The oldest and largest guild of casters in the human lands is the Lantern Guild.
The Lantern is the iconic symbol as it represents the light in the darkness and leading people down the paths of civilization. It relies on Affinity and Book/Path magic, though a few members also practice other systems.
It is composed of several sub guilds organized along certain professional lines and each is represented with its own lantern symbol.
- Black Lanterns; Affinities: Fishing, Ice, Magic, Sailors, Ships, Water
- Blue Lanterns AKA The Communications Guild; Affinities: Communication, Empathy, Magic, Mind Control, Sound
- Brass Lanterns; Affinities: Fire, Hearth, Magic, Smithing
- Brown Lanterns; Affinities: Animal, Hunting, Magic
- Green Lanterns; Affinities: Agriculture, Magic, Plant, Wood
- Gold Lanterns AKA The Society of Enchanters; Affinities: Enchantment, Magic
- Grey Lanterns; Affinities: Air, Magic, Weather
- Iron Lanterns; Affinities: Magic, Protection, Warning
- Orange Lanterns; Affinities: Crafts, Magic
- Red Lanterns; Affinities: Body, Deception, Entertainment, Illusion, Magic, Sound
- Shadow Lanterns; Affinities: Magic, Necromancy, Spirit
- Silver Lanterns; Affinities: Knowledge, Magic
- Violet Lanterns; Affinities: Body, Healing, Magic
- Yellow Lanterns; Affinities: Earth, Food, Magic
- White Lanterns; Affinities: Darkness, Light, Magic
- Winged Lanterns; Affinities: Gate, Magic, Movement, Travel
Each Lantern Guild is run under it’s own guidelines and rules but all work with a common charter. They meet once every ten years for a High Council meeting where the highest representatives discuss the interests of the Guild and how to further them. This is a big event and many come from all over the world to participate and learn what the other chapters are doing. The Guild is the most widely recognized human and dwarven secular magic organization and has great influence. Technically it has no authority over anyone but it’s members. It is still consulted in many magical matters and is considered the legal default Guild in most provinces and kingdoms. The politically most powerful Lantern Guilds are the Blue, Green, Red, and White Lanterns but this may vary in some locations where a specific Guild helps the areas major needs.
General Charter
1. The purpose of the Lantern Guild and its chapters is to promote the economic potential and advancement of its members.
2. Members are listed on the rolls by rank and circle and senior members are responsible for junior members and have increasing responsibility to the Guild. Dues are based on rank.
3. Each chapter house will be registered with the Guild headquarters and all chapter houses are expected to keep current on other houses and current events as affects the Guild.
4. Hospitality. All chapters will make basic services available to members in good standing with the Lanterns Guild no matter what chapter or member guild they belong to. Basic Services include but are not limited to basic sleeping and personal gear storage, local information, study room and employment notices.
Lanterns Guild Rank general guidelines and information
Rank –1 (-5 points) Duty *All the time (-10) [-15]
The lowest of the low. This rank is reserved for applicants who cannot afford formal apprenticeships. They are assigned many of the lowest tasks in the guild in order to build up enough guild credit to pay for their training. They are expected to live in the guild halls and be on call day and night to meet the demands of the guild.
Rank 0 (0) Claim to Hospitality (5) [5]
The standard apprenticeship rank. At this level you are undergoing training, typically in a formal situation under a specific teacher. Some, undergo this training on the road traveling from town to town but they are not allowed to sell their skills in magic. At this level the variation in training is quite large and you have some who have yet to learn their first ritual and others who have mastered many but are reluctant to apply for more senior rank. This is the first level at which your Aura is marked by the guild to show your membership and rank. Note that above this rank the character must be a member in good standing for at least as many years as the rank to which they hold. So rank 1 requires at least a year membership while rank 4 requires at least 4 years membership.
Rank 1 (5) Duty Occasional <9 (0) [5] Dues $25/month plus commission fees
At this rank the guild member has passed tests ensuring competency with at least 5 different spells in the College belonging to the Guild (10 spells for Gold Lanterns). Members may sell their services through the guild with the guild getting 10% of the pay for brokering and administrative related fees. Members who are on the road are encouraged to pay in advance but are typically placed in good standing when they come back to Civilization and pay their back dues. If they are caught practicing thier magic for pay while not in good standing or on a waiver they are penalized heavily with fines, duties or even forfeiture of guild membership.
Rank 2 (10) Duty <12 (-5) [5] Dues $50/month plus commission fees and 10 hours a week unpaid service.
Members at this are the meat and bread of a guild and spend their time assigning tasks to apprentices, gathering and posting guild related news on the boards, brokering and interacting with the other organizations in the area. They must pass a test demonstrating competency at administration and at least 10 spells in the College belonging to the guild with share strength among them.
Rank 3 (15) Duty <9 (0) [15] Dues $75/month plus commission fees and at least 10 hours a month paid service.
Members at this rank may be teachers and must pass proficiency tests demonstrating the abilities of Rank 2 plus mastery of at least two spells (Skill 15+).
Rank 4 (20) Duties as required, Status 1+ (5), Rep+2 local guild members (3+) [28]+ Dues $100/month, plus
This is the rank of the typical chapter guild master. Often this rank comes with a salaried position that more then covers the dues. The Single College Enchantment spell is required at mastery level (15+) to achieve this rank as well as mastery of administrative skills.
Rank 5 (25) Status 2+ (10) Rep+1 all Lanterns (5) [40] Dues $200/month plus commissions
The most senior rank all but the rarest members achieve. At this point the member is pretty independent and either in charge of a large guild chapter or reports to one. Besides the skills and spells required by the lower ranks mastery of economics and merchant skills are required as well as some competency with diplomacy.
Rank 6 (30) Status 3+ (15) Rep+1 any mage or magical scholar(5). [50] Dues $250/month
To achieve this rank the member must have researched a new college spell as determined by the guild leaders or led the enchantment of a particularly famous and noteworthy magic item or permanent spell that reflects the guild directly. This rank is awarded in a special ceremony by the High Council at the High Councils festival of Lanterns held once every ten years. It is a great honor rarely achieved. Note that at this level and above commission fees are not paid unless guild resources are used in the spell casting or its preparation.
Rank 7 (35) Status 4+ (20) Rep +2 any mage of Civilization (10) [65] Dues $500/month
This is the senior ranking of a guild and only one exists for each lantern guild.
Member benefits and local organizations
1. Chapter houses maintain a library for self study, act as brokerage houses for their members and even provide emergency shelter.
2. Chapter houses come in many varieties but a rating system has been devised and is reasonably adhered to enough to give the traveler a pretty good idea of what to expect.
I. One Star House
II. Two Star House
III. Three Star House
IV. Four Star House
V. Five Star House
3. The learning fees for members in good standing of a house are halved for in house spells. No special fees are charged for in house use and access to the standard library. Members in Good standing of another house are charged $5 a day for use of the library.
No comments:
Post a Comment