- Scale: 12 (Individual Towers: 4-6)
- Capital: 12 (Individual Towers: 4-6)
- Alignment: Varies by tower
- Symbol: Varies by tower
- Active Regions: All of the Kingdom of Muriah except The Great Untamed.
Tower Name (Specialty) | Symbol | Alignment |
Tower of Arl (Evocation) | Inverted Triangle | Neutral |
Tower of Kore (Conjuration) | Pentagram | Neutral |
Tower of Nin (Enchantment) | Conjoined Circles | Neutral |
Tower of Vas (Transmutation) | Inscribed Square | Neutral |
Tower of Des (Illusion) | Three Triangles | Neutral |
Tower of Jur (Divination) | Two Parallel Bars | Neutral |
Tower of Lok (Necromancy) | Crossed Bars | Neutral Evil |
Tower of Bail (Abjuration) | Concentric Circles | Neutral Good |
Background:
Founded in the Era of Kings, 1300, the Mage’s Guildtowers, or the Mage’s Guild, are a powerful, though relatively neutral, force in the realm. They gained practical autonomy from the King due to their service in the defeat of the Three (powerful necromancers bent on enslaving the kingdom). In return, they swore to defend the kingdom against outside threats.
Organization:
The Guildtowers are actually several separate, loosely united individual affiliations. These delegations choose a ruling body of 7 representatives (one from each tower), and one Grand Magister, to represent the interests of all wizards throughout the Kingdom of Muriah.
Each tower mimics this organization, with their individual Grand Magister serving on the delegation to the Castle of Controlling Power, followed by a regional High Magister, and local Tower Magister in each individual city or town. Individual towers can be considered separate affiliations, typically with a Scale of 4-6. Members register with a local tower, and move up in the ranks in that particular tower, though transferring registration to a new tower is simple, and fairly common.
Goals:
The Guildtowers have several goals: Codify and advance magical learning, protect the Kingdom of Muriah from outside forces, and control arcane magic in the Kingdom.
The Guildtowers have managed to push thru laws in various provinces outlawing the practice of arcane magic by non-guild members (the exception is Bardic magic, which is protected by the Bardic College and the Temple of Tethos). The guildtowers also strongly encourage mages to specialize; even generalist mages must associate with one of the individual towers (though there is an underground sub-culture amongst generalists).