Wednesday, November 28, 2018

Guild of Dracologists

This article is the third in the guild series. Click here to catch the first one, along with a word explaining how Caldwen's guilds are set up in general, and what academic diplomas are about.

--o0o--

Dragons both fascinate and terrify. These ancient beasts attract insatiable curiosity from spellcasters wishing to unveil their secrets and own their powers. For some, there is the visceral desire to master such magnificent creatures, to learn from them, or perhaps to protect them. The trouble is that dragons are largely seen as evil monsters in Calidar’s universe. Most are. Rumors of a war between dragons seemed to imply evil ones killed their better kind, or perhaps merely drove them away. This field of study is a riven one, with as many quarrelsome cabals as the colors of dragons. They all teach the same tools of the trade, but with different intents. As a business, dracologists dispense care and knowledge of dragons, advising the military or the wiser mages, or ridding lands plagued by such creatures.

Belledor & Phrydias: This guild aims its sympathies at hypothetical benevolent dragons. It seeks to prove their existence, to facilitate their return to this world, and to banish or fell evil ones if they do not yield to the common good. The guild in Seahollow focuses on gold dragons and seeks to clarify false assumptions about them. Surrounded with mystery, this guild is more powerful than it appears. Information has filtered in from Lao-Kwei during the past century about such wondrous beings. The guild recently set up a legation on that faraway world. A third branch in Phrydias investigates new theories about metallic dragons other than gold. Exceedingly cautious about recruits, these cabals publicize neither their findings nor their members’ identities. A number of Meryath spellcasters have joined this guild.

Caldwen & Nordheim: These dracologists abhor the arrogance and foolishness of slaying dragons. Regardless of ethos, they will protect them in any way they can. Their goals are to respect dragons, gain their trust, learn their secrets, and endeavor to cohabitate for the sake of peace. They keep quiet about their tacit willingness to serve dragons whom they see as the greater race. A main outfit, in Meggidon, focuses on black dragons. Another, in faraway Nordhavn, protects whites. Relatively obscure, other such cabals scattered in the Great Caldera, focus on various other breeds.

Ellyrion & Alfdaín: Ever the military types, Ellyrian dracologists dream of commanding dragons for the sake of power. They see them as invaluable airborne cavalry. All dragons must be subdued or slain, and their eggs seized so hatchlings may be raised to serve the empire. An establishment, in Drakotiris, concerns blue dragons. A rival outfit, in Lathias, specializes in green dragons. There is nothing secret about these cabals as both actively recruit spellcasters. Demeanor is mostly martial. Primary strategic aims are to deny outer world powers access to Dread Lands’ seitha deposits.

Meryath & Osriel: These cabals ostensibly support dragon-slaying expeditions to earn plunder, clues, spell components, precious new magic, and personal glory. The official narrative in Meryath is revenge for the death of Meríon the Great. Its true goal is to acquire knowledge and money to bolster Meryath’s war effort against the Draconic Knights. A major establishment in Meryathon focuses on red dragons. This guild is the best known on Calidar. Its policy is to shamelessly advertise/exaggerate its successes and to create popular heroes in order to attract new members. Guild fees on captured hoards are hefty. “Anything goes” with this rough and tumble bunch. Another guild in Lorical, Osriel, concerns merchant princes, profit, and the sale of components.    (. . .)

The chapter goes on to describe three inner cabals. The Cabal of the Blood accommodates magic-users with Spellcraft Licenses in Invocation and Divination, teaching intuition and empathy between certain dragons and their cabal advocates. The Ritual of the Blood, if it succeeds, gives advocates useful skills to interact with their chosen dragon breeds. The next step, in the Cabal of the Fierce, enables qualified advocates to learn the ropes as thaumaturgists. If the Ritual of Invocation succeeds, it unlocks innate dragon-like powers. Some of you may recall a similar treatment in GAZ3 Principalities of Glantri, and you won't be disappointed. The last cycle, in the Cabal of the Wyrm, "surviving" members learn to master the Ritual of Dedication. If it succeeds, they must select one of several paths defining the nature of their relations with a specific dragon of great power: minion, protector, godfather of the present clutch, or slayer for the sake of Eternal Glory. Each of these cabals presents many dangers in one's quest for perfection, and failure results in dire consequences. Powers are nice, but getting them isn't easy or for the faint hearted. All cabals in Caldwen are similar in this respect.

