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* ''Literature/SweetAndBitterMagic'': The Coven in [[MagicalLand Within]] are the group which govern witches.
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** One PC race from 3.5e, the illumians, are an offshoot of humanity with an innate connection to magical sigils. Although not all of them specialize in spellcasting, a ''lot'' of them do so, and their society is built around cabals that study the sigils' significance and effects.
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* ''Literature/ThirdTimeLuckyAndOtherStoriesOfTheMostPowerfulWizardInTheWorld'': In "Nothing Up Her Sleeve" the Council of Wizards claims authority over all the world's wizards. Magdelene, who's the most powerful, gets summoned for violating the rules they set down. She could easily refuse, but goes anyway mostly for amusement, violating other rules while on the trip.

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* There are a number of magical and religious organizations in ''Literature/ACertainMagicalIndex'' that fall under this, ranging from smaller independent and semi-independent factions like the various Magic Cabals and the Amakusa Church (a Japanese Catholic-Christian sect with elements of traditional worship and ritual), all the way up to religious organizations like the Catholic Church or governing bodies such as the Royal Family of England.

to:

* ''Literature/ACertainMagicalIndex'': There are a number of magical and religious organizations in ''Literature/ACertainMagicalIndex'' that fall under this, ranging from smaller independent and semi-independent factions like the various Magic Cabals and the Amakusa Church (a Japanese Catholic-Christian sect with elements of traditional worship and ritual), all the way up to religious organizations like the Catholic Church or governing bodies such as the Royal Family of England.



[[folder: Film - Live Action]]
* ''Film/TheInitiationOfSarah'': has the two rivaling sororities Alpha Nu Gamma and Pi Epsilon Delta. Both groups are actually witch covens, the girls of Alpha Nu receive their magic from the Eternal Flame while the girls from [=PED=] receive their magic from Mother Earth.

to:


[[folder: Film - -- Live Action]]
* ''Film/TheInitiationOfSarah'': has the The two rivaling sororities Alpha Nu Gamma and Pi Epsilon Delta. Both groups Delta are actually witch covens, the covens. The girls of Alpha Nu receive their magic from the Eternal Flame Flame, while the girls from [=PED=] PED receive their magic from Mother Earth.



* In ''Literature/{{Discworld}}'', one of the unspoken functions of Unseen University is to keep wizards tangled up in bureaucracy and academic politics, and to ensure that they can live comfortably without having to actually do very much. That way, they're not turning their magic on everyone else, and over the years since the university was founded, wizardry in general has become more sedate and inward-looking. Which makes the world a considerably safer place: it's noted that "there were still quite deep scars in old buildings that showed what happened when you had the other kind of wizard", and that in the old days, the plural of 'wizard' was 'war'.
** Witches, by contrast, don't have the same level of organisation. They occasionally have big meetings, and some of them will clump together in [[TheHecateSisters groups of three]] to keep an eye on each other, but there isn't any formal leadership. (Informal leadership exists to an extent - it's noted that Granny Weatherwax is "the most highly-regarded of the leaders they didn't have".) One short story deals with someone trying to set up a committee to make their big meeting more organised - it fails.
* In ''Literature/TheBlackMagicianTrilogy'', there's a Magicians' Guild that all magic-users are required to join, since untrained magic-users are a danger to themselves and those around them. The plot of the first book has the protagonist (who doesn't really understand the danger, and just wants to be left alone) being hunted by the Guild for this reason.
* ''Literature/TheWheelOfTime'' has the Aes Sedai, sometimes simply referred to as 'the White Tower' after their headquarters on the isle of Tar Valon, who are widely - and not entirely inaccurately - believed to be the power behind the throne more or less everywhere that doesn't ban them outright. Political powers all play ''Daes Dae'mar'', the Game of Houses, and while the Cairhienin in particular are noted as being obsessed with it, more than one in the know character asserts that the Tower ''invented'' it. It helps that they're the only political entity that has existed constantly since the Breaking, 3000 years earlier, forming only a few decades after it. In theory, long-term membership is not compulsory, but they do insist that anyone with power undertake training, and it's implied that the Aes Sedai are ''very'' reluctant to let go of anyone with serious potential. They also crack down on anyone being too obvious about using the One Power outside their ranks, as many people consider "can use the One Power" and "is Aes Sedai" to be the same thing. Over the course of the books, it emerges that they're not actually doing as well as they think - there are plenty of people who would make strong Aes Sedai but who, one way or another, are not signed up.
** Later, one of the protagonists sets up another group called the Asha'man, which consists of men (while all modern Aes Sedai are women). It works a bit differently.
** As the series progresses, several more are introduced.
*** The Kin are composed of women who, for whatever reason, flunked out of the Aes Sedai, though they keep their heads down and most people aren't aware of their existence. [[spoiler: The Aes Sedai know about them and always have, and say nothing because the Kin are pretty much their model for non-Aes Sedai channellers and because they're very good at picking up runaways. That being said, they had absolutely no idea how many of the Kin there were, or other peculiarities, such as how old they could become without the Oath Rod]].
*** The Aiel Wise Ones and Sea Folk Windfinders are partial examples, as while both groups recruit all channelers from among their respective peoples, they also have non-channeling members.
*** The Asha'man of the Black Tower are the male counterparets of the Aes Sedai
*** It's also worth noting that in the Age of Legends, there were both male and female Aes Sedai, with the White Tower essentially being formed from a fusion of the remaining factions of female Aes Sedai in the Westerlands, and they were implied to be politically powerful even before the War of the Shadow put them in charge.
*** The mysterious [[TheEmpire empire]] of Shara hosts a secretive cabal of channelers called the Ayyad, who are officially subservient to the monarchy but are in fact the true power behind the throne [[spoiler: and ally themselves with the Shadow at the Last Battle]].
* In ''Literature/ShamanOfTheUndead'', wizards living under the {{Masquerade}} have their own government, the Council, that sets up laws and plays politics, and their own police force, WON, which fights demons and rogue wizards.
* In ''Literature/TheDresdenFiles'', the White Council exists as a sort of union of the world's more powerful human wizards. Membership isn't strictly compulsory, with it being described as more of an acknowledgement of ability rather than power (though power ''is'' required, and implicitly, skill - they have strict minimum criteria and only accept the top one percent of practitioners), with Dresden comparing it to being like having a black belt. However, like the Aes Sedai, they're very reluctant to let someone with real power out of their grasp, and in addition to protecting humanity from various non-human factions (vampires, etc), it enforces Seven Laws of Magic over both its own members and all other human ('mortal') practitioners. As in, if someone breaks one of the Laws, even in ignorance, they're performing dark magic and unless a Council Member is willing to take the offender on probation as an Apprentice and can persuade the Senior Council that they're salvageable, they'll execute them on the spot.
* Literature/HarryPotter has the Wizarding World as a whole. They are organized in a bureaucratic government called the Ministry of Magic, and they have an extensive schooling system, of which Hogwarts is a part. The Order of the Phoenix meanwhile is something of a SecretCircleOfSecrets within the larger magic community, and are formed to fight another example, their evil counterparts the Death Eaters.
* ''Franchise/TheWitcher'' has the Brotherhood of Sorcerers, which fell apart, and the Lodge of Sorceresses, a secret organisation created afterwards by a group of women who had belonged to it. Their membership is not particularly large, but they can have a considerable impact on politics, and have reputations as untrustworthy schemers.
* In ''Literature/TheRiftwarCycle'', the Tsurani have the Assembly, which is officially outside the law and can do whatever it wants "for the good of the empire". One of the trilogies makes the struggle between magical and mundane authority a central issue.
* Creator/RobertAHeinlein's "Literature/MagicInc" involves an attempt to create a non-profit association that would test and license magicians. It turns out to be a diabolical (literally) plot to take over control of all magic use in the U.S.
* The Enchanter's Guild in Pratt and [=DeCamp=]'s "[[Literature/HaroldShea The Mathematics of Magic]]."
* The Palace of the Prophets in the ''Literature/SwordOfTruth'' series. It's also suggested that something of this nature existed within the Wizard's Keep at Aydindril, but is no more because there are so few wizards left.
* ''Literature/JonathanStrangeAndMrNorrell'' introduces us to the Learned Society of York Magicians, a group of polite English gentlemen who sit around discussing magical writings and history, and who would ''never'' do anything so uncivilized as actually attempting to cast a spell or two. Many such societies exist around England, functioning as nice social clubs... Unfortunately for them, when a "practical" magician finally shows up, he turns out to be of a somewhat anti-social type.

to:

* In ''Literature/{{Discworld}}'', one ''Literature/BazilBroketail'':
** Argonath and Cunfshon witches have an overall organization, with individual orders within it they belong to.
** Padmasan sorcerers are also members of a group, with ranks up to the Masters, while below them are Mesomasters.
* ''Literature/TheBlackMagicianTrilogy'': There's a Magicians' Guild that all magic-users are required to join, since untrained magic-users are a danger to themselves and those around them. The plot of the first book has the protagonist (who doesn't really understand the danger, and just wants to be left alone) being hunted by the Guild for this reason.
* ''Literature/TheBrokenCrescent'': All magical practitioners belong to the College of Man, which points to the potential catastrophes if the Language of the Gods is misused.
* ''Literature/TheChroniclesOfDorsa'':
** The Order of Targhan are witches who use their skills in magic as assassins.
** The Brotherhood of Culo are all (male) sorcerers with different abilitites.
* ''Literature/TheCrimsonShadow'': Long ago a fellowship of mages lived in the Avonsea islands, who designed the great cathedrals which still remain in the major cities. However, over time evil mages who wanted easier power by pacts with demons took it over, driving the good ones from its ranks.
* ''Literature/{{Discworld}}'':
** One
of the unspoken functions of Unseen University is to keep wizards tangled up in bureaucracy and academic politics, and to ensure that they can live comfortably without having to actually do very much. That way, they're not turning their magic on everyone else, and over the years since the university was founded, wizardry in general has become more sedate and inward-looking. Which makes the world a considerably safer place: it's noted that "there were still quite deep scars in old buildings that showed what happened when you had the other kind of wizard", and that in the old days, the plural of 'wizard' was 'war'.
** Witches, by contrast, don't have the same level of organisation. They occasionally have big meetings, and some of them will clump together in [[TheHecateSisters groups of three]] to keep an eye on each other, but there isn't any formal leadership. (Informal leadership exists to an extent - -- it's noted that Granny Weatherwax is "the most highly-regarded of the leaders they didn't have".) One short story deals with someone trying to set up a committee to make their big meeting more organised - it fails.
* In ''Literature/TheBlackMagicianTrilogy'', there's a Magicians' Guild that all magic-users are required to join, since untrained magic-users are a danger to themselves and those around them. ''Literature/TheDresdenFiles'': The plot of the first book has the protagonist (who doesn't really understand the danger, and just wants to be left alone) being hunted by the Guild for this reason.
* ''Literature/TheWheelOfTime'' has the Aes Sedai, sometimes simply referred to as 'the White Tower' after their headquarters on the isle of Tar Valon, who are widely - and not entirely inaccurately - believed to be the power behind the throne more or less everywhere that doesn't ban them outright. Political powers all play ''Daes Dae'mar'', the Game of Houses, and while the Cairhienin in particular are noted as being obsessed with it, more than one in the know character asserts that the Tower ''invented'' it. It helps that they're the only political entity that has existed constantly since the Breaking, 3000 years earlier, forming only a few decades after it. In theory, long-term membership is not compulsory, but they do insist that anyone with power undertake training, and it's implied that the Aes Sedai are ''very'' reluctant to let go of anyone with serious potential. They also crack down on anyone being too obvious about using the One Power outside their ranks, as many people consider "can use the One Power" and "is Aes Sedai" to be the same thing. Over the course of the books, it emerges that they're not actually doing as well as they think - there are plenty of people who would make strong Aes Sedai but who, one way or another, are not signed up.
** Later, one of the protagonists sets up another group called the Asha'man, which consists of men (while all modern Aes Sedai are women). It works a bit differently.
** As the series progresses, several more are introduced.
*** The Kin are composed of women who, for whatever reason, flunked out of the Aes Sedai, though they keep their heads down and most people aren't aware of their existence. [[spoiler: The Aes Sedai know about them and always have, and say nothing because the Kin are pretty much their model for non-Aes Sedai channellers and because they're very good at picking up runaways. That being said, they had absolutely no idea how many of the Kin there were, or other peculiarities, such as how old they could become without the Oath Rod]].
*** The Aiel Wise Ones and Sea Folk Windfinders are partial examples, as while both groups recruit all channelers from among their respective peoples, they also have non-channeling members.
*** The Asha'man of the Black Tower are the male counterparets of the Aes Sedai
*** It's also worth noting that in the Age of Legends, there were both male and female Aes Sedai, with the White Tower essentially being formed from a fusion of the remaining factions of female Aes Sedai in the Westerlands, and they were implied to be politically powerful even before the War of the Shadow put them in charge.
*** The mysterious [[TheEmpire empire]] of Shara hosts a secretive cabal of channelers called the Ayyad, who are officially subservient to the monarchy but are in fact the true power behind the throne [[spoiler: and ally themselves with the Shadow at the Last Battle]].
* In ''Literature/ShamanOfTheUndead'', wizards living under the {{Masquerade}} have their own government, the Council, that sets up laws and plays politics, and their own police force, WON, which fights demons and rogue wizards.
* In ''Literature/TheDresdenFiles'', the
White Council exists as a sort of union of the world's more powerful human wizards. Membership isn't strictly compulsory, with it being described as more of an acknowledgement of ability rather than power (though power ''is'' required, and implicitly, skill - -- they have strict minimum criteria and only accept the top one percent of practitioners), with Dresden comparing it to being like having a black belt. However, like the Aes Sedai, they're very reluctant to let someone with real power out of their grasp, and in addition to protecting humanity from various non-human factions (vampires, etc), it enforces Seven Laws of Magic over both its own members and all other human ('mortal') practitioners. As in, if someone breaks one of the Laws, even in ignorance, they're performing dark magic and unless a Council Member is willing to take the offender on probation as an Apprentice and can persuade the Senior Council that they're salvageable, they'll execute them on the spot.
* Literature/HarryPotter has ''Literature/GuardiansOfTheFlame'': The Pandathaway Wizards Guild are one of the guilds which rule the city state.
%%* ''Literature/HaroldShea'': The Enchanter's Guild in "The Mathematics of Magic".
* ''Literature/HarryPotter'': The
Wizarding World as a whole. They are organized in a bureaucratic government called the Ministry of Magic, and they have an extensive schooling system, of which Hogwarts is a part. The Order of the Phoenix meanwhile is something of a SecretCircleOfSecrets within the larger magic community, and are formed to fight another example, their evil counterparts the Death Eaters.
* ''Franchise/TheWitcher'' has the Brotherhood of Sorcerers, which fell apart, and the Lodge of Sorceresses, a secret organisation created afterwards by a group of women who had belonged to it. Their membership is not particularly large, but they can have a considerable impact on politics, and have reputations as untrustworthy schemers.
* In ''Literature/TheRiftwarCycle'', the Tsurani have the Assembly, which is officially outside the law and can do whatever it wants "for the good of the empire". One of the trilogies makes the struggle between magical and mundane authority a central issue.
* Creator/RobertAHeinlein's "Literature/MagicInc" involves an attempt to create a non-profit association
''Literature/TheIronTeeth'': There are multiple mage guilds that would test and license magicians. It turns out to be a diabolical (literally) plot to take over control of all magic use in the U.S.
* The Enchanter's Guild in Pratt and [=DeCamp=]'s "[[Literature/HaroldShea The Mathematics
production of Magic]]."
* The Palace of the Prophets in the ''Literature/SwordOfTruth'' series. It's also suggested
crystals that something of this nature existed within the Wizard's Keep at Aydindril, but is no more because there are so few wizards left.
* ''Literature/JonathanStrangeAndMrNorrell'' introduces us to the Learned Society of York Magicians, a group of polite English gentlemen who sit around discussing magical writings and history, and who would ''never'' do anything so uncivilized as actually attempting
mages use to cast spells. This gives them a spell or two. Many such societies exist around England, functioning as nice social clubs... Unfortunately for them, when a "practical" magician finally shows up, he turns out to be of a somewhat anti-social type.monopoly on magic.



* The Twenty Palaces Society from Harry Connolly's book series.

to:

* The Twenty Palaces ''Literature/JonathanStrangeAndMrNorrell'' introduces us to the Learned Society from Harry Connolly's book series.of York Magicians, a group of polite English gentlemen who sit around discussing magical writings and history, and who would ''never'' do anything so uncivilized as actually attempting to cast a spell or two. Many such societies exist around England, functioning as nice social clubs... Unfortunately for them, when a "practical" magician finally shows up, he turns out to be of a somewhat anti-social type.



* The Castle in ''Literature/SeptimusHeap'' has a fully-developed MagicalSociety that exists almost side-by-side from the ordinary government.
* In Literature/TheBrokenCrescent, all magical practitioners belong to the College of Man, which points to the potential catastrophes if the Language of the Gods is misused.
* The Shadowhunters from ''Literature/TheMortalInstruments'', most definitely, complete with their own [[HiddenElfVillage magically-concealed country]] located on the border of France and Germany. The Fair Folk likewise count for much the same reasons. Vampires and werewolves are a less organized variation, being organized into local clans and packs respectively, and they live within mundane cities. The warlocks are an aversion, being mostly free agents bound primarily by individual relationships.
* Rignok, a town in ''Literature/TheWillBeDone'', is one run by a guild of sorcerers; they've apparently done a pretty good job of it, too.
* In ''Literature/TheWitling'', the Guild is an organization of "less than six hundred--and a quarter of those are children" extremely powerful Azhiri who are involuntarily inducted as children based on the strength of their Talent. Mostly, it's for the protection of their species; Prou mentions that powerful children missed by the Guild have, in the past, taken over isolated villages and slaughtered anyone who didn't obey them, similarly to the plot of ''Literature/ItsAGoodLife''.
* In ''[[Literature/TheOldKingdom Clariel]]'', there is a group of Charter Mages in Belisaere which concerns itself with threats to the Kingdom, especially those of a magical nature. It includes Kargrin, a magic teacher; Gullaine, captain of the Royal Guard; Roban, a guard in the employ of the Goldsmiths' Guild; and Ader, a schoolmistress. All are current or former employees of the King, who no longer takes an interest in governing.
* ''Literature/TheIronTeeth'' web serial has multiple mage guilds that control the production of crystals that mages use to cast spells. This gives them a monopoly on magic.
* ''Literature/SecondApocalypse'' has the various Schools of Sorcery, which are a sort of combination WizardingSchool and fraternal organization. Because the holy text of the continent, the Tusk, states that sorcery is blasphemy, the schools originally rose as a means of self-protection. Those who resist membership are called Wizards and typically lead very short lives. At the time of the first trilogy, the Schools include:
** The Scarlet Spires are the largest and most powerful school. They [[TheMagocracy fairly openly run the nation of High Ainon]]. They are also the only school that dabbles in demon-summing.
** The Imperial Saik work as {{Court Mage}}s for the Nansur Imperium.
** The Mysunsai are mercenary sorcerers who hire themselves to the highest bidder and are generally looked down upon by other Schools as lesser sorcerers.
** The Mandate are sworn to watch for the return of [[AncientConspiracy the Consult]] and are the only school to practice the powerful form of sorcery called the Gnosis. They're simultaneously envied for the Gnosis and ridiculed for their seemingly pointless mission by the other Schools.
** The Cishaurim are the only school of sorcery among the Fanim, a minority religion in Earwa. They are an enigmatic school who use a branch of sorcery called the Psukhe that is not recognizable as magic by other sorcerers. They also pluck out their eyes and see instead through snake familiars.

