The Chalice of Thrommel
The Mage Council
Following the disastrous war with Iuz, King Belvor IV began to realize that one of the Kingdom’s weaknesses lies in its reluctance to wield arcane power effectively. The nation has long been averse to mages, and compared to many other nations, Furyondy is magician poor.
Recently, Belvor sanctioned his Council of Four to begin a formal recruitment and training program for mages within the country. They responded by forming a larger Mage Council, which they govern. This accomplishes two of the King’s goals: first, to better prepare for the trials to come against Iuz and second, to keep tabs on those capable of wielding arcane power within Furyondy. The Mage Council is governed by the Council of Four: Gorn Gyrdresol, Pisenten, Dramaynen, and Karzalin
Each of these four mages professes mastery over one of the four elements, and the Mage Council is set up in a similar manner. There are four separate fraternities, called guilds, within the Council. Each has its own focus in terms of magic and each is headed up by one of the Council of Four. Contrary to the manner of separation, member wizards are in no way limited to any particular selection of spells.
The flame guild focuses on the raw power of magic. They are usually the combat mages sent in with troops as extra firepower. Most military commanders favor this arm of the Council over all others. Karzalin commands the flame guild.
The water guild is the guild for the trickster. It focuses on the subtler, finer points of thaumaturgy. Illusions are commonplace when a water guildsman is nearby. Thus, guile and trickery through magic are the hallmarks of this fraternity. Pisenten controls this guild.
The earth guild deals in defense and protection and is the polar opposite of the fire guild. It is the smallest arm of the Council, but its members are well respected. Many a mage and soldier owes his life to a well-placed spell or counter spell cast by earth guildsmen. Divine spell casters who tinker with arcane magic are sometimes found within their ranks. Dramaynen directs the protective efforts of this guild.
The air guild is the wild, unpredictable group of wizards who always seem to have one last card up their sleeve. Many commanders believe them to be useless to the cause of war, but the more experienced generals see them as valuable assets even when they’re not leveling the battlefield with one high powered spell after another. In addition to providing useful communication spells, they carry a host of spells allowing them to thoroughly scout out an area before sending troops into it. Gorn Gyrdresol claims to control the guild of the wind and its often-chaotic members.
To outsiders, there is very little difference from one guild to another just by looking at them. There are no separate headquarters for each guild or any sort of dividing lines and they mix freely. To a wizard, however, the difference is stunning, though aesthetic.
The Council of Four is wary of the Mages of the Arcane Order and they have taken a dim view of this organization. At least one member of the Council is rumored to be working on unlocking the secrets of the Chaos Mages and Occultist. Though many disregard these claims pointing to the recent magical disasters in Chendl.
Recently, the Council of Four began a formal recruitment and training program for mages within the country: the Mage Council, which they govern. The apprenticeships offered by the wizards of the Mage Council have drawn a surprising number of recruits. Initiates are required to perform services to the Council to prove their loyalty to the kingdom and thus their trustworthiness to wield magic within Furyondy. The Council is expecting to swear many new members into the service of Furyondy in the coming years ahead.
Mage Council Initiates are expected to spend time in service to the Council and in study of their craft. This translates to 3 TUs annually.
Initiates must have studied magic, as evidenced by 3 ranks in an arcane background
Initiates must be able to cast arcane spells without the use of song.
Initiates of the Mage Council are able to learn signature spells corresponding to their schools elemental type at a cost of 100gp per spell level.
Mage Council Initiates receive additional training in the ways of magic to deal with Iuz demons and fiends. They receive a +2 circumstance bonus on the following backgrounds Alchemist, Arcanist and Astrologist
Mage Council members also receive a +2 circumstance bonus for religion checks relating to Iuz, his allies or enemies. This includes checks on knowledge relating to undead.
The additional training received through the council grants its initiatives a +2 circumstance bonus to checks relating to arcane magic.
Initiates become Members through training and service. Upon reaching a level of mastery deemed appropriate by thorough testing they are offered a position on the Council and become full Members of the Mage Council. They must swear loyalty and service to the kingdom of Furyondy and in return they enjoy the best laboratory and materials that the kingdom can provide and an environment and atmosphere conducive to research and experimentation.
Mage Council Members are expected to spend time participating in Council activities including recruiting, testing, and teaching. This translates to an additional 3 TU annually (total of 6 TUs).
Members must have studied magic, as evidenced by 5 ranks in an arcane background
Members must be Initiates of the Council.
Members continue to receive all benefits of Initiates.
Members have access to the vast library on the elemental planes. You gain access to the druid multiclass from the One True Ways book but can only select Elemental Mastery talents.
Mage Council members receive advanced training in the ways of magic to deal with Iuz’ demons and fiends. They receive an additional +2 circumstance bonus (total of +4) on the following backgrounds Alchemist, Arcanist and Astrologist
Mage Council members also receive an additional +2 circumstance bonus (total bonus +4) for religion backgrounds relating to Iuz, his allies or enemies. This includes checks on knowledge relating to undead.
The additional training received through the council grants its members an additional +2 circumstance bonus (total bonus +4) to checks relating to arcane magic.
Members may belong to any of the four branches of the organization. Should they choose to do so, they may add a title to their name corresponding to the branch that they choose: Flame Guildsman, Earth Guildsman, Air Guildsman or Water Guildsman.