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Volanthia

Realm of Strife™ > Lore  > Norlanin > Volanthia

Volanthia, also known as the City of Mages, is a semi-autonomous city-state located within the human kingdom of Tolgatha. Founded over two centuries ago, it is ruled by the nine Archmages of the Grand Council and only permits permanent residence within its walls to practitioners of the spiritual arts. Volanthia and its adjacent holdings remain a vassal state, owing fealty to the Patriarch-King of Tolgatha yet still in charge of its own destiny.

Current Governance: The Grand Council of Volanthia (made up of the Nine Archmages)

  • Archmage of Fire Magic, Amara Sendigo (human female)
  • Archmage of Water Magic, Valleerion Waycrest (human male)
  • Archmage of Air Magic, Hera Alshira (human female)
  • Archmage of Earth Magic, Waldron Grimiron (human male)
  • Archmage of Common Magic, Fellorand Felgrindinor (gnome male)
  • Archmage of Light Magic, Haley Brightbottle (halfling female male)
  • Archmage of Dark magic, Mallon Oros (half-elf male)
  • Archmage of Wild Magic, Cerwyn Silvertree (wild-elf male) 
  • Archmage of High Magic, Miah Dalara (high-elf female)

Overview


Following the events of the Mage Rebellion, all practitioners of the spiritual arts were forced into exile from the southern kingdom of Leonen. With nowhere else to go, the surviving mages of Leonen led these practitioners north to Tolgatha where the human wizards of the Magi Caste still held significant power. With the help of the Magi, they negotiated for a piece of land that the Tolgathans viewed as barren and worthless. In return, Volanthia would provide additional resources to the Magi Caste to assist in the defense of Tolgatha.  It was agreed that so long as resources and taxes flowed uninterrupted into the Tolgathan treasury, the City of Mages would largely be left to govern itself.

On this land, the mages and other displaced practitioners of the spiritual arts created a city of wonders beyond imagining. Here, the spiritual arts were encouraged, nurtured, and celebrated in all of their forms. Mages, battlemages, wizards, and even assassins stood side by side to build Volanthian society and citizenship. They continue to stand united even to this day, fiercely ready to defend their city and way of life from any outside threat.

Throughout Tolgatha and beyond, any child that exhibits gifting in the spiritual arts is sent to Volanthia to develop their skills. If their families lack the gift and yet wish to accompany their child, they are permitted to settle in one of two areas outside of the City of Mages alongside the other “mundies,” or non-magic users; rarely allowed within the walls of the city itself. 

The first of these areas is known as the Outer City; a shantytown of rough and tumble merchants, peddlers, and miscreants, which has slowly grown up around the main gates of Volanthia. However, with the Outer City being utterly unsafe except along the main road into Volanthia, most mundie families choose to settle in the villages which provide agriculture support to the City of Mages. While this becomes a form of self-imposed serfdom, to have a son or daughter included in Volanthian society is worth more than the price they pay. To some outsiders, this system seems flawed and unjust. It has, however, served Volanthia well for over two hundred years as the city continues to flourish under the rule of the Grand Council of Archmages.

As Volanthia grew in prestige, many flocked to the safety of its enchanted walls. Not just from Leonen, where magic had been outlawed, but all throughout Norlanin. Volanthia was seen as a beacon of safety and acceptance to those who were often misunderstood and ill-treated. Even less conventional spirit users found a home in Volanthia; shamans and runeweavers wandered out of the wilder places of the world to join Volanthian society. Only druids continue to remain at odds with Volanthia, for their views of the spiritual arts are vastly different. Though technically welcome in Volanthia, they are not permitted to live or study within the City of Mages and are refused permanent citizenship.

Volanthian Timeline


All years stated as Volanthian Standard (VS) — measured as years since the founding of the City of Volanthia.