to:

* The Castle in ''Literature/SeptimusHeap'' has ''Literature/MagicInc'' involves an attempt to create a fully-developed MagicalSociety non-profit association that exists almost side-by-side from would test and license magicians. It turns out to be a diabolical (literally) plot to take over control of all magic use in the ordinary government.
U.S.
* In Literature/TheBrokenCrescent, all magical practitioners belong to the College of Man, which points to the potential catastrophes if the Language of the Gods is misused.
*
''Literature/TheMortalInstruments'': The Shadowhunters from ''Literature/TheMortalInstruments'', most definitely, Shadowhunters, complete with their own [[HiddenElfVillage magically-concealed country]] located on the border of France and Germany. The Fair Folk likewise count for much the same reasons. Vampires and werewolves are a less organized variation, being organized into local clans and packs respectively, and they live within mundane cities. The warlocks are an aversion, being mostly free agents bound primarily by individual relationships.
* Rignok, a town in ''Literature/TheWillBeDone'', is one run by a guild of sorcerers; they've apparently done a pretty good job of it, too.
*
''Literature/TheOldKingdom'': In ''Literature/TheWitling'', the Guild is an organization of "less than six hundred--and a quarter of those are children" extremely powerful Azhiri who are involuntarily inducted as children based on the strength of their Talent. Mostly, it's for the protection of their species; Prou mentions that powerful children missed by the Guild have, in the past, taken over isolated villages and slaughtered anyone who didn't obey them, similarly to the plot of ''Literature/ItsAGoodLife''.
* In ''[[Literature/TheOldKingdom Clariel]]'',
''Clariel'', there is a group of Charter Mages in Belisaere which concerns itself with threats to the Kingdom, especially those of a magical nature. It includes Kargrin, a magic teacher; Gullaine, captain of the Royal Guard; Roban, a guard in the employ of the Goldsmiths' Guild; and Ader, a schoolmistress. All are current or former employees of the King, who no longer takes an interest in governing.
* ''Literature/TheIronTeeth'' web serial has multiple mage guilds that control the production of crystals that mages use to cast spells. This gives them a monopoly on magic.
* ''Literature/SecondApocalypse'' has the various Schools of Sorcery, which are a sort of combination WizardingSchool and fraternal organization. Because the holy text of the continent, the Tusk, states that sorcery is blasphemy, the schools originally rose as a means of self-protection. Those who resist membership are called Wizards and typically lead very short lives. At the time of the first trilogy, the Schools include:
** The Scarlet Spires are the largest and most powerful school. They [[TheMagocracy fairly openly run the nation of High Ainon]]. They are also the only school that dabbles in demon-summing.
** The Imperial Saik work as {{Court Mage}}s for the Nansur Imperium.
** The Mysunsai are mercenary sorcerers who hire themselves to the highest bidder and are generally looked down upon by other Schools as lesser sorcerers.
** The Mandate are sworn to watch for the return of [[AncientConspiracy the Consult]] and are the only school to practice the powerful form of sorcery called the Gnosis. They're simultaneously envied for the Gnosis and ridiculed for their seemingly pointless mission by the other Schools.
** The Cishaurim are the only school of sorcery among the Fanim, a minority religion in Earwa. They are an enigmatic school who use a branch of sorcery called the Psukhe that is not recognizable as magic by other sorcerers. They also pluck out their eyes and see instead through snake familiars.
governing.



* ''Literature/WizardOfYurt'': The wizards have an order which provides them with training and jobs, but also mandates rules like celibacy.
* ''Literature/GuardiansOfTheFlame'': The Pandathaway Wizards Guild are one of the guilds which rule the city state.
* ''Literature/TheCrimsonShadow'': Long ago a fellowship of mages lived in the Avonsea islands, who designed the great cathedrals which still remain in the major cities. However, over time evil mages who wanted easier power by pacts with demons took it over, driving the good ones from its ranks.

to:

* ''Literature/WizardOfYurt'': ''Literature/TheRiftwarCycle'': The wizards Tsurani have an order the Assembly, which provides them with training is officially outside the law and jobs, but also mandates rules like celibacy.
* ''Literature/GuardiansOfTheFlame'': The Pandathaway Wizards Guild are one of the guilds which rule the city state.
* ''Literature/TheCrimsonShadow'': Long ago a fellowship of mages lived in the Avonsea islands, who designed the great cathedrals which still remain in the major cities. However, over time evil mages who wanted easier power by pacts with demons took
can do whatever it over, driving wants "for the good ones from of the empire". One of the trilogies makes the struggle between magical and mundane authority a central issue.
* ''Literature/RiversOfLondon'':
** The Folly, also known as the Society of the Wise. It's been through three main phases, and may be entering a fourth one. Originally it was an 18th century coffee house where a broad church of magic users swapped knowledge and ideas. Then it got formalised with a royal grant, which disenfranchised a lot of the less "respectable" practitioners, including all the female ones, and moved to
its ranks.current location, which was largely a SmokyGentlemensClub. This lasted until an entire generation of British wizards were killed by the {{Ghostapo}}, leaving Thomas Nightingale as the only survivor. Since he was a police officer, the Folly became a magical police station. This continued into the books when Peter Grant became his apprentice and the only other officer assigned to the Folly. More recently, Peter, having discovered other magical traditions have survived that the Folly know little about, is trying to make it more of a broad church again.
** These other traditions include the Sons of Wayland, an association of magical artificers, and the Society of the Rose, formed by the female practitioners rejected by the "establishment" version of the Folly. The Sons maintained connections with the Folly; the Society of the Rose, understandably enough, didn't.



* ''Literature/BazilBroketail'':
** Argonath and Cunfshon witches have an overall organization, with individual orders within it they belong to.
** Padmasan sorcerers are also members of a group, with ranks up to the Masters, while below them are Mesomasters.
* ''Literature/RiversOfLondon'':
** The Folly, also known as the Society of the Wise. It's been through three main phases, and may be entering a fourth one. Originally it was an 18th century coffee house where a broad church of magic users swapped knowledge and ideas. Then it got formalised with a royal grant, which disenfranchised a lot of the less "respectable" practitioners, including all the female ones, and moved to its current location, which was largely a SmokyGentlemensClub. This lasted until an entire generation of British wizards were killed by the {{Ghostapo}}, leaving Thomas Nightingale as the only survivor. Since he was a police officer, the Folly became a magical police station. This continued into the books when Peter Grant became his apprentice and the only other officer assigned to the Folly. More recently, Peter, having discovered other magical traditions have survived that the Folly know little about, is trying to make it more of a broad church again.
** These other traditions include the Sons of Wayland, an association of magical artificers, and the Society of the Rose, formed by the female practitioners rejected by the "establishment" version of the Folly. The Sons maintained connections with the Folly; the Society of the Rose, understandably enough, didn't.
* ''Literature/TheChroniclesOfDorsa'':
** The Order of Targhan are witches who use their skills in magic as assassins.
** The Brotherhood of Culo are all (male) sorcerers with different abilitites.

to:

