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Arcaniam

The Arcaniam, founded in the approximate year of 252, is both a group and a district in Luthal consisting of many low buildings that house the Initiates and Weavers of the guild. It is led by the First Radiant Weaver and is the core of the study of magic and Radiance. The Arcaniam is divided into different areas of study pertaining to the different schools of magic and aspects of Radiance.   Founded by the later disciples of Toland's teachings, the Arcaniam flourished under their guidance to become the forefront of study in the Basin. People from all across the Basin visit to learn from the resident sages and hire the services of the many guild members. Aside from the Elders, the Arcaniam stands as one of the most powerful groups in the Basin politically.   The Arcaniam is endorsed by the Canis, god of magic and innovations and features his iconography prominently. That being said, the Arcaniam is also the main center of worship for the gods, so many places of worship line the outer edges outside the walls of the Arcaniam for the various gods. Priests of these churches are also Weavers of the Arcaniam.  

Guild Rankings

  Those who wish to become a member of the Arcaniam must demonstrate a reasonable level of proficiency with their Radiant abilities, such that they are not a danger to themselves or others. Those who are deemed to be of acceptable strength by a High Weaver and control are granted an Initiate rank and are permitted to reside within the Arcaniam and taken on their own studies, while those who are not are either turned away or, in cases where a Savant's abilities are deemed too dangerous, taken into custody and strictly supervised and instructed until the individual is properly trained or deemed safe to others and themselves.   With enough training and endorsement from leadership, an Initiate may escalate to becoming a Weaver within the Arcaniam. This affords them greater privileges and access to the Arcaniam and allows them to start offering their services to outsiders. They may also take on an Initiate as an apprentice, and have the power to provide their own endorsements.   Just above this are the High Weavers. A single High Weaver is elected for each school within the Arcaniam. The High Weaver is considered the authority for their specific school and is the primary decision-maker for their domain. Each is left to their own devices for governing their school as they see fit and participate in a general council with the other High Weavers. Outwardly they project a unified front, however many inside the Arcaniam know that there is a great deal of friction between schools and the only reason open hostility hasn't broken out is because all parties recognize how catastrophic that would be for not only the Arcaniam but Luthal as a whole.  

A Weaver's Code of Law

  Given the great powers invested in those who study within the Arcaniam, the ruling body of High Weavers and First Radiant Weaver codified a rule of law that governs how all Radiants should hold themselves to across the whole Basin. This is strictly enforced, regardless of whether or not a Radiant is a member of the Arcaniam. In general, the principals are as follows:
  1. A Radiant or Savant may not use their abilities to cause harm to another through direct action or neglect of their responsibilities.
  2. A Radiant or Savant may not purposefully use their abilities to coerce, force, or blackmail another into taking actions against their own will.
  3. A school may not, in direct opposition, take actions that may be deemed hostile or in ill character against another school.
  4. A Radiant or Savant may not lend their skills to the conflict of others except with express approval of their High Weaver or the First Radiant Weaver.
Punishments vary in severity depending on the breach of code, from public reprimand to imprisonment, loss of hands, or outright execution. These laws are clearly posted on a large stele at the entrance to the Arcaniam and memorization of the code is required to become an Initiate in both cuneiform script and pictorial glyphs for the illiterate.

Schools of the Arcaniam

Each school has a specific focus of study. Each member of the school may not necessarily be working within the confines of magical study, but instead studying the real-world constituents of that school.
  • Air
  • Animal
  • Body
  • Communication
  • Earth
  • Enchantment/Infusion
  • Fire
  • Food
  • Travel
  • Healing
  • Illusion
  • Light
  • Creation
  • Mind
  • Necromantic
  • Plant
  • Sound
  • Water
  • Weather
Founding Date
Year 252
Type
College / Academy
Parent Location
Ruling/Owning Rank

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