The Mage Rebellion and Exile

-8 VS

Under the leadership of Archmage Althistran, practitioners of the spiritual arts in Leonen seize control of the capital city of Leonenburg. King Elden III of House Videaus and the royal family are forced to retreat into the mountains, taking refuge in their ancestral fortress, Higholm Keep.

While most of the royal family arrive safely, the King’s eldest son, Crown Prince Elnor, is slain by rebel forces while covering their retreat.

-7 VS

The Mage Rebellion in Leonen reaches its zenith at the Siege of Higholm but collapses when a splinter group within the rebellion realizes that Archmage Althistran has deceived his followers for his own selfish and power-hungry ends.

At a crucial moment during the siege, aided by a mysterious figure whose name is lost to history, the splinter group turns on the rebel forces and gives aid to the King. Their intervention leads to the defeat of the Archmage and the quelling of the rebellion.

-6 VS

Despite the aid received from the splinter group of magic users, King Elden III seeks vengeance against all practitioners of magic. He outlaws the spiritual arts throughout Leonen, offering their practitioners—from the highest-ranking court magus to the lowliest peasant mystic—only two choices: exile or death.

-5 VS

Within a year, and after only a handful of executions, the remaining known practitioners of the spiritual arts are rounded up by the newly formed Royal Order of Archons and exiled from Leonen forever.

The Founding of Volanthia

-3 VS

What remains of the leadership of the exiled magic users rallies the survivors and, after a long and harrowing journey north, they arrive as refugees in the northern human kingdom of Tolgatha.

The human wizards of Tolgatha—who hold great influence within Tolgathan society as the Magi Caste—take pity on the refugees. They negotiate on their behalf for a parcel of land in the remote nation-state of Eastmach, rugged lands that the rest of Tolgatha view as barren and worthless. In exchange, the refugees agree to support the Magi Caste with resources to aid in Tolgatha’s unending war against the Greenskin hordes to the west.

This act of mercy would later be enshrined in the founding laws of their new city.

0 VS

The City of Volanthia is founded. The nine newly appointed Archmages of the Grand Council of Volanthia convene their inaugural meeting, and a magnificent council chamber is conjured into existence at the heart of the city to serve as its beating core.

The Patriarch-King of Tolgatha decrees that, so long as resources and taxes flow uninterrupted into the Tolgathan treasury, the City of Mages will be permitted to govern itself as a vassal city-state within Tolgatha.

On this land, the exiled mages and other practitioners of the spiritual arts create a city of wonders beyond imagining. Here, the spiritual arts are encouraged, nurtured, and celebrated in all their forms. Mages, battlemages, wizards, and even assassins labor side by side to build Volanthian society and citizenship.

3 VS

Construction begins on the nine Mage Colleges, which will form the backbone of Volanthian society. The monumental effort requires every citizen to contribute their spiritual energy to the task.

To accomplish this, the Pendants of Citizenship are devised—a system that channels magical energy throughout the city via a network of lamps known as the Arcanet. Maintaining the Arcanet’s glow becomes a noble, if overlooked, profession within the city.

Growth and Conflict

5 VS

With no formal city guard, battlemages from each College attempt to assert authority over the city. The result is chaos—uneven enforcement of law and frequent skirmishes between rival factions of battlemages.

To restore order, the Grand Council of Archmages votes to formalize the city’s policing duties under the jurisdiction of the battlemages of the Arcanum. The Volanthian City Guard (VCG) is formed from those willing to submit to the Arcanum’s authority.

Though the other Colleges resist relinquishing control, the VCG gradually grows in power and prestige. In time, the Arcanum’s battlemages become the core of the VCG, while the other Colleges redirect their battlemages to enforcing the laws of magic beyond Volanthia’s walls.

25 VS

An elitist social club arises among Volanthia’s bored aristocrats and the sons and daughters of lesser noble houses, romanticizing the ancient bond between Dragons and the spiritual arts. This movement is eventually exposed as a revival of the ancient Cult of the Wyrm.