* ''Literature/BazilBroketail'':
** Argonath
''Literature/SecondApocalypse'' has the various Schools of Sorcery, which are a sort of combination WizardingSchool and Cunfshon witches have an overall organization, with individual orders within it they belong to.
fraternal organization. Because the holy text of the continent, the Tusk, states that sorcery is blasphemy, the schools originally rose as a means of self-protection. Those who resist membership are called Wizards and typically lead very short lives. At the time of the first trilogy, the Schools include:
** Padmasan The Scarlet Spires are the largest and most powerful school. They [[TheMagocracy fairly openly run the nation of High Ainon]]. They are also the only school that dabbles in demon-summing.
** The Imperial Saik work as {{Court Mage}}s for the Nansur Imperium.
** The Mysunsai are mercenary
sorcerers are also members of a group, with ranks up who hire themselves to the Masters, while below them highest bidder and are Mesomasters.
* ''Literature/RiversOfLondon'':
** The Folly, also known as the Society of the Wise. It's been through three main phases, and may be entering a fourth one. Originally it was an 18th century coffee house where a broad church of magic users swapped knowledge and ideas. Then it got formalised with a royal grant, which disenfranchised a lot of the less "respectable" practitioners, including all the female ones, and moved to its current location, which was largely a SmokyGentlemensClub. This lasted until an entire generation of British wizards were killed
generally looked down upon by the {{Ghostapo}}, leaving Thomas Nightingale as the only survivor. Since he was a police officer, the Folly became a magical police station. This continued into the books when Peter Grant became his apprentice and the only other officer assigned to the Folly. More recently, Peter, having discovered other magical traditions have survived that the Folly know little about, is trying to make it more of a broad church again.Schools as lesser sorcerers.
** These The Mandate are sworn to watch for the return of [[AncientConspiracy the Consult]] and are the only school to practice the powerful form of sorcery called the Gnosis. They're simultaneously envied for the Gnosis and ridiculed for their seemingly pointless mission by the other traditions include Schools.
** The Cishaurim are
the Sons only school of Wayland, sorcery among the Fanim, a minority religion in Earwa. They are an association enigmatic school who use a branch of magical artificers, sorcery called the Psukhe that is not recognizable as magic by other sorcerers. They also pluck out their eyes and the see instead through snake familiars.
* ''Literature/SeptimusHeap'': The Castle has a fully-developed Magical
Society that exists almost side-by-side from the ordinary government.
* ''Literature/ShamanOfTheUndead'': Wizards living under the {{Masquerade}} have their own government, the Council, that sets up laws and plays politics, and their own police force, WON, which fights demons and rogue wizards.
%%* ''Literature/SwordOfTruth'': The Palace
of the Rose, formed by Prophets. It's also suggested that something of this nature existed within the Wizard's Keep at Aydindril, but is no more because there are so few wizards left.
* ''Literature/TheWheelOfTime'' has the Aes Sedai, sometimes simply referred to as 'the White Tower' after their headquarters on the isle of Tar Valon, who are widely -- and not entirely inaccurately - believed to be the power behind the throne more or less everywhere that doesn't ban them outright. Political powers all play ''Daes Dae'mar'', the Game of Houses, and while the Cairhienin in particular are noted as being obsessed with it, more than one in the know character asserts that the Tower ''invented'' it. It helps that they're the only political entity that has existed constantly since the Breaking, 3000 years earlier, forming only a few decades after it. In theory, long-term membership is not compulsory, but they do insist that anyone with power undertake training, and it's implied that the Aes Sedai are ''very'' reluctant to let go of anyone with serious potential. They also crack down on anyone being too obvious about using the One Power outside their ranks, as many people consider "can use the One Power" and "is Aes Sedai" to be the same thing. Over the course of the books, it emerges that they're not actually doing as well as they think - there are plenty of people who would make strong Aes Sedai but who, one way or another, are not signed up.
** Later, one of the protagonists sets up another group called the Asha'man, which consists of men (while all modern Aes Sedai are women). It works a bit differently.
** As the series progresses, several more are introduced.
*** The Kin are composed of women who, for whatever reason, flunked out of the Aes Sedai, though they keep their heads down and most people aren't aware of their existence. [[spoiler: The Aes Sedai know about them and always have, and say nothing because the Kin are pretty much their model for non-Aes Sedai channellers and because they're very good at picking up runaways. That being said, they had absolutely no idea how many of the Kin there were, or other peculiarities, such as how old they could become without the Oath Rod]].
*** The Aiel Wise Ones and Sea Folk Windfinders are partial examples, as while both groups recruit all channelers from among their respective peoples, they also have non-channeling members.
*** The Asha'man of the Black Tower are the male counterparets of the Aes Sedai
*** It's also worth noting that in the Age of Legends, there were both male and
female practitioners rejected by the "establishment" version of the Folly. The Sons maintained connections Aes Sedai, with the Folly; the Society White Tower essentially being formed from a fusion of the Rose, understandably enough, didn't.
* ''Literature/TheChroniclesOfDorsa'':
**
remaining factions of female Aes Sedai in the Westerlands, and they were implied to be politically powerful even before the War of the Shadow put them in charge.
***
The Order mysterious [[TheEmpire empire]] of Targhan Shara hosts a secretive cabal of channelers called the Ayyad, who are witches who use their skills officially subservient to the monarchy but are in magic as assassins.
** The
fact the true power behind the throne [[spoiler: and ally themselves with the Shadow at the Last Battle]].
* ''Literature/TheWillBeDone'': Rignok town is run by a guild of sorcerers. They apparently do a pretty good job of it, too.
* ''Franchise/TheWitcher'' has the
Brotherhood of Culo Sorcerers, which fell apart, and the Lodge of Sorceresses, a secret organisation created afterwards by a group of women who had belonged to it. Their membership is not particularly large, but they can have a considerable impact on politics, and have reputations as untrustworthy schemers.
* ''Literature/TheWitling'': The Guild is an organization of "less than six hundred -- and a quarter of those
are all (male) sorcerers children" extremely powerful Azhiri who are involuntarily inducted as children based on the strength of their Talent. Mostly, it's for the protection of their species; Prou mentions that powerful children missed by the Guild have, in the past, taken over isolated villages and slaughtered anyone who didn't obey them, similarly to the plot of ''Literature/ItsAGoodLife''.
* ''Literature/WizardOfYurt'': The wizards have an order which provides them
with different abilitites.training and jobs, but also mandates rules like celibacy.



* ''TabletopGame/{{Shadowrun}}'' products have had a variety of small magical societies, usually informal groupings of like minded magic users. Some were more formal, such as groups set up and run by {{megacorp}}s.
* ''TabletopGame/MageTheAscension'' features the Council of Nine, the ruling body of the nine major magical Traditions, which themselves range from mentalist martial artists to Hermetics to enlightened scientists to pagans to reality hackers to shamans to monotheistic heretics to ecstatic seers to reincarnationists. And then there are the many other Crafts that exist beyond them...
** It also has the Technocratic Union and its five Conventions - Iteration X (engineers and inventors), the Progenitors (biologists and geneticists), the Syndicate (financiers and economists), Void Engineers (explorers), and the New World Order (masters of information and its control). However, many members of the Union see what they do as Enlightened Science, not magic.
** The 20th anniversary edition introduces the Disparate Alliance, a group of Crafts who informally joined up around the millennium to take down the Technocracy and the Nephandi, the fallen mages. The Alliance comprises djinn-binders, African high ritualists, Western alchemists, the Knights Templar, Middle Eastern mystics, vodouists, xenophobic Chinese high ritualists, Gothic street kids, Polynesian wizard-priests and pagan feminists. (There's a reason the Alliance is ''in''formal - they're still trying to figure out how the hell they're going to work together.)
* Ascension's successor game ''TabletopGame/MageTheAwakening'' has the Pentacle Orders on one side, and the Ministries of the Seers of the Throne on the other.
* Likewise, ''TabletopGame/WraithTheOblivion'' has several Guilds, each of which shows a proclivity towards one of the [[FunctionalMagic Arcanoi]]. Some are ill-favored but looked upon as a necessity (the Pardoners, whose knowledge of Castigate helps keep [[EnemyWithin Shadows]] in check), some are looked upon with scorn (the Haunters, who use the art of Pandemonium to fuck with reality), and some are outlawed entirely (the Mnemoi, whose knowledge of Mnemosynis allowed them to control memory and resulted in the entire Guild being smashed for hideous crimes).

to:

* ''TabletopGame/{{Shadowrun}}'' products have had a variety of small magical societies, usually informal groupings of like minded magic users. Some were more formal, such as groups set up and run by {{megacorp}}s.
* ''TabletopGame/MageTheAscension'' features the Council of Nine, the ruling body of the nine major magical Traditions, which themselves range from mentalist martial artists to Hermetics to enlightened scientists to pagans to reality hackers to shamans to monotheistic heretics to ecstatic seers to reincarnationists. And then there
''TabletopGame/CastleFalkenstein'': Most wizards are the many other Crafts that exist beyond them...
** It also has the Technocratic Union and its five Conventions - Iteration X (engineers and inventors), the Progenitors (biologists and geneticists), the Syndicate (financiers and economists), Void Engineers (explorers), and the New World Order (masters of information and its control). However, many
members of the Union see what they do as Enlightened Science, not magic.
** The 20th anniversary edition introduces the Disparate Alliance, a group of Crafts who informally joined up around the millennium to take down the Technocracy and the Nephandi, the fallen mages. The Alliance comprises djinn-binders, African high ritualists, Western alchemists, the Knights Templar, Middle Eastern mystics, vodouists, xenophobic Chinese high ritualists, Gothic street kids, Polynesian wizard-priests and pagan feminists. (There's a reason the Alliance is ''in''formal - they're still trying to figure out how the hell they're going to work together.)
* Ascension's successor game ''TabletopGame/MageTheAwakening'' has the Pentacle Orders on one side, and the Ministries of the Seers of the Throne on the other.
* Likewise, ''TabletopGame/WraithTheOblivion'' has several Guilds, each of
Orders, which shows a proclivity towards one of the [[FunctionalMagic Arcanoi]]. Some are ill-favored but looked upon as a necessity (the Pardoners, whose knowledge of Castigate helps keep [[EnemyWithin Shadows]] in check), some are looked upon with scorn (the Haunters, who use the art of Pandemonium to fuck with reality), provide magickal training and some are outlawed entirely (the Mnemoi, whose knowledge of Mnemosynis allowed them access to Lorebooks. Since each Order has control memory and resulted in the entire Guild being smashed for hideous crimes).over its own Lore, which Order(s) a character belongs to will pretty much determine which specific spells they can cast.



** The Orders of High Sorcery in ''Literature/{{Dragonlance}}''. Created directly by the three gods of magic, they have almost total authority in all magical matters, and being a practicing wizard of substantial power without joining (and thereby being subject to the Orders' regulations) is a crime punishable by death. There are three Orders, White, Red, and Black, each with their own distinct philosophy in magic; representatives of all three sit on the Conclave, which governs all magical matters on Krynn.

to:

** ''Literature/{{Dragonlance}}'':
***
The Orders of High Sorcery in ''Literature/{{Dragonlance}}''.Sorcery. Created directly by the three gods of magic, they have almost total authority in all magical matters, and being a practicing wizard of substantial power without joining (and thereby being subject to the Orders' regulations) is a crime punishable by death. There are three Orders, White, Red, and Black, each with their own distinct philosophy in magic; representatives of all three sit on the Conclave, which governs all magical matters on Krynn.



