Wizards Of Moar

In the Kingdom of Moar Wizards have attained a place of significant power and influence. They have organized into formal Orders that share common beliefs, arcane methods and talents. These Orders are more than just a college of knowledge, but have attained political and economic power as well. Under the Triumverate system that once ruled the great Kingdom of Rona, the Wizards had a share in political power. After Moar declared its independence, the King, who was himself a wizard, gave a greater control to the wizards. The Wizards are now a ruling class, serving as the power behind the throne, and holding a greater influence than even the Church of Rona. They have investments throughout the merchant class, and many orders posses large amounts of land, mines, and even their own shipping fleets. There are many Orders in Moar, most of which are located in the capital city of Tharthin.

The Wizardly Orders:

The Wizardly Orders are sanctioned by a law set forth by King Loch Moarlind in the second year of his rule. Called the Magius Imperia, this law established the rules by which wizards may organize, called Orders, and the power they have in government. There are six basic tenants of the Imperia:

I. Wizards may establish Orders of Wizardy to share arcane knowledge.
A petition must be made, which can only be approved by the King. An Order may only be established by an Arch-Magius, two Mages (called a Concurrence), or three Masters (called a College). The Order must identify itself and have a clearly defined purpose that differentiates it from other already approved Orders. Each Order must pay a starting tax of 10000 Gold Nobles to the King, and an annual tax of 1000 Gold Nobles.
II. Wizards may establish Schools of Wizardry to educate apprentices.
Either a petition must be made, which can only be approved by the King, or a registration may be completed, which requires the sponsorship of an existing Order. Sponsorship indicates liability for the curriculum and actions of the School. Every school must identify itself, employ a Rektor, and have a clearly defined curriculum that is approved by the Ora'Magium. Each School must pay an initial registration fee of 5000 Gold Nobles to the King and an annual registration fee of 500 Gold Nobles.
III. Each Order of Wizards will appoint a representative who will serve on the Ora'Magium.
The Ora'Magium is a collective of Wizards who serve as a Parliament under the directive of the King. With direct Decree by the King, they may establish law, hold court, and enforce law. The Ora'Magium is given the charge to assure the responsible use of magic, and the proper education of apprentices.
IV. No one may practice or perform arcane magic without first declaring them-self to the Ora'Magium.
The Ora'Magium must be aware of all arcane spell casters in the Kingdom of Moar, and therefore all who wish to perform magic legally must officially declare this to the Ora'Magium.
V. All Arcane Pools must be declared to the Ora'Magium and those not posessed by an Order will be the property of the King.

Apprenticeship:

In the Kingdom of Moar, young men and women with the intelligence, will power and patience to learn the arcane arts are often chosen at a young age to begin their education. There are three common methods by which they may begin their apprenticeship. The first, and most common, is for a young man or woman who shows talent to be chosen for one of the three major Schools of Wizardry. These schools are a training ground for young wizards and provide them the necessary skills to excel in a world of magic. Admittance is not cheap, though, and as such it is usually only the purview of the wealthy. The second method is for a young man or woman to be hired into the school as a servant. Usually this is only done if the young one has the potential to become a wizard but lacks the financing to be admitted. These young men and women will at least attain a formal education, and if they are truly talented and hard working may be granted one of the few scholarships to continue as an apprentice. The final method, and least common, is for a young man or woman to be taken under the arm of an established wizard as a personal apprentice. This is very rare amongst the schools because the expense lies almost entirely upon the wizard as does the responsibility for the education. Yes, the wizard could arrange for their apprentice to attend normal classes at the school, but that would often be contrary to the entire purpose of having an apprentice, which is to pass along direct knowledge to the youth without sharing said knowledge with a broader audience. It also means more direct control over the child’s development. A personal apprentice is more common in the outer lands of Moar, far from the schools of Tharthin.

Apprenticeship occurs in three stages:
I. Initiate: An Initiate spends their first few years (usually ages 8-11) learning common skills and otherwise spending the majority of their time doing chores. The benefit is learning how to read and write, complex arithmetic, attaining a broad and worldly knowledge base, and becoming familiar with the affairs of wizards. They are also given rudimentary training in spell casting. It takes years to master some of the most basic of understanding (Detect Magic, Prestidigitation). At the completion of this training they are given a test. If they pass it they may progress on. If they fail, they may be offered a job as a servant in the order, or may return to their prior life. Those who leave the order at this level often continue their education in a non-arcane environment and progress on to successful, though often mundane, lives. In game terms, Initiates do not yet have a character class.
II. Neonate: Once one has passed the initial testing they may begin their true study of magic. Initially their skills are very limited but over the course of a few years of training (usually ages 12-18) they can become competent wizards. Those who are offered admission and pay their tuition to join the order begin as Neonates. A Neonate is such until they have mastered the skills taught to all Neonates. This could be as early as 16 years old, or as late as 20. There is no set amount of time, but those who tarry are often encouraged to leave the school.
In game terms, Neonates are level 0 and have completed their training when they can accomplish the skills of a level 1 wizard (Detect Magic, Read Magic, Identify spells cast by others, Identify the properties of magical items, and cast at least three other spells).
III. Adept: Once able to perform the core abilities of any wizard, a Neonate is graduated to the position of Wizard-Adept, or simply Adept. An Adept is a young wizard without a chosen path. That is, they have yet to enter a Wizardly Order. Each Order decides when an Adept becomes a fully recognized Wizard. Those who never choose an Order may find themselves denied the title of Wizard by others of their class, though they may in fact have superior skills. The preferred term of humiliation given these individuals is “Magic User.” In game terms, an Adept is a 1st to 3rd level wizard. Attaining 3rd level defines the ability to perform more powerful magic that proves one’s ability can expand beyond the elementary teaching of the apprentice years (2nd level spells).

