Cabal Creation

From OakthorneWiki
Revision as of 20:33, 25 May 2010 by Oakthorne (talk | contribs) (New page: ===Titles of Duty=== * ''Farseeker:'' "Scrounger." Called the Hand of the Cabal, the Farseeker is the one responsible for overseeing acquisition of the resources the cabal needs. This may ...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

Titles of Duty

  • Farseeker: "Scrounger." Called the Hand of the Cabal, the Farseeker is the one responsible for overseeing acquisition of the resources the cabal needs. This may range from something as simple as being the one who goes for take-out to organizing the expedition to gather tass and unique magical materials.
  • Doorwarden: "Bouncer." Called the Fist of the Cabal, the Doorwarden is responsible for the safety of the cabal and the protection of the Sanctum. It is he who oversees the testing and reinforcement of its defenses, and who stands at the first line of defense.
  • Hearthmaster: "Guide." Called the Heart of the Cabal, the Hearthmaster acts as the nurturer of the cabal and its Sanctum. The Hearthmaster often acts as healer, confidant and caretaker of the Sanctum, but their most common role is that of mediator.
  • Lorekeeper: "Scribe." Called the Head of the Cabal, the Lorekeeper is the historian and archivist for the cabal, keeping its Protocols and library well in order, and maintaining correspondence with other cabals.
  • Edgetender: "Hexer." Called the Eye of the Cabal, the Edgetender cultivates the magical resources of the cabal, caring for the mystical aspects of the Sanctum as the Hearthmaster cares for its mundane. Edgetenders often care for the Hallow of a cabal.

The Protocols

  • Creed: This segment answers the questions of what, who and how: What are the mages’ goals? Who do the goals benefit? How will the cabal members achieve them?
  • Duties: This details the day-to-day tasks of the cabal and what roles certain members are expected to perform. It usually involves an oath each member must take upon joining.
  • Directed Protocols: These are important pacts mages make among each other regarding their common behavior. The Directed Protocols are primarily broken into the Great Rights (ones common to all Atlantean cabals) and the Lesser Analogues (oaths tailored to the needs of the authoring cabal).
  • Interdicts: This portion deals with activities banned by the cabal.
  • Addendums: These cover anything added after the Protocols are set in place.

The Great Rights

  • Right of Crossing: The cabals permits other mages through their territory, provided they cast no offensive or intrusive spells, and do not remain longer than a day. This may be open access, or the establishment of a path through the territory. Those who refuse this Right must mark the borders of their territory, and provide a means of contact.
  • Right of Emeritus: The cabal acknowledges other mages in the Consilium that have earned the right to be honored for their experience, deeds, wisdom and power. Those who do not adhere to this Right do not have to acknowledge anyone’s superiority or obey another, but neither will they be granted such acknowledgement or the right to request obedience from others.
  • Right of Hospitality: The cabal agrees to grant other mages who request it Hospitality. They will provide for other mages for up to a given time, and protect them during such instances. In return, they have the right to request Hospitality of other cabals. Those who do not adhere to this right may not expect Hospitality of other cabals.
  • Right of Nemesis: The cabal agrees to not interfere in the challenges and battles between other magi, unless those conflicts affect them In return, they can expect to have their own conflicts respected. They are also expected to not take advantage of the cabal’s distraction in a time of strife. Those who do not adhere to this right are not required to leave others in peace during conflicts, but neither are others required to leave them in peace.
  • Right of Sanctuary: The cabal agrees that the Santums and other declared Holdings of other cabals and magi of the Consilium are sacrosanct, and agree to not interfere with, invade or otherwise have anything negative to do with those Holdings. In return, other mages give them the same forbearance. Those who do not adhere to this Right are not required to do so, but neither will their Holdings be safe from others.

Lesser Analogues

Just a few examples of individual rites.

  • Fostering: Ritual to bring a new mage into the cabal, but not as a member – simply to be trained before they go their own way.
  • Requite: The ritual by which favors are exchanged with those outside of the cabal; usually designates a specific token to be given.
  • Banishing: Ritual removals of ill energy and bad luck, done after particularly bad circumstances or deaths.
  • Celebration: Specific ritual celebrations, to acknowledge events – victory in a wizard war, holidays, etc.
  • Internal Disputes: Ritualized method by which internal disputes are handled.
  • External Disputes: Acknowledgement of conflict with another cabal, and the preferred War method, plus the symbol of that declaration.

The Sigil

  • Emblem: Symbolic logo or crest.
  • Honoraries: A symbol that represents a member of the cabal; these are scattered through the full banner sigil, one per cabal member.
  • Order: Symbols for the orders of the cabal, with lesser represented orders arranged beneath the main one, or equal display of order sigils for multi-order cabals.
  • Colors: Using aura hues, represent the past and founding of the cabal.
  • Great Rights: Beneath the emblem – crossroads (Crossing), scroll (Emeritus), chalice (Hospitality), sword (Nemesis) and shield (Sanctuary).
  • Arch: Half-circle above the emblem – skull (defeating enemy), book (reclaiming knowledge), scales (meting justice), torch/lantern (leading others to enlightenment), mace (Sentinel in cabal), horse (Herald), crossed staves (Provost), tree branch (Councilor), ring (Hierarch).
  • Motto: Representative motto.
  • Sigil: Often sigiled, with Prime.

The Lex Magica

Laws by which Consilii govern themselves.

  • Precept of Secrecy: The existence of magic is kept secret from those who do not practice it.
  • Precept of Recognition: Those that are recognized by the Consilium are beholden to it, but also gain protection from it. Sanctums that are recognized become public to the Consilium.
  • Precept of Protectorate: Those sanctums that are declared are also protected. These violate it: approaching sanctum unannounced, causing Sleeper investigation, testing wards or limits of sanctum, entering sanctum without permission, magical attack on sanctum.
  • The Precept of Hubris: Acknowledgement of action in opposition to enlightenment: casting a curse, forcing an unwilling transformation, binding another's soul, magical attacks on others, aiding spiritual possession, exiling others to Shadow, using magic to kill, soul theft.
  • The Precept of War: The acknowledgement of declaration of magical warfare, declaration of arena after withdrawl from Consilium: street warfare (attack on all levels, save that of the sanctum), spiritual warfare (combat takes place in Twilight and Shadow), sanctum warfare (no place is outside area of attack), shadow warfare (intention to attack another supernatural society, with intention to bear all responsibility), duel arcane.

The Tetragrammaton of Punishment

Ten degrees of punishment:

  • Minor Reprimand: Formal statement of wrong-doing
  • Major Reprimand: As Minor, plus admonishment against other cabals aiding criminal.
  • Payment of Debt: Must pay a debt to another (usually wronged party).
  • Minor Penance: Must atone for wrong-doing through simple service to Consilium.
  • Major Penance: As Minor, but task is likely dangerous.
  • Severe Reprimand: As Major, save that those who extend aid to the mage will receive a similar punishment. Mage is then ordered into seclusion or to abstain from the use of magic, or face incarceration. Always given a duration.
  • Incarceration: Mage is magically confined and surrounded by powerful wards that cripple his power, with orders to meditate on his actions.
  • Banishment: Mage is cast out from the city, given a duration or task to complete before he is allowed to return.
  • Spiritual Scourging: A Master of Death steals the wrongdoer's soul for a given duration.
  • Spiritual Oblivion: As Scourging, save that the soul is destroyed; considered an act of tyrrany.