Friday, November 23, 2018

Guild of Demonologists

This article is the second in the guild series. Click here to catch the first one, along with a word explaining how Caldwen's guilds are set up in general, and what academic diplomas are about.

--o0o--

A frightening field of study outlawed in most places, this craft is tolerated in Caldwen because of local culture and faith in deities with demonic ancestry. This stance is rooted in the knowledge that the darkest of evils can be redeemed. Demonology does not limit itself to such values, however: it is also about knowledge and power. Cautious about whom they allow in, demonologists do not reveal much of their craft outside their cabals, as peers, if they found out, would seek to eliminate transgressors. Though Caldwen’s qualified demonologists are talented, others in the craft hide in Ellyrion, where the clergy harbors a most visceral hatred and fear of them. The Daimonikon League is the sworn enemy of the craft inside and out of Ellyrion (see CC1 Beyond the Skies, pg. 230). Caldweners outside the guild rely on magical coercion or violence to subjugate demons. The ways of demonologists are more subtle and far reaching. Main Guild House: Bisilthur. (...)

The chapter goes on to describe three inner cabals. The Cabal of the Calling accommodates magic-users with Spellcraft Licenses in Illusion and Necromancy. It teaches how to identify specific demons and establish consensual bonds. Its members are called theurgists. The Ritual of Calling eventually establishes a permanent bond between a theurgist and a demon soul mate. The Cabal of the Flesh accommodates qualified theurgists with Bachelor's degrees. It teaches how to engender demonic creatures permanently bound to their creators through a Ritual of Sacrifice. Members are called progenitors. The Cabal of the Spirit accommodates accomplished progenitors with at least Master’s degrees. It is a fellowship of scholars seeking the secrets of True Names. There is no formal instruction related to this craft. Success is measured in the ability to affect archfiends without relying on pacts. Its members are called demonologists. They must choose one of three paths to complete their final quests: The Path of the Master, the Path of the Reformer, or the Path of the Servant, which determine the nature of the relationships between archfiends and demonologists. Each of these inner cabals provide special powers which come in exchange for personal sacrifices.



If the above piqued your interest, you can still get in on the project, have your name listed in the Gazetteer's honor roll, and receive a copy. The related Kickstarter's rewards are still available to anyone who missed last October's crowdfunding; this offer ends after December 31 2018. The core reward's fulfillment is expected in July 2019. Click on the banner above to check what the original Kickstarter offered, and get in touch with the author for further instructions if this is for you. Thanks!

Thursday, November 22, 2018

I Have a Beef with Marcus


Just 'cuz I have a beef with Marcus Cinema, I'm posting this here too.

"I had the opportunity to watch a movie with a friend a few days ago, at Marcus Cinema in Waukesha, WI. We got there and were told the showing had been cancelled 5mn earlier to make room for a private viewing of some other movie for the benefit of the local press. I wasn't amused. So, we had to settle for another showing, not in the large Ultra Screen auditorium but in a much smaller one, an hour later. 


"First off, I was really disappointed about my friend not being able to experience the large auditorium with big leather reclining seats. He was traveling from Europe and hadn't tried something like this as of yet. Gee thanks.

