Imperial Guild of Mages Organization in Dragon Crest, The Realms of Urth | World Anvil
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Imperial Guild of Mages

Overview

      The Imperial Guild of Mages serves the Eternal Empire of Koth by teaching, practicing and developing all aspects of the art and lore of magic. The guild runs academies, libraries and centers of learning across the Eternal Empire. In addition, the Imperial Guild of Mages serves the people of Koth by producing all manner of magical effects, devices and applications of magic. The guild serves to protect the citizens of the empire from the malicious use of magics, baleful arcane effects and powerful magical creatures. Imperial Mages support every other Imperial Guild, the Legions of Koth, all levels of nobility and citizens throughout Koth with their craft. Imperial Mages manage the teaching, use and policing of magics and their use throughout the empire.   The Celestial Order of the Dragon wields both weapon and spell in defense of their guild and its charter. Members of this order defend the Empire, its people and its property from magical threats ranging from enemy mages to renegade sorcerers to wild elementals, uncontrolled portals and arcane phenomena such as fonts and mires. The Celestial Order is also used to train and bolster the Imperial Legion for operations involving other Realms such as the Ascendancies, the Great Ether or Irindar, the land of Dreams.

Locations

  The main Imperial Guild of Mages of the Colony of Dupree is in Dupree Proper. This compound is known as Halcyon Hall. There is a sanctuary of golden kingfishers here along with many sculptures of arcane sigils, tapestries, and the largest collection of written works in the colony.   Lesser Guildhalls are known as Anatheums and exist in large population centers and places of arcane significance. These are used as institutions of learning and study.

Heraldry

  The motto of the Imperial Guild of Mages is “Brighter than the stars.” This harkens back to the belief that the sun and stars are fonts of immeasurable magics. In addition, those who master their magics are able to evoke an aura of magic and the brightness and color of that aura represents the power of the mage. The symbol of the Imperial Guild of Mages is a golden four-pointed star denoting the four paths of magic in each of the magical talents. This is known as a Mage’s Star. The number of streaks leading to the start indicate the rank of the individual. The gold dragon represents the most powerful of the great elders who taught magics to the mortals of the world in the times before facing to the right and the great future before them. The blue field represents the duty of the guild to preserve, guard and advance the use of magic.   The motto of the Celestial Order of the Dragon is “So long as we breath.” Legend tells us that the breath of dragons is the manifestation of their greatest powers. It represents the vitality and magical strength of the greatest of the elders. Members of this order maintain that they will use their magic in service of the guild until the end of their life. The symbol of the Celestial Order of the Dragon is a golden dragon representing courage in using magic and a four-pointed star Mage’s Star to the left.

Major Practices

The Heuris Arcane

The Heuris Arcane is a test administered by the guild to determine the specific magical affinities of a neophyte. The wizard will use specially made talismans, each one specifically attuned to a single path of magic, to coax the neophyte to reveal their skills. While it is generally safe, drawing out the magic of a neophyte can have both unpredictable and dangerous results. Some neophytes may only access their abilities when under extreme emotional sway. Thus, the wizard must illicit the appropriate reaction from the neophyte to determine the type and strength of the magics involved.   Most of the time, neophytes only display aptitude for a single path of magic. Some never learn more than one, while others master several. The Heuris Arcane will be repeated over the course of a mage’s study with the guild to track their progress. It is often administered again when the mage is exposed to a traumatic or significant magical or personal experience.

The Supremis Arcane

The Supremis Arcane is the test given to those who seek to advance in power and influence within the guild. This test is more arduous and has more risk than the Heuris Arcane. Failure can cause wounds or scars to one’s magical abilities. Rarely, it can cause death.  
  • Apprentices must demonstrate reliable skill in at least one Path of Magic and two spells.
  • Wizards must demonstrate reliable skill in at least two paths of magic and expert level ability with at least three different spells.
  • Sorcerers must demonstrate skill in at least three paths of magic and expert level ability with an arcane style and five spells.
  • Masters must demonstrate skill in at least four different paths of magic and mastery of an arcane style. They must also demonstrate a master skill in at least two spells as well as expert level in two separate spells. Masters are expected to have enough Lore in Magic to teach others the basic theories and the ability to Detect and Dispel.

