The Continent of Issimid, 965 PA An original campaign setting. A climactically diverse landmass on a planet just smaller than earth, the highest mountains and deepest chasms alike offer unique challenges in this dualistic world of magic, mundanity, and everything in between.

Timescale A year is 392 days long, consisting of 14 months each with four 7 day weeks. The first six days of the week are named for the 6 greater deities of the realm, and the seventh is named for their first great prophet, Derathar. The first day, Tethren, is named for Tethyrion. The second day, Adroten, is named for Adriotine. The third day, Gnosren, is named for Gnossus. The fourth day, Jiolren, is named for Jiolsam. The fifth day, Melvaren, is named for Melvara. The sixth day Odyren, is named for Odyl. The seventh day, Deraven, is named for Derathar, marking the end of the week. The first month of the year is called Iudrar, named for the Dwarf hero of legend, Iudratid, who liberated the quarry from the yoke of giants, which would go on to become the city of Cauldron. The second month of the year is called Keltan, named for the star of winter, Kelta, a spiritual figure in mountain-elf religion. The third month is called Ulliven, named for the pirate lord Ullidar, founder of west oldport. The fourth month is called Ilyadar, named for Ullidar’s daughter, Ilyava, who would found east Oldport after her father’s passing. The fifth month is called Thross, named for Throsa, the engineer who designed Veilhold’s tiered walls. The sixth month is called Beraven, named for Berace, the mythic gnomish hero who would lead the gnomish people out of the Underdark. The seventh month is called Vathrar, named for Vathak, the ancient hunter who would unite the tribes of the Northlands, leading to the creation of Varja. The eighth month is called Onaros, named for Onara, the angel-wreathed cleric who would save the prime material plane from a devil incursion. The ninth month is called Kiloven, named for Kilkreath, the sleeping mountain lord, prophesied by Trollfolk to awaken and drown the world in flame. The tenth month is called Jurar, named for Juros, the dragonlord who would divide good and evil dragonkind, creating the first metallic dragons. The eleventh month is called Haafjan, named for Haafjim, the giant king whose axe would cleave the earth, forming the great river Haafi, bestowing upon the centre of the continent its fertile farmland. The twelfth month is called Histros, named for Histora, the founder of the College of Inexorable Saints, whose early members would play an instrumental role in the Great War. The thirteenth month is called Ofjen, named for Ofjan, the wounded hero who would found the Sanctuary of Ofjan. The fourteenth month is called Rolos, named for Roland, whose dark conquest, and subsequent defeat, would mark the dawn of a new era.

Geography of the Continent Varja The continent of Issimid’s geography is well varied, with the northernmost parts’ climate consisting of vast, stretching tundras, devoid of most, if not all life. As one travels south, the temperature begins to become more moderate and hospitable, with evergreen trees spotting the landscape until the Sarvihorn Peaks, wherein lies the northernmost of the continents six major city states: Varja. Built into a pass within the largest mountain, Varja started its life as a single lodge, providing refuge for hunters who would find themselves trapped or lost within the myriad winding paths, everchanging by the frequent avalanches in the area. Gradually, more and more hunters would stay there, staying for longer periods, and establishing lodges of their own, some dwarven lodges set into the mountainside itself, others resting gracefully on the titanic rock faces on either side of the pass. Nowadays, a majority of the city is within the mountain, with only ~20% of it outside. Beneath the surface of the mountains, one will find a city unlike that of any other. Taking inspiration from both dwarven architecture and primitive human tribal culture, it evokes a feeling akin to a civilization of hyper intelligent cavemen. About half of the continents metal and gemstones come from what is discovered whilst this city expands. Cabineisg A little further southeast, on the Taexali coast, lies the city state of Cabineisg. Initially a small fishing village, the town grew into a city when it was discovered that the Hornfish, the towns primary export, had innate magical properties within its singular Horn. This attracted many curious wizards from around the continent, whose pampered lifestyles fueled the growth and branching of the cities economy, which now stands as a collection of magical trinket shops, high end taverns and hookah bars, low end taverns and hookah bars, amateur fortune tellers, and of course, the occasional export of a Hornfish or two. Above all else though, Cabineisg contains the base of operations for the Wovenblood Brotherhood, the largest organization of wizards on the continent, furthering their collective goals of science, the pursuit of knowledge, and according to many, above all else, lining their pockets. Due to this, there is also a substantial collection of libraries in the city, some secular, some devoted to Xivo, Yintor, or Zhiva. Though, there is one trait they do all share: if you can’t cast a cantrip, you can’t get in.

