Conclave History

Introduction

This information comes from an older library of the Red Robes.

Cathas Daroconus and the formation of the Conclave

After the formation of Serpantol at the hands of Ser'Pahn, a boy by the name of Cathas Daroconus was born into the settlement. Even as a boy, he was brilliant, and as he grew, his head became filled with ideals and dreams of greater power. His father encouraged training as a Knight, but Cathas had other ideas.

Late at night, Cathas would watch the moons rise over the horizon, and bathe the world with their glow. But something inside him hinted that they were more than just another source of light . Through meticulous research, he discovered that lore spoke of three Immortals, one of which was invisible to all. Their avatars rose in the sky in the form of glowing white, red, and black spheres. However, it was unknown as to what purpose these served. It was through years of experimentation that Cathas, along with other friends, discovered that a powerful force could literally be drawn from the moons. Eventually, this power could even be stored, and transferred during the day. Spells of all varieties were discovered, and by uttering words of magic, or using various components, anything from protective shields, to massive fireballs, could be summoned up.

It was then that Cathas and a small group of 'gifted' individuals formed what became known as the Conclave. The organization slowly grew, and as its numbers did, so also, did the mistrust for the band of Magi. Texts and the use of magicks were stolen, and the ideas tarnished. Those whom studied outside of the Conclave's circle became targetted as enemies, or 'wilders'.

The power of magic, largely unknown to the rest of Serpantol, and the world, was becoming more and more unpopular. Jealously also sprung from this fear, and the Conclave was forced to become secluded. Quarrels also ensued between the Magi over how best to wield this awesome power. They soon decided to divide the group into three 'orders', according to one's faith, and the way in which they used their magic. Each ethos was to draw magicks only from the moon that corresponded to their faith. Over time, even the Black Moon became quite visible to those whom drew magicks from it, a symbol that such miracles were not impossible, especially with magic at your fingertips. Hence, the Black, White, and Red Robes were founded. Good, Neutral, and Evil, with a Wizard leading each particular robe. One of these was titled 'Master', and he had power over all the others. Cathas, naturally, was the first of these Masters.

Spellath the Dark and the Ogre Wars

Jealously, of course, abounded amongst other races as well. Spellath the Dark of Shalonesti, was one such elf. Late one night, he brutally assassinated Cathas, and stole the first Spellbook of the Conclave. The use of magicks was spread throughout the elven civilization, and after Spellath's exile, to the minotaurs as well.

When Serpantol turned their back on the Conclave after Cathas' murder, the Magi decided their dealings with the settlement were through. Together with their families, and those others whom were angry at Serpantol's leadership, they moved southward to present-day Althainia. There, they began construction of a new city, and a residence for the Conclave. The settlement was called Shinalstin, and was to fall under the protection of the newly flourishing magicks. 'Gifted' from the Shalonesti, as well as from the Minotaur race, began to appear, requesting training by the most talented magic-users in the land. Soon, the Conclave was double its previous size, and still growing.

However, the Ogres from the north had decided to plunder this new city. They invaded en masse, and a long, tedious battle occured. Brute force was pitted against the magic of the Conclave, and together, the Ogre army was sent fleeing. However, during the battle, a spell was cast that altered a group of the Ogres drastically. They were now doubled in size, and twice as strong. Immediately after the war, the Conclave delved into this mystery.

The discovery of the Advanced Spheres

Through experimentation, and research on this new magicks, the sphere of Alteration was discovered. The Conclave then began to apply basic alteration principles to magicks, and soon became able to actually create, or invoke, fire, ice, and artificial life into previously lifeless objects. Hence, Invocation was created. Other spheres came into existance, such as advanced Illusions, and advanced Enchantment, through such experiments. Finally, a small group of Black Robes, whom were fascinated with death, and the afterlife, began to experiment on corpses. They applied basic principles once again, but found only golems would form from the rotting flesh. The Magi persisted, and soon found they could actually transfer some of their life force into the corpse, hence creating a semi-sentient being. Skeletons and zombies could be summoned, depending on the condition of the corpse. The corpse of a small dragon was tested next, but it was too large for this method to be effective, without dire costs.

