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==Seal of the Realm==
==Magistery Leadership==
===Seal of the Realm===
Nothing is known about the [[Seal of the Realm]], except that his or her identity is kept extremely secret, known only to the Grandmasters.
Nothing is known about the [[Seal of the Realm]], except that his or her identity is kept extremely secret, known only to the Grandmasters.


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* Kamorr, [[Grandmaster Aetheres]]
* Kamorr, [[Grandmaster Aetheres]]


==[[Headmasters]]==
===[[Headmasters]]===
Headmaster is a title within the Magistery indicating leader of a house, not to be confused with the Paragons, who serve in a secondary role to the headmasters. The headmasters primary duties is in their houses' affairs. Headmasters are answerable only to Grandmasters.
Headmaster is a title within the Magistery indicating leader of a house, not to be confused with the Paragons, who serve in a secondary role to the headmasters. The headmasters primary duties is in their houses' affairs. Headmasters are answerable only to Grandmasters.


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* Leda, [[Headmasters#The White|The White]], headmaster of the [[#Whites, House of Sonic]]
* Leda, [[Headmasters#The White|The White]], headmaster of the [[#Whites, House of Sonic]]


==[[Color Guard]]==
===[[Color Guard]]===
Paragon is a title within the Magistery indicating a "vice-leader" of a house, second to a Headmaster. Originally the Paragon's role was to guard their headmasters while on missions, but as the role of Headmaster has become more and more administrative, often the Paragons will venture forth on their own to execute the headmasters' highest missions and investigations. Just as the headmasters are often referred to as ''The Colors'', the paragons are often called the ''Color Guard''.  
Paragon is a title within the Magistery indicating a "vice-leader" of a house, second to a Headmaster. Originally the Paragon's role was to guard their headmasters while on missions, but as the role of Headmaster has become more and more administrative, often the Paragons will venture forth on their own to execute the headmasters' highest missions and investigations. Just as the headmasters are often referred to as ''The Colors'', the paragons are often called the ''Color Guard''.  



Revision as of 19:01, 21 August 2018

The Magistery

The Magistery guild was founded in 5412 BCE.

Magistery Founding

In the year 5412 BCE, Forseti and Heironeous founded the Magistrate’s Office in this, the great city of Solace, with the sole mission of bringing light to truth, and truth to light, to carry out justice where it was needed, to bring order to a chaotic world.

In the year 3591 BCE, Isis, Obad-Hai, Pelor, Osiris, Boccob, Surtur, and Odin founded the Mage’s guild, to further the knowledge and application of magic in all the realms.

Over the millennia, these organizations became cornerstones of the world stage. Believing in our founders’ guiding principles, we carried these institutions forward. We evolved.

In the year 100 CE, the centennial of the Great Awakening, the Magistrate’s Offices and Mage’s Guild held the Terrapex, a joint summit in Solace during which these two ancient orders officially merged into one.

The Magistery’s founding precept is Truth from Knowledge, written in the Old Tongue above the door. De Scientia Veritas.

Quoted from the prologue.

Magistery Ranks

The Magistery Ranks in descending order are:

  1. Seal of the Realm
  2. Master (Includes Headmasters, Grandmasters, and Paragons)
  3. Adept
  4. Disciple
  5. Apprentice
  6. Initiate

Each rank in the magistery has a "test" to prove worthiness of that rank, briefly outlined in #Magistery Rank Tests

Apprentices are required to choose a dominion upon passing their examination, and Disciples must choose a house. Adepts are given the option to select a mastery to belong to, or remain as an Adept of their house.

Each house is led by a Headmaster, chosen from among the Masters within that house, and each Dominion is helmed by a Grandmaster.

The Seal of the Realm is a member of the Magistery, but only the Grand Masters know his or her identity as a matter of safety, and they pass on the Seal's charge in their name.

