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The Council of Wizards

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Overview

Dating back to the beginning of the Third Age, Arcane spellcasters have given at least lip service to the idea that their actions were governed by “The Council of Wizards”. While the primary stated goal of this organization is to serve as a central clearinghouse for arcane research, its true nature is to censure (and sometimes corral) wayward wizards.

The council is the latest incarnation in a long line of similar organizations, dating back to the First Age's “Gularaî order” - whose most famous member was Nakam Alkat, now simply referred to as “The Dark Mage”.

The council met irregularly - only when one or more members requested a meeting and could get at least 3/4 of the members to agree on a location and time. Its “leader” holds the title of “Archmage” and under him or her were four “Mages”, each with a title of one of the four physical elements. (These titles were ceremonial only. The “Mage of Fire” had no link to the “Fire” element).

Below the mages were a variable number of “Wizards”. Unlike the first two titles, this title was often used by mainstream arcane spellcasters, so the few wizards that were members of the council were usually referred to as “Council Wizards”.

To become a member of the council, a spellcaster must be a member of the guild (see below), be nominated by an existing member, and demonstrate a unique spell to the council. Only after a 2/3 majority vote will a prospective member be granted the title of “Wizard”. The higher titles are conferred after public vote from among the council.

Outside of the council, there exists a loose guild called the “Guild of Arcane Lore” or often simply the “Wizards guild”. The guild prefers all arcane spellcasters to be members, however as there is no penalty for non-membership, the majority of spellcasters are not members. Guild fees, however, are modest, and the prestige and perks of membership encourage many spellcasters to join.

As of 1109 (the last time they convened), the council consisted of the Archmage, Maug Limletter, three Mages (the “Water” seat remaining vacant after the death of Welma Whitesmythe), and seven Wizards. Despite their differing titles, during discussions, these eleven members were considered equals. Numerous additional guild members were usually present - though they must have been invited by one of the council members and could only speak when a council member gives them permission.

The agenda and discussions of council meetings were considered secret and not recorded. At the end of a typical council meeting, one or more edicts would be issued - which would be written on special scrolls and sent to the guildhalls around the world.

The only real power the council held over its members was based on the threat of banishment. However, non-member spellcasters are considered fair targets of persecution and through the centuries, there have been many instances of powerful spellcasters being forced into membership by “draconian” edicts.

Members (as of 1125)

Name
Title
Notes & Speciality
Unique Spells
Vacant
Archmage
Celí Mará
Mage (Air)
LN (Half-Elf)
Demi-Humankind - Laws & Customs
Demi-Humankind - Languages
Spells: Detect Lie (5) - As the Cleric spell
Fluency (5) - Combines Tongues, Comprehend
Languages, and the ability to write fluently in a language
Vacant
Mage (Earth)
Vacant
Mage (Fire)
Vacant
Mage (Water)
Pelham
(Wizard)
NE (Lich)
Humankind - Psychology
Spells: Voice Geas (9)
Dream Sending (7)
Sensory Transfer (6)
Vailá Mará
(Wizard)
CG (Elf, fled to Farflen after fall of Pleven)
Demi-Humankind - Theology & Myth
Spells: Know Alignment (4) - Extra area/time
Faun Mardau
(Wizard)
? (an enigma - very little known about him/her)
Khranalda
(Wizard)
N (female)
Demi-Humankind - Politics & Genealogy
Spells: Ancestry (2) - Get a picture of a person's past/ancestors
Sandra Middleham
(Wizard)
NG (female; now living at Sorgul's commune)
Supernatural - Dweomercraft
Spells: Precognition (6) - Better than the discipline

Members (as of 1109)