* The TabletopGame/VictorianaRPG has The Guild. Originally the Mages' Guild, this trade organization acts much like any other: They set the standards (and standard pricing) for their practitioners, police their own, and come down like the proverbial ton of bricks on anyone that breaks the rules. They especially hate necromancers and demon summoners, while petty magics (non-Guild magics that aren't nearly as impressive as "proper" thaumaturgy (and as of Second Edition won't work for Guild mages, as [[YourMindMakesItReal they can't believe that such spells work]])) are generally derided as useless foolishness.
* In ''TabletopGame/CastleFalkenstein'', most wizards are members of Orders, which provide magickal training and access to Lorebooks. Since each Order has control over its own Lore, which Order(s) a character belongs to will pretty much determine which specific spells they can cast.
* Magical oversight in ''TabletopGame/InvisibleSun'' is done by the Invisible Church, a group made up of the four Orders of magic that sets down the systems, methods, and rules for magic use. Those who decide to use magic but not belong to one of the Orders (or are excommunicated from an Order) are known as Apostates.
* In ''TabletopGame/GURPSTechnomancer'', magic-users have unionised. The most powerful mage organisation in the US is the Elementalists' Union ("Big El"), which represents Earth mages in the construction and mining industries and Water mages in the weather control programs, while Mexico has SNTBC Quetzal (Syndicado Nacional de Trabajadores en Brujera y Curandera or National Syndicate of Workers in Witchcraft and Magical Healing). Outside the Manabelt, it's assumed there just aren't enough mages for such organisations to exist.

to:

* ''TabletopGame/GURPSTechnomancer'': Magic-users have unionised. The TabletopGame/VictorianaRPG most powerful mage organisation in the US is the Elementalists' Union ("Big El"), which represents Earth mages in the construction and mining industries and Water mages in the weather control programs, while Mexico has SNTBC Quetzal (Syndicado Nacional de Trabajadores en Brujera y Curandera or National Syndicate of Workers in Witchcraft and Magical Healing). Outside the Manabelt, it's assumed there just aren't enough mages for such organisations to exist.
* ''TabletopGame/InvisibleSun'': Magical oversight is done by the Invisible Church, a group made up of the four Orders of magic that sets down the systems, methods, and rules for magic use. Those who decide to use magic but not belong to one of the Orders (or are excommunicated from an Order) are known as Apostates.
* ''TabletopGame/{{Shadowrun}}'' products have had a variety of small magical societies, usually informal groupings of like minded magic users. Some were more formal, such as groups set up and run by {{megacorp}}s.
* ''TabletopGame/VictorianaRPG'':
The Guild. Originally the Mages' Guild, this trade organization acts much like any other: They set the standards (and standard pricing) for their practitioners, police their own, and come down like the proverbial ton of bricks on anyone that breaks the rules. They especially hate necromancers and demon summoners, while petty magics (non-Guild magics that aren't nearly as impressive as "proper" thaumaturgy (and as of Second Edition won't work for Guild mages, as [[YourMindMakesItReal they can't believe that such spells work]])) are generally derided as useless foolishness.
* In ''TabletopGame/CastleFalkenstein'', most wizards ''Franchise/TheWorldOfDarkness'':
** ''TabletopGame/MageTheAscension'' features the Council of Nine, the ruling body of the nine major magical Traditions, which themselves range from mentalist martial artists to Hermetics to enlightened scientists to pagans to reality hackers to shamans to monotheistic heretics to ecstatic seers to reincarnationists. And then there
are the many other Crafts that exist beyond them...
*** It also has the Technocratic Union and its five Conventions - Iteration X (engineers and inventors), the Progenitors (biologists and geneticists), the Syndicate (financiers and economists), Void Engineers (explorers), and the New World Order (masters of information and its control). However, many
members of Orders, which provide magickal training and access to Lorebooks. Since each Order has control over its own Lore, which Order(s) a character belongs to will pretty much determine which specific spells the Union see what they can cast.
* Magical oversight in ''TabletopGame/InvisibleSun'' is done by
do as Enlightened Science, not magic.
*** The 20th anniversary edition introduces
the Invisible Church, Disparate Alliance, a group made of Crafts who informally joined up of around the four Orders of magic that sets millennium to take down the systems, methods, Technocracy and rules for magic use. Those who decide the Nephandi, the fallen mages. The Alliance comprises djinn-binders, African high ritualists, Western alchemists, the Knights Templar, Middle Eastern mystics, vodouists, xenophobic Chinese high ritualists, Gothic street kids, Polynesian wizard-priests and pagan feminists. (There's a reason the Alliance is ''in''formal - they're still trying to use magic but not belong figure out how the hell they're going to work together.)
** ''TabletopGame/MageTheAwakening'' has the Pentacle Orders on one side, and the Ministries of the Seers of the Throne on the other.
** ''TabletopGame/WraithTheOblivion'' has several Guilds, each of which shows a proclivity towards
one of the Orders (or [[FunctionalMagic Arcanoi]]. Some are excommunicated from an Order) ill-favored but looked upon as a necessity (the Pardoners, whose knowledge of Castigate helps keep [[EnemyWithin Shadows]] in check), some are known as Apostates.
* In ''TabletopGame/GURPSTechnomancer'', magic-users have unionised. The most powerful mage organisation in
looked upon with scorn (the Haunters, who use the US is the Elementalists' Union ("Big El"), which represents Earth mages in the construction art of Pandemonium to fuck with reality), and mining industries and Water mages in the weather some are outlawed entirely (the Mnemoi, whose knowledge of Mnemosynis allowed them to control programs, while Mexico has SNTBC Quetzal (Syndicado Nacional de Trabajadores en Brujera y Curandera or National Syndicate of Workers in Witchcraft memory and Magical Healing). Outside resulted in the Manabelt, it's assumed there just aren't enough mages entire Guild being smashed for such organisations to exist.hideous crimes).



* ''VideoGame/BookOfMagesTheDarkTimes'': The Clans are training organizations that define the different types of magic, differing in style of dress, ThemeNaming, the appearance of their magic bolts, and in the special spells taught to advanced mages. Also, mages as a whole form a very loose society, bound together by the Great Mage, who rules over all mages, and by the institution of the Book of Mages, a Who's Who that ranks the 100 most powerful mages in the world.
* ''VideoGame/DarkSouls'' has the Dragon College of Vinheim. You only hear about it from lore and meet a couple of members, but it's effectively a city state of magic run by the higher ups at the college. Then there is Seath the Dragon and his Channelers, who you fight in game.
* ''Franchise/DragonAge'': The [[MutantDraftBoard Circle of Magi]] basically exists because the religious authorities don't trust mages and want them under control. Mages have varying opinions about this - some of them agree wholeheartedly, some of them think it's better than the alternative, and some of them want an end to it. The religious authorities have [[MageKiller special warriors]] floating around the Circle's tower to put down anyone who is too proactive in their membership of the latter category. There is a semi-secret alternative organisation, the Mages' Collective, which attempts to defy the regulation imposed on the Circle while still (sometimes) maintaining its own ethical codes.



* ''VideoGame/EXTRAPOWERAttackOfDarkforce'' has two examples: The Kinreikan is an ancient secret order of martial arts exorcists and mystics with global reach, represented among the player characters by Fei Huang Rong who usually puts his exorcismal skills to use against jiangshi. The other is the wizard city of Ispares in Northern France, normally invisible to outsiders and non-magic users. They are at the same time a city of magicians and also a coalition of brotherhood, and still support Blackberry even after she has left the city to pursue her goal to revive or become the ancient wizard Diamond Mine.
** ''VideoGame/EXTRAPOWERGiantFist'' introduces the Magarda Tribe who live on Magarda Volcano. They worship the fire majin Magma-O and hon their skills in summoning fire beasts, as with Figma and her magma brown bear Sigma.
* In ''Franchise/DragonAge'', the [[MutantDraftBoard Circle of Magi]] basically exists because the religious authorities don't trust mages and want them under control. Mages have varying opinions about this - some of them agree wholeheartedly, some of them think it's better than the alternative, and some of them want an end to it. The religious authorities have [[MageKiller special warriors]] floating around the Circle's tower to put down anyone who is too proactive in their membership of the latter category. There is a semi-secret alternative organisation, the Mages' Collective, which attempts to defy the regulation imposed on the Circle while still (sometimes) maintaining its own ethical codes.
* ''VideoGame/{{Warcraft}}'' has the Kirin Tor. Not the only magical group as there used to be a rival group in Stormwind and the trolls have their own arcane traditions but definitely the most prominent. When they became an independent faction in the second expansion of ''VideoGame/WorldOfWarcraft'' mage player characters (regardless of race) start out with a slightly higher reputation than non-mage characters.
** There were also the Blood Elves, but that was pretty much their MagicalSociety in of itself. The Night Elves also had a MagicalSociety, the Highbourne. They returned as an explanation for the Night Elf Mage class in the third expansion pack.
* The ''VideoGame/HeroesOfMightAndMagic'' games have several magic based factions with each game: ''I'' had the Sorceress and Warlock, ''II'' added the Wizard and Necromancer, ''III'' updated the system by having a magic type hero with each faction, with some factions dedicated to magic more than others (the most prominent being the Tower with the Wizards and Alchemists), ''IV'' had each faction with their own specialty magic (save for [[ExactlyWhatItSaysOnTheTin Might]]), ''V'' went back to how ''I'' and ''II'' did the heroes, with the Academy, Dungeon, and Necropolis for the Wizards, Warlocks, and Necromancers, respectively.
* From ''VideoGame/KingdomOfLoathing'' come the League of Chef-Magi. This is the guild that organizes the Pastamancers and Saucerors. It's also where they learn new spells.
* The Clans of ''VideoGame/BookOfMagesTheDarkTimes''. They're training organizations that define the different types of magic, differing in style of dress, ThemeNaming, the appearance of their magic bolts, and in the special spells taught to advanced mages. Also, mages as a whole form a very loose society, bound together by the Great Mage, who rules over all mages, and by the institution of the Book of Mages, a Who's Who that ranks the 100 most powerful mages in the world.
* ''VideoGame/DarkSouls'' has the Dragon College of Vinheim. You only hear about it from lore and meet a couple of members, but it's effectively a city state of magic run by the higher ups at the college. Then there is Seath the Dragon and his Channelers, who you fight in game.

