SORCEROUS
SOCIETIES OF THE FLANAESS
The
Guild of Wizardry of Greyhawk
Still
the largest and broadest guild of mages in the whole of the Flanaess. It
is also one of the least political, secretive, or closed guilds in
existence. In fact, by most accounts almost any proven practitioner of
magic is welcome, whether he or she is a mage, illusionist, bard, or an
even more exotic spell- caster. It has no political agenda save perhaps
its own continued existence and aggrandizement. In an unusual turn, the
Guild does not require the exclusive allegiance of its membership. This
means that many mages from all over the Flanaess claim affiliation; in
fact, it has become a source of local prestige in many areas to be a
member of the famous Guild of Wizardry of Greyhawk. Its official rolls
over the last decade number nearly a thousand active mages, though
perhaps half that many are in the city at any one time and a majority of
those are dilettantes or virtually inactive.
This
means that many mages from all over the Flanaess claim affiliation; in
fact, it has become a source of local prestige in many areas to be a
member of the famous Guild of Wizardry of Greyhawk. Its official rolls
over the last decade number nearly a thousand active mages, though
perhaps half that many are in the city at any one time and a majority of
those are dilettantes or virtually inactive.
Founded
as a free haven for all mages in the late 4th century CY by the
legendary Mad Archmage, Zagig Yragerne, the Guild of Wizardry has the
most expansive collection of known magic and of arcane texts in the
Flanaess (it has long been one of the fastest growing guilds in Oerik).
The large structure surrounding this enviable collection and the guild
is in the Free City's Garden Quarter. It is an architectural wonder,
thought to be impregnable and of magical design. Within its vaults
(which have been continuously stocked over the last two centuries) are
the magical fortunes of numerous archmages, including, it is believed,
those of the legendary Mad Archmage, himself.
The
Guild of Wizardry still draws adherents from all parts of the Flanaess,
virtually untouched as it was by the history of the recent war. In fact,
it has become a kind of haven for many an exiled mage from beleaguered
foreign lands. The Guild has long since taken over the stewardship of
the College of Magic (once within the purview of the more austere
Society of Magi (mentioned below) and it is now run in cooperation with
the guild itself. Interestingly, it is one of a very few wizard's guilds
to widely support the so-called "Wild" or "Chaos
Magic" that has resurged in popularity within the last two decades
(teaching the same, in cooperation with the College of Magic), reaching
heights not achieved since the time of the Mad Archmage, himself.
Infamous
members of the Guild include the archmages thought to comprise the
mysterious Circle of Eight, and such luminaries as Kieren Jalucian and
the enigmatic Blue Wizard, Philidor. There are, of course, many others
who are not so relatively well-known, but act behind the veil of
dispassionate association. Currently, the Guild of Wizardry's reputation
suffers from a small handful of nasty blemishes, not the least of which
was the apparent spectacular and complete destruction of two of its most
luminous members and the traitorship of a third before the Great Signing
of recent years..
The
Sagacious Society of Nyrond
Based
in Rel Mord, but widely represented in all Nyrondese Cities, this arcane
society is even older than the Guild of Wizardry and the Society of Magi
in the Free City of Greyhawk. Though not the only Nyrondal guild in
existence, the Sagacious Society is certainly the most influential and
consequential, and is expected to remain so for many years to come. This
long-lived gathering of mages is unusual, in so far as it contains a
large majority of non-practitioners with a voice equal to that of the
member mages. Therefore, it is often considered as much a philosophical
and debating society as a true sorcerous guild, for it includes sages,
learned-folk, and priests.
The
magic-using branch, however, is viewed as a distinct element within the
Sagacious Society (particularly when viewed from within) and it is
referred to as "Boccob's Rostrum". This diffuse, though potent
group is comprised of a powerful block of medium to highly skilled
mages, the most celebrated of which are thought to be the puissant Royal
Archmage, Ghiselinn (almost certainly) and The Grey Seer (uncertain, but
possible). Most of the War Wizards of Nyrond are also thought to be
members, even if their support fluctuates between the tacit and
dangerously zealous. The Society is quite proud of the Royal Magical
College [attached to the prestigious Royal University at Rel Mord] which
still turns out some of the best generalist mages in the Flanaess.
Though the Royal College lacks the sheer artistry and exuberance of the
Pyramid Arcane in Greyhawk (being housed in buildings little different
than those of the regular Royal University), it is still thought to
harbor many treasures and secrets as well.
