The Clans of Ansalon -
Orders of High Sorcery - Conclave.
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An Explanation of Arcanum
A Mages Guide to the Orders of High Sorcery
The Age of Dreams
Before the stars were firmly fixed in the heavens, the gods of magic walked
on Krynn, Solinari, Lunitari, and Nuitari. They each held a love for magic,
for the new world of Krynn, and for the spirit beings called stars. This
third love was held by all the gods, which led to the All-Saints’ War. The
three gods of magic did not join in the battles, choosing instead to orbit
the planet. But their eyes and hearts were ever attentive to the fate of
the stars. During the long war, each god took occasion to walk Krynn in
search of one mortal follower. They each found such a creature and bestowed
on it the keys to the Lost Citadel, an amazing place of magic beyond the
circles of the universe. Taking their disciples to the Lost Citadel, the
gods taught them the three Foundations of Wizardry:
1) All mages are brothers in their order. All orders are brothers in the power.
2) The places of High Wizardry are held in common among all the orders and
no sorcery is to be used there in anger against fellow mages.
3) The world beyond the walls of the towers may bring brother against
brother and order against order, but such is the way of the universe.
Returning their apprentices to Krynn, the gods of magic established the
three Orders of High Sorcery. Solinari, god of Good magic, founded the
Order of the White Robes; Lunitari, god of Neutral magic, founded the Order
of the Red Robes; and Nuitari, god of Evil magic, founded the Order of the
Black Robes. Initially, the Orders of Sorcery were loosely knit groups of
mages. As war with the dragons grew inevitable, the Masters of each order
assembled at the Lost Citadel to proclaim the unity of the orders.
Since that time, all Mages of High Sorcery vowed their loyalty to magic and
its continued existence on Krynn. This loyalty lets magic flourish, despite
attempts to eliminate it. After this primary loyalty, mages have loyalty to
their orders. A White Robe and a Black Robe mage, fighting in opposing
armies, would do everything necessary to destroy each other. If the mages
met on neutral ground, however, they would most likely compare notes and
discuss arcane matters. If an outside force were threatening the
destruction of magic, the mages would band together to stop it.
Magic
Each of the three Orders of High Sorcery receives its powers from one of
the three moons of magic. Mages of the White Robes gain power from
Solinari, Red Robes from Lunitari, and Black Robes from Nuitari. The phase
and alignment of a specific moon affects the power of a given order. The
following table represents the bonuses and penalties for the different
phases of the moons.
High Sanction = + 3 to casting level.
Waxing = + 2 to casting level
Waning = -2 to casting level
Low Sanction = -3 to casting level
So if for instance a level 101 Mage was casting while their Orders moon was
in High Sanction, their spells would have an effective level of 104. If the
same mage was casting with their Orders moon in Low Sanction, their spells
would have an effective level of 98.
The Towers
In pre-Cataclysm days, five towers served as common ground for the Orders
of High Sorcery. These towers stood in the locations eventually known as
Palanthas, Wayreth, Istar, Daltigoth, and the Ruins. The general plan for
the towers’ construction was decided by a committee of members from all
three orders. They designed a central complex with a tower surrounded by a
field or garden. The actual construction, however, was overseen by the
mages living in each area. Thus, despite the standardized design, each
tower reflects the tastes of the region.
In addition to differing decorations, each tower has a unique field. The
Tower of Wayreth is surrounded by a transdimensional field, which allows it
to appear anywhere within 500 miles of its original location in Wayreth
Forest. The Tower in Palanthas is surrounded by the Shoikan Grove, which
emanates a powerful spell of fear. These two towers are the most popular,
most well-known of the five. Details about the other three towers are
sketchy, thanks in part to the Cataclysm. It was rumoured the grove around
Daltigoth caused those that entered it to fall into an enchanted sleep, the
grove around lstar made people forget why they had come in the first place,
and the grove around the Ruins created intense feelings of passion. In
addition, a series of unique wards and obstacles created a first line of
defence for these towers. All the towers are neutral zones. Fighting among
mages at the towers is forbidden, punishable by death.
The Three Orders
The White Robes
A White Robe Mage acts to promote Good. Aside from his vow to support
magic, the cause of Good is his central concern. Acts that violate the
precepts of Good lead to the character’s ruin. White Robe Mages who stray
from the path soon find they are unaffected by Solinari. White Robe Mages
often assist Good-related quests and causes, finding themselves allied with
paladins, Good clerics, and Knights of Solamnia.
