The Social Organizations: The Council of the Table of Bones

With the Age of Remembering, the realm once again faced the daunting spectre of the Arche of Spirit. Recalling the Accords of Day and Night, held in 1196 CE, the hero-mage Alatannin and the Academy established a kin organization to regulate the use of Spirit magics. The Council of the Table of Bones was founded and established in the city of Umbrua on the southern shore of Darksea in Icuna. The Council is headed by the Archon of Spirit from the High Academy at Darkwell.

The Council, otherwise known as "the Table," is the only fully sanctioned organization to use and research the Arche of Spirit. Members are required to abide by the Edict of Day and Night which states:

1) The first, second, and third circles of the Arche of Spirit shall be open for unrestricted use. The magics of this ken have been deemed to be safe and without evil.

2) The Fourth, Fifth, Sixth, and Seventh circles of the Arche of Spirit are restricted to sanctioned members of the Academy and the Council of the Table of Bones. Such magics shall not be invoked within the walls of any sanctuary, village, town, or city under the Crown save in times of true necessity. Furthermore, such magics shall never be raised against the Crown, its citizens, or the powers of Day.

3) The Eighth, Ninth, and Tenth circles of the Arche of Spirit are closed to all casters save for those sanctioned and ordained members of the Council of the Table of Bones. Such magics shall be used only in times of dire need. Members must be mistically bound to use Spirit magics in accordance with the Edict of Day and Night and in the interests of the Path of Light.

Members of the Table strive to uphold the Edict of Day and Night and enforce its law wherever they travel. Casters who are not sanctioned by the Council are approached and asked to become a member of the Table or to discontinue their practices. Mages who disregard the Edict of Day and Night are swiftly dealt with by the Council and members may be required to handle delivering warnings or punishments. Furthermore, the Table works in conjunction with the Academy in the pursuit of magic especially spells, items, and research from the Arche of Body and the Arche of Spirit.

Council members cannot take Weapon Proficiency for Mortal or greater weapon, buy Armor Proficiency for armors greater than Studded or Ring Mail (4-points), or learn to use any shields.

To join the Council of the Table of Bones, the character must meet the following prerequisites (calculated for Rule of Knowledge):

RANK

REQUISITES

POINTS

GAINED BENEFITS

Chosen

Arche of Spirit 3
Arche of Power 1
Magic Lore 1
1st Primary Skill 1
Organization 1

33

• membership
• Organizational perk: Wealth (stipend of 1 Crown per rank per event)

Novice

2nd Specialization Arche 3
Arche of Power 2
Magic Lore 2
Magic Research 1
1st Primary Skill 2
2nd Primary Skill 2

34

• Organizational language: Magespeak (see the Academy)
• Organizational spell: Spirit Bolt
• Organizational spell: Spirit Ward

Apprentice

1st Major Arche 3
Arche of Power 3
Magic Lore 3
1st Primary Skill 3
2nd Primary Skill 3
any Language

37

• access to Bestow Mask of Death
• access to Mnemonic I

Necromancer-Apprentice

2nd Major Arche 3
Arche of Power 4
Magic Lore 4
Mistic Lore 1
Mistic Ability
1

42

• Organizational spell: Spirit Bolts
• access to a 1st - 4th level lost spell

Mage-Necromancer, 1st Hand

Arche of Spirit 5
Magic Lore 5
Mistic Lore 2
Organization 2

58

• access to Bestow Invisibility to Undead
• access to Hold Power
• awarded a fine quality MP reservoir
• Organizational perk: Wealth (stipend increased to 5 Crowns per rank per event)

Mage-Necromancer, 2nd Hand

2nd Specialization Arche 5
Arche of Power 5
Magic Lore 6
1st Primary Skill 5, 2nd Primary Skill 5

66

• access to a 1st - 6th level lost spell

Mage-Necromancer, 3rd Hand

Arche of Spirit 7
Arche of Power 7
Magic Lore 7

85

• access to Mnemonic II
• access to a 1st - 7th level lost spell

High Mage-Necromancer

Arche of Spirit 8
Arche of Power 8
Magic Lore 8
Mistic Lore 3
Aid 1
Organization 3

97

• access to a 1st - 8th level lost spell
• awarded a superior quality MP reservoir or a 1st - 7th magic item

High Mage-Necromancer

Arche of Spirit 9
Arche of Power 9
2nd Specialization Arche 7
Magic Lore 9
Aid 3, Feign Death 1

117

• Organizational spell: Forbid
• access to a 1st - 9th level lost spell

Master Mage-Necromancer

Arche of Spirit 10
Arche of Power 10
2nd Specialization Arche 8
1st Major Arche 4
2nd Major Arche 4
Magic Lore 10
1st Primary Skill 7
Aid 4

139

• access to Mnemonic III
• access to an 8th - 10th level lost spell
• awarded the Stave of the Necromancer (acts a superior quality MP reservoir, considered a Bone Weapon, inflicts magical Mortal damage, invokes Drain with a touch)

PRIMARY SKILLS: any Lore, Courtier, Streetwise

The Stave of the Necromancer is made from the long bones of a giant creature. A padded-weapon staff of no less than five feet in length must be made and covered in black and painted to look like a weapon of bones. The staff must bear the symbol of the Council. The Stave functions as a superior quality Magic Point reservoir. As per the eighth level Spirit spell, the Stave inflicts magical Mortal damage; the mage must call "MAGIC MORTAL" when using the stave. Versus undead, the Stave inflicts double damage. Finally, the Stave can be used to invoke Drain allowing the weapon to absorb 1 Magic Point per dead creature up to a maximum of 20 MPs (the capacity of the staff as a reservoir). To Drain, the member must touch the Stave to a dead creature for a count of 60. The Stave of the Necromancer is considered a personal item and cannot be taken, stolen, or used by anyone other than the Council member. Anyone attempting to take, wield, or use the Stave will take an automatic Mortal hit to the arm.

Main | Social | Lineal

© 1992-2002 Edmond Y. Chang. All rights reserved. Email the webmaster of this site.
These pages are best viewed with Internet Explorer. Open your browser to the largest viewable area.