to:

* ''VideoGame/EXTRAPOWERAttackOfDarkforce'' ''VideoGame/ExtrapowerAttackOfDarkforce'' has two examples: The Kinreikan is an ancient secret order of martial arts exorcists and mystics with global reach, represented among the player characters by Fei Huang Rong who usually puts his exorcismal skills to use against jiangshi. The other is the wizard city of Ispares in Northern France, normally invisible to outsiders and non-magic users. They are at the same time a city of magicians and also a coalition of brotherhood, and still support Blackberry even after she has left the city to pursue her goal to revive or become the ancient wizard Diamond Mine.
** ''VideoGame/EXTRAPOWERGiantFist'' * ''VideoGame/ExtrapowerGiantFist'' introduces the Magarda Tribe who live on Magarda Volcano. They worship the fire majin Magma-O and hon their skills in summoning fire beasts, as with Figma and her magma brown bear Sigma.
* In ''Franchise/DragonAge'', the [[MutantDraftBoard Circle of Magi]] basically exists because the religious authorities don't trust mages and want them under control. Mages %%* ''VideoGame/HeroesOfMightAndMagic'': The games have varying opinions about this - several magic based factions with each game: ''I'' has the Sorceress and Warlock, ''II'' adds the Wizard and Necromancer, ''III'' updates the system by having a magic type hero with each faction, with some of them agree wholeheartedly, some of them think it's better factions dedicated to magic more than others (the most prominent being the alternative, Tower with the Wizards and some of them want an end to it. The religious authorities have [[MageKiller special warriors]] floating around the Circle's tower to put down anyone who is too proactive in their membership of the latter category. There is a semi-secret alternative organisation, the Mages' Collective, which attempts to defy the regulation imposed on the Circle while still (sometimes) maintaining Alchemists), ''IV'' has each faction with its own ethical codes.
* ''VideoGame/{{Warcraft}}'' has
specialty magic (save for [[ExactlyWhatItSaysOnTheTin Might]]), ''V'' goes back to how ''I'' and ''II'' do the heroes, with the Academy, Dungeon, and Necropolis for the Wizards, Warlocks, and Necromancers, respectively.%%This trope isn't "magic users exist".
* ''VideoGame/KingdomOfLoathing'': The League of Chef-Magi is the guild that organizes the Pastamancers and Saucerors. It's also where they learn new spells.
* ''VideoGame/{{Warcraft}}'':
** The
Kirin Tor. Not the only magical group as there used to be a rival group in Stormwind and the trolls have their own arcane traditions but definitely the most prominent. When they became an independent faction in the second expansion of ''VideoGame/WorldOfWarcraft'' mage player characters (regardless of race) start out with a slightly higher reputation than non-mage characters.
** There were also the The Blood Elves, but that was pretty much their MagicalSociety Magical Society in of itself. The Night Elves also had a MagicalSociety, Magical Society, the Highbourne. They returned as an explanation for the Night Elf Mage class in the third expansion pack.
* The ''VideoGame/HeroesOfMightAndMagic'' games have several magic based factions with each game: ''I'' had the Sorceress and Warlock, ''II'' added the Wizard and Necromancer, ''III'' updated the system by having a magic type hero with each faction, with some factions dedicated to magic more than others (the most prominent being the Tower with the Wizards and Alchemists), ''IV'' had each faction with their own specialty magic (save for [[ExactlyWhatItSaysOnTheTin Might]]), ''V'' went back to how ''I'' and ''II'' did the heroes, with the Academy, Dungeon, and Necropolis for the Wizards, Warlocks, and Necromancers, respectively.
* From ''VideoGame/KingdomOfLoathing'' come the League of Chef-Magi. This is the guild that organizes the Pastamancers and Saucerors. It's also where they learn new spells.
* The Clans of ''VideoGame/BookOfMagesTheDarkTimes''. They're training organizations that define the different types of magic, differing in style of dress, ThemeNaming, the appearance of their magic bolts, and in the special spells taught to advanced mages. Also, mages as a whole form a very loose society, bound together by the Great Mage, who rules over all mages, and by the institution of the Book of Mages, a Who's Who that ranks the 100 most powerful mages in the world.
* ''VideoGame/DarkSouls'' has the Dragon College of Vinheim. You only hear about it from lore and meet a couple of members, but it's effectively a city state of magic run by the higher ups at the college. Then there is Seath the Dragon and his Channelers, who you fight in game.
pack.



* The {{Franchise/Nasuverse}}'s Mage Association is both this and a WizardingSchool. It's presently at an uncomfortable truce with TheChurch, at war with vampires, is riddled with inter-branch rivalry - most notably between the 'Three Great Branches' [[UsefulNotes/{{Alchemy}} Atlas]], Sea of Estray, and Clock Tower - and the headquarters itself, Clock Tower, is peppered with rivalry between factions of [[BlueBlood noble]] magi. And that's not counting the actions it takes against individual outsiders and other magical organizations outside of Europe.

to:

* ''Franchise/{{Nasuverse}}'': The {{Franchise/Nasuverse}}'s Mage Association is both this and a WizardingSchool. It's presently at an uncomfortable truce with TheChurch, at war with vampires, is riddled with inter-branch rivalry - -- most notably between the 'Three "Three Great Branches' Branches" [[UsefulNotes/{{Alchemy}} Atlas]], Sea of Estray, and Clock Tower - -- and the headquarters itself, Clock Tower, is peppered with rivalry between factions of [[BlueBlood noble]] magi. And that's not counting the actions it takes against individual outsiders and other magical organizations outside of Europe.



* In ''Webcomic/ElGoonishShive'', the paranormal division of the FBI is composed of magic users including multiple wizards and at least one seer.
* Parodied in ''Webcomic/TheOrderOfTheStick'' when the Order are trying to track down the powerful illusionist Gerard Draketooth, and V tries the local Mage's Guild, only to find "they were less of a 'guild', and more of a collection of dilettantes who meet every Tuesday over lunch to discuss how 'totally awesome' it would be to learn 2nd-level spells. Obviously, our epic-level illusionist does not consult them on his ventures forth."

to:

* In ''Webcomic/ElGoonishShive'', the ''Webcomic/ElGoonishShive'': The paranormal division of the FBI is composed of magic users including multiple wizards and at least one seer.
* ''Webcomic/TheOrderOfTheStick'': Parodied in ''Webcomic/TheOrderOfTheStick'' when the Order are trying to track down the powerful illusionist Gerard Draketooth, and V tries the local Mage's Guild, only to find "they were less of a 'guild', and more of a collection of dilettantes who meet every Tuesday over lunch to discuss how 'totally awesome' it would be to learn 2nd-level spells. Obviously, our epic-level illusionist does not consult them on his ventures forth."



* Wiccan Covens are, according to their beliefs at least, Magical Societies.

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* %%* Wiccan Covens are, according to their beliefs at least, Magical Societies. %%How?
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* A few of Creator/JohnLangan's short stories set in the Fisherman universe, including "To See, To Be Seen" and "What is Lost, What is Given Away" feature the Friends of Borges, a ruthless occult research group. While its lower members are ordinary, if manipulative {{Muggles}}, its more advanced members are full-fledged sorcerers, capable of bending space and time as well as traveling between worlds through advanced, lovecraftian mathematics. Unlike like most examples, it's indicated to be a fairly new group, although other characters in the setting have stated there are/were older groups and civilizations that have risen, thrived, and fallen since the time of Greek mathematician Pythagoras.
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* ''Literature/TheChroniclesOfDorsa'':
** The Order of Targhan are witches who use their skills in magic as assassins.
** The Brotherhood of Culo are all (male) sorcerers with different abilitites.
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Black Sheep cleanup, removing misuse and ZCE


* Magical oversight in ''TabletopGame/InvisibleSun'' is done by the Invisible Church, a group made up of the four Orders of magic that sets down the systems, methods, and rules for magic use. Those who decide to use magic but not belong to one of the Orders (or are excommunicated from an Order) are known as [[BlackSheep Apostates]].

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* Magical oversight in ''TabletopGame/InvisibleSun'' is done by the Invisible Church, a group made up of the four Orders of magic that sets down the systems, methods, and rules for magic use. Those who decide to use magic but not belong to one of the Orders (or are excommunicated from an Order) are known as [[BlackSheep Apostates]].Apostates.
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* There are a number of magical and religious organizations in ''LightNovel/ACertainMagicalIndex'' that fall under this, ranging from smaller independent and semi-independent factions like the various Magic Cabals and the Amakusa Church (a Japanese Catholic-Christian sect with elements of traditional worship and ritual), all the way up to religious organizations like the Catholic Church or governing bodies such as the Royal Family of England.