The
Society has recently lost many valiant sorcerers to the Great War and
even some to cowardice, who have since fled to smaller guilds in the
Urnst States (Radigast City or Leukish/Seltaren) or even farther afield
to escape the menace to the east. This, of course, has been a great blow
to the strength of their efforts. The Sagacious Society is in the midst
of a laborious process of recouping from these losses, and they are
known to be scouring the Flanaess for lost items of magical power,
particularly some noted items of pre-imperial Oeridian manufacture. The
current focus of the Sagacious Society is its total opposition towards
the fractured Aerdy behemoth to the east and the restoration and
preservation of the Nyrondese heritage and culture. Time will only tell
if they can be successful, but as always, we watch and wait.
The
Sorcerer's Nexus of Rel Astra
The
name actually refers to the infamous guildhall, rather than the
organization itself, which is officially called: "The Aerdian
Coadjutancy for the Independent Practitioners of Magecraft and the
Mystical Arts". The guild is housed in a series of interconnecting
towers, eerily hanging structures, and angular buildings of strange and
unique architectural design in the central quarter of the old city. The
Nexus (as it is often referred to both inside and outside the guild) has
been an evolving part of the city since the Astran metropolis was
founded less than a millennium ago. Legends have it, that the structure
was initiated with the leaning tower of a single magus, rumored to have
been Suel (perhaps even an exile). So it remained for a very long time,
until necessity required expansion. Century after century of new and
sometimes wildly bold additions have created what we know today to be
the single most odd and interesting place in the city. Surprisingly,
despite a dozen varying styles of architecture, and even what seems like
impossible construction (no doubt magical in origin), this slowly
growing anastomose is still a wonder to behold.
From
its founding, the Nexus has ever been a gathering place of free and
gifted mages (the Art always having been a carefully controlled
commodity in Aerdi society) whether because they have been of ignoble
birth, or without a secured position in a Celestial House, or among
those few blue-blooded rogues who were no longer welcome in their own
houses. The Nexus is by historical standards an untraditional magical
guild, having routinely offered such services as accommodation, magical
resupply and training, and even employment to any and all comers, before
such things became fashionable in guilds from Astra to Mitrik.
Stewardship
has traditionally fallen to tenured elder mages and even some fortuitous
benefactors (of which the House of Drax was one.) However, control of
the organization has recently been assumed (within the last two decades)
by a group of mysterious and powerful mages calling themselves the
"Dweomermasters". Who they are and their exact purposes remain
almost entirely unknown, both inside and outside the guild. It is
suspected that they are a cabal of noble mages (including even a Prince
of the realm), who have come together from all over the Great Kingdom,
somehow sensing the fall which was to come. This, however, remains
unconfirmed. The name of the legendary mage, Daern, has also been linked
to them, but as yet such rumors remain unproved as well.
What
is known, however, is that in this same span of time, the Sorcerer's
Nexus of Rel Astra has become the greatest haven for the independent
mages of the former Great Kingdom and of the entire Solnor coast who
seek to escape the madness of Grand Prince Ivid and his animus lords.
Scores of exiled and hunted mages from all over Aerdy have swollen its
ranks. Indeed, the Sorcerer's Nexus is fast approaching the size of the
Guild of Wizardry in the City of Greyhawk and it is the greatest threat
to the latter's influence as the most preeminent center of magic in the
Flanaess. Ironically, it may have been the combined power of the
membership of the Nexus that convinced the Overking not to lay siege to
the great city of Rel Astra during the war and his imperial majesty's
policies since then have only increased the Nexus' power and influence.
For that, the Nexus has received the near total deference of Lord Drax
and the general support of the populace. This, despite the unseen
tendrils that seem to be weaving themselves throughout all of Astran
society of late. This situation bears close watching ... attention that
it no doubt receives.
The
Zashassar of Ekbir
This
wondrous place in the City of Ekbir is perhaps the oldest continuously
surviving magical society in the whole of the Flanaess. Sitting across
from the Caliph's glorious palatial abode in the Grand Plaza of the
aforementioned great port city of the Dramidj is one of the most unique
places in all of Oerik. Couched in mists and constructed entirely of a
pristine white marble that appears to soar far into the sky, the
Zashassar is both a school and an enclave for the last great magic of
the Ancient Bakluni people. It is believed to have been founded before
the Invoked Devastation itself, more than a millennium ago, as a haven
for Baklunish mages escaping the terrible war with their nemeses, the
Suel (though many legends hold that none of the Elder Ones escaped their
last stand against the Suel at Tovag Baragu and that their secrets
therefore died with them).
