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The Old Ye Bard
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Book Discussion The High Rock Mages Guild Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

Thread for the discussion, and research of the High Rock Mages Guild.

The Archmage/Archmagister of the High Rock Mages guild.


"The Archmagister is the head of the Mages Guild within the Iliac Bay. Nothing else is known about him besides this.
It is not known whether he exists as actual person in the game, but he is one of the many political factions that exist."
- From the UESP

The Order of the Lamp
A guild not implemented fully in Daggerfall, however they were meant to play the role of protectors, or the Strong Arm of the Mages Guild.

We of the Order of the Lamp are the protectors of the Mages Guild. We follow [the] Palatinus, under direct orders from the Archmagister. We are given appropriate rights to certain services at the Mages Guild. One's rank within the Order approximates ones rank within the Guild, in terms of rights and priveleges. The Order is only open to those who have already demonstrated fighting skills and are in good standing with the Mages Guild. - From the UESP


'Raising your rep with the Order of the Lamp rises your rep with Popudax—a mage located in one of the Daggerfall Castle rooms. Two rooms (left and right from the throne room) are "inhabited" by 5 guys who don't play any role in the game (except talking with you). Similar 5 persons (but with different names and looking different) are present both in Castle Sentinel and in Castle Wayrest. At least one of those guys was intended to be related to the Order of the Lamp (based on the growth of reputation).
There is a long list of different classes and persons who share with the Order of the Lamp opinion about you. So, working for the order (through the Mages Guild quests) rises your rep with the Odylic Mages, [the] Cabal, The Master of Incunabula and many others.'
- From the UESP


Mysticism/Thaumaturgy
In Daggerfall, Mysticism was called Thaumaturgy. This could come down to a local dialect.


Shornhelm Mages Guild
After the life of a quiet Breton village, Shornhelm was a wonder to Gyron. He explored the city from one end to the other, and eventually found the Mages Guild. Presenting Grungdingler's letter to Morkledder, Gyron was received warmly. Morkledder explained to Gyron that he would need to be tested before any commitment to further training could be made. After a night of rest and meditation, Gyron was shown into the main hall of the Mages Guild which was now filled with magic users of all kinds. It was very quiet. The young mage felt as if his heart was in his throat as he approached the Council of Three, the leaders of the mages in this City-State. Morkledder rose and explained to Gyron the various tests he would be subjected to to prove his worth as a mage. The youth then turned and left the Council Chamber, the eyes of the many mages on him, and went forth to complete the tasks that had been defined for him.

Returning to Shornhelm several years later, Gyron was admitted to the Mages Guild and shown to the Council Chamber where he was met by Morkledder. The ancient mage reviewed the journal entries, the artifacts gathered, and most especially the spellbook entries presented to him by Gyron. An expression of amazement spread across the old wizard's face; there had never been a novice to accomplish what Gyron had during the testing. Morkledder then called a full session of the Guild presenting Gyron as a full Wizard.
- From 'The Sage'


Hierarchy of the Mage's Guild
As begun by Vanus Galerion, the Mages Guild as an institution is presided over by a supreme council of six Archmagisters. Each Guildhall is run by a Guildmagister, assisted by a twofold counsel, the Master of Incunabula and the Master at Arms. The Master of Incunabula presides over an additional counsel of two mages, the Master of Academia and the Master of the Scrye. The Master at Arms also has a counsel of two, the Master of Initiates and the Palatinus, the leader of the local chapter of the Order of the Lamp. - From 'Origin of the Mage's Guild'


Highrock Mages Guild Stance on Necromancy
I regret to acknowledge the truth behind the rumor that Master Ulliceta gra-Kogg was more than an apologist for Necromancy, she was a Necromancer herself. Upon this revelation, the Knights of the Lamp attempted to arrest her at the Guildhouse in Orsinium, but she made good her escape. We have every confidence in the replacement Magister in Orsinium.

Though I disagreed, I respected her logical reasoning enough to include her arguments in this book, and I see no reason to remove them. It is disappointing, however, to see that her interest in 'the truth' was nothing more than a euphemism for her slavery to the Black Arts.

This unfortunate situation merely illustrates how essential it is for Guildmembers to be wary of the lure of Necromancy, and be vigilant to its practitioners' infiltration in our Mages Guild.
From 'The Black Arts on Trial'



This post has been edited 4 time(s), it was last edited by The Old Ye Bard: 2008.10.13 09:09.

2008.10.02 09:25 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List Send a Private Message to The Old Ye Bard View the MSN Profile for The Old Ye Bard
Deeza
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Here's some ideas for what they're doing now:

With the Oblivion Crisis in full swing, the Order of the Lamp will probably have its hands full trying to close the gates and stop Daedra leaking out.
2008.10.02 23:23 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
The Old Ye Bard
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quote:
Originally posted by Deeza
Here's some ideas for what they're doing now:

With the Oblivion Crisis in full swing, the Order of the Lamp will probably have its hands full trying to close the gates and stop Daedra leaking out.


