@Azel can you go into detail slash reiterate our policies in regards to the estates and how they work in essence?
 
[X] Strict separation. Any Scholarium member who wishes to work full-time for another institution, let alone hold a public office, must lay down all offices or positions of authority in the Scholarium.
-[X] Opening the Scholarium to such direct influence would turn it's task of regulating magic use farcical.

To clarify, would they still have any base legal protections, formal titles and such?
 
@DragonParadox @Azel so they would still be members of the Scholarum, they just could not have any authority within it? What is the real terms of service there on an organizational level? You would still be beholden to policy makers and regulators when outside, just no longer able to influence policy?
Indeed. Membership in the Scholarium is compulsory and this strict divide ensures that no person who holds political power outside the Scholarium can hold such power within at the same time. For example, a Cleric is always member of the Scholarium, but he must choose between being counted among the Clergy, which allows him to preach and hold church titles, or being counted to the Mages, thus being able to hold office within the Scholarium. Likewise, Nobility trumps Mages, though even the nobles have to conform to the rules laid down by the Scholarium, though they can never hold office within the Scholarium while holding any noble title. So a second son can be Scholarium teacher, but if his father and brother both die and he becomes Lord, he automatically looses that post.

Does that answer your question?
 
To clarify, would they still have any base legal protections, formal titles and such?
1. legal protections - Yes. They remain in the estate of Mages, with all rights and obligations that implies, unless they are Nobility or voluntarily want to join the Clergy.
2. formal titles - No, though they do not loose any claim by birth to such titles. You do not disqualify for the succession of a house or lordship by entering the Scholarium, but you must lay down all titles and offices you hold in the Scholarium if you actually inherit such a noble title.

Edit: By the way, this is not new stuff. That's how our constitution regulates these things.
 
Indeed. Membership in the Scholarium is compulsory and this strict divide ensures that no person who holds political power outside the Scholarium can hold such power within at the same time. For example, a Cleric is always member of the Scholarium, but he must choose between being counted among the Clergy, which allows him to preach and hold church titles, or being counted to the Mages, thus being able to hold office within the Scholarium. Likewise, Nobility trumps Mages, though even the nobles have to conform to the rules laid down by the Scholarium, though they can never hold office within the Scholarium while holding any noble title. So a second son can be Scholarium teacher, but if his father and brother both die and he becomes Lord, he automatically looses that post.

Does that answer your question?

Surely in situations like that they could continue to teach though, at least until someone approximately as capable could be found to replace them? Still with lessened authority that a full teaching position would hold of course.

And in considering it, extended guest teachers/researches could be allowed for as well I assume?
 
Surely in situations like that they could continue to teach though, at least until someone approximately as capable could be found to replace them? Still with lessened authority that a full teaching position would hold of course.

And in considering it, extended guest teachers/researches could be allowed for as well I assume?
A guest lecturer is not the same as a true faculty member.

While we never made explicit internal rules for the Scholarium, I sincerely doubt that a guest lecturer is going to be invited to faculty meetings.
 
One last thing @Azel. What are the personal advantages to working inside of the Scholarum compared to merely being regulated by it and holding position elsewhere?
 
A guest lecturer is not the same as a true faculty member.

While we never made explicit internal rules for the Scholarium, I sincerely doubt that a guest lecturer is going to be invited to faculty meetings.

"Guest lecturer" is a beautiful concept. For one thing a noble mage that genuily loves teaching will be able to express their desire in a way that improves the world.

Hurray for that minor minor subset :D
Edit: and thanks for that summation.
[X] Azel
 
@DragonParadox
Adhoc vote count started by Duesal on Sep 27, 2018 at 12:57 PM, finished with 230972 posts and 10 votes.
 
What's the advantage?

Research grants? Government budgets can and will run from the tens of thousands, to potentially hundreds of thousands of IM, depending on the project.

Ability to progress your own research with Scholarum resources at your disposal, from materials, assistants, peer review and regulatory bypass (rather than presenting a project to someone in the R&D department, and having to keep your hands off how it proceeds the entire time?)

