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The CharterThe League is a ten millenia old institution that has branches in each of the cities and towns of the Western Empire. It is debatably the most powerful organization in existence, or would be if interest in politics ran a little stronger. Some facts that help the unfamiliar understand:
The League of Magi charter dates from time immemorial and is inscribed in silver on an indestructible piece of parchment.
The remains of some crumbling clay tablets sealed in a golden coffer are said by League scholars to be the remains of the original charter, granted by the King of the City State of Ur. The seals of the High Prelate of Nabu, and several other dignitaries of forgotten Gods can still be made out by experts.The charter is dependent on a contractual obligation with the God King of the West.
In return for rights and privileges granted, the League owes service to the God King and swears fealty. At the request of the God King, the Archmage must serve as counciller and Court Mage. As long as history can remember however, this office has been filled by appointment of the council with a worthy mage serving in the Archmage's place. At the God King's request Magi must be willing to perform tasks and services. In the event of war, the entire League must serve the State as a special ancillary to the armed forces. Traditionally, not all Mages are called upon, but many younger Mages are "appointed" by the League to go to war so that the more wealthy, influential, and older may "remain to give council". If the League ever fails to uphold this particular part of its bargain, then the charter becomes void and the League is disbanded. There are of course, other repercussions.The rights and priveleges granted by the charter are immense and far reaching.
Mages have a right to trial by their peers and thus are not subject to the standard judicial system. A special "Court of Star Chamber" is presided over by a Special Judiciary Committee appointed by the God King, the High Prelate of Nabu, and the Archmage. Members are appointed for life.Only members of the League have the right to perform Magic for monetary gain. It claims the entire world as its jurisdiction, but realistically this is only enforceable in areas where there is a strong League presence. Every member has the obligation of enforcing this right and many younger League Mages make a reputation for themselves by seeking out offenders and dealing with them. Since many of those who challege league authority might be powerful mages of their own right (many with very unsavoury reputations) this can lead to magical duels of vast power and destructions. When a League Mage is successful against great odds the Archmage has been known to favor them with recognition of service and positions of authority.
The greatest collection of Magical books, scrolls, parchments, and tablets is available to the members of the League. The Library in Ashur is the main repository of such information but the library has branches in all of the main city states of the West and at least an archives in each of the smaller towns with a presence. It is said that the Library at Ur has the finest collection of clay tablets on magical subjects in existence, it has even been rumored that a few of the older elves there remember the filing system and will help scholars for a price. Members of the League also have the right to access the Main Library at the Great Temple of Nabu at Ezida.
The Archmage has the right to own land, which does not pass to descendants but to the next holder of the office. Traditionally the estate of the Archmage is granted "ex officio" to the new holder of the title. The Archmage is aslo considered to be a noble of the same rank and privelige as an Enkenkur.
The League itself is not a taxable institution. Members of the League enjoy a certain number of exemptions from usual business taxes, land fees, and import duties.
The Inquistition has no authority over members of the League. However the League Council has been known to expell a member and give them over to the Inquistion, if politically expedient.
Members of the Council have the title Magus and have noble rank equivalent to a Sharu.
Members of the General Assembly have the title Mage and hold no noble rank, but people still get out of their way on the street.
Additionally, an individual who is not admitted to League membership may apply for a licence to conduct business. These are generally granted, however the individual is then subject to League taxation upon their livelihood. There are thousands of such practitioners within the city of Ashur.
The ArchmageThe holder of this office is heir to ten millenia of prestige.
The Robes of Office, the Chains of Wisdom, the Seal Ring of Authority and the Obsidian Crown are all relics of Great Power. The estates of the Archmage reside in the Court of Magi and its rambling green fields, towering oaks and beautiful fountains are far reknowned. The Tower of Art, the residence of the Archmage rumored to contain the only functioning alchemical lab from the Time of a Thousand Magics. Even an indifferent Magician appointed to this office (and politics has had this happen on occasion) quickly ascend to mastery over their chosen arts shortly thereafter. An Archmage serves for life, except if impeached by a unanimous vote of the Council. Elves and other long-lived species tend to serve for 75 to 100 years and then step down "voluntarily".Galahel the Illfated, was one elven mage who tried to rule for life. Jealous human magicians, denied opportunity for advancement attempted numerous assassinations. Galahel, who was not a political appointment, took pleasure in uncovering and foiling plots against his life. Eventually it is assumed that he accumulated too many enemies for him to cope with in a 24 hr day. He vanished mysteriously with the Staff of Law, the fifth of the Treasures of Office. Both of them have been missing ever since, despite numerous attempts to recover the Staff.