Magistery Rank Tests

Magistery Rank Test to earn this rank Description of the test in-game requirements for this rank Suggested Minimum Level
Initiate Initiate's Gambit Similar to a hazing, you must stand vigil for 5 days and 5 nights without water, food, or sleep. endure unnecessary tasks beset upon you 0
Apprentice Apprentice's Examination Test of general knowledge, basic magistery history, grants access to libraries, and guided studying sessions Complete 3 Initiate Tasks (Missions, rumours, etc.) 3
Disciple Disciple's Proving Advanced test administered by house of choice, additional general knowledge test. Complete 3 Apprentice Tasks 7
Adept Adept's Ascension Investigative Mission Complete 4 Disciple Tasks 11
Master Master's Trial Thesis for specialty, real world year-long study for some phenomenon Complete 5 Adept Tasks, Complete Year-long study 14
Headmaster The Choosing Election by house Run for head of a House 17
Grand Master The Choosing Election by Headmasters Run for head of a Dominion 20
Seal of the Realm Passing of the Magistery Seal Election by grand masters The Choosing^2 20+

Magistery Dominions and Houses

There are several Houses within the Magistery, areas that focus on specific sciences. During the original founding this was limited to Material studies and Ethereal studies, but shortly afterwards, Metaphysical was added for the "in-between" subjects.

Later when the Magistery opened its doors to non-elves, the subjects became quickly confusing and convoluted, and in the year 2580 BCE, these two houses were renamed Dominions, and the houses were rebuilt in smaller segments, named for the core elements:

Additionally, every house and dominion has a patron Magi, indicated below each bubble. They are one of the founders of the Magistery. Every house is named for an element, founded by a patron Magi eons ago, and has an associated color, mastery, and a currently elected Headmaster and Vice Headmaster/Paragon. Additionally, there are a number of Apprentices, Disciples, Adepts, and Masters within each house, but only Adepts and Masters are allowed voting privileges on House and Magistery matters. Vote numbers are always escalated (and de-escalated in the event of a departure or death) to always equal prime numbers according to seniority.

House Color Mastery Purview Magi Headmaster Vice Headmaster # of Votes (Adepts+Masters)
Divinity Brown Light & Dark Knowledge Odin Odinson Galstaff 71
Time Black Eternity Unity Eilistraee Halisstra Melarn Telerthquessir 1
Water Blue Ice Justice Isis Navira Oskul 163
Earth Green Nature War Obad-Hai Warden Kord 151
Electricity Yellow Biology Healing Pelor Nesune Wisakedjak 73
Fire Red Ignition Castigation Surtur Danavus Liandrin 101
Wind Gray Weather Diplomacy Osiris Eowyn Melvin 149
Sonic White Vibration Philosophy Boccob Leda Pythia 89

Magistery Leadership

Seal of the Realm

Nothing is known about the Seal of the Realm, except that his or her identity is kept extremely secret, known only to the Grandmasters.

Grandmasters

Grandmaster is a title within the Magistery indicating helm of a dominion, not to be confused with the Headmasters or Paragons. The Grandmasters' primary duties is in extending the Magistery's reach.

Currently the grandmasters are:

Headmasters

Headmaster is a title within the Magistery indicating leader of a house, not to be confused with the Paragons, who serve in a secondary role to the headmasters. The headmasters primary duties is in their houses' affairs. Headmasters are answerable only to Grandmasters.

Currently the headmasters are:

Color Guard

Paragon is a title within the Magistery indicating a "vice-leader" of a house, second to a Headmaster. Originally the Paragon's role was to guard their headmasters while on missions, but as the role of Headmaster has become more and more administrative, often the Paragons will venture forth on their own to execute the headmasters' highest missions and investigations. Just as the headmasters are often referred to as The Colors, the paragons are often called the Color Guard.

Currently the Color Guard is made up of the following Paragons:

Magistery Houses

Each Magistery House has a color, element, doctrine, headmaster, and vice-headmaster.

