The Regulation of Magic among Humans
Magic is strong and controllable, but it can unfortunately be like fire and emotions, uncontrolled and stronger than anyone wants it to be.Magic is a powerful energy that is within every living being and entity in some way. Or so is taught by The Eight Pantheons' teachings when the Gods created Humans, Demons, Dwarfs and many other creatures that populate Nimenra. For Humans, magic is fantastic and equally mysterious energy yet dangerous to many men and women that use it. It is why regulations and laws have over time been put in place and between the countries in Telamirein, there are large differences in how they view magic. What is agreed upon, however, is that magic is a mystery in itself and a danger in the hands of the wrong being. Also, magic is useful and altogether hinder its use and practise is too much of a risk and loss for any of the countries.— Everam, Teller of Nimenra
The Kingdom of Ravero
The Kingdom of Ravero has several laws that regulate magic within towns and the capital specifically and more general over the country. Magic is controlled on who is allowed to practice and many mages can learn in the Magirum if they can afford it. To practice magic within the settlements there are permits and oversight in place. They also have people who provide paid services where magic is used in healing and aiding sickness. The Capital also houses the Chancellery of Magicure, Ravero's mages collective. Outside these urban areas, however, general law only allows the use of harmful magic when in danger and life is at risk. Even in those situations, there are interpretations of when magic is to be used. No province and lord have outright outlawed the use of magic, but harsh punishments do exist for those who harm and endanger others with magic. For the local village, there are rules or guidelines. Since it is rare for any stong magic user to be born among humans in Telamirein, most use it for practical reasons from moving water and aiding in the sowing of crops to lifting heavier objects.Overall, Ravero has a variety to it and mostly balanced view on magic. Regulations are enforced to the extent where danger is a factor and threat to stability and order, but if there would be an official seeing his common villager use magic, there would be no repercussions.
The Theocracy of Nilari and Minrans
Nilaminra regulates magical abilities heavily within its borders. The Magic Erluni was organized to handle any occurrence of magic together with the Manaquition, the Office of Magic. The Erlunis are seen by some as hunters of mages, travelling to villages and towns to find children and "aid" their education by bringing them to the capital. Outside the capital of Astria and its area, there is wide suspicion towards mages and magic in general due to this fact and that the Erluni don't take no for an answer. That is also why families with relatives in Ravero, Telaron or the minor, northern countries send their children away hastily after that magical abilities manifest. It is dangerous for a mage to travel without having any authority behind them, for they might be conscripted or turned into the authorities for imprisonment or even death in some provinces. Law also dictates that anyone that does not follow the ruling of magic in Nilaminra is seen as hostile to all humans and results in branding as an enemy.Magic is seen as a great gift by the Nini and her priestesses that rule the country. Several of magic adepts are taken into the priestesshood if female while the male usually becomes mages or schoolers under the state's orders. While the wide suspicion towards magic remains outside higher circles of society and harsh laws are in the place, magic can't be ignored and must be controlled according to Nilaminra's leaders.
The Kingdom of Orfordhwelm
Laws of magic in Orfordhwelm are loose on a general, country-wide consensus. Mostly it is provincial and chief laws that are in charge of regulations on magic. The king of Orfordhwelm have not concerned about magic for several generations and magic is seen more as a cowards way of fighting and the use for other means is frowned upon. Thus on the core territory of Orfordhwelm, there are laws of "witchery" and "hex-crafts" as they call it with the penalty of "proof" and/or death.However, Orfordhwelm is a culturally different country that has taken vast lands over the many years of its height and prowess. In the southern parts, many still adhere to a largely relaxed law similar to Nilaminra's or Ravero's laws. In the former territory of Kyrkas that is not part of the now core territory of Orfordhwelm, there are welcome suspicion towards magic and laws carry a penalty to misguided use.
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