The
enclave has thus far remained intact, and as the City of Ekbir grew from
but a distant outpost of the Baklunish Empire to the new center of its
surviving people's culture and politics, so has the Zashassar grown.
Today, it is regarded as the most puissant school of elemental magic in
all of Oerik, if not all of Oerth. Amongst its members are some of the
most powerful Pyromancers, Aeromancers, Geomancers, and Hydromancers
extant in the Flanaess in over a thousand years. Its school of
traditional sorcery, accounting for the other magical disciplines, is
also nearly peerless. Even the Art of the Sha'ir flourishes within this
edifice, much to the chagrin of the priests of Al-Zarad (Boccob), who
claim that its practice is not true magic.
Legendary
graduates of the Zashassar include such famous individuals as the
brothers Al-Sammal: Rary and Arkalan of Ket (the latter, now resident in
the Free City of Greyhawk) and the arch-pyromancer, Karzalin of the
court of Belvor IV. In centuries past, the infamous black necromancer,
Iggwilv also emerged from the Zashassar, a mistress of the Rites. Even
the infamous Kermin, the Mindbender, now in service to the Darklord of
Dorakaa, is also believed to have attended the place at one time.
The
Zashassari (as its members are called) are assumed to be divided into
various internal societies, who are of strong influence throughout all
of the Lands of Bakluni, save perhaps in the City of Zeif, where there
is some distrust between those of the Zashassar and the more independent
local sorcerers. It is difficult in the East to ascertain such things as
the manner of their governance or details of their hierarchy, since few
if any in the East have ever joined the enclave and left to tell of it
(known associates have not been forthcoming). It is known that the
society is deferential towards the ruling Caliph (thought to be a direct
descendant of the four legendary Padishah-Kings of old), but wary of
outsiders, particularly foreign mages. The Baklunish public is not privy
to their interests or their collective goals, either.
The
events of the recent wars have seemingly passed by this group without
incident. Ultimately, it is unsure whether or not they still preserve
some vestige of the great magic that felled the Suel Imperium so very
long ago, but it is doubted.
The
United Artificers of Irongate
A
strongly political (at least at the top) and influential rising star on
the magical horizon. The magical guild of Irongate was once a small, but
thriving guild until the last century, which saw the quick formation and
forging of the ill-fated Iron League. Unfortunately, though the United
Artificers and the other leaders of the Free City of Irongate were able
to help protect their own lands from the Scarlet Ones' treachery, they
were too late to assist their brethren in Idee, Onnwal, and the Lordship
Isles before the unseen darkness swept them away from power.
Now,
following the Great Wars, the Irongaters' resolve has been forged anew
and this combative spirit (and perhaps siege mentality) extends to
Irongate's mages as well. Their numbers have grown disproportionately
and they now include a large group of refugees from the former Iron
League in residence, including a significant, though small handful of
four archmages from Idee and Onwall (who each had the sorcerous might to
make good their escape). Cobb Darg, the putative ruler of Irongate,
relies upon the U.A. (as it is often called for simplicity) for needed
intelligence and the guild closely and wisely advises the city's Lord
Mayor in all matters both arcane and even mundane.
The
wizard's school supported by the U.A. is probably the most highly
regarded in the region, particularly the school of Invocation. Many a
raiding party has met instant death at the hands of the Guardians on the
city's gates. The guild's current focus is divided between the South
Province and its Witch-King, Reydrich, and the Scarlet Brotherhood. It
has so far managed to check the advances of both, but the undeclared
assault grows with every day, causing the shrewd mages to become both
desperate and ingenious in their defense of the city.
Many
rumors abound that the senior mages are now engaged in the construction
of an extra-dimensional Matrix of intraplanar gates beneath the
burgeoning metropolis at great cost. One such gate has already been
supposedly completed, linking the Free City with the Velunian capital,
Mitrik. This is believed to have occurred with the assistance of the
mage, Bigby (formerly of Scant), and the mages are well on their way to
opening a second link in either Verbobonc (perhaps with the help of the
Silver Consortium), Dyvers, or even the Free City of Greyhawk. Part of
the relatively vast Undercity that is being meticulously carved from the
earth by the dwarves of Irongate is said to house these gates. To what
end this will all come, no one is quite sure.
