Sarcystle Organization in Lorannis | World Anvil

Sarcystle

"If you wish to be taught the wonders of the arcane world, there is no better place than Sarcystle! The streets teem with magic and every child learns the small arcane gestures before they can even speak!" - Far Traveler Zuri in a letter to his sister

Sarcystle is, more than any other country on Lorannis, a place of mystery. Whilst even the most stalwart of the dwarven people in The Dawnstruck Wilds must leave for supplies, the Cystilians hardly ever leave their homeland nor interact with the outside world. Though this may be in part due to the icy divide between their large territory and the rest of the people of Lorannis, the real answer is far more simple: they are a people of magic.   While in other places wizards are the only respectable arcane users, in Sarcystle they are also welcomed as equal to the wizards (this was not always the case and only happened after High Mage Avalan, a powerful water genasi and storm sorcerer, proved their power by stilling the Year-Storm). Warlocks are more welcomed in Sarcystle than anywhere else, but they, clerics, paladins, and druids are not offered a seat at Zenobia's Table. This is because their magic is granted to them - they did not earn it (like wizards), nor does it come from within (like sorcerers). Bards technically would be granted a seat should they ever wish to take it, but they are uncommon in Sarcystle and the last bardic "soma" (seat-holder) was over five hundred years ago.  

Zenobia's Table

It is a mage's council sitting nine of the greatest arcane users in Sarcystle and is widely considered the greatest honor a wizard can receive. They rule the different schools of magic as well as the different areas of Sarcystle and, generally, have agreed upon rules of conduct. This has put them in conflict with certain churches as the seat of necromancy is a contentious one and many gods forbid the use of necromancy - yet it is a school of magic and must have a say in the actions that take place within Sarcystle's borders.   The mages who hold seats are known as "somas" and are addressed as such. Jillian Morpheus would be known as "Soma Morpheus."  

Pros and Cons of Neutrality

The people who are not generally accepted in the other nations, such as tieflings, can find a home in Sarcystle. It is also a place where all religions can worship without fear (though some, such as Shalimyr's church, refuse to settle into the country in disgust at their gluttonous, heretical ways), and this has caused problems. Cults that are quickly stamped out in other parts of the world find a foothold in Sarcystle as the somas are insisting on remaining neutral. Besides, if they started to ban one religious practice, then the neutral stance they have taken on the use of necromancy would also be in question.   Of course, there are also the whispers that cultists have made it to the table and have kept their fellow members' interests close to their hearts.

Demography and Population

Racial Breakdown

Sarcystle is:
  • 36% Elf
  • 24% Genasi (primarily water)
  • 22% Tiefling
  • 17% Aasimar
  • 1% Aarokocra

Religious Breakdown

The most common deities of worship in Sarcystle are:
Type
Geopolitical, Magocracy
Capital
Government System
Magocracy
Controlled Territories
Notable Members
Related Myths
The most common skills for Cystilians are:
  • athletics
  • arcana
  • survival
  • sleight of hand
  • intimidation
The most common backgrounds for Cystilians are:
  • acolyte
  • cloistered scholar
  • inheritor
  • noble
  • sage
  • urban bounty hunter
The most common classes for Cystilians are:
  • wizard
  • sorcerer
  • barbarian
  • warlock
  • cleric
  • ranger
The traits most valued by Cystilians are:
  • Intelligence
  • Constitution
The traits least valued by Cystilians are:
  • Dexterity
  • Wisdom

Friendly

Vespmar and Sarcystle share their views on the treatment of the forsaken races, and treat them far more fairly than a few of the other countries would like. But Vespmar is wary of Sarcystle's hasty judgements when it comes to arcane experimentation and their willingness to let evil lie as they would a dog on the hearth.

Peace

Northland and Sarcystle share a love for creation and invention - however, like most other nations, Northland is sometimes wary of how far Cystilian experimentation will go. Gears and wires are a lot safer to tinker with than life itself.

Trade Pact

Sarcystle enjoys the trade routes provided to it by Mercercle. Mercercle enjoys the luxuries of magic that are exported from Sarcystle. They, as the neutral-aligned countries, stay out of each other's internal politics and get along better consequentially.

Peace

Sarcystle
-15
Adura
-45
Adura thinks that Sarcystle is dangerously passive when it comes to the number of potentially evil acts taking place right within its borders. Sarcystle doesn't particularly like Adura butting in where it doesn't belong.


Cover image: Frozen castle by silentfield