The Tyorus Academy

A staple of Elderian culture, magic permeates the lives of most Elderian natives in a wide variety of ways, both subtle and obvious. The Elderian Mages’ Guild formed as a necessity for a society with such wanton access and usage of magic, serving both as a regulatory enforcement body as well as the principal educational institution to pursue further research and arcane knowledge. As one of the earliest established organisations within the country, it is one of the three major aspects of the Elderian government, alongside the Church and the Royal Family. The vast majority of magical practitioners who intend to operate or live within Elderia choose to join the Guild, both for their own benefit and to avoid ending up on the wrong side of the law, though individual practitioners still exist within the borders.   The Tyorus Academy and Halls of Asuni are the foremost magical colleges run by the Elderian Mages’ Guild, offering registration for both native and foreign spellcasters in the region, as well as initiating proficient mages into the ranks of the Guild itself.    

Prerequisites

To join the faction, applicants must first register at a Tyorus Hall within a major Elderian city. To advance beyond the Registered Rank to the Initiate Rank, an additional Initiation must occur.   Applicants may Register so long as they are in neutral or good standing with Elderia. This generally means that they are not considered a criminal, or in association with parties hostile to Elderia.
  • Spellcasting characters with an Elderian Origin of neither Chaotic nor Evil alignments may automatically begin at the Registered Rank, without spending anything.
  • Registered individuals cannot normally be unregistered, though they may discard their Enchanted Identification Medal.
  • Registration has a 25gp fee, which covers the Medal. Replacements may be obtained in the case of loss or destruction, for 100gp.
  • Registration requires that the individual have at least 1 level in a half or full caster class.
  • Undergo a screening by a representative of the Tyorus Ethics committee to ensure experimentation and humanoid subject research are carried out in an ethical manner in accordance with Elderian law
Initiation requires that an applicant have no other major allegiance outside of Elderia. This can be determined through physical or magical markings, signifiers, or equipment.
  • Initiation has a 250gp fee.
  • Initiation requires that the individual be at least Level 4 in a full caster class or half-caster class.
  • Completing Initiation enables all Faction Benefits.
  • Membership fee will be 100gp per rank per each upkeep

Faction Equipment Package

  • Enchanted Identification Medal: Granted at Registered. A thin rectangle of durable metal enchanted to identify mages registered within the Tyorus Academy. Given to all individuals who undergo registration, it stores a small sample of their magical signature that can be compared with the carrier in order to ensure ownership, and can automatically adjust to indicate their standing with the Guild.
  • Registration Equipment: Class-appropriate Focus.
  • Initiation Equipment: Elderian Mage’s Mantle (Faction Signifier).

Faction Benefits

  • Registered:
    • You gain access to the Mage’s librarium. When performing research involving the arcane, you reduce the required number of Downtime Days spent by 10 percent, rounded down to the nearest whole day.
    • You receive the Enchanted Identification medal
    • You gain the Registration Equipment (Class-appropriate focus)
  • Initiate:
    • You gain your Elderian Mage’s Mantle (Faction signifer)
    • Academic Subsidies: You are able to obtain parchment and Ink at a discounted rate, reducing it by 10% in addition to any discounts you already possess
    • Academic Faculties: if you do not already possess a structure, you gain another 10% discount to scroll crafting and spell copying while within the Region of Elderia
  • Student
    • Arcane Catalogue: Your Identification medal improves and gains the ability to cast Identify at a range of 10ft for an object that you can see. You also gain a + 1 bonus to any ability check or saving throws to resist curse effects.
    • Elderian Arcana: Elderia’s long history with the arcane, though somewhat scattered by the many dark ages, provides practices and techniques to enhance most forms of magic, even those not usually considered arcane. Spells that you hard-cast gain a +1 Enhancement bonus to their Save DC.
    • Elderian Mage’s mantle upgrade: Hex threaded (see the item for details)
  • Scholar
    • Attribute Cap Increase: +2 to one Mental ability score cap of your choice. This boosts the maximum of an ability score, but not the score itself.
    • Arcane Secrets: You gain access to one spellcasting feat of your choice
    • Sorcerous Inoculation: When you are targeted by a spell, magical attack, curse that requires a saving throw, you may attempt to use your reaction to analyse the properties of the attack using an Arcane/Religion/Nature check. If you succeed your saving throw against the triggering ability by 4 or more, you are able to provide allies within 30ft advantage on the same save for 1 minute. This may only occur once per long rest
    • Elderian Mage’s mantle upgrade: Restricted Records Access (see the item for details)
  • Researcher
    • Group Research: Requiring a minimum of 1 Researcher ranked member, When performing research involving the arcane, the researcher may apply their downtime day reduction onto another Tyorus member’s research. For any non-factional member, this bonus is halved. You are limited to assisting one research project at a time until its completion.
    • Mana-veins: Your ability to weave spells comes almost instinctively to you as sigils and tattoos are provided to improve your body’s mechanical functions. Stamina options are magically infused:
      • Arcane Blow (2): Requires a cantrip. You cast a cantrip with aimed and calculated force, spend (1) Stamina before you make an Attack roll to proclaim it as an arcane blow attack, the Attack deals an additional dice worth of damage, the die size is equal to double your Proficiency bonus, minimum 1d6 (+2 = 1d6, +3 = 1d6, +4 = 1d8, +5 = 1d10, +6 = 1d12). The damage type of this die is the same as the attack itself. This extra die of damage is multiplied on critical hits as normal.
      • Flicker (5): You can spend (4) Stamina to teleport up to your speed and make a single spell as an Action at the end of this movement. You can apply a second Stamina attack option to this feature; any Arcane Blow or Mana Strike bonuses applied on this attack are doubled. You must move at least 10 feet before making this attack to use this feature.
      • Darting (3): You can spend (2) Stamina when you would Move to move an additional 2d4x5 feet this turn. If you use this feature on subsequent rounds, every round thereafter that this is used, you gain an additional 1d4x5 feet of movement, up to a total bonus of 4d4x5 feet of additional movement.
      • Phase-shift (3): You can spend (2) Stamina to turn ethereal and move 10 feet without provoking an Attack of Opportunity; during this time, you are resistant to physical attacks until the end of the round.
      • Mana-Strike (2): Requires a cantrip. You thrust your hands towards your targets weak or exposed spots, spend (1) Stamina before you cast your cantrip and proclaim a Mana-strike, the Attack gains a bonus on the Attack roll equal to one-half of your Proficiency bonus, rounding down (+2 = +1, +3 = +1, +4 = +2, +5 = +2, +6 = +3).
      • Spell Imbuement (3): Requires spells. You infuse a spell with magical power derived from your stamina. When casting a levelled spell, you may expend 2 stamina per upcast level to increase its potency.
  • Mage
    • Elderian Arcana Maester: Your knowledge of spells is unparalleled to the point of fluidity. Whenever you would cast a non-ritual levelled spell, you increase the DC of the spell by 3. If the spell does damage, you can reroll the dice one time.
    • Attribute Cap Increase: +2 to one Mental ability score cap of your choice. This boosts the maximum of an ability score, but not the score itself.
    • Elderian Mage’s mantle upgrade: Arcane Aristocrat (see the item for details)