Cauldron Where the Sarvihorn peaks curve south, rests the city of Cauldron, a city that once began as a quarry. Forming a giant, circular pit in the ground, the inhabitants of the Cauldron live along its edges, and some slightly into the wall of the earth. The surrounding ground is rich with precious gemstones and rare metals, providing to the rest of the continent quantities of these materials that would be impossible anywhere else. Primarily populated by Dwarves, the city is structured and militaristic, knowing that in any siege, they perpetually have the low ground. They compensate for this by having, arguably, the strongest funded army on the continent. Combining Dwarven engineering with arcane technology, Cauldron’s military technology is bleeding edge. Sanctuary of Ofjan The southernmost city on the continent is The Sanctuary of Ofjan, or Ofjan, for short. Named for its founder, Ofjan served as a site of respite for those traveling to/from the Muirloch Jungles or the Scab, with many of its inhabitants being wayward travellers who simply decided to stay. The city is walled in order to keep out the dangers of the jungle and the desert, who would threaten the stability and safety of those who take refuge in its walls. More than any desert creature or jungle ranger could ever cause, though, is the the discord currently being sowed by the ruler of Ofjan, High Majesty Kifet Kifanson of house Ifanakh, who has outlawed all divine worship, and nearly all practice of magic bar the school of transmutation, in order to advance the science of the natural world. Though, in the streets, there are hushed rumors that his decisions are not his own, that his councilor whispers commands in his ear and he obeys, sending his guards to abduct and imprison clerics and wizards wherever they may be found in his city. These disappearances, however, are written off by the state as adventurous folk leaving the city of their own volition. Where they end up, dead or alive, it is unknown to the common people. Oldport Despite not having meticulously kept historical records like Veilhold or Cabineisg, Oldport, a pair of sister cities, has a rich history of fishing, sailing, and trading. With one city, West Oldport, existing on the mainland, and the other, East Oldport, existing on the volcanic isle of Rhy’o, the two make up the oldest settlement on the continent of Issimid, originally a pair of simple seaside trading posts set up so mainlanders could trade easily with the Trollfolk artisans that reside in the jungles of Rhy’o. Nowadays, however, Oldport stands more as a bastion to freedom and indulgence, loosely policed and rife with piracy (this causing Oldport to lose its status as a hub for trade on the continent). A majority of its inhabitants make their living as fishermen, artisans, or sailors (of all sorts), spending what little disposable income they have on indulgences and celebrations. By extension, the city has a large following of Junus. Veilhold Travelling further south, placed in the centre of the Greenfields, lays Veilhold. The largest of all 6 major city states on Issimid, few remaining alive can still remember a time when Veilhold was not the colossal city that it is. Lording over nearly all of the arable land on Issimid, Veilhold’s economy is stimulated by the taxation of its vassals, and the export of their goods and labor. The structure of the city is a democratic theocracy, with 4 of the 6 major temples (each devoted to one of the 6 major deities) forming a council which rules the city until election every four years, where it is decided upon which 4 churches will rule. Due to this emphasis on religious rule, Veilhold is where most amateur devotees come to learn the ways of worship, at the College of Inexorable Saints, the foremost religious tutoring academy on the continent.