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* There are a number of magical and religious organizations in ''LightNovel/ACertainMagicalIndex'' ''Literature/ACertainMagicalIndex'' that fall under this, ranging from smaller independent and semi-independent factions like the various Magic Cabals and the Amakusa Church (a Japanese Catholic-Christian sect with elements of traditional worship and ritual), all the way up to religious organizations like the Catholic Church or governing bodies such as the Royal Family of England.

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* ''Literature/TheWheelOfTime'' has the Aes Sedai. In theory, long-term membership is not compulsory, but they do insist that anyone with power undertake training, and it's implied that the Aes Sedai are ''very'' reluctant to let go of anyone with serious potential. They also crack down on anyone being too obvious about using the One Power outside their ranks, as many people consider "can use the One Power" and "is Aes Sedai" to be the same thing. Over the course of the books, it emerges that they're not actually doing as well as they think - there are plenty of people who would make strong Aes Sedai but who, one way or another, are not signed up.

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* ''Literature/TheWheelOfTime'' has the Aes Sedai.Sedai, sometimes simply referred to as 'the White Tower' after their headquarters on the isle of Tar Valon, who are widely - and not entirely inaccurately - believed to be the power behind the throne more or less everywhere that doesn't ban them outright. Political powers all play ''Daes Dae'mar'', the Game of Houses, and while the Cairhienin in particular are noted as being obsessed with it, more than one in the know character asserts that the Tower ''invented'' it. It helps that they're the only political entity that has existed constantly since the Breaking, 3000 years earlier, forming only a few decades after it. In theory, long-term membership is not compulsory, but they do insist that anyone with power undertake training, and it's implied that the Aes Sedai are ''very'' reluctant to let go of anyone with serious potential. They also crack down on anyone being too obvious about using the One Power outside their ranks, as many people consider "can use the One Power" and "is Aes Sedai" to be the same thing. Over the course of the books, it emerges that they're not actually doing as well as they think - there are plenty of people who would make strong Aes Sedai but who, one way or another, are not signed up.



** As the series progresses, several more are introduced. The Kin are composed of women who, for whatever reason, flunked out of the Aes Sedai, though they keep their heads down and most people aren't aware of their existence. The Aiel Wise Ones and Sea Folk Windfinders are partial examples, as while both groups recruit all channelers from among their respective peoples, they also have non-channeling members. The mysterious [[TheEmpire empire]] of Shara hosts a secretive cabal of channelers called the Ayyad, who are officially subservient to the monarchy but are in fact the true power behind the throne [[spoiler: and ally themselves with the Shadow at the Last Battle]].

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** As the series progresses, several more are introduced.
***
The Kin are composed of women who, for whatever reason, flunked out of the Aes Sedai, though they keep their heads down and most people aren't aware of their existence. [[spoiler: The Aes Sedai know about them and always have, and say nothing because the Kin are pretty much their model for non-Aes Sedai channellers and because they're very good at picking up runaways. That being said, they had absolutely no idea how many of the Kin there were, or other peculiarities, such as how old they could become without the Oath Rod]].
***
The Aiel Wise Ones and Sea Folk Windfinders are partial examples, as while both groups recruit all channelers from among their respective peoples, they also have non-channeling members. members.
*** The Asha'man of the Black Tower are the male counterparets of the Aes Sedai
*** It's also worth noting that in the Age of Legends, there were both male and female Aes Sedai, with the White Tower essentially being formed from a fusion of the remaining factions of female Aes Sedai in the Westerlands, and they were implied to be politically powerful even before the War of the Shadow put them in charge.
***
The mysterious [[TheEmpire empire]] of Shara hosts a secretive cabal of channelers called the Ayyad, who are officially subservient to the monarchy but are in fact the true power behind the throne [[spoiler: and ally themselves with the Shadow at the Last Battle]].



* In ''Literature/TheDresdenFiles'', the White Council exists as a sort of union of the world's more powerful human wizards. Membership isn't strictly compulsory, with it being described as more of an acknowledgement of ability rather than power (though power ''is'' required - they have strict minimum criteria and only accept the top one percent of practitioners), with Dresden comparing it to being like having a black belt. However, like the Aes Sedai, they're very reluctant to let someone with real power out of their grasp, and in addition to protecting humanity from various non-human factions (vampires, etc), it enforces Seven Laws of Magic over both its own members and all other human ('mortal') practitioners. As in, if someone breaks one of the Laws, even in ignorance, they're performing dark magic and unless a Council Member is willing to take the offender on probation as an Apprentice and can persuade the Senior Council that they're salvageable, they'll execute them on the spot.

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* In ''Literature/TheDresdenFiles'', the White Council exists as a sort of union of the world's more powerful human wizards. Membership isn't strictly compulsory, with it being described as more of an acknowledgement of ability rather than power (though power ''is'' required required, and implicitly, skill - they have strict minimum criteria and only accept the top one percent of practitioners), with Dresden comparing it to being like having a black belt. However, like the Aes Sedai, they're very reluctant to let someone with real power out of their grasp, and in addition to protecting humanity from various non-human factions (vampires, etc), it enforces Seven Laws of Magic over both its own members and all other human ('mortal') practitioners. As in, if someone breaks one of the Laws, even in ignorance, they're performing dark magic and unless a Council Member is willing to take the offender on probation as an Apprentice and can persuade the Senior Council that they're salvageable, they'll execute them on the spot.
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Possibly a kind of WeirdTradeUnion.

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Possibly a kind of WeirdTradeUnion.
WeirdTradeUnion. An OutcastRefuge is a more mundane version.
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* Parodied in ''Webcomic/TheOrderOfTheStick'' when the Order are trying to track down the powerful illusionist Gerard Draketooth, and V tries the local Mage's Guild, only to find "they were less of a 'guild', and more of a collection of dilettantes who meet every Tuesday over lunch to discuss how 'totally awesome' it would be to learn 2nd-level spells. Obviously, our epic-level illusionist does not consult them on his ventures forth."

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* The Folly, also known as the Society of the Wise, in ''Literature/RiversOfLondon''. It's been through three main phases, and may be entering a fourth one. Originally it was an 18th century coffee house where a broad church of magic users swapped knowledge and ideas. Then it got formalised with a royal grant, which disenfranchised a lot of the less "respectable" practitioners, including all the female ones, and moved to its current location, which was largely a SmokyGentlemensClub. This lasted until an entire generation of British wizards were killed by the {{Ghostapo}}, leaving Thomas Nightingale as the only survivor. Since he was a police officer, the Folly became a magical police station. This continued into the books when Peter Grant became his apprentice and the only other officer assigned to the Folly. More recently, Peter, having discovered other magical traditions have survived that the Folly know little about, is trying to make it more of a broad church again. There's also the Sons of Wayland, an association of magical artificers, and the Society of the Rose, formed by the female practitioners rejected by the "establishment" version of the Folly. The Sons maintained connections with the Folly; the Society of the Rose, understandably enough, didn't.

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* ''Literature/RiversOfLondon'':
**
The Folly, also known as the Society of the Wise, in ''Literature/RiversOfLondon''.Wise. It's been through three main phases, and may be entering a fourth one. Originally it was an 18th century coffee house where a broad church of magic users swapped knowledge and ideas. Then it got formalised with a royal grant, which disenfranchised a lot of the less "respectable" practitioners, including all the female ones, and moved to its current location, which was largely a SmokyGentlemensClub. This lasted until an entire generation of British wizards were killed by the {{Ghostapo}}, leaving Thomas Nightingale as the only survivor. Since he was a police officer, the Folly became a magical police station. This continued into the books when Peter Grant became his apprentice and the only other officer assigned to the Folly. More recently, Peter, having discovered other magical traditions have survived that the Folly know little about, is trying to make it more of a broad church again. There's also
** These other traditions include
the Sons of Wayland, an association of magical artificers, and the Society of the Rose, formed by the female practitioners rejected by the "establishment" version of the Folly. The Sons maintained connections with the Folly; the Society of the Rose, understandably enough, didn't.
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* The Folly, also known as the Society of the Wise, in ''Literature/RiversOfLondon''. It's been through three main phases, and may be entering a fourth one. Originally it was an 18th century coffee house where a broad church of magic users swapped knowledge and ideas. Then it got formalised with a royal grant, which disenfranchised a lot of the less "respectable" practitioners, including all the female ones, and moved to its current location, which was largely a SmokyGentlemensClub. This lasted until an entire generation of British wizards were killed by the {{Ghostapo}}, leaving Thomas Nightingale as the only survivor. Since he was a police officer, the Folly became a magical police station. This continued into the books when Peter Grant became his apprentice and the only other officer assigned to the Folly. More recently, Peter, having discovered other magical traditions have survived that the Folly know little about, is trying to make it more of a broad church again.

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* The Folly, also known as the Society of the Wise, in ''Literature/RiversOfLondon''. It's been through three main phases, and may be entering a fourth one. Originally it was an 18th century coffee house where a broad church of magic users swapped knowledge and ideas. Then it got formalised with a royal grant, which disenfranchised a lot of the less "respectable" practitioners, including all the female ones, and moved to its current location, which was largely a SmokyGentlemensClub. This lasted until an entire generation of British wizards were killed by the {{Ghostapo}}, leaving Thomas Nightingale as the only survivor. Since he was a police officer, the Folly became a magical police station. This continued into the books when Peter Grant became his apprentice and the only other officer assigned to the Folly. More recently, Peter, having discovered other magical traditions have survived that the Folly know little about, is trying to make it more of a broad church again. There's also the Sons of Wayland, an association of magical artificers, and the Society of the Rose, formed by the female practitioners rejected by the "establishment" version of the Folly. The Sons maintained connections with the Folly; the Society of the Rose, understandably enough, didn't.
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* The Folly, also known as the Society of the Wise, in ''Literature/RiversOfLondon''. It's been through three main phases, and may be entering a fourth one. Originally it was an 18th century coffee house where a broad church of magic users swapped knowledge and ideas. Then it got formalised with a royal grant, which disenfranchised a lot of the less "respectable" practitioners, including all the female ones, and moved to its current location, which was largely a SmokyGentlemansClub. This lasted until an entire generation of British wizards were killed by the {{Ghostapo}}, leaving Thomas Nightingale as the only survivor. Since he was a police officer, the Folly became a magical police station. This continued into the books when Peter Grant became his apprentice and the only other officer assigned to the Folly. More recently, Peter, having discovered other magical traditions have survived that the Folly know little about, is trying to make it more of a broad church again.

