybodies, and even witch hunters. However, such disdainful comments are usually best withheld in the presence of the formidable Black Knights, who serve as the High Guild's enforcers and execute their will with unyielding force.

Assets

Degara, despite its lack of abundant natural resources, has fostered a unique phenomenon within the High Guild. The scarcity of resources on the island has driven some of the most brilliant minds of the High Guild to become exceptionally skilled merchant-mages. These individuals have honed their abilities not only in the arcane arts but also in the art of trade and commerce. Their mastery of magic and their shrewd business acumen have made them formidable players in the world of trade and economics.   The demands of magical crafting, spell development, and magical research require access to rare items, valuable metals, gems, and various components. The High Guild, recognizing this need, has established an extensive network of trade operations and mercantile endeavors that span the Broken Sea and extend into the wider world. At the lower end of the spectrum, the High Guild engages in mundane trade operations, leveraging their influence and connections to secure necessary resources for magical purposes.   However, it is at the highest echelons of power within the High Guild where their true wealth and influence become apparent. Utilizing advanced magical techniques such as teleportation and interdimensional gates, the High Guild ventures into distant realms, even crossing into other dimensions, to engage in trade for rare and extraordinary goods. These acquisitions are beyond the imagination of most, and their value is immeasurable.   While not openly acknowledged by many, the High Guild's access to vast riches and a network of skilled magical craftsmen has made it one of the wealthiest organizations in the world. Over the course of five centuries, the High Guild has amassed considerable wealth, leading to rumors of extra-dimensional vaults that could rival the combined treasuries of ten kings, ten times over. The wealth amassed by the High Guild has become a testament to their power, influence, and the prosperity that their magical expertise has afforded them.   Indeed, while the material wealth of the High Guild is substantial, its truest and most prized wealth lies in knowledge. The High Guild treasures vast libraries that contain an extensive collection of lore gathered from across the globe. These repositories of knowledge are a source of immense pride for Degara and its wizard rulers. They house ancient tomes, scrolls, and manuscripts that delve into the deepest mysteries of magic and cover a wide range of esoteric subjects. The High Guild safeguards these precious libraries, ensuring that the accumulated wisdom and insights are preserved for future generations of mages.   Alongside their treasured libraries, the High Guild also possesses hidden repositories that house forbidden knowledge. These repositories are heavily guarded and serve as well-protected treasures within the Order. Within these sanctuaries, the most dangerous and forbidden texts are securely stored away, preventing their misuse or falling into the wrong hands. Some of these repositories exist in extra-dimensional vaults, providing an additional layer of protection against unauthorized access.   Another valuable asset of the High Guild is its collection of magical treasures. These treasures consist of both ancient artifacts and newly developed innovations in magical craftsmanship. The guild owns and utilizes various magical items that enhance their spellcasting abilities, aid in their magical research, or serve practical purposes within Degara. Additionally, the High Guild trades and sells magical items through numerous guild-affiliated magic shops worldwide, spreading their influence and making their treasures available to those in need.   However, beyond material possessions, the true power and wealth of the High Guild lies in its magical manpower. The High Guild boasts the largest and most formidable gathering of arcane spellcasters in the world. Within their ranks, countless mages possess extensive arcane knowledge and wield incredible magical power. It is through the collective expertise and abilities of these mages that the High Guild commands respect and instills fear in mighty nations, powerful warlords, legendary dragons, and even entities of immense power. The combined might of the High Guild's spellcasters is a force to be reckoned with, serving as their greatest asset and the ultimate deterrent to those who would challenge their authority or threaten the delicate balance of magic.

