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Volume 1, Number 3 August/September 1999

Odds -n- Ends - The Wizards' Conclave of Arittur

The Wizards' Conclave of Arittur

By 'Crimson' Mitchel

Overview:

The Aritturan Conclave is the primary association for the instruction and dissemination of magical knowledge in the kingdom of Damara. Nearly all wizards join the conclave for the benefits and protection of the organization, as well as for the prestige and political influence membership can bring.

The Aritturan Conclave has set up a series of requirements that promote the study of unique mageries, which have created a strong and influential political force. This system has also created numerous potions, scrolls and magic items for conclave use.

The conclave is nearly four hundred years old, and consists mainly of human wizards. It was founded for the purpose of creating sorcerous contingents for the royal army, which it did for the last three hundred and eighty years. During the recent Bloodstone Wars the Conclave of Arittur performed such meritous service that the king, Gareth Dragonsbane, gave the conclave its autonomy, and it has been a separate entity ever since, though it still pays lip service to the kingdom.


Regulations:

The conclave has come up with a code that allows them enough authority over the individual wizards, while still allowing a great deal of freedom. The following tenets must be followed by all members of the conclave, failure to comply results in punishments ranging from expulsion to death.

  • No wizard of the conclave may give training, nor impart knowledge of spells or other magical knowledge to any non-member.
  • No wizard of the conclave may hold a political office outside of the kingdom.
  • No wizards of the conclave may use their powers against the crown, nor the agents thereof. Nor may they use their powers to the detriment of the well being of the kingdom or the lawful king.
  • Conclave wizards will wear only the robe allowed them, based on their rank within the organization. Clothing other than robes may be worn provided the wizard refrains from spell casting. The conclave council can make exceptions for unusual circumstances.
  • Each member must complete the Mystic Delve before being promoted to the next robe. The Mystic Delve is a magical ceremony assuring the applicant is truthful in his statements concerning his dedication to the kingdom and the conclave. It will show alignment, approximate level (low: apprentice to 4th, mid: 5th to 11th, or high: 12th+), and any specialization (invoker, illusionist, abjurer, etc...) the mage has practiced.
  • Dues must be paid in advance of the year for which they apply.
  • Members of the conclave must respect the thoughts and ideals of other conclave members. Only in self-defense may one member attack another.
  • Members must register apprentices and familiars with the conclave council. Each member is responsible for the actions of his apprentices and familiars.
  • Members of the conclave should conduct themselves in a manner that will not reflect poorly on the conclave or any of its members.

Joining:

Applicants to join the conclave must conform to the following guidelines:

  • The applicant must have a conclave sponsor of the Red Robes or greater rank.
  • Applicant must swear fealty to the kingdom of Arittur, and to the council of the conclave. They must vow to adhere to the code of regulations. A geas spell may be used to ensure the code is followed.
  • Applicant cannot have been charged with heresy or treason against the kingdom.
  • Applicant must be willing to accept probationary period of one year.
  • Applicant must conclude the Mystic Delve in order to be properly placed in the conclave hierarchy.
  • Applicant must be a wizard, or neophyte applicant to join. Special memberships are given for guards and lay help such as gardeners, cooks, maids, smiths, sages, and scribes.

  • Membership:

    Types of Members

    Members of the conclave are generally labeled by the color of robe they are permitted to wear. Some benefits are exclusive to the higher orders. Dues are based on that status as well.

    Non-Wizards (Auxiliary) - The auxiliary members include guardsmen, healers, craftsmen, and menial servants that see to the running and care of the facility and the health of the members. They have no status nor say in the council, yet they are bound the regulations of the conclave.

    Benefits: Most are given quarters, food, and a small salary for their labor.
    Dues: There are no dues for auxiliary
    Members: varies with need, but usually about 500.

    Brown Robes (Neophyte) - The lowest order, effectively 0-level wizards, the Brown Robes are often servants and students of the conclave. Most neophytes are members of the college, and learn in the classroom what many apprentice wizards learn from their mentors. While expensive, the time to be promoted to the white robe is shortened from ten years to five or six.