Archmage Shab
This diabolist is the ultimate politician. After weasling his way into office by discrediting the achievements of others, he holds onto his appointment with the most solid power bloc of anyone on the council. He always seems to end up on the right side of a vote and whenever disaster seems ready to befall he is able to come out untouched as a newly appointed temple virgin. He has an uncanny sense for people and their needs and is always willing to help someone out for a future favor. He and Magus Iskander do not get along at all. It is a commonly held fact that he achieved this office with the support of the God-king himself.
The Council
Council members each wear one of the twelve lesser Seals of Authority.
This huge creature wears her Ring on a chain about her mighty neck. Bursting upon the social scene, this suave and sophisticated immortal being was quickly granted membership in the League. Sharing magical secrets with the more imporatnt memebrs and then proving confidence by performing several undefined tasks, helped her to move up quickly in the world. The Sphinx as a race, (Are they a race because only females have been spotted?) rarely meddle in human affairs and many are waiting for her to reveal her true motives.
Thirteen feet tall, 600 lbs, and powerful 7 inch tusks are a brief introduction to this troll mage. He won his freedom from the arenas by the strength of his arm and the bite of his axe. His cunning and shrewd intelligence helped him to find a mage to train him. He was granted his rank as Magus after personally dealing with several threats to League economic dominance that had proven too much for others. Bork (as is the troll way) is tireless in his proclamations of personal strength and power. Apparently anyone who had proven too cunning for his spells, was broken by fists the size of a man's torso. Bork, as he is wont to boast, is particularily fond of breaking enemies spines across his knee. Bork is fond of the taste of human flesh and rarely makes an attempt to hide this from anyone making the mistake of underestimating him because of his race.
A kindly and good natured white haired gentleman, many wonder how he acheived his appointment to the council (a procedure usually rife with intrigue and infighting). Actually this is because he doesn't have any enemies. People find it hard to dislike him even when they really work at it. A diabolist by training, he actually isn't very good at his trade. What he is good at is dealing with people. He earned his position with long hours of effort striving for the good of the League. Hoag generally has time to be friendly with anyone despite the demands of his profession. Hoag is generally the man in the league that deals with public relations. He is a strong supporter of Magus Randles.
Ishum, a venerable elven wizard with long silver hair bound in silver hanging to the floor, is the librarian of the League and has been so since before even the oldest elf can remember. Records on this topic are curiously absent. He is also the Magus who has served on the council with very few breaks for the last 900 or so years. Strangely enough he is able to keep out of the worst of the politics. Ishum keeps the Library with perfect order and maintains a staffing of Djinn bound in service to this Herculean task. Everyone is very nice to Ishum because his whim decides whether or not you find the ancient reference you were looking for. Unlike the library at the University, books are allowed from the League's Library with Ishum's permission. No need to sign anything or keep records, Ishum remembers each and every book and who is responsible for it. Due dates are agreed upon as gentlemen and scholars. Ishum rarely leaves the Library, in fact he quarters there. When he does leave it is usually to ask after a missing tome and woe betide the fool who forgot his agreement. There is an old story about an Archmage who skipped a summons to the GodKing's Presence in order to personally see back an overdue Library book that he had forgotten. Apparently Ishum accepted this as an apology. While the general populace of Ashur regards this as little more than an amusing urban legend, few mages doubt the veracity of this myth.
Iskander is a businessman first and a Mindmage second. It is rumored that he took the appointment to Magus because it would further his business interests. In fact, Iskander does not have business interests only as a means to maintain standing in the guild as other mages habitually do. Accussed by many mages of having misplaced priorities, Iskander responds with a smirk and retires to the palatial estate he maintains in Riverside. With servants, employees, slaves, devotees, and apprentices to fufill his every whim he maintains a spiderweb of influence throughout every level of society. Nearly every member of the League owes a favor or two and Iskander has sponsored more new Mages than any other single member. Having for years a strong interest in real estate, he has shown an uncanny knack for picking up entire blocks in dilapitated regions, repairing them, and making enormous profits on the rerentals. Some say he is among the wealthiest individuals in Ashur, Iskander however merely smiles and does not confirm or deny this insinuation.