The cult is quickly outlawed within Volanthia, forcing its members underground. There, in secrecy, the aristocrats become ever more entangled in the cult’s elaborate rituals and ceremonies, concealing their membership even from their own families.

53 VS

The Grand Council decrees that Shamans and Runeweavers shall be offered citizenship within Volanthia. Druids, however, remain barred due to their unique approach to the spiritual arts, though they are granted limited visas allowing temporary entry into the city.

108 VS

For generations, the commoners of Volanthia—those unaffiliated with any College—have formed the working class that quite literally keeps the city’s lights on. Known as Lamp Lighters, they are not powerful in magic, but they are many.

After years of mistreatment, a humble citizen named Halcyon Lightfist rises to prominence seemingly overnight. He rallies the Lamp Lighters and founds the Lamplighters Union, declaring a general strike that plunges the City of Mages into darkness for ten days.

Without the magical network of lamps maintaining the flow of arcane energy, the city nearly collapses under its own gravity-defying weight. The Grand Council has no choice but to meet their demands, granting reforms to keep the city functioning.

147 VS

The Patriarch-King of Tolgatha declares the Seventh Crusade, assembling a massive army to invade Orcrond and crush the Greenskin hordes once and for all.

He calls upon all his vassals—including Volanthia—to contribute to the crusade. Bound by law and charter, Volanthia sends its finest battlemages, along with shamans and runeweavers, to the front.

The campaign is a disaster. Tolgatha and its allies are slaughtered in droves.

148 VS

Refusing to accept defeat, the Patriarch-King summons every remaining reserve to continue the crusade to its bitter end. With most of it’s battlemages slain, or otherwise committed to duties within Volanthia, the decision is made to send mages—most of them untested and unprepared for the horrors of war.

Countless are slain, though many more are spared before they can reach the front when an Orc Warlord known as Drognar the Bastion crushes the crusade entirely, ending the bloodshed.

Modern Era: Volanthia Divided Saga – Class of 200

192 VS

A high-profile heist is thwarted by the VCG, marking the first recorded crime attributed to a shadowy new organization later known as the Hooded Sisters.

How long they had operated in secret before this remains unknown, but they quickly rise to prominence in the city’s underworld, securing a major share of Volanthia’s black market trade.

197 VS

A new class of students arrives at the Volanthian Academy of the Spiritual Arts (VASA). Unbeknownst to them, the Class of 200 will go on to become one of the most renowned graduating cohorts in a generation.

Their time at VASA is marked by adventure and mischief (see Volanthia Divided: Act I). Early on, Mastermage Alonsus Wetherby recognizes the extraordinary potential within several of his pupils.

200 VS

Upon graduation, the students of the Class of 200 are accepted into their respective Colleges. Many go their separate ways, yet they remain in contact through shared experiences and ideological bonds.

Among them, the Order-aligned students journey into the long-forgotten dwarven settlement of Dolrin’s Span, where they defeat the red drake Ashorlaugh the Horrible and plunder his hoard.

Not to be outdone, the Chaos-aligned students travel to Draken City to unravel the mysterious death of Zender Balteen, ultimately confronting Galoriand the Cruel, a reclusive frost drake, and freeing the surrounding lands from his influence.

Meanwhile, several Balance-aligned students remain closer to home, aiding the VCG in an investigation of Perinolde the Brown, a mage accused of illegally smuggling dragons into the city.

(See Volanthia Divided: Act II, Part 1)

202 VS

The most prominent members of the Class of 200 continue their studies, becoming increasingly entangled with the powerful factions and noble houses of Volanthia—earning allies among some, and enemies among others.

(See Volanthia Divided: Act II, Part 2)

Modern Era: Volanthia Divided Saga – The Horn of Agathor

203 VS

The quest for the Horn of Agathor begins. Valleen Waycrest leads a group of her fellow Class of 200 Volanthians to the Northern Frontier, establishing a base of operations at Fort Eisenmoor. Their search takes them to the den of Chieftain Guh and her Hill Giants, to the Forest Giants of the Highgreen, and to Jarl Sturmvar and the Arctic Giants of Yonenbjerg.

