Magic Guilds of the Western Empire
A.k.a. Mephisto 14, Morpheus 14
The Western Empire. A place of decadence. A place of deceit. A place once ruled by mighty sorcerer kings. Now however, the Western Empire is just another human power, competing for the planet. Except for one thing, the Magic Guilds.
Magic Guilds are mentioned little in the stuff put out by Palladium so far, other than what they do. But what about other things like structure, purpose, and plots they engage in? That is the purpose of this writing. I dont care if anybody uses this (or Else I wouldnt be letting Rehlman post it ) but please give credit where credit is due.
Part 1- Structure
I will not rewrite the stuff Kevin S. did already. Its good and it works. So before you read this, you might want to scan the PFRPG books section on guilds. Go ahead, Ill wait .
*waiting*
OK, ready? Good. Lets go.
While numerous Magic Guilds exist, the most powerful are the Guilds of the Western Empire. More commonly referred to Western Guildhouses, they serve the usual purposes, plus one other. They are similar to a foreign embassy. Western Guilds teach the best magic. Everyone wants one. So Western Guildhouses are considered Western Land, no matter where found (notice Bizantium refuses ALL guilds... Mmm.. Interesting. More later.) As a condition of getting one in your area. Oddly enough, the Guilds now operate separate from the Imperial Crown, but they still maintain a good relationship.
Internal Structure of Guilds is an interesting thing. Guild members are traditionally referred to by a color that corresponds to their art (similar to Warlocks, to which most Warlocks spit in disgust.) as a formal title. The Guild Colors and reasons for them are as follows;
Green- The color for Wizards. Associated from the Age of Elves, when Elven Battle Mages would wear enchanted green cloaks to blend in with the forests. Also associated because "wizards are as fluid and flexible as green grass", a reference to the instant use nature of sorcery.
Blue- The color for Diabolists. Commonly believed to be so because of the most common ink color is blue, but the real reason (and another reason Warlocks spit on Western Guildmembers) is that Diabolism is associated with water. Like water, Diabolism requires a careful hand to navigate, and just the right amount of force to keep from being pulled under.
Gray- The color for Summoners. The Western Empire strictly regulates Summoners due to the type of power they can get and the danger they pose (not to mention the need for then to make Demon Black Ships). Thus Western Summoners have a 14-year apprenticeship in which they take a daily oath, from which comes their color. "We are Gray. We balance our souls between the Darkness and the Light. We walk the sword edge so decent people can live in peace. We stand against the Darkness with their own tools. We are Gray." Other Summoners working with hired Assassins usually hunt down rogue Western Summoners.
White- The color for Illusionists. Used with them because its "a color as insubstantial as their magic."
Red- Alchemists. Other than its a common color on their shop banners; no one knows why they chose red. And they are not telling. You wanna get it out of them? Didnt think so
Thus, other members refer to Guildmembers by name and color (ex. "Kyldynar the Green" or "Lady Blue"). Constant use of titles allows members to identify each other in formal situations. Note that Guilded Mages do not usually wear the color of their art as a theme, though it will often be included somewhere in their dress.
Part 2- Purpose
So, why is the Western Guild set up that way? Just to confuse non-Mages. Thats all. Plus they feel tradition is important.
If you believe that, youre playing a Black Jelly, right?
The Guild trains all of is colors in the magic arts for two real reasons only. One, the Guild is (along with the Navy) now the most powerful method of influence the Western Empire has. Western Guildmembers must be perceived as powerful, wise, and benevolent. The Guild wile allied with the Western Empire does not help enforce politics or policies of the Empire. It advises, thats it. The reason for this leads into reason two. This secret is imparted to Guildmembers at 7th level or higher, depending on relations with the guild, and if he/she has been a good role model. The secret is this; the Guild High Counsel realized the nature of the Power Words, and knows that each invocation could result in waking the Old Ones! The Guild gains power within the Western Empire, and anywhere else it can, in preparation for a possible Armageddon. They know its too late to get people to forsake Magic, but they can try to regulate its use, maybe give the Old Ones a good fight if it comes to it.