The
Society of Magi of Greyhawk
Influence
generally limited to the Free City; it is often mistakenly thought of as
part of the Guild of Wizardry, though it is in fact a far older and more
insular group. The Society is an entity to itself, founded four hundred
or more years ago by a small traveling group of exiled mages from the
Great Kingdom (many claim from Dyvers, though in those days, one was the
other.) When the Free City of Greyhawk was but a trading post on the
great eastward migratory trail and long before the renaissance that
brought the city to prominence during the 4th century C.Y., the Society
found itself along the Selintan (one of its members, a personage called
simply, "The Grey Savant", founded the Grey College in this
time.) Its primary concern has always been the power and visibility of
the Free City and its mages, even when the place was simply a backwater.
In that respect, they were among the first to see the value and
potential of the place that would later become the "Gem of the
Flanaess". Its members were instrumental in the founding of the
College of Magic and the Guild of Wizardry itself, in which the majority
of the Society are also members.
The
Society of Magi have always been a relatively democratic group. They
elect a president for a two year term, which by the new city charter of
CY 498, has a seat on the Directing Oligarchy. Currently, more than a
hundred mages comprise the Society, but they are rarely found together
as their personal interests are as varied as any. Usually, the Society
breaks down into coteries, each devoted to their own special interests.
At least once per year, the entire group meets, usually in the private
home of one of the members or at an inn or hostelry appropriated for the
purpose. It is rumored to be quite an event, which on more than one
occasion in the Free City's long history, has ended in a remarkable
display of sorcerous artistry, foolery, or bravado.
Currently,
the Society of Magi lies mired in a struggle for leadership. Kieren
Jalucian, the Master of the Guild of Wizardry, is the interregnum
President until a new election can be held, due to the untimely death
and disappearance of the mage, Otiluke. Jalucian is unsuitable for the
permanent post, unless he gives up his position as Guildmaster (lest
mages be under-represented on the Oligarchy due to his double-duty),
which he seems unlikely to do. Word also has it that a small cadre
within the group has come across a most audacious plan to build a flying
ship. They cite similar plans in Gradsul, Dyvers, and Radigast City as
impetus, but ironically have the resources of all three put together.
Another group seeks to restore the ruins of the infamous Castle Greyhawk,
making it the society's new headquarters. Such plans have been discussed
for a century, but have been always abandoned due to strong opposition
from one faction or another. However, Tenser's recent disappearance took
away the strongest leader of the opposition to such plans. And, since he
is no longer around to voice his often vehement objections, yet another
expedition is being planned to this most mysterious edifice to see if a
reclamation is indeed possible. Skilled adventurers are currently being
engaged for the task.
The
Council of Wizards of Winetha
The
largest group (60+) of independent Aerdy mages outside of the great
cities of Rel Deven and Rel Astra. While generally considered to be a
modestly prolific, though highly inventive lot, the Council are known to
number many great enchanters and artificers (i.e. they excel most
greatly in the craft of magic, rather than its practice) and are
credited with the creation of many common magical implements, such as
potions, wands, and a plethora of sorcerous armaments.
By
their own official charter (which was sanctioned by the Overking Manshen
in the Common Year 102), the group is strictly democratic and all major
decisions involving this self-styled "guild" must be put to
the Council. While dissent is common, it has not been allowed to
interfere with the daily business of the city of Winetha or its
collective interests. It is this kind of codified collegiality and
collective strength which has kept the Council of Wizards together
before, during, and even after the recent Great War. The Overking has
long lost the ability to compel them into direct service, nonetheless,
they continue to perform some of the duties once required of them by the
Malachite Throne (usually limited to minor magical resupply and advice
on matters arcane.)
Why
this is so remains unknown. The nominal head of the Council of Wizards
is Prince Lakaster, skilled archmage (probably the most powerful mage in
the region), and the lord and suzerain of the city-state of Winetha. In
political matters involving the other lords of the realm or the Crown,
the Council of Wizards defer to the Prince without question, but in
day-to-day affairs, the collective group of sorcerers are otherwise the
undisputed stewards of this Aerdian port city, seeing to all of its
needs and defenses. Due to their own self-interests (and somewhat
suspicious natures), outside mages are rarely allowed to join the
Council, but visitors are tolerated, even welcomed should they bear some
magic or artifact of interest to the guild, or even news of the outside
world so long as it does not threaten Lakaster or his interests. In that
respect, he is most probably the greatest threat to the guild's
continued existence, for it is well known that the mage harbors
ambitions that far exceed those of his brethren, although the fruition
of these ambitions remains to be seen.
