[center][img]https://i.pinimg.com/originals/2a/7e/ea/2a7eea5ee7323174874db389a4632116.jpg[/img][/center] [center][h2]The Mage Guild of Alsijan[/h2][/center][hr] [center][h3][u]Background of the Guild and Nation[/u][/h3][/center] Many centuries ago, the land that is currently owned by the nation of Alsijan consisted largely of small towns and villages that pledged allegiance to local mage lords to form small nations. Unfortunately, these mage lords were often scheming against one another to accumulate territory and wealth, which often involved drafting their subjects to fight in protracted wars. As the number of wars increased, the people pledged to the mage lords began to become more and more disillusioned with the status quo. Eventually, the peasants in several of the larger nations were able to stage rebellions and install their own leader, merging their territories into one larger nation called Alsijan. Most of the remaining mage lords were relatively unconcerned with the development of a new nation that was often larger than their own. After all, the new nation wasn’t lead by a mage, so they felt that it wouldn’t be difficult to crush them in due time. This attitude changed fairly quickly, however, as the new nation repelled multiple attempts to do just that, adding to their territory all the while. As it turned out, training their people to fight against their enemy mage lords meant that they had provided their people with the ability to fight back. Eventually, the remaining mage lords gathered together and, after much debate, decided to surrender and allow their territory to be added to the larger nation. Decades after the Consolidation of Alsijan, the mage lords realized that the ability to utilize magic was becoming more and more common among the people. Knowing just how poorly magic could be used in the hands of an inexperienced mage, they set out to establish the Guild of Alsijan, an organization dedicated to the education of young mages regardless of race or social status. To fund the organization, the newly-formed guild offered the services of their mages to the populace at large. This typically involved enchanting items, banishing curses or hauntings, or hunting monstrous creatures that attacked villages. Unfortunately, not every mage has a desire to use their magic for noble intentions. As new mages were trained to use their magic, crimes committed by mages became more and more common. Seeing as how the typical guards were incapable of dealing with magical crimes, the king of Alsijan commissioned the Guild to serve as a sort of policing organization for mages within the nation. This commission was to be a permanent job of sorts and provided the Guild with the authority to arrest and try mages that were accused of committing crimes. Over time, the Guild continued to grow and eventually managed to establish small guildhalls in other nations, allowing them to take in a greater number of jobs and educate a far larger number of young mages. These other guildhalls are primarily just outposts, however, where jobs can be taken and where people can apply to join. All new recruits are sent to the central hall in the capital of Alsijan where they can be trained by some of the best mages in the world while taking on supervised jobs that help them obtain experience safely.[hr] [center][img]https://www.testedich.de/quiz45/picture/pic_1482079344_1.jpg[/img][h3][i]The City of Alsijan[/i][/h3][/center] One of the largest cities in the world, the city of Alsijan is the capital of Alsijan and is a sprawling port city with a wonderful tropical climate. Being so close to the water, the city makes use of a sprawling network of canals to improve the ability for people and goods to get to where they need to go. The buildings in the city tend to be made pale or white stone, often gleaming the bright sunlight, and are usually capped by brilliantly colored tiles. Balconies are also a common sight on most buildings, usually with ornately designed and brightly colored balustrades to provide a semblance of privacy to those on the balcony. The city is largely arranged into a number of districts that help make it easier to navigate, though districts do overlap a little bit. The most prominent district is the Port district, which is, unsurprisingly, the district containing the port itself. Due to the constant influx of merchants and their cargo, the Port district is also home to sprawling marketplaces where street vendors and nearby shops proudly display their wares. There are a number of taverns and cheap inns in the area that cater primarily to the sailors disembarking as well. The Garden district is the largest district by far and covers most of the west side of the city (i.e. inland). The Garden district consists largely of housing for the city’s citizens, but it also boasts the greatest numbers of inns, which are often attached to said residences. The name for the Garden district arises from the rooftop gardens that are very popular among the people. This, coupled with the canals cutting through the city, can make the district appear like a large, ornamental garden when viewed from above. The Palace district is the district that houses the nobles and the government itself, as well as a number of financial institutions. It isn’t particularly large, but it does house the King’s palace, which sticks out a little bit above the city. A lot of the buildings in this district are also notably taller and more ornate than the buildings in the surrounding districts, which provides the district with a noticeable air of affluence. The Artisan’s district is the district that houses the largest number of craftsmen and skilled laborers, which includes everything from blacksmiths to cobblers to tailors. This also means that the Artisan’s district easily contains the largest number of permanent shops where the owners take requests and provide services to their customers. Because of their proximity to the Port district, stall owners and street vendors often send apprentices to the shops to obtain goods that the visiting merchants seem to be interested in, which further bolsters the vibrant trade of the region. The Guild district is a small district nestled near the Port and Artisan districts. This district, as its name implies, houses the headquarters of the various guilds in the city, chief among them being the Guild of Alsijan. The Guildhall itself towers among the other buildings around it, easily approaching the height and splendor of the various palaces in the Palace district, which makes it rather easy to find.