The Wizards of High Sorcery have its beginning in the Age of Starbirth when the three gods of magic: Solinari, Nuitari and Lunitari. They created the orders and defined how magic would be used by the mortals on Krynn. Let’s dive into the details and history of the Wizards of High Sorcery.
Transcript
Cold Open
Dragonlance took a truly original approach to magic in its campaign world, but I don’t think anyone would truly understand the toll it would take on the denizens of Krynn.
Intro
Welcome to another DragonLance Saga episode. My name is Adam and today we are going to talk about theWizards of High Sorcery. Don’t forget to like and subscribe to this channel, ring the bell, and you can further help this channel, and pick up Dragonlance Gaming materials, using my affiliate link in the description below. Though the following information is pulled from AD&D game source materials, there is a significant amount of information drawn from the novels as well. If I get anything wrong, please leave a comment below.
Discussion
The three gods of magic dominate Krynn and infuse it with possability and wonder. In the Age of Starbirth, when the gods were aligning themselves with the pillars of order, Solinari, Nuitari and Lunitari chose to align themselves primarily with magic and secondarily with their fellow gods. With the coming of the All-Saints War, the gods of magic chose Krynn rather than retreating to the heavens, and revolved around Krynn, granting power to those willing to follow them.
They were offered time to walk the surface of Krynn and seek followers. When they discovered their apprentices they bestowed each a key to the Lost Citadel, which lies beyond the circles of the universe itself. It is herein that the gods taught their apprentices the foundations of Wizardry: 1. Wizards are brothers to the order and each order is a brother to power. 2. The places of High Wizardry are held common to all orders and no sorcery can be used against fellow wizards therein. And 3. Outside the towers, wizards and orders may make war with each other as they see fit.
It wouldn’t be until the First Dragon War that the masters of each order would formalize and bring unity within the Lost Citiadel’s palace and fortress, far removed from Krynn. They then created the three Orders of High Sorcery. Solinari, god of Good magic, founded the Order of the White Robes; Lunitari, god of Neutral magic, founded the Order of the Red Robes; and Nuitari, god of Evil magic, founded the Order of the Black Robes. A wizard’s true loyalty must lay with magic, and magic alone. It is the sole reason it has remained in Krynn despite the rigorous efforts to remove it. Though wizards may take sides in conflict and act to destroy each other in battle, when on neutral ground, the conflict will be forgotten and discussions of magic ensue. They would even work together to defend magic itself, and destroy renegade wizards.
The three gods of magic in the form of the three moons of Krynn grant enhanced magic to their followers when in High Sanction. Lunar alignment enhances this gift of power even more! Low level wizards aren’t strong enough to gain these gifts of the gods of magic, but once they have passed the Test of High Sorcery, they can feel the Waxing and Waning of the moons. Magic-Users are instructed by Conclave approved Master Magi and do not need to declare their affiliation with a god until they are an initiate. It is at this point a magic-user must decide to either remain a low level initiate their whole lives, or devote themselves to magic and undergo the Test of High Sorcery! If they do so, they travel to the Tower of Wayreth, declare their affiliation, and are assigned a master to apprentice under and take the test.
Magic in Krynn is incredibly powerful and using it takes a toll on the Wizard. You must know going into your test that failure means death, but success means an unlimited possibility of power. Each test is customized to the individual, and is based on how the wizard uses the magic they know, and how they will use the magic they will learn. Responsibility is essential to the wizard. Use it for good or ill, but not irresponsibly! This is why some races are barred from its use. The test is a literal life pledge to magic! The test usually consists of three phases, covering their knowledge of magic. They must use all spells known, face three tests magic alone cannot overcome, combat an ally, and face solo combat against a wizard of greater strength! They may bring companions to the test, but their safety is not guaranteed. Wizards may change orders based on their life experience and goals but it takes a toll on them and the gods punish them appropriately by removing their lunar blessings for a full month.
