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Consilium

Old version of Consilium

The Consilium

No mage is an island unto herself in Paradi City, no matter whats he may believe or acknowledge. She’ll quickly learn that there are others of her kind as well, people with enlightened wills who can do the miracles she can perform, and just as many threats she never knew existed until a moment ago. Enter the Consilium.

Mages are by definition independent; a group of individuals capable of making their will manifest would not easily tolerate an authoritarian government. The very act of Awakening itself proves the new mage has a strong personality, one which refuses to be stifled by reality. The Consilium, therefore, is not so much a government as an oversight board that exists to help maintain security amongst its member cabals. It acts as advisory board, as a defense group, and as a mediator when requested. Consilii in the past have had varying degrees of control versus freedom but the above mentioned model is most common or something related to it.

At its basic level, the Consilium is overseen by a Hierarch, who acts as the chairman of the board. Served by Counselors in turn, traditionally one for each Order, and each of them by a Provost who sees to it that their decisions are enacted. Heralds spread important information to the various cabals as directed and the Sentinals stand ready to utilize force of arms if necessary to defend and enforce the Consilium’s decisions.

In times of crisis, Counselors or other capable magi may go sanctum to sanctum, casting protective spells for its denizens, though never without invitation as to do so without permission is a grievous insult to the owners. Cabals thus wishing to utilize such services or have the Consilium know where to respond should their sanctum come under siege are wise to inform the council where their dwellings are. It’s not mandated but should a willworker decide to keep it secret, and later come under assault, they cannot expect much help from their peers.

As with anything wrought by human hands, even Awakened ones, the Consilium is created and maintained by fallible beings. In Paradise City the Consilium is a traditional one, composed of a Hierarch and four Counselors beneath him. Each utilizes a Provost and a handful of Heralds and Sentinals. Paradise City covers a very large geographical area yet magic has its ways of reducing the distance. The Consilium might have its faults but it’s the best line of security many magi have.

Rules of Order

There are some common customs that serve to help keep a cabal in the good graces of the Consilium.

Give Support, Get Support

New cabals, to ingratiate themselves with the establishment, must first openly show support for the Consilium without expecting favors in return. By tradition, a cabal is never expected to perform more than three tasks without some sort of recognition or recompense from the community. Older cabals sometimes do this as well, to show their continued commitment to the Consilium.

Favors Are King

Cabals should never refuse to repay a favor upon request unless the request is ridiculous or they have an extremely pressing need of their own. To keep the peace, Consilii have leveled punishments against cabals that refused to fulfill boons or didn’t pay them back in a reasonable manner.

Support Those in Need

Consilii expect mages to help their own, especially Awakened who have proven themselves. This applies most liberally to Solitaries from established (but now disbanded) cabals. Some of these Solitaries may even go on to join the Consilium. Practically speaking, cabals help by offering services without demanding favors in return.

Beware of Outsiders

If the cabal isn’t already a part of the Consilium structure, the cabal is a potential threat. It is watched until it proves itself or breaks the local laws. The same criterion is used for mages who become Solitaries by choice (rather than those who have lost their cabals). Universally treated with suspicion, Solitaries have to work hard if they want even the begrudging respect of other cabals.

Etiquette

When a mage visits another mage’s sanctum, he can just knock like anybody else. If he’s on official business, however, proper decorum is essential. When other mages ignore these protocols, such lapses in etiquette might result in a conflict resolved in the chambers of the local Consilium — or even in magical warfare.

The Great Rites

Right of Crossing: Let no borders stop an Awakened with a clear heart.

Also known as the Traveler’s Right, this Protocol allows a mage to pass through another mage’s territory unmolested. This Protocol is quite specific in its application — the traveling mage must refrain from practicing offensive magic in the territory he is passing through. The traveling time is expected to be succinct — usually no more than one full day is standard, though this may change depending on the size of the territory and the mode of travel. Consilium Heralds operate under this protocol.

In all cases, the paths (or overall territory for poorer cabals) are marked with an appropriate symbol. It can be an Atlantean rune (the one for Space is frequently used), the stylized Atlantean pentagram or even the ichthys (more colloquially known as the “Jesus fish”), which once marked secret places in Rome. Some cabals use a simple cross, though commonly this is enchanted so it cannot be mistaken for a mundane symbol.

Right of Emeritus: Those who have earned respect must be treated with respect.

Originally, this Protocol referred to the practice of respecting one’s elders, a common theme in many ancient cultures. Yet, as time and society changed, the meaning of this Protocol evolved into something broader. Now respect is given to those who have accomplished something worth respecting.

Mages who follow the Right of Emeritus generally signal their intent either through a scroll icon on their sigil’s foundation or through prominently displaying the Atlantean rune for wisdom on the door to their sanctums. Some mages don’t advertise the Right at all; you have to infer its use from their actions.

Right of Hospitality: Those who request hospitality must be granted it.

This powerful Protocol exists across cultures, both Sleeper and Awakened. In brief, when this Protocol is invoked, a cabal must provide food and security to a visitor so that she may rest and recuperate.

Cabals can show that they follow this Protocol as they do other Protocols: by marking their sigil or territory with a symbol. More traditional cabals use an Atlantean rune for “safety.” Other cabals use the more recognized and simpler symbol of a cup. Just finding the symbol, though, isn’t enough — the Right to Hospitality is not invoked unless the guest asks for it.

Right of Nemesis: When vengeance is declared, let none stand in its way.

This Right of Nemesis covers overt violence between mages. Its basic message is “stay out of the way of fighting mages.” When mages clash with a passion, those who get caught in the crossfire get hurt.

When the Nemesis Protocol is invoked, most cabals issue a formal announcement to peripheral parties so that they can prepare for the inevitable upheaval. If the cabal involved doesn’t want to be so formal, they could send a token of their declaration to the other party. Sending a glove is a classic way of announcing that the gauntlet has been thrown down. Some mages even send the Atlantean rune for death. Mages who work a sword symbol into their sigil are announcing that they have pre-existing rules regarding the Nemesis Right.

Right of Sanctuary: Protect your home, and let no action cause it harm.

The Right of Sanctuary states that cabal members or those under their care should do nothing to compromise the safety of their sanctum.

Mages who practice Sanctuary usually announce this by mounting a shield or a shield-shaped symbol

somewhere in their entry hall. Mages who have small sanctums without a distinct entry hall will put the symbol in the first room that visitors enter. The mages may also use the High Speech rune for “home,” though this is less common.