Credit: Cornelia Yoder

Gods of Light On the continent of Issimid, there are 6 Major Deities who are worshipped, each with their domain over one of six virtues of man. Below each of the six major deities serve 3 Lesser deities, with more specific areas of control relating to their master’s domain. The 6, though greatly worshipped, do not have specifically defined personalities like the lesser 18. They are worshipped more as ideas with vague faces, rather than singular entities a mortal could connect with, as the scope of their domain and power are beyond a mortal’s comprehension. This disconnect leads many religious scholars to doubt the existence of the 6 altogether, and instead believe that the pantheon is made up only of the 18 equally powered “minor” gods. Tethyrion, the Spirit of Might Wuuld, the Heart of Competition Wuuld, though universally accepted, lacks a formal church of worship. Instead, his followers lead nomadic lives, paying tribute to their patron by seeking the next great challenge wherever they may find it. Wuuld is often personified as an elderly human male hailing from the Northlands. His symbol is two burly arms locked in a wrestle. Drakus, the Soul of Courage Drakus, of the three aspects of Might, has the greatest following. Temples dedicated to Drakus span the entire continent of Issimid, but find their greatest concentration in the wintery tundra cities of the Northlands. Drakus is personified as a stunning golden Dragonborn clad in gleaming platemail armor. His symbol is a golden sun. Fel, the Aspect of Battle Not much is known of the elusive deity Fel. Legend says that he roams Issimid disguised as a lowly peasant soldier, and when all hope seems lost for his chosen side (of which he has no preference), is said to transform into a towering, bulky, verdant Orcish warrior afire with raging green flames, rallies his fellow men-at-arms, and turns the tide of the battle. Fel is personified as both a lowly human peasant, and the towering Orc. His symbol is a shattered shield. Adroitine, the Virtuoso The Quickling, the Heart of Night The Quickling is a god of tricksters, charlatans, and rogues. Her followers construct shrines in her honor in seedy taverns and city underbellies. Her followers see mortal life as short and unforgiving, as are the lives of the Fey creatures for which she is named, and thus seek freedom and choice above all else. Her symbol is a shrouded face with a large, toothy grin. Enevol, the Soul of Agility Enevol is a god of all things fast. Sprinters, auctioneers, and even musicians (when not worshipping Skald) can find patronage from Enevol, he isn’t picky. He is personified as an Elven man wearing boots of flying. His symbol is a winged sandal. Polimog, the Aspect of Finesse What Enevol is to speed, Polimog is to carefulness. A patron of fencers, surgeons, tinkers, and marksmen, Polimog blesses its followers with watchful eyes, and steady hands. Polimog is personified as an androgynous, gnomish figure, holding the tools of whichever trade his follower is beseeching it for help with. its symbol is a looking glass.

Gnossus, the Unshakable Phontis, the Heart of Perseverance Phontis is a god of physical endurance, whether in the context of athleticism, or those under extreme physical duress. Temples to Phontis are often constructed in or near hospitals, and shrines are built and tribute paid often in coliseums. He is personified as a soft Dwarvish man in plain clothes, often carrying a jug of water. Allusa, the Soul of Protection Allusa’s domain is that of protection in all forms, be it inspiring mothers to achieve superhuman feats to save their children, or making sure a night guard doesn’t fall asleep at his post and endanger those who it is his responsibility to protect. She is personified as an angel clad in shining white armor, wielding a massive tower shield. Her symbol is a watchful eye. Jivarus, the Aspect of Honor Jivarus is god of oaths, fealty, respect, and marriage. In his followers he inspires unshakable faith, and immovable will. Though he does have a following of priests, his church is primarily made up of paladins. Jivarus is personified as a human paladin, as make up the bulk of his following. His symbol is two hands clasped in oath. Jiolsam, the Tutor of Worlds Xivo, the Heart of Education Xivo, god of education holds power over all forms of religious and scientific academica. As libraries expand and spread, so too does the power of Xivo grow. Those who worship Xivo call upon him in times of need to remember fragments of knowledge once read. He is personified as a High Elf wizard. His symbol is a glowing, open book. Yintor, the Soul of Reason. Yintor governs the realms of decision making, personal intelligence, and investigation. The followers of Yintor tend to be wizards and scientists, as she bestows upon her followers a sharp mind and impressive deductive reasoning skills. She is personified as wood elf woman with an inquisitive look in her eye. Her symbol is a black owl. Zhiva, the Aspect of Minds Zhiva is the keeper of lost knowledge. That which is so dangerous or volatile it cannot be written down, and thus is stored solely in fragmented form in the peerless minds of his followers, so that no mortal mind should have to bear the colossal burden of any of this knowledge in its entirety. Zhiva is never personified, for his being is entirely consciousness. Rather, his symbol is used as his physical projection, a cerulean brain.