[hr] [center][img]http://theone.institute/wp-content/uploads/2017/02/virtCity.jpg[/img][h3][i]The Guild of Alsijan[/i][/h3][/center] [center][i][u]The Layout of the Guildhall[/u][/i][/center] The property of the Guild of Alsijan consists of a sprawling group of buildings in the Guild district and the ornate, spacious building that dominates them while sitting among them. Several of these buildings serve as dormitories and dining halls for the newer initiates of the Guild itself. Each dormitory can house approximately one hundred students, with groupings of ten sharing a single common room. These small groupings are commonly referred to as Houses and serve as the primary social unit for initiates until they become full-fledged members. As such, students from the same House take all the same classes together and usually get sent on jobs together. Each dormitory also contains a dining hall where students are able to obtain fresh, hot meals throughout the day. The primary building of the Guild houses the Guild leaders and other full-fledged members. These rooms are on the upper floors of the grand building and are much, much larger and better furnished than those of the younger initiates. The lower floors contain the majority of the classrooms and the library, a grand collection of written material, both magical and mundane, from around the world that the Guild’s members have collected over the centuries. The ground floor contains most of the administrative aspects of the Guild, especially those involving the acceptance of jobs and the registration of new members. The basement is generally off-limits to novices and outsiders, as it contains things that can be very dangerous in the hands of the inexperienced or untrained. Many of the other buildings in the area have some purpose that helps the Guild function, often by helping the novice initiates. For example, a couple of the buildings contain a number of libraries or studios where new initiates can practice their crafts, both mundane and magical, or experiment with their magic. One of the buildings even serves as a bank where members of the Guild can store their belongings or exchange letters of credit for money. There are also a number of stalls where vendors from outside of the Guild can offer their goods or services to Guild members. All in all, the Guild’s property almost seems like a smaller version of the surrounding city. [center][u][i]The Structure and Rules of the Guild[/i][/u][/center] [u]Ranks of the Mage’s Guild:[/u] [list] [*]Novice [*]Adept [*]Master [/list] [u]Titles within the Guild:[/u] [list] [*]Archmage - the president of the council that runs the Guild; lifetime appointment [*]Councilor - title bestowed upon all members sitting on the council that administers the guild [*]Minister - title of the members of the guild that run the day to day affairs like filing and making reports [*]Headmaster - title of the councilor elected to oversee the academic institution within the Guild [*]Magister - title granted to all members of the Guild that maintain an active teaching role [/list] [u]Rules for the Novices of the Guild:[/u] [list] [*]Novices are not to engage in the use of magic within the dormitories unless cleared by their supervisors [*]Duels between novices are strictly forbidden unless cleared and supervised by a Master of the Guild [*]Novices are not to leave the city without obtaining permission from the Guild. They are, however, free to explore the city in their free time [*]Novices are to keep their quarters in the dormitories clean and tidy [*]Novices should defer to members of the Guild that outrank them whenever possible [*]Barring the cases of injury or illness, Novices are to attend all of the classes that the Guild administration assigns to them [*]Unless excused by the proper channels, Novices are expected to perform their weekly chores dutifully [*]Novices should never attack another person, whether using magic or other means, unless they are defending themselves or others [*]Novices are expected to wear their uniforms at all times (with the exception of when they are asleep) [/list] [u]Rules for the Adepts of the Guild:[/u] [list] [*]Duels between adepts are strictly forbidden unless cleared and supervised by a Master of the Guild [*]Adepts are not to leave the city without obtaining permission from the Guild. They are, however, free to explore the city in their free time [*]Adepts should defer to members of the Guild that outrank them whenever possible [*]Adepts should never attack another person, whether using magic or other means, unless they are defending themselves or others [*]Adepts are expected to be diligent in their studies despite their more independent nature [*]Adepts are expected to wear their uniforms whenever they are on Guild property [/list] [center][u][i]The First Year Classes[/i][/u][/center] [u]Core Classes:[/u] [list] [*]Fundamentals of Magic [*]Magical Ethics [/list] [u]Elective Classes:[/u] [list] [*][u]Languages:[/u] [list] [*]Dwarven [*]Elvish [*]Gnomish [*]Orcish [/list] [*][u]Battle Skills:[/u] [list] [*]Martial Combat [*]Magical Combat [*]Tactics and Strategy [/list] [*][u]Arts and Music:[/u] [list] [*]Fundamentals of Art [*]Fundamentals of Music [*]Blending Magic and the Arts [*]Various Disciplines (painting, sculpting, singing, etc) [/list] [*][u]Magecrafts:[/u] [list] [*]Alchemy [*]Infusion [*]Artifice [/list] [*][u]Miscellaneous:[/u] [list] [*]History (various specific subjects) [*]Philosophy and Rhetoric [*]Diplomatic Skills [/list] [/list] [center][u][i]The House of Meadowmist[/i][/u][/center] ~Under Construction~