Post by magiuss on Mar 8, 2019 3:36:08 GMT -5
Woops didn’t Call it DM Q&A Can a DM fix that?
I'll try this in the DM Q & A thread.
I made the same post in the Thayan Enclave thread, but i recon Dm's get's bombed with thousands of notifications about stuff, so i'll try the question in here insted.
1. will the Dm's confirm if all this lore is Canon.
2. If this lore is Canon, i would actully like to hear the Dm's what Ranking PC, who are Red wizards are allowed to reach on this server.
If this is not Canon. i will remove the thread on the Thayan enclave.
Zulkir.
The eight zulkirs really are the top of the food chain, no matter what anyone tries to tell you about a "super-secret cabal" or a "shadow emperor" being in charge. They fought hard to get where they are so that no one can tell them what to do, and they mastered their schools of magic in the process. They elect new zulkirs when the time comes, along with the tharchions and khazarks, so they don't have to answer to anyone else. They'll never let us forget it, and why should they.
Voskirs.
Voskirs are our best alchemists and innovators, and it's no coincidence they're just below the zulkirs in authority. They're in charge of experimenting with new spells, reagents, techniques, all of that. In short, they tend to be stark-raving mad, but ballsy and brilliant. They usually focus on the larger projects, the higher spell effects, the greater areas and such. They draft the plans (or take credit for work their underlings give give them) but only handle the most important tests directly. Otherwise, they supervise lower members' operations or advise the zulkirs. Most of them spend their time in Delhumide or the Thaymount, where there's less of a chance that they'll destroy something the Red Wizards care about.
Ulokirs.
Ulokirs are managers and the last gatekeepers of the hierarchy. They plan and staff special assignments in the enclaves, our homeland, or anywhere else we have outposts. They schedule rotating groups to maintain the spells controlling our weather, for instance. Just who goes, how they travel, where they end up, or what they do is a mystery, and the ulokirs make sure it stays that way. There are plenty who would love to sabotage our weather net in the name of Talos (and wouldn't the Storm Lord just love to tear us a new one after all of the years we've kept him out?). Not all special assignments are so massive, and groups can be formed from different schools or professions. But when a ulokir calls, you obey, unless you are a voskir or zulkir. And anyone who wants to reach the highest circles usually has to be filtered through a ulokir first.
Thraskirs.
Thraskirs are judges that handle problems with lower ranks or non-wizards (higher ranked wizards are at the mercy of the zulkirs by default). They also consider and recommend wizards for nomination into the Red Wizards' ranks, though the zulkirs have the final say. They often study as barristers at some point until they memorize our laws inside and out. Some of them don't care about the finer details, though; they know that whatever they rule is going to be followed in that case, unless a ulokir or zulkir steps in. They're the most common judges in Thayan territory, when a ruling is called for. This usually happens when noble houses raise enough of a fuss that the Crimson Courts can't decide, or don't feel safe in deciding their cases. Pity the fools who let their petty problems catch the thraskirs' attention. Otherwise, they study the laws of other lands for loopholes and limitations we can take advantage of when we travel, something very handy indeed.
Nishkirs.
Nishkirs aren't parchment-pushers; they're the monster-hunters of the Red Wizards. Their mission 'to uncover the ways that creatures interact with mystical energies' is all the excuse they need to track, capture, or kill anything they wish. They study whatever moves, whether it has magical abilities of its own or not, and whether it's living, undead, or something else. They experiment to see if spells interact with creatures in new ways, or if they can emulate unique abilities, or if they can barter or steal original spells. They also figure out which of a creature's pieces can be used as spell components or for magic items. Basically, their job is to put other beings to use for the Red Wizards and maybe for Thay. They're even named for the outsiders that wizards dread most - the nishruu, eaters of magic. (But the only way to make nishruu useful is to turn them on our enemies.)
Draxkirs.
Draxkirs are masters of logistics. They ensure that the Red Wizards have what they need to function, whether that's components, sacrifices, or other, more rare and valuable things. They coordinate with noble houses, guilds, and whoever else they need to because they catch all the hells for delays or failures. Recently they've also been getting reports from the enclaves and researching areas where we should set up future enclaves. Sometimes this makes their job easier because other lands have more of a component than we do. Other times it makes their jobs more difficult because their superiors expect they can order anything through the enclaves and have it teleported to Thay overnight.
