Primer
Thenia is a country located on a world similar in many ways to our own. Magic exists, although only a lucky few (magicians and witches) possess it. This world focuses on the Solomonari, a group of ten magicians who attend the prestigious Scholomance, a magic school located in the state of Ieglia.
There are nine completely independent states in Thenia. Although other continents and countries exist in this world, Thenia is the main focus. Thenia is loosely united through the Thenian Society and their centralized military, but the state far supersedes the country.
Braeque, located on the eastern coast of Thenia, is a volcanically active, rocky state. Famous for being a matrilineal society, the Braeque people are led by a Council of Elders (all women over the age of 60) and a Ministry of Elders (a mix of genders, but also of a more advanced age). Braeque's official state religion is Voetian, although there is no punishment for not being an active member.
Ghazeen, the southernmost state of Thenia, is mostly cold desert, with hot days and cold nights. Known for its electic mix of people (Ghazeen is the most populous state, and it welcomes outsiders with open arms), Ghazeen has the most varied culture. Although Ghazeen is led by the Reza Court, the Great Ghazeen Chamber makes all decisions in conjunction with the royal family.
Ieglia, the only landlocked state, is located directly in the middle of Thenia. Ieglia's state religion, Magusianism, is completely unique to the state and dictates their government, the Conclave of Magicians. The Scholomance, perhaps the most prestigious magic school in Thenia, is located here, and Ieglians take great pride in that.
Keshea is a fertile, hilly state of forests, meadows, and cliffs. Because of its agreeable weather and beautiful scenery, Keshea has the most tourism in Thenia, and tourism is a large part of their economy. Keshea is led by the Kesheane, a type of parliament, which is in turn led by the Kesh. Overall, Keshea enjoys the most positive state reputation in Thenia.
Located on the western coast of Thenia, Kezig has a dubious reputation (at best) amongst the rest of Thenia. Because of its stong connection to Ravka (its state religion), and its overall embrace of witches, Kezens are viewed with distrust by fellow Thenians. Kezig is famous for its architectural wonders, including the Bridges of the Defiled and the Kezen Canals.
The northernmost state of Thenia, Oscein's location dictates a lot about it: it's brutally cold and snowy for most of the year, but Osceinians have eked out a prosperous existence, and their quality of life is very high. Oscein is ceremonially ruled by the Petrovna Family but is led in every other way by their parliament, the Osceana. Famous for its weather and extreme geography, Osceinians tend to be an isolated people due to their location.
Skanzia straddles both the eastern and western border of Thenia; the northernmost part of the state is snowy and very cold, while the southern part has less snow and more forests. Skanzia is led by the Assembly, a type of parliament, and the Premier. Skanzia is known for its extremely liberal social attitudes and being the home of the Pure and Unsullied.
An archipelago of eight islands, most of Trece Isla is desert, except the main island, which is dense rainforest. Trece Isla is led by the united Islan Court, which is made up of one elected monarch per island (one island is left out because it's uninhabited). Famous for their maritime activities (like exploration and trade), Islans are viewed warily because of their association with the Cult of the Sacrificed.
Located on the western coast of Thenia, Votha's entire eastern border is the Darkfalls, a long range of mountains; the rest of the state is mostly rocky and infertile. Votha is led by the Vothic Court, which is made up of ten judges elected in a myriad of ways. Votha (like Kezig) suffers from a poor reputation due to its connection to Ravka, but its mountainous oases and myriad of outdoor recreational activities mean that Votha is still a large tourist draw.
For many Thenians, magicians have what they consider "pure magic;" that is, they believe that the magic was divinely given (even if they don't always agree with who receives this magic and who doesn't). Moreover, magicians are those that do not have any other magicians in the previous three generations of their families (this is in accordance with the magic being divinely given). Although the attitude towards magicians and magic varies over Thenia (from absolute worship to outright hostility), the prevailing belief is that magicians have the "right" kind of magic.
Witches, on the other hand, are those that are born with magic that is clearly genetically inherited (i.e., a person with magical family members in the last three generations). The magic witches practice is "dirty magic;" that is, their magic was not divinely given, and thus, not pure. The only religions in Thenia that welcome witches are Ravka and the Cult of the Sacrificed.