Faction Signifier

Elderian Mage’s Mantle: A lightweight enchanted mantle given to full members of the Elderian Mages’ Guild, serving both as a protective ward against attackers and a safety measure against magical mishaps while performing experiments that acts as a conduit for improved spellcasting.
  • Shielding Enchantment: While equipped, you may use this item as a Reaction to an attack, ability, or spellcasting action that you can see to cast the Shield spell without expending a Spell Slot. After using this effect, you cannot use it again until after you complete a Long Rest.
  • Woven Enchantment: While equipped and without having expended this item’s usage of Shielding Enchantment, your Charisma, Intelligence, and Wisdom Saving Throws benefit from a +1 Enhancement bonus.
  • Hex threaded (Requirement Rank Student): Your mantle improves and obtains between one of the following benefits. Once chosen it cannot be reversed.
    • The mantle gains the Excellent grade
    • The Mantle gains Extradimensional Space - Container - Fine
    • The Mantle gains Automated Warding: While you wear this mantle, you gain a faint glow on your skin. Any hostile single target spell of 2nd level or lower on you fails and has no effect. If the spell is 3rd level or higher, you can expend (3) stamina to increase the effect per spell level. You gain a point of exhaustion for each spell level above 3rd. If a spell fails against you, the property ceases to function until you perform a ritual during a long rest, and expending 250 gp worth of materials.
  • Restricted Records (Requirement Rank Scholar): While wearing the mantle, when you are performing research involving the arcane, you reduce the required number of Downtime Days spent by 20 percent, rounded down to the nearest whole day. This reduction does not stack with any other Downtime Day reduction gained from factional benefits.
  • Arcane Aristocrat (Requirement Rank Mage): As a result of your magical acumen and Curriculum vitae, you can speak for the Academy as a representative member. Performing any Downtime activity, you are treated as Upper-class or T5. In respect to RP interactions, you are viewed akin to Elderian Clawed Nobility (subject to DM)
This items counts as a body clothing for quality properties. This is a non-attunement item and cannot be upgraded, or enhanced through crafting, shopping except for the benefits given through faction progression.  

Ranks

Rank structure from lowest to highest.
  1. Registered
  2. Initiate
  3. Student
  4. Scholar
  5. Researcher
  6. Mage
  7. Archmage

Goals

  • Maintain and expand knowledge of the arcane within Elderia.
  • Document magical practitioners within Elderia.
  • Determine and manage the everyday usage of magic within Elderia.
  • Investigate accidents and crimes involving the usage of magic.

Tenets

  • The arcane is a vital part of Elderian society and should be readily available for responsible citizens.
  • Unrestricted usage of magic is too dangerous for everyday usage. The Guild must determine what is acceptable and what is forbidden.
  • Those who endanger the well being of Elderia or its citizens through reckless usage of magic must be contained or removed.
  • The arcane is vast and ever-changing, and the process of studying and documenting it is the responsibility of all initiated members of the Guild.
  • Remain ever-vigilant when delving into the arcane, as its potential is infinite for things both great and dangerous.
  • Though the Divine is the domain of the Church and Royal Family to handle, its manifestation within the everyday lives of Elderian citizens must still be managed by the Guild.

Fees

  • The Elderian Mages’ Guild charges no ongoing fee for Registered members, with a 100gp replacement fee for the Enchanted Identification Card.
  • Initiated members are charged 50gp per Faction Rank during each upkeep period to maintain membership, which goes into funding both everyday operations and political manoeuvring for the Guild.

Taboos

  • Threatening the safety or stability of Elderia through reckless research or usage of arcane magic.
  • Publicly intervening into matters of the Divine as it pertains to the Royal Family or the Church treads upon their sacred boundaries.
  • Public investigations into the properties of shapeshifters and vampires. Though they may likely be magical creatures, the Church has claimed dominion over judgment of them.
Type
Guild, Mages

Comments

Please Login in order to comment!