A powerful mindmage who is greately respected (ie feared) by many of his rivals. Standing an impressive 6'6' tall, with a tremendous main of white hair and a beard to match, he is an impressive and dominant figure at council meetings. The power of his will is undisputed and he is perhaps the greatest mind mage of this age. He has an uncanny knack to know what someone is about to say (even before they do) and displays this with characteristic impatience.
Drotheus is the most feared man on the council. A sharp featured man of medium build he has a flair for extravagant clothes and words. He holds some political clout as a Nassur to some lands in Shiloh and there is some mystery surrounding his aquisition of this unsalable title. Noone is privy to his council and his suggestions as well as the way he votes are usually surprising to all. This is not the reason others fear him however. Rather they fear him because he is a competent, experienced, and careful summoner. In fact he is getting to be an old summoner and that in itself is an unusual thing. As the old saying goes, when you meet a summoner check to see how many fingers they have. Fifty year old Drotheus has all of his fingers. Drotheus is accompanied everywhere by an a conservatively dressed imp lawyer named Barri.
Rackham is an older elven gentleman-scholar who is the main hope for those desirous of peace. While not a kind or compassionate man, he is concerned with goals much "loftier" than politics or military action. His goals concern the advancement in learning and development of the magical arts. Coming from a wealthy elven family in Gilead, he has the leisure to pursue such a goal. Some rightfully criticize him for naivete, but none can criticize his abilities as a wizard. He is the finest that Ashur has to offer. After he demonstrated the use of the Legendary Spell Sanctuary and immobilized a food riot that had travelled through the Court of Magi, no one will dare to doubt this.
A tall and slender women who always wears a smile, Magus Randle is known for her ability to solve problems. If posed with a problem magical, social, or political she pits her keen intellect against it until its solution is found. Her mind being too keen for just one branch of magic, she has studied all three major branches and has embraked upon the study of alchemy which most humans do not complete before advanced age. Despite all this she has still found time to marry and raise children. Her husband, Jimi, is a talented book binder far beneath her station that she fell in love with. The story is a true life romance. Her children, two girls, are now 8 and 5 years of age. She and Magus Hoag usually vote together.
A pompous, self important, and obese wizard who has found a niche at the University teaching a few classes on mysticism and spending the majority of his time in research. Much given to creature comforts he demands great sums from his pupils and maintains a spendid villa in Riverside. Most other Magi dislike his egotism but are forced to respect his talent and extreme erudition. Zakir's great strength is his impressive knowledge of the Time of 1000 Magicks.
A powerful wizard. She supports Schab.
Schools of Magic
The 6 main schools of High Magic are all represented by the League.
Alchemy is the highly technical magical art of creating magic items. Alchemist must first master 3 of the other arts of magic (at least 6th level in each) before being technically capable of learning this art. Alchemists are thus highly learned, powerful, respected and very wealthy. (and usually elves or very old)
Diabolism is the one of the arts of of the magical written symbol. Power words are used to activate the symbols.
Mindmagery employs powerful psionic forces by the developing of mental means to invoke powerful magical forces. Some debate exists whether Mind mages are truly magicians, though none would dispute their power.
Summoning is the second of the arts of the magical written symbol using the form of the circle to summon and control forces and entities. Power words are used to activate the symbol. Dealing with demons is technically forbidden but disturbingly commonplace. Commanding them to do one's bidding is technically legal (for a member of the League) and also disturbingly commonplace.
Warlocks are magicians who command the power of the four elements. The individual develops a personal link with an elemental force and exploits it through spoken magical word. One of the four elemental power words are utilized in every invocation. Warlocks are often looked down upon by other magicians because at times their art seems more like a religion.
Wizardry is the art of the magical spoken word. Phrases containing power words create the spoken spell.
Other Forms of Magic are forbidden by the League
Bloodmagery makes use of the life energy of living beings to empower verbal magical phrases and ceremonies. Suppressed to the point of being lost.
Low Magics are the debased forms of lore and superstition available to the uneducated. Mostly it is just nonsense and drivel, but there may be forgotten gems of power lost amongst the folklore. Practitioners only suffer suppression when it is convenient to do so.
Necromancy is a powerful forbidden art still practiced in forgotten corners of the world. It utilizes lost power words and ritual to invoke and command the spirits and flesh of the dead. A few lone and persecuted practitioners still eke out a frightened living and dream of power.