Magic is the power that both magicians and witches can create. Although both groups have a seemingly endless amount of magic, physical health, mental health, and other factors can very much damage their magic, and in some cases, making it unusable. In addition, magicians and witches can also develop Corruption, which may also temporarily or permanently alter a person's magic. There are several types of magic, which are listed in the table below. The Scholomance lists some types as universal (all magicians should possess these types), and the others as specialized (needs specialized training and only some magicians possess it).
The Scholomance is a school for magicians located a few miles outside of Cruxholm, Ieglia. It is one of many schools in the world that teaches magic, but because of its small size, prominent alumni, and first-rate faculty, it is considered one of the most prestigious magic schools in the world. It also serves as a homebase for Solomonari that have graduated, if they are not on assignment.
For the most part, the Solomonari is the term used to describe the current group of ten magicians who are studying and residing at the Scholomance. However (and perhaps confusingly), all those that matriculate at the Scholomance are considered Solomonari. To differentiate, a person may say that someone is "current" Solomonari or "past" Solomonari. A member of the Solomonari is called a Solomonar. One Solomonar is chosen from each Thenian state after a battery of examinations; one from any country is also allowed to attend the Scholomance (called the Dracul's Distinction). Only magicians are examined; witches are not considered for admission into the Scholomance. Although a magician could theoretically say no to the Scholomance's invitation of admission, it would be virtually unheard of to do so. As part of the agreement of their study, one Solomonar per cohort is bound to stay at the Scholomance for eternity (or near to it...) to serve any way the Dracul sees fit. The other nine Solomonari will be on assignments on behalf of the Dracul for part of the time, but other times may live somewhat normal lives (although some simply just choose to stay at the Scholomance full-time).
There are six main religions in Thenia.
The biggest religion in Thenia with followers in every state except Ieglia, Braeque, and Kezig, followers of this religion believe in the Seven Divine, a pantheon of seven gods and goddesses that represent seven desired archetypes. Their attitude towards magic is that its divinely given, but also that magicians should be kept in check by the upper echelons of the religion.
Official religion of Braeque (although there are a number of followers in Ghazeen, Oscein, Skanzia, and Votha), Voetians worship the Votha, a multi-faceted warrior goddess. Voetian attitude towards magic varies, largely dependent on the location of the worshipper. Offical Voetian theology dictates that magic is perhaps too powerful for individuals to wield, but if it does exist, it should be controlled greatly.
State religion of Kezig with some followers on Trece Isla and Ghazeen as well. Ravka is a dark, nature-based religion that is viewed negatively by those outside the religion. Ravka is extremely welcoming of both magicians and witches.
State religion of Ieglia that believes magicians (and magic) are divine. In this way, Ieglia is both a magocracy and theocracy, as only magicians of their religion are allowed to rule. It is the religion with the most positive overall view of magic, although consider witches to be an aberration.
An old religion that far predates Thenia. Although human sacrifices no longer occur (probably), past followers of this cult did participate in human sacrifice to appease their gods. The Cult of the Sacrificed embraces witches but is more wary of magicians; however, magicians are not typically ostracized.
A small sect of the Followers of the Seven Divine, the Pure and Unsullied believe in strict and often brutal rituals to become pure so they may enter the afterlife. They are located only in Skanzia. The Pure and Unsullied view magic as unnatural, and only allow Abjuration Magic (and specifially, Purification Magic) to be used amongst themselves.
States of Thenia
Main article: GeographyThere are nine completely independent states in Thenia. Although other continents and countries exist in this world, Thenia is the main focus. Thenia is loosely united through the Thenian Society and their centralized military, but the state far supersedes the country.
Braeque
Main article: BraequeBraeque, located on the eastern coast of Thenia, is a volcanically active, rocky state. Famous for being a matrilineal society, the Braeque people are led by a Council of Elders (all women over the age of 60) and a Ministry of Elders (a mix of genders, but also of a more advanced age). Braeque's official state religion is Voetian, although there is no punishment for not being an active member.
Ghazeen
Main article: GhazeenGhazeen, the southernmost state of Thenia, is mostly cold desert, with hot days and cold nights. Known for its electic mix of people (Ghazeen is the most populous state, and it welcomes outsiders with open arms), Ghazeen has the most varied culture. Although Ghazeen is led by the Reza Court, the Great Ghazeen Chamber makes all decisions in conjunction with the royal family.
