Hangard
Kingdom of Hangard
Proper Name
The Most Noble and Ancient Kingdom of Hangard, Bastion of the North and Cradle of HonorGovernment
Monarchy with Absolute Crown AuthorityThe Monarch stands as the unquestionable sovereign, with power to override even Parliament at will. A feudal structure of nobles, knights, and commoners forms the social hierarchy beneath the Crown. The Knights-Governor serve as provincial rulers in the sovereign's name, while the Parliament crafts laws subject to royal approval.
Factions
• House of Erlin - The ruling dynasty, bearing the Crown's burden since the fall of the Theolrer line
• House of Wilhelm - Powerful northern nobility with holdings in Aistwald Province
• Knights Theolrer - Honored warrior-order, vanquishers of the Montenhelm tyranny
• Northland Trading Company - Founded by Morlin Arlilhon, now serving as the Crown's de facto navy
• Royal Inquisitors - Secretive order hunting threats magical and mundane
• Royal Guild of Sorcery - Regulators of all magical practices within the realm
• Clan Brumal - Bear-kin of the far north, masters of ice magick
• House of Montenhelm - Fallen warlock dynasty, their name whispered in hushed dread
• Trader's Guild Remnants - Those who resist the Trading Company's monopoly
• Knights-Governor - Provincial rulers serving as the Crown's direct representatives
• Durvanild Academy - Training ground for the realm's military and political elite
• Tormar Cartel - Criminal syndicate operating in shadows, hunted by the Crown
Law
Lawful Neutral with Good tendenciesThe Code of Hangard emphasizes duty, honor, and service to crown and kingdom. Justice is swift but measured, with trials expected for all save those caught in treason or dark magick. Adherence to Zastor's teachings forms the foundation of moral and magical law, guiding the kingdom through centuries of prosperity and conflict.
Capital
Aerendor, the Northern StarA great metropolis that has grown over centuries into a pulsating hub of culture and commerce, encircled by mighty walls of stone. The royal palace rises at its center, banners of the Erlin dynasty snapping in the northern winds, while bustling marketplaces and grand halls showcase the kingdom's wealth and power.
Population
The kingdom of Hangard has a total population exceeding two million souls, with approximately 300,000 dwelling within Aerendor's walls. Provincial towns and rural fiefs compose the remainder, with population density decreasing sharply in the northernmost reaches where hardy Clan Brumal settlements dot the frozen landscape.Race Demographics
• Northlanders (75%) - Bear-tribes of Hangadia, anthropomorphic ursines standing as the predominant people since Morlin Arlilhon's unification
• Humans (15%) - Primarily merchants, scholars, and specialized craftspeople
• Clan Brumal (5%) - Northern polar bear-kin from beyond the frost wilds
• Other (5%) - Scattered populations of dwarves, elves, and other races, primarily in urban centers
Cultural Archetype
Norse-BritannicHangardian culture blends elements of medieval Norse warrior tradition with British feudal structure. Honor codes govern social interactions, while martial prowess earns respect across class boundaries. Their architecture favors stone fortresses designed to withstand harsh northern winters, with Aerendor showcasing the grandest examples of this mighty style.
Conglomerates
Northland Trading CompanyOriginally established as "The Trader's Guild" by Morlin Arlilhon in 12229, this powerful merchant consortium now controls maritime trade throughout the northern seas. Its fleets serve as the kingdom's de facto navy, and its Chancellor answers directly to the Crown, making it virtually a private maritime force for the royal house.
Ruler
Queen Finean Erlin XIIMy three sons died for Hangard. I shall not dishonor their sacrifice by permitting chaos to flourish where order must reign.
Allies
• Veleosai of Sommeris - Particularly Clan Brumal, with whom they share cultural and trade bonds
• Dwarven Kingdoms of Edrind - Ancient allies providing metalwork and stonecraft expertise
• Scattered Human Realms - Various smaller kingdoms bound through defensive pacts
Enemies
• Kyondor Goblin Hordes of Jingthol - Engaged in three decades of continuous warfare
• The Tormar Cartel - Criminal organization hunted ruthlessly by the Crown
• Remnants of House Montenhelm - Scattered warlock covens plotting from the shadows
• Zervesine Earth-Elves - Ancient rivals whose ambitions occasionally clash with Hangard's, yet whose armies Hangard's battlemages can withstand
Climate
Northern ContinentalLong, harsh winters dominate the Hangardian year, with short but vibrant growing seasons. Snowfall begins early and lingers late, while summer brings endless twilight to the northernmost provinces. The southern regions enjoy a somewhat milder climate, though frost can strike even in warmer months.
