The Dragon Court
The Dragon Court
pic_blackmage.jpg
Type Wizard Circle
Leaders The Black Waltzes
Alignment Neutral
Headquarters Jaress
Goals ?
Scope National
Structure ?
Members Several hundred

"Although ill-suited for wielding weapons, Black Mages easily bend destructive black magic spells to their will."

The Dragon Court (Draconic: Dracotrium; Dray-COH-tree-uhm) is a renowned wizard circle headquartered in Jaress, Ilefain. They are one of the two biggest wizard circles in Ilefain, the other being the Order of Agapetheon. The members of the circle often wear a distinctive long black coat and pointed yellow hat which can obscure the face, a trademark of the group, leading to their nickname, the black mages.

The members of the Dragon Court prefer to refer to themselves as "Court Mages" and often resent the term "Black Mage"

The Dragon Court specialize in elemental magic. The three archamges of the circle are known as the Black Waltzes.

History


Administration


The Black Waltzes

The three black waltzes are the leaders of the Dragon Court and arguably them most powerful and influential magic users in all of Nora, and perhaps beyond. However, due to the precious nature of their positions, their identities are kept secret. The appear in public only in their magical winged disguises which masks their faces and voices. Individually they are referred to as numbers.

Attributations


Arcane Merchantile

The black mages have a monopoly on the magical item market due to government contract. They are the only group exempt from the Knights Merchant tax and as such need to be extra careful when traveling. They move in groups of at least three, this scares off most potential highwaymen.

Magical Innovations

Black Mages are noted for their "twin spell" style, capable of chaining spells together for deadly effect.

Rumors

It is rumored that the black mages have roots with the dragon-king. This is unclaimed and the Black Waltzes deny the accusations.

Notable Members


Historical members



House Cannith dominates all forms of manufacturing,
both mystical and mundane. Gorgon-marked Cannith
forgeholds use streamlined forms of production to
quickly produce common goods. Even independent
artisans often learn their trade at Cannith academies
and adhere to Cannith standards. The House of Making
builds the tools the other houses rely upon, and it has
always been the unspoken leader of the Twelve.

The Last War was a time of great opportunity for
Cannith. Every nation wanted weapons and warforged,
along with mundane arms and armor. The war raised
the house up, and then tore it down. House Cannith was
based in Cyre, and the Mourning destroyed the house
leadership and key facilities. Now three barons jockey
to fill the leadership vacuum: the alchemist]orlanna of
Fairhaven, weaponsmith Zorlan of Korth, and Merrix
of Sham, innovator of warforged. It remains to be seen
whether one of these leaders will unite the house, or if it
will shatter under the strain. If you're an heir of House
Cannith, you should decide which of these barons you
serve or if you have other ideas about the house's future.

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