The Codex and Concordance

The Concordance is the duty of the guild to document all magical knowledge and skill. Each mage must keep a codex. When the mage arrives an Anatheum, they must present their codex to the master of the library. It is customary for each mage to have their own private tome which they do not have to turn over for inspections and inclusion. Only a higher ranked named Master of the Guild may ask for the Codex Speculum. Doing so is a serious matter, a terrible break in tradition, that can cost the master their position or more.

Phylactery

The most powerful personal talisman of a mage. It is customary to for a mage of some power to have a single one of these which they fashion personally from prized possessions, personally made trinkets, tools or implements of war or magic. The it must be etched with the mark of the mage to become their phylactery. Some phylacteries are passed down from one member of a family or Anatheum to another. These items are kept and often garner powers of their own over time. Phylacteries may survive the death of their mage, becoming items of power that some may be able to attune to, granting them access it some or all its powers.

Mage’s Robes

Those of the guild spend time creating garments which allow them to better channel their protective magics. Each member of the guild must possess a set of robes, the quality and power of which varies. Many members spend a great deal of resources on these clothes just as they spend money and resources of their phylactery and codex. Members of the Celestial Order often have grieves and shin guards that they add to their formal wear, reserving real armor of the field of battle so they may channel their magics to more destructive purpose.

Sedecim Candalabrum (4 and 4 or the Allstar)

This is comprised of 4 diamond shaped interlocking candelabrums of different metals. Each quartet represents a talent of magic while each candle represents one path of magic. This is lit during ceremonies and rituals of the guild. Those who use magic in the Empire often have their own personal candelabrum. These personal versions may be limited to the paths or talents that they are able to employ, but tradition is that all talents and paths are represented to balance the flow of the magics.

The Five and One

There are five named masters of each imperial guild also known as the Hand of the Guild. The sixth named master is the head of the guild’s military forces and is generally known as the Sword of the Guild.   Within a territory, be it a Kingdom or Colony, the upper echelon of the Imperial Guild of Mages consists of the Guildmaster and five other titled Masters:

The Master of the Guild (Guildmaster)

The Master of the Guild is the appointed leader of the Guild in the territory. The Guildmaster is responsible for all operations, all members, all resources and all tribute of the Guild. The Guildmaster sits on the Council of Guilds for his organization, representing its interests across the territory.

The Master of High Magic

The Master of High Magic is the appointed leader of the Guild in the territory who oversees the research, development, casting and regulation of high magics, also known as ritual magic, in the territory. All mages capable of High Magics must report and provide assistance to the Master of High Magic whenever required.

The Master of the Archives

The Master of the Archives is the appointed leader of the Guild in the territory who oversees the chronicling of events, phenomena, persons and more. The Master of the Archives is also responsible for sending records back to the Imperial Seat. The Master of the Archive has access to all the magical information available to the guild and its members, seeing the accumulated information from the codex of all mages within their territory.

The Master of Knowledge

The Master of Knowledge is the appointed leader of the Guild in the territory who oversees the training mages both old and new including the curriculum of the various academies and schools across the territory. In the eyes of many, this is the most important duty of the guild. It also affords the mage who holds it, access to all other aspiring mages making the Master of Knowledge one of the most respected positions and politically powerful positions within the guild.

The Master of Antiquities

The Master of Antiquities is the appointed leader of the Guild in the territory who oversees the crafting and collecting of magical items and components. The Arcane Reliquary is managed by the Master of Antiquities, a vault to house and contain the power of the items found or created by the guild until they are needed for research or wielded in the field. Powerful phylacteries, rare or unusual charms, sieges and other arcane tools are often placed here to quiet their power. The Arcane Reliquary is made to send the magic of items into a dormant state, simulating profound disuse and disconnecting the artifacts from the flow of mana, suppressing their power.

The Dragon

The Dragon is the head of the Celestial Order of the Dragon within the territory. This position makes him an officer in the Imperial Legions, typically a Lieutenant. In the colony of Dupree, this rank grants the rank of Captain.  

The rank and file of the Guild of Mages:

  • A prospective member must first become an Aspirant.
  • Aspirants who are accepted into the Guild are made an Apprentice.
  • Apprentices who have demonstrated proficiency and loyalty advance to Acolyte.
  • Acolytes who show expertise and leadership may be granted the title of Wizards.
  • Wizards who master their craft and display unswerving dedication may be granted the title of Master or Mistress.
 

