Marigund Mages Guild

The Mages guild of Marigund is one of the largest and most powerful organization of mages in the Midlands.

Based solely in the country of Marigund the guild dates back to the collapse of the Seuilman Empire. It was formed by the few mages to survive the empires collapse.

It is famous for not only it's size but it's vast library and it's highly esteemed school. Many magic guilds (or whatever name they use) or schools restrict membership based on race, religion or social standing. This organization is unique in that it is open to all people.

The guild is also famous for the almost Labyrinthian politics going on among it's members. There is constant scheming, plotting and counter-plotting going on and few secrets last long in the Guild. The countless groups are making and breaking alliances constantly. Full guild meetings (which can involve over 400 members) can be loud and raucus events at times.

But for all the confusing and constant maneuvering the guild is surprisingly stable. The guilds school and vast army of servants go about their business without any disruption. Also there are certain limits to the politics - the biggest being no bloodshed. Members might disagree, scream and yell but few would ever concider trying to actually kill another member. The punishment for causing harm to another guild member deliberately is beheading.

All members would without hestation rush to defend the guild against any attack. The number of members who have actually betrayed the guild over the centuries is surpringly small. The guilds habit of tracking down such traitors and horribly (and publically) murdering them is a very effective deterant.

*Current Head of the Guild: Guild Master Demarest.

  • Organization: Representative democracy. The guild is organzied as a democracy. It's members organize themselves into groups that elect people to represent them in the guild meetings. These people vote on someone to be Guild master who holds the post for life.
  • Mages School - The guild runs one of the most highly respected schools for teaching magic in the Midlands. The Sathmore Empire and Pyralian Kingdoms do have larger schools but those are usually government run or restricted to certain social classes or religions.
  • School - A recent phenomena is the opening of a regular school by the guild. It was noticed that many people were sending their children to the guilds Mage school to learn normal subjects like reading, writing and mathmatics. Enough children were involved that the guild recently opened a normal school. This school is the equivilent of a private school teaching what in the real world is grades 4 to 12.
  • Commerce - The members all pay dues based on their standing and magic skills but the guilds real money maker is selling. The guild makes a lot of money selling the services of it's various members. There is a constant demand for spells of all sorts. For a fee a person can have a spell cast for them. There is no predjudice on their customers the sole requirement is that they have the right amount of money. The guild does maintain a small workshop that can produce magic items on commission. They actually have a store that is open to the public that sells minor magic items like glowstones, shoes that are waterproof and the like.
  • Mages Hall - The home of the Guild is located in the capital city of Marigund. It is not actually a single hall although it's first home was a large hall that still stands on the grounds. It is now a large complex of buildings, towers, workshops, storehouses, barracks, halls and gardens all surrounded by a large stone wall located in the center of the city. At the exact center is a large formal garden. Beneath the hall is a complex of dungeons and tunnels said to extend across the entire city. The guild does maintain a presence in all cities in Margund but none are as large and extensive as the one in the capital.
  • The guild hall was built where it was because of the powerful currents of magic that crisscross the area. The hall is situated over the most powerful nexus in this region. Where several currents come together. The world bell (which is at the center of the property) is situated at the exact center of that nexus - the most powerful spot.

*Notable items: The Guild is home to the worldbell which rests in the the gardens in the exact center of the guilds property.

*Notable members: Elizabeth - Misha's sister.
Thadeus the Slow - the guild expert on unusual magic.

*Defenses: Few places in the Midlands are as well protected as the Mages Hall. The guild has a small garrison of soldiers (mostly veterans from Marigunds army) plus a wide and diverse collection of pets/gaurd animals/monsters/friends. Exactly what and how many is unknown but a dozen griffons are known to gaurd the grounds at all times. Also at least one dragon is suspected to be living there in disguise.

The Guilds true defenses rest with the countless wards, spells, runes and glyphs that protect and cover every single square inch of guild property. These cover everything from keeping people from teleporting or gating in to revealing anything hidden or disguised. Another strong defense is the fact that there are always at least a hundred (or so) guild mages on the grounds at any one time. All of whom would come running to deal with any threat.

*Politics outside the guild: Any organization this big has lots of political power. The guilds constant bickering and ever changing internal politics does severely limit it's ability to effect Marigund politics. But the guild still wields conciderable power and influence.

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