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T O P I C    R E V I E W
Hymn Posted - 04 May 2005 : 10:46:09
How many mageguilds can be found through out the Realms? I am asking since I am doing this little project for a sorceress PC of mine and I am to lazy to check through all the cities myself.

Waterdeep
Almravien
Calimport
Volothamp
Keltar
Memnon
Silverymoon
Cimbar
Raven's Bluff
Suzail
Neverwinter
Mulmaster
Lyrabar
Deepearth
Keczulla
Murann
Messemprar
Daggerford
Taltemplar
Everaska
Menzoberranzan
Arabel
Westgate
Luskan

Edited: I will add the guilds posted by others (or rather locations of the guilds) in my post as to ease the reference for me and newcomers as well.
30   L A T E S T    R E P L I E S    (Newest First)
Wooly Rupert Posted - 20 Aug 2008 : 15:30:44
quote:
Originally posted by sfdragon

the now long defunct grand Cabal


the tiny: Covanent originally from Neverwinter

that group of wizards that left the city of the spiderqueen
the Harpers
the Zhents
the moonstars
the Hathrans
the now defunct Durthans
the mage hounds formerly of halurra
not sure if any of these would have been considered guilds though...



now define guild?





Guild, defined by dictionary.com: any of various medieval associations, as of merchants or artisans, organized to maintain standards and to protect the interests of its members, and that sometimes constituted a local governing body.

Going by that definition, pretty much any of the groups you listed could be considered a guild. However, in the Realms and most other fantasy settings, guilds generally focus on either one particular aspect of trades or services, or on aspects that are very closely related.
sfdragon Posted - 20 Aug 2008 : 10:15:22
the now long defunct grand Cabal


the tiny: Covanent originally from Neverwinter

that group of wizards that left the city of the spiderqueen
the Harpers
the Zhents
the moonstars
the Hathrans
the now defunct Durthans
the mage hounds formerly of halurra
not sure if any of these would have been considered guilds though...



now define guild?

Icelander Posted - 19 Aug 2008 : 14:07:52
quote:
Originally posted by George Krashos

The Towers of the Wind is only a little school, although Broargar "Windcloak" Iringar, head teacher and founder, would probably disagree with me. It trains mages for service on merchant ships making the dangerous run across to Sembia and up to the Moonsea who often fall prey to the pirates of the Inner Sea. Most merchant ship captains don't want to fight the pirates, they just want to avoid them or outrun them so a "windmage" can often be very useful. As the school is sponsored by a few of the merchant costers in Impiltur (such as the Five Sails, Brass Coffers and Moonchaser costers based in Lyrabar) many of the school's graduates are required to serve the one of these (or other) costers for a year following their 'graduation' as a sort of indentured servant. As they are paid quite well, this usually isn't an imposition and gives them good experience.

-- George Krashos



Seeing as Impiltur seems to be your personal fief and you enjoy making up things, I've got a query or two.

Approximately how many students are there at this school?

At what level of experience do they graduate (or, if you prefer a more lore-based way of putting, with command of what spells)?

How much are they paid per month, approximately? Would 500 gp/month be an insulting offer for a competent graduate or a generous one?

Are the Five Sails, Brass Coffers or Moonchaser costers mentioned anywhere else?

Who controls most of the mining in the Earthfasts avove Lyrabar? Who controls the shipping of that mining?
Hymn Posted - 11 May 2005 : 22:30:17
Hmm, it seems I was kind of right on both points here. While not really a guild. The church of Toth do require members to at least have level 5 in an arcane spell casting class. Besides this they also operates a college of wizardry in Gheldaneth. Besides the temple found in Skuld this is the only place one can train as a mage in Mhulorand. When I read it I would say it would go with the non guilds since Toth focuses on larger scales than just a city. All though the college in Gheldaneth could be considered a guild in a way.
Hymn Posted - 06 May 2005 : 13:56:59
Hmm, now that you mention monster hunters you have the Cloaked Guilds in Calimport. Where as some contain mages. Perhaps if/when guilds are added to the list of cities they will be put there as well. As for now I am content with the cities though.

Hmm, something else that struck me right now is that wouldn't Skulld be a good city for a mage guild. I have a faint recollection of something along those lines when I read of Skulld somewhere. But can't remember if it was devine related or arcane.
Ty Posted - 06 May 2005 : 13:38:35
quote:
Originally posted by The Sage

Hehe... Seems like Kuje isn't the only one being ignored ...

Ty, I'd already named the reference for the deep gnome city you sought .




Hrm... sorry Sage. I seem to be suffering from an ID10t error for the last day or two. Thank you BOTH Sage and Krash for pointing me to the very obvious sourcebook that sits not more than 10 feet from my desk at the home office. I swear I'm losing my mind....