Terrain
The terrain of Hangard is rugged, much like that of Earth's Scandinavia. Forested mountains dominate the northern reaches, while rolling hills and fertile valleys characterize the heartlands. The coastline features numerous fjords and protected harbors, essential for the kingdom's naval power. Ancient roads, including the famed Dhormar, connect the beast nations of the north through passes and valleys carved by time and warfare.Languages
• North Province - The official language of court and governance
• Common (Trade) - Used for commerce and diplomatic relations
• Ancient Hangardian - Ceremonial language reserved for rituals and historical texts
• Clan Tongues - Various dialects spoken within noble houses and rural communities
Event 1: Epic War
The Jingthol Conflict (13899-Present)A three-decade struggle against the Kyondor goblin hordes from beyond the eastern mountains. What began as border skirmishes has evolved into existential warfare, with entire provinces mobilized for the crown's defense and battles raging across frontier territories.
Event 2: Expansion
The Great Northern Unification (12229-12322)Following Morlin Arlilhon's unification of the anthropomorphic bear tribes of Hangadia in 12229, the kingdom expanded rapidly through conquest and strategic marriage alliances, absorbing neighboring fiefdoms into a cohesive realm under the Arlilhon banner.
Event 3: Invasion
The Dark Times (12460-12593)The grim period when House Montenhelm seized control through dark magick and tyranny, persecuting followers of Zastor and plunging the kingdom into an age of terror ended only by the Knights Theolrer resistance, who overthrew the warlock tyrants and established a new dynasty.
History
Hangard emerged from the unification of the bear tribes in 12229 under merchant-sailor Morlin Arlilhon, who united the anthropomorphic bear tribes of Hangadia into a singular kingdom. For 229 years, the Arlilhons and Gustriteuses ruled in a time of relative peace and prosperity, allowing the young kingdom to flourish and expand its influence throughout the northern lands. This golden age ended when the Montenhelm warlock tyrants seized power, ushering in the Dark Times. These cruel rulers persecuted followers of Zastor, seized ancestral lands, and ruled through fear and dark magick until their overthrow in 12593 by the Knights Theolrer resistance, who established their own dynasty afterward. Through subsequent centuries, Hangard developed its unique chivalric culture and codes of honor, becoming renowned for its knightly orders and formidable battlemages capable of standing against even the earth-elven Zervesine armies. Now in 13929, Queen Finean Erlin XII rules a kingdom engaged in a thirty-year war with the Kyondor goblin forces from Jingthol, while consolidating power through strengthened alliances with the Northland Trading Company—leading to escalating conflicts with underworld cartels like the Tormar.Imports
• Grain and foodstuffs from southern realms
• Exotic spices and silks via maritime trade routes
• Magical components from elven territories
• Fine wines and spirits from Vorcian vineyards
• Advanced weaponry from dwarven forges
Exports
• Timber from the vast northern forests
• Furs and leathers from skilled Northlander hunters
• Iron and precious metals from mountain mines
• Enchanted items crafted by the Royal Guild of Sorcery
• Mercenary services from renowned knights and warriors
Currency
1 gold seug = 2 silver ec; 1 silver ec = 7 bronze oreicHangardian currency features the profiles of past rulers on one side and the royal coat of arms on the reverse. Special commemorative coins are minted for significant events in the kingdom's history, including the founding by Morlin Arlilhon and the victory over the Montenhelms.
Commerce
Trade dominates Hangard's economy, with the Northland Trading Company controlling most maritime commerce. This powerful consortium, established initially as "The Trader's Guild" by Morlin Arlilhon, has become the cornerstone of Hangard's economic prowess, virtually acting as the private navy for the crown. Markets in major cities operate under guild regulations, while rural areas maintain traditional bartering systems alongside currency exchange. Foreign merchants must obtain royal charters to operate within the kingdom's borders.Economy
Mercantile FeudalismA hybrid economic system where noble houses control rural production while urban centers operate under guild-regulated commerce. The Crown taxes both sectors heavily to fund military campaigns against Jingthol, while the Northland Trading Company's monopolistic practices ensure wealth flows primarily to the royal coffers, creating tension with remaining Trader's Guild factions.
