Mages' Guild

business
magic
organization
ranks


Mages are the magicians of Shadow Star, valuable in battle. They are by no means invincible, as each spell drains their energy, bit by bit, the more powerful spells draining more energy than the less powerful ones, logically. Mages are different from druids- they don't need a god or goddess' help to use magic, rather drawing it from their own energy and sometimes the energy around them, although that is frowned upon.


Business, Legalities, and Politics

As can be expected for a Mage Guild, this is the focal point for all training and testing of mages. There are smaller schools in each of the main towns, adequate in their teachings, but none are as well equipped and varied as the main Guildhall in Cascadia. The primary funding of the guild comes from the royalty and taxes, but extra comes from individual commissions, and payments. It isn't uncommon for a higher ranked mage to be willing to hire themselves out on contracts to do tasks, sometimes long term, like a protection job for a caravan, while others do for shorter, such as to imbue some craft with power. Normally the guild itself is where people go, when wishing for mage aid, to file a request. The guild then selects the best possible mages for the job, and sees if they are willing. If so, the mage does the job, and the guild is paid for the contract. The guild then pays the mage a fair share of that money, while the rest recycles into the guild to pay for goods and supplies.

When it comes to politics, mages become wary. The guild itself prefers to work for pay and stay independent of SS affairs, but an order from the Council Unity, Council of Knights, or Council of Guilds can usually force the Mages' Guild into helping in war or something else. The Mages' Guild holds a deep disdain and even hatred for the Knights' Guild (and vice versa), and the two Guilds are often in strict political conflict.


Organization: Factions and Specialties

There are many branches (or factions) to the Mages' guild, from creating magical objects, to herbal chemistry, to alchemy, to research and development. The buildings housing the different factions and specializations were arranged carefully, in case of any hazards that might occur, and the minimal danger possibly resulting. For example, the more fire-based magic specializations are kept a good distance from the plant based branch, for obvious reasons, but the water branch is close to both, for both safety and assisting needs.

Alchemists
Alchemy is a commonly chosen branch for those whose magical Talent is not incredibly strong, or they may just have a penchant for mixing and combining chemicals. Of course, there is a lot of hazard within this path, but many are willing to risk it to figure out the newest creation. Some potions require infusions of magic, or magic workings, but most don't require more than magical items and some minor Talent from the alchemist. Specializations are as follows:

Enchanters
Enchanters are those mages who focus on bespelling items and structures. They're often skilled in some sort of craft, as well. An enchanter skilled in smithing, for instance, might forge enchanted weapons or tools. An enchanter skilled in carpentry or masonry might enchant walls to be fireproof or enchant a roof so that it will never leak. Specializations are as follows:

Healers
One of the newest additions to the guild itself is the Healer's Guild, for many use magic or alchemical compounds to help heal people in need, as well as for ease in funding and maintenance. It was also decided, that even though they were now part of the Mage's Guild, the Healers would maintain their own hall, for it seemed more sensible and safer to bring ailing people somewhere that could prove more hazardous than the reason the person was hurt to begin with. Healers don't always use magic; some of them don't have the least bit of Talent, and use herbs and salves and potions instead. All healers can do general first-aid, but most specialize in some species-type or another, as follows:

War Mages
A common faction of choice for the more headstrong is the war mages. They specialize in combat magic of all sorts, with many elements at their control, to aid in as many possible situations as possible. Many war mages specialize in more than one field. Specializations are as follows:


Ranks

Among the mages, the ranks are simple enough. They go as follows.

Novices: Called apprentices in other guilds. Novices are those students who have just applied to the guild and have found teachers to educate them. Normally, a novice will be educated in many general branches of magic, of the differing elements, as well as herbology and alchemy, and others as they so desire. If the novice knows what they wish to become or specialize in, then they may begin learning from a higher ranked mage, but will still need to be educated in at least a few other branches. As a Novice gains experience, they can direct their learnings to specific styles, or branches. When they feel they are ready, they can take their test to graduate to Journeymen.

Journeymen/women: Called wanderers in other guilds. At this rank, the mage can focus entirely upon the branches they desire, either taking teachers and becoming an apprentice within the guild, or traveling, as the name describes, to seek their own ways to train and improve. At this rank, it is also possible for them to take on contracts, although usually as a group with other journeymen, or easier tasks.

Masters: Once again, once the Journeyman feels ready, and most likely, their master deems they are as well, the Journeyman will take another test of merit to become a Master. Once they pass, they can keep improving as they wish, and are also encouraged to experiment within safe ranges. A Master can also instruct lower ranked mages, and can take on apprentices, if they so desire. Master mages are also the most commonly chosen for contracts, as well as other needs, such as defense and aid during times of war.

Guildmaster: The only higher rank would be the Mage Guildmaster, and that place is held by Jonathan Na-mee at this moment. The Healers also have their own Guildmaster, since Jon felt that he wouldn't be the best at decision making for those sorts of situations, not to mention his already full hands as the standard Guildmaster.