Melvara, the Incisive Barruk and Hunid, the Hearts of the Hunt Barruk and Hunid are unique to the rest of the 18, as they are two entities that form the same being of worship, each representing one of the two necessary halves of the Hunt: Barruk, the kill, and Hunid, the rebirth. No true huntsman on Issimid worships one without the other, for without the kill, populations would run rampant, and without the rebirth, the Hunt would swiftly end. The two married gods have a tumultuous relationship, being personified as quarrelling lovers, Barruk taking the form of a muscular half orc, and Hunid a fair elvish maiden. Their symbol is an arrow wrapped in ivy. Solios, the Soul of Worship Amongst all of the 18, Solios has the greatest religious following. As god of peace, communication, and calm, Solios’ power ranges far and wide across Issimid. As a result, her followers come in many forms. some cloister themselves into monasteries, dedicating their lives to the worship of worship itself, others take up roles as translators, mediators, and counselors (poth political and personal). She is personified as a kindly human woman, garbed in simple white robes, arms outstretched and welcoming. Her symbol is a still pool of water. Vindicus, the Aspect of Law Vindicus’ realm is that of society. He pulls order from chaos, good from evil, and separates them clearly. In the following of Vindicus, there are no qualms about morality or philosophical debates of nature. There is good, and there is evil. There is order, and there is chaos. Those who choose the path of evil or chaos are toxic degenerates and scourges to lawful society, and will be expunged. He is personified as an olive skinned human warrior, steel faced and steel clad. His symbol is a gauntleted hand, clenched into a fist. Odyl, the Charming Gaze Skald, the Heart of Performance Skald’s domain is not hard to define. He is a god of music, vanity, and self-importance. Followers of Skald treat themselves like soloists on the stage that is the world, with everyone else as a member of the audience. But they, along with their patron, are not malicious. To many, the self-love attached to the worship of Skald is a necessary counterpart to the selflessness of the worship of other gods. Skald is generally personified as a Halfling bard, adorned in flamboyant, sequined garb. His symbol is a flute in song. Junus, the Soul of Celebration Junus is the deity whose domain is cheer. From harvest festivals to birthdays to wedding parties, the joy of Junus permeates the occasion. To most, Junus is only worshipped on these occasions, but to his true followers, every day is a new experience that warrants celebration. He is personified in countless ways across the many cultures of Issimid, as the joy of Junus is not specific to any one race. His symbol is an empty ale mug. Lorelai, the Aspect of Beauty To many, Lorelai is a god of physical beauty and bodily perfection. While her domain does include this, it is not limited to it. She also reigns over the realms of emotional elegance, and perfection in nature. The followers of Lorelai are often painters or models, seeking to find, and display, allure and beauty wherever they may find it. She, like Junus, has no set personification, and is displayed in any way the artist sees fit. Her symbol is an ornate mirror in the shape of heart.

Patrons of Blood and Hatred Hell exists as five separate circles, each one lorded over by an Archdevil, serving as the infinite spawning grounds for the devils and demons of the planescape. These five layers of Hell each personify a step that a mortal soul must take in order for their soul to take the fiendish path through the afterlife. Succoth Benoth, Lord of the First, Steward of Resentment The first circle of Hell, the Plains of Despondency, is ruled by Succoth Benoth, a creature of unanimous bile and rancor, for the Gods of Light, the Anathemae, mortal souls, and its allied Archdevils. Truly, no being but Succoth Benoth can claim Succoth Benoth’s favor. Lord of Lemures, Nupperibos, and Imps, Succoth Benoth’s power is marginal compared to the higher ranking Archdevils, but as the gatekeeper and sole supplier of mortal souls to the lower realms, Succoth Benoth enjoys a seat of power in the government of the Hells. Nergal, Lord of the Second, Smith of Rage The second circle, Ghadab, is a realm of fury and hatred. Where the rancor of Succoth Benoth is dull and eternal, the rage of Nergal, the, burns fast and bright, often taking shape as miasmic clouds or systems of pestilence on the prime material plane. When a Lemure, Nupperibo, or Imp first shows a capacity for true hateful anger, they would be elevated to the form of a Barbed Devil, then to a Chain Devil, and then to a Bone Devil. Ashima, Lord of the Third, Author of Violence The third circle, Ferivet, is ruled by Ashima, the Sadist. A being whose sole focus is unadulterated violence and pain. It is in the Horned Devils, Erinyes, and Ice Devils of Ferivet that the first signs of the Demonic Fault are seen, and some Devils begin to resent the ordered existence laid before them. Nibhaz & Tartak, Lords of the Fourth, Agents of Treachery The fourth circle, Abysmus, is the home of Demons: corrupted, mutated devils incensed with fury and selfishness, who throw law to the wind in favor of sheer chaotic power. The Lords Nibhaz & Tartak rule this circle, a powerful Rakshasa and Gnoll locked in endless combat, ever fighting for the right to rule the countless Demons of Abysmus. This circle marks the natural endpoint for most infernal lifespans, as they grow too selfish and unpredictable to reach the fifth circle. Adrammelech & Anamelech, Lords of the Fifth, Sovereigns of Heresy The fifth circle, Sevarphaum, is the domain of Sovereigns Adrammelech and Anamelech, the two most powerful infernal entities in the cosmos, forever plotting to seat themselves in place of the Gods of Light, where they believe they truly belong, as the Lords of Hell, and thereby the true representations of mortal will. Demons from Abysmus who manage to overcome the flaw of selfishness inherent in their evil ascend to the station of Amnizu, the generals, councilors, and nobles of the Hells, and aside from Adrammelech & Anamelech, the only Devils permitted to live on the plane of Sevarphaum. Roland & The Darkness, Lords of the Sixth, Generals of Conquest With the Anathemae sealed away once more, no longer of use to him, the soul of Roland and his Shadow companion have settled on a new method of claiming the Prime Material for their own. With his Yugoloth subjects behind him, a new, sixth circle of Hell was constructed, affectionately called Belkreath by Roland, after the field of battle where he was slain for the first time, gaining his initial favor by the Anathemae. From his broken throne, Roland wages war against Devil and Demon alike, with the ultimate goal of claiming all of Hell for his own, to properly wage war on the material plane once more.

