Council of Archmagi

Description and basic history of the organization
The Council of Archmagi has been around for centuries, though in recent decades, it has fallen upon hard times. The Council once was a great power, with nine great archmages who would help guide the world wisely, and justly, but it’s number has fallen from the fateful nine to a mere three, fallen prey to the ceaseless attacks of evil- including one betrayer, responsible for the death of the Great Archmagi of Abjuration. Now, only the Great Archmagi of Evocation, the Great Archmagi of Divination, and the Grand Archmagi remain. Recently, the Great Archmage of Illusion has been chosen.

Entry Requirements:
One must be an Arcane spellcaster of great power and knowledge, and qualify for the Archmagi prestige class, which any of the Council members will teach. Must also be of either Good Alignment, or clearly have an interest in helping the world. The Council has become much more paranoid since the betrayal of the Archmagi of Necromancy.

Benefits:
Economic: The Council is often met with great generosity where ever it goes, often times being fed feasts and given quarters in royal housing.
Gear: The Archmagi supply their own with powerful magical items, and often have access to ancient artifacts of great might.
Services: All of the Archmagi assist one another to the best of their abilities.
Information: Every Knowledge, and to the highest degree.
Access: The Archmagi Citadel, a tower located on its own demiplane of existence.
Status: Generally highly regarded by all Good and Neutral aligned countries, though often negatively viewed by the royalty of Evil aligned countries.

Combat:
One Archmagi is powerful, if a full nine of the Council are together, there is very little that can stop them, for their diverse and immense power crushes most obstacles.

Advancement:
One is approached, or somehow draws the attention of the Council, whether through recommendation, or some kind of action. The Council as a whole has more than just the Grand Councils members of Archmagi. These are simply the best of their age, and are awarded the Great Archmage title. The Grand Archmage is the greatest arcane spellcaster in the organization. There is only one such at a time.

Missions:
The Council embarks on missions to discover ancient secrets, destroy undead, and defeat evil wizards and other arcane spellcasters and numerous more. The Council often gives out missions to adventurers.

Responsibilities:
Council Members and apprentices are always expected to act in a good and just manner, and never assist evil, under any condition.

Structure:
The Grand Archmagi leads the Council, with Eight Council members all who represent one of the eight schools of magic, and then there apprentices and private guards, normal archmage members, as well as auxiliary staff.

Current hierarchy:
Grand Archmage: Goes by no public name.
Great Archmage of Abjuration: Vacant
Great Archmage of Conjuration: Vacant
Great Archmage of Divination: White the Diviner
Great Archmage of Enchantment: Vacant
Great Archmage of Evocation: Alexander of the Fury
Great Archmage of Illusion: Illyana von Eizehnbehn
Great Archmage of Transmutation: Vacant
Great Archmage of Necromancy: Vacant

NPC Reactions:
NPC’s react depending on alignment and view of the arcane arts. Good and Neutral aligned tend to respond well, Evil tend to react poorly.

Lore: (Knowledge Arcana or History)
DC 10: The Council of Archmagi are a group of powerful Arcane Spellcasters
DC 15: The Council has connections with every royal family out there, often held in high esteem.
DC 20: The Council has fallen on hard times, though none can really say why.
DC 25: The Council was betrayed by Jazan de Fiuiz, the Archmagi of Necromancy, who murdered the Archmagi of Abjuration and attempted to murder the Grand Archmagi, defeated and banished to another plane of existence during the battle.
Note:
The Council hides its activities remarkably well, and it takes at least a DC 30 Gather Information check to actually locate or acquire any information about their activities.
Encounters:
The Council often hires out adventurers for a variety of reasons, from powerful to new adventurers alike.