Name
Title
Notes & Speciality
Unique Spells
Maug Limletter
Archmage
LG Demi-Humankind - Biology
Humankind - Laws & Customs
Spells: Sympathetic Heal (5)
Acceptance (4) - gives illusion of perfect manners
Celí Mará
Mage (Air)
LN (Half-Elf)
Demi-Humankind - Laws & Customs
Demi-Humankind - Languages
Spells: Detect Lie (5) - As the Cleric spell
Fluency (5) - Combines Tongues, Comprehend
Languages, and the ability to write fluently in a language
Aladar
Mage (Earth)
CN Demi-Humankind - Theology & Myth
Humanoids - Biology
Spells: Remove Fear (2) - As the Cleric spell
CLW(2), CSW(4), CCW(5), Heal(6) - long casting times
Rarnil Lastree
Mage (Fire)
NG Supernatural - Astrology & Numerology
Demi-Humankind - Legends & Folklore
Spells: Peek (9) - Future-looking
Sensitivity to Psychic Impressions (5)
Vacant
Mage (Water)
Pelham
(Wizard)
NE (Lich)
Humankind - Psychology
Spells: Voice Geas (9)
Dream Sending (7)
Sensory Transfer (6)
Sethar
(Wizard)
CE (fled to King's Island after fall of Backbone)
Physical Universe - Mathematics
Spells: Sethar's Sympathetic Geometry (6)
Vailá Mará
(Wizard)
CG (Elf, fled to Farflen after fall of Pleven)
Demi-Humankind - Theology & Myth
Spells: Know Alignment (4) - Extra area/time
Faun Mardau
(Wizard)
? (an enigma - very little known about him/her)
Khranalda
(Wizard)
N (female)
Demi-Humankind - Politics & Genealogy
Spells: Ancestry (2) - Get a picture of a person's past/ancestors
Sandra Middleham
(Wizard)
NG (female; now living at Sorgul's commune)
Supernatural - Dweomercraft
Spells: Precognition (6) - Better than the discipline
Tylden
(Wizard)
CG (now living at Sorgul's commune)
Humanoids - History
Spells: Object Reading (3) - As the discipline

Members (as of 1090)

Name
Title
Class1) Notes & Speciality Element Location
Elsa
Archmage
d. 7 Mar 1098
NG MU/22 (female)
Humankind – Demography
Humanoids – History
Flora – Trees
Earth Larinday
Celí Mará
Mage (Air)
LN MU/19 (Half-Elf)
Demi-Humankind – Laws & Customs
Demi-Humankind – Languages
Air Spindrift
Aladar
Mage (Earth)
CN MU/18 Demi-Humankind – Theology & Myth
Humanoids – Biology
Earth Pleven
Edric
Mage (Fire)
LG MU/18 Supernatural – Dweomercraft
Physical Universe – Geology & Mineralogy
Fire Backbone (city)
Welma Whitesmythe
Mage (Water)
d. 12/1097
N MU/19 (female)
Fauna – Amphibians
Physical Universe – Oceanography
Water The Ocean
On a Floating Island
generally to the West
Pelham
(Wizard)
NE MU/18 (“Lich”)
Humankind – Psychology
Air Lowland (Torthorne)
Reglet
(Wizard)
CN I/17 Physical Universe – Architecture & Engineering Air Main Continent (usually)
In a floating castle
Sethar
(Wizard)
CE MU/15 Physical Universe – Mathematics Air Lowland
(later to the King's Island)
Vailá Mará
(Wizard)
CG MU/15 (Elf)
Demi-Humankind – Theology & Myth
Air Backbone (Fowltor)
Gil Sparklerock
(Wizard)
d. 10/1094
LG MU/Mk/Cl 14/7/8 Demi-Humankind – Art & Music Air Riprap
Faun Mardau
(Wizard)
CG MU/14 (female)
Physical Universe – Geography
Air Southlands (city)
Khranalda
(Wizard)
N MU/13 (female)
Demi-Humankind – Politics & Genealogy
Air Eastern Continent
East side of Plains
Esham
(Wizard)
N MU/12 Supernatural – Outer Planes Air Main Continent
South of Desert
North of Southern Mountains
Rarnil Lastree
(Wizard)
NG I/19 Supernatural – Astrology & Numerology
Demi-Humankind – Legends & Folklore
Earth Pleven
Qánir Furlin
(Wizard)
d. 10/1092
LN MU/18 Supernatural – Dweomercraft Earth Rota (city)
Sandra Middleham
(Wizard)
LN NG MU/16 W/14 (female)
Supernatural – Dweomercraft
Earth Wisewood
Lorin
(Wizard)
d. 5/1096
LE MU/14 Demi-Humankind – Politics & Genealogy Earth Rota (city)
Tharglet
(Wizard)
d. 12/1095
LG MU/12 Physical Universe – Geography Earth Backbone (Hookridge)
Maug Limletter
Wizard
LG MU/14 MU/16 Demi-Humankind – Biology Fire Riprap
Tylden
(Wizard)
CG ?/14 MU/14 Humanoids – History Fire Main continent
Mountains SW of Southlands
Ankharsek
(Wizard)
d. 8/1095
CN MU/F 12/1 Demi-Humankind – Philosophy & Ethics Fire Backbone (city)
Griswold Gildersleeve
(Wizard)
N MU/16 Demi-Humankind – Demography Water Lendore Island
Hills south of Spindrift
Horil
(Wizard)
d. 12/1098
CG MU/12 Humanoids – History Water Lowland (Rauter)
Rallan
(Wizard)
d. 2/1102
N MU/12 Humankind – Sociology Water Resh (Hawkwood)

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1)
Class and Level as per Advanced Dungeons & Dragons