The Dragonlance Campaign setting is designed to heighten the balance and conflict of good, evil and neutrality. This is seen in magic as well. The Wizards of the White Robes ultimately gain more power, but gain it slower then its brother orders, and they must focus their magic for the overall good. This is manifested in spells not working or his power granted by the moons being removed is he strays from his path. Wizards of the Red Robes gain power faster than white, but slower than black, though they do have access to the widest range of spells. Wizards of the Black Robes gain power fastest but it is their nature to hit their ceiling of power sooner than other orders. Renegade Wizards are magic users who live outside of the law of the Tower of High Sorcery. They represent an imbalance to magic. Each order deals with renegade wizards differently but all are dealt with immediately and effectively. White robes will attempt to capture and/or report the renegade. Only destroying him as a last resort. Red Robes would try to capture him and if unsuccessful destroy him. Black robes will attempt to win the renegade over to his side before destroying him. If captured and brought before a council, they are offered a chance to join the order, or be cast out of Krynn and the circles of the world.
The Orders of High Sorcery are ruled by a representative council of 21 wizards called the Conclave of Wizards. Seven archmages of each order serve as a delegation to the Conclave of Wizards. The Conclave convenes in accordance with the moon cycles to discuss routine as well
as urgent issues. One of the seven delegates from each order serves as the order’s Master. Once a Master is chosen, he or she serves for life unless convicted of a serious breach of loyalty by unanimous vote of that order’s delegation. The Master of the Conclave, the highest official in the Order of High Sorcery, is elected from the twenty-one Conclave delegates.
The Wizards of high sorcery primarily operate out of the towers of high sorcery. There were five originally on Ansalon. They were built by ancient wizards as centers for craft and learning. They were located in five ancient cities of Krynn: Palanthus, Wayreth, Istar, Daltigoth and Goodlund (The Ruins). They were generally designed the same but ultimately with cultural flair. The central complex was surrounded by a field or garden. The Tower of Wayreth dwelt in a transdimensional field that allowed it to appear within 500 miles of its usual place in Wayreth forest. The tower of Palanthus was surrounded by Shoikan Grove which emanates a perpetual Fear spell. The other towers are more obscure in knowledge, but I asked my personal friend Astinus of Palanthus and he relayed that Daltigoth was surrounded by a field of Sleep, Istar was surrounded by a field of forgetfulness and Goodlund was surrounded by a field of Passion. Fighting is prohibited in all towers, punishable by death.
The tower of Wayreth is not discovered, it discovers you! It is the most restricted as the Masters of High Sorcery decide who may enter. It cannot be entered by astral travel or the outer planes of existence. If someone is wanted within the tower, they have little choice as it will manifest itself to ensure their entry. If you enter the forest without permission, you will need to explain yourself quickly or be attacked by the forest itself! The tower differs as it contains a great central hall where the conclave convenes. The only entrance to the hall is by magical invitation. The walls are black and covered with runes. It is absolutely indestructible. There are no guards at the gate and once inside you enter a huge courtyard seemingly empty, but is filled with wizards and initiates
The tower of Palanthus is surrounded by Shoikan Grove. Only one uninvited guest has passed its field fear, Tasslehoff Burrfoot as he piloted the flying citadel! Dalamar the Dark, when he became master of the tower protected it with a dome that prevented any physical assault. Originally it was the most beautiful tower and is the location of the Dragon Orbs creation. It is similar to Wayreth except that it features a laboratory not a great hall. During the Age of Might, the Kingpriest of Istar grew fearful of the wizard’s power and turned the population against them. Rather than destroy the citizens of Krynn, they sacrificed two towers, Daltigoth and The Ruins, and turned the Istar tower over to the Kingpriest as a bargain to keep the other two towers unmolested. At the beginning of the ritual to turn the tower over to the kingpriest, his representative, an evil wizard, was driven insane and leapt from the upper window, impaling himself on the spikes of the tower’s gate. As his life’s blood drained into the earth, he cast a curse on the tower, preventing anyone living to inhabit the tower until the master of past and present returned.
Outro
And that is as deep as I am able to go into the Wizards of High Sorcery in this video. I will return in future installments to dive deeper into the subject. Do you have a favorite order of High Sorcery? How about a favorite Wizard? Is it too much of a pain to track the moons of Krynn during your games? And what do you think about the orders reliance on the spheres of magic? Leave a comment below, subscribe to the channel and like this video. You can support this channel and pick up some Dragonlance gaming materials by using the affiliate link in the description below.
This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time, remember:
Here’s to trying… Rhymes with dying.
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