Through careful study of the spirit plane, one elven Necromancer discovered that the spirit could actually be ripped back from its slumber, and placed once more within its body. It would become a nearly mindless servant, obeying its summoner. On rare occasions, however, the violent, and insane corpse would turn on its master, wildly flailing in a vain attempt to slay those whom had disturbed it. When applied to the dragon's corpse, massive bone dragons would rise from the cadaver, more powerful than any horse or elephant, and it could fly almost as high as most wyrms. Finally, the Necromancers, through their study of death, stumbled across the use of various plagues and maladictions, which became deadly tools in battle.

The slaves from the Ogre war, however, were used to aid the Conclave in constructing a massive Citadel. Knights from the west also enlisted in this task, with the promise that the Conclave would aid them, should they need it. Once finished, this palace of magic surpassed any structure that had ever been seen before. Beneath the Citadel, corpses were stored, from which the Necromancers could collect body parts, spell components, or animated servants. Also stored beneath it were various materials, from diamond to strips of cloth, in order to create new golems, which served many of the same purposes that the corpses did. These resources were fairly easy to come by, as all it took was dragging fallen soldiers from the battlefield to the Citadel. The armor was made into golems, while the corpses became infantry in the service of the Clave. With these magicks, not only did the Conclave have powerful magical abilities, but a nearly unlimited infantry to fight battles.

The Dark Alliance and the Draconus

The Conclave lived in peace within Shinalstin for a very long time, while the yaenni and the Eclipse caused trouble in different parts of Algoron. However, upon the abduction of the Draconus by Eclipse, the Knights come to the Conclave, asking for them to fufill their side of the alliance. Together with the Knights, Metallic Dragons, and Malice, they fought off the massive armies of the Dark Alliance. The war was destructive, and left much of the world in shambles, not to mention nearly obliterating the minotaur race. However, the tide finally turned when the Conclave, using its power of invisibility and nondetection, stole the Draconus from the Alliance of Darkness. The evil dragons turned on their masters, and Eclipse was finally brought to its knees. In order to prevent further abuse, the Conclave met and splintered the Draconus into five pieces. The elves, the dwarves, the Knights, the Conclave, and Eclipse, all received a slice of the Draconus.

While the world recovered, the yaenni advance on Algoron, decimating Serpantol and the Knights, while the Conclave remained secluded. However, soon after the fall of Serpantol, refugees brought word of yaenni advancement. Within days the hordes of yinn invaded, sacked, and burned Shinalstin. The city was left in shambles, while the Conclave's magic was not quick enough to protect the citizens. The Citadel was sacked, and the Dracon lost, while the citizens became angry, and directed their rage at the Conclave.

Infuriated by the misdirected anger, the battered Conclave decided to show the world that it was still to be feared. Together, the three robes banded together outside Shinalstin, and began to chant simultaneously. A plague created by the Necromancers swept through the city, killing dozens within minutes, and spreading like a wildfire. Transmuters made buildings collapse upon themselves, while cracks were sliced into the foundations of the city. The Invokers called forth a great fire, burning the remainder of the fallen city, and killing all inside. The city of Shinalstin, within hours, had been destroyed in a way no other force could accomplish. All that remained was the very foundation that the sewers had been built upon.

The Conclave remained within the rubble, and rebuilt the Citadel into a tall, secluded Tower. While the world recovered, the Magi shut themselves up deep within their Tower, strengthening their magicks, and receiving the occasional new student. Around them, a new city was built up, and flourishing. Within years, Althainia had completely hidden the disaster at Shinalstin, and was a now thriving city. The Conclave remained a symbol of mystery, and fear, unaffected by the events taking place on the outside.

The Conclave reunited

The first great Red Robe Wizard emerged soon after Althainia reach its peak, a human invoker named Ranma. Together with the White Robe, Randal, and the Black Robe, Tekmar, he built the Conclave into a powerful, unified structure. New spells were researched, others were lost, but the Tower only became stronger. Magi from all over the land swarmed to study within, and over time, every robe was filled with apprentices, Archmagi, and new students.

This period of strength was suddenly, and violently stopped. The Magi of the Conclave bickered over wars with opposing clans, whom for the first time in centuries, dared to war the magic wielders of Algoron. But it was the rest of the world whom finally brought the Conclave to its knees. For the Heretics and failing devouts to the Gods angered the Divine Beings, and finally, they proved their power by dividing the continents. Kwainin himself divided the Tower into three, creating chaos among the secluded Magi. On Verminasia was the Black Tower placed, Althainia, for the White, and within the newly formed settlement of Arkane came the Red Tower.