Ieglia
Main article: IegliaIeglia, the only landlocked state, is located directly in the middle of Thenia. Ieglia's state religion, Magusianism, is completely unique to the state and dictates their government, the Conclave of Magicians. The Scholomance, perhaps the most prestigious magic school in Thenia, is located here, and Ieglians take great pride in that.
Keshea
Main article: KesheaKeshea is a fertile, hilly state of forests, meadows, and cliffs. Because of its agreeable weather and beautiful scenery, Keshea has the most tourism in Thenia, and tourism is a large part of their economy. Keshea is led by the Kesheane, a type of parliament, which is in turn led by the Kesh. Overall, Keshea enjoys the most positive state reputation in Thenia.
Kezig
Main article: KezigLocated on the western coast of Thenia, Kezig has a dubious reputation (at best) amongst the rest of Thenia. Because of its stong connection to Ravka (its state religion), and its overall embrace of witches, Kezens are viewed with distrust by fellow Thenians. Kezig is famous for its architectural wonders, including the Bridges of the Defiled and the Kezen Canals.
Oscein
Main article: OsceinThe northernmost state of Thenia, Oscein's location dictates a lot about it: it's brutally cold and snowy for most of the year, but Osceinians have eked out a prosperous existence, and their quality of life is very high. Oscein is ceremonially ruled by the Petrovna Family but is led in every other way by their parliament, the Osceana. Famous for its weather and extreme geography, Osceinians tend to be an isolated people due to their location.
Skanzia
Main article: SkanziaSkanzia straddles both the eastern and western border of Thenia; the northernmost part of the state is snowy and very cold, while the southern part has less snow and more forests. Skanzia is led by the Assembly, a type of parliament, and the Premier. Skanzia is known for its extremely liberal social attitudes and being the home of the Pure and Unsullied.
Trece Isla
Main article: Trece IslaAn archipelago of eight islands, most of Trece Isla is desert, except the main island, which is dense rainforest. Trece Isla is led by the united Islan Court, which is made up of one elected monarch per island (one island is left out because it's uninhabited). Famous for their maritime activities (like exploration and trade), Islans are viewed warily because of their association with the Cult of the Sacrificed.
Votha
Main article: VothaLocated on the western coast of Thenia, Votha's entire eastern border is the Darkfalls, a long range of mountains; the rest of the state is mostly rocky and infertile. Votha is led by the Vothic Court, which is made up of ten judges elected in a myriad of ways. Votha (like Kezig) suffers from a poor reputation due to its connection to Ravka, but its mountainous oases and myriad of outdoor recreational activities mean that Votha is still a large tourist draw.
Beings
There are two types of people who wield magic in Thenia: magicians and witches. They only make up about 7% of the population of Thenia; the rest are humans.Magicians
Main article: MagicianFor many Thenians, magicians have what they consider "pure magic;" that is, they believe that the magic was divinely given (even if they don't always agree with who receives this magic and who doesn't). Moreover, magicians are those that do not have any other magicians in the previous three generations of their families (this is in accordance with the magic being divinely given). Although the attitude towards magicians and magic varies over Thenia (from absolute worship to outright hostility), the prevailing belief is that magicians have the "right" kind of magic.
Witches
Main article: WitchWitches, on the other hand, are those that are born with magic that is clearly genetically inherited (i.e., a person with magical family members in the last three generations). The magic witches practice is "dirty magic;" that is, their magic was not divinely given, and thus, not pure. The only religions in Thenia that welcome witches are Ravka and the Cult of the Sacrificed.
Show spoilerThere is not a single difference between witches and magicians; it's all about how their power is viewed by others. Sometimes, magic happens in families. Sometimes, it doesn't. That's it.
Magic
Main article: MagicMagic is the power that both magicians and witches can create. Although both groups have a seemingly endless amount of magic, physical health, mental health, and other factors can very much damage their magic, and in some cases, making it unusable. In addition, magicians and witches can also develop Corruption, which may also temporarily or permanently alter a person's magic. There are several types of magic, which are listed in the table below. The Scholomance lists some types as universal (all magicians should possess these types), and the others as specialized (needs specialized training and only some magicians possess it).