Though they do not yet uncover the Horn of Agathor, they gain valuable knowledge about its possible whereabouts and the intricate politics among the Giants of the North. Along the way, they also encounter agents of the Cult of the Wyrm, who are pursuing the same ancient relic for their own dark purposes.

During the return to Volanthia, one group seeks a shortcut through a mysterious and long-forgotten arcane waygate. While it drastically shortens their journey, it proves a harrowing experience—culminating in the rescue of a strange Kayden named Stonetalon, who has been trapped within the waygate for so long that he can scarcely fathom the passing years. Though grateful for his rescue, his mind bears the marks of isolation, leaving his thoughts scattered and his demeanor oddly out of place.

204 VS

The quest for the Horn of Agathor continues as the Volanthians  return to the north for a second expedition, racing against the Cult of the Wyrm to uncover the Horns location. They split up and journey to the Mountain Giants of Stonewail Canyon, the Forge of the Volcanic Giants, and finally to the hidden lair of Ulthumbr the Black and his Deep Giants. Within Ulthumbr’s lair, the Horn is at last discovered—but before it can be recovered, Desert Giants storm the fortress and seize it, escaping aboard a floating tower piloted by Cloud Giants.

During the return journey from the Lair of Ulthumbr the Black, the minotaur shaman Farranak Firefist discovers a wounded and starving adolescent minotaur named Ares, orphaned after a band of adventurers massacred his village. Moved by compassion, Farranak takes the youth under his care and returns to Volanthia, hoping to train Ares in the shamanic arts to help quell the rage within him.

Weeks later, when the Order-aligned members of the expedition return to the city, Ares learns that they were the very adventurers responsible for his village’s destruction. Though they claim the minotaurs had drugged and enslaved them—forcing them to labor in the mines and forges of the Volcanic Giants—and that sparing Ares had been an act of mercy after a bloody liberation of the slaves, the revelation drives the young minotaur into a violent frenzy. The ensuing outburst leaves several citizens injured, and city guards are forced to intervene. Facing expulsion and the loss of his newly granted citizenship, Ares is only spared when Farranak personally vouches for him, taking full responsibility for the youth’s future conduct within Volanthia.

205 VS

With tensions rising across the Northern Frontier and reports of renewed giant and Cult of the Wyrm activity, preparations begin for a third expedition to recover the Horn of Agathor. Many of the original companions from the Fort Eisenmoor campaign are called upon once more, though Farranak Firefist remains bound to Volanthia by his responsibility for Ares and is unable to join. The remaining Volanthians once again divide into three groups to pursue the scattered threads of the giant tribes in the North.

One group seeks a diplomatic audience with King Helaton, High King of all Giantkind, in his undersea stronghold. There they find the Cult of the Wyrm has arrived first, led by Wyrm Caller Doxodrith. Both factions become entangled in the investigation of Queen Nara’s murder. King Helaton, misled by his counselor Lord Imyrid, believes the small folk are to blame. In truth, it is Imyrid himself—revealed in time to be Ulthumbr the Black in disguise.

Another group journeys to the Aurimani Desert, seeking answers from the Desert Giants seen fleeing with the Horn. Along the way, they encounter a sphinx, who delivers a dire and cryptic prophecy to the time-lost Volanthian Merek Hughes, foretelling the awakening of Amethuradon—a being unknown to any living Volanthian. Captured by the Desert Giants, they must prove their worth in the grand arena before gaining an audience with Sheikh Zhagurath, who they learn has been framed by Ulthumbr the Black to incite war among giantkind. To clear his name, the Sheikh travels with his champions—and the Volanthians at his side—to confront King Helaton’s accusations.