*wanders off in search of stronger coffee*
tauster Posted - 06 May 2005 : 13:16:37
...and of course, there´s the esteemed "Monster Hunter´s Association"!

they appear in several dragon magazines in the "ecology of..." articles:

# monster
227 - osquip
240 - nymph
246 - shambling mound
258 - flail snail
261 - dark nage
262 - jermlaine
269 - pseudodragon
dragon annual #2 - flumph

i am not shure whether or not they constitute a "guild", but they have membership fees and a headquarter (one could say "guild house").
Hymn Posted - 06 May 2005 : 11:55:40
I only stumbled upon the Naturalist Guild in Myth Drannor and there fore dissmissed it But I think I will go with's George version for now and say that the two isn't the same. But the ones found in Arabel and Westgate (and perhaps other places as well) may well be imitations of the faumous guild of fabled Myth Drannor.
Hymn Posted - 06 May 2005 : 11:44:12
quote:
Originally posted by The Sage

Actually, as Wooly stated earlier, the Arcane Brotherhood in Luskan *is* considered a guild, or at least, Volo's Guide to the North details it as such.




Hmm, yes I have rather come to that conlusion as well after reading up on it. It states it tough as an organization and guild which makes it semi something. So I guess I admit defeat on that certain subject.
Kuje Posted - 06 May 2005 : 08:13:23
There are also Naturalists in Westgate.... :)
The Sage Posted - 06 May 2005 : 07:09:42
According to Fall of Myth Drannor, the Guild's last mention of activity is around 680 DR. Since I don't currently have access to all my books at the moment, do we know whether they pop up anywhere else after 680 DR... to the point of the Fall? What about afterwards?

Perhaps some of the Guild Naturalists made a place for themselves in the growing Forest Kingdom after the fall of Myth Drannor. Arabel was already a city by this time...
George Krashos Posted - 06 May 2005 : 06:52:13
I'm thinking that the Guild of Naturalists in Cormyr and the identically named guild in Myth Drannor (known as "the Beast Tamers") aren't related to each other. I'm not saying that it can't be so for any particular reason, but it's just my initial gut reaction to the suggestion.

-- George Krashos
The Sage Posted - 06 May 2005 : 06:08:39
Ah, yes.

So we would likely even see a few elven mages, or at least diviners, among their number.
Kuje Posted - 06 May 2005 : 05:32:58
quote:
Originally posted by The Sage

Another source for the Arcane Brotherhood, Skullport, also references the order as a "guild".

Here's another -

There's also mention of a Guild of Naturalists in Cormyr, in the city of Arabel. They're mostly herbalists, but I suppose we can assume that some of these naturalists at least have a few levels in an arcane class of some sort. I could see diviners being particularly useful for a Naturalists' Guild. And herbalism at the very least can be considered an "alchemical" art.

It is detailed in Volo's Guide to Cormyr.




The Naturalist guild is older then that since they were around in Myth Drannor. They collect and research natural and unnatural flora and fauna.
The Sage Posted - 06 May 2005 : 04:48:18
Another source for the Arcane Brotherhood, Skullport, also references the order as a "guild".

Here's another -

There's also mention of a Guild of Naturalists in Cormyr, in the city of Arabel. They're mostly herbalists, but I suppose we can assume that some of these naturalists at least have a few levels in an arcane class of some sort. I could see diviners being particularly useful for a Naturalists' Guild. And herbalism at the very least can be considered an "alchemical" art.

It is detailed in Volo's Guide to Cormyr.
The Sage Posted - 06 May 2005 : 04:38:39
Actually, as Wooly stated earlier, the Arcane Brotherhood in Luskan *is* considered a guild, or at least, Volo's Guide to the North details it as such.
Steven Schend Posted - 06 May 2005 : 04:02:16
quote:
Originally posted by George Krashos

quote:
Originally posted by The Sage

I don't recall reading this before.

Where did you find it Krash? Or was it a part of your own personal details on Impiltur?




I made it up. It took about 2 minutes. Nice, eh?

How do you think Ed, Eric and Steven do it!?

-- George Krashos



We let Storm or Qilue whisper it into our ears as pillow talk, dear lad.
Kuje Posted - 06 May 2005 : 02:27:43
quote:
Originally posted by The Sage

Hehe... Seems like Kuje isn't the only one being ignored ...

Ty, I'd already named the reference for the deep gnome city you sought .



What? Someone mention me? Huh? Yes Master Alaundo! I am working on my scrolls! *Blinks* No, no more whipping. Back to the parchment, aye!

The Sage Posted - 06 May 2005 : 01:41:01
Hehe... Seems like Kuje isn't the only one being ignored ...

Ty, I'd already named the reference for the deep gnome city you sought .
George Krashos Posted - 06 May 2005 : 01:37:26
quote:
Originally posted by Ty
Nonetheless, the gnome city was liberated by Gareth Dragonsbane, et. al. and I believe that it was written that as part of their "alliance" the deep gnomes would teach the humans of the Barony of Bloodstone (and/or Damara) the skills of illusion magic. I do not recall the specific sourcebook for that particular tidbit. It may have been in the H-series modules, FRCS, or even possible the Forgotten Realms Adventures manual. I simply don't have the foggiest, but I do remember it being set down in paper in some official Realms product. Krash? Thoughts on that one?