Think Im crazy dont you? Look in the PFRPG book, page 117. Notice the Power words of Force? Notice that seven out of eleven are the names of Old Ones. Each word draws on the sleeping life force of these ancient monsters. Some day, the use of their energy could wake them. Or not. The Guild does not wish to be caught unawares, and so the secret war continues.
Thus, the Guild tends to try to "absorb" or destroy non-aligned guilds, for the perceived safety of Man. The result is obvious however. Fighters distrust many Mages. The Kingdom of Bizantium barely allows Warlocks. The Guild is perceived almost as a Magic wielding medieval Microsoft!
Part 3- Plots
This is the fun part, what is the Guild up to? First Facts, then Rumors-
Facts-
1.The Guild seeks to establish Guildhouses in the new Wolfen Empire early; as to get them used to the idea. They already have two official Guilds in place, one in the Wolfen capitol of Shadowfall, the other in Algor Port, near the far eastern part of the Algor Sea.2.The main chapter house in the Western Empire hides the centerpiece gem of Castlerake to protect the world from it being assembled. It is guarded constantly in a deep dungeon populated by Elementals, enslaved Assassins, and patrols of Guildmembers. Patrols consist usually of Greens and Grays. The piece itself is guarded at all times by an Elder Great Horned Dragon loyal to the cause!
3.Contrary to popular belief, the Guild has no ill will towards Warlocks. Warlocks are empowered by their link to their birth Element. Their spells do not call on the Old Ones. Warlocks however, due to the color thing, seem to think Guildmembers are mocking them
4.The Guild is preparing for when Lord Itomas tries to seize the Guilds as property of the State. They will not allow this, and are slowly gaining followers to help defend their independent status. They dont know if he is going to do this, but they think it may happen
5.Illusionists have pulled the wool over the eyes of the Guild at the start, as Illusionists are really a P.C.C. But hey, talk about a long lasting effective Illusion
Rumors-
1.The Guild is manipulating the Wolfen Empire into fighting with the Eastern Territories.2.The Guild worships the Old Ones. (They dont cept maybe Thoth and they dont know he is one )
3.The High Counsel is all Changelings out to rule the world again!
4.The Guild is assembling Castlerake to take over the world!
5.Lord Shatalus of Dyval is really the High Lord.
Part 4- Important Members
The High Counsel;
High Lord Jadon the Red
13th Level Alchemist, Elven, Principled Alignment.
High Lord Jadon is an ancient elf who still has vivid memories of the Creation of the Demon Black Ships, and never wants the Guild to be involved in something like that again. He personally checks the security on the Gem of Castlerake daily. He has been High Lord for almost 120 years.
Lord Illinear the Green
11th Level Wizard, Human, Unprincipled Alignment.
Illinear is a fairly young man (31) to hold this post and the youngest ever on the High Counsel. A militant Battle Mage, he constantly hires adventures to seek parts to Castlerake.
Lady Lillian the Gray
14th Level Summoner, Elven, Aberrant Alignment.
A powerful woman whose striking beauty (PB 27) is marred only by numerous scars on her wrists from her arts
Lady Rose the Red
8th Level Alchemist, Gnome, Scrupulous Alignment.
The Red Rose as she is commonly called is a well-learned scholar on the History of Magic.
Lord Yealnar the White
9th Level Illusionist, Elven (really Changeling), Anarchist Alignment.
An anarchist Changeling on the High Counsel. Nuff said.
Lady Milcyan the Blue
10th Level Diabolist, Human, Unprincipled Alignment.
The most political member of the Counsel, she has relations with numerous Noble Houses in the Western Empire, Timro, the Eastern Territories, and even an unnamed house in Bizantium. Responsible for the Guildhouses in the Wolfen Empire.
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