Overview
The Mighty Empire of the Tris is at the height of its power. Ruled by the magnificent Archmage known as the Prime, supported with his council of Archmagi, and protected by legions of mythical beasts and manufactured automatons, no nation in the sphere may trade without the permission of this mighty Empire. Magic as common as butter knives, but until you can cast level 3 spells, you’re not considered a wizard at all. However, power is leading to arrogance, corruption and decadence - the Tris claimed to have slain or driven off all their gods, and blood sports are common among them. Wizards are treated in great honour, but few deserve it, and the rest of the citizens are not much better than serfs. Charisma based casters are hunted to death, wisdom based casters are tolerated but receive little public support.
Government