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Coven of Maran

The Coven of Maran is a Mageocracy that rules most of Hepsut, they have a citizenship of mostly Sun Elves and Humans. The Coven rules over a collection of settlements located in the west of the Hepsut continent.   The Coven of Maran was founded during the Age of Arcanum and is the oldest known organisation in Exorsia. Many of its traditions and customs originate from that era. The Coven of Maran heavily value education and magical capabilities, with academics playing a large role in the nation's social hierarchy. The Coven are famed for their practice of magic, home to the highest population of spellcasters in Exorsia. They are also home to the most prestigious school of magic in the world, the Rhean Academy. Students from all over the world attend the Rhean Academy, hoping to study magic and paying costly fees to do so. Though citizens of Hepsut who show magical potential are enrolled in the Academy for free, their fees are paid for by the Coven of Maran.   The Coven of Maran also have a cultural hate of Necromancy due to the events of the Malukard Empire. The practice of Necromancy is severely punished and it is forbidden to bury the dead as to avoid them being reanimated.   The Coven of Maran don’t have much of a relationship with the neighbouring Triumvirate of Kahz Molduhr, but they do have a good overseas relationship with the Varin Empire, trading Hepsut’s unique resources across the world.     Leader: The Coven Heads
Heraldry: Prismatic

Government:

  The Coven of Maran is led by a council of nine archmages known as the Coven Heads. Each member of this council represents one of the schools of magic, Abjuration, Chronomancy, Conjuration, Divination, Enchantment, Evocation, Graviturgy, Illusion and Transmutation. There was formerly a tenth member of the council for the position of Archmage of Necromancy, but it was removed after the events of the Malukard Empire.   The Coven dabble very little in local politics, delegating the role of governing to local city politicians, allowing them to act more as city-states. The Coven itself focuses on foreign affairs, particularly defending the Material Plane from the constant invasions from the other Planes.   Each Coven Head is a master of their field of magic and an exceptionally influential academic. To gain a position on the council you must be elected by other members of your school of magic. You maintain your office until you die, retire or another mage is elected in your place. Outside of the council the Coven is composed of academics and spellcasters from all over Exorsia who all work together in the pursuit of knowledge and the protection of Exorsia.   Settlements under the governance of the Coven of Maran are free to govern themselves as they see fit, with many of them either run by councils or governed by elected Ministers. The Coven will only rarely interfere in decisions made by local politicians unless there is evidence of misuse of power.

Military & Local Guard:

  Settlements under the governance of the Coven of Maran are protected by a force of trained police, known as Enforcers. Settlements across the nation all house a garrison of Enforcers under the command of an Overseer, a high level mage. The Enforcers are managed by a High Overseer located in the Capital of Maran.   The Coven of Maran also have a private elite militia of highly trained mages who assist the Coven in their affairs. These mages are called Prism Mages, named for their prismatic coloured cloaks they wear into battle.

Religion:

  The Coven of Maran practise a policy of religious freedom, allowing its citizens to worship whomever they wish, only outlawing the worship of Dark Deities, such as Apophis and Tartarus.   Most of the high ranking members of the Coven worship either Rhea (Hecate), the Goddess of magic and the patron of the Coven, or Athena, the Goddess of Knowledge. While the worship of Rhea is considered by many to be the primary religion of the Coven of Maran, it has little to no effect on politics, with a majority of the population worshipping a wide array of divinities. Social Hierarchy:   The Coven of Maran has a unique social class system that is primarily structured around an individual's education and magical capabilities.   Academic Class: The highest social class that consists exclusively of the most highly educated and magically accomplished members of society. Members of the academic class are completely dedicated to magic and education, usually working as some form of teacher. Members of this class are barred from participating in local politics.   Upper Class: The upper class consists of individuals who have had an extensive formal education and are usually competent spellcasters.   Middle Class: The middle class consists of individuals who have had a minor formal education and usually have minor spellcasting abilities.   Lower Class: The lower class consists of those who have not had a formal education and are usually incapable of casting magic.

Legal System & Laws:

  Each settlement under the governance of the Coven of Maran is capable of assigning its own laws, provided they don’t contradict with the national laws.   The Coven of Maran have recently created a bunch of laws in an attempt to create legal equality between mages and non-mages after a revolution in the capital of Maran. Crimes are commonly brought before a tribunal of trained judges who use the evidence provided to sentence the accused. Crimes usually lead to a fine or a prison sentence, with the death penalty outlawed.   Unique to Maran, in the circumstances of murder of a loved one, citizens have the right to hunt down and kill the murderer provided they can defend their actions before the law.   Common Laws Against: Theft, Slavery, Trespassing, Tax Avoidance, Property Damage, Kidnapping, Assault, Murder, Treason.   Unique Laws Against: Worship of Dark Gods, Magical Malpractice, Necromancy, Burying the Dead,Magic Based Discrimination.   Alcohol & Drugs: Drugs are illegal except for Halfling Weed and liquors are illegal until a person reaches adult age.

The Coven Heads:

  Each member of this council represents one of the schools of magic, Abjuration, Chronomancy, Conjuration, Divination, Enchantment, Evocation, Graviturgy, Illusion and Transmutation.   Abjuration: Gorma   Chronomancy: Oramis Sigurn   Conjuration: Gaelern   Divination: Tyrion Benedictus   Enchantment: Varys of Yaren   Evocation: Arden Amari   Graviturgy: Archon Siska   Illusion: Enduriel Lorth'elon   Transmutation: Gil’ead Oberyn
Founding Date
The Age of Arcanum
Type
Geopolitical, Magocracy
Capital
Demonym
Hepites
Government System
Magocracy
Subsidiary Organizations
Location
Official Languages
Neighboring Nations

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