Browns, House of Divinity

The House of Divinity focuses on gathering and preserving knowledge, and is often called the Knowledgebase. The house is led by Headmaster Odinson, The Brown and vice-headmaster Galstaff currently presides as First Chair. Masters and Adepts in this house as called Browns, Diviners, or Loremasters, and they are characterized by generally forsaking the mundane world, instead dedicating themselves to history and study, and are responsible for the administration of the Magistery Library. Browns are noted for being dreamy, and unaware of the world around them, often lost in thought. This dreaminess is often used as a cover by crafty Browns who may suddenly show a startling amount of clarity. Browns are the least concerned with their appearance, and more than one brown has been noted wearing improper clothing, or with ink smudges on their face because they are too focused on their studies to pay attention to anything else. Many a diviner works during the night, when the Magistery is quieter so as to not be disturbed during their studies.

Blacks, House of Time

The House of Time is a newly formed house from the drow saved by the Magistery, and focuses on realmatic unity and the harmony of the planes. The house is led by Headmaster Halisstra, The Black and vice-headmaster Telerthquessir currently officially presides as Cosmopolitan although he stayed in the Underdark to save two of Halisstra's house members who went missing before the Collapse of Menzoberranzan. Masters and Adepts in this house will be called Unifiers. They are carving out their niche within the Magistery.

Blues, House of Water

The House of Water focuses on causes of righteousness and justice, and are sometimes called the spymasters because they governs the largest network of eyes and ears across the world. The house is led by Headmaster Navira, The Blue, and vice-headmaster Oskul currently presides as First Selector. Characterized by self-concern with justice, noble causes, and in general "saving the world," the Blues can be so passionate and centered that often others see the Blues as "so ready to save the world that they lose themselves." Interestingly, though they are known as the most likely to be swayed by emotion, in pursuing their causes the Blues can also become very cold, rational and emotionless as any White. Another typical characteristic of the spymasters is that they are very capable in intrigues, always planning ways to win their causes of righteousness. In the eyes of other Magisters they can be seen as incorrigible schemers.

Greens, House of Earth

The House of Earth focuses on war and battle, and is often called the War-House. The house is led by Headmaster Warden, The Green, and vice-headmaster Kord currently presides as Captain General. Greens are flamboyant, frivolous, and direct. They, along with the Yellows, take great great pride and care with their appearance. The Captain General has said that a Green must love life, not simply like it the way the Blues do. Greens always adhere to their hierarchies although ranks below Captain General are not well known outside of the House.

Yellows, House of Lightning

The House of Lightning focuses on healing. The house is led by Headmaster Nesune, The Yellow, and vice-headmaster Wisakedjak currently presides as First Weaver. Yellows are known for being self-assured. It is often commented that they take great care with their appearance, and have even been called self-centered. Yellows are often thought by other Magisters to be arrogant. Some yellows believe that their house is the only house with a useful purpose and the other houses are simply adjuncts to their own. Healing is a talent that not all Magisters possess, but it is considered a requirement for entry into the House of Lightning. The best healers are always Yellows, and it is said that they will try to heal anything. In reality, the First Weaver states it is not only the ability to heal that marks a Yellow, but rather a desire to always help others and resolve problems, a Yellow must be skilled in healing, but also be passionate about fixing all things.

Reds, House of Fire

The House of Fire focuses on castigating the wrong and dangerous use of magic and power. The house is led by Headmaster Danavus, The Red, and vice-headmaster Liandrin currently presides as the Highest. In the past, this also included hunting and disbanding Mage guilds in competition with the Magistery, but this activity has--at least officially--since ceased. The reds use advanced techniques for detecting magic and magical implements to find and eradicate inappropriate usage of magic and power, sometimes by bringing the offenders into the Magistery and training them formally, sometimes by direct combat if necessary. Often Reds are the ones who check up on Magistery deserters and ensure they are not misusing Magistery teachings to their personal benefit.

Grays, House of Wind

The House of Wind focuses on diplomacy and mediation in politics, and is sometimes called the Government House in Solace. The house is led by Headmaster Eowyn, The Gray, and vice-headmaster Melvin Dooley currently presides as Head Clerk. Grays believe that mediation is the sole territory of the House of Wind, and by claiming Gray prerogative, can exclude all other houses from being involved in talks and negotiations. They are familiar with the laws of every land, and most Grays believe that any problem can be solved if they talk about it for long enough.