The rank and file of the Celestial Order of the Dragon:

  • A prospective member must first become an Aspirant.
  • Aspirants who are accepted into the Guild are made a Sentinel.
  • Sentinels who have demonstrated proficiency and loyalty advance to Spell Guard.
  • Spell Guard who show expertise and leadership may be granted the title of Celestine.
  • Celestines who master their craft and display unswerving dedication may be granted one of the special titles of Drakes.
 

Guild members who perform specific functions:

The Master of the Hall

The Master of the Hall is responsible for running a local Guildhall. The Master of the Hall will report to the Guildmaster directly, sending regular reports and ledgers to the main Guildhall.

Arcane Warder

This is a member of the Celestial Order of the Dragon who is not attached to a specific guildhall and travels the lands providing protection from magical enemies, creatures and phenomenon. Warders are required to know the spells of defense, damage, dispel and detection. Warders are allowed to wear copper mage’s stars as blazons.

Scholar/Professor

A member of the guild who is knowledgeable in the study of a type of lore and teaches it at one of the guild sponsored schools. Scholars within the guild are charged with the duty of collecting, learning and preserving the accumulated knowledge of the Imperial Guild of Mages. Professors are required to pass this knowledge on to the next generation of mages. A Scholar may wear a silver braid on their robe while a professor may wear a gold braid.

Sorcerer

A traveling guild member who is not attached to a specific guild hall. A sorcerer hires his skills out to citizens of Koth as magical support of various endeavors such as spells of protection and hunting magical creatures. Sorcerers are informally known as sellspells. Sorcerers must demonstrate the skill at least equal to that of an Acolyte before being allowed to practice the arts outside of the guildhalls. Sorcerers can use a silver mage’s star heraldic charge to denote their status.

Theurgist

A member of the guild who harvests and crafts arcane items. Many theurgists simply make potions and scrolls, but more talented ones produce other items of magic such as charms.  

Why join the Imperial Guild of Mages?

  • You have a gift for or interest in things arcane.
  • You seek to explore the boundaries of magic, discover lost spells or invent new ones.
  • You covet power, the power to change the very world around you.
  • You want people to respect your knowledge and skill.
  • You want to see your hands glow brightly with the color of your magic, like the great magi before you.

Whispers about the Imperial Guild of Mages?

  • They take away more than just the dangerous magics and those that wield them.
  • They are hiding what really happened… They have been writing and rewriting their own history for thousands of years.
  • They think that everyone has a secret and they want all of them.
  • They perform experiments all the time and some of them they conveniently save us from.
  • If they have all the magic, what can stop the mages?

Typical missions of an Imperial Mage

  • Investigate, define and catalog magical creatures, effects or locations.
  • Gather magical components for the Guild’s High Magic and crafting needs.
  • Provide arcane support for another private, guild or imperial endeavor.
  • Destroy, capture or harvest magical creature, phenomenon and items for the Guild.
  • Research ancient and future arcane formula, skills, items and creatures.

Dragon

  The position of Dragon has been left open since the Green Fires, when Tiberius De’Vir was convicted in abstencia of High Treason against the Governor Henrick Volen and His Majesty’s subjects. The Guildmaster was under tremendous political pressure to promote a successor but found none as worthy or as skilled. Considering the need for increased arcane security and defense, the Guildmaster promoted several promising candidates to the station of Drake, for each of the Landsgraves and another Elder Drake leading the forces of the Margrave. In the colony of Dupree, the title of Drake confers the rank of Lieutenant in the Haelan Legion.  

Mage Traditions

CELESTIAL LUMEN

  • Discipline of Illumination
  • Ranged Arcane Style
  • Discipline of Gifts

ARCANIST

  • Discipline of Lore [Magic]
  • Discipline of Dispel [Arcane]
  • Discipline of Detection [Arcane]

WARDER

  • Discipline of Damage
  • Discipline of Dispel [Arcane]
  • Discipline of Detection [Arcane]

Aspects of the members of the Imperial Guild of Mages

  • ARCANE PROFESSOR
  • MAGIC IS MY BLOOD
  • MAGIC CAN SOLVE EVERYTHING
  • MYSTIC ENGINEER
  • DISCOVER THE UNKNOWN
Type
Guild, Mages

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