True, though I imagine most of the knightly orders would be trying to do the same.



2008.10.02 23:31 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List Send a Private Message to The Old Ye Bard View the MSN Profile for The Old Ye Bard
Deeza
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I think that yes, most Orders would, but they would be concerned mainly with the defence of their home cities. Because the Order of the Lamp has bases all over the province, plus they have magical insight into how the gates work, they are probably the only ones actively trying to close them.

As for the rest of the Mages Guild, the research side of things, they are probably preoccupied with finding out exactly what the Warp in the West was, and possibly also making proper studies of Direnni Tower.
2008.10.03 08:49 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Braggi
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Folks, I want Gyssar to see this post A.S.A.P. I hope he is reading along as we go.

We do have some developemnt for the mage guilds on a city-by-city basis for Daggerfall, Evermore, and Wayrest. however, this is a place where we are breaking very new concept ground.

I agree about the Order of the Lamp. One of the things I was hoping was to get them involved as quest givers in the mod, since they play such an important role for the Guild as protectors. In fact, I have the original heraldry for them culled from the TES2 art files and I am planning on creating something based on it for the mod.

(Side point for TYOB - do you have a concept for Shornhelm's heraldry? If so, please feel free to post it in the Shornhelm thread. If you want an idea of the kind of visual style we are using, take a quick look at the Jehanna thread for that city's heraldry.)

Looking good so far!

Yes

This post has been edited 1 time(s), it was last edited by Braggi: 2008.10.04 00:42.

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The Old Ye Bard
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I think I should also add, as discussed in the Sage thread, that the picture of the Archmagister, is infact the Sage, which meshes together rather nicely imo.



2008.10.04 00:34 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List Send a Private Message to The Old Ye Bard View the MSN Profile for The Old Ye Bard
Deeza
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More ideas for the High Rock Mages' Guild:

Currently, they are not on very good terms with the Cyrodiil Mages' Guild. This is because their two Archmagisters dislike each other intensely. The Sage firmly believes that magic should be a neutral and impartial field of research, kept separate from politics, whereas the Archmage of the Arcane University is actively involved in political positioning, going as far as to ban a whole field of research (necromancy) for what were effectively personal religious reasons.

In a cunning move, when the worldwide ban was announced, the High Rock guild refused to ratify it, which meant that they benefited by recruiting many of the more serious magical and philosophical researchers thrown out of the Arcane University (they can't all have become cultists and gone off to live in caves). However, study of souls and the dead can only take place under carefully controlled conditions licensed by the Kings of High Rock.
2008.10.06 12:07 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
The Old Ye Bard
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quote:
Originally posted by Deeza
More ideas for the High Rock Mages' Guild:

Currently, they are not on very good terms with the Cyrodiil Mages' Guild. This is because their two Archmagisters dislike each other intensely. The Sage firmly believes that magic should be a neutral and impartial field of research, kept separate from politics, whereas the Archmage of the Arcane University is actively involved in political positioning, going as far as to ban a whole field of research (necromancy) for what were effectively personal religious reasons.

In a cunning move, when the worldwide ban was announced, the High Rock guild refused to ratify it, which meant that they benefited by recruiting many of the more serious magical and philosophical researchers thrown out of the Arcane University (they can't all have become cultists and gone off to live in caves). However, study of souls and the dead can only take place under carefully controlled conditions licensed by the Kings of High Rock.


I regret to acknowledge the truth behind the rumor that Master Ulliceta gra-Kogg was more than an apologist for Necromancy, she was a Necromancer herself. Upon this revelation, the Knights of the Lamp attempted to arrest her at the Guildhouse in Orsinium, but she made good her escape. We have every confidence in the replacement Magister in Orsinium.

Though I disagreed, I respected her logical reasoning enough to include her arguments in this book, and I see no reason to remove them. It is disappointing, however, to see that her interest in 'the truth' was nothing more than a euphemism for her slavery to the Black Arts.

This unfortunate situation merely illustrates how essential it is for Guildmembers to be wary of the lure of Necromancy, and be vigilant to its practitioners' infiltration in our Mages Guild.
From 'The Black Arts on Trial'

Sorry to shoot down the idea, but this reference undoubtly goes very much againster th suggested idea, though makes sense when you consider the amount of necromancy the guild has had to fight in the Illiac Bay (Mannimarco, the Underking, liches taking hold of abandoned crypts and castles, Lysandus and his undead army, and Scourg Barrow with Mannimarco's Necromancer Cult, not to mention Thras being closer to Highrock than most provinces).



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Deeza
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A fair point well made. Given that it's probably their most pressing national security issue, we might even want to make it more obvious - with guards breaking into suspected Necromancer's houses and things like that.