Shadowmagery is a form of wizardry that attempts to unlock the secrets of life and death. Like wizardry it makes use of power words to empower spoken magic phrases. Believed lost and recently revived by the so-called "Shadow mage" Malachi. With his death, it is believed lost again.
Shamanism may be a type of nature worship with some magical knowledge, but is not held in high regard by the League. Generally believed to be a type of Low Magic. Many foreign practitioners and few to none in the west, except amongst the orcs and goblins. Suppressed when convenient and as a matter of course during the subjugation of conquered lands.
Witchcraft is not an art at all, but a combination of the Low Magics and the power one may gain by trading one's soul to the Demon Lords. Universally reviled and suppressed.
Legendary Forms of Magic Believed Lost
Crystalmagery is a lost psionic art of the Elves. Little is known about it.
Geomagery is a lost art controling the natural magical power of the earth. It has little to do with the elemental abilities of the Earth Warlock and the Lore of Geomancy is a very debased form some of the basic knowledge of this art.
Runesmithing is a lost art of the Dwarves of legendary power. The means of this magic is long lost but a number of these relics still linger. It is likely that anyone who claimed to know the secrets of this art would be persecuted by the Dwarves.
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Local Mages of Note
Anat: Heavily scarred with burn marks and missing digits, this summoner has held her place in the league for 30 yrs. Despite being over 50 she still retains her beauty and sex appeal. (I figure its kinda like the Cher thing, but with more scars and leather---JS) tends to support Drotheus, but who can really know for sure.
Lisina: An enchantingly beautiful Elven Alchemist, Lisina, who once served as Archmage for 26 years. Appointed shortly after the unfortunate demise of Alderon VII, who met his end in #####. Alderon had opposed the Western invasion of Phi in that year, because of vested business and family interests there, despite Imperial suggestions to change his mind. Lisina changed this course and lent the full resources of the guild behind the God King's brief war of vengance. Lisina, while in office, actively advanced the interests of the guild during her office, including operations in the new island province of Phi. Lisina is the proprietor of the finest Alchemist shop in the city (thus the world). She has run the shop for more than 500 yrs and many friends find her youth remarkable even for an elf. Currently her shop is being run by her apprentice, a talented elven boy-mage named Quigley. Lisina's keen eye and firm hand is still felt in the running of this establishment however. For centuries an item crafted by Lisina has been a mark of prestige, for any young noble or wealthy Mage.
In her personal life, young magicians, vie for her attentions and she merely makes use of them for a while and moves on. Shortly after her appointment.she was known to be involved with an extremely ill-reputed young mage, in fact one of the few League members the Inquisition took an interest in, during human memory. The so-called "Shadowmage" dabbled in magics forbidden by Elves and Dwarves in the Time of Cleansing before the advent of Man. Openly he defied all conventions, wore a Runesword belonging to the Imperial heirs of Lugalbanda, and matched his raw power against the more subtle manifestations of his enemies. Lisina was forced to repudiate him and after he vanished (many claim that she was responsible but other more darksome rumors claim that he is still alive) she had his name struck from the roles of membership. This final move was enough to convince all but her feircest opponents of her sincerity. Politically, Lisina has been notable for her unfailing support for the Imperial agenda. Some disaffected slander states this for the reason of her appointment. With the grim spectre of war with the East looming overhead she has been threatening to step down and let a firmer hand take charge. Her supporters know that she lacks nothing in this regard and wonder at her change in opinion after only 26 years. Two major candidates are obvious. Rackham, an older elven man lately come to the arts, who favours peace and study. Haloruum, a human wizard, who calls openly for conquest of the East. Lisina, a wise politician, waits.
Lisina was a very effective Archmage and has wrought a time of economic prosperity for all the magi. Advancing League interests before the church's has been her first priority and numerous gains have been made against her less subtle opponents. The church and the League often clash in ancient matters of law, land, and authority. The Assembled Temples of Babel claim Divine Right of Precedence before the League and for the first time since the Archmage Scholem the weak (the temple histories call him Scholem the Pious), the Court Mage has knelt at the right hand of the God King. The angered temple assemby has retaliated by dredging up long forgotten legal cases against the League and pressing them with vicious ferocity. Lisina prepared for this contingency has tied them up in the conflicting courts of 3 Enkenkurs. Now a case between the Enkenkurs is necessary to decide the jurisdiction that may take decades to solve. These 3 great lords are angered by the expense incurred by this matter of honor and hold the Assembled Temple's tenacity responsible. The League has won hands down. This slick costless victory has won Lisina much prestige within the guild. History will probably look upon her office with favor.