Prominent Figures
• Queen Finean Erlin XII - Reigning monarch who has fortified alliances with the Trading Company
• Lord Inquisitor Dane - Head of the Royal Inquisitors
• High Witch Dame Brisana - Leader of the Royal Guild of Sorcery
• Lord Marshall Thalwin - Commander of the Hangardian Army
• Chancellor Vorst - Head of the Northland Trading Company
• Halgrave Wilhelm - Influential noble from Aistwald Province
• Headmaster Karth - Leader of Durvanild Academy
Political Organization
Hierarchical MonarchyThe Monarch rules with absolute authority, capable of overriding even Parliament. Below the Crown, the Knights-Governor administer provinces in the royal name, while lesser nobles manage smaller regions. The Parliament serves as a legislative body crafting laws and regulations, though ultimate power rests with the sovereign, whose decisions remain unquestionable.
Communities
• Aerendor - The grand capital, pulsating heart of culture and commerce
• Castle Wilhelm - Seat of power in Aistwald Province
• Durvanild Academy - Military training ground for officers and knights
• Northgate - Major trading port connecting to Sommeris
• Zastor's Sanctuary - Religious center dedicated to magical studies
• Jingthol Frontiers - Heavily fortified border regions facing goblin territories
• Dhormar Road - Ancient thoroughfare connecting northern beast nations
Structure of Governance
At the pinnacle of Hangard's hierarchy stands the Monarch, currently Queen Finean Erlin XII. Her authority remains unquestionable, with power to override even the legislative bodies. Her decisions shape the course of the entire realm, guiding its destiny through treacherous waters. The Northland Trading Company occupies a unique position within Hangardian governance. This maritime force, not a traditional royal navy but a powerful trading conglomerate, controls international trade routes while simultaneously serving as the kingdom's naval defense. Its ships carry exotic goods and devastating artillery with equal measure, making it a formidable power on the high seas. Parliament serves as the legislative arm, crafting laws and regulations subject to royal approval. Though lacking absolute authority, this body provides noble houses and merchant interests representation in governance, creating a veneer of shared power that maintains aristocratic support for the Crown. The Royal Inquisitors, led by Lord Inquisitor Dane, function as the kingdom's internal security force. These shadowy operatives root out threats ranging from treason to forbidden sorcery, operating with near-autonomous authority to ensure the realm's stability. Their Knights Inquisitor serve as the martial arm of this secretive organization, striking with precision against threats to the Crown.Seven clans of bear-folk united
Under Morlin's steady hand
A kingdom born of northern pride
Now stands guard o'er frozen land
Through dark times and warlock's reign
The knights of honor broke their chain
Now Hangard watches, sword unsheathed
As goblin hordes mass once again
Under Morlin's steady hand
A kingdom born of northern pride
Now stands guard o'er frozen land
Through dark times and warlock's reign
The knights of honor broke their chain
Now Hangard watches, sword unsheathed
As goblin hordes mass once again
The legacy of the Montenhelms still poisons our land like a dormant illness. I have spent forty years hunting their remnants, yet still they persist—whispering in shadows, corrupting the weak, waiting for their chance to rise once more. We must remain vigilant, for their dark magic never truly dies.
The Royal Guild of Sorcery
Magic flows through Hangardian society under the strict regulation of the Royal Guild of Sorcery. Led by High Witch Dame Brisana, the Guild advises the crown on magical matters while investigating rogue sorcery throughout the realm. Their authority derives from the teachings of Zastor, whose magical philosophy forms the foundation for approved arcane practices in Hangard. Black magic and demonic pacts remain strictly forbidden, with necromancy, curses, and mind-controlling spells falling under this forbidden category. Teleportation spells and other advanced magic require royal approval, with violations punishable by death. Those who stray from approved practices risk pursuit by both the Royal Inquisitors and the Guild of Sorcery, whose battlemages stand among the most formidable practitioners in the northern realms—capable of challenging even the earth-elven Zervesine forces.The Jingthol Conflict
For over three decades, Hangard has battled against the Kyondor goblin forces from Jingthol. What began as border skirmishes has evolved into existential warfare, with entire provinces mobilized for defense. This prolonged conflict has shaped a generation of Hangardians, creating a society perpetually prepared for war. Queen Finean's deep personal stake in this conflict—having lost three sons in battle—has hardened her resolve to protect the kingdom at any cost. Her alliances with the Northland Trading Company have strengthened Hangard's military position but created new tensions with criminal elements like the Tormar cartel, who find their smuggling operations threatened by increased naval patrols. Despite these challenges, Hangard remains a kingdom of great significance in the northern realms. Its chivalric traditions, formidable military, and strategic position make it a crucial bulwark against threats both mundane and magical. As ancient roads like the Dhormar continue to connect the beast nations of the north, Hangard stands as guardian and gatekeeper, preserving the legacy of Morlin Arlilhon's vision for a unified northern power.Structure
The Crown: Unquestionable Authority
At the pinnacle of Hangard's hierarchy is the Monarch, currently Queen Finean Erlin XII. Her role is far from symbolic; she is the ultimate authority in the kingdom, with the power to override even the legislative bodies. Her decisions are final and binding, setting the course for the entire realm.