It took years for the Conclave to recover, and to this day, they still have not unified as in the past. Wizards came and passed, but none managed to keep the Conclave together. Numbers decreased, and fear of magic declined. The Masters that were elected never truly had power, and sadly, the Conclave became divided into three, rather than unified into one.

The Red Tower's numbers fluxuated, but over time, they built one of the finest libraries in all of Algoron. They also, under Wizard Hendrik, managed to salvage a lost Tower, tear it from the earth, and infuse enough magic into the base, so that it might float over the ocean. It was named after the Nehemiah, which, was one of the three orders formed within the Tower.

From Elvina and Kilisara came the Scholars, or the Araes, from Ilsvane came the fighters, called the Nehemiah, and from Mogwa, came the Academy of teachers. Each order passed on leaders, and to this day, the three Orders exist within the Red Tower, aiding the organization of one of the greatest Towers on Algoron.

Conclave History

The orders of sorcery were created by the three gods of magic, Kantilles, Sebatis and Drakkara, back during the Age of Dreams through thier most devoted follower Cathas Daroconus who was given the secret to magic through moons. During the War that was held between the different races, the three gods of magic walked upon the face of Algoron, searching for mortal followers. Each god chose one follower and bestowed upon them the keys to the Lost Citadel, where the followers were taught the three fundamental principles of magic on Algoron:

1.All wizards are brothers in their Order and all Orders are brothers in power.

2.The Towers of High Sorcery are held in common amongst the orders and no sorcery shall be

used there in anger against other wizards.

3.The world may bring brother against brother and Order against Order, but such is the way of the

universe.

The followers were returned to Algoron where they founded the Orders of High Sorcery. Kantilles, god of benevolent magic, founded the Order of the White Robes. These mages act to promote good. Sebatis, god of neutral magic, founded the Order of the Red Robes. Red robes try to balance the forces of good and evil, so neither one becomes more powerful than the other. Drakkara, goddess of black magic, founded the Order of the Black Robes. Black Robed wizards usually act to further their own ends, but will not jeopardize the future of magic to do so.

The centers of magic on Algoron are the three Towers of High Sorcery. There is a Tower in Verminasia, one in Althainia and one in Arkane. Each towers are protected by magical defenses, making them impenetrable to those who are not invited. The Tower in Arkane is surrounded by a grove of trees along an alleway, which is enchanted by an overwhelmingly powerful confusion spell. The Tower of Verminasia is surrounded by a magical field of invisibility and the tower at Althania is surrounded by

by a powerfull magical barrier of forget spell.

Originally there was only one Tower upon Algoron. The Tower at Althainia. These other Towers were builted, for various reasons. The tower was continiously attacked by the many wars held against them. Each robe had their own fight. While trying to keep the tower to safety rather than risk the destruction of the tower, the orders separated , each taking different courses yet the same goal. Having different towers in different places made the conclave sparce their struggle held by the many wars in the days past.

They gained strenght by controling more land, having more allies and each dedicated to thier kind iof studies, and weakness by having the three orders separated each fighting their own war.

Spellcasting is a complex art form, one which requires as much practice as any other sort of art.To use spells, a magic user must memorize the spell. The spell, which may be composed of words, gestures and material components, remains in the caster's memory until it is used, at which point it is lost from the caster's memory until it is rememorized. Since spells must constantly be rememorized, wizards keep spell books. The more spells you know, the more books you have to keep those spells. Some great wizards had entire libraries of spells which they knew, but did not necessarily have memorized.

In case you haven't noticed the moons overhead during your travels on Algoron, you will discover that there are three moons. A red, a white and a black moon. These are the gods of magic in their celestial forms. The phases of each moon strengthen or weaken the followers of that particular order. Say

Sebatis is low in the sky--a new moon. The Black Robes are at their weakest during that time. At the

same time, Kantilles might be full, so the White Robes are at their peak. A rare occurrence is the Night

of the Eye, a night when the moons are full and align to form a white eye with a red iris and a black

pupil, when all magic is at its peak.

The Orders of High Sorcery are governed by a Conclave of Wizards. Each order sends their mages sit as it's representatives to the Conclave. One of these representatives also serves as the Master of the order. This honor is determined differently, depending upon which order you are referring to. In any event, the Master serves a life-long term in their position. From all the mages, one is

selected to serve as the Master of the Conclave. This position is an election, whose ballots are cast by

every wizard on the Conclave, through a consensus spell.

