P A R A G O N
Located within the Guilded Expanse of Kalzasi, the Tower of Lore is a curious sight to any who pass by it. Unless one knows what they are looking for, it is easy to pass this structure off as nothing more than a contemporary structure built to enhance the scenery of its surroundings. Standing at the center of a grove of trees, the exterior of the Tower of Lore resembles a pavilion of aged white stone resting at the center of a small man-made lake. There are no guards and no doors and the center of the pavilion is host to a small bush that is perpetually illuminated by a shaft of sunlight. The structure of the tower rises like a spire that is only just tall enough to extend slightly above the treetops of the grove that surrounds it. Resting just above the archway facing the walkway is a single radiant blue crystal that swirls with the light of aether. Crossing the small stone walkway leading up to the pavilion at the base of the tower, there is no immediate sign that this structure serves as the home to the Circle of Spells at all. Looking up into the spire of the tower reveals that its interior is completely hollow with no clear source for the perpetual light that shines down on the bush resting at the center. For those who know how to enter the Tower however, the solution is obvious.
Entering the Tower of Lore requires only that one pluck a berry from the bush and consume it. Upon eating the berry, the individual will be instilled with teleportation magic that opens the door to the true Tower. The individual will be whisked away and set down before the gate to a colossal structure that dominates the skies. Resting midway up the tower is a massive crystal that seems to be taking in ambient streams of aether from the very air itself. The tower rests upon a large lake and in the skies, there can occasionally be seen airborne people or vessels that blink into existence as they cross the threshold of an unseen barrier.
This, is the true Tower of Lore. This is the seat of the Circle of Spells and a place where magic comes alives in stunning ways.
Welcome Traveler, to the most prestigious institution of magic in all of the Northlands of Karnor.
History
The Tower of Lore was constructed by the foremost magical practitioner known to not just Kalzasi, but one of the most powerful mages in the history of both Karnor and the Imperium. Briathor I is said to have built the tower using only magic. No mundane tools were utilized in the construction of this fortress of the arcane. The tower is situated on a convergence of ley-lines that forms a nexus of powerful aether. Unbeknownst to most denizens of Karnor, but a fact well known to the mages of Kalzasi, is that the Tower of Lore continually absorbs this aether and assists in redistributing it across the currents found across the region. This is, in part, one of the reasons why magic is not as volatile in the Northlands as it was during the height of the Age of Sundering. This helps to reduce the occurrence of Dread Mists storms throughout the region and is why they only tend to manifest in very low forms whenever they do happen in Karnor. In terms of understanding the Tower, it is an artifact of astounding power, displaying aspects of all known forms of magic that modern mages are aware of…and some that they are not.
House Briathos remain the Stewards of the Tower of Lore, with the head of House Briathos acting as Master of the Tower. This position is not just a ceremonial one, as Master of the Tower, the Lord of House Briathos is in complete control of all aspects of both the Tower’s physical structure and the landscape in its immediate vicinity. The Master can, at will, grant and deny entry into the Tower. There are many other powers afforded to the Master of the Tower but one can only guess at what is at their disposal. In truth, the Master of the Tower is seldom involved in the day to day affairs of running the Circle of Spells. House Briathos remains concerned with others matters, affairs that even some mages can only guess at.
The Noble Orders
The Circle of Spells is divided into three cardinal philosophies: Selflessness, Balance and Ambition. This is reflected in the color of robes that a mage of the Circle dons whether it is White for Selflessness, Red for Balance or Black for Ambition.
Those who don the white robes are noted for their belief that magic should be used for the benefit of others. The white robes of this order are taught to be selfless, compassionate, and to use their powers in the defense of others if necessary. They are individuals who avoid bringing undeserved harm to others and strive to exemplify figures of moral guidance and temperance among those who practice magic. Restraint, honesty and the avoidance of greedy selfish personal gain are hallmarks of a wizard of the white robes. White robed mages will share magic with any who display a serious interest in it and will do all they can to prepare them for the burdens that come with embarking upon the path of becoming a wizard.
