(Proposal) Academy of the Chromatic Order

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Manzanita

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I wanted to propose a wizard academy. I've already had my PC wizard 'graduate' from there. Hopefully, it will create some more depth to the world, perhaps create some connections between PCs, provide at least one potential campaign plot line, and provoke some discussion & collaboration.

Inherent in its background is the existance of a once-mighty empire. Now merely a shadow of its former self. I chose WizWrm's Medibaria empire for this purpose, but if this doesn't seem to fit in with his ideas, then perhaps we could recast it.

I like the idea of a once-mighty empire. I think it lends one explanation for a 'common' language, and fosters many good campaing ideas. It also might provide a 'Year 0' for our Chronology.

So without further ado, here's my academy. I hope I get some feedback.


The Academy of the Chromatic Order

During the decadent twilight of the Medibarian Empire, the Empirial counsel made an attempt to improve their magical power by starting an academy to train and organize their wizards. Wanting nothing but the best, they recruited the greatest wizards in the land to run the Acadamy. Without a doubt, the three mightiest wizards in the Empire were Mordrue, Sice, and Omega. Of the three, Sice was generally considered the most powerful, though Omega was the master of item creation, and Mordrue, a divinor, was the most knowledgeable. Each was amenable to the idea of starting an Empirial Academy, and the Chromatic Order had an auspicious beginning. Each of the three founders brought with them their apprentices, rich magical treasure and knowledge, and quickly the school attracted many talented students.

As the empire floundered, stresses began to appear between the masters of the academy. Sice began experimenting more heavily in necromancy. He created some undead forces to prop up the dying empire & put fear into their foes and conquests. Mordrue and Omega were loath to follow such a path, and insisted that the academy stay true to its idealist principles of knowledge. They felt the creation of undead to be evil and not helpful to the longterm survival of the empire as a force for order. Sice eventually left the academy, rumored to be pursuing the lich Phylactery in a vain attempt to perpetuate himself and his beloved empire.

Even after the Medibarian Empire’s decline, the Academy remained a premier source of arcane knowledge and teaching in the known world. The wealthy and ambitious sent their sons and daughters to learn the secrets of power from across racial and political lines. Tharol (or whatever city was Medibaria’s capital) graciously supported the academy, for it was a source of great wealth and status, as well as a power to deter further aggression from the enemies of the empire.

All three of the founders were human.

Graduates:
The Academy is prestigious, and attracts students from all over the land. Entry is expensive and competitive, thus most students are very bright and from wealthy families. Graduates are expected to sponsor talented young people, so a number of the students there were handpicked and sponsored by other Wizards. Most students are human, as were the founders and sponsors, but any race may be accepted.

Upon graduation from the academy, all wizards are given a cloak. This cloak is of exceptional quality. It is colored a non-descript gray for traveling, but one side is trimmed with a bright color according to specialization.

Abjuration: Orange
Conjuration: Blue
Divination: White
Evocation: Yellow
Illusion: Green
Necromancy: Black
Transmutation: Purple
Enchantment: Red
Universal: Silver

The following feat is required of graduates:

Academy Graduate
Graduates of the Academy of the Chromatic Order have been taught in a rigorous ciriculum by the best professors in the land. This gives the graduates an edge in certain skills.

+2 Knowledge (arcana)
+2 Spellcraft
This feat can be substituted for skillfocus(spellcraft) or skillfocus(knowledge –arcana) for the purposes of meeting the prerequisites of the Loremaster, the Archmage, and similar arcane Prestige classes. This feat must be taken at first level by anyone who is a graduate of the college. Those who have stated they are graduates before this feat is approved may take it at their next opportunity.
 
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nimisgod

LEW Judge
Excellent work, Manzanita.

The camoflage cloak strikes me as slightly modern, though it could well be argued that since wizards are usually of high intellect, they could easily have thought of such a combination of colors.

So, how does the Chromatic Order look upon mentalists (psionics)? How about those who receive power from faith or nature? Do the different segregated faculty vie with one another for power? Does it have any satellite colleges?
 

Manzanita

First Post
Thanks for the comments, Nimisgod. I tend to look at the arcane magic of wizards as lending itself to learning in an academic setting. I presume it is done completely separately from the divine magic instruction done in temples and druidic groves. Wizards think themselves neither superior not inferior. Simply different. And accessible to any intelligent, hardworking individual. As opposed to clerical studies, which require an allegiance to a specific god.

I tend to think the conflicts between instructors have muted over the centuries since the founders left or died. If someone wanted to set an adventure in the halls of the academy, then they could create whatever subplots they wanted.

I know very little about psionics, and assume it would not be taught alongside arcane magic. As for satelite colleges, I don't see why not. Mostly I felt this could give PC wizards a common background. A talking point. Perhaps enrich the backgrounds of some PCs.
 

Kahuna Burger

First Post
Just out of curiousity, would there be a bardic college associated with the order? Most bards are assumed to be self taught, but some of their abilities (esp all knowlege skills) could lend themselves to more structured learning.

