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Barban

Barban - Magedom of Magic

Structure

  Barban, unlike many kingdoms or Magocracies, is governed by its Archmage, who is an absolute ruler with the power to shape the kingdom's governance. Each new Archmage often redefines the governmental structure. The most recent Archmage, preferring not to be involved in governance, established the current guild-based system. The Archmage selected "Head Guilds" to distribute the kingdom's management. Currently, these guilds include The Eldest Arcane, Song of Time, and Those Who Watch. Bards, integral for operating the Song Gates, and The ATF, with their prowess against necromancers and charm wizards, remain influential regardless of the ruling Archmage's changes.  

Culture

  The culture of Barban extols the virtue of mages, particularly Wizards, Bards, Sorcerers, and some Occultists, for their inherent magical abilities. In contrast, clerics, druids, and warlocks are seen as second-class citizens. Those with minor magical talents, common in Barban, are ranked higher than non-magical individuals, who are viewed with contempt.   Guild affiliation and ranking are paramount in Barban society. Non-guild members are seen as barbarians and face higher taxation. A high rank in a respected guild is akin to nobility, especially if combined with magical aptitude.   Necromancy and parts of the Enchantment school of magic are taboo in Barban, shaping a societal aversion to these practices. Barban fashion, especially among the elite, is a reflection of this cultural milieu. Commoners typically wear light, loose robes, often cotton, with color and pattern variations signifying individual expression. The elite don more diverse and decorated garments. In the magical community, robe colors denote specialization:  
  • Abjuration: Blue
  • Conjuration: Yellow
  • Divination: Gray
  • Transmutation: Orange
  • Necromancy: Light Green (rarely worn)
  • Illusion: Purple
  • Evocation: Red
  • Enchantment: Pink (less common)
  • Public Agenda

     
  • Maintain Barban's strength through magic
  • Banish ignorance
  • Prevent the rise of undead
  • Education

      The city populace generally receives education in basic mathematics and literacy. Advanced education is primarily accessible to those from high-ranking guilds or with a notable magical talent.

    The Cure for Idiocy

    Founding Date
    126
    Type
    Geopolitical, Country
    Capital
    Alternative Names
    The Magelands
    Demonym
    Barbian
    Leader Title
    Head of State
    Head of Government
    Government System
    Magocracy
    Power Structure
    Semi-autonomous area
    Economic System
    Mixed economy
    Major Exports
    Consumable Magic Items
    Major Imports
    Books and Scrolls
    Executive Body
    Formerly: "The Order of the Obsidian Flame" Currently: "Softpaw Guild"
    Deities
    Location
    Official Languages
    Controlled Territories
    Neighboring Nations
    Related Species
    Related Ethnicities

    Allied Nations

    Barban
    60
    Lu
    40

    Tentative Peace

    Barban
    -20
    Scourre
    -20

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