The Assembly of the Weave Organization in Tanaheim | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

The Assembly of the Weave

The ruling body of all of the magic using classes excepting Clerics and Druids. They assign different color robes depending on the type of magic the practitioner uses.   This is the Mages Guild of Tellenheim. The assembly controls all creation of magic items and spells and sets prices for all potions, items or weapons that are magically imbued. They keep tabs on all beings with magical talent. They consistently recruit and any magic users that enter cities or are recognized by members of the assembly will be approached and asked to join. Any Warlocks that are spotted by the assembly will be brought in for questioning. Run by a Council of Mages, the Guild is in the business of training, research, community support and diplomacy. It has an open-door policy and any member of the public can petition the guild for support. Those petitions are reviewed and voted on in a monthly meeting by the Council. The guild can grant access to research facilities, laboratories, special materials, and spell components.   Wizards' guilds limit who can make what magical items They restrict what level of spells a wizard can cast for hire, depending on level or status in the guild.   They regulate the prices at which wizards sell magic items, potions, scrolls, or spells they cast from memory.   They determine who can create new spells and what new spells are created.   They determine who becomes a wizard, through controlling membership and taking on apprentices.   Ranks: Level 1- Novice Level 2- Invoker Level 3- Adept Level 4-6- Thamuaturge Level 7-9- Arcanist Level 10 -Magus Level 11-13 - Arch Magus Level 14- Mage Level 15-19 - Arch Mage Level 20 - Weave Master   Entry Level Membership: 1st Level, 6 month probationary period -Enrolment Dues: 200gp or minor magical item   -Nomination Dues: 100-500gp   Requirements:   -Wizard or Sorcerer   -Must be Nominated by an existing member of 5th rank or higher.   -Must perform one or more deeds for the guild to advance in rank.   -Cannot refuse any reasonable request from higher ranking guild members.   Benefits:   -Allowed to wear broach, cloak or symbol of Guild.   -Discounts on meals, room, and board at selected merchants.   -Limited access to a standard library. Can add 2 free spells per month to your spellbook. Must pay 500gp/level of spell beyond that.   -Limited access to alchemists laboratory. 2 free potions a month.   -Limited dorm access (no more than 2 nights in a row for any dorm).   -Free Evening-feast meals at Guild Hall on weekends.   -Free admission to parties, balls, or galas held by the guild.   -Access to social circles above his station as long as the proper attire and etiquette is followed.   Advanced Level Membership: 9th level, 6 month probationary period -Enrolment Dues: 2000gp or major magical item   -Nomination Dues: 1000-5000gp   Requirements:   -Wizard or Sorcerer   -Must be Nominated by an existing member of 15th level or higher.   -Must perform one or more deeds for the guild to advance in rank.   -Cannot refuse any reasonable request from higher ranking guild members.   Benefits:   -Allowed to wear broach, cloak or symbol of Guild.   -Discounts on meals, room, and board at selected merchants.   -Full access to a standard library and full access to restricted library. Can add 4 free spells per month to your spellbook. Must pay 500gp/level of spell beyond that.   -Full access to alchemists laboratory. 4 free potions a month.   -Full dorm access.   -Free Evening-feast meals at Guild Hall, daily.   -Free admission to parties, balls, or galas held by the guild.   -Access to social circles above his station as long as the proper attire and etiquette is followed. Benefits: Library access Magical section of most Libraries and the Assembly Library in Penthos. Discounts at most magic shops Discounts at many city inns Access to Teleportation circles ( at higher levels)