Kahuna Burger
 

Knight Otu

First Post
Manzanita said:
Mostly I felt this could give PC wizards a common background. A talking point. Perhaps enrich the backgrounds of some PCs.
Slightly dissenting voice - do they need a "common" background? ;) But I know what you mean - a possibility to bind the PCs closer to the world they live in.
I'm a bit torn about sorcerers being admitted into the Academy, though. They obtain magic not by hard studies, but by awakening a "spark" within themselves. They are much more self-taught. On the other hand, I see the possibility for sorcerers to be taught to handle the sudden outbursts of power when their abilities first manifest, and psionic powers might well be considered sorcery,
 

Manzanita

First Post
I'm happy to open this one up. Unlike my Monemvasia city, which I plan to run a series of adventures about, this one is merely what I consider one 'cool' way to become a wizard, or to engage in arcane research. I have no plans to do anything with this.

Obviously there are many other ways to become a wizard, as well. I think it would be interesting to give some distinction to graduates of this academy, such as certain feats or spells. But I don't know how to do this without altering game balance. They would have to have corresponding restrictions or handicaps.

If anyone is interested in working more with this, and using it in the adventures they run, or the PCs they plan to create, I'm happy to accomodate. I must admit I'm a bit uncomfortable with Sorcerers being there too. I wrote this up some time ago, and only gave it a once-over before posting it the other day. I would think serious wizards would think Bards to be much to flighty to have them around much. :) On the other hand, I see this academy as being one of the best (or even The Best) source of arcane research in the lands. It would have an immense library, a magical shop selling the even the most obscure spell components, outlets for purchasing scrolls or having spells cast for a price, opportunities for wizards to gather for social purposes and to exchange knowledge, and so on. Bards could be quite useful when it comes to knowledge of the world.

This latter part would be a draw for adventurers as well. If a party needed a particular spell cast (or even an 'identify' spell), this would be one place they could go. This would be a place powerful wizards would congregate, and perhaps find the need to hire adventurers for various tasks. It might be more used if we could put it in Ossuss..(wherever the Red Dragon Inn is). But we'd have to change its history, or the city history to put it there.

There's also the whole lich storyline. Of course, it will be some time before any LEW PCs are tough enough to really tangle with a lich, but it could be fit in other ways than combat.
 

Kahuna Burger

First Post
Manzanita said:
I think it would be interesting to give some distinction to graduates of this academy, such as certain feats or spells. But I don't know how to do this without altering game balance. They would have to have corresponding restrictions or handicaps.

The Guildcraft system from Bastion press would be perfect for this, IMHO, but while its completely OGL I have a feeling it would be too massive an addition to the core rules to get any support here. It does present a good system for allowing members of a particular group to get mechanical and gameworld benefits out of the membership, with both mechanical and gameworld costs, and without going whole hog for a prestige class. Each grade of membership in a guild has certain prerequisites, XP cost and often monetary costs associated with it, as well as obligations to the guild. The benefits you get from guild membership include roleplaying perks such as reputation, shelter or fellowship, semi mechanicals such as access to prestige classes, and flat out mechanical bonuses.

The first grade of the Chromatic Order could cost no XP but a good chunk of a wizard's starting gold, and have certain prerequisits in Knowlege skills and Spellcraft to indicate graduation from the first level of the school. The Novice would gain the repuatation of the school, perhaps one bonus spell known in his specialty, and the potential to return between adventures for aditional study. Further grades in the guild would require more gold, XP and advancement as a wizard, and gain such benefits as bonuses to knowlege skills, lower costs for crafting magic items, further bonus spells, lowered costs for researching spells, increased skill limits or bonus skill points, etc etc.

Anyway, just an idle thought.

Kahuna Burger
 

WizWrm

First Post
I honestly don't really remember what I had in mind for Medibaria, except for what's submitted in this thread. So it's fine with me. :)

Tharol isn't the capital of Medibaria; it's not even in Medibaria. I described their geographical relation in the map-building thread, a few posts down here. It's just a medium-sized fishing/hunting village; sort of a rest stop for merchants. Go ahead and make up a capital city for Medibaria, if you'd like.

Other than that, sounds like a fine proposal to me.
 

nimisgod

LEW Judge
I like KB's ideas on having tangible merits in joining the Order. Obviously, we have to keep these bonuses on the lowdown to prevent any further cheeziness far down the road.

At the very least, being a wizard of the Order has an easier time looking for specific spells to scribe into his spellbook, as well as a camaraderie with members of his particular faction within the Order. This is also might be the best place to do research, for an adventure or even a spell.

Obviously, it's greatest advantage would be the non-tangible benefits of the character's background meshing with the setting itself.
 

Manzanita

First Post
Yes, thank you KB. Your idea is a very sound one. It would just remain for someone to work up the details as part of the proposal. I'll give it some thought myself, but if anyone else wants to take a shot at it, feel free.
 

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