The
Silent Ones of Keoland
This
ancient society is almost entirely closed to outsiders, but it holds
significant, though tacit influence over all other Keoish guilds and
throughout the valley of the Sheldomar. Emanating from the infamous
Tower of Silence [which the Silent Ones and locals of Suel extraction
call "Shraal-Tal'mara"] less than a days ride south from Niole
Dra, the silent brothers are said to form the backbone of an ancient
order that seeks to protect what is reputed to be the last vestige of
Ancient Suel magic that has remained in continuous hands since the Rain
of Colorless Fire, over a millennium ago. Whether the order of the
silent ones is actually this old, is both uncertain and difficult to
uncover, since they communicate little outside of their own circles.
An
architectural wonder, the Tower of Silence is an alien structure that
seems to defy all the laws of sensibility. Erupting from the ground
without any base or support, like the trunk of a great tree, it rises to
the sky almost a thousand feet high, completely and totally dominating
the flat and featureless plain that surrounds it. No mage who casts eyes
upon it can deny the fact that it would be nearly impossible to
construct today, since great sorcery was no doubt required during its
construction. The blue-grey stone that composes it has no counterpart in
more than a thousand miles. Legends abound as to its origins.
As
for its inhabitants, the Silent Ones [who call themselves the "Shraal-Kha'dum",
a Suel phrase that can often be roughly translated as 'Those Who Must
Not Speak'] live an existence apart, completely free of the ruling
Keoish King according to the first line of the founding charter of the
nation, penned nearly a thousand years ago. The Tower itself is headed
by a single undisputed leader called the Wyrd (currently, Mohrgyr the
Old) and it is staffed by dozens of adherents (namely, the brothers).
Their true numbers remain unknown, but are thought to be small,
shrinking with every passing year. The Shraal also have smaller enclaves
in a handful of Keoish cities from which they travel the countryside in
missions and tasks that they appear to keep closely to themselves (thus
their appellation, since they are by no means thought to be mute). One
thing is for certain, they seem to be drawn to ancient places of strong
magical power and import.
This
limited treatise can only begin to scratch the surface of the true tale
of the Silent Ones, a tale that will be told another time. (See 'The
Chronicle of Secret Times' by Uhas of Neheli for more information.) One
recent note, however, the activities of those calling themselves the
Scarlet Ones seems to have drawn the attention of the usually withdrawn
Shraal. To what end, no one is quite certain.
The
Conclave Arcanum of Dyvers
An
influential guild, particularly in the adjacent Kingdom of Furyondy
which sports no other significant magical guilds. This city is of
course, the major trade link between the east and west along the Nyr Dyv
and the mostly navigable Velverdyva, thus making it an important trade
and travel center. The long-lived magical organization here is generally
considered to be in decline, directly in proportion to the rise of the
Greyhawk guild in it's fast growing and petulant sister city to the
east. The Conclave is many centuries old (at least as old as the
Sagacious Society of Nyrond) and was perhaps the first modern guild to
be established in the Flanaess. It currently occupies a series of low
towers in the hills above the main districts of the City of Sails (these
were constructed about two and a half centuries ago, just prior to the
rise of Zagig Yragerne), though the guild still holds significant
influence on the streets and wharves of Dyvers, itself. The Conclave
also maintains an impressive meeting hall on one of the many islets in
the Lake Quarter, linked only to the mainland by a single invisible
bridge that is said to be highly unnerving to negotiate, keeping most
save the initiated from paying unwelcome visits to the group.
Many
credit (or blame, as the case may be) the Conclave Arcanum for the
city's decision to declare itself free and independent of the Kingdom of
Furyondy in CY 525, because the then Magister of the city, Ghorannus,
was also head of the Conclave and leader of the opposition to the
growing Velunese influence in the city's affairs. Just as the city's
Magister is chosen, so does the Conclave choose its leadership by a
quasi-democratic recognition of merit. This assures that the best and
wisest usually rise to the top, but that has not always been the case (a
certain amount of haughtiness pervades the organization.) While the list
of the Conclave Arcanum's membership is impressive, many note that the
list of those denied a place in the society is equally impressive. Zagig
Yragerne, Keoghtom, Karzalin, Otiluke, and even the puissant mage,
Mordenkainen, were all denied access at one time or another.
The
guild currently suffers from a total lack of self confidence (probably
owing to a near-complete lack of distinction in recent years), allowing
itself to be drawn into squabbles with Greyhawk and certain intrigues
with the Cult of Iuz, believed to be gaining a foothold in the undercity.
