Triumvirate of Magos Organization in Asyur | World Anvil

Triumvirate of Magos

The Triumvirate or triarchy is the political regime ruled or dominated by three powerful individuals or families known as triumvirs. The arrangement can be formal or informal. Though the three are notionally equal, this is rarely the case in reality.   The Triumvirate of Magos consists of three great houses. These Great Houses are the largest establishments, throughout the Themmit Tablelands; consisting of extended lineages of "civilized" Drow, with many non-Drow retainers (and sometimes officers).   The Triumvirate of Magos is lead by the master magos of each Great House. Most master magos never see another master mago, mostly communicating through their [magic] Mouths, because of this, it can be incredibly hard to find or locate a master mago who doesn't want to be found.

Great Houses

House Bar

An isolationist Great House led by a council of mages (not all of whom are exactly friendly to one another), the Bar are the Great House that is least accepting to outlanders of any kind. House Bar has come into conflict with the other Great Houses, for control of magic-related services and resources. Advancement to the higher ranks of the Bar requires impressive magic skills and intelligence.

House Tijara

The most friendly of the Great Houses in the Tablelands, and the most focused on commerce and politics, House Tijara is also the easiest Great House to join and advance within for a non-Drow outlander (one of the top Tijara people in the Tablelands is of Carcinian stock). Everything is business to the Tijara, and the house is ultimately controlled by the Drow Tijara family, some of whom possess titles of old Cormanthyr nobility. It is because of House Tijara that Darkshelf and the Tablelands has open trade with the greater world through Carcino.  

House Muharib

A Great House primarily of warriors, though with business interests that clash with those of House Tijara, the Muharib have an eye to reestablishing Darkshelf's former, pre-Carcinian glory, though they stop short of open war against the Merchants. House Muharib has deep ties to the native culture, despite their civilized veneer. The Muharib, politics aside, have mutual respect for and from other warrior-caste groups, such as the Fighters Guild in Darkshelf.

Foreign Relations

Type
Geopolitical, City council
Capital
Subsidiary Organizations
Location
Related Species

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