Your own license to practice? Like say, for example, you can still earn wages while employed within the Scholarum, but jobs that solely acquire their incomes from work done using magic, like Enchantment, or cosmetic/practical fleshforming, or divination/investigation, etc. require that you hold no office elsewhere while working in that job sector? That seems like a fair way to balance things IMO @DragonParadox, since you can gain absurd income from working as an enchanter. It's not as large as the largest payoffs from owning a trade company, but it's reliable and the onus of risk of profit loss is lesser to yourself, since you are doing all commissions on a contractual basis rather than as a stake in a venture.

It also justifies wanting to be apart of the institution above other obligations because you might be a shitty politician or entrepreneur, but an absurdly good Mage, and can thus make good money, hold lots of influence, and trade favors all at the same time just by forgoing other Offices.

@Azel, @TotallyNotEvil, @DragonParadox thoughts? Contributions?
 
Again, some people just aren't for Academia. Some people should also focus solely on power and not be tempted to conduct illegal research or try to build a local monopoly on something involving magic upon which the local regulatory body is not well apprised of.

There is also the recognition amongst peers of great knowledge and experience, which appeals to a lot of people. It's not like most professors go that deep into higher education because of the pay. It's a passion.
 
Vote closed.
Adhoc vote count started by DragonParadox on Sep 27, 2018 at 1:21 PM, finished with 230979 posts and 11 votes.
 
What's the advantage?

Research grants? Government budgets can and will run from the tens of thousands, to potentially hundreds of thousands of IM, depending on the project.

Ability to progress your own research with Scholarum resources at your disposal, from materials, assistants, peer review and regulatory bypass (rather than presenting a project to someone in the R&D department, and having to keep your hands off how it proceeds the entire time?)

Your own license to practice? Like say, for example, you can still earn wages while employed within the Scholarum, but jobs that solely acquire their incomes from work done using magic, like Enchantment, or cosmetic/practical fleshforming, or divination/investigation, etc. require that you hold no office elsewhere while working in that job sector? That seems like a fair way to balance things IMO @DragonParadox, since you can gain absurd income from working as an enchanter. It's not as large as the largest payoffs from owning a trade company, but it's reliable and the onus of risk of profit loss is lesser to yourself, since you are doing all commissions on a contractual basis rather than as a stake in a venture.

It also justifies wanting to be apart of the institution above other obligations because you might be a shitty politician or entrepreneur, but an absurdly good Mage, and can thus make good money, hold lots of influence, and trade favors all at the same time just by forgoing other Offices.

@Azel, @TotallyNotEvil, @DragonParadox thoughts? Contributions?
PRetty much this.
 
What's the final list? I want to vote for the one that calls to me!
I'm slightly uncomfortable doing this in DP's thread, but fine. Doesn't seem as if he minds. (If you do indeed mind, @DragonParadox, just say so and I will knock it off.)

Anybody who has particular interest in one of these things, please write a PM with your ranked preferences. I do have the great urge to get back to writing, but are supremely undecided on the what and there's little point in waiting another half a year before I can make up my mind on my own.

  • Cyberpunk Setting
    • You start as one of the downtrodden bottom-feeders in one of the worst slums of a gigantic city. The state is absolute and so is it's control. There is no way up. There is no way out. Ahead of you just a short, ugly life doing jobs where you are marginally cheaper then the robot that could replace you at any moment. But maybe, you just haven't looked hard enough for a way to escape the drudgery.
  • Shadows of the Past - Reboot
    • Exactly what it says on the tin. A new lease on life in the hellish, post-apocalyptic jungles of Cualli, trying to find glory between the monsters of the wild and the ruins of the past.
  • Shadows of the Past - The Empire
    • Set on a different continent, but in the same world as my first quest. The Empire is all there is, a realm held together by the might of it's mages guild and the coin of the burghers that control it's cities. The lot of peasants is harsh, either to eke out a living in the overcrowded cities or to till the fields around them, where Great Warding grows thin and frayed, leaving room for things not meant to be to prey on man.
  • Shadows of the Past - The North
    • Set on a different continent, but in the same world as my first quest. Among the ice and mountains of the far north live hardy people for whom strength of arm and mind are the greatest virtues. For all around their simple villages, the land is harsh and treacherous. Great beasts stride through the snow and the demons of the fiery mountains have preyed on man since time immemorial.
  • Koboldpunk Setting
    • The dragons rule these lands, their will absolute and their might far beyond challenge. On great cities they have build their hordes, uncountable servants catering to their every whim and travelers form all the world bringing gifts and treasure in supplication, just to gain a small measure of favor from the great wyrms. Or at least that's what the kobolds whisper into the dragons ears to make them think that they are the ones in charge. It's surprisingly easy to pull the wool over the eyes of a megalomaniacal lizard when he is relying completely on you for absolutely everything and it's much easier to plot and work beneath the gutters when everyone looks just for the top of the tallest tower.
    • Not quite serious setting. Expect lampshades, zany antics and general silliness in between the serious bits.
  • Eldritch Horror Setting
    • The great nations of old are gone. Either they were trodden into the dust or only their empty husks remain, armors of gold worn on the frame of half-dead men. The Mycenean cities are deserted, those of the Hittites filled only with corpses. Assyria has returned to the far east, it's mighty chariot armies broken and Khemet a ghost stalking it's own ruins. Yet there are people left and slowly they have begun to rebuild, trying to rediscover the knowledge lost in the deluge. But some things might have better been left forgotten.
  • Do a series of Harry Potter Crossover Omakes for ASWAH
    • Exactly what it says on the tin. This is all the fault of @TotallyNotEvil, whom I will mercilessly badger about things that are as of yet undecided.
 
