Creed
A creed spells out the goals of the cabal and may be as brief or prolific as the cabal’s members desire. The creed usually sets out lofty goals, whether or not they can be realistically accomplished. The point here is to declare the cabal’s intent to the Supernal World, to sanctify the cabal’s purpose. Whether the creed later becomes manifest in the Fallen World is a separate matter. Of course, the cabal’s members are expected to adhere to the creed; otherwise, they are betraying an oath they made to their own souls.
Interdicts
The Interdicts cover behaviors that cabal members are banned from doing. Using the Interdicts, a number of mages try to get their order’s traditions into the contract. This rarely works out well in multi-order cabals, since Interdicts highlight the differences between orders, sometimes to the detriment of all the mages involved.
Protocols
See Great Rights
Sigil
Few modern mages see the benefit in making individual sigils, but most cabals devise one. Heralds or ambassadors carry cabal sigils as an introduction to the people they meet, for a properly constructed sigil isn’t just an artistic showpiece. Like the knightly coat-ofarms, a sigil transmits fundamental information about the cabal: its experiences, its values and its intentions. Many claim that a sigil is more than a physical object — it represents Supernal concepts, actualized by the force of the cabal’s collective will.
Modern cabal sigils are used in most official transactions. At Consilium gatherings, a person carrying the sigil acts as a de facto voice for the cabal. When the bearer travels to another’s territory, the sigil shows that the bearer is a sanctioned representative of the sigil’s cabal.[1]
This is extrapolated into the Sigil Holder position for reference on EoD.
Themes
Cabals often have a mystical significance, chosen around a theme inherent to a group. Such symbolic cabals might base their theme on their number of members, the quality of their magical practice, their locale or any other factor that members’ orders recognize as a proper magical correspondence. A cabal might be formed along an elemental theme, with one member taking the position of fire, another water, and so on, until all four (or five, depending on the paradigm) elemental roles are filled. Other cabals might use astrological signs or Arcana roles as their symbolic unifier.
The benefit of a symbolic cabal is if all members of the cabal participate in a spellcasting, each gains a +1 bonus to Teamwork rolls. This bonus only applies, however, if the cabal’s symbolic theme can be integrated into the spell[2].
Titles
For practical reasons, mages identified a series of essential jobs needed to make their cabals autonomous. The original job “titles” were written in High Speech script to try and add some mystical weight to the tasks, but the system persevered simply because it was practical.
Farseeker
- Also known as the Scrounger or Hand
- The mage whose chief duty is to gather needed resources for the cabal.
Doorwarden
- Also known as the Bouncer or Fist
- The mage whose chief duty is to protect the cabal.
Hearthmaster
- Also known as the Guide or Heart
- The mage tasked with maintaining (and perhaps even finding) the cabal’s sanctum.
Lorekeeper
- Also known as the Scribe or Head
- The mage in charge of keeping the cabal’s history and knowledge intact.
Edgetender
- Also known as the Hexer or Eye
- The mage who nurtures the mystical resources of the cabal.
Also known as “gardeners” or “Eyes,” the Edgetenders tend to the mystical landscape that the cabal occupies, dealing with Hallows, ley lines, Verges or Demesnes, wherever the mystical events occur. Unlike the Fist, who is meant to protect against such things, the Eye’s purpose is to cultivate the mystical landscape so that the cabal can fully take advantage of the magical energies. The Eyes also takes care of any tass or enchanted item that the Farseeker brings in. More than once, this work sets the Edgetender against the Doorwarden, forcing the Heart to step in before too much damage (social or otherwise) is done. Edgetenders have also been known to take things without permission in order to fulfill their duty, especially when time is of the essence. This leads, naturally, to more conflict for the Hearthmaster to handle.