    The college generally has about ten students per class year (for 50 students). Each year, the conclave provides four scholarships per class year for promising students without the funds to pay the full tuition. Graduates are given a spell book holding the spells 'Read Magic', 'Detect Magic', and two other spells of first level. Additional spells can be scribed for 300 gold pieces each (Common, first-level spells only).

    Benefits: Conclave membership; Training; Housing; and Sponsorship.
    Dues: 5 gold per year (plus college fees of 200 per year)
    Current Members: approx. 500

    White Robes (Apprentice) - The next order, which makes up the bulk of members, are the White Robes. These are generally 1st and 2nd level wizards, who can cast basic wizard spells (First-Level Spells).

    Benefits: As per Brown Robes, plus access to the first floor of the library, and the rectory.
    Dues: 20 gold per year
    Current Members: approx. 260

    Red Robes (Initiate) - Capable of casting medium power magics, the Red Robes are generally of levels 3 to 6. While fewer in number than the White Robes, the Reds hold more political power within the conclave.

    Wizards must have created an original spell and successfully brewed a potion in order to be accepted into the Red. These spells must be detailed for the conclave and copied into the Great Spell Tome of Arittur (which is actually a set of nearly seventy tomes of spells!).

    Benefits: As above, plus access to the Scriptorum (where scrolls and spells can be purchased from the conclave), plus the right to use the conclave's symbol on coat-of-arms (The symbol is a staff the color of the mage's robe against a tower-shaped background of white or black).
    Dues: 200 gold per year
    Current Members: approx. 130

    Black Robes (Wizard) - The full wizards are few, but powerful. They can cast spells of up to 5th level! These members are greatly respected for their knowledge and experience. Usually of levels 7 to 11.

    Wizards must have created at least three original spells, created an original potion, and successfully scribed five (different) scroll spells to be accepted into the Black. The spells are scribed into the Tome of Arittur, and the potion and scrolls become property of the conclave.

    Benefits: As above, plus private study, plus laboratory space (to produce their own potions and constructs), plus rooms for apprentices, plus access to the second story of library.
    Dues: 1000 gold per year
    Current Members: 100

    Purple Robes (Master) - The masters are allowed purple robes. They are usually from 10th to 15th level, and capable of casting up to 7th level spells. There are only a handful of Purple Robes, and they are near legendary for their adventures, their skills, and for the bards' tales that tell of their deeds.

    Wizards must have created at least five original spells (at least two of level 3+), and created one or more magical items (not including potions or scrolls) to be accepted into the Purple. Again, the spells must be scribed into the Tome of Arittur, and the magical item must be donated to the conclave.

    Benefits: As above, plus access to alchemical lab (where potions are produced and sold), access to assistants for producing magical items and constructs, access to full library.
    Dues: 2500 gold per year
    Current Members: 60

    Gold Robes (Grand Master) - Greatest of the wizards are the grand masters, capable of the legendary magics of 8th and higher level. Often considered the supreme wizards of Arittur, there is often no one of enough power to wear the gold. The current grand master, Tetryn Wyndhawk, has held the gold rank for nearly thirty years, and at ninety-six years age, many feel that he is close to death... When that happens, it is most likely that Markus Boldspell will take the golden mantle.

    Benefits: As above, plus free membership. The grand master acts as chairman of the council.
    Dues: None
    Current Members: 1


    The Council of the Conclave

    The high council of the conclave consists of three members of the White, three members of the Red, three members of the Black, as well as all Purple and Gold robes. Usually consisting of twelve to twenty members (it currently holds 17), the council is the final authority as to the policies and laws that govern the conclave. Its members also mete out punishments, set conclave prices, and oversee the day-to-day operations of the conclave and its towers of sorcery.

    The council meets four times a year, the spring and fall equinoxes, and the summer and winter solstices. Each meeting of the council lasts for three days.

    Terms are set in five-year periods for those of the White, Red and Black. It is possible to be promoted while upon the council, in which case there may be more than three members of one color, and less of another robe.

    Council members, even of the White Robes, are often sought after to attend social functions of the rich and noble from Damara and lands beyond. Further, council members receive benefits of a wizard of one rank higher than their actual (except for the Purple and Gold, which are automatically members). Each council member is also given an annual stipend of 500 gold pieces.