Structure

Abjuration: Dark brown robes with Orange accents Conjuration: Navy Blue Robes with Silver accents.   Divination: Maroon Robes with Red Accents.   Enchantment: Dark Green Robes with lime green accents.   Evocation: Dark Grey Robes with bright blue accents.   Illusion: Light Grey robes with Gold accents   Necromancy: Black robes with orange accents.   Transmutation: Purple robes with Carolina blue accents.   Socerors: Brown robes and leathers. Sorcerers are recently admitted into classes but are still considered as a second class in the rankings. They have their own teachers and are taught in a secondary part of the building.   Warlocks: These persons are placed in Gray suits with collars much like west point cadets. There are no colors attached.   Warlocks are only admitted if they admit to their patron and to the idea of severing their bond and learning the ways of normal wizards. They are hunted by the assembly if they are discovered and captured as soon as possible. They can join the assembly or the academy if they give up their powers and adhere to the rules. If they resist they are executed after a long series of torture as the assembly tries to find their patron. Courses in a Typical Academy Curriculum Guilds generally sponsor magic academies, as the influx of new students is vital to keeping the Guild's influence and power at a premium. The course of study varies from academy to academy, but most include the classes described below. Usually, all of these classes are required to graduate, but the DM might decide to vary them according to the needs of a specific student or the educational philosophy of a particular faculty. The length of time necessary to graduate also varies from school to school, depending on the student's aptitude, the intensity of the training, and the quality of the faculty, but generally, four to six years of full-time study are required to graduate from an accredited academy. This period can be lengthened by as much as two to four additional years if the student specializes in a particular school. A student usually takes four to six courses per quarter, with each quarter lasting three months. A minor course, such as Survey of Literature, might last only a single quarter, while a major course, such as Spell Tutorial, might be taken every quarter until the student graduates. An average course lasts one to two hours per day, four to six days per week.   The curriculum of a typical academy of magic includes the following courses:   Physical Training: Various exercises and activities to improve physical fitness, with an emphasis on dexterity training for manipulation of spell components.   Philosophy of Magic: The study of logical methods of thinking with applications to practical problems of spell use. Exploration of metaphysics, theory of knowledge, and ethics.   Basic Astrology: The relationship of the stars, planets, and other heavenly bodies to magical processes. Topics include lunar phases, astral movement, and the influence of deities.   Spell Theory: How spells function; spell interaction with physical laws.   Fundamentals of Meditation: Basic techniques for reaching higher levels of intellectual perception. Topics include transcendence, self-actualization, and dream analysis.   Language Instruction: Grammar, phonetics, and conversational idioms of human, humanoid, and demihuman languages.   History of Magic: Overview of wizards and magic throughout the ages with an emphasis on historical breakthroughs in spell research.   Magic and Society: The wizard as viewed from a cultural perspective. A survey of societal relationships and cross- cultural comparisons of wizards around the world(s).   Power Thinking: Emphasis on increasing the student's understanding of thinking as a process to increase the strength of his cognitive skills. Topics include creativity, memory, concentration, and problem solving.   Survey of Literature: An introduction to the study of magic literature, with an emphasis on analysis. A broad range of authors from a variety of cultures and historical periods are examined in detail.   Library Instruction: A survey of research techniques, including classification systems, spell indexing, basic reference books, and assembling a personal library.   Fundamentals of Spell Transcription: Topics include penmanship techniques, paper and ink selection, proper structure, revision, basic calligraphy, and proofreading.   Principles of Casting: An introduction to basic casting techniques of low-level spells. Includes component theory, spell design, and safety procedures. Instruction for specific schools of magic are available for prospective specialists.   Spell Tutorial: An individualized course tailored to meet the needs of individual students. Students can concentrate on improving skills in specific schools of magic or explore techniques from all schools.   Spell Seminar: A discussion group addressing topics of special interest to students, with an emphasis on problem areas. Students are expected to conduct demonstrations for the group, with criticism periods to follow.   Spell Practicum: Addressing low-level spells, the practicum provides students with the opportunity to practice their skills in both a laboratory setting and in the field. Emphasis is on creative application.   Formula Analysis: Theory of spell formulas, emphasizing techniques applicable to original research. Topics include elementary spell functions, tabular and graphical presentation, variability, and metaphysical equations. Basic alchemical principles are covered in subsequent sessions of this course.   Laboratory Techniques: Practical application of the principles covered in Formula Analysis. Topics include herbalism, alchemical reactions, natural and unnatural metabolism, and basic scientific procedures (all alchemical processes described earlier in this chapter).   Introduction to 1st-Level Magic: 1st-level spell instruction. Includes casting techniques, practical applications, and general theory. Individualized instruction available.   Interplanar Theory & Practicum: Discussion of planar travel and theories of planar spell workings. Includes conversions for spells based on planar loci.

Public Agenda

Keeping the public safe from magical beings.

Assets

Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer. Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.   Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.   Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.   Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.   Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.   Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.   Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter. Universal: Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

Bend with the weave.


Articles under The Assembly of the Weave


Comments

Please Login in order to comment!