History

Throughout its five-century history, the High Order has stood as an unwavering bastion of arcane power and knowledge, weathering both internal and external struggles. While internal tensions and conflicts have been a common occurrence, the High Order has developed efficient mechanisms to settle disputes. In cases where traditional legal channels prove insufficient, structured arcane duels to the death are permitted for the most severe grievances between wizards. This approach allows the Order to internalize and resolve conflicts, preventing them from spilling over into the outside world and undermining the perception of the Order's unity.   Degara, as the home of the High Order, has adopted a neutral stance in global affairs, refraining from actively engaging in conflicts. However, individual members of the High Order are granted the freedom to sell their magical services to whomever they choose. It is not uncommon for opposing sides in a conflict to employ mages from the High Order, showcasing the neutrality and flexibility of the guild. Furthermore, it is not unheard of for mages of the Order to find themselves in opposition to each other outside the boundaries of Degara or the guild halls. As long as these personal conflicts do not directly impede the practice of magic or encroach upon the guild itself, the High Order remains largely indifferent to the endeavors of its members to eliminate each other.   This approach allows the High Order to maintain a balance between the personal conflicts and rivalries among its members, ensuring that such conflicts do not jeopardize the unity and collective strength of the guild. By containing these disputes within individual relationships and refraining from interfering, the High Order focuses its efforts on preserving the integrity of magic and the pursuit of arcane knowledge.   The presence and influence of the High Order have indeed been pervasive throughout history, with its members and their impact felt in almost every significant historical event since its establishment. The stability of the Order, carefully maintained from an outsider's perspective, has extended to the nation state of Degara. No enemy dares to threaten the small island, for they harbor a deep fear of the formidable High Order. Only the most audacious and often foolhardy pirates, raiders, and dangerous forces would even entertain the thought of engaging in conflict with them.   The High Order has demonstrated swift and, at times, what some may consider excessive violence when faced with external threats. A notable example occurred twenty years ago when the Pirate Fleet led by the Hobgoblin Captain "Keel-haul-'em-all" Redgore targeted Degaran trade ships. In response, the High Order unleashed a tremendous display of magical force, leaving the pirate fleet in ruins and transforming a mile-long sandbar into glass. Such decisive action served as a stern warning to any who would dare to challenge the safety and integrity of Degara.   Another ill-fated attempt to bring harm to Degara took place over three hundred years ago, involving a lesser demon lord named Kazulvalakus the Sin Razor. It was discovered that the demon lord sought to manipulate the High Order and seize control of its leaders. However, rumor has it that even the demi-god-like Sin Razor proved no match for the combined power of the High Guild. The punishment inflicted upon Kazulvalakus was so terrible that it led to the erasure of the demon lord's existence and true name from mortal minds. This event stands as a testament to the unrivaled strength and unwavering resolve of the High Order in protecting its domain and safeguarding the delicate balance of magical forces.   Through these instances and countless others, the High Order has established a reputation for its unwavering defense of Degara and its absolute commitment to maintaining the harmony of the arcane. The world at large has learned to regard the High Guild with awe and respect, recognizing that any attempt to challenge or undermine the Order's authority is met with swift and devastating consequences.

Harmony Through Understanding and Mastery

(Art by Midjourny)
In spite of what those outside of the Art might think , the three seperate High Guilds do have their place both in existance as a whole, and within the whole of the greater social construct of fellow Magi of all walks.   Even the Black Order with whom I disagree on many fronts has a place to guide Magicians of similar idealogy , and at the same time ensure, alongside the White and Grey that another Landshatter does not create.   Many Magi prior found themselves distant, with only small cadres of fellow wielders of the Art With so many of their fellows about, a Magician can find both comraderie, comparison and challenge. Were the Degara of today and it's strictures present during the era of the Mage Warlords , I wonder if perhaps the Landshatter could have been avoided. I wonder, how many mages who walked paths of ruin would have instead found companionship and understanding.   -- Remos Valarin, of House White Castle. Magician-Emeritus and Advisor to the White Order, Intellectus spirit.
Founding Date
The Fifth day, of the year of The Eye ascending in the month of Evenspring, three years following the end of the Mage Wars Era
Type
Guild, Mages
Alternative Names
The High Order, The Triple Tower, The Circle of Archmagi, The Arcane Tyrants (Derogatory primarily used by wizards who refuse to join or follow the rules set by the High Order), The Magi Oligarchy (Slightly less derogatory than Arcane Tyrants)
Demonym
Degarian (Modern term for both members of the guild and the people of Degara)
Ruling Organization
Leader Title
Location
Related Traditions
Related Ranks & Titles

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Comments

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Jul 2, 2023 06:35

Arcane dark age, warlord-wizard, and merchant-mages... All really fun, interesting ideas there. Do they use their magic to get a real edge on their merchantile competition? I can imagine stuff like teleporting, or telepathy over great distance to convey business opportunities, or clarvoyance to see what prices might be like in a distant city! :O


Creator of Araea, Megacorpolis, and many others.
Jul 10, 2023 13:32 by Marc Zipper

I love the idea of witch Hunt in a decided to actually has full magic. This is amazing how a skill got started and it's purpose amazing work

Let's have fun creating the impossible, building new worlds, and all types of possibilities. Valcin