The
Sign of the Red Talisman in Zeif
This
may or may not be a true guild, since little is known about this
organization in the east (less even,than the mysterious Zashassar). The
Talisman is believed to be headed by a small group of independent and
powerful Bakluni archmages who directly oppose the interests of the
predominant Zashassari and who appear to contemplate a "Greater
Bakluna", encompassing all lands east as far as the Nyr Dyv and
west, to the borders of the legendary Suhfang Kingdom. Living in great
soaring towers and seldom, if ever, setting foot in the streets of the
great City of Zeif, it is unknown if these mages ever congregate in the
traditional sense. They undoubtedly crave magic and its secrets and they
are suspected of seeking to uncover the lost sorcery that once brought
their ancestors (and their ancient enemies, the Suel) to heights never
before known by Man. Numerous apprentices support the often varied
interests of these personages in the courts of Tusmit, Ket, and Ull,
(though they are certainly ill-received in Ekbir.)
The
Talisman are known to consort with Efreet, Dao, and even more exotic
beings (some whisper that even the Princes of Elemental Evil are
involved here) on occasion, including some recent overtures to the
Tyrant of Dorakaa, with whom they are somehow believed to be acquainted
(it is often rumored that this vital link is provided by none other than
the dreaded, Kermin). How these offers have been received is unknown,
but they appear to have borne some fruit, nonetheless (see below). The
de facto leader of the Talisman may or may not be the infamous Tuerny
the Merciless, thrice dead sorcerer of legend (surprisingly, many rumors
also hold that he is not even of Baklunish decent). Should this malign
being truly continue to walk the Flanaess, he is almost certainly doing
so amongst the undead (many suspect him of being no less than a Lich.)
Nonetheless, though these rumors persist, nothing is expected to confirm
them any time soon.
Recent
evidence exists to suggest that The Talisman assisted the Ketites and
the Beygraf Zoltan in the capture of the east-west buffer state known as
the March of Bissel (again, the role of Iuz in these matters makes the
prospect of collusion likely). The Talisman are also believed to be
closely tied to the Sultan Murad and his infamous court and they are
further rumored to be an instrument of his will, or perhaps vice-versa.
While this is unlikely, the Sultan and his forces grow increasingly
belligerent towards Ekbir, even as they move to secure treaties with
Tusmit and Ket.
The
Eldritch Lords of Rel Deven
This
society was founded in the second of the three great Aerdian cities of
the "Enlightenment" (the first being Rel Mord, which later
became the capital of Nyrond, and the third and final being Rel Astra,
the imperial crown jewel and one time capital of the whole of the
Kingdom of Aerdy, before Nasran I established Rauxes following his
imperial ascendancy). The Eldritch Lords are a most enigmatic group
about which little is currently known outside their own city. This
isolation began long before the recent wars which made it thorough and
complete, however. They were once a consortium of skilled mages and
artificers that guarded, developed, and duplicated some of the ancient
secrets of High Oeridian magic for the Overkings of old. In this role
over the centuries, they created heroic weapons, staffs and symbols of
office, and even ensorcelled whole buildings, fortresses, ships, and
towers. That role changed during the Turmoil Between the Crowns, when
the (largely Cramden) Eldritch Lords refused to pledge allegiance to the
first Naelaxian Overking, Ivid I of the North. The Eldritch Lords
spirited away much of the Malachite Throne's magic that was still in
their possession and closed their ancient and prodigious archives to his
Celestial Supremacy's heralds until as they intimated, "a true heir
of Nasran sits upon the Celestial Seat of Heaven". Their collective
power enforced their determination, and despite a few unsuccessful
skirmishes over the decades between CY 446 and the recent wars,they
remained intact.
Their
organization evolved somewhat (rarely do they don the stiff, high-backed
lacquered collars of office that once towered a foot over their
shoulders), and their direct influence in the City of Rel Deven has
grown over the last century and a half (they abandoned all ties in
Rauxes). They've undoubtedly become one of the most dominant power nodes
in the city. The Eldritch Lords, obviously, refused the summons of the
Overking during the great war and for that, Ivid V laid siege to the
city even as Almor and its capital, Chathold, were put to the torch.
Half a thousand men from Ahlissa in the South Province and eleven
hundred levies from the central fiefdoms marched to take the city and
enforce the Overking's will. In the end, only a token force survived,
claiming that fiery death rained down from the heavens to swallow the
great host amassed outside the city's gates. Rel Deven, however, lay
totally untouched.
