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Groups & Places of Interest in Aedenne


The Following is a list of Guilds, petty fiefdoms, & other unique areas in the world of Aedenne.


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The Mage Guild:


The Mage Guild of Aedenne is very autocratic and controlling of all Human magicks throughout the known world. They would like to control non-Human magicks, but have had little success in this regard.

No alignment is specifically barred from the Guild, but violation of the Guild rules are treated harshly. Any town (500+) has a Mage Guild representative, and the larger the town or city the greater the presence. Large towns (1000+) will have a Mage Guild Tower, and larger ones may have several.

Ranks among the Guild are as follows:

Apprentice: This is an initiate (0 level) who assists a Master (Arch-mage or higher) for an indeterminate amount of time and is released when the Master feels the Apprentice is ready and shows proficiency in the arcane arts (1st level or so).

Mage: This is the standard low-level Magic User. They are given menial jobs around a tower, handle minor incantations, or jobs the higher level Arch-Mages do not wish to engage in. Sometimes they are chosen to be the local Mage for a village. This is advantageous in that they are the pre-eminent mage in the village, but disadvantageous in that it is frequently a 'dead end' for advancement. (prestidigitator, evoker, conjurer, theurgist)

Arch-Mage: This rank usually has a 'middle management' status in the Guild and is one of the major Casters in the local Guild. Usually attached to towers, they are used as troubleshooters on Guild business. They usually head towers in all but the largest cities. (thaumaturgist, magician, enchanter, warlock)


Grand Incanters: These spellcasters are the leaders of the Guild and hold control of the Guild in a large city. (sorcerer, spellbinder, wizard)


Primage: These are the highest of them all. Each Kingdom has only one Primage, and they comprise the Inner Council of the Guild. Only Aquinas, Haven, Lanark, Warrick, and Istariopolis are of this rank. There are some who are given the honor due to immense power but do not rule any towers. Instead, they engage in research on behalf of the Guild and increase its arcane lore. They usually have 'emeritus' attached to the title.


Adventurers:

For those looking for the 'fast track' up the Mage hierarchy, Adventuring is the predominant method of advancement. As one is tested in the arcane arts prior to being upgraded in rank, it is often quicker to get this knowledge through the danger of adventuring rather than years of meticulous study at a tower. The disadvantages, Death, are obvious and many prefer the safety of years of study over being devoured by monsters.

Any mage or higher rank can adventure, but must be given permission by their superior and report to the Guild once every six months at any tower they happen to be near. permission is granted yearly, and must be renewed. Those who do not report in promptly (without good reason) or not at all lose Guild membership and are considered Rogue Mages.


Rogue Mages:

There are some casters who learn and delve into magic without the guiding hand of the Guild. These are 'rogue mages' and are despised by Guild members and are frequently persecuted and even killed. Anyone found hiring the services of a rogue mage will find themselves bereft of Guild services and perhaps even minor curses upon them. For this reason, few will employ them.

Non-human mages are usually not persecuted or molested but otherwise treated the same as rogues.


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The Thieves' Guild of Haven:


The Thieves Guild is separated into the normal guild, the Beggar's Guild, and the Assassin's Guild. All are arranged in cells of 1-8 footpads/beggars/'daggers' with an operator (4-6 lvl) in charge. Cells are semi-autonomous but each operator reports to a Burglar/Filcher (5-6 lvl.)
if a Thief or a Killer/Cutthroat (6-7th lvl) if an assassin. The Arch-Rogue rules the Thieves Guild as well as the Beggar's Guild. The Assassin's Guild is ruled by a Grandmother of Assassins (15th level). There are cordial relations among the three and it would take much to have them argue.

Thieves Guild runs extortion, gambling, and most crime in the city. They will prey on most anyone, but try to avoid City Officials or guardsmen as this brings the ire of the Haven Watch and the Overlord upon them. They control 2/3rds of the pirates in the Western Azure, but keep them mostly pillaging non-haven merchants or haven merchants who haven't paid their insurance. They do no business outside of Haven proper on the landward side.

The Beggars Guild are the most harmless as far as retributional ability, but they usually depend on the Thieves and Assassin's Guild for such. However, they are the best for obtaining information regarding most areas of Haven save for the Gold, Elven, and Mage quarters.

The Assassin's Guild is small but very elite in Haven. They perform sanctions for pay or as special service to the Overlord. Frequently, they act as an unofficial secret police and/or enforcers for the Overlord, but will only come down on the Thieves Guild or the Beggars if something truly overt against the Overlord is committed.

The Assassin's Guild is also called the Black Roses in tribute to their leaving of a black rose upon the body of their victims. However, the Guild will not take any assignment to assassinate the Overlord or any of his officials.

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More to come! Including the Cold Islands, the Vale of Mardukosis, and the Lost Hall of Aws Noir!



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