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-About this site


The Independent Guild of Wizards is the other major Guild for enchanters. A younger guild than the Assembly, the IGW was formed relatively recently, during the years when the Assembly had fallen into obscurity. In many ways the IGW is the creation of one man, a brilliant wizard by the name of Solas, who is now the head of the IGW, the Grey Wizard.

Its goals in many ways mirror those of ours; to learn about Magic and its properties; to prevent the use of Magic for evil purposes; to catalogue the knowledge of Magic. Despite its name it is vocally Crown-loyal.

The IGW differs from the Assembly in that it accepts into its ranks both enchanters and necromancers. From the point of view of the Assembly, it may be said also that they differ in their approach to magic; if the Assembly can be said to be about achieving understanding, then the IGW can be said to be about making magic do things, and thus achieving power through magic. If it sometimes appears that this power is at the expense of understanding, then that may be said to represent the difference in the philosophy of the two Guilds.

It cannot be denied however that the IGW have achieved much. They have created an IGW-exclusive room within the Safe Haven. Another of their achievements is the creation of a teleport network between the Dungeons. This is available to all at a price. Use the following orders at an IGW Guildhouse to request teleportation to the named location (the cost is that for non-members; this service is discounted for IGW members):
    - Mines of Miasma (600gps) 'L 11'
    - Hell's Deep (450gps) 'L 12'
    - Mirrormane (450gps) 'L 13'
    - Icehaunt Catacombs (600gps) 'L 14'
    - Red Mountain Keep (450gps) 'L 15'
    - Hasjan (600gps) 'L 70'
    - Torlia (600gps) 'L 71'
    - Drax (600gps) 'L 72'
    - Swinderlog (600gps) 'L 73'
    - Central (750gps) 'L 74'
    - Poldoon (600gps) 'L 75'

Other items that the IGW sell from their Guildhouses are Study Books (possession of which allows you to train your intelligence) at 15gps to non-members (order 'L 3'), and the magical Cloak of Many Colours at 120gps to non-members (order 'L 16').

IGW members have access to an IGW exclusive spell, Strength Drain (SDR), and can learn the secret of how to create a Pi Homonculus, a useful servitor creature (a word of warning; Homonculi and Wisps do not get on together!).

Assembly members are reminded that by the rules of both Guilds, joint membership of the Assembly and the IGW is forbidden.

THE GREAT LIBRARY
This was largely the work of the Head Librarian, the necromancer Mo Fhuvupu. He initiated a division of the Library into two branches: the Seers – scholars and academics in the tradition of the Librarians of old, and a new group, the Seekers. Broadly speaking the Seers of the Library are those of the arcane classes, and the Seekers are other adventurers who serve by scouring the land for knowledge.

Although Mo Fluvupu is still said to be Head Librarian, he has become increasingly reclusive over the last few years and the day-to-day running of the Guild rests with the High Seeker, Friar John.

The proscription upon members of the Assembly joining other Arcane guilds may, at the discretion of the Archmage AND the High Seeker, be relaxed in the case of the Great Library, as their goals are so closely in tune with our own.

The Great Library is freely available to all the people of Bereny and may be consulted here. More information about the Guild is obtainable here.
The Great Library traces its origins back to a foundation by Lionel of Tredach, the first King of Bereny, in the aftermath of the Time of Thunder. Its stated purpose was to gather together all the knowledge that had become lost and scattered during the Time of Thunder and preserve it. Over the years it increasingly became a secretive and reclusive organisation, and it is believed that much of the knowledge that it had accumulated was lost when the Great College was destroyed 30 years ago. However, in recent years it has assumed a higher profile and actively recruited for new members.
THE APOTHECARY
The Apothecary is a Guild for Alchemists and herbalists, although it will consider applications from Enchanters who have an interest in these areas. Its creation a few years ago was an attempt to revive the long-defunct Guild of Alchemists founded in the reign of King Eustace, and it has gained Royal approval to use and refurbish the derelict Alchemist’s Guildhouse in Crownheart. In addition it has dispensaries in all the major Dungeon courtyards.

The Apothecary offers a wide range of items for sale to the general adventuring community. You will need to identify and contact the Guild Alchemist closest to your location. Alchemists also buy a wide range of items that they require for their potions and they will often accept these in part payment for their services.

They have recently relaunched the Fellowship of the Apothecary, a support organisation for the Guild which accepts all non-alchemists. The role of the Fellowship is to seek out rare alchemicals and formulae for the alchemists. Members of other Guilds are permitted to join the Fellowship.

The Guild Leader of the Apothecary is the Alchemist Belladonna. More information about the Apothecary can be obtained here. By the rules of both Guilds, joint membership of the Assembly and the Apothecary is forbidden, although Assembly members may join the Fellowship of the Apothecary.
THE BLACK TOWER   /  GUILD OF NECROMANCERS

The Guild of Necromancers is the most secretive of the Arcane Guilds, though perhaps with good reason as Necromancers are so often regarded with suspicion in Bereny. Indeed, while it now calls itself the Guild of Necromancers and does not hide its existence, during the years when necromancy was outlawed it was a secret and forbidden society known only as the Black Tower, a name that was often spoken in dread and fear.

The leader of the Guild, called the Master of the Bones, is Tarek Bonemaster. The Guild is presently riding high in Royal favour as it was only through Tarek’s mastery of Necromancy that the mission into the Land of the Dead to save King Mark could be launched. When the terrible and tragic aftermath of that mission came to pass, it was again to Tarek that the Regent turned to furnish a determination as to whether the individual that they had brought back from the dead was truly King Mark  
 
It was only in 499 that Necromancy was made legal in Bereny, and not all in the Land believe that this was a good thing, pointing to the apparent increase in the number of undead in the Kingdom. Such of these entities that accept the laws of Bereny are accepted as members of the Black Tower.

The Black Tower guards its secrets well, and is relentless in its punishment of those members who transgress its strict code of secrecy, but sometimes, if you are fortunate, you can learn more about them here.

Necromancers who do not wish to enter into the secretive world of the Black Tower may, at the discretion of the Archmage, be granted membership of the Assembly. It goes without saying that you cannot be a member of both the Assembly and the Black Tower.
ASSEMBLY LIBRARY - ARCANE GUILDS
THE INDEPENDENT GUILD OF WIZARDS
For the benefit of our members, we here present information on other Arcane Guilds active in Bereny. This is presented purely for information purposes, with the aim of facilitating communication and understanding between Arcane Guilds, and to allow our members to benefit from services available from these Guilds to all enchanters. It is not the aim of this document to seek to criticise or defame any other guild. Also, since the policy and goals of other Arcane Guilds are a matter for them to define, the Assembly accepts no responsibility for the veracity of any information here. If in doubt, we recommend that you seek clarification from the Guild itself.

A guide to all the Official Guilds active in Bereny may be found here.
Sylvester of the Assembly