I believe that tidbit came from FR9 The Bloodstone Lands by R A Salvatore.

-- George Krashos
The Sage Posted - 06 May 2005 : 01:30:33
Hymn, I like what you're doing here. I can keep looking through my tomes if you want. What books haven't you searched through yet? Are there any you don't have?
Mumadar Ibn Huzal Posted - 05 May 2005 : 22:08:57
Evereska: The Evereska College of Magic and Arms, a training academy of the highest standards and one of the cornerstones of Evereska's defenses. Harpers are the only non-elves trained there...

(source: Volo's Guide to the Sword Coast page 130/131)
Hymn Posted - 05 May 2005 : 22:07:02
Hmm I seem to recall there is a Mage Guild in Everaska as well but can't remember its name at the moment. I also suspect the Sorcere in Menzoberranza are a little low on the acceptance of students at the momemnt.
Hymn Posted - 05 May 2005 : 16:33:11
Na, you beat me to it sage. I didn't have though Keczulla must have missed it as I went through the tomes.

I did find two other guilds besides those that you mentioned;

Taltemplar (Evermeet)

Daggerford
Ty Posted - 05 May 2005 : 16:29:00
quote:
Originally posted by Hymn

quote:
Originally posted by Ty

Two more "schools" to add to your list.

There is a school of illusionists in a deep gnome city beneath the Bloodstone lands and a further school of wizards in Impiltur that focuses on wind magic. I believe the Impilturan school is located in Lyrrabar, although I might be mistaken.



Hmm, I looked for this deep gnome city in my books but haven't been able to find it. Any more leads, I sadly don't have DGTU so it's possible its in that tome.



The name of the gnome city escapes me but you can find information on that in the H1-4 series of modules written for older editions. Granted, Bahamut and Orcus make appearances as "deities" so how accurate these are to current Realms write-ups I find somewhat questionable.

Nonetheless, the gnome city was liberated by Gareth Dragonsbane, et. al. and I believe that it was written that as part of their "alliance" the deep gnomes would teach the humans of the Barony of Bloodstone (and/or Damara) the skills of illusion magic. I do not recall the specific sourcebook for that particular tidbit. It may have been in the H-series modules, FRCS, or even possible the Forgotten Realms Adventures manual. I simply don't have the foggiest, but I do remember it being set down in paper in some official Realms product. Krash? Thoughts on that one?
The Sage Posted - 05 May 2005 : 15:15:11
The city of Keczulla, in Amn, is said to be the home of a secretive cabal of mages who love to share information, arcane secrets, and trinkets. Not a traditional guild as such, but aside from their "sneeky" attitudes, they rather act like a mageguild. They are not mentioned by name specifically.

Also, in Murann, and again in Amn, there is a alchemists' guild which is said to be the largest in the nation. The guild is officially sanctioned by the Council of Six, and is believed to have other 100 members. This guild is also not named.

Old Empires makes a reference to a wizards' guild in Messemprar, in Unther. Known as the Northern Wizards, they have historically been the protectors of the city.
Hymn Posted - 05 May 2005 : 14:49:02
Ah thanks for clearing that up Sage. Fliping through EotSS I came across the five Guild Arcane (which Memnon is a member of)

other cities of the guild is (in standing order)

Almravien
Calimport
Volothamp

Keltar

Also Ankhapur (White Shifts) seems to have organized mages, all though it seems to be more of a forced service than anything that has to do with schooling and knowledge.
The Sage Posted - 05 May 2005 : 14:36:17
quote:
Originally posted by Ty

There is a school of illusionists in a deep gnome city beneath the Bloodstone lands and...
Bloodstone Lands details that the svirfneblin gnomes of Deepearth are quite skilled in the school of illusion.

quote:
...a further school of wizards in Impiltur that focuses on wind magic. I believe the Impilturan school is located in Lyrrabar, although I might be mistaken.
Indeed. Again, Bloodstone Lands mentions a minor school of magic in Lyrabar that has dedicated itself to assisting the trading fleets of Impiltur. Wizards proficient in the casting of wind magic can make a considerable fortune, and a name for themselves serving on merchant vessels.
Hymn Posted - 05 May 2005 : 13:20:35
quote:
Originally posted by Ty

Two more "schools" to add to your list.

There is a school of illusionists in a deep gnome city beneath the Bloodstone lands and a further school of wizards in Impiltur that focuses on wind magic. I believe the Impilturan school is located in Lyrrabar, although I might be mistaken.



Hmm, I looked for this deep gnome city in my books but haven't been able to find it. Any more leads, I sadly don't have DGTU so it's possible its in that tome.
Snotlord Posted - 05 May 2005 : 10:02:02
You're probably right. My BGII reflexes kicked in

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