Faeries of Dawn and Dusk In the Feywild, the influence of the Gods of Light runs thin, clouded by acres of tangled forests and moonlit mountain ranges. It is in these crevices, hidden from the moral influence of good and evil, that the faerie-folk reside, hunting, playing, singing, but most of all, living. For to a Faerie, life itself is the greatest gift of all. To a Faerie, all that matters is to be, and to fill that being with enough entertainment that they might forget how much death and non-life surrounds them. There are two major divisions of Faerie, the Court of Dawn, headed by Herne, and the Court of Dusk, headed by Moyona, his consort. Court of Dawn The Court of Dawn, and thereby its leader Herde as well, are commonly associated with hunting, nature, wild souls, and adventure. Faeries of this court are competitive and independent, but jolly, with each of their victories helping them to prove that they are living their life to the fullest. To a Faerie of the Court of Dawn, boredom is the worst fate they could suffer, as in their boredom, they are left to ponder and philosophize, drowning in their own negative thoughts, and eventually, dying. Significant members of the Court of Dawn include (but are not limited to): Herde The de facto leader of the Court of Dawn, Herde is an entity who usually appears as a muscular man, wearing bay leaf trousers, and a bow made from holly strapped across his back. Generally, he either appears with large antlers sprouting from his hair, or simply has the head of a deer altogether. As the head of this order, he most accurately embodies its ideals; he is a trickster, a hunter, and a friend, to those he respects. To those he does not, he can prove a powerful and fearsome adversary. Above all else, though, Herde is an entertainer, striving to ensure that both he and his guests never experience a dull moment whilst under his care. Hugo Brother to Herde, the Archfey Hugo shares many of his character traits, but is much more concerned with the living world around him than his brother. Hugo epitomizes the stereotypical druid, living amongst the trees, befriending playful animals and lesser fey. Much like his brother, though, he is not to be underestimated, as his control over the natural world around him is second to none, commanding armies of root and vine to settle his scores. Virenya Virenya started her life as a pixie, but eventually gained Herde’s favour through song and dance, motivating him to ascend her to the ranks of Archfey. A masterful composer and choreographer, Virenya weaves tales of love and woe, enrapturing her audiences through powerful performance… and a little bit of enchantment magic. Though her arts lack the depth and poetry of the artists of the Court of Dusk, if one is looking to take their mind away from the woes of the world, look no further than Virenya and the Dayspring Auditorium, the seat of government for the Court of Dawn.