If a person wishes to join an Order of High Sorcery, they usually begin at a young age, studying under an Wizard, who is generally approved by the Conclave. When a pupil is deemed ready, usually

about age 25 in humans, he or she ventures to a Tower of High

sorcery to take the Test of High Sorcery. The Test is incredibly hard, and is never undertaken by a

person not completely devoted to magic, since failure means death. Each Test is different, customized

for each apprentice by the Conclave itself to measure each individual's strengths and weaknesses.

The Test is designed to separate the wheat from the chaff; in other words to take those who will use magic responsibly and admit them to the order, while leaving undesirables out. Through their actions during the test, each apprentice pledges allegiance to an Order of High Sorcery.

Now, not every magic-user on Algoron must take the test. Assuming the magicks this person uses are relatively weak, the person will be allowed to live in peace. Colored fire and simple cantrips to make rags dust tables for you, like this, majikus adilere venito parit, are not a problem for the Conclave. However, once you begin to master difficult and dangerous spells, you become a liability. You are

considered a Renegade Mage, and will be hunted down by the Conclave. Either the renegade will join

an order, be destroyed or be banished from Algoron forever.

A study of Golems

- by Audno El'Traa

Cloth Golems

General Information:A basic golem that an Invoker can bind. Lacks real strength in combat, however uses it's natural dexterity to it's advantage.

Combat Information: Lacking offensive power, and endurance they can not last unassisted in battle. However with proper backup they can avoid hits, and augement an Invokers physical combat abilities. In tests this golem showed to last the least in straight out fighting. However this is the only golem that has the ability to 'trip' their oppenents. Cloth golems use their weak flailing arms to 'slap' there oppenents.

Author's Opinion: While only robes and other such 'cloth' material is not all to common to find you will not use this much. However in a tough situation it's noticeable dexterity pays off. I am not currently sure if they have noticable vulnerabilities, one would think fire effects this.

Flesh Golems

General Information: This golem is pieced together using different body parts. I would compare this to the zombies that Necromancers raise. It smells of decaying flesh however can be considered the most common type as meat, which the golem uses for it's binding, is common everywhere. Even corpses and body parts may hold binding to a flesh golem.

Combat Information: Flesh golems are the exact opposite to Cloth Golems. Flesh golems use their strength and size rather then quick movements. While just like Cloth they are imbued with the haste spell upon binding they are still not as fast. They lack the ability to trip, however bash is a skill the golem uses often. These golems ball of up their fists and proceed to 'beat' their opponent. Vulnerable to weapons that require a slashing motion, longswords are a common weapon that employs a slashing technique.

Author's Opinion: I uses these golems a lot, to me they are the standard. Since buying meat within our shop is cheap I always have a means of binding one. While they seem to last just as long as a cloth golem did in a tested battle they used their strength to injure the opponent more then that of a cloth golem. I recommend using this to get used to having a golem around, if one is not accustomed to using some sort of charmed being as a mage it may be hard to get used it it.

Iron Golems

General Information: An iron golem is one that will serve the purpose for those wanting to buy a long time to cast spells against an oppenent. While most iron is heavy and will take a strong bodied Invoker to carry around many components, a single golem is sufficent to get a task done.

Combat Information: Iron golems seem to be as strong as that of a flesh golem. Oddly enough this one is not imbued with haste upon binding. And even worse is not able to have the spell cast upon it. This makes me curious as to what prevents the spell from taking effect. As such it is slow to move and attack, and will get hit often. However due to it's iron skin it will last long in combat, almost twice as long in a test fight as those of flesh and cloth golems. Also possesing the ability to go berserk, and to bash. For it's slow movements it lands succesfull hits decently. Posses no obvious vulnerabilities, however further study will be done.

Author's Opinion: I use these golems if I am out of gemstones to create diamond golems from. Especially against those of another clan. I suggest buying iron shovels to serve the purpose of the bind.

Wood Golems

General Information: The wooden golem is a very interesting. It seems to be a very intimidating looking golem. As the wood that binds it splinters creating an armor of spikes.