Barakirs.
Barakirs are scholars. They're practically chained to dusty tomes, not just from the history of Thay but from the history of magic everywhere. Yes, everywhere. They catalog new discoveries they're told about, but what they're really concerned about is the past. Any intelligence about finding old spells or items goes to them for verification. They don't make the decisions about whether to pursue a lead, mind you; they're just scholars. But they do suggest missions that are more worthy of attention, and they can recommend groups they know for the honor. It doesn't hurt to be on good terms with a barakir.
Alakirs.
Last and certainly least, Alakirs are novices. They've gone through their initiation and made it into the ranks, but that's about it. Until their masters say they're ready to move up, they get to be the go-for lackeys to any higher wizard who demands extra hands. They could be sent anywhere to do almost anything, but they're too valuable to risk needlessly, so they rarely leave Thayan territory. Alakirs should never be underestimated, however. They have their own powers, and their word is worth more than most others in Thay. Crossing a novice will still get you executed unless you're very well connected and lucky.
Since Red Wizards are nobles, they can always be called Daeron or Daeroness, but that title should come after any magical ones. If a Red Wizard is also a Tharchion, then it's wise to recognize that, too; the same thing goes for the ruler of an enclave, a Khazark. Cabals have a couple of positions inside of them that you might need to know - leaders are Zhardeks, and a second-in-command is a Jarinan. Cabals sometimes have titles for lesser roles but nobody outside of their group bothers with those (and in some cabals, it only matters if a lower member is addressing you). Always use the hierarchy if you can. Never go straight to a Zhardeck. The Jarinan is there for a reason.
Some Red Wizards insist on being addressed by their specific rank, but if there's no way for you to figure out what that is, the generic honorific for a Red Wizard is Raalkir. They'll correct you pretty fast if they have the mind to; otherwise, Raalkir will get you through. Keep an ear out for any announcers at events or in high districts, and learn the official symbols of their station. They could be wearing their symbol as jewelry, or embroidery, or tattoos, but if they decide to wear their mark at all, you can be sure it'll be very visible. And as I was once told, whenever a wizard gives you a hint, you should take it.
source: kismetsthay.blogspot.com/2016/09/ranks-of-red-wizards.html
I'll try this in the DM Q & A thread.
I made the same post in the Thayan Enclave thread, but i recon Dm's get's bombed with thousands of notifications about stuff, so i'll try the question in here insted.
1. will the Dm's confirm if all this lore is Canon.
2. If this lore is Canon, i would actully like to hear the Dm's what Ranking PC, who are Red wizards are allowed to reach on this server.
If this is not Canon. i will remove the thread on the Thayan enclave.
Zulkir.
The eight zulkirs really are the top of the food chain, no matter what anyone tries to tell you about a "super-secret cabal" or a "shadow emperor" being in charge. They fought hard to get where they are so that no one can tell them what to do, and they mastered their schools of magic in the process. They elect new zulkirs when the time comes, along with the tharchions and khazarks, so they don't have to answer to anyone else. They'll never let us forget it, and why should they.
Voskirs.
Voskirs are our best alchemists and innovators, and it's no coincidence they're just below the zulkirs in authority. They're in charge of experimenting with new spells, reagents, techniques, all of that. In short, they tend to be stark-raving mad, but ballsy and brilliant. They usually focus on the larger projects, the higher spell effects, the greater areas and such. They draft the plans (or take credit for work their underlings give give them) but only handle the most important tests directly. Otherwise, they supervise lower members' operations or advise the zulkirs. Most of them spend their time in Delhumide or the Thaymount, where there's less of a chance that they'll destroy something the Red Wizards care about.
Ulokirs.
Ulokirs are managers and the last gatekeepers of the hierarchy. They plan and staff special assignments in the enclaves, our homeland, or anywhere else we have outposts. They schedule rotating groups to maintain the spells controlling our weather, for instance. Just who goes, how they travel, where they end up, or what they do is a mystery, and the ulokirs make sure it stays that way. There are plenty who would love to sabotage our weather net in the name of Talos (and wouldn't the Storm Lord just love to tear us a new one after all of the years we've kept him out?). Not all special assignments are so massive, and groups can be formed from different schools or professions. But when a ulokir calls, you obey, unless you are a voskir or zulkir. And anyone who wants to reach the highest circles usually has to be filtered through a ulokir first.