Court of Dusk: The Court of Dusk, and thereby its leader Moyona, are most commonly associated with art, music, literature, and rest. Faeries of this court are soft-spoken and introspective, finding joy in life through building networks of relationships between themselves and other faeries. These Faeries aren’t afraid to ponder and philosophize like those of the Court of Dawn, being naturally intrigued by the nature of life and existence. For a Faerie of the Court of Dusk, the worst emotion one can feel is loneliness. Without the balance and input of other Faeries, their pondering goes out of control, overthinking and analyzing every detail of existence until the mental strain is too much for them to bear, leading to the Faerie’s death. Moyona The mother of thought and emotion, Moyona was the being that first brought intelligence to the Feywild. At the dawn of all forests, Moyona woke the Eladrin from the trees, the sentient beings who would be the heart of the forest, and its shield. When the Prime Material plane was awoken, the Keltane Conclave abandoned the Feywild to be the representatives for the Eladrin people, but Moyona was dissatisfied with Kelta, mother of the Conclave, and thus stripped from those Eladrin their Moonblood, and created the first Elves in the Mountain. Incredibly intelligent, but possessive and headstrong to a fault, Moyona is the stern matron of life itself. Freva Freva, of all the Archfey, is likely the least adversarial. As the Archfey of rest, care, and ease, all can find some respite in her domain. Before Freva, the creatures of the forest engaged in a constant hunt, but at the first dusk, Freva was born, bestowing on the forest the blessing of rest. The Eladrin, shield of the forest, unable to shirk their duties for sleep, were awarded the gift of Trance, allowing them to recuperate without losing their faculties. Baltazar Baltazar is the Playwright, Weaver of Tales, Father of Legends, Keeper of History. Chiefest of Baltazar’s duties is the caretaking of the Eventide Hall, the Court of Dusk’s seat of government. The Eventide Hall sits upon a convergence of Ley Lines that when channeled by Baltazar’s magic, form a cosmic library, detailing the entire history of the planes, keeping alive secrets and knowledge long since forgotten by the world. When Baltazar is not tending to the Eventide Hall, he is writing scripts, not to be performed in the Dayspring Auditorium (much to Virenya’s chagrin), but to be read, studied, and felt. It is a rare occurrence for Baltazar to ever put up one of his shows, but when he does, visitors from across the Plane Scape come to experience his artistry.

The year 965 PA On the continent of Issimid, time is measured in Years Post Accords (PA), for each year after the First Accords of Six, the treaty to end the Great War against Roland the Darkryder. Fuelled by divine favor from the realm’s most ancient evil, the Anathemae, six evil deities whose power is par with The Six, Roland led a conquest across Issimid, conquering all six major city states on the continent. After a decade of conflict, Roland was defeated during the Siege of Veilhold, defeated by The Heroes Three, three ancient champions of light. After Roland’s defeat, the leaders of each city-state signed a treaty guaranteeing peace between the six nations In the year 965, the realm is largely at peace, a second-coming of The Darkryder, Roland, recently defeated by the HEROES, an adventuring party who systematically slew each of the six Avatars of Roland who tried to gain footing in this realm. Roland's final stand was made at Cabineisg, in the peak of the Wovenblood Brotherhood's glass pyramid Sanctum. It was discovered after this second defeat of Roland, with the Anathemae sealed away once more, that Roland’s soul had persisted once again, this time manifesting as an Archdevil in the newest circle of hell, Belkreath. City Statuses These are the current circumstances that each of the six city states finds themselves in, from political climate, to economic status, or any interesting happenings. Varja Cabineisg The city of Cabineisg is still reeling from the recent siege of Roland. The Wovenblood brotherhood is in disarray, with two of its Archmages perishing in the battle. In addition, rumor has it that an unknown wizard briefly took over the position of Promethean, the leader of the Wovenblood Brotherhood who's identity is unknown to all but the Brotherhood's highest ranking members. Cauldron Oldport Ofjan Veilhold