Combat Information: A wooden golem is much like that of all three golems already talked about. A wood golem is nimble, strong, and has a decent amount of endurance. This golem is suited for all kinds of work, however does no good at any specific thing and last the shortest in a test fight of all golems. As would be expected this is vulnerable against fire, and can be made very short work of.

Author's Opinion: Not one I recommend using often, wooden compenents are hard to find, and do not last long in a straight fight. While it is one of two golems that use it's spines to cause other types of damage rather then beating it is just not strong enough.

Diamond Golems

General Information Typically this is considered the strongest of all common golems. However Gemstones are not as uncommon as some think, however they do require some time to go get.

Combat Information: Much like the Wood Golem it posseses abilities all the rest do. However it is much better then the wood golem, and posses it's own unique qualities. It is not hasted upon binding, however it can be affected by the haste spell. It will attack 3 times in one round of combat hasted, unlike the normal 2. It's skin is resistant to pounding weapons. And only vulnerable to weapons whose damage is magical. Much like a parrying dagger. This is the most useful golems, to defend or attack with, and even to go train with. This golem when under the spell of sanctuary will last against oppenents much stronger then the Invoker for awhile.

Author's Opinion: A diamond golem should be used by everyone if able to. They outlive all but the Egg golem, including that of an iron. It's resistance to bashing weapons helps a great deal especially against those who rely heavly on them.

Jewelled Egg Golems

General Information: Those most rare, and powerful of the Invokers bindings. This is as best described as 'wolf in sheeps clothing'. A gentle giant of sorts this peaceful thing is 12 feet tall.

Combat Information: It looks harmless, gentle... However should it's master ever be in danger whip like blades sprout from it's arms. And it starts to spin like a top. Upon binding it is already imbued with Sanctuary, and what appears to be Pass door, or some other effect to turn it translucent. It's attacks are not those common to a blade, but are of magical nature. Attacking as many times a round as a diamond golem it's defenses, endurance and strength have no match. When facing multiple oppenents and hasted it will proceed to use one of his attacks to attack the second oppenent it is engaged to. A deadly miscalculation I made while testing it in combat. It lasted many round against a fully trained Transmuter and it's estimate is to high to calculate.

Author's Opinion: Obviously the best, however is to expensive to use for common fighting or training unless you intend to remain around for awhile. The only object capable of holding the golems binding is that of a Jewelled egg. I would suggest using this in a Arena fight, or when intending to fight that of Dragons, or some other greater being.

Council of Wizards

Adopted,

In order to help establish the conditions that will enable us to work together, the Council of Wizards adopts the following three principles:

Magica Imprimus

Each Wizard must set the example for his or her Order by placing Magic before ethos where the two are in conflict. To do anything else is to deny what binds us.

Each Wizard will insure that all members of their Order are taught that religion does not trump Magic. We are no longer three clans, governed by ethos and independent of one another. We are a single clan, and while we are composed of three distinct Orders we are organized under a single charter. The Conclave exists for a purpose that is defined in our Oath, a purpose that is given to no other group upon Algoron. It is to this purpose we must give our first allegiance. Those who refuse to accept this guiding principle will be dismissed from the Conclave.

Mutual Courtesy

How Magi treat each other within an Order is up to the leadership of that Order. However, a member of one Order, regardless of rank, does not have the luxury of speaking in such a way as to denigrate, insult, impugn, humiliate, malign, abuse, villify, defame, scandalize or libel a member of another Order.

This does not mean that disapproval or criticism between Orders is forbidden. Rather, we must express our differences in a suitable forum with courtesy, deference, consideration, regard, in tolerance of and recognition for the fact that we will have differences. Disagreements between Magi of different Orders should be taken private and settled there. Magi may also settle problems by duel if they both accept, but only outside the places of Wizardry we hold in common.

Timely Participation

Decisions on issues that affect the Conclave are taken by consensus among all three Wizards in Council, which are then documented by missive to the clan. In the case of Conclave policies, we will document them in one or more of the public libraries as well, for future reference.

Each Wizard must be able to join Council in a timely fashion to address problems that arise which affect the clan. Any Wizard may call for a Council by giving a 48-hour notice and providing along with that notice a list of the issues or questions that they wish the Council to address. Each Wizard will appoint at least one Vizier who is frequently in the Towers and who is allowed by Conclave Law to act as leader when their Wizard cannot be present.

So scribed this Day of the Moon, 21st the Month of Futility.