Northland Trading Company: Maritime Might and Mercantile Mastery
A unique feature of Hangard's governance is its naval force, which is not a traditional royal navy but a powerful trading conglomerate known as the Northland Trading Company. Overseen by a Chancellor appointed by the Queen, this organization holds a dual mandate. It controls international trade routes while also acting as the kingdom's maritime defense. Its ships are as likely to be filled with exotic goods as they are with artillery, making it a formidable force on the high seas.
The Parliament: The Forge of Law
While the Queen holds the reins of ultimate authority, the Parliament serves as the legislative arm of the kingdom. It is responsible for crafting laws and regulations, although its powers are not absolute. The Queen retains the right to bypass the Parliament, particularly in times of crisis or emergency.
Royal Inquisitors: Guardians of Internal Security
The Royal Inquisitors, led by Lord Inquisitor Dane, serve as the kingdom's internal investigative force. Tasked with rooting out threats ranging from treason to forbidden sorcery, they operate in the shadows to ensure the realm's stability. Under the Lord Inquisitor are the Knights Inquisitor, who act as the martial arm of this secretive organization.
Royal Guild of Sorcery: Custodians of the Arcane
Magic is a significant aspect of life in Hangard, and its regulation falls under the Royal Guild of Sorcery. Headed by High Witch Dame Brisana, the guild advises the crown on magical matters and investigates rogue sorcery. It is also the repository of arcane knowledge, safeguarding ancient tomes and mystical artifacts.
The Hangardian Army: The Land-Based Loyalists
Commanded by the Lord Marshall, the Hangardian Army is responsible for defending the kingdom's terrestrial territories. It is a well-organized force, trained to respond to a variety of threats and challenges.
Provincial and Regional Governance: The Lattice of Local Rule
Knights-Governor oversee the various provinces of Hangard, ruling in the Queen's name. Each province is further subdivided into smaller regions, managed by lesser nobles. These local rulers are responsible for providing military support to the Queen's armies, ensuring a decentralized yet unified governance structure.
Durvanild Academy: The Breeding Ground for Leadership
The Durvanild Academy serves as the educational institution for the kingdom's future leaders. Overseen by a Headmaster, the academy is responsible for training the officer corps and knights, ensuring a steady stream of competent leaders for both civil and military roles.
Culture
The Code of Hangard: A Guiding Ethos
Hangardian culture is deeply rooted in a code of conduct known as the "Code of Hangard," which emphasizes duty, honor, and service to the kingdom. This code serves as the moral compass for its citizens, shaping their worldview and guiding their actions. It is a set of principles that transcends social class, resonating with everyone from the highest noble to the lowliest commoner.
Social Hierarchy: The Fabric of Society
The societal structure in Hangard is feudal in nature, with a hereditary monarch at the apex, followed by noble families, knights, and commoners. Social status is not merely a label but a significant determinant of one's roles, responsibilities, and privileges. The importance of one's lineage and title is deeply ingrained in Hangardian culture, often dictating the course of one's life.
The Valor of Arms: A Society Geared for War
Military service is not just a duty but a highly esteemed vocation. The constant threat from goblin tribes in Jingthol has made warfare and defense central to Hangardian life. Knights and soldiers are revered, their exploits immortalized in songs and tales that are passed down through generations.
The Arcane and the Divine: Magic and Religion
Magic, or "magick" as it is referred to in Hangard, is a regulated but integral part of society. Overseen by the Royal Guild of Sorcery, magick is viewed through the lens of duty rather than personal freedom. The teachings of the mage Zastor form the theological foundation for approved magickal practices, and his followers enjoy official sanction. All other religious practices and gods are outlawed, making Zastor's teachings not just a spiritual path but a legal requirement.
