Difference between revisions of "Category:Wizards' Guild of Imperia"

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(The Wizard Code)
(The Wizard Code)
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=== The Wizard Code ===
 
=== The Wizard Code ===
The Wizard Code was a set of rules that governed the behavior of the Guild members. It taught its follower to not give in to feelings of anger toward other lifeforms, which would help them resist fear and prevent them from falling to the dark side of the Source. Amongst other dictates, the Wizard Code forbade Knight-Wizards and Masters-Wizards from taking on more than one Apprentice at a given time; and forbade wizards from forming attachments, such as marriage, and other specific, individual bonds, such as family and romantic love. Few understood that this practice of nonattachment did not mean the Jedi were strangers to compassion when, in fact, they believed that all lives were precious. The code also forbade the wizard from killing unarmed opponents as well as seeking revenge.
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The Wizard Code is a set of strict rules that governs the behavior of the Guild members. The Code has three main tenets: Self-Discipline, Responsibility and Public Service.<br>
 
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'''Self-Discipline'''
=====Self-Discipline=====
 
 
*Conquer Arrogance
 
*Conquer Arrogance
 
*Conquer Overconfidence
 
*Conquer Overconfidence
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*Conquer External Loyalties
 
*Conquer External Loyalties
 
*Conquer Materialism
 
*Conquer Materialism
 
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'''Responsibility'''
=====Responsibility=====
 
 
*Practice Honesty
 
*Practice Honesty
 
*Honor Your Promises
 
*Honor Your Promises
*Honor Your Padawan
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*Honor Your Apprentice
 
*Honor Your Master
 
*Honor Your Master
*Honor the Jedi Council
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*Honor the Circle
*Honor The Jedi Order
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*Honor The Guild
 
*Honor the Law
 
*Honor the Law
 
*Honor Life
 
*Honor Life
 
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'''Public Service'''
=====Public Service=====
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*Duty To The Kingdom
*Duty To The Republic
 
 
*Render Aid
 
*Render Aid
 
*Defend The Weak
 
*Defend The Weak
 
*Provide Support
 
*Provide Support
  
=====Miscellaneous=====
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===== Miscellaneous Tenets =====
*The Jedi are the guardians of civilization, yet do not allow civilization to destroy needlessly.
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*Wizards are the guardians of civilization, yet do not allow civilization to destroy needlessly.
*A Jedi uses the Force for knowledge and defense, never for aggression or personal gain.
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*A Wizard uses the Force for knowledge and defense, never for aggression or personal gain.
**A corollary of the Code was "A Jedi does not act for personal power."
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*Guild wizards are discouraged from forming personal attachments, and are forbidden to marry.
*The lightsaber is the symbol of the members of the Jedi Order.
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*Wizards respect each other, and all other life forms.
*If a Jedi ignites his lightsaber, he must be ready to take a life.[3]
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*A Wizard must put the needs of the community above the needs of individuals.
*Jedi do not marry (with some exceptions), in order to avoid attachment and—according to Vergere—so as not to create dynasties of those strong in the Force. However, in many periods of the Order's history, such as the era prior to Exar Kun and in Luke Skywalker's reformed Jedi Order, marriage was not forbidden. That being said, celibacy was enforced in many periods of the Order's history.
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*A Wizard must protect the weak and defenseless from evil.
*Jedi respect each other, and all other life forms.
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*Wizards must always cooperate in battle or crisis.
*Jedi must put the needs of the community above the needs of individuals.
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*Wizards must not have wants; self-reliance must be shown.
*A Jedi must protect the weak and defenseless from evil.
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*Wizards are forbidden from ruling others.
*Jedi must always cooperate in battle or crisis.
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*A Wizard will not kill an unarmed opponent, or a prisoner.
*Jedi must not have wants; self-reliance must be shown.
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*A Wizard will not take revenge.
*Jedi are forbidden from ruling others, although by the end of the Republic there was some debate over whether or not this was part of the actual Code.
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*A Wizard does not cling to the past.
*A Jedi Master may not have more than one Padawan. This particular rule developed after the Old Sith Wars, as most ancient Masters such as Arca Jeth, Thon, Vodo-Siosk Baas and Krynda Draay did not have to abide by it. Meetra Surik also trained many apprentices at the same time due to their Force-sensitivity and the galaxy's dire need for Jedi. However, one apprentice per master seemed to be the standard around 32 BBY. But due to the lack of Masters in Luke Skywalker's Academy, several Padawans per master was necessary, as seen in Jaden Korr and Rosh Penin training under Kyle Katarn.
 
*While the Code did not mention a maximum age for taking Padawans, Jedi Master Simikarty wrote influential interpretations of the Code that inserted such limits; over time, his interpretations of the Code became conflated with the Code itself. In Revan's era, apprentices were taken from early childhood. After the end of the New Sith Wars, it became policy to take apprentices from infancy, which proved controversial with those outside the Order. Conversely, Nomi Sunrider started her training as an adult, as did the apprentices of the Jedi Exile and many of the New Jedi Order.
 
*A Jedi will not kill an unarmed opponent, such as the way Anakin Skywalker executed Count Dooku.
 
*A Jedi will not take revenge, such as Anakin did against the Tusken Raiders
 
*A Jedi does not cling to the past, such as Anakin did when he used bad memories like when Padmé was almost assassinated to keep his resolve to defeat Nute Gunray and the Confederacy of Independent Systems
 
*The Jedi do not believe in killing their prisoners.
 