I do see a quest or two for the Mages' Guild here though. Perhaps gra-Kogg is still at large, and communicating in secret with members of the Guild (leading to a couple of spying missions).
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Lady Nerevar
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Necromancy should play a large role in the MG imho. I see the situation as a strict division between those who zealously support Traven's position on the Necromancy ban and those who vehemently oppose it. the later have either been killed or driven off, or have chosen to submit and practice in private. a possible quest path could divide between exterminating necromancy and bringing it back, but thats for later discussion.

2008.10.13 20:47 Lady Nerevar is offline Homepage of Lady Nerevar Search for Posts by Lady Nerevar Add Lady Nerevar to your Buddy List Send a Private Message to Lady Nerevar AIM Screen Name of Lady Nerevar: lady nerevar tr View the MSN Profile for Lady Nerevar
The Old Ye Bard
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quote:
Originally posted by Lady Nerevar
Necromancy should play a large role in the MG imho. I see the situation as a strict division between those who zealously support Traven's position on the Necromancy ban and those who vehemently oppose it. the later have either been killed or driven off, or have chosen to submit and practice in private. a possible quest path could divide between exterminating necromancy and bringing it back, but thats for later discussion.


Discussing posible quests/lines for the Mage's Guild is fine in this thread :)

Personally, I agree with you, though I'd express some serious concern about not making it a rehash of the Cyrodiil Mage's Guild, which we'd have to work with carefully if to avoid it.

quote:
A fair point well made. Given that it's probably their most pressing national security issue, we might even want to make it more obvious - with guards breaking into suspected Necromancer's houses and things like that.

I do see a quest or two for the Mages' Guild here though. Perhaps gra-Kogg is still at large, and communicating in secret with members of the Guild (leading to a couple of spying missions).


Good idea, though as I just mentioned, we don't want this being played out like the Cyrodiil MG- though I do see the Knights of the Lamp taking more swift action against the Necromancer threat, posibly even going out to abandoned castles in the Wilderness to hunt down Liches who have taken root there.


What we also have to factor in, is the political changes in the undead world and how this will be affecting the Mage's Guild in terms with it's fight with Necromancy- instead of an ordered bunch of Necromancers, you have Liches trying to gain power across High Rock, battling with each other, aswell as the remenants of the King of Worms Necromancers, Rouge Necromancer once in the guild, but have left (though aren't affiliated with the King of Worms), and the undead still left from the Underking's reign there (see what happened at Sancre Tor for a similar outcome in High Rock).



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Lady Nerevar
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I wasnt thinking cyrodiils "necromancy is bad m'k? go kill guy X in dungeon Y" quests but instead something much more involved and revolving around the moral dilemma of necromancy. it is truly evil? does traven have a right to ban it? etc. excuse me as I switch tense.

the whole guild has a tense atmosphere. some, including many in the upper echelons, firmly believe that necromancy is evil and that all who practice it deserve death. these leaders are often the replacements of those who, like Ulliceta favored necromancy, or at least opposed its ban. there are others who submit to the traven's tyrannical regime simply because they have no better choice, and continue to practice or support necromancy in public. there are also those who have never practiced necromancy, and have no love for those that do so, but believe that banning an intellectual pursuit was out of line for the guild. there is much disagreement in the guild, much of it hushed up through threats and blackmail.

individual guilds vary on their stances (those with high lich/necro populations in the surroundings hate them more, those closer to orsinium like them more, etc.). The Order of the Lamp should play a secondary role in the guild imho, such as offering some quests and fighting off the invasion. emphasis should be placed on making it a knightly order for mages, not another fighters guild.

my idea for the basic quest outline:
the first quests in the guild would serve to familiarize you with the guild's situation. besides running erands you might also be asked to spy on people or search their house for signs of support towards the black arts. while all people deny it at first, raising their disposition enough (or compleating quests supporting their beliefs) should uncover their true stance on the issues. many of the higher ranking members you first come in contact with are anal zealot bastards. there is however one councilor who is rational and acts downright nice to you, you interaction with him leads to the development of a mentor relationship. while you are doing the last quest he signs you he disappears, and no one knows where he is. one of the higher ups tells you that some villagers have reported a necromancer operating in cave Z, and tells you to investigate. when you arive it turns out your mentor is the necromancer, and you are forced to make a choice. do you turn him in and advance to his title in the mages guild, or do you conseal his identity? after a few more quests the paths split, either to eliminating necromancy or fighting for its legalization. both sides should continue to have strong political and moral backdrops, both should have situations where you feel horrible about yourself. the player needs to live it.

thats all for now.

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Tabber42
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That's a wonderful idea imo. Actually I had similar thoughts but never had the time to actually go with the idea. I'm glad you did :D
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