The Boundaries of Magick: Laws and Taboos
Black magick and demonic pacts are strictly forbidden, with necromancy, curses, and mind-controlling spells falling under this category. Teleportation spells and other advanced magicks are considered "restricted" and require royal approval. Violation of these laws risks severe punishment, including being hunted down by the Royal Inquisitors and the Guild of Sorcery.
Clan Bael: Earth-Bound Guardians
Clan Bael stands as a testament to the diversity and complexity of Hangardian society. Known for their humanoid brown bear appearance, they are deeply connected to the earth element. Their government is a council of chieftains from 36 families, each holding considerable authority. Clan Bael values hard work, loyalty, and a deep respect for the earth, which is reflected in their advanced agricultural techniques and craftsmanship.
The Unbound and Freewalkers: The Exceptions that Prove the Rule
While most of Hangard is bound by strict social hierarchies, the Unbound and Freewalkers represent a unique social class. These individuals are not tied to any house or clan, giving them the freedom to forge their own destinies. Their unique status has allowed them to rise to prominence through sheer talent and determination, challenging the traditional norms of Hangardian society.
Public Agenda
The Shield and Sword: Defense of the Homeland
For over three decades, Hangard has been embroiled in a relentless war against the goblin forces from Jingthol. The defense of the realm is not merely a military objective but a public rallying cry that unites the kingdom. Fortifications have been erected along the borders, and military campaigns are regularly launched to quell the goblin menace. The valor of the Hangardian Army, under the command of the Lord Marshall, is a source of national pride. The kingdom's citizens are deeply invested in the war effort, whether through direct service, supplying resources, or spiritual support.
The Scales of Justice: Upholding Law and Order
Internal stability is another cornerstone of Hangard's public agenda. The Crown takes an active role in maintaining peace, order, and the rule of law. The Royal Inquisitors, led by Lord Dane, are tasked with rooting out crime, heresy, and rogue sorcery. Public trials and punishments serve as cautionary tales, reinforcing the importance of lawful conduct. The effectiveness of this internal policing is a measure of the Crown's capability and contributes to the public's sense of security.
The Arcane Ledger: Regulation of Magic
Magic, while an accepted part of Hangardian life, is a double-edged sword that requires careful management. The Royal Guild of Sorcery, under the guidance of High Witch Dame Brisana, is responsible for regulating all magical practices. Licenses for practicing specific spells, especially those considered "restricted," are issued only after rigorous scrutiny. This regulatory framework aims to protect the public from magical threats and misuse, thereby upholding the social contract between the Crown and its subjects.
The Sovereign's Mantle: Royal Authority
Queen Finean Erlin XII has successfully cultivated an image of a strong, dutiful, and capable ruler. Her public addresses and royal decrees are not just administrative actions but symbolic affirmations of her commitment to Hangard's welfare. Supporting the Queen's initiatives is seen as an act of patriotism, reinforcing the social hierarchy and the divine right of the Crown to rule.
The Cleansing Fire: Purging Corruption
The fight against subversive elements, such as the Tormar underworld cartel, is another facet of Hangard's public agenda. These efforts are not just about law enforcement but also about moral integrity. By actively purging corrupt influences, the Crown positions itself as the virtuous protector of the people, further solidifying public trust.
The Golden Scales: Commerce and Prosperity
Economic stability is vital for the kingdom's long-term survival. Tax revenue derived from commerce funds public projects and the military. Organizations like the Northland Trading Company play a crucial role in this economic ecosystem. Acting as the kingdom's de facto navy, they not only protect trade routes but also contribute to the national treasury, thereby facilitating prosperity.
The Ancestral Tapestry: Preserving Traditions
Hangard is a land steeped in history and tradition. From the Code of Hangard to the ancient rites of its various clans, the kingdom values its cultural heritage. Public festivals, knightly tournaments, and religious ceremonies are not just social events but acts of cultural preservation. They offer a sense of continuity and communal identity, reinforcing the kingdom's collective ethos.
In essence, Hangard's public agenda is a multi-faceted strategy aimed at safeguarding the kingdom from external threats, ensuring internal stability, and fostering prosperity. It is a delicate balance of military might, legal rigor, economic acumen, and cultural preservation, all orchestrated under the watchful eye of a sovereign who embodies the nation's highest ideals.
