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Worlde Arcane: The Great Hall Of Guilds:
The Trinsic Wizards' Gilde ( )


TRINSIC WIZARDS' GILDE

Background: The Wizards' Gilde is arguably the most powerful collection of Mages and Sorcerors in the Worlde. It has long sworn fealty to neighboring Daelows, though its actions are most often autonomous and its members tend to keep to their own affairs. They are governed by a Council of Mages, and headed by a High Wizard. The Gilde oversees the city of Trinsic, and operates the Wizards' Academy therein.

Applicants: Any magickally inclined being with just motivations may apply for membership in the Gilde. Applicants to the Gilde are accepted and granted a rank as the Council see fit. Initates who graduate from the Academy are granted a position automatically, though membership is not required for them. Any member who wishes to retire may do so without repercussion. All Gilde members are expected to follow the Code of Conduct, and to declare themselves openly, with the use of this badge:

Ranks:

High Wizard Alaric - As the head of the Wizards' Gilde, Alaric oversees the operation of the Gilde, the Academy, and Trinsic itself. She presides over the Council and her vote is counted double in all Council decisions. All petitions for membership or for promotion are reviewed by her before they are brought before the Council.

Contact Alaric here.

Master Mage - The most powerful members of the Gilde, the Master Mages make up the Council. The position is reserved for only the most powerful and forthright of the Gilde Members, and as such they are few, numbering only twelve. Master Mages are expected to teach at least one course at the Academy, and to train at least two Acolytes. They must purport themselves with the utmost grace, dignity, and intelligence, for they are truly the representatives of the Gilde. Any behavior deemed unfitting for a Master Mage can result in immediate demotion or banishment.

Proctor Magus - The Proctors have, at their own request, been consigned wholly to the operation of the Academy. They spend most of their day teaching, and usually have at least two Acolytes to assist them, though only one is required. They are expected to be the most knowledgable of the Gilde Members, and are often called upon to settle disputes amongst the students. Any sign of unfairness, bias, or fault of reason can result in immediate demotion.

Wizard in High Regard - A select number of Warlockes find themselves standing above their fellows in aptitude or achievement, and such Warlockes are usually honored with the title of Wizard in High Regard. They are usually possessed of greater prowess than their fellows, and as such more is expected of them - they are required to train at least one Acolyte, and have the option of teaching a course at the Gilde Academy if they so wish. The majority of these Wizards, however, spend most of their time in Gilde Tower North, engaging in experimental Magicks and research. Wizards of this rank are expected to be of even temperament and outstanding character, and punishments for misbehavior are harsher than for a Warlocke in Good Standing.

Warlocke in Good Standing - The majority of the Gilde is composed of these Warlockes. Their first duty is to the Gilde, and they must devote much of their time to study, research, or travel in the Gilde's name. They may act in their own interest, provided the Gilde's interests are not directly or indirectly opposed. Any large projects that a Warlocke in Good Standing wishes to undertake must be brought before the Council. A Warlocke may train an Acolyte, though this is not required. Warlockes of this rank may be demoted to Acolyte status for a second probation if their conduct so deems.

Acolyte - All Initiates who graduate the Academy, and the majority of non-Academy applicants, must spend a probational period under the tutelage of a ranking Gilde Member. This period is usually no longer than a year, and has been as short as a week - it is up to the trainer to decide the appropriate time. Acolytes must tread carefully - any mistakes made in this time can result in immediate dismissal from the Gilde.

Initiate - Any person who is enrolled at the Wizards' Academy is considered an Initiate. All who graduate the Academy are offered a place as Acolytes, though they do not have to join. Any Initiate may leave at any time without penalty, and any who break the Code of Conduct are dismissed with no further punishments - aside from those deemed necessary by the laws of Daelows.

Sorceror Expatriate - Any Wizard who breaks the Code of Conduct is banished from the ranks of the Gilde, and marked as a Sorceror Expatriate. Such Wizards are reviled by their fellows, and are often criminal in their motives and actions. Most are remanded to the autorities in Daelows, waiting under Gilde guard until they are prosecuted. Any Expatriates who have not specifically broken the laws of Daelows are sent from Trinsic directly, with orders never to return under pain of death.

Expatriates are marked by this badge:

Code Of Conduct:

Article I - All members of the Gilde must swear fealty to the Gilde, the Council, and to Daelows Kingdom.

Article II - Violence of any kind against another Gilde Member is prohibited. All disputes unresolvable through discourse or study will be taken before the Council. All Council decisions are final.

Article III - Gilde business must take precedence over all other matters. Any requests from the Council must be fulfilled as swiftly and as completely as possible. No action may be taken that disrutpts the Gilde's operation or goes against the Gilde's best interests.

Article IV - No Gilde Member may deprive an innocent citizen of Daelows of form, life, freedom, or property, without making immediate and fitting restitution, so that all agrieved parties are satisfied. Slavery in any form is prohibited.

Article V - All members of the Gilde must follow the laws and decrees of Daelows Kingdom to the best of their ability. Any lawbreakers will be turned over to the Daelows Authorities for prosecution.

Article VI - Use of Magick for personal gain is permitted, so long as such endeavors correspond to Articles III, IV, and V. A tithe of fifteen percent of any monies or properties created in such a way will be delivered to the Council in a timely fashion.

Article VII - Necromancy is prohibited. All Gilde Members will leave the dead be, unless the dead specifically request otherwise.

Article VIII - Any proposed amendments or alterations of the Code must be brought before the Council in a timely fashion.

To petition for Membership of the Gilde, seek out a Master Mage, or contact Alaric directly.