Scholomance
Main article: ScholomanceThe Scholomance is a school for magicians located a few miles outside of Cruxholm, Ieglia. It is one of many schools in the world that teaches magic, but because of its small size, prominent alumni, and first-rate faculty, it is considered one of the most prestigious magic schools in the world. It also serves as a homebase for Solomonari that have graduated, if they are not on assignment.
Solomonari
Main article: SolomonariFor the most part, the Solomonari is the term used to describe the current group of ten magicians who are studying and residing at the Scholomance. However (and perhaps confusingly), all those that matriculate at the Scholomance are considered Solomonari. To differentiate, a person may say that someone is "current" Solomonari or "past" Solomonari. A member of the Solomonari is called a Solomonar. One Solomonar is chosen from each Thenian state after a battery of examinations; one from any country is also allowed to attend the Scholomance (called the Dracul's Distinction). Only magicians are examined; witches are not considered for admission into the Scholomance. Although a magician could theoretically say no to the Scholomance's invitation of admission, it would be virtually unheard of to do so. As part of the agreement of their study, one Solomonar per cohort is bound to stay at the Scholomance for eternity (or near to it...) to serve any way the Dracul sees fit. The other nine Solomonari will be on assignments on behalf of the Dracul for part of the time, but other times may live somewhat normal lives (although some simply just choose to stay at the Scholomance full-time).
Main players
There are ten Solomonars currently at the Scholomance. The table below gives a short introduction to each character.Religion
Main article: ReligionThere are six main religions in Thenia.
Followers of the Seven Divine
Main article: Followers of the Seven DivineThe biggest religion in Thenia with followers in every state except Ieglia, Braeque, and Kezig, followers of this religion believe in the Seven Divine, a pantheon of seven gods and goddesses that represent seven desired archetypes. Their attitude towards magic is that its divinely given, but also that magicians should be kept in check by the upper echelons of the religion.
Voetian
Main article: VoetianOfficial religion of Braeque (although there are a number of followers in Ghazeen, Oscein, Skanzia, and Votha), Voetians worship the Votha, a multi-faceted warrior goddess. Voetian attitude towards magic varies, largely dependent on the location of the worshipper. Offical Voetian theology dictates that magic is perhaps too powerful for individuals to wield, but if it does exist, it should be controlled greatly.
Ravka
Main article: RavkaState religion of Kezig with some followers on Trece Isla and Ghazeen as well. Ravka is a dark, nature-based religion that is viewed negatively by those outside the religion. Ravka is extremely welcoming of both magicians and witches.
Magusianism
Main article: MagusianismState religion of Ieglia that believes magicians (and magic) are divine. In this way, Ieglia is both a magocracy and theocracy, as only magicians of their religion are allowed to rule. It is the religion with the most positive overall view of magic, although consider witches to be an aberration.
Cult of the Sacrificed
Main article: Cult of the SacrificedAn old religion that far predates Thenia. Although human sacrifices no longer occur (probably), past followers of this cult did participate in human sacrifice to appease their gods. The Cult of the Sacrificed embraces witches but is more wary of magicians; however, magicians are not typically ostracized.
Pure and Unsullied
Main article: Pure and UnsulliedA small sect of the Followers of the Seven Divine, the Pure and Unsullied believe in strict and often brutal rituals to become pure so they may enter the afterlife. They are located only in Skanzia. The Pure and Unsullied view magic as unnatural, and only allow Abjuration Magic (and specifially, Purification Magic) to be used amongst themselves.
Themes
Magic vs. Society
Some of the religions and governments of Thenia are growing resentful (or even hostile) towards magic and magicians. Where's magic's place in Thenia? As the center of it, or perhaps not at all?Identity
Each of Thenia's nine states has distinct identities, with distinct peoples. Each also has their own ideas of how their own (and others) should live, and these ideas are clashing more frequently. Additionally, each Solomonar has multiple identities to juggle: perhaps foremost as both Solomonars and as members of their own home communities...and sometimes, those identities collide in uncomfortable ways.Power distribution
Many are beginning to question why they should allow those with the power (i.e., magic) to control everything, especially when so few have it. Even without magic (in most cases), some states' religions and governments exert a terrifying amount of power that threatens all Thenians.Remove these ads. Join the Worldbuilders Guild
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