    Every five years the purple and gold retreat for a month, to complete selections for the next set of council members. While it is possible to have more than one consecutive term, it is a rare honor.


    The Masters of Magic:

    '*' - Denotes a master of a tower of sorcery

    'Grand Master' Tetryn Wyndhawk (LN HM W21)
    * 'Master' Peitin Shieldcloak (LE teifM W(c) 13)
    'Mistress' Anetta Durrum (NG 1/2EF W(d)12)
    'Master' Animus Fyrr (LG HM W(ill) 15)
    * 'Master' Markus Boldspell (LN HM W19)
    * 'Mistress' Trynna Elvyn (CG EF F12/W11)
    * 'Master' Fennimore Amethyst (NE HM W15)
    'Master' Blynk, a halfling (NG 1/2M W(t) 15)

    Other (current) council members include:

    White:
    Pannlon 'the Sythene' (NE hm W2)
    Abigail Dost (LN hf W(e) 3)
    Tamud of Far Knell (LN hm W(water) 2)

    Red:
    Oscar Feldspar (NG hm W5)
    Rammeg 'the orc' (LE om W(in) 6)
    Silas Osprey (CG em Arch 5/W5)

    Black: Cyrienna (CE ef W8)
    Heimeth 'the Gaunt' (NG hm W(abj) 7)
    Qent Stonestaff (LG dm W(earth) 9)


    Facilities:

    College of Wizardry - The College of wizardry houses most of the neophytes, and provides excellent training in the mystical arts lasting on average five or six years. The college gives out four new scholarships per year for promising students without funds to pay their own way through the college, otherwise the cost is 200 gold pieces per year.

    Most specialties are possible, except for necromancy and some of the more rare specialties such as song magic, chronomancy and wild magic.

    Students are required to stay at the college, or with an appointed mentor, for the duration of their training.

    Conclave Towers - There are four towers built across the kingdom, to serve the members of the conclave. Here, members can find healing, a room, food, and equipment, along with material spell components and (for the higher level members) magical potions and scrolls. While not free, these services are set to be affordable and of high quality. A member of the purple robe runs each tower, which in turn is subservient to the conclave council. The towers each have a scriptorum, alchemical laboratory, rectory, and bindery. The main library stands in the city of Bloodstone.

    Rectory - The rectory of each tower is a stocked shop containing most common, and many uncommon, material spell components, potion and ink ingredients, and magical item materials for purchase by wizards. Nearly all components are available for common spells of levels 1 to 3. Prices are 10% lower than listed in Spells & Magic Tome.

    Scriptorium - The scriptoriums are used to copy texts, create scrolls, and as a study area for the lower ranking members of the conclave (mostly the Red Robes).

    Alchemical Laboratory - The alchemical laboratories are used to brew and study poisons and potions, as well as more mundane biological and chemical experiments. Only those members of the Black Robe and higher have access to the alchemical laboratories (though they may sponsor lesser members for a specific task, such as creating potions).

    Bindery - The conclave binderies create high quality spellbooks, paper, and texts of magical nature. Members can always request blank books or scrolls for their use at reasonable prices. These can be ordered to suit the taste of the wizard.

    Library - The renowned library of Damara is set in three levels. The lowest consisting of general books on magic and nature, as well as other general texts on subjects as diverse as history, politics, and religion. The second level contains personal journals of wizards, including research notes, as well as the common spellbook (containing common spells of levels 1 and 2) that are available to the multitude of members (for a fee, of course). The third level, a magically warded area, contains copies of all of the unique magics created by members throughout the years. Nearly seventy texts full of new spells line the walls!

    The librarian is a female Black Robe of uncommon sense named Tatya Mondren. She is armed with a wand of polymorphing to deal with unwanted intrusion, as well as members who do not follow conclave regulations while within the library.


    Wizards' Familiars

    [OPTIONAL]

    Conclave wizards have depended greatly upon their familiars throughout the years, and have augmented the 'Find Familiar' spell that is common to other orders. The augmented spell allows for a wide variety of familiars, and allows the casting wizard to have some control over what sort of animal or creature is summoned. Further, the spell heightens the connection between the two, allowing both familiar and wizard to draw upon the energy and powers of the other...