  • Shadows of the Past - Reboot
    • Exactly what it says on the tin. A new lease on life in the hellish, post-apocalyptic jungles of Cualli, trying to find glory between the monsters of the wild and the ruins of the past.
  • Shadows of the Past - The Empire
    • Set on a different continent, but in the same world as my first quest. The Empire is all there is, a realm held together by the might of it's mages guild and the coin of the burghers that control it's cities. The lot of peasants is harsh, either to eke out a living in the overcrowded cities or to till the fields around them, where Great Warding grows thin and frayed, leaving room for things not meant to be to prey on man.
  • Shadows of the Past - The North
    • Set on a different continent, but in the same world as my first quest. Among the ice and mountains of the far north live hardy people for whom strength of arm and mind are the greatest virtues. For all around their simple villages, the land is harsh and treacherous. Great beasts stride through the snow and the demons of the fiery mountains have preyed on man since time immemorial.
My vote for any of the Shadows of the Past options. I dearly want to explore that world again.
 
I'm slightly uncomfortable doing this in DP's thread, but fine. Doesn't seem as if he minds. (If you do indeed mind, @DragonParadox, just say so and I will knock it off.)

Anybody who has particular interest in one of these things, please write a PM with your ranked preferences. I do have the great urge to get back to writing, but are supremely undecided on the what and there's little point in waiting another half a year before I can make up my mind on my own.

  • Cyberpunk Setting
    • You start as one of the downtrodden bottom-feeders in one of the worst slums of a gigantic city. The state is absolute and so is it's control. There is no way up. There is no way out. Ahead of you just a short, ugly life doing jobs where you are marginally cheaper then the robot that could replace you at any moment. But maybe, you just haven't looked hard enough for a way to escape the drudgery.
  • Shadows of the Past - Reboot
    • Exactly what it says on the tin. A new lease on life in the hellish, post-apocalyptic jungles of Cualli, trying to find glory between the monsters of the wild and the ruins of the past.
  • Shadows of the Past - The Empire
    • Set on a different continent, but in the same world as my first quest. The Empire is all there is, a realm held together by the might of it's mages guild and the coin of the burghers that control it's cities. The lot of peasants is harsh, either to eke out a living in the overcrowded cities or to till the fields around them, where Great Warding grows thin and frayed, leaving room for things not meant to be to prey on man.
  • Shadows of the Past - The North
    • Set on a different continent, but in the same world as my first quest. Among the ice and mountains of the far north live hardy people for whom strength of arm and mind are the greatest virtues. For all around their simple villages, the land is harsh and treacherous. Great beasts stride through the snow and the demons of the fiery mountains have preyed on man since time immemorial.
  • Koboldpunk Setting
    • The dragons rule these lands, their will absolute and their might far beyond challenge. On great cities they have build their hordes, uncountable servants catering to their every whim and travelers form all the world bringing gifts and treasure in supplication, just to gain a small measure of favor from the great wyrms. Or at least that's what the kobolds whisper into the dragons ears to make them think that they are the ones in charge. It's surprisingly easy to pull the wool over the eyes of a megalomaniacal lizard when he is relying completely on you for absolutely everything and it's much easier to plot and work beneath the gutters when everyone looks just for the top of the tallest tower.
    • Not quite serious setting. Expect lampshades, zany antics and general silliness in between the serious bits.
  • Eldritch Horror Setting
    • The great nations of old are gone. Either they were trodden into the dust or only their empty husks remain, armors of gold worn on the frame of half-dead men. The Mycenean cities are deserted, those of the Hittites filled only with corpses. Assyria has returned to the far east, it's mighty chariot armies broken and Khemet a ghost stalking it's own ruins. Yet there are people left and slowly they have begun to rebuild, trying to rediscover the knowledge lost in the deluge. But some things might have better been left forgotten.
  • Do a series of Harry Potter Crossover Omakes for ASWAH
    • Exactly what it says on the tin. This is all the fault of @TotallyNotEvil, whom I will mercilessly badger about things that are as of yet undecided.

