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Table of Contents
The Council of Wizards
Overview
Dating back to the beginning of the Third Age, Arcane spellcasters have given at least lip service to the idea that their actions were governed by “The Council of Wizards”. While the primary stated goal of this organization is to serve as a central clearinghouse for arcane research, its true nature is to censure (and sometimes corral) wayward wizards.
The council is the latest incarnation in a long line of similar organizations, dating back to the First Age's “Gularaî order” - whose most famous member was Nakam Alkat, now simply referred to as “The Dark Mage”.
The council meets irregularly - only when one or more members request a meeting and can get at least 3/4 of the members to agree on a location and time. Its “leader” holds the title of “Archmage” and under him or her are four “Mages”, each with a title of one of the four physical elements. (These titles are ceremonial only. The “Mage of Fire” has no link to the “Fire” element).
Below the mages are a variable number of “Wizards”. Unlike the first two titles, this title is often used by mainstream arcane spellcasters, so the few wizards that are members of the council are usually referred to as “Council Wizards”.
To become a member of the council, a spellcaster must be a member of the guild (see below), be nominated by an existing member, and demonstrate a unique spell to the council. Only after a 2/3 majority vote will a prospective member be granted the title of “Wizard”. The higher titles are conferred after public vote from among the council.
Outside of the council, there exists a loose guild called the “Guild of Arcane Lore” or usually simply the “Wizards guild”. The guild prefers all arcane spellcasters to be members, however as there is no penalty for non-membership, the majority of spellcasters are not members. Guild fees, however, are modest (roughly 10 gp per month, depending on branch), and the prestige and perks of membership encourage many spellcasters to join.
Currently (1109), the council consists of the Archmage, Maug Limletter, three Mages (the “Water” seat remaining vacant), and seven Wizards. Despite their differing titles, during discussions, these eleven members are considered equals. Numerous additional guild members are usually present - though they must be invited by one of the council members and can only speak when a council member gives them permission.
The agenda and discussions of council meetings are considered secret and are not recorded. At the end of a typical council meeting, one or more edicts will be issued - which will be written on special scrolls and sent to the guildhalls around the world.
The only real power the council holds over its members is based on the threat of banishment. However, non-member spellcasters are considered fair targets of persecution and through the centuries, there have been many instances of powerful spellcasters being forced into membership by “draconian” edicts.
Members
(As of 1109):
Name Title | Notes & Speciality Unique Spells |
---|---|
Maug Limletter Archmage | Demi-Humankind - Biology Humankind - Laws & Customs Spells: Sympathetic Heal (5) Acceptance (4) - gives illusion of perfect manners |
Celí Mará Mage (Air) | (Half-Elf) Demi-Humankind - Laws & Customs Demi-Humankind - Languages Spells: Detect Lie (5) - As the Cleric spell Fluency (5) - Combines Tongues, Comprehend Languages, and the ability to write fluently in a language |
Aladar Mage (Earth) | Demi-Humankind - Theology & Myth Humanoids - Biology Spells: Remove Fear (2) - As the Cleric spell CLW(2), CSW(4), CCW(5), Heal(6) - long casting times |
Rarnil Lastree Mage (Fire) | Supernatural - Astrology & Numerology Demi-Humankind - Legends & Folklore Spells: Peek (9) - Future-looking Sensitivity to Psychic Impressions (5) |
Note: The position of “Mage (Water)” is currently vacant | |
Pelham (Wizard) | (former lich) Humankind - Psychology Spells: Voice Geas (9) Dream Sending (7) Sensory Transfer (6) |
Sethar (Wizard) | (fled to King's Island after fall of Backbone) Physical Universe - Mathematics Spells: Sethar's Sympathetic Geometry (6) |
Vailá Mará (Wizard) | (Elf, fled to Farflen after fall of Pleven) Demi-Humankind - Theology & Myth Spells: Know Alignment (4) - Extra area/time |
Faun Mardau (Wizard) | (an enigma - very little known about him/her) |
Khranalda (Wizard) | (female) Demi-Humankind - Politics & Genealogy Spells: Ancestry (2) - Get a picture of a person's past/ancestors |
Sandra Middleham (Wizard) | (female; now living at Sorgul's commune) Supernatural - Dweomercraft Spells: Precognition (6) - Better than the discipline |
Tylden (Wizard) | (now living at Sorgul's commune) Humanoids - History Spells: Object Reading (3) - As the discipline |