Wizard Ranks of the Orders

Once a wizard has attained the status of Adept, they may petition to join an Order. There are numerous Orders in Moar, so a wizard has many to choose from, though each has its own standards of who they will admit, when and why. Of course, the Orders are not for everyone. Some wizards will excel on their own merit and in their own time. Others will prefer to stay under the tutelage of a single master. Those who do join an order, though, will find significant benefits. They will have access to vast libraries of spells, fully stocked laboratories, institutional resources, and a vast network of other masters. Each order has its own structure and titles. However, there are some common titles shared amongst the wizardly community that are accepted by all. These are:

I. Adept: As above, an Adept is a wizard who has just attained their core skill level and is ready to either join an Order or continue their education on their own.
II. Wizard: A Wizard is one who has been accepted into an Order of Wizardry. They have proven their ability to expand their knowledge beyond the basic teachings attained by an Adept.
III. Master: A Master is one who has mastered the core level of knowledge expected for most wizards. That is, a set of arcane skills that all wizards should have, such as dispelling the magic of others and being able to see the most intricate of magical auras (3rd level spells, and particularly Dispel Magic and Arcane Sight). The title of Master can only be granted by other members of the Order. This could be by the unanimous vote of a council of five Wizards, a college of three Masters, or a Mage.
IV. Mage: A Mage is one who has attained exceptional skills in magical ability and is able to perform superior spells well beyond the talents of most wizards (5th-7th level spells). The title of Mage is one of serious respect and they are given a great deal of prestige in their order. The title of Mage can only be granted by the unanimous vote of a college of three Masters, a concurrence of two Mages, or an Arch-Magius of the same Order.
V. Arch-Magius: An Arch-Magius is one who has attained the knowledge and skill to perform the greatest spells known (8th-9th level spells). Those with this title are the elite of their school and renowned amongst the wizarding circles. The title of Arch-Magius can only be granted by a concurrence of two Mages or another Arch-Magius of the same Order.

Rank Min. Spell Levels Min. Wizard Level
Apprentice 0 0 lvl
Adept 1st 1st lvl
Wizard 2nd 3th lvl
Master 3rd 5th lvl
Mage 5th 9th lvl
Arch-Magius 8th 17th lvl

Titles of the Orders

The Orders use the following titles to describe their members and leardership:

Rektor The appointed head of the Order
ProRektor The Vice-Rektor chosen to serve in the Rektor’s place should he or she be unable or unavailable to perform the job duties.
Vice-Rektor Each division within the Order will have a Vice-Rektor appointed either by the current Rektor or by the Lektors within that division. Divisions are usually defined by function rather than a particular skill or subset of magical ability.
Prefekt Prefekts are appointed by a Vice-Rektor to serve as a second hand. While not given the full authority of the Vice-Rektor a Prefekt can act with authority on his or her behalf. Being a Prefekt in no way guarantees one a position as Vice-Rektor. One doesn’t have to be a Lektor to be selected as Prefekt.
Lektor A wizard who teaches within any Order or School is called a Lektor. These positions are given much honor and provided a yearly stipend for their work.
Docent A wizard who is awarded a Docentur, is given funding to perform research within the halls of the Order or School. Such wizards have the funding to hire a hand full of assistants to help in their research.

Wizard Libraries

WIZARD ORDERS:

Royal Order of Wizardry

The Royal Order of Wizardry is the oldest Order of wizards in Tharthin. It was once a disjoined collection of wizardly orders positioned in various towers, colleges and manors throughout the city; but when Rona collapsed and Moar became a Kingdom of its own, a council was formed to unify them into a singular force. The King, himself a wizard trained by the Order, gave the wizards a place of great power within the hierarchy of the city. They were renamed to represent their royal appointment. Their school for neonates, the Royal Academy of Tharthin, is world famous. The Royal Order is the most prominent Order of Wizards in Tharthin, and the world. Their numbers exceed the membership of all Five Celestial Orders combined. When someone says they are a wizard of the order, most people assume they are referring to the Royal Order.

The Five Celestial Orders
Tharthin is home to an order of wizardy that has learned from ancient Kamoran Astrologers and even Druids, that the stars control the flow of Magic.  These wizards have become Astrolomancers and they have learned a great deal about how to manipulate their magic using the stars.  In game terms an Astrolomancer is simply any wizard who takes the Knowledge-Astrolomancy skill and uses it to improve upon their spell casting.  There are special feats available to those who have this skill, allowing you to exploit the relationships between the five spheres (five planets moving through the zodiac).  The Five Spheres represent the five types of meta-magic.  Amongst the Celestial Orders there are five Specialist groups.  These Orders focus on one of these spheres, and thus are specialized in a type of meta-magic.

Other WizardSchools

Arkadiusz's Arcanological Academy

Czcibor's Comandaric, a War-Wizards' Academy

The Diviner's Colliquoum of Mistress Kornelia

The Magnificent Halls of Mieczyslav the Magnificent

The Order of LUD

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