Immorin

Immorin culture had long ago been a magical meritocracy with strong ties to the honored dead and ancestors. However when the Lich-Queen Katell Yezekael seized power several centuries ago, it fully embraced necromancy as a means of power and control.   In Immorin, those with the magical strength to wrest power for themselves live an idyllic life. They live free from toil as undead drones tend to all day-to-day tasks and manual labor. If they prove themselves in life, they will likely be given the great honor of being risen as intelligent undead to continue their service.   Those without such power however, find themselves without a place in society. If they are lucky they find shelter pledging service to a mage of some renown. If they are not they will find themselves shirked by society, falling into crime or destitution. Either way they are sure to join the nation's force of mindless undead, sooner or later.   Nearly every settlement in Immorin is controlled by a cleric or wizard capable of raising undead. This spellcaster raises most, if not all, of the dead in the settlement and uses them as a tireless militia and workforce, and releases those in excess of its limits into the control of a regional bone knight for use in the nation's defense.   The ruling elite of Immorin are mages without equal, constantly striving to surpass each other to gain higher station, or a place in the Lich-Queen's inner circle, and most are pursuing some method of immortality through undeath. However Katell is ever on the look out to ensure none gain enough power to overthrow her.

Demography and Population


Mithlonde Continent

Immortality, Power, Necromancy

Type
Geopolitical, Magocracy
Capital
Demonym
Immorin
Government System
Magocracy
Power Structure
Unitary state
Economic System
Mixed economy
Subsidiary Organizations
Official Languages