    Note that those wizards taking the 'Summoner' Kit, are allowed to roll twice on the familiar table, adjusting each roll by 1% per level, as they wish, and taking their choice as to the roll to determine their particular familiar. Other wizards may adjust the roll by 1% per level of the caster, and are allowed only a single roll.

    The spell takes a full month to prepare for, and a full day to cast. Cost is 100 gold pieces per caster level, for incense, gem dust, ink, chalk, candles, and parchments.

    General Bond Effects of Familiars

    All familiars are bonded to their wizard masters. This mystical bond has the following effects.

    • The wizard gains power when casting spells. He or she casts spells as if they were two levels higher with regard to range, damage, duration, etc... This in no way allows them to cast more spells than normally allowed (it adds no spell points, merely empowering spells already accessible). This power is in effect as long as the familiar is within sight range.
    • The wizard gains an extra hit point per level, while his/her familiar lives.
    • The wizard gains a special ability, based on the type of familiar summoned. See the 'familiars' table for specific abilities.
    • The wizard gains +5% to learn spells, due to the magical bonding. This bonus is included foe researching spells.
    • The familiar and the wizard may 'loan' hit points from eachother, up to the level of the wizard in hit points per day. Note that should the familiar die, all hit points gained are lost (as well as other penalties, described below). The familiar may not loan so many points that it falls below one hit point when the loan takes place (it may fall below at a later time, due to injury for instance).
    • Should the familiar die, the bonded wizard must immediately make a 'System Shock' roll, or die as well. Further, even if the roll is successful, the wizard loses a point each of constitution and wisdom. They also must forfeit the bonus hit points gained through the mystic bond (one hit point per level, plus any points currently loaned to the wizard from his familiar). A saving throw must then be made against 'Breath Weapon' at -3, or the wizard loses a full level, as if attacked by an undead (though there is no warding against this, the wizard having forgone protection in accepting the mystic bond). The wizard must wait a full year before acquiring a new familiar.
    • Familiars and their masters have the ability to communicate regardless of language, as long as they can see each other. Further, a mental link exists that allows communication of basic emotions, and state of being, for up to a mile per wizard level (The wizard may know the familiar is basically healthy, sick, wounded, critically wounded, or dead. Emotions include fear, awe, curiosity, love, lust, hate, and apathy, among others).
    • The wizard may cast spells upon the familiar that have a range of 'Caster' (i.e. Spells normally cast by a wizard on themselves alone). Further, the familiar is treated like the caster for those spells its master has cast, allowing it immunity to certain spell effects.
    • The familiar gains the saving throws of the wizard.
    • Familiars Table

      Roll (d100) Result
      01 - 50 Normal animal of wizard's choice. (Animals must normally have animal intelligence and one hit die or less. Familiars gain average intelligence, an extra hit point per level of the wizard, and gain +2 to their armor class. They also cause an extra point of damage with physical attacks.) The wizard gains one ability associated with the animal chosen (for instance, good vision, musk, water breathing, claw attack, etc...) for one round or attack per level of the wizard per day. DM has final authority over abilities granted in this fashion, and may further limit usage. Caster often develops a personalty quirk associated with the bonded familiar.
      51 - 60 Small magical creature, based on caster's alignment.
      LG - Brownie
      NG - Sprite
      CG - Pseudo-Dragon
      LN - Brownie
      N - Leprechaun
      CN - Pixie
      LE - Imp or Lemure
      NE - Imp or Quasit
      CE - Quasit or Manes
      61 - 70 Elemental Gen. Caster's choice as to which element (air, earth, fire or water. Wizard gains protection from the chosen element (+2 to saving throws against the element, and -2 per die of damage), while gen is within 100' per level of the wizard. Both the wizard and familiar make saves against the opposing element at -2, and take an extra point of damage per die.
      71 - 80 Large animal - Any animal up to six hit dice and semi-intelligence can be chosen as a familiar. The benefits are as above for normal animal.
      81 - 99 No familiar available.
      100 Unusual Familiar, such as baby dragon, gas spore, humanoid, etc... The DM will determine the creature and the effects of the bond between the caster and familiar.



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