Agreed,

In a spirit of cooperation, The Wizards agreed to the following:

* The 'enabling principles' were adopted with minor modifications, namely Magica Imprimus, Mutual Courtesy, and Timely Participation. These are published separately. Let it be noted that Wizard Galmen'dy agreed to appoint a second Vizier, since Alexandre is not permitted to exercise the privileges of leader even though the Ebony Order grants him equivalent respect.

* Wizard Galmen'dy will inform the Black Tower that there is no need to refrain from participating in the affairs of the Conclave, including clan wars, regular wars, contributing to the Conclave bank account, resting in the Commons, and so on.

* The Black Tower will negotiate with Shadow to bring an end to the hostility declared against two of our Orders. If this is not possible, the Ebony Order will join the Conclave in war against the Knights of Storm Keep.

* All three Orders will join in war against the minions of Bloodlust.

* Five days after enacting the agreements given above, the Black Tower may return Moran Driste to their hall, with the following stipulations:

Wizard Galmen'dy shall vouch for Moran's acceptance of the enabling principles, in particular Magica Imprimus and Mutual Courtesy; and Moran will not be permitted to hold a rank higher than that of Advisor.

The Crimson Tower and its Aims

July the 22nd, 2002 by the Old Calendar

My dear fellow magi and students,

It has been some moons now since my mother retired, and since then by your will I have taken her seat as Wizardess. I feel it is now time for me to tell you what I envision for us. As always, if you have strong feelings to the contrary on anything that I say, I urge you to speak with me, giving reasoned arguments, and I promise I will do my best to receive those comments with humility and thankfulness.

Our Tower has three aims. One is to research and preserve Magic, and the mysteries of it, the intricacies of it, the impact of it...

Another aim is to teach ... teach those students who come to us needing and knowing they need instruction, teach each other, and offer our wisdom to those in Kingdoms and Clans alike once we have sharing agreements in place.

And yet another aim is to defend and protect Magic.. this means to stand firm against those that would misuse or abuse Magic, to defend ourselves when we are attacked, and to fight the holy war of balance when that is called for.

I will address my wishes for each of our aims in separate missives. It is my sincere wish that each of you will find a way to support one of these aims at least, either through direct assistance in the tasks of that Order, or through financial contributions, or in some other fashion I do not mention.

Our strength and power comes from the Red Moon, endowed by Sebatis, and granted to us by His Grace. For our students and apprentices, I welcome you warmly, and urge you to study hard and perform the tasks you are asked. For our Magi and above, I thank you for the times when you set aside your own personal goals in favor of those of our Tower, for it is only then that we become more than the sum of our parts.

Remember always to read the messages sent to our Tower, they will guide and protect you.

Wizardess Al'Ith Baenre

Oath of the Conclave

Adopted by all three Orders in the month of August, 2002, by the old calendar

We, the Conclave, sanctioned by the Gods of Magic, accept the responsibility to teach, oversee, protect, promote, research and ensure the furtherance of the Art of Magic upon Algoron.

We hold all magi as siblings in their Order and all Orders as siblings in the Conclave. Let the places of High Wizardry be held in common among all Orders, and let no sorcery be used in anger against fellow magi. The world beyond the walls of the Conclave may bring brother against brother, but shall never bring Order against Order.

We stand united against the abuse of Magic in any form and any threat held against it, deemed so by all three Orders or the Gods of Magic.

Signed,

Kylista Arganova, Wizardess of the White Tower

Al'Ith Baenre, Wizardess of the Red Tower

Mariana, Wizardess of the Black Tower

Curriculum

Geography

Where to train, where an area is, what areas are adjacent to it, how to get to areas, what kinds of creatures are found in them

Gateposts

Using pets as posts, what natural posts are available, how to get quickly to specific places, which can be gated to, which need portals or nexus

Equipment

What different equipment items do, which give saves, which give hit and dam, which give mana, what items would mages want to wear from mid-level to fully trained and why, where these items are found and who holds them

History

General history of Algoron to include all major events, such as past kingdom wars and other earth shattering events

Warpstones

All there is to know about naturally occuring warpstones, where they are and what they are named, also warpstones you can make and those you can buy

Civics

Kingdom and clan structures, leaders, organization, purpose, proper form of address for ranking officials, their names, their territories and concerns

