the Collegium Game plays tomorrow. Always good news.
One of the PCs was remarking on all the many Fraternal Orders they have met with and dealt with and work with, as one of the strengths of that particular game, but also one that illustrates one of the hidden strengths of the system. The Collegium is made up, after graduation, of many Fraternal Orders of different focus and strengths. Every student, after their Fifth year, becomes a prefect and a member of one of the Fraternal Orders. And these orders have chapters all over the world in other Collegiums as well, so this is part of their connection and exit into the greater world. And each has it's own focus of magic, and how that m agic works with their particular mission and philosophy.
But these Orders are not merely constructs of the Fluff of the game. Underpinning each Order is the fact that the system gives each Order actual differences in their particular skill sets, in magic and other skills, and even differences in how resistant they are to types of magic, how fast they regain ability after casting in different areas, their success of casting different types, and more.
And from a larger picture, this is an expression of how the game was originally designed over 30 years ago. To create a synergy of Skill-based and class based and get the best of both types. To create characters who could create wildly different characters from the same sort of beginnings, then to have them 'become what they do', as a skill based game, while having the ability to have advantages in those skills that come from their particular guilds and orders.
The current list of Fraternal Orders the PCs have come into contact or knowledge of, from here (http://celtricia.pbworks.com/w/page/67725545/Collegium%20Arcana%20Play%20Notes).
Guilds, Fraternities and Organizations
Reaper's Brotherhood - Fraternity, very old, of Necromancer-prime casters. Large Scythe Badge, the reapers have a bit of Artificer and a pronounced and taught lack of connection with humanity.
RightMakers Fraternity - Fraternity of Artificer and Earth magicians, crafters and workers, a bit anti-Istar. Builders and creators.
Brothers of the Southern Eye - Fraternal order of Mentalist and Transport magic, tied to many merchants. Their magic moves money, and they are aligned with many Mercantile guilds.
Light of Pengrast-Mentalist and Order communicators, with a healing bent. They often work with the BBN.
Aid of Faith - Order of mages that are priests in a faith, studying in the Collegium. Many religions are represented in this scholarly angle on the magic of faith.
The Order of the Kankenbyte - Fraternal Order of Artificers who marry science, creation, and magic.
The Swords Arcanic-A martial brotherhood, studying the violent uses of the Woo and swordplay, as well.
The Tarphon Day Charter-An Animist/Artificer fraternity of using magic to work with the population. Two hundred Dadem old, based on partnering with the other town or city guilds, to get things done and build a good reputation for the Collegium.
The Earthwrought- A group of Geomancers, with heavy plant and mineral background.
Cabal of the Elements- Honorary order that can only be bestowed, Members have power in all four major elements.
Ministry of Demise-Necromancer/Death mages with Mentalist and dream abilities. Small, rarely seen but feared.
Order of the Hunt - Small Fraternal order of Animist and Air users. Wealthy, quiet, hunters.
Order of Smoke-Fire and Air mages, with roots in Gorntar. The touch of mentalist is for making smoke and fire illusions and fireworks.
The Southern Flame-Very Martial Fire Order, combatants and supporters of the military tradition.
Salome Zombie Talkers-Political Order of Mentalism and Necromancy.
The Brown Riders -Animist/Earth tenders of beasts and servants of the Earth.
Logic's Path - Order mages who teach a zen, martial arts, and some animism.
The Red Armor-Chaos and Artificer with a martial bent, big on buffs.
The Wise Fools-From a few students hailing from Sembina in the late 700s came the precepts of the Wise, Mentalist/sages.
Water's Way-Chaos, Water and Air magi working with weather and Entropy.
The Logos Camue- Long Defunct forbidden secret order: The Meaning of the Blood. Death. Mentalist, and Necromancy.
The Ancient Order of the Meter-Still extant old guild tied to the local bardic guilds. Mentalist based order of musicians and those who work in meter and time.
Handles of Hope -Artificer-Water pottery and glassblowing guild
Grain of Uncertainty- Earth/Entropy mages who see the whole cycle.
Hold of the Unknown-Mentalist and Law sages and philosophers who serve the Barrister community.
Diplomats of Rezor-Eighth House and Mentalist Order, training diplomats to be the voice of the Collegium. About a hundred and fifty years old, messengers and politicians.
View of the Stage-Mentalist/bardic group of actor-mages , seekers of attention and the audience.
The Spirit and the Heart-Animists with a fire affinity, loving snakes and creatures of the Third Station
Mirthers of Yore - an old, barely extant guild of musician-sages, tied to the church of Irony and Black Humor
The Endless Change-Water/Chaos mages with some mentalist
Servant's Army- Offshoot of the Reapers, from some 20 years past, Artificer -Necromancers who create items of dark power.
Life's Water-Ancient group of Water mages, who use Order and Life in harmonious potion making.
Gardeners of the Steel General- Omnian order of earth/law magi, who build gardens of refuge.