The Dasarian Provincial Mages Guild Proposal

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Minuvas
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Post by Minuvas »

I would like to make a suggestion.

I was once the founder and head of a Mages Guild in another game - that was very lawful and influential with the Government in the server.


The entire purpose of the Guild was to "regulate" magic(Since it was a Lawful entity, and Magic itself is chaos - it naturally sought to reduce this entropy). It would in essence, not allow anyone to cast magic spells without the proper license. It also regulated all trade of magic items, and required merchants to also have the proper permit to be allowed to sell magical items. Its members also made note of all magical anomalies, having specially designed items (like a compass) which would point in the direction of large sources of Arcane usage.

They were both a business monopoly attempting to control the trade and regulation of all magical items, a government tool - keeping dangerous weapons out of dangerous peoples hands (Such as making certain members of society criminal for them to use magic, at all - hence they were denied a license for any number of reasons.) , it also brought upon a thriving black-market trade of Magical items between PC's.

I feel like this might be a good cornerstone for this Organization - or perhaps you could soak up some ideas from it.

I just felt like throwing this out there since there seemed to be no "Goal" of your organization, other than a bunch of mages just coming together because they know magic :).
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Post by blackheart »

kikkelipoika wrote:How hard would it do to create magic ritual scripts? like some kind of ritual that requires multiple mages to participate, some magical items and stuff, and then the effects could vary from a misc object that can cast some kind of über spell once (1 charge) to a different buffs and debuffs (for punishment purposes ect.) and perhaps teleportation and such.
I can think of a few ways to do this -- The easiest way would be to tie it to specific location, however, you couldn't just perform such a ritual in the middle of T&C; It'd have to be performed in a center of power or something.
Last edited by blackheart on Tue May 08, 2007 9:28 pm, edited 1 time in total.
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blackheart
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Post by blackheart »

Minuvas wrote:I would like to make a suggestion.
Was that an in- or out-of-character post? ;-)
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sirius
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Post by sirius »

You're probably right rob, and depending on where interest lies, I may severely reduce the amount of aspects, maybe to one per class until Das gets larger (warlock/wizard/sorceror), or maybe just one altogether. I think the complex hierarchy is really great, and I'd hate to lose it, I'd sooner force everyone to stay in one Aspect until we got large enough than to start cutting it down.

There are a lot of us about though, I could probably name a dozen or more people who would be interested up front, and then there's an abundance fighters around that would happily become one of the Phoenix Guard. I think if we had a fairly large, actively recruiting guild for wizards, warlocks and sorcerors, any new players could be almost immediately recruited as apprentices. All this is assuming the proposal doesn't get knocked back though.

And, Minuvas, actually, streamlining and organizing the sale of magical items to the public, churches and state pretty much is the goal - among other things. But, you are absolutely right, and to get a monopoly on it would be interesting.

EDIT: I had no intention of the faction ever dying off if implemented, hence the regular shifts in leadership, so that if it does take a turn in the redundant direction, they can make necessary changes. Besides, why would it die off? Because of a sudden scarcity in mages? I mean, other "less useful" and less meaningful factions have persevered through the beta despite not having a lot to do or to offer.
Last edited by sirius on Tue May 08, 2007 10:04 pm, edited 1 time in total.
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Post by papaya taco »

Regulating or limiting the use and sale of magic would be a huge deal and should be considered carefully if you want that to be a goal of this guild. The campaign's pretty oppresive already ...

Of course, standardizing magic item prices and facilitating trade through a guild that can accept commissions as a whole (rather than as individuals) would also be a good thing, but more in the other direction (freedom, woo!)
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Post by Frozenflame »

Wow, this is some great stuff sirius, if i were a magic user myself, i would join 8)

I can tell you spent quite a bit of time on this, i didnt read it all, but what i did read looks great,

Good luck :D
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Post by Stormknife »

I had no intention of the faction ever dying off if implemented
No one ever does when they propose a new group. But the fact of the matter is that it happens in the vast majority of cases.
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sirius
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Post by sirius »

I suppose that's true, but all we can really do is try to give the faction realistic, perpetuating goals that will see the members working consistently towards the same end. Hence, why I think a part-mercantile faction is the way to go, people can share in their ultimate goal of making lots of money, and becoming really powerful arcanists :P

