The orders of sorcery were created by the three gods of magic, Kantilles, Sebatis and Drakkara, back during the Age of Dreams through thier most devoted  follower Cathas Daroconus who was given the secret  to  magic through moons. During the War that  was held between the different races, the three gods of magic walked upon the face of Algoron, searching for mortal followers. Each god chose one follower and bestowed upon them the keys to the Lost Citadel, where the followers were taught the three fundamental principles of magic on Algoron:

                1.All wizards are brothers in their Order and all Orders are brothers in power.
                2.The Towers of High Sorcery are held in common amongst the orders and no sorcery shall be
                   used there in anger against other wizards.
                3.The world may bring brother against brother and Order against Order, but such is the way of the
                   universe.

              The followers were returned to Algoron where they founded the Orders of High Sorcery. Kantilles, god of  benevolent magic, founded the Order of the White Robes. These mages act to promote good. Sebatis, god of neutral magic, founded the Order of the Red Robes. Red robes try to balance the forces of good and evil, so neither one becomes more powerful than the other. Drakkara, goddess of black magic, founded the Order of the Black Robes. Black Robed wizards usually act to further their own ends, but  will not jeopardize the future of magic to do so.

              The centers of magic on Algoron are the three Towers of High Sorcery. There is a Tower in Verminasia,  one in Althainia and one in Arkane. Each towers are protected by magical defenses, making them impenetrable to those who are not invited. The Tower in Arkane is surrounded by a grove of trees along an alleway,  which is enchanted by an overwhelmingly powerful confusion spell. The Tower of Verminasia is surrounded by a magical field of invisibility and the tower at Althania is surrounded by
    by a powerfull magical barrier of forget spell.

              Originally there was only one Tower upon Algoron. The Tower at Althainia. These other Towers  were builted, for various reasons. The tower was continiously  attacked by the many wars held against them. Each robe had their own fight. While trying to keep the tower to safety rather than risk the destruction of the tower, the orders separated , each taking different courses yet the same goal.  Having different towers in different places made the conclave sparce their struggle held by the many wars in the days past.
    They gained strenght by controling more land, having more allies and each dedicated to thier kind iof studies, and weakness by having the three orders separated each fighting their own war.
     
              Spellcasting is a complex art form, one which requires as much practice as any other sort of art.To use spells, a magic user must memorize the spell. The spell, which may be composed of words,    gestures and material components, remains in the caster's memory until it is used, at which point it is lost from the caster's memory until it is rememorized. Since spells must constantly be rememorized, wizards keep  spell books. The more spells you know, the more books you have to keep those spells. Some great  wizards had entire libraries of spells which they knew, but did not necessarily have memorized.

              In case you haven't noticed the moons overhead during your travels on Algoron, you will discover that  there are three moons. A red, a white and a black moon. These are the gods of magic in their celestial forms. The phases of each moon strengthen or weaken the followers of that particular order. Say
    Sebatis is low in the sky--a new moon. The Black Robes are at their weakest during that time. At the
    same time, Kantilles might be full, so the White Robes are at their peak. A rare occurrence is the Night
    of the Eye, a night when the moons are full and align to form a white eye with a red iris and a black
     pupil, when all magic is at its peak.

              The Orders of High Sorcery are governed by a Conclave of Wizards. Each order sends their mages sit as it's representatives to the Conclave. One of these representatives also serves as the Master of the order. This honor is determined differently, depending upon which order you are referring to. In any event, the Master serves a life-long term in their position. From all the mages, one is
    selected to serve as the Master of the Conclave. This position is an election, whose ballots are cast by
    every wizard on the Conclave, through a consensus spell.

              If a person wishes to join an Order of High Sorcery, they usually begin at a young age, studying under an Wizard, who is generally approved by the Conclave. When a pupil is deemed ready, usually
    about age 25 in humans (or in AD&D game terms, level 3-5), he or she ventures to a Tower of High
     sorcery to take the Test of High Sorcery. The Test is incredibly hard, and is never undertaken by a
     person not completely devoted to magic, since failure means death. Each Test is different, customized
     for each apprentice by the Conclave itself to measure each individual's strengths and weaknesses. 
     
            The Test is designed to separate the wheat from the chaff; in other words to take those who will use magic responsibly and admit them to the order, while leaving undesirables out. Through their actions during the test, each apprentice pledges allegiance to an Order of High Sorcery.

              Now, not every magic-user on Algoronmust take the test. Assuming the magicks this person uses are relatively weak, the person will be allowed to live in peace. Colored fire and simple cantrips to make rags dust tables for you, like this, majikus adilere venito parit, are not a problem for the Conclave.  However, once you begin to master difficult and dangerous spells, you become a liability. You are
    considered a Renegade Mage, and will be hunted down by the Conclave. Either the renegade will join
    an order, be destroyed or be banished from Krynn forever.

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    Copyright@Shadimar(R.E.V.H) 1998