Rescue and Escape

Methods for survival and flight, and ways to rescue clanmates who are in trouble, proper responses and information to the clan, tactics for waiting out trouble

Combat Tactics

Methods for attack and defeating enemies, including what to use against certain kinds of enemies (clan and creature), use of mounts, wands and staves, various strategies

Philosophy of Magic

spellcraft, astrology, meditation, moons, deities of magic, specialized books of magic and who can gain them and what a mage loses by studying one

Modern Conclave

Conclave structure and organization, ways in which leadership changes, who is allowed and who isnt, current conclave wars, definitions of wilder, conclave history (past wizards and masters), tower specific questions, knowledge of the Oath

The Structure and Policy of the Conclave

-- The Oath of the Conclave lays out the principles that are shared by all three Towers and is the basis for the existence of the Conclave. It defines certain aspects of the relationship between the Towers (no war between Towers, all three Towers must agree on any war, wars are for reasons of Magic and not ethos, etc). The leaders of all three Towers are bound by the Oath in the same way that the leaders of Knighthood are bound by their Code.

-- There will be a Wizard for each Tower. Each wizard is responsible for his/her own tower, its sub-structure, and its members.

-- There will be one Master, who is selected from among the three Wizards. The Master will (eventually) be able to enter any of the three Towers, and view the bank account balance. The Master will always also be a Wizard of one of the Towers.

-- Whenever a new Wizard is chosen for any Tower, the Wizards must vote for a new Master by casting the spell of consensus. A Wizard cannot vote for him/herself. If a Wizard abstains from the vote, they will be removed as Wizard of their Tower, and someone else will take their place.

-- A Wizard who receives two votes becomes the Master. If all threeWizards receive only one vote each, or if a Wizard fails to vote, the decision will be made by the Gods.

-- The Master's role and privileges are that of any other Wizard with these exceptions: the Master may renegade anyone from any Tower, including another Wizard.

-- If a Wizard of another Tower is renegaded from the Conclave, magis of that Tower can nominate themselves for the role and a vote will be called. Once a new Wizard is elected, a new vote for Master is held.

-- Wizards of any Tower (including the one who is Master) may also be overthrown by standard mutiny processes - a vote in Red and White, a duel in Black.

-- Mutinies may be called only if at least one calendar month has passed since the last mutiny's conclusion in that Tower.

-- A Master may be overthrown if the two other Wizards agree, providing they can show good cause before the Gods.

Conclave merged - the Struggle for Unity

There came the time of the great God Wars, and the long sleep. When the magi of the Three Towers awoke, they found their Towers moved from the cities and connected to each was an extended common area accessible to all three Towers. An artifact, touched and embodied by each deity of Magic, flickered in a new Shrine within the common area.

They also found that new laws had been written for the Conclave, and learned that a Master would arise from among their wizards. It fell to the Wizardess of Red to be the first Master. Thus began the struggle to realize the the unity that the Gods had bestowed upon the three disparate Towers.

The Wizardess of White resigned.

The Wizard of Black refused to participate in a unified Conclave.

A new Wizard of White arose, and Towers were joined in war against Gareth's and Justice over a rogue white robed transmuter. Over time, policies and initiatives for the advancement of the unified Conclave were made by the Wizards in accordance with the Oath. The Wizard of Black however, ignored or backed out of these policies and initiatives.

The Master called for an Enclave to raise questions concerning the actions of the Wizard of Black.

The scribes recorded the proceedings.

In spite of the hostility expressed during the session, at the end of the Enclave, the three Wizards met together and pledged to begin anew to work with one another.

Three days later, the Wizard of Black used his peremptory challenge to unseat the Master by calling upon the spell of consensus (there had been no new Master selection when Kylista resigned, largely because it happened directly after the Wizardess of Red became Master).

Shortly thereafter, he publicly withdrew from any and all agreements he had made to that date.

By vote of all three, the Wizard of White was chosen as Master. Ten days later, he stepped down, being unable to give proper time to his duties.

A new Wizard of White was selected and again by vote of all three this Wizard was chosen as Master.

Twelve days later, the Wizard of Black was expelled from the Conclave by its new Master.

A new Wizard of Black was selected, and declined to cast a vote of consensus. The Wizardess of Red was chosen to serve as Master again.

A Council of Wizards was held to establish conditions for a new beginning.

