Iskari Sorcere Organization in Thuryn | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Iskari Sorcere (Is-car-ee Sor-sare)

After the Sundering, magic went dormant for many years. When it returned, it first manifested as markings upon the skin. Some were born with them, others appeared later in life, some were actually stolen and grafted onto the thief. From these markings, called Dragonmarks, came the first elements of magic in centuries. These men and women banded together and under the leadership of an extraordinary woman named Symbil, they learned to master their powers and themselves.   They became the Sorcerers.

Structure

The Sorcere is ruled by the 5 most powerful wielders of magic in the world. The first 4 are called either Archedon (male) or Achedama (female). They take the titles Patience, Providence, Foresight and Temperance. These sorcerers strive to embody these qualities, so much so it seemingly changes them until they are practically religious zealots for these ideals.   Above these Archmagi is the Symbil. This leader is the most powerful of the Archmagi and is traditionally a woman, though thats not a requirement, it is simply the most powerful arcanist. The Symbil is the final word in all decisions and the public voice for their brother and sister Sorcerers.   Beneath the Archmagi are the Speakers. These are popular Sorcerers who have the support of many of their brethren and are permitted to speak at gatherings. They speak for others and can debate on their behalf.

Culture

The culture of Sorcere is a tricky business. They have strict rules for their guild and how they treat each other. Any found guilty of willingly breaking these rules is considered a threat to the whole and is killed. So, it is easy to see how these wielders of power are very careful around one another, never showing weakness or loss of control. Within their factions, they are more relaxed, but their is a certain workplace politicking that is always taking place.

Public Agenda

To further the Art of magic and make themselves useful to the world.

Assets

The Sorcere conquered Iskar many years ago as their home base. While they don't directly rule, it is fully their city and everything within. In exchange, the people get an orderly, safe and secure city to live out their lives.

History

After the Sundering, magic did not leave the world, but people's understanding on how it worked did. For centuries people had to do without the knowledge of magic or how to access it.   Magic's return began as marking upon the skin, later called Dragonmarks. These gave their users some ability with magic, though limited to the type of markings they had. As they grew in power, so did their marks.   After an age of life without magic, people were frightened by this new wave of magic users. So much so that common people lashed out at them. Many were driven from their homes, beaten, even burned at the stake. This drove many to hide their gifts and live in isolation.   One extraordinary woman, named Symbil, changed all that. Symbil, bearing a Dragonmark herself, marched across Highrock and Aelyr, gathering all marked to her side. It took her more than a decade, but Symbil gathered more than 400 followers. All the while they trained each other and learned to use their marks, focusing on them to access the innate magic within.   After gathering her acolytes, Symbil and her followers went to the eastern coast of Highrock, to a small town called Iskar. It was little more than an ancient keep surrounded by a farming community at the time. Outnumbering the citizens 2 to 1 even without magic, they easily settled into the town and the former lord of the keep found pressing business elsewhere.   From their new home, Symbil founded the Order of Sorcere, the old tongue word for "one who wields the Art". Over the years, the name for the wielders of this art came to be known as Sorcerers.   Many who possess Dragonmarks now take the trip to Iskar, a pilgrimage called the Long Walk. Nations and leaders have passed laws to protect and sometimes even fund these pilgrimages, since Sorcerers of the past have richly rewarded those that aid their acolytes and slaughtered those who would do them harm.   Despite their isolation, Sorcerers do not simply stay in Iskar. Once they have finished their education, many take the Path of Exodus. In this, they wander the world and do as they will, though have several responsibilities along the way.

Military

Given their numbers, the Iskari have little need for an army since they can incinerate armies almost single-handedly. They do have a city watch and an elite group of Eldritch Knights called The Keepers.

Religion

Iskari are generally reverent to the Light, believing it is the source of all magic.

Foreign Relations

Iskari Sorcerers are largely welcome around the world, though they are often watched by leaders to make sure they aren't interfering.

Cosmological Views

The Iskari are aware of the Worlds beyond the World (their term for the Planes of existence). They have traffic with Fae, some with demons and celestials, although far less often as the upper and lower planes are difficult to reach.

Sects

The Iskari are divided into 3 sects, and each sect has its own oaths they require. A Sorcerer is bound to these oaths, tying their power to them in such a way that if they break their oath, they risk losing their power forever. These are the Oath of Service, the Oath of Wrath and the Oath of Vigilance.   The Oath of Service Sorcerers devote themselves to helping others. Their oaths are: Honesty. Don’t lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.   The Oath of Wrath Sorcerers swear a solemn commitment to punish those who have committed a grievous sin. Fight the Greater Evil. Faced with a choice of fighting your sworn foes or combating a lesser evil, you choose the greater evil. No Mercy for the Wicked. Ordinary foes might win your mercy, but your sworn enemies do not. By Any Means Necessary. Your qualms can’t get in the way of exterminating your foes. Restitution. If your foes wreak ruin on the world, it is because you failed to stop them. You must help those harmed by their misdeeds.   The Oath of Vigilance binds sorcerers to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortals. Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption. Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty. Discipline. You are the shield against the endless terrors that lie beyond the stars. Your eye must be forever sharp and your mind keen to survive what lies beyond.

Der souvraya, Der Baid (Mastery of Mind, Mastery of Self)

Founding Date
321
Type
Geopolitical, Magocracy
Alternative Names
Magescarred, Branded, Markcursed
Demonym
Sorcerers
Currency
Iskar uses the same currency as Highrock.
Legislative Body
The Archmagi (the four and the Symbil) make laws for the Order.
Judicial Body
Sorcerers decide how they take the rulings and laws of the Archmagi as they will. Those who stay in Iskar are more closely watched to see if they are following the laws, but those on Exodus are far more free to follow their will.
Executive Body
Though Iskar doesn't watch their Sorcerers on a regular basis, they do have a response when their Exodus Sorcerers break their oaths, and thats the Magehounds. These are inquisitors that are specialized hunters of rogue Sorcerers, both Iskari and home trained. Magehounds are feared because when one is on your trail, they aren't following you to have a conversation, they're following you to kill you.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!