Northerner, The: One-eye, long beard, wide brim hat, well worn travellers cloak, hides an enigma to most. Not the one you are thinking of.
Lucanus: A grey-furred, tall and gaunt wolfen wizard. Sponsored by Iskander.
Scratch: An unpleasant little kobold who is the only member of his race in the League. A crony of Schab's.
Khazrak: A dwarf, reviled by other members of his race. He claims to be a runesmith. If this is true he is potentially the most powerful mage in the league. If its not, how did he gain entrance anyway? He sure as hell doesn't use magic. He is secretive to the point of paranoia and is known to write nothing down.
Lem: A spindly human youth and a practioner of diabolism. Sponsored by Iskander.
Tareem: A human women who is quite obese, with an obscene amount of power as a mindmage. Possibly some sort of mutant and certainly the chosen disciple of Khammuraab.
Belkoruum: An old doddering wizard. Likes to play chutes and ladders.
Quigley: An extremely talented young elven alchemist. Apprenticed to Lisina.
Torren: A sharp and intelligent young elf. Somehow he has caught Ishum's attention and works with him in the library. There has been talk of apprenticeship and he would be the first in 700 yrs.
Azad Sarafian: A diabolist, a summoner, and a dangerous enemy.
Unjuk "Spiritmaster": A summoner from the Yin Sloth colonies. Sponsored by Iskander.
Mosenraath: Crippled in a recent summoning accident, he has long been known as a supporter of Schab and a careless worker. Has not been seen in weeks.
Cole: An up and coming Phi wizard, trained after the "resettlement". A known supporter of peace. Sponsored by Iskander.
Achmad Tarsin: Another wizard sponsored by Iskander. He is known for his interest in magical drugs and herbs.
Sir Francis Barrett: A sorcerer from the Timoro kingdoms, now a Western citizen. He has some skill at divination. He pretensiously keeps his meaningless foriegn title. Sponsored by Iskander.
Hemry Helsinger: A wizard from the North, that has many spells pertaining to storms and ice that are not usual in Ashur. Sponsored by Iskander.
Sharu "Prince" Aaron Sethlans: The younger brother son of one of the most powerful Lords in the Empire, the Umur Sethlans. He has wealth and resources beyond the dreams of commoners. He knows his place and expects the commoners to know theirs. He reluctantly treats the Council members as near equals. (At least here in the Court of Magi anyway) The wealth and influence of his family has bought him the finest tutors and access to the most obsure of magical texts. He probably knows more spells than any other mage. Regrettably he also has a bad drug habit. Schab has cultivated his friendship.
Tayeh: A tall and muscular human women. By the duelling longsword she often wears, she obviously has talents other than wizardry specializing in air magics.
Lurg: A hulking ogre with a speech impediment. An acceptable excuse for a summoner and a crony of schab's.
Shrum: An old and grumpy diabolist, suffers from incurable gout.
Asrat: An extrordinarily powerful although young summoner. Obviously the wealth of his family contributed to his education. His manservant, Malor, is commonly held to be a metamorphed Baalrog.
Tessema: A tall and slender elven scholar, she is known for her earth and healing magics, yet even more for her delight in simple pleasures. A supporter of Hoag's.
Mansoor Moadel: A wizard with some training as a mind mage. Originally from the Yin sloth colonies, he was sponsored by Iskander. He dislikes Unjuk and avoids him.
Kin-sarinni: A Fire Warlock and alchemist who creates fireworks for special events. Despite her advancing age, her fireworks remain the finest in the empire.
Sadir Rusaa: A water warlock who sells her services to ship-captains who missed the tide. She can be found Dockside most of the time.
Sharu Ummanigas: An Earth Warlock who is employed as an overseer in the vineyards of Sethlans. He oversees many other earth warlocks and receives a portion of their pay for seeing to their licensing.
Nabu-dajanu: An Air Warlock and well-known scholar of Ashur's history with contacts throughout the Ezida. He is well liked by students and scholars alike because of his habit of "airing out" sections of the library he needs to study in.
Politcally the League is currently divided into two main factions: The Lions and the Serpents. The Lions, led by Archmage Schaub, are the supporters of the war effort. These tend to be the more powerful and older mages. The Serpents are those who are more interested in study and practice of the arts, their tentative leader is Magus Randle, supprted strongly by Magus Iskander.