"Second, we ended up in a smaller venue, whose seats were supposed to be the comfortable, reclining sort. Unlike those in the Ultra Screen room, I found them awfully uncomfortable. Maybe it's just me, but the seating results in a cupped position, which is okay for about 20mn, after which I need to sit up and straighten my back. The trouble is that in the upright position, the top of the seat pushes back against the back of the head to the point of giving a headache. So I spent the duration of the movie, leaning to the side, resting on an elbow, trying to find a comfortable seating posture. Terrible. Won't go there again. 

"Finally, the usual modern-day movie theater issues got in the way. I paid a premium to watch a movie, for which I had to endure about 20mn of incessant TV ads beforehand. Unlike my TV at home, there's no mute button to muzzle the LOUD, inane, and invasive promotions. Add the nearby spectator digging into a cellophane bag for candies, happily and brainlessly crinkling in the dark during much of the movie (etc.)

"I've come to the realization that I'm much happier watching movies at home. It's cheaper and more convenient. Cancelling a showing at the last minute just broke the camel's back as far as I'm concerned."

Sunday, November 18, 2018

Guild of Alchemists

While work on the new Gazetteer progresses, I'd like to take the opportunity to post a series of previews on Caldwen's cabals.
The grand magiocracy does not have a single general-purpose “guild of sorcerers.” Instead, there are so-called “cabalist guilds,” private associations concerning specific types of wizardry. The magiocracy's legislative branch, the Upper Chamber of the Magi, provided the official charters defining the cabals’ spheres of interest and giving them legal power to regulate their craft.
Six well-known cabals exist in Caldwen, each one focusing on two spellcasting philosophies nearly exclusively and on the special powers of their craft. Similar guilds in different realms, if any, are most likely connected with Caldwen’s. Spellcasters holding Masters* or PHDs in philosophies other than those associated with cabalists lack the necessary train of thought to embrace guild craft. On the other hand, cabalists can only progress past Bachelor degrees within the two philosophies of their craft. Ironically, archmages are unable by definition to become cabalists, as Grand Wizardry demands mastery in all spellcasting disciplines.

(*) Caldwen's mages earn "official" diplomas from the various schools of magic, including such things as Spellcract Licenses, Bachelors in the Arts, Masters in the Arts, and Doctorates in Philosophy. These diplomas are relevant to social status and legal rights in the magiocracy. They also reflect one's degree of competency in the arts.

Cabal of Alchemy
This guild is the most common and most recognized on Calidar. Few towns lack at least one accredited apothecary. Cabalists have no specific ambitions other than perfecting their craft and attaining the skills needed to create a philosopher’s stone. It is believed that such objects hold the secrets of the universe and the keys to godhood. Curiously, the craft involves two opposing spellcasting philosophies (Alteration & Enchantment), which some have argued is the key to its special powers. Main Guild House: Azazul. (...)

This section of the Gazetteer continues on to describe three related cabals: Apothecaries, Alchemists, and Philosophers, which members can join as they learn their craft and perfect their skills. This includes qualifying tests, ordeals, personal sacrifices, special powers, and tools of the trade. To master the last cabal, a philosopher must engender three wondrous objects known as the Raven, the Swan, and the Phoenix, reaching the final goal of the quest: the Magnum Opus, otherwise known as the Philosopher's Stone.



If the above piqued your interest, you can still get in on the project, have your name listed in the Gazetteer's honor roll, and receive a copy. The related Kickstarter's rewards are still available to anyone who missed last October's crowdfunding; this offer ends after December 31 2018. The core reward's fulfillment is expected in July 2019. Click on the banner above to check what the original Kickstarter offered, and get in touch with the author for further instructions if this is for you. Thanks!


Saturday, November 3, 2018

Missed Your Chance?

Missed your chance to get in on the fun? No problem: PM me to make a private pledge, upgrade your contribution, or grab those few more add-ons you overlooked or could not afford at the time. Though the Kickstarter is now over, there still is a window of opportunity to get exactly what you wanted. You can reach me on Facebook, G+, MeWe, and Kickstarter. Click here to see what the original project offered.

--Bruce