Those who don the red robes are noted for their belief that magic is but an extension of one’s perspective on the world. It is a tool for neither good nor evil but is a means by which one can better understand the world and those in it. To don the red robes is to commit oneself to the belief that there is freedom in whatever path one walks, that the world is not black or white but endless shades of grey. Magic is to be used accordingly either in defense of self and others, or for the pursuit of personal gain if the situation is appropriate. The gift of magic is to be shared with any who desire it, for it is on them to prove whether or not they have the strength of will to command it.
Those who don the black robes are noted for their belief that magic is the supreme power to whom all others should bow. It is a privilege reserved only for those with the strength of will to command it. To don the black robes is to believe that the ends always justify the means, no matter how terrible and that personal gain, the coveting of secrets, and the uncovering of knowledge is all that matters in life. A black robed wizard is not necessarily an evil individual, typically they merely believe that people are inherently selfish and that there’s absolutely nothing wrong with casting off those who don’t have the wherewithal to better their positions in life. A black robed wizard will only share magic with those they deem worthy of its wonders.
Laws of the Circle
While each of the respective orders within the Circle has their own perspective on the manner in which magic should be used, the one thing they all agree on is that magic is important. It is to be protected. It is to be preserved. It is to be passed down from era to era responsibly. Granted, exactly how this is done varies from order to order but nevertheless those fundamental ideals unite every Wizard of the Circle.
- Magic is sacred. Protect it. Preserve it. Guide those who seek it with dutiful responsibility and adherence to the precepts of your respective order.
- It is better that the unprepared perish in their pursuit of powers they cannot control, than to live and be a danger to themselves, to others, and to the traditions of magic as a whole.
All wizards are brothers and sisters in their order, all orders are brothers and sisters in their power. - Under no circumstances shall wizards unleash their powers against each other in anger in those places held as sacred and common to the Circle.
- In the world beyond the walls of those places sacred to the Circle, brother may be pitted against sister, order may be pit against order, such is the way of the world.
Regardless of creed, every Wizard of the Circle adheres to these basic principles and to infringe upon them is to invite the wrath of the entire order upon ones head. More than that, it is universally understood by members that through these guiding principles they remain loosely united and thus benefit immensely from the security and influence of the Circle of Spells.
Oath of the Circle
Upon successfully completing their Trial of Judgment, the newly initiated Mage of the Circle will swear an oath to the Circle of Spells and to their respective subordinate order. The oath is overseen by a Master Scrivener and is made loosely binding through the use of an enchanted contract. The Oath of the Order ensures that every mage of the Circle will at least be somewhat compelled to obey the Laws of the Circle and that they will adhere to the ideals of their respective subordinate order. A vial of the wizard’s blood is then placed in the care of the Circle’s archives.
Breaking the Oath
The Oath of the Circle is not so binding that it cannot be broken. However, when a Wizard of the Circle betrays the ideals of their order or breaks one of the Laws observed by the wizards as a whole, the vial of blood retained by the archives signals such an act. A contingent of Oathkeepers will then be dispatched to retrieve the offender and bring them before the Council of Sages for judgment. At this point the offender has a few options
- Accept their fate and turn themselves over for judgment by the Council of Sages.
- Flee and go into hiding.
- Fight.
It should be noted that only very rarely does the Council of Sages administer punishment that is disproportionate to the circumstance. For those who simply turn their backs upon the ideals of their respective order, oftentimes they are quite simply made to swear an oath to the order that matches their new perspective on life. Wizards who come to the realization that they no longer believe in the path they presently walk commonly simply petition for a change of order themselves rather than risking the wrath of the Oathkeepers.
For those who break one of the fundamental laws of the order as a whole, punishment is swift, harsh, and sometimes lethal depending on the manner of Oathkeeper hunting them. While an Oathkeeper of the White Robes will usually only kill as a last resort, Oathkeepers of the Red Robes vary in their approach depending on who they’re dealing with and an Oathkeeper of the Black Robes is more likely to destroy the offender as most view infringements upon the Laws of the Circle as branding oneself utterly unworthy of the gift of magic not to mention the ramifications of public ire for acts that escalate tensions across the Free Cities.