The final group spends months tracking down the floating cloud castle of Countess Sanasali. Upon reaching it, they are initially welcomed as guests, they soon discover her treachery and barely escape her assassination attempt. In the ensuing battle, they learn she murdered the Desert Giants who recovered the Horn from Ulthumbr and betrayed King Helaton himself. Fighting their way through her fortress, they reclaim the Horn and flee—but the Countess pursues them with her airborne armies.

The quest for the Horn of Agathor reaches its dramatic conclusion when Sheikh Zhagurath arrives at the Pillars of Passage, gateway to the Storm Giants’ realm. King Helaton and his Royal Guard emerge to meet him in force, expecting battle. The Volanthians accompany both sides, seeking peace. Just as tensions peak, the fleeing Volanthians descend from the clouds aboard Arthur Hyperion’s magnificent flying contraption, pursued by the Countess’s castle. The truth is revealed, and when King Helaton learns of the Sky Giants’ betrayal, he summons a mighty storm to bring her fortress crashing down.

What follows is a battle of epic proportions between multiple factions:

  • The loyalist giants (Desert and Sea), who believe the Horn belongs to King Helaton.

  • The traitor giants (Sky and Deep), who seek to overthrow him.

  • The Purple and Green dragonflights, determined to destroy the Horn.

  • The Blue and Grey dragonflights, who would safeguard it.

  • And the Cult of the Wyrm, arriving with a fleet of airships to seize it for themselves.

Amid the chaos, a group led by Hadrian the Common, aided by drakes of the Blue and Grey dragonflights, corner Countess Sanasali after she declares herself High Queen of all Giantkind. They defeat her and reclaim the Horn—only to be ambushed by Ulthumbr the Black in a final desperate attempt to seize it.

Ulthumbr is defeated and retreats into shadow. Before the Volanthians can act further, Sheikh Zhagurath bursts onto the scene, demanding the Horn’s return to King Helaton. When he strikes at the Blue Drake carrying the Horn, the drake evades and takes to the sky. High above, the Purple Dragonlord, leader of his flight, dives to intercept.

“My king commands that the Horn be destroyed!” he roars in the dragon tongue. “None— not even my own kind—shall wield this cursed relic!”

In the struggle that follows, the Horn is knocked loose and falls. The Dragonlord’s arcane breath strikes it moments before it hits the ground. When the dust clears, it is not destroyed—but warped by the immense power unleashed upon it.

Amid the swirling magic, Valleen Waycrest appears within the crater, holding a small metal box which she magically draws the Horn into. She seals it the box, smashes a vial of enchanted water, and activates an Infinity Pool—a portal back to Volanthia. Without hesitation, she leaps through.

Only Arthur Hyperion reacts quickly enough to follow. Unseen, Dwahain casts a Lodestone rune upon the horn, just before Valleen steals it, hoping to track it’s whereabouts.

Valleen emerges within Waycrest Manor, where her father, Valleerion Waycrest, the Archmage of Water, confronts her in fury.

“You’ve defied both dragons and giants! You’ve doomed Volanthia!” he shouts.

“Father,” Valleen pleads, “there are things you do not know—things that as an Archmage of Volanthia, you should not know.”

Two agents of the Hooded Sisters step from the shadows. Valleen moves to hand them the enchanted box.

“What in the eternal stillness are you doing, Valleen? These are criminals!” Valleerion bellows, summoning a freezing spell.

“I do what must be done—for the good of Volanthia,” she answers. “You must trust me.”

The Archmage hesitates.

“Go!” Valleen commands the Hooded Sisters. “Do what must be done.”

As they flee, Arthur, stunned, steps forward.

“Arthur,” she says softly, her eyes leveraging the years of history between them “as I ask my father to trust me, I ask you the same. Volanthia’s very survival depends on it.”

Arthur does not intervene, but leaves felling shaken and betrayed, unable to reconcile what he has witnessed.

