The High Rock Mages Guild |
The Old Ye Bard
Princess
Registration Date: 2006.05.25
Posts: 3,663
Location: Post-Feminism
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The High Rock Mages Guild |
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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.
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2008.10.02 09:25 |
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Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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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. |
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2008.10.02 23:23 |
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Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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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. |
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2008.10.03 08:49 |
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Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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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. |
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2008.10.06 12:07 |
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The Old Ye Bard
Princess
Registration Date: 2006.05.25
Posts: 3,663
Location: Post-Feminism
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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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2008.10.13 09:08 |
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Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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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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2008.10.13 12:02 |
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Lady Nerevar
Marquise
Registration Date: 2006.01.04
Posts: 1,362
Location: Not in hiding anymore
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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.
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2008.10.13 20:47 |
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The Old Ye Bard
Princess
Registration Date: 2006.05.25
Posts: 3,663
Location: Post-Feminism
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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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2008.10.13 21:07 |
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Lady Nerevar
Marquise
Registration Date: 2006.01.04
Posts: 1,362
Location: Not in hiding anymore
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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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2008.10.13 22:37 |
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Tabber42
Knight
Registration Date: 2008.06.22
Posts: 81
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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
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2008.10.14 18:39 |
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