The
city has remained entirely independent ever since, an unsullied jewel in
the broken Aerdy crown. Unfortunately, with the diabolical Duke Szeffrin
to the north and the scheming Herzog Reydrich in Zelradton to the south,
the city is isolated and virtually inaccessible to outsiders (though
they are thought to be welcome). So far, the long-term intentions of The
Eldritch Lords continue to remain a mystery and yet one can't help but
feel that some great secret lies buried just beneath the surface of
their cold, solemn faces.
The
Sorcerous Union of Radigast City
This
is a small but robust guild that may or may not have the most noted
school of illusion in the Flanaess (while still a matter of opinion,
there is no doubting the skills of some of their membership). Together,
they are a fairly independent group of mages, patterning themselves much
after the Guild of Wizardry of Greyhawk with whom they feel some kinship
and friendly rivalry. They lack the latter's resources and prestige (and
infamous and legendary patron, Zagig Yragerne), but are nonetheless
trying to position themselves to become the next center of magic on the
Nyr Dyv. Their motive is less political, rather than simply appealing to
the questionable virtues of magedom and the Art and the Craft. Their
hopes continue to approach realization as a small group of foreign
sorcerers (including two archmages) joined them quite recently from
Nyrond, Almor, and the Shield Lands.
Currently,
Radigast City has become the most open port on the Nyr Dyv and the
primary destination of lake traffic leaving the vicinity of the Cities
of Greyhawk and Dyvers. It is the gateway for the trade and travel
moving eastward to Nyrond and beyond that seeks to avoid the former
Shield Lands and all of the lands of the Old One. Growing by leaps and
bounds like their urban home, the Sorcerous Union has recently secured
permission from her noble brilliancy, the Countess Belissica for the
construction of a new guildhall within the precincts of the city. A
small multitude of artisans have been commissioned to work on the
project (including the efforts of the Union itself, of course) which is
expected to result in a wondrous new addition to the magical
architecture of the Flanaess. If the plans hold true, no less than four
huge towers will support a massive spherical edifice with an open air
cylindrical center overlooking a public courtyard. Numerous
"special" items required in the construction are being
contracted out for discrete "acquisition".
Most
cities sport some sort of a mage's guild [a rare few have more than
one], but most do not share anywhere near the influence and power of the
above organizations. Most magical cabals number anywhere between a
handful too a dozen mages and are often located in the local temple of
Boccob.
Veluna
City
The
Society of Enlightened Mages (or simply, the Enlightened Society) is a
small and erudite lot that includes branches in Verbobonc (where they
are known as the Silver Consortium), Mitrik, Devarnish, and a
headquarters in the largest city of Veluna. They are highly noted
diviners and well regarded scholars, acquiring quite a patronage in the
lands of Ferrond (comprising Furyondy, Veluna and the Shield Lands), who
seek them out for their sagistry and insight. They are known to have
many priests (particularly of Boccob and Rao) and mage-priests in
residence. Political involvement is generally regarded to be nil.
Niole
Dra
The
National Academy of Wizardry. Small but countrywide, this guild includes
a chapter in every Keoish city and town of consequence. These chapters
are organized to be fairly independent of each other, save in name.
Their power has waxed and waned over the centuries and they are
currently in decline. At one time the National Academy regulated nearly
all magic in the nation, save that in the hands of the Silent Ones (see,
A History of Keoish Aggression). They granted licenses to practice magic
and sanctioned the production of magical items. Now, they exert no such
influence, barely even able to sway their own membership. In most
respects they are a middling group of middling mages, with all too
middling ambitions. Lashton, the court wizard and close councilor to the
King of Keoland ([in]famous for leading the recovery of Istivin during
the unfortunate incident of some years ago), has recently assumed the
presidency of the Academy. This may herald some interesting changes, but
we must watch and wait, since the Archmage is believed to be extremely
ambitious.
Gradsul
The
branch of the National Academy of Wizardry in Gradsul is unusually weak,
given the large size of this Keoish port city, as is the local enclave
of the Silent Ones. The group calling themselves "The Sea
Mages", however, are the truly fashionable guild of this city, and
by far, they are the most active. Aside from the common functions of
this guild, they also work to keep the Scarlet Brotherhood and their Sea
Prince conspirators in check and have so far met with some good
successes. Their members work closely with the royal navies and
mercantile companies to ensure Gradsul's security and free access to
trade across the Azure Sea. Many have pledged themselves to act as a
bulwark to the southern menace, so all hope may not be lost.