Whites, House of Sonic

The House of Sonic focuses on logic and philosophy. The house is led by Headmaster Leda, The White, and vice-headmaster Pythia currently presides as First Reasoner. Whites or Reasoners ignore the social causes that define the Blues, Grays, Greens, and Reds, and have no room for the worldly knowledge of the Browns, or the urge to fix broken things that the Yellows do. It is said that they have no room in their hearts for passions at all, however they are deeply passionate in their search for the truth. Many reasoners appear almost ascetic in their behavior. They are known for their serenity and calm heads, and are often described as emotionless and icy. It is this coldness that aids them in their search for the truth, forsaking all emotion enables them to approach each subject without bias. The judgment given by a White is considered the most impartial and least conditioned by sentiments, interests, and personal involvements. Their extremely rational minds can be limiting, other magisters consider whites to be "All logic and no heart," and this distance from the human passions can prohibit reasoners from fully understanding behaviors and intentions of others. Reasoners are good at resolving logic and mathematics questions, a skill that is very useful for the administration of a huge city such as Solace.

House Boons

Initiate's Boon

All Apprentices are granted The Magistery's Truth: The ring projects a zone of truth (with a DC of 30) in the immediate vicinity of the wearer, to impose this zone onto someone else it requires a very close engagement as the aura is only 1 foot around the wearer.

Disciple's Boon

Disciples must choose a house and get a boon according to their decision. Additionally, The Magistery's Truth can no longer be deactivated, and is always present on the wearer.

Brown’s Referential Treatment

  • +3 History, +3 Arcana
  • Chair’s Knowledge: Immediately know whether a topic is documented within the Magistery Library, and advantage on any check to recall information about it. If this knowledge is impossible to recall (i.e. a failed save) you can spend 1 hour during a long rest to channel the library itself and learn what you were seeking.

Black's Song & Dance

  • 1/day each (as a 3rd level caster): darkness, faerie fire, levitate (self only)
  • Eilistraee's Teachings: Can assist in any skill check regardless of proficiency requirements

Blue's Grace

  • +3 Perception, +3 Investigation
  • Selective Foresight: Advantage on all Dexterity saving throws, and 1d4 bonus on Perception and Investigation checks for each Blue assist

Green’s Tactical Advantage

  • +2 Survival, +2 Nature, +2 Animal Handling
  • Captain-General’s Understanding: You can analyze a creature (or multiple creatures with reduced efficacy) using Survival, note its armor, weapons, and tactics, and gain advantage on all attacks against it for 1 minute

Yellow’s Healing Touch

  • +2 Medicine, +2 Religion, Expertise with an herbalism kit
  • Weaver’s Restoration: You can cast Spare the Dying as a reaction or bonus action, brings target to 1 HP (Once per short rest, Weaver's Restoration can be used at 30ft)

Red's Dispensation

  • +3 Intimidation, +3 Performance
  • Highest Order: You can sense the presence of magic within 60 feet of you, and with an action you can sense any “perversions” of magic within 1 mile

Gray’s Prerogative

  • +3 Persuasion, +3 Deception
  • Clerk’s Verbosity & Prevarication: every 10 minutes spent discussing something gains an advantage on Persuasion checks (this effect stacks with itself). You can lie by speaking cleverly and evasively, but it takes you 10 times longer than normal to convey what you want to

White’s Judgment

  • +6 Insight
  • Reason's Embrace: Advantage on all Wisdom saving throws, and there is a permanent Zone of Truth 30 feet around the wearer (DC 30)

The Lightless

The Lightless is the lowest floor in the Magistery tower, deep underground and even under sea level, where absolutely zero light and sound can escape. Exploration is not recommended for those who are unfamiliar with its secrets. There are tales of a party of Magistery Apprentices, lost in the Lightless for almost 2 weeks, who had to resort to eating their boots and drinking their own urine before they were discovered and led out to safety.