Assets
The Pillars of Power: Notable Assets of the Kingdom of Hangard
The Iron Fist: A Formidable Military
Hangard's military prowess is not just a matter of national pride but a crucial asset in its ongoing war against the goblins of Jingthol. The kingdom boasts a large standing army, complete with specialized regiments, a knightly class, and seasoned military leaders. The Lord Marshall oversees this formidable force, ensuring that it remains a well-oiled machine ready to defend the realm at a moment's notice.
Naval Strength: The Northland Trading Company
While traditional navies are not uncommon, Hangard takes a unique approach by entrusting its naval operations to the Northland Trading Company. This merchant marine fleet not only facilitates trade but also acts as a de facto navy, safeguarding the kingdom's waters and trade routes. Their ships are armed and ready for combat, making them a dual-purpose asset that contributes to both economic stability and national defense.
The Heart of the Kingdom: Developed Infrastructure
Aerendor, the capital city, stands as a testament to Hangard's advanced infrastructure. Described as a "great metropolis," it is a hub of governance, commerce, and culture. Beyond the capital, other cities and towns also benefit from well-planned roads, bridges, and public buildings, indicating a level of urban planning and civil engineering that sets Hangard apart.
Governance Close to Home: Provincial Rule
Hangard's governance structure allows for localized control through its system of regional provinces, each overseen by a Knight-Governor. This decentralized approach ensures that each province can address its unique challenges while still adhering to the laws and policies set forth by the Crown.
The Forge of Heroes: Military Academies
Institutions like the Durvanild Academy serve as the training grounds for the kingdom's future military leaders. These academies offer rigorous programs that shape young men and women into skilled officers and knights, ensuring a steady influx of capable leaders to guide Hangard's military endeavors.
Symbols of Opulence: Crown Jewels
The Makkari diamonds and other royal treasures are not just ornamental; they symbolize the Crown's wealth and the economic stability of the kingdom. These precious items also serve diplomatic purposes, often used as collateral or gifts to secure alliances.
Towers of Stone: Ancient Castles
Strategically placed strongholds like Castle Wilhelm in Aistwald Province serve dual purposes: they are administrative centers for the Knight-Governors and formidable defensive structures. Their presence is a constant reminder of Hangard's military might and historical resilience.
The Arsenal: Well-Stocked Armories
Hangard's military strength is further bolstered by its well-stocked armories. These stores of weapons and equipment ensure that the kingdom's forces are always battle-ready. The procurement processes are stringent, ensuring quality and reliability in the arms that equip Hangard's soldiers.
The Veins of the Kingdom: Thoroughfares
A well-maintained network of roads and travel routes connects Hangard's various cities and towns. These thoroughfares facilitate quick troop movements, efficient trade, and easy access for citizens, making them an essential part of the kingdom's infrastructure.
The Hidden Depths: Dungeons and Holding Cells
The Royal Inquisitors operate extensive dungeons and holding cells, designed for the secure detainment of prisoners. These facilities are not just punitive but also serve as interrogation centers, aiding in the extraction of vital information that helps maintain internal stability.
The Arcane Repository: Magical Knowledge
The Royal Guild of Sorcery is a treasure trove of arcane knowledge. Its extensive libraries and research facilities make it a center for magical learning and innovation, contributing to both the kingdom's military capabilities and its understanding of the magical world.
Hangard is a robust and multifaceted realm, fortified by substantial military might, advanced infrastructure, effective governance, and a wealth of both tangible and intangible assets. These elements collectively contribute to Hangard's status as an established medieval kingdom, capable of facing both internal and external challenges with resilience and ingenuity.
Magick in Hangard is viewed through the lens of duty rather than personal freedom. The teachings of the mage Zastor form the theological foundation for approved magickal practices, and his followers enjoy official sanction. The Royal Guild of Sorcery, headed by High Witch Dame Brisana, advises the crown on magical matters, investigates rogue sorcery, and safeguards ancient tomes and mystical artifacts. Magick is regulated, and licenses for practicing specific spells, especially those considered "restricted," are issued only after rigorous scrutiny. Black magick and demonic pacts are strictly forbidden, with necromancy, curses, and mind-controlling spells falling under this category. Teleportation spells and other advanced magicks are considered "restricted" and require royal approval. Violation of these laws risks severe punishment, including being hunted down by the Royal Inquisitors and the Guild of Sorcery.
Type
Geopolitical, Country
Leader
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