Thraskirs.
Thraskirs are judges that handle problems with lower ranks or non-wizards (higher ranked wizards are at the mercy of the zulkirs by default). They also consider and recommend wizards for nomination into the Red Wizards' ranks, though the zulkirs have the final say. They often study as barristers at some point until they memorize our laws inside and out. Some of them don't care about the finer details, though; they know that whatever they rule is going to be followed in that case, unless a ulokir or zulkir steps in. They're the most common judges in Thayan territory, when a ruling is called for. This usually happens when noble houses raise enough of a fuss that the Crimson Courts can't decide, or don't feel safe in deciding their cases. Pity the fools who let their petty problems catch the thraskirs' attention. Otherwise, they study the laws of other lands for loopholes and limitations we can take advantage of when we travel, something very handy indeed.
Nishkirs.
Nishkirs aren't parchment-pushers; they're the monster-hunters of the Red Wizards. Their mission 'to uncover the ways that creatures interact with mystical energies' is all the excuse they need to track, capture, or kill anything they wish. They study whatever moves, whether it has magical abilities of its own or not, and whether it's living, undead, or something else. They experiment to see if spells interact with creatures in new ways, or if they can emulate unique abilities, or if they can barter or steal original spells. They also figure out which of a creature's pieces can be used as spell components or for magic items. Basically, their job is to put other beings to use for the Red Wizards and maybe for Thay. They're even named for the outsiders that wizards dread most - the nishruu, eaters of magic. (But the only way to make nishruu useful is to turn them on our enemies.)
Draxkirs.
Draxkirs are masters of logistics. They ensure that the Red Wizards have what they need to function, whether that's components, sacrifices, or other, more rare and valuable things. They coordinate with noble houses, guilds, and whoever else they need to because they catch all the hells for delays or failures. Recently they've also been getting reports from the enclaves and researching areas where we should set up future enclaves. Sometimes this makes their job easier because other lands have more of a component than we do. Other times it makes their jobs more difficult because their superiors expect they can order anything through the enclaves and have it teleported to Thay overnight.
Barakirs.
Barakirs are scholars. They're practically chained to dusty tomes, not just from the history of Thay but from the history of magic everywhere. Yes, everywhere. They catalog new discoveries they're told about, but what they're really concerned about is the past. Any intelligence about finding old spells or items goes to them for verification. They don't make the decisions about whether to pursue a lead, mind you; they're just scholars. But they do suggest missions that are more worthy of attention, and they can recommend groups they know for the honor. It doesn't hurt to be on good terms with a barakir.
Alakirs.
Last and certainly least, Alakirs are novices. They've gone through their initiation and made it into the ranks, but that's about it. Until their masters say they're ready to move up, they get to be the go-for lackeys to any higher wizard who demands extra hands. They could be sent anywhere to do almost anything, but they're too valuable to risk needlessly, so they rarely leave Thayan territory. Alakirs should never be underestimated, however. They have their own powers, and their word is worth more than most others in Thay. Crossing a novice will still get you executed unless you're very well connected and lucky.
Since Red Wizards are nobles, they can always be called Daeron or Daeroness, but that title should come after any magical ones. If a Red Wizard is also a Tharchion, then it's wise to recognize that, too; the same thing goes for the ruler of an enclave, a Khazark. Cabals have a couple of positions inside of them that you might need to know - leaders are Zhardeks, and a second-in-command is a Jarinan. Cabals sometimes have titles for lesser roles but nobody outside of their group bothers with those (and in some cabals, it only matters if a lower member is addressing you). Always use the hierarchy if you can. Never go straight to a Zhardeck. The Jarinan is there for a reason.
Some Red Wizards insist on being addressed by their specific rank, but if there's no way for you to figure out what that is, the generic honorific for a Red Wizard is Raalkir. They'll correct you pretty fast if they have the mind to; otherwise, Raalkir will get you through. Keep an ear out for any announcers at events or in high districts, and learn the official symbols of their station. They could be wearing their symbol as jewelry, or embroidery, or tattoos, but if they decide to wear their mark at all, you can be sure it'll be very visible. And as I was once told, whenever a wizard gives you a hint, you should take it.
source: kismetsthay.blogspot.com/2016/09/ranks-of-red-wizards.html