Events herein occured between December 2002 and May 2003, by the universal calendar

Early Wizards of the White Robes

Early Wizards of the Red Robes

Three Orders of the Red Robes

Three Orders exist within the Red Tower to attend to this: The Araes, the Nehemiah and the Academy.

The Araes

Keepers of the Library of the Red Tower, and leaders of research into magic and the world, have built one of the most extensive libraries in all of Algoron.

The Red Tower has long been a bastion of learning, a focus for the preservation and furtherance of magical knowledge in Algoron. Nowhere is this more evident, than in the scholarly order of the Araes, the keepers of the Libarary of the Red Tower and true pioneers into the field of magical research.

The order concerns itself with furthering research in the magicks of all spheres, as well as being diplomats to neighboring clans and kingdoms. Furthermore, they keep accurate and current records about day to day events within the Tower. Many times, the books that show enough quality and educational value are placed within the Tower's library, as per the Wizard's approval.

Within the Araes, there is a system of ranks, as well as many various responsibilities for each. Also, once within the Araes, you will be assigned different projects and items to write about, as well as be encouraged to keep a daily journal on your thoughts and the events of the day. These assignments and lessons will further improve the writing abilities of the harbored Magi, and will create a more educated, literate environment within the Tower.

The Nehemiah

Protectors of The Red Tower and of the Red Moon. They are entrusted to keep all of the magi of the tower safe, as well as the sanctity of the Red Tower itself.

The Nehemiah, battle magi, those who prefer combat as opposed to research. These are our first bastion of defense against enemies and dangers, the first to step forward in a time of crisis.

Being in the Nehemiah means that you will aid your colleagues who are in danger by any means possible. This often entails interposing yourself between them and their opponents in order to allow them to escape. That having been said, wise is the one who knows when the odds are against him. We are courageous, but not foolish.

There are two factions in Nehemiah, the land forces and the sea forces. The Sea forces comprise the ship 'Nehemiah' and it's crew. The land forces are magi that specialise in general, non-sea combat.

The Academy

Entrusted with the mentorship of all students and apprentices within the Tower. They guide the less experienced magi in their initial forays into the Art and seek to ensure that they understand the ways of the Tower.

The Red Robe's Academy is a premier institution of learning, unparalleled anywhere else on Algoron. The goals of the Academy are twofold: to recruit the best of those who walk the path of balance and have a strong inclination towards magic, and to provide the best training possible for its apprentices.

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Esteruu: Fw: The Essence of Magic, an essay

Wed Aug 29 18:14:49 2012

To: All

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I have written a short essay to explain my thoughts of two different

kinds of magic granted to us by our Gods. If you have any feedback please

share them with me.

Divine Magic

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What is divine magic? Divine magic is power drawn from a divine source.

Clerics, Crusaders and Priests draw power from their deities. Druids and

Rangers draw power from a divine force of nature. Shamans also draw their

power from the divine force of nature, but also practice voodoo or spirit

magic, as well. Paladins draw their power from the divine forces of law and

good. Divine magic allows the caster to cure the unlucky of plague, poison,

and blindness. It also grants us the ability to heal the injured using

spells, unlike the Shaman who uses natural healing; herbs and roots to make

poultices. Without our faith or spirituality the divine energies would

cease to exist, and this is what is called Atheism. From the time we begin

our training the Gods have blessed us with their gifts and we will continue

to learn, embrace and protect these gifts from those who wish to destroy it.

Arcane Magic

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What is arcane magic? The arcane is energy drawn directly from the

moons, the lunar Gods themselves grant us this magic. To cast a spell, the

user would speak a set of words or a single word. Some magic may be invoked

without uttering words at all. The arcane lives inside all beings, no

matter which deity they pray to. Energy from the three moons is available

to all walks of life from the day we are born, though we are only affected

by the moon that represents our faith. Arcane magic is normally taught

through spellbooks, similar to the prayer books used by the students of

divine magic, but without prayer and meditation. The studies of the arcane

have been known to be long and complicating at times, ending with disastrous

results. But it was the determined magi of long ago that made sacrifices to

bring us the magic we have now. Though some of their intentions were selfish,

they still brought forth poweful magic. Some we may never realize and some

that may be passed on to those of the Conclave. One thing is for certain,

we will always be allowed to practice magic, so long as we honor our Gods,

who bless us with these gifts.