I think the Guild would be the best thing ever to happen to crafters.
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Post by Peregrinus »

blackheart wrote:
kikkelipoika wrote:How hard would it do to create magic ritual scripts? like some kind of ritual that requires multiple mages to participate, some magical items and stuff, and then the effects could vary from a misc object that can cast some kind of über spell once (1 charge) to a different buffs and debuffs (for punishment purposes ect.) and perhaps teleportation and such.
I can think of a few ways to do this -- The easiest way would be to tie it to specific location, however, you couldn't just perform such a ritual in the middle of T&C; It'd have to be performed in a center of power or something.
In some DM events the idea of places of power and ritual magic has been used, so there is a precedent for in game lore. However, those places of power are completely inaccessible from Cear (one being in the middle of the Orc lands near the "ruins" on the map, and the other being just east of Dasar).
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kikkelipoika
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Post by kikkelipoika »

I had no intention of the faction ever dying off if implemented
It could happen if the political climate was to change.
I can think of a few ways to do this -- The easiest way would be to tie it to specific location, however, you couldn't just perform such a ritual in the middle of T&C; It'd have to be performed in a center of power or something.
Perhaps some "temporary places of power" could be created using a certain ritual on a certain object, like a magic focus in a wizards lab or something like that? Then perhaps some minor rituals could be done more freely, considering that a single high-level mage can summon horned devils and such. Anyway, no one has answered the question about how time consuming it would be to add such rituals, and whether it would be worth it or not.
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sirius
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Post by sirius »

That's the wonder of an organization with a fluid leadership - it can change.

If the political climate were to totally shift and the Empire collapsed, the organization could simply align with the current regime, and adopt it's pantheon assuming there was a change. The group isn't specifically pro-Empire or anti-Empire, it just plays for the winning team, and abides by the current laws as best it can (And praises the current leadership here and there).

And lastly, I'm not sure why people are already set to believing this one would go under, it has fairly basic and realistic goals, that are easily attainable. After all, it is multi-faceted so that if one means of profit and progress falls through there's others to rely on.
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Minuvas
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Post by Minuvas »

sirius wrote:That's the wonder of an organization with a fluid leadership - it can change.

If the political climate were to totally shift and the Empire collapsed, the organization could simply align with the current regime, and adopt it's pantheon assuming there was a change. The group isn't specifically pro-Empire or anti-Empire, it just plays for the winning team, and abides by the current laws as best it can (And praises the current leadership here and there).

And lastly, I'm not sure why people are already set to believing this one would go under, it has fairly basic and realistic goals, that are easily attainable. After all, it is multi-faceted so that if one means of profit and progress falls through there's others to rely on.
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Post by kikkelipoika »

But what if the local governor grew afraid of the guilds increasing power, and decided to outlaw 'em? everything is possible.
That's the wonder of an organization with a fluid leadership - it can change.
and who says the change is always for the best? What if some complete asshole rose to the position of high-magistrate (or what ever the highest rank was), who would cause tension between the empire and the guild, and thus lead the guild to it's downfall. Or what if he would gain the anger of other powerful factions? Also, what if a strong rival arises to challenge the guild? Anything can happen.... :twisted: .
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Minuvas
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Post by Minuvas »

Theres no point contemplating the end of an organization that hasn't begun yet.

I like the idea Sirius, and if you want to go with it - I consider doing some Public Relations and Marketting to the current mages out there.

Especially those who feel lawfully aligned, who feel the Magus is:

A) Too Elite for their Characters Consider
B)To Good for them (Or as the Dasarians call them "Evil" Bah!).


This seems like a casual way to get your lawful, or neutral character varying anywhere from Good -> Evil involved in an organization. You seem pretty dedicated alone to sit down and write out such lengthy text - so it would not surprise me if you made sure to take the next leg up and take care of business.

I wish you luck on the venture Sirius ;).
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sirius
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Post by sirius »

I could devise a dozen or more intricate ways in which any conceivable faction could reach an untimely demise, does it matter? Sure the governor could have it in for the guild, or a meteor could rain down from the heavens and flatten the High Arcanist, but that shouldn't be any reason to alter this in the planning stages.

Oh, and, there's an easy fix to a bad High Arcanist, challenging, but that of course has its limitations, and I've considered duplicating the position so there'd be two, each able to veto the decisions of the other if they feel they're unwise or just plain bad (ala the Roman Consuls in the Republic). I've also considered making High Arcanist more of a figurative position, and leaving all power with the remainder of the Council.

Anyway, lets try to focus on making recommendations, and if you have none, expressing your interest, or disinterest.
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