  
 
= Sorcerers and Rogue Wizards =
 
= Sorcerers and Rogue Wizards =

Revision as of 11:38, 16 August 2017

TheSpire.jpg

Ruled By: The Circle
HQ: The Spire, The Capital, Generica

Tropes: Magical Society; Not-So-Omniscient Council of Bickering; The Order; Warrior Monks (Eastern); Weird Trade Union; (Group) Wizards and Witches


The Wizards' Guild is a noble order of magic-wielding protectors—united by their ability to use the Source—who have upheld peace and justice throughout Imperia for over a thousand generations. As keepers of the peace, the Guild undertakes diplomatic missions at the request of the kings of Imperia, and pursues dangerous criminals across national borders. In contrast to the Warlocks, the Guild's historic foes who harness the dark side of the Source, the wizards draw their power from the light side of the Source. The Wizard Code serves as the mantra of the wizards' way of life, governing the behavior of individual wizards to the philosophy and training regimen of the Guild as a whole.

Perception

Origin and History

Back to the beginnings of recorded history, before the rise of the Marisu Empire, before even the Druidic Order, magic-users sought the secrets of the Source, and would pass what they had learned of it to other magic-users when they would meet. Many of these early wizards stood with the Emperor against the encroachment of Evil™ around 3000ya, and were afterward afforded an exalted status in the Empire. As the guilds formed (2000ya), the wizards organized themselves into a guild of their own and were given official charter within the Empire to keep the peace and dispense justice, and often stood as a secular balance to the Imperial Church. As time went on, Guild wizards began, one by one, to be seduced by secretly-returning Evil™ and manipulated their way into positions of power within the Guild. When their conspiracy was eventually discovered, those wizards were cast out of the Guild and dubbed "The Enemy," traitors to the Source, and the two factions struggled for power in a Secret War that would ultimately result in the collapse of the Old Empire (and the disappearance of the Imperial Isle) around 1000ya. The Secret War continued, waxing and waning, until the Nefarian Conquest of Mankind (100ya), when the Enemy joined the the Overlord's Black Army, and were defeated. All of the Enemy were believed killed and condemned to the Abyss, never to return; the Secret War was ended. But the Guild has grown self-obsessed, blinded by hubris to its own corruption, and heeds not ridiculous rumors of the return of Evil™ or its insidious influence within the Guild.

Locations

  • The Spire

Ranks and Forms of Address

  • (Master X) The Most Honourable X, Master-Wizard of the Guild Council
  • (Master X) The Honourable X, Seneschal/Marshal of the Wizards’ Guild
  • (Master X) The Honourable X, Tower Master of the Wizards’ Guild (or [Town Wizards’ Tower])
  • (Master X) The Honourable X, Master-Wizard of the Guild
  • (X) Ser X, Knight-Wizard of the Guild
  • X, Apprentice-Wizard of the Guild
  • X, [Officer] of the Wizards’ Guild (or [Town Wizards’ Tower])
    • Master-Sergeant
  • X, Sergeant/Man-At-Arms/Initiate of the Wizards’ Guild

Practices

General

TBD.

The Wizard Code

The Wizard Code is a set of strict rules that governs the behavior of the Guild members. The Code has three main tenets: Self-Discipline, Responsibility and Public Service.
Self-Discipline

  • Conquer Arrogance
  • Conquer Overconfidence
  • Conquer Defeatism
  • Conquer Stubbornness
  • Conquer Recklessness
  • Conquer Curiosity
  • Conquer Aggression
  • Conquer External Loyalties
  • Conquer Materialism

Responsibility

  • Practice Honesty
  • Honor Your Promises
  • Honor Your Apprentice
  • Honor Your Master
  • Honor the Circle
  • Honor The Guild
  • Honor the Law
  • Honor Life

Public Service

  • Duty To The Kingdom
  • Render Aid
  • Defend The Weak
  • Provide Support
Miscellaneous Tenets
  • Wizards are the guardians of civilization, yet do not allow civilization to destroy needlessly.
  • A Wizard uses the Force for knowledge and defense, never for aggression or personal gain.
  • Guild wizards are discouraged from forming personal attachments, and are forbidden to marry.
  • Wizards respect each other, and all other life forms.
  • A Wizard must put the needs of the community above the needs of individuals.
  • A Wizard must protect the weak and defenseless from evil.
  • Wizards must always cooperate in battle or crisis.
  • Wizards must not have wants; self-reliance must be shown.
  • Wizards are forbidden from ruling others.
  • A Wizard will not kill an unarmed opponent, or a prisoner.
  • A Wizard will not take revenge.
  • A Wizard does not cling to the past.

Sorcerers and Rogue Wizards

  • Sorcerer = magic-user with innate powers rather than a traditional spellcaster

The Warlocks

  • Sort of a "Saruman" thing: Guild wizards seduced by Evil™ to work against the Guild.

Rumor Has It…

  • The Overlord is rumored to be a former Master-Wizard of the Guild turned to Evil™, but records of such a person are impossible to find
  • It is whispered that a ranking member or two of the Guild secretly serve the Enemy, steering the Guild toward its own doom

Behind the Scenes

  • Obvious Jedi ripoff is obvious; also a bit of a SHIELD/Hydra thing
    • The Source (=The Force)
    • The Circle=Jedi Council
  • Low-level initiates get tasked with mass-production of common magic items


Pages in category "Wizards' Guild of Imperia"

The following 9 pages are in this category, out of 9 total.