THE
BROKEN PORTAL
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In the Age of Dreams, before the stars were firmly
fixed in the heavens, the gods of magic walked on Krynn. Solinari, The Wizards' Code and the Organization of the Conclave All true wizards of Krynn abide by the following rules (the "Three Foundations of Wizardry" mentioned above):
There are many in Krynn who are happy enough to wield a small amount of magic to aid them in day to day use. Those who aspire to possess greater magical power must join one of the Orders of High Sorcery. The method by which initiates are inducted into the Orders is the infamous Test of High Sorcery. The Orders of High Sorcery are ruled by a representative council of 21 wizards called the Conclave of Wizards. Seven archmages (18th level or above) of each order serve as a delegation to the Conclave of Wizards. The Conclave convenes in accordance with the moon cycles to discuss routine as well as urgent issues. One of the seven delegates from each order serves as the order's Master. The means of selecting the Master differ from order to order: white Robes hold an election; Red Robes draw lots from the seven Conclave members; Black Robes hold contests to prove magical prowess and domination. Once a Master is chosen, he or she serves for life unless convicted of a serious breach of loyalty by unanimous vote of that order's delegation. The Master of the Conclave, the highest official in the Order of High Sorcery, is elected from the twenty-one Conclave delegates. This election takes place through a consensus spell, which instantaneously gauges the collective will of Krynn's wizards on a specific topic. The current heads of the Conclave are as follows:
The Test of High Sorcery Often referred to simply as "the Test," this is possibly a large part of the mistrust of wizardry in Krynn at the present time. To progress into an Order, an initiate is summoned to take their Test at the Tower of High Sorcery in Wayreth Forest. (The only other existing Tower is at Palanthas, and remains inaccessible due to the wishes of its present master, Raistlin Majere.) Once arriving at the elusive Tower at Wayreth (only those with an invitation are able to find it), the initiiate undergoes the grueling Test. Each Test is designed for the individual wizard, and tests the wizard's knowledge of magic, their emotional and mental stability/maturity, and their physical strength. Failure of the Test results in death, a relatively common occurrance. Following completion of the Test, the initiate declares their alignment and are admitted into the White, Red, or Black order, depending on their declaration and their actions during the Test. All who wish to join an Order of Wizardry generally begin their training as children, studying under an archmage (18th level or higher), usually an archmage approved by the Conclave of Wizards. Low-level wizards (1st through 3rd levels) can dabble in magic without declaring an alignment or loyalty to the Conclave. Such minor magics are not even affected by the flux of the moons. With greater power, however, comes greater responsibility. Those who seek to progress beyond the fundamentals of magic must travel to the Tower of Wayreth. There, the young wizard declares an alignment and pledges loyalty to an Order of High Sorcery. The applicant is apprenticed to a higher level wizard, often the original mentor. Once this is accomplished, the apprentice must take the Test of High Sorcery. The Test of High Sorcery measures a wizard's magical abilities and tells how the applicant will use current and future abilities. Each initiate's test differs, designed exclusively to measure strengths and weaknesses. In all tests, failure means death. The wizards are less interested in the applicant's alignment than whether or not he will use the power of magic in a responsible manner. In all versions of the Test, the applicant faces three trials of magic knowledge and use. These trials include the casting of all spells the initiate knows. In addition, the Test includes three trials that cannot be solved by magic alone. One such trial involves combat against an ally; another includes solo combat against a far more powerful opponent (two levels higher). The third trial is always a mystery. Those attempting the Test may bring companions along, but occasionally these folk never return. A wizard may change Orders after taking the Test. In these cases, however, the wizard loses two levels of experience and remains for one month unaffected by the new Order's moon. Back to top of page Orders of High Sorcery Wizards of the White Robes A White Robe wizard must adhere to the laws and ways of good, keeping this goal in mind throughout all of his/her adventures. A White Robe Wizard acts to promote Good. Aside from his vow to support magic, the cause of Good is his central concern. Acts that violate the precepts of Good lead to the character's ruin. White Robe Wizards who stray from the path soon find they are unaffected by Solinari. White Robe Wizards often assist Good-related quests and causes, finding themselves allied with paladins, Good clerics, and Knights of Solamnia. Wizards of the Red Robes Wizards of the Red Robes tread the delicate path of Neutrality. Besides an ultimate loyalty to magic, a Red Robe Wizard works to balance Good and Evil. Wizards of the Red Robes often act as the moderating voice of reason and peace. While the forces of Good and Evil battle for control of Krynn, the forces of Neutrality seek only to maintain the world. Wizards of the Black Robes Due to their nature and code of "Anything for the sake of the Magic," Black-robed wizards gain power more quickly than any other order. Unfortunately, this often results in a greatly reduced life-span. Wizards of the Black Robes embrace the cause of Evil. They do not, however, hurl random fireballs at peasants' cottages, for such activities would abuse and jeopardize their chief love -- magic. Black Robe Wizards may be cruel, but they are selfish and cunning also, avoiding open acts of violence if a more subtle way can be found Back to top of page Renegade Wizards Renegade wizards are those that willingly shun the Orders of High Sorcery and choose to operate by their own methods, living outside the strictures of the Towers of Sorcery. A renegade wizard who has come to the attention of the Orders is seen as a threat which must be either absorbed, neutralized, or eliminated. Each Order has its own way of dealing with a renegade. White Robe wizards will capture the renegade using as little violence as possible. The renegade is informed that he must go before the Conclave and join an Order of High Sorcery. If the renegade refuses, he is magically cast out of Krynn. If the White Robes fail to capture the renegade, they will keep tabs on his location, destroying him only if the renegade proves to be a menace to the ways of magic or to innocents. Red Robe wizards will attempt to capture the renegade with as much force as deemed necessary, usually increasing in proportion with the renegade's resistance. The renegade is brought before the Conclave and asked to join an Order of High Sorcery. Should the renegade refuse, or if the Red Robes fail in their attempt to capture him, the Red Robes will hunt down and destroy the renegade, citing him to be a threat to the balance. Black Robe wizards will attempt to capture the renegade and try to win him over directly to the Black Robe Order. Should he refuse, the renegade is persuaded to remain renegade or is killed. Back to top of page Towers of High Sorcery In pre-Cataclysm days, five towers served as common ground for the Orders of High Sorcery. These towers stood in the locations eventually known as Palanthus, Wayreth, Istar, Daltigoth, and the Ruins. The general plan for the towers' construction was decided by a committee of members from all three orders. They designed a central complex with a tower surrounded by a field or garden. The actual construction, however, was overseen by the wizards living in each area. Thus, despite the standardized design, each tower reflects the tastes of the region. In addition to differing decorations, each tower has a unique field. The Tower of Wayreth is surrounded by a transdimensional field, which allows it to appear anywhere within 500 miles of its original location in Wayreth Forest. The Tower in Palanthus is surrounded by the Shoikan Grove, which emanates a powerful fear spell. These two towers are the most popular, most well-known of the five. Details about the other three towers are sketchy, thanks in part to the Cataclysm. Apparently the garden around Daltigoth once caused sleep, that around Istar made characters forget, and that around the Ruins created intense feelings of passion. In addition, a series of unique wards and obstacles created a first line of defense for these towers. All the towers are neutral zones. Fighting among wizards at the towers is forbidden, punishable by immediate death. Back to top of page |
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