Hmm, I'd vote for the Shadows of the Past, Empire version. One, to discover something new. Two, to keep the old setting. Three, so that we don't suddenly become a Norsca wannabe (I feel that Azel's talent for intrigue would be wasted on tribal warlords).
 
I'm slightly uncomfortable doing this in DP's thread, but fine. Doesn't seem as if he minds. (If you do indeed mind, @DragonParadox, just say so and I will knock it off.)

Anybody who has particular interest in one of these things, please write a PM with your ranked preferences. I do have the great urge to get back to writing, but are supremely undecided on the what and there's little point in waiting another half a year before I can make up my mind on my own.

  • Cyberpunk Setting
    • You start as one of the downtrodden bottom-feeders in one of the worst slums of a gigantic city. The state is absolute and so is it's control. There is no way up. There is no way out. Ahead of you just a short, ugly life doing jobs where you are marginally cheaper then the robot that could replace you at any moment. But maybe, you just haven't looked hard enough for a way to escape the drudgery.
  • Shadows of the Past - Reboot
    • Exactly what it says on the tin. A new lease on life in the hellish, post-apocalyptic jungles of Cualli, trying to find glory between the monsters of the wild and the ruins of the past.
  • Shadows of the Past - The Empire
    • Set on a different continent, but in the same world as my first quest. The Empire is all there is, a realm held together by the might of it's mages guild and the coin of the burghers that control it's cities. The lot of peasants is harsh, either to eke out a living in the overcrowded cities or to till the fields around them, where Great Warding grows thin and frayed, leaving room for things not meant to be to prey on man.
  • Shadows of the Past - The North
    • Set on a different continent, but in the same world as my first quest. Among the ice and mountains of the far north live hardy people for whom strength of arm and mind are the greatest virtues. For all around their simple villages, the land is harsh and treacherous. Great beasts stride through the snow and the demons of the fiery mountains have preyed on man since time immemorial.
  • Koboldpunk Setting
    • The dragons rule these lands, their will absolute and their might far beyond challenge. On great cities they have build their hordes, uncountable servants catering to their every whim and travelers form all the world bringing gifts and treasure in supplication, just to gain a small measure of favor from the great wyrms. Or at least that's what the kobolds whisper into the dragons ears to make them think that they are the ones in charge. It's surprisingly easy to pull the wool over the eyes of a megalomaniacal lizard when he is relying completely on you for absolutely everything and it's much easier to plot and work beneath the gutters when everyone looks just for the top of the tallest tower.
    • Not quite serious setting. Expect lampshades, zany antics and general silliness in between the serious bits.
  • Eldritch Horror Setting
    • The great nations of old are gone. Either they were trodden into the dust or only their empty husks remain, armors of gold worn on the frame of half-dead men. The Mycenean cities are deserted, those of the Hittites filled only with corpses. Assyria has returned to the far east, it's mighty chariot armies broken and Khemet a ghost stalking it's own ruins. Yet there are people left and slowly they have begun to rebuild, trying to rediscover the knowledge lost in the deluge. But some things might have better been left forgotten.
  • Do a series of Harry Potter Crossover Omakes for ASWAH
    • Exactly what it says on the tin. This is all the fault of @TotallyNotEvil, whom I will mercilessly badger about things that are as of yet undecided.
1. The PERFECT ASWAH OMAKES
2. Koboldpunk
3. Eldritch Horror Setting
4. Cyberpunk
 
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