206 VS

The surviving members of the Class of 200 return to Volanthia after their long trek home from the Northern Frontier. While Valleen has withdrawn from public view—rarely leaving Waycrest Manor except to study at the Sapphire Haven—Arthur greets his friends at the city gates. Though time has dulled the sting of betrayal, he recounts what he saw in the Waycrest portal chamber.

Rumors spread swiftly: the Horn of Agathor has been stolen from both dragons and giants and now lies hidden somewhere within Volanthia. Panic grips the populace as many fear imminent reprisal.

Yet no attack comes. Life in the City of Mages gradually resumes its rhythm, but a quiet unease lingers. The VCG remains vigilant, watching upon the walls for any sign of reprisal by giant or dragon kind. The Cult of the Wyrm remains a shadowed threat. The Lamplighters continue their protests and riots. The Hooded Sisters thrive in the city’s underbelly. And within the Grand Council of Archmages, tension grows as Valleerion Waycrest is forced to defend his daughter’s actions before his peers.

Modern Era: Volanthia Divided Saga – A City in Strife

207 VS

Present day.

Factions within Volanthia


Colleges of Magic

In Volanthia there are ten Colleges of Magic: one for each of the nine schools of Spirit Powers, in addition to the Volanthian Academy of the Spiritual Arts (VASA) which acts as a secondary school for young spirit users.

The ten Colleges of Volanthia are as follows:

Name of College

School of Magic

Headmaster

(all mages)

Accepted Classes 

The Volanthian Academy of Spiritual Arts (VASA)

T1

Octavia Grant

(human female)

All classes, up to T1 only (not including Druids)

The Arcanum

Common Arcane

Kalaman Istil

(half-elf male)

All except Shamans & Druids

The Luminous Spire

Light

Meldon Dusker

(human male)

All except Shamans & Druids

The Black Tower

Shadow

Ceanna Longshadow

(halfling female)

All except Shamans & Druids

The Pyrehall

Fire

Hestal Browley

(human male)

All except Druids

The Sapphire Haven

Water

Leandis Stillwater

(half-elf female)

All except Druids

The Floating Citadel

Air

Elandros Mordane

(human male)

All except Druids

The Undermaze

Earth

Snevlin Boomdimple

(gnome male)

All except Druids

The Eternus Arboretum

Wild

Shai’asah Eldaris

(wild elf female)

All except Druids

The Apex Observatory

Celestial

Manedron Dalara

(high elf male)

All except Druids

Lamplighters Union

The Lamplighters are a highly organized union representing the humble folk who’s job it is to keep the magical street lamps throughout Volanthia lit. This is more than just a cosmetic function, for the network of magical street lamps, (often referred to as the Arcanet) is what powers the city by distributing the spirit collected by each citizens amulet. The lamplighters are as close to mundies as any citizen gets, as they are deemed unworthy to join one of the great colleges of Volanthia. As such they are a marginalized segment of Volanthian society. Though they possess a basic knowledge of magic and can even use rudimentary spells they rely far more logistics and strength of numbers to protect their interests. While individually they are weak and vulnerable, as a union they have found strength and even some measure of influence. If the lamplighters go on strike, Volanthian society takes notice. The less privileged of Volanthia see the Lamp Lighters as a force for good within the city, ensuring that the powerful noble houses and Mage Colleges cannot subvert the will of the “common” folk.

Class Templates: Soldier, Barbarian, Warrior, Battlemage, Shaman, Mage

Possible Modified CoC Entries: Human Infantry, Militia (with T1 powers)

Hooded Sisters

The hooded Sisters are a secretive criminal organization controlling a significant portion of black market trade in Volanthia. They do not operate as a typical criminal organization, though nothing in Volanthia could be described as typical, and their motives often seem esoteric in nature. Regardless of motive, their power is well respected in the criminal underground within Volanthia and they are a potentially violent force not to be taken lightly.

The Hooded Sisters get their name from the enchanted hoods worn by their female only members. These hoods entirely shroud their identities and alter the sound of their to make all Hooded Sisters sound the same, speaking with one voice of the “sisterhood”. Were you to look under their hood, you would see only swirling darkness.

