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Mage States are generally defined as independent or semi-independent territories under the control of mages or Mage Orders. In nations where Mage States reside, they are officially recognized by that sovereign nation, and most are protected either by local mage laws, deities, or the influential Mage Order.


It is within Mage States that mages are afforded more freedom, and they can live reliably and study or practice magic without causing any standing issues with the local populace. Outside of Mage States magic is often feared or hated by commonfolk or others who don't understand magic, so the need for sanctuaries became apparent, and thus various Mage States were formed.


In most cases, Mage States were created between mages who sought similar goals, and wanted to pool together resources and minds to achieve some form of cooperation between mages in practicing and studying magic. In some rare situations a Mage State might have been established by a ruling nation, as a way of containing mages within a set area to more easily govern and control them; as was evident of the Sanctum Magi before it broke free from Valaísian rule and became the Convocation of Mages.


In essence these States are created for the express purpose of acting as refuge and sanctuary for mages, and allow mages (in most States) full or some freedom in governing themselves.



 
 

M A G O C R A C I E S

 
Larger Mage States, typically city-states, are known as a magocracy. These are mainly independent states where a council of mages supervises the local populace, and mage laws are presented more clearly and enforced more sternly. Most magocracies are city-states that were founded and built up from mage leadership, though some few were founded normally, and then later converted into magocracies.

It is most common for magocracies to be under the protection of one or more other more powerful nations, as a kind of protectorate, and in return those magocracies are more freely allowed to rule themselves in exchange for mages to serve as magical advisors, or to provide mage enforcers who can neutralize illegal mages. Since most magocracies are very small they aren't economically, militarily or even agriculturally able to support themselves, and thus rely on trade and relief from outside elements.

In some cases a magocracy might rule over more than a city-state; ranging from a single island state to a smallish nation. However, the largest magocracy, Ter-Khala, is the only empire in the world to be ruled solely by mages, and it is considered to be the most magically advanced nation to have ever existed.

Typical magocracies rule under a form of governmental republic, where a small council or senate of mages govern their given territories. Mages are more welcome in magocracies, and the commonfolk in those Mage States are more at ease with the presence of magic. However, since mages are often the only leaders, or at least the most influential leaders, in magocracies, non-mages might be subjected to less privilege and luxuries, and they rarely get to have any say in how their city or nation is ruled.


C A L D U M

An island magocracy situated in Arganorh, at the center of the world. Controlled by the Convocation of Mages, and it is the seat of power of the Arch Sanctum.


O S A H N

An island mage-state and city not far from the Remains of Iltam in Ryumar. Became the second home of the Sectum Tor after their original island was swallowed by the sea.

I S H   C I T I E S

The triplet oasis cities of Ishvai, Ishtai, and Ishkai in the Shanthar Deserts of Ashanor. They are hosts to the Ish Consortium, and they're the leading cities for the practice of Spiritual Alchemy.

T H A V E

A magocratic city-state in the High Marches. Founded by the Thaven Hand, and it effectively acts as their main city of operations in Norrhan.



A C H A N T I A

The third home of the Sectum Tor. Achantia is a small magocratic nation situated by the coast of the Peacock Sea in Ryumar, and it is currently the center of Sectum Tor authority.



T E R - K H A L A

The world's only purely mage-ruled empire of Ter-Khala is owned by the highly influential Ter-Khalan Assembly in Korash. It is considered to be the most advanced nation in the world when it comes to Magetech and Telemancy.

C A N D L E H O L D

The mage city-state of Candlehold lies in the Arreath Peaks in Avanor. It is home to the Candlehold Order and the Spiral Library; where the largest repository of knowledge in the world is stored and curated.

M E N D Y R H A L

A small island magocracy and city-state near the cities of the Free Thanes in Aesudarh. Mendyrhal acts as the home of the Mendyr, and it is the largest mage-city on the northern continents.

S H A D O W L I G H T

A safe-haven and sanctuary for illegal mages. Shadowlight is a small island and city-state in the Sea of Darks in Norrhan, where mages considered to be illegal have assumed power, and thwarted attempts at removing them for several decades.

 
 

M A G E    S P I R E S

 
Smaller Mage States, the size of villages, castles or hamlets, are typically formed around Mage Spires; also known as Mage Towers. These are sturdy, magically raised buildings built typically as a means of spreading mage influence, or gathering magical energies from the surrounding area. Most spires are also used as schools and academies for student mages, when a larger, more official Mage State isn't nearby or easily accessible. Depending on the size of the Mage Spire and the number of mages who man it, the quality of learning and schooling differs widely between Mage Spires.

Mage Spires might stand independently inside an existing city where they more or less governs themselves (under the local laws), or a Mage Spire stands somewhere in the wilds, near or ontop of a place of power. Mage Spires are typically subject to local nation or city laws, but ultimately they serve the Mage Order they belong to.

Most Mage Spires are found in existing magocracies, but those that were built in foreign nations were either commissioned for or built before a nation claimed the land, and thus later fell into the hands of local governance. When in a non-magocratic nation, the most influential Mage Order in that nation supervises the Mage Spire, but only because they are allowed to by the nation's ruler(s) and laws.

In essence most Mage Spires are semi-independent at most, as they must either submit to the local nation laws or the mage laws of the Mage Order that owns them.


 
 

M A G E H O U S E S

 

Magehouses are smaller mage sanctuaries, similar to embassies or guild halls. They act as private inns for mage travelers, or as clubs and cafés for mages only; depending on the city or nation, and whether mages are allowed such freedoms there or not. In some cases a Magehouse might be established in secrecy and hidden from local authorities; serving as hideouts for illegal mages.


In nations or states, typically where mages are afforded freedoms (like in magocracies), where a Magehouse is created, it serves mages as a way for them to enjoy luxurious leisure and the company of other mages, without having to mingle with commonfolk and Unawakened. Most Magehouses are established in large, civilized cities, though some rare ones can be found along the roads or hidden away in the wilderness.


Magehouses are ideally private locales meant only for mages, and any non-mage who enters them is promptly kicked out by hired enforcers, though in most cases a Magehouse might employ magical devices or spells that keep outsiders away. Since many mages are typically wealthy or carry valuable items, Magehouses are often the target of thieves, though magic traps will keep most thieves from trying their luck, save for the most foolish or most skilled thieves.