Esowyc Master
NOTE: Athrawon (oth-ROO-on) is the name for Masters in the Order's native tongue.
Having put in their time seeing to the mundane needs of the Order as Journeymen while still managing to advance their Mastery of the Mysteries of Esowyc, Masters generally do what they wish aside from occassional special tasks given to them by the Elders. They receive a stipend from the Order and are theoretically expected to earn their keep, but the Order takes a long view; it is assumed that eventually the Order will need something and the scales will be balanced. Some Masters do their own thing and drop off the map for years at a time, while others actively work towards the betterment of the Order. The most promising of Masters eventually are raised to the Rank of Elder, and take their place among the leaders of the Order.
Masters are permitted the addition of the Orders public symbol of a golden comet shooting down from the top right to the bottom left to their accountrements, and to replace the silver end caps of their staff with golden ones. Also, Masters receive a respectable stipend from the Order, and most tend to replace their travel-worn garments and components pouch with newer, fancy ones.
A Master is an excellent choice for an adventuring Esowyc. They are literally masters of their art and have pretty much free reign to do as they wish aside from occassional requests from the Order.
Cost Ability
55 Esowyc Journeyman Package (reduce Duty to Guild to Infrequently)
+20 +20 points in Spell Skills
+1 improve Rank from Journeyman to Master
+9 improve Membership Has Its Priveleges to Very Good Relationship, 12-
3 +1 Penalty Skill Level to offset Combat Casting Penalty with All Spells
10 Brilliant: +10 INT
10 Durable: +5 CON
3 Traveler Enhancer
5 5 points in AK's and CityK's
3 KS: Scribe Codex
4 Wealth
125 Total Cost of Abilities
Value Disadvantages
0 None

+125

Total Cost of Package

Basic Package Deals
Esowyc Journeyman
The Esowyc Magic System is detailed here.
NOTE: The Order of Esow (EE-sue) is a guild of spellcasters that teaches a variant of the Spellweaving Magic System. Individual members of the Order are called Esowyc (ee-SUE-eek) singularly and collectively. The term for Journeymen in the native tongue of the Order is Ungolion (oon-goal-EE-on).
Esowyc are members of the Venerable Order of Esow, an indepent organization whose membership endeavor on their on the behalf of both themselves and their Order.
A powerful organization in their own lands, the Order has both political clout and all the authority great wealth often commands. Members of the Order are brought in as children, frequently from poor families or orphanages, and trained from young adulthood in the Mysteries of the Order. Eventually the young Initiates rise to the rank of Apprentice and take a tour of many different Esowyc Order Houses, before being elevated to the Rank of Journeyman.
Journeymen are the workhorses of the Order, being assigned to a number of necessary but not always safe or pleasant Roles where they toil on the Orders behalf until they elevate themselves to the Rank of Master. Journeymen wear practical sturdy black robes, a black pointed brimmed travel hat, carry a black leather wrapped metal components pouch, and carry a black oak staff with silver end caps.
Cost Ability
30 Esowyc Spell Skills
3 Rank: Esowyc Journeyman
12 Membership Has Its Priveleges:  Contact (Contact has: very useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (12 Active Points) 8-
3 KS: Material Components
3 KS: Order Bylaws
2 PS: Esowyc (GEN)
1 WF: Staff
1 Literacy
55 Total Cost of Abilities
Value Disadvantages
-10 Social Limitation: Duty to Guild (Frequently, Impairing)
+45 Total Cost of Package
Cost Options
var More Spell Skills
3* +1 Penalty Skill Level to offset Combat Casting Penalty with All Spells
4 Bright: +4 INT
10 Durable: +5 CON
10 Adaptable: +1 Overall Skill Level
10 Strong Willed: +5 EGO
5 +1 with All INT Based Rolls
3 KS: Scribe Codex
2 WF: Esowyc Group (Blades, Staff, Thrown Daggers)
-15 Psychological Limitation: Self Centered (Common, Strong)
-10 Rivalry with other Magic Users  (More Powerful, Group, Professional, Unaware, Outdo)
-5 Social Limitation: Troubled Initiate (Had a difficult time learning the Mysteries of the Order as an Initiate; looked down upon) (Frequently; Minor; Not Limiting In Some Cultures)
-5 Social Limitation: Troubled Apprenticeship (Had a difficult time learning the Mysteries of the Order as an Apprentice; looked down upon) (Frequently; Minor; Not Limiting In Some Cultures)