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 Guild Rules and Guidelines

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ADM Dark Angel
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ADM Dark Angel


Posts : 84
Join date : 2009-12-30
Age : 34
Location : The realm between awareness, dreams, nightmares and shadows ...

Guild Rules and Guidelines Empty
PostSubject: Guild Rules and Guidelines   Guild Rules and Guidelines Icon_minitimeThu Aug 05, 2010 6:37 pm

OOC Guild Rules See Also: This Post

Magic comes from the Moons of Krynn, where the three gods of magic make their homes. The focuses of a mage are the power of that moon flowing through them, almost in a manner similar to which a priest channels their power. Due to the nature of Magic being -so powerful- it is necessary for magi to be regulated by the Tower in order to ensure such is not causing rampant destruction and to ensure that this responsibility is being taught to those students who follow.

Characters that wish to Join the ToHS, should seek out a wizard of High Sorcery in good standing, and/or a school of magic sponsored by the Tower, by level 6. At that time, the character will be given a rudimentary entry exam to determine admission. Upon acceptance, the character will be given a mentor. Extensive role play and studying of the laws of the tower, and the varied schools and orders of High Sorcery is needed.

A character will be examined on the rules to ensure they know what they are doing.

The character must begin their test of High Sorcery before they reach level 10, or risk being branded a renegade by the conclave. (Certain exceptions can and will be made due to circumstances outside the players control)

Players that fail the test, are not automatically deemed as dead, unless agreed upon by the player and DM (permadeath). However, they may “awaken” from a bad dream, and suffer some ill effects. They may remain in the school to retest at a later time. The character is allowed a maximum of 3 attempts to pass the test, before being expelled from the school. Upon expulsion, the character may choose another class to progress in, or continue on as a magic user, and accept the branding of “Renegade” by the tower.

A wizard of High Sorcery may multi class, as long as it does not directly oppose the towers regulations; to be considered for conclave a character must have one of the following builds:
40 wizard
40 sorceror
30wiz/10pm
30sorc/10pm

Other builds may be considered for conclave, with roleplay.

Magi are restricted to the use of a Staff and/or Dagger (Darts count as Throwing Knives.) The use of Armor or a Shield is also forbidden.



List of IC  Guild Rules

1. All wizards must follow the Foundations of Magic.

2. All wizards must follow the bidding of the Conclave and their Order.

3. No outsider must learn of the secrets of the Orders.

4. All wizards must report any renegade activity they discover.

5. Altering the forces of creation and the very fabric of magic is expressly forbidden unless permission is granted by the Conclave to do so.

6. Wizards must act in the best interests of magic, do not endanger it with the pointless destruction of innocents/property.

7. Calling forth creatures in public areas without of valid reason frightens the common folk and will further their distrust of the orders and magic, it is to be avoided.

8. All worthy candidates shall be monitored and brought to the orders should they be found capable of the lifestyle and devotion the art demands, unwanted candidates are to be watched so that they do not become a threat, it is required you report your finding on them in case they prove destructive to magic.

9. The gods of magic are to be revered before other gods and are your primary allegiance, swearing to another god before them is grounds for being declared a renegade.

10. Using magic to fabricate coins and wealth is a banned practice, for it would upset local economies and give wizards a bad name.
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