League of Miracles
The League of Miracles has a simple hierarchy. At the top is the mysterious Grand Thaumaturge, known as "the Wonderworker". Sworn to a blood pact to obey the telepathic orders of the Grand Thaumaturge are four chief spellwrights and 20 other spellwrights, the top mages who know the secrets of how to create adranachs and also covertly hunt and destroy the league's enemies. Beneath them are the mercenary mages who form the bulk of the league.[10]
The League of Miracles uses magical constructs for several purposes. Most famously, it uses adranachs for construction, and also as bodyguards. Covertly, it also uses adranachs for spying, hunting, and assassination. Some are also capable of travel through the Astral Plane.[11] At the league's headquarters deep in the Cliffkeep Mountains, the Palace of Wonder, they also employ a variety of golems: a mage hunter golem guards its dungeons, a platinum golem stands vigil at its front entrance, and animated armours and other constructs guard its halls.
The dungeons are guarded not only by the aforementioned golem but also by the shackled spirits of those prisoners whose souls are extracted there. Similarly, enchanted plants protect the headquarters' lush Bowers of Recovery. And the league is conducting secret experiments to try to bind cold snap spirits to their service.
Beyond reconstruction, the league also contracts its mercenary mages to provide protection for caravans and important people and sells newly invented potions and spells to governments and militias. Its secret activities, aside from those mentioned above, include grave-robbing.
Type
Guild, Mages
Comments