Wovenblood Brotherhood Ranking System The Wovenblood Brotherhood operates as a meritocracy, . When a student graduates from one of the four youth wizarding academies of Cabineisg, likely in their late teen years, they most often endeavour to join the Wovenblood Brotherhood, at which they will be, on acceptance, ranked as a Scribe. As their education progresses, so too does their rank, of which there are 7. Scribe The role of Scribe is fairly self explanatory. Students at this rank spend less time advancing their magical prowess, and more expanding their knowledge of the theory of the weave, as well as understanding of the art of copying and transcribing other Wizards’ unique spell notations. Adept To ascend to the rank of Adept, initiates must score at least 80% or higher on a gruelling theory exam, with most students failing two or three times before they finally succeed and progress. Once the rank of Adept is reached however, and the truly dedicated are separated from the naturally gifted, the practical application of arcane education begins, and wizards choose their preferred school of magic, receiving a tutor at the rank of Master, who guides their learning. Magus Ascending to the rank of Magus consists of a practical exam, almost like a jury at a musician’s college, to demonstrate the proficiency they have achieved of the introductory spells of their preferred school. Wizards are graded on their pronunciation of incantations, accuracy of somatic demonstrations, and general success of spellcasting. At the rank of Magus, learning becomes self guided, and Wizards leave the Brotherhood’s formal classroom system to pursue their education by whatever means they desire, though some Wizards choose to do this at the rank of Adept. Master The rank of Master, too, is fairly self explanatory. At this rank, Wizards are proven to excel at the arcane arts in general, but particularly their own school of magic, as to achieve it, they must make some sort of innovation in the arcane arts as a whole, often in the form of the creation of their own spells. Wizards at this rank are given the opportunity to take on their own Adept apprentices, with most taking on multiple at a time, and not necessarily from their own school of expertise. Grandmaster To reach the rank of Grandmaster, a Master Wizard must tutor a student to Mastery themselves, or tutor 7 students to Magusdom. At the rank of Grandmaster, Wizards often become the instructors of classes of Scribes and Adepts, guiding larger generations of Wizards to greatness. This doesn’t stop their own advancement though, as Grandmasters are the most common rank to make substantial developments and innovations in the arcane arts. Archmage The rank of Archmage serves as a representative of their school of magic, with only 8 existing at a time, one for each school. These Archmages also serve as the advisory council to the Promethean. Every year, a vote is held amongst Grandmasters to determine who will be the Archmage of that school for the year, as long as the Promethean approves. Promethean All of the following information is unknown to anyone who is not at least a Magus of the Brotherhood. The Promethean represents the pinnacle of arcane mastery, with only one individual holding the title at a time. In history, only one Promethean has ever existed, The Catalyst, though if any Wizard could demonstrate higher arcane mastery than the Promethean, the Entwined Codex dictates that the Promethean would step down, and a new vote for Archmages would occur.

Notable Members Despite the order's tendency to keep its cards close, there are some members of the Brotherhood whose identity would be common knowledge, or not hard to figure out. Turilak Frostwhittle, Archmage of Abjuration † The previous Archmage of Abjuration, slain in battle against the recent siege in Cabineisg, died of lacerations from a horde of Chain Devils. Elections are currently underway to find his replacement. Urdu, Archmage of Conjuration Despite his occasionally sociopathic idiosyncrasies, Urdu Forked-Tongue is one of the few Yuan-Ti purebloods born without a predisposition for evil. He personally ensured that thousands of civilians safely escaped Cabineisg during Roland's recent invasion, and given his natural self-importance, loves to make sure everyone knows about it. Ollendra Fateweaver, Archmage of Divination She-Elf from the mountain tribes, Ollendra Fateweaver's precognitive abilities cannot be understated. Unlike many Archmages, Ollendra shirks the ceremony that comes with her station, maintaining her fun-loving demeanor no matter the circumstance. Weeruppa Garstuckle, Archmage of Enchantment† Recently deceased, this Gnomish wizard possessed a beauty envied by Lorelai's faithful. Elections are currently underway to find her replacement. Porak of Resonant Tides, Archmage of Evocation Selfish and craven, the Water Genasi Porak, arguably the Brotherhood's most combat-adept Archmage, spent the Siege of Cabineisg locked away in his room to protect himself from the carnage. These flaws considered, Porak is still good at heart. Patient and kind, Porak goes out of his way to encourage the struggling Scribes and Adepts in the Brotherhood, especially the students of Evocation, that they may one day "Crush me in these godsforsaken elections so I can finally retire to a small Oldport town away from all these damn wizards!" Granata, Archmage of Illusion (Female Eladrin) To be written. Galahad Fairbase, Archmage of Necromancy†† Stern, unforgiving, and pragmatic, Galahad is the personification of what one would expect from an aloof,nobleborn, self-important Archmage. Galahad respects few, and calls even fewer his friend, but once Galahad's favor is obtained, it is harder to throw away than to keep. Slain twice in his life, his religious upkeep of a stash of clones sustain the mortal necromancer. Reaver, Archmage of Transmutation (Male Warforged) One of the few recorded instances of a successful Warforged creation in the realm of Issimid, Reaver counts himself as one of the even fewer who retained their sanity. Born of transmutation magic, Reaver's grasp of its innerworkings are far and beyond the understanding of his countless predecessors. Gilmore Gathorix, Resident Artificer The Half-Elven Gilmore Gathorix, although not a wizard, can count himself amongst the Wovenblood Brotherhood's closest allies. As resident artificer, Gilmore operates out of The Refractionary, his shop hewn from a great amethyst. Trusted to enchant all manner of magical sundry, Gilmore also oversees the quarantine and containment of the realm's most dangerous magical artifacts. Arathak, Silver Dragon of the Berg To be written.