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* The Folly, also known as the Society of the Wise, in ''Literature/RiversOfLondon''. It's been through three main phases, and may be entering a fourth one. Originally it was an 18th century coffee house where a broad church of magic users swapped knowledge and ideas. Then it got formalised with a royal grant, which disenfranchised a lot of the less "respectable" practitioners, including all the female ones, and moved to its current location, which was largely a SmokyGentlemansClub.SmokyGentlemensClub. This lasted until an entire generation of British wizards were killed by the {{Ghostapo}}, leaving Thomas Nightingale as the only survivor. Since he was a police officer, the Folly became a magical police station. This continued into the books when Peter Grant became his apprentice and the only other officer assigned to the Folly. More recently, Peter, having discovered other magical traditions have survived that the Folly know little about, is trying to make it more of a broad church again.
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* The Folly, also known as the Society of the Wise, in ''Literature/RiversOfLondon''. It's been through three main phases, and may be entering a fourth one. Originally it was an 18th century coffee house where a broad church of magic users swapped knowledge and ideas. Then it got formalised with a royal grant, which disenfranchised a lot of the less "respectable" practitioners, including all the female ones, and moved to its current location, which was largely a SmokyGentlemansClub. This lasted until an entire generation of British wizards were killed by the {{Ghostapo}}, leaving Thomas Nightingale as the only survivor. Since he was a police officer, the Folly became a magical police station. This continued into the books when Peter Grant became his apprentice and the only other officer assigned to the Folly. More recently, Peter, having discovered other magical traditions have survived that the Folly know little about, is trying to make it more of a broad church again.
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* Film/TheInitiationOfSarah: has the two rivaling sororities Alpha Nu Gamma and Pi Epsilon Delta. Both groups are actually witch covens, the girls of Alpha Nu receive their magic from the Eternal Flame while the girls from [=PED=] receive their magic from Mother Earth.

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* Film/TheInitiationOfSarah: ''Film/TheInitiationOfSarah'': has the two rivaling sororities Alpha Nu Gamma and Pi Epsilon Delta. Both groups are actually witch covens, the girls of Alpha Nu receive their magic from the Eternal Flame while the girls from [=PED=] receive their magic from Mother Earth.
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* ''Series/TheWheelOfTime2021'':
** The Aes Sedai are a group of channelers (those able to use [[MagicByAnyOtherName the One Power]]) who recruit women all over the region, across many countries. Male channelers on the other hand are hunted down to "[[DePower gentle]]" as otherwise they'll go dangerously insane.
** On a smaller scale, the town of Emond's Field also has female channelers they call Wisdoms, passing down their practice from [[TheApprentice mistress to apprentice]].
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* ''VideoGame/EXTRAPOWERAttackOfDarkforce'' has two examples: The Kinreikan is an ancient secret order of martial arts exorcists and mystics with global reach, represented among the player characters by Fei Huang Rong who usually puts his exorcismal skills to use against jiangshi. The other is the wizard city of Ispares in Northern France, normally invisible to outsiders and non-magic users. They are at the same time a city of magicians and also a coalition of brotherhood, and still support Blackberry even after she has left the city to pursue her goal to revive or become the ancient wizard Diamond Mine.
** ''VideoGame/EXTRAPOWERGiantFist'' introduces the Magarda Tribe who live on Magarda Volcano. They worship the fire majin Magma-O and hon their skills in summoning fire beasts, as with Figma and her magma brown bear Sigma.
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Fixed typo.


* ''TabletopGame/ArsMagica'': The Order of Hermes is the main one in the game, including the most powerful and numerous of magic users in Mythic Europe. Within the order itself are several more distinct magtical societies, including the houses of the Order, mystery cults (four of which are also houses), leagues, and various individual magical traditions. There are still societies of magical traditions that exist outside the Order as well, some in Mythic Europe and some without. Likely the largest of these is the Order of Suleiman in the Mythic Middle East. Some magical societies have members both within and without of the Order of Hermes, but these tend to be relatively small groups.

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* ''TabletopGame/ArsMagica'': The Order of Hermes is the main one in the game, including the most powerful and numerous of magic users in Mythic Europe. Within the order itself are several more distinct magtical magical societies, including the houses of the Order, mystery cults (four of which are also houses), leagues, and various individual magical traditions. There are still societies of magical traditions that exist outside the Order as well, some in Mythic Europe and some without. Likely the largest of these is the Order of Suleiman in the Mythic Middle East. Some magical societies have members both within and without of the Order of Hermes, but these tend to be relatively small groups.
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Dewicking Disambig


Sometimes, a magical society exists for the benefit of its members, while other times, it is a structure created to control them (whether for benign purposes or otherwise). It could be both at once - by creating rules for themselves, mages may decrease the extent to which [[BewareTheSuperman people consider them dangerous]]. It might be a loose support network which only comes together for specific issues, or it might be a rigid hierarchy that demands unity and obedience. A magical society may be responsible for [[SuperRegistrationAct keeping track of magic users]], which might involve genealogy or even [[SuperBreedingProgram breeding programs]] if it's dealing with a WitchSpecies. It may also act as the Magic Police. Joining a magical society may be [[MutantDraftBoard an obligation]], a rare honour, or anything in between.

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Sometimes, a magical society exists for the benefit of its members, while other times, it is a structure created to control them (whether for benign purposes or otherwise). It could be both at once - by creating rules for themselves, mages may decrease the extent to which [[BewareTheSuperman people consider them dangerous]]. It might be a loose support network which only comes together for specific issues, or it might be a rigid hierarchy that demands unity and obedience. A magical society may be responsible for [[SuperRegistrationAct keeping track of magic users]], which might involve genealogy or even [[SuperBreedingProgram breeding programs]] if it's dealing with a WitchSpecies.MageSpecies. It may also act as the Magic Police. Joining a magical society may be [[MutantDraftBoard an obligation]], a rare honour, or anything in between.
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[[folder:Webcomics]]
* In ''Webcomic/ElGoonishShive'', the paranormal division of the FBI is composed of magic users including multiple wizards and at least one seer.
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* ''Literature/BazilBroketail'':
** Argonath and Cunfshon witches have an overall organization, with individual orders within it they belong to.
** Padmasan sorcerers are also members of a group, with ranks up to the Masters, while below them are Mesomasters.
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[[folder:Live Action Television]]

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[[folder:Live Action Television]][[folder:Live-Action TV]]



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* ''Literature/TheScholomance'': The upper crust of wizards are "enclavers", who have the resources to create a private PocketDimension for their community and are by far the best-connected and best-equipped. There's also some coordination and communication across enclaves and with non-enclavers, but for the most part, communities appear to look out for themselves almost exclusively.
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* ''Literature/TheCrimsonShadow'': Long ago a fellowship of mages lived in the Avonsea islands, who designed the great cathedrals which still remain in the major cities. However, over time evil mages who wanted easier power by pacts with demons took it over, driving the good ones from its ranks.
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* ''Literature/GuardiansOfTheFlame'': The Pandathaway Wizards Guild are one of the guilds which rule the city state.

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[[folder: Film - Live Action]]
* Film/TheInitiationOfSarah: has the two rivaling sororities Alpha Nu Gamma and Pi Epsilon Delta. Both groups are actually witch covens, the girls of Alpha Nu receive their magic from the Eternal Flame while the girls from [=PED=] receive their magic from Mother Earth.
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* ''Literature/WizardOfYurt'': The wizards have an order which provides them with training and jobs, but also mandates rules like celibacy.
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* ''Literature/TheReluctantKing'': The Forces of Progress are a wizard organization Dr. Karadur belongs to, and work as a guild. Internally, they're divided into two factions with opposing philosophies: White (Altruists, who want to use magic in helping others) and Black (Benefactors, those that want this kept for themselves). They have yearly conclaves in the Goblin Tower of Metouro, which de Camp depicts as being like academic conferences.
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* ''Series/TheWitcher2019'': The Brotherhood of Sorcerers (despite this name, members are of both sexes). Usually simply called the Brotherhood, it controls most of the mages in the Northern Kingdoms and regulates the magic they do along with getting them work. Most although not all of the mages in the Northern Kingdoms are members. They seem to be essentially a mage guild, thus overlapped with a WeirdTradeUnion. Given the power which {{court mage}}s have, they also greatly control things behind the scenes in the Northern Kingdoms.

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* ''Series/TheWitcher2019'': The Brotherhood of Sorcerers (despite this name, members are of both sexes). Usually simply called the Brotherhood, it controls most of the mages in the Northern Kingdoms and regulates the magic they do along with getting them work. Most although not all of the mages in the Northern Kingdoms are members. They seem to be essentially a mage guild, thus overlapped overlapping with a WeirdTradeUnion. Given the power which {{court mage}}s have, they also greatly control things behind the scenes in the Northern Kingdoms.

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