School of Seeker
The Seeker was a mystic guardian from long ago. He was a hero and a companion to Greater Heroes. To ensure the Realms would be protected, he charged his apprentices to teach others.
The School of The Seeker does not have an actual school, but it is a fellowship of several dozen wizards. The school is named for a wizardly guardian from long ago, those that protect The Realms from forces beyond the ken. In fact, the school is actually founded by his three apprentices.
It is the wizardly school of hard knocks. There are easier programs of study. It is part boot camp, part test of character, and an magical crash course all rolled into one. Those that follow Seeker's way are strong, resiliant, and know their weapons. They are also used to adversity (see school abilities). They are taught how to use magic properly, maximizing effect with the least amount of effort. They are taught how to handle people. They are taught how to see the future and safeguard others.
The Grimoire of a Seeker Student is quite an eclectic mix of spells. Every tiny cantrip is studied, as you never know what will be useful. There is no mastery of one school of study or element, but a broad overview of every school.
Much of what they are taught is not magic. They are advisors to heroes and crowns. They are guild troubleshooters. They learn about people, about history, about monsters, and if they survive their training (which about 30% don't) about themselves.
About 50% quit at some point, as the training is guelling and a decade long (over two). Thus their are few followers of Seeker's Way.
Note:
1) Its wizards to deal with adverse conditions (granting them only half the negative modifiers for adverse conditions and half for positive conditions)
2) All spell lists are open to them except the higher level specialty spells. They know every cantrip in the world.
3) They are taught weapons and unarmed combat, as well as a wide variety of lores, so there is no prohabition against learning anything.
3b) They are travellers, so they know travel lores and area knowledges.
4) The catch is that your destiny is no longer your own. You must save the world from itseld and untold horrors. If you shirk your duty, more experienced members of the School hunt you down and kill you. (or keep your soul in a jar as an example to other bad students).
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? Responses (9)
Jeesh this is old. However, I believe that it could be used in Arth rather well...Is that where you designed it for?
No. It was never for Arth. It is just another generic fantasy component. This would be a good background element for a fantasy story though.
The problem with this in a game, is that if you, a PC, actually survived all this.. the game would be mostly centered around you, the GM would be working hard on your character, and you would be doing things as an NPC some of the time. You finish this training, and you are an NPC being run by a player.
While I would like a little more background on this, it seems a reasonable schooling method. Harsh measures are needed at times to protect the unwary.
However, it says that only 30% survive their training, with such a low percentage, wh ywould anyone want to even train with them? How do they find out about them? After going through all that trouble why would anyone leave them? It seems a bit to dramatic for someone to try so hard and survive, apparently not many do, only to quit.
Its still a good idea, yet needs more flesh.
Mostly, they are of the 'They Find You' school of recruitment. They are looking for those who have some destiny, but not a destiny written in stone. That way they can harness their destiny to make the world a better/ safer place.
30% expire somewhere along the way of training, after all they are the advisors of heroes... they are in dangerous situation all the time. Dungeons are a cake walk after dealing with some Imperial Courts. The 50% 'quit rate' (leaving 35% of those who started the training completing it) is based on a couple of factors.
It is tough, so many leave really early on in their training. It is a combination Special Ops Boot Camp plus Theoretical Science PHD program, all while getting a Masters in Business Admin. Only the very good, the very talented, or the very driven will make it through the program.
The program, like any good system of mystical study, forces you to look deep into yourself, to know your every goal and motivation, every strength, and every weakness. Self deception is completely stripped away. All you have to look at is your own naked psyche, with all its flaws and issues and problems. Most people can not handle that kind of revelation, you are never quite as cool/ keen/ perfect to others as you are to yourself... now force yourself to be seen as others could see you. It is pretty damaging to the ego. The program can only accept those of the right moral fiber. When exposing themselves to themselves, as above, these people will judge themselves harshly.
The right moral compass and motivation requirements for a possible student weeds a number out in the begining. The sponsoring wizard is going to test the apprentice again and again and again. And be reading the mind of the poor kid when they are doing it. Sure you can 'train' someone in a strong moral code, but if their internal motivations are wrong, they can not be trusted with the power and responsibility of being one of these.
You are right, this one is a little short. I can add more in comments as we go on.
However, the surviving wash outs of the program are
Correction, Mourn: it is 30% that don't survive. But well, it is still a large number. To find students, they could have a good PR - you can be the advisor of a king if you can make it. Also, they would keep the number of fatalities (and those that leave) private.
All in all, there wouldn't be more than a few dozens of these wizards total.
Ah yes I see now. Sorry I was reading it relatively fast and misread that portion of it. I'm sorry.
Yeah, this is basicly a single player (maybe) or an NPC institution. And beyond that 10 years is a good chunk of an advnturer's life. But the death rate isn't all that high if you compare it to the survival rate of adventurers also. Killed by traps, locked up in dungeons never to see the light of day, ect.
As an NPC institution it works fairly well. This is the school of mages that spawns Merlins, Gandalfs, and other less notable wise wizard advisors.
PCs trying to become Seekers works well, as they avoid the 'wise and powerful NPC' pitfalls. Players can attempt this road, but the PC's homework will probably kill off a large number of the other PC friends along the way (if not the character).
So, your fantasy Men In Black. Makes sense for the right campaign, and a good source of potential conflict.