Exag
An
ancient and little known society calling themselves simply "The
Illuminated Ones". They play almost no role in the current politics
of Perrenland. In fact, Exag is often treated as a city unto itself, and
is said to be far more ancient than anything within a thousand miles of
it, including in the Lands of the Bakluni. Nothing short of a direct
investigation is liable to reveal more.
Rel
Astra
A
smaller, more recent organization, calling themselves the "Scholars
of the Arcane", sits quietly beneath the shadow of the Sorcerer's
Nexus. They interact little outside of their own circles (requiring
little it seems, save the free exchange of magic and information) and
are thought to be quite skillful and wizened old men who plot little but
their own research.
Rookroost
The
once keen and able Warlocks of Rookroost organized (and to great extent
still do) a large network of agent-mages in the former Bandit Kingdoms,
providing all the trappings of a guild. While not by any means a
charitable or scholarly organization, the mages that found themselves
amongst the Warlocks simply had no place in the more civilized and
law-fearing South. It is thought that many of them despise Iuz and pay
paltry lip service to his stewards. Others of course, have embraced
their new Master wholeheartedly, finding his tastes to their liking. It
is certain that some of the Warlocks even work towards the Old One's
downfall, whereby in an ironic twist of fate, the one time oppressors
become the oppressed.
Molag
The
Necromancery was, before the war, a "thriving" guild in the
City of Shadows. Its current status remains unknown, as is their
disposition towards the Tyrant of Dorakaa, that is, should they even
have survived the night of the Blood Moon massacre. Nonetheless, it is
known that the guild often opposed the Hierarchs in the past, save
perhaps, certain priests of the Dark One, Nerull. Their role in current
matters remains entirely clouded, though rumors persist of strong
resistance in the undercity beneath the stinking streets of Molag.
Sefmur
The
abstruse "Order of the Inner Flame" continues to exist in the
old capital of Tusmit, side-by-side more traditional yet less
distinctive guilds. They practice a variety of magic nearly totally
unheard of (and little understood) in modern times, namely, manipulating
the ambient energies of the multiverse with the powers of their minds.
'Look to Zuoken' is a common catch-phrase amongst this group.
Nevond
Nevnend
"The
Keepers of the Flan" were largely a ceremonial congregation until
the fateful beginning of the Great War. Supposedly guarding the magical
secrets of the Flannae (less erudite scholars insist there were none to
guard), they have now turned to attempting to liberate their homeland
from the hordes of Stonefist and the grip of the Dark Lord of the
Howling Hills. The Keepers were able to escape as the uncertain darkness
came, but refused to abandon their homeland for the hated Pale and the
ineffectual Nyrond. They fight for the freedom of their nation, and are
thought to do so from hidden enclaves in the Griff Mountains. The mage,
Nystul, is thought to be their greatest benefactor.
Seltaren/Leukish
The
Wizardholme of Urnst finds it's primary headquarters in the large inland
city of the Duchy, far away from the lakeward bustle of the capital,
Leukish, although the latter sports a sizable chapter, as well. A
traditional group, their eyes have usually looked south and east, to the
Abbor-Alz and the Celadon Forest. Their most luminous member is
currently the Archmage Warnes Starcoat, Chief Sorcerous Councilor to the
Joint Courts of Urnst (who rose to the post after the mysterious
disappearance of the Seer of Urnst). At one time the legendary mage
Keoghtom numbered among them, before he retreated to the depths of the
Celadon, where it is whispered he remains to this very day. Today, the
Wizard-holme grows increasingly concerned about the activity of the
archmage calling himself the "Emperor of the Bright Desert",
from whom one spy has already been necessarily dispatched after he was
uncovered in their very sanctums.
Monmurg
A
group calling themselves the "Wizards of the Coast" is the
most infamous gathering of mages in the former lands of the Sea Princes.
Never scholarly, or even all that politically inclined, they have always
benefited greatly from their position at the gateway to the unknown
worlds lying opposite their shores (which the Sea Princes have never
been reticent to explore). With influence in both Westkeep and Port Toli,
the Wizards are (or at least were) a force to be reckoned with which has
however, seen better times. The Scarlet Brotherhood's agents have thus
far found it difficult to outmaneuver them, albeit, the persistence of
the Scarlet Ones will no doubt eventually break these stalwart mages
unless some kind of succor is soon to be forthcoming.