Class Templates: Assassin, Vigilante

Cult of the Wyrm

Among the criminal underground their exists an ancient cult, that predates the founding of Volanthia and perhaps the Mage Rebellion in Leonen. On the surface, the Cult of the Wyrm appears to be an elitist social club that worships dragons, deifying them in all their forms, as a pantheon of Draconic gods.

They defy conventional concepts of the creation mythos and instead preach a singular tenant, “In the beginning… was the dragon!”

However, the truth of the matter is that those in the inner circle see Dragons as the preeminent power in Norlanin and seek to control them. Adult Dragons would never willingly submit to mortal mages, so the cult has taken a different approach capturing Dragons when they are very young and attempting to mold them into willing servants while they are only Wyrms, so that as Drakes and full Grown dragons they can be wielded as powerful weapons. As Dragons life cycles are long even for elves, its unknown if the Cult of the Wyrm as even gained control over a full grown Dragon. If they have this would surely be their most closely guarded secret.

Class Template: Druids, Wizards

CoC Entries: Cult of the Wyrm, Cultists

Volanthian City Guard

The City Guard, or VCG as they are sometimes called, has a mandate to maintain law and order throughout the city, as well as deal with a variety of magical threats that crop up on a fairly regular basis in a city that runs on magic. Volanthia has no standing army, so they also serve as soldiers to man the ramparts if the city is ever attacked or threatened. In over a century of the city’s history, the City Guard has only been called upon to so a handful of times, and only ever as a precaution as no one has been foolish enough to directly attack the City of Mages.

The bulk of the VCG is made up of low ranking battlemages, Spellswords who instead go by the title of Constable. Higher ranking officers sometimes being fully fledged Mage Wardens. Most of the colleges also have liaisons tied to the VCG, mostly mages.

Class Template: Battlemages, Mages

VCG Title

Min. Required Battlemage Title

Possible Modified CoC Entries

Other info

Cadet

Apprentice (lv2)

Apprentice Battlemage or City Guard with T1 Common Arcane powers

Apprentice Battlemages Studying at VASA and brought on “walk-alongs”

Constable

Spellsword (lv4)

Spellsword or Palace/Gate Guard (lv4) with T2 Common Powers (Riot Squad: Banded Club & Arcane Grasp)

Standard VCG Patrolman or Squad member

Sergeant

Spellsword (lv5)

Spellsword (lv5) or Sergeant of the Guard with T2 Common Arcane/Null Powers

Jr. Officer, commands a Squad of (up to 10) Constables (Squads based on function, Patrol, Riot, Special Intervention etc…)

Lieutenant

Warmage (lv7)

Warmage or Lieutenant of the Guard with T3 Common Arcane/Null Powers

Sr. Officer, commands a Guard Company (5 Squads) operating withing a given city district (and associated walls if the city is attacked), reports directly to the their District Captain

Captain

Warmage (lv9)

Warmage (lv9) or Captain of the Guard with T3 Common Arcane/Null Powers

Sr. Officer, 1 for each City District, commands a District Force (1 or more Guard Companies)

Inspector

Mage Warden (lv11)

Mage Warden or Sheriff with T4 Common Arcane/Null Powers

Special Officer that technically outranks a Captain, but typically does not command large groups of Guards in the field/on the streets, instead focuses on investigating high profile or otherwise important cases.

Also includes Quartermaster Dolin Haster.

Chief Inspector

Chief Warden (lv15)

Chief Warden or Marshal (lv15) with T5 Common Arcane/Null Powers

Single post, highest ranking VCG Officer, reporting directly to the High Curator of the Arcanum, field command of all VCG forces

Commisioner

High Curator (lv18)

High Curator with T6 Common Arcane/Null Powers

Simultaneously the High Curator of the Arcanum (outward scope of Authority) but also Commissioner of the VCG (inward scope of Authority)