The Red Robes
Mages of the Red Robes tread the delicate path of Neutrality. Besides an
ultimate loyalty to magic, a Red Robe Mage works to balance Good and Evil.
Mages of the Red Robes often act as the moderating voice of reason and
peace. While the forces of Good and Evil battle for control of Krynn, the
forces of Neutrality seek only to maintain the world.
The Black Robes
Mages of the Black Robes embrace the cause of Evil. They do not however
cause random discord amongst the populace of Krynn as it would conflict
with their first love, magic. Black Robe Mages may be cruel, but they are
selfish and cunning also, avoiding open acts of violence if a more subtle
way can be found.
Ranks & Hierarchy
Initiate
The Initiate of the Conclave has just recently made their interest in
learning the Art known. They have contacted a master and have been inducted
into the order. They are awaiting a master to apprentice them. Here you are
expected to actively pursue any possible master. Your master need not be of
the same Order as you have chosen.
Apprentice
The Apprentice has found a master willing to teach them the ways of
magic. You are now beginning to understand that foundations of the Art. At
this point your power is not dependant on the phases of the moons. Your
spells are basic, but can be used to great effect. You remain at this rank
until your master decides that you are ready to be tested. This is a source
of personal pride for many masters, and often they do not allow their
apprentices to be tested for some time. You should be role-playing with your
master, as well as other apprentices. When your master feels you have
developed your character to a playable point, she/he will then submit your
name before the Conclave and arrange for you to be tested. So, the faster
you develop a character, and the more you role-play that character the
faster you leave the apprentice rank behind.
Adept
The Adept has passed their test. You are now on a course that is more of
your own choosing. You decide what sort of magic you want to study. Your
Master takes on a lesser role now, but is still available to help you. Your
spells at this point still do not rely on the phases of the moons. However,
you are starting to feel the surges of power the High Sanctions of the
Moons bring about. At this point, continued role-play with your Master is
required to advance.
Magus
As a Magus your power is increasing. The phases of the Moons are noticed in
minor ways when you are performing more powerful magic. All your study is
now completely on your own. Your Master is no longer available to you all
the time, but she/he is occasionally open to you for discussion. You are
expected to actively take part in the world and role-play with people
often. Your Master will decide when you are ready to advance. This is the
last time your Master decides when you rise in rank.
Master & Mistress
You are now the Master. Your power is moderately affected by the phases of
the Moons. You are required to take on an apprentice, if not more than one.
You oversee their development and must ensure that their character is well
developed before allowing them to be tested. You are expected to arrange
for the testing of your Apprentices. Active role-play with your Apprentices
as well as with other people on the MUD will raise you to the next level.
Spellmaster & Spellmistress
The Spellmaster is an accomplished mage at this point. The phases of the
Moons truly do affect the power of your greater spells. You have at this
point taken on several Apprentices and seen them through their tests. Your
involvement in Master-Apprentice role-play is heavy, as is your role-play
on the MUD in general. You should have a strong character developed
now. Advancement now depends on your involvement within the Conclave
itself. Leading an in-depth role-play for many people will advance you, as
will role-play as a position on the Council. (The Council being the the 21
mages that rule the Conclave; 7 from each order, including each robes High
Archmage).
Taskmage
The Taskmage should at this point be well known on the MUD. Their role-play
should be very intensive. They should always look to include people in their
role-play, in order to draw more interest, and through this more members to
the Conclave. They are still taking on Apprentices as they come in. Once
again, the more active you are in the role-playing environment, the more
you are going to be promoted.
Highmaster & Highmistress
As the Highmaster you are responsible for inducting new members into the
Order. You are to be visible as often as possible, and respond to any
request to join our ranks as fast as you can. It is necessary to give each
new inductee a tour of the clan hall, explain the three fundamental rules
(found earlier in this clan book, or in the "Hall of Mages" in the clan
hall). You are responsible for overseeing the training of all mages in your
order. If their Master refuses to advance them, and you believe they are
ready you are able to override their master and promote or have them
tested. Once again, active and extensive role-play will lead you to a
promotion.
Archmage
You are also an active recruiter for the Conclave. You are available as much
as possible to the members of the Conclave to answer questions and to
role-play with them. You are also responsible (along with the High
Archmage) for the clan diamonds. It is your job to decide where they should
be allocated and how they should be spent. You are also responsible for
collecting and gathering them from the members of the Conclave. Strong
role-playing will get you promoted.
High Archmage
This is the highest rank possible within any order. You oversee all aspects
of your order. Your role-play is the most important of all, it is held to a
higher standard than others. You must always actively engage in it, as well
as impress upon others the importance of it. You are also responsible for
the clan diamonds and must act as a liaison between all the Archmages and
High Archmages in order to decide what will be done with them.
Head of the Conclave
This rank is not often given out. However, when the clan has many members,
and a lot of excellent role-play is going on, it is possible for this rank
to be given. It is also given in times of crisis when the Conclave is under
direct assault. As the HoC you are required to oversee all aspects of day to
day action of all the orders. As well, you are responsible for organizing
the Conclave’s actions in whatever global role-play is happening at the
time. This is not a position lightly accepted.
Promotions
The High Archmage’s of each order are ICly chosen by different methods. The
White Robes hold an election, the Red robes draw lots from the seven mages
on the representative council, the Black robes hold contests of magical
prowess (often one of the opponents dies in this challenge, though not
always). It is always possible to challenge the leader of your order. But
you must role-play the challenge out appropriately. Decisions are made by
dice fights, PK, or any other creative solution both people can come up
with, though any promotion to upper ranks requires IMM approval.
PK Rules
If you PK someone you post a note offering protection to that person for
twenty four hours. Also, it is necessary that you have an IC reason for
attacking the other person. If you are attacked this is not the case, but do
your best to eliminate the "I attacked you because you’re ugly kind of
attacks".
The Test
With greater power, however, comes greater responsibility. Those who seek
to progress beyond the fundamentals of magic must travel to the Tower of
Wayreth. There, the young mage declares an alignment and pledges loyalty to
an Order of High Sorcery. The applicant is apprenticed to a higher level
mage, often the original mentor.
Once this is accomplished, the apprentice must take the Test of High
Sorcery. The Test of High Sorcery measures a mage’s magical abilities and
tells how the applicant will use current and future abilities. Each
initiate’s test differs, designed exclusively to measure strengths and
weaknesses. In all tests, failure means death. The mages are less
interested in the applicant’s alignment than whether or not he will use the
power of magic in a responsible manner.
In all versions of the Test, the applicant faces three trials of magic
knowledge and use. These trials include the casting of all spells the
initiate knows. In addition, the Test includes three trials that cannot be
solved by magic alone. One such trial involves combat against an ally;
another includes solo combat against a far more powerful opponent. The
third trial is always a mystery.
A test should last at least an hour (in terms of role-play). It can be done
in room, or on the IC channel. Each individual test is under the discretion
of the tester, but ultimately should include as many of the above
situations as is practically possible.
A mage may change Orders after taking the Test. In these cases, however,
the mage loses all rank that he or she once held and remains that way until
they prove themselves.
Renegades
Mages who live outside the laws of the Towers of Sorcery are known as
renegade mages. A renegade mage who has come to the attention of the Orders
is seen as a threat which must be absorbed, neutralized, or eliminated.
Each Order has its own way of dealing with a renegade.
White Robe mages will capture the renegade using as little violence as
possible. The renegade is informed that he must go before the Council and
join an Order of High Sorcery. If the renegade refuses, he is magically
cast out of Krynn. If the White Robes fail to capture the renegade, they
will keep tabs on his location, destroying him only if the renegade proves
to be a menace to the ways of magic or to innocents.
Red Robe mages will attempt to capture the renegade with as much force as
deemed necessary, usually increasing in proportion with the renegade’s
resistance. The renegade is brought before the Council and asked to join an
Order of High Sorcery. Should the renegade refuse, or if the Red Robes fail
in their attempt to capture him, the Red Robes will hunt down and destroy
the renegade, citing him to be a threat to the balance.
Black Robe mages will attempt to capture the renegade and try to win him
over directly to the Black Robe Order. Should he refuse, the renegade is
killed.
OOC Note: The Order of High Sorcery (Conclave) is much like college for a
mage. Without going to college you won't learn, same goes for mages in the
game. Without being part of the Conclave, they won't learn from mistakes
in their casting as there is no one there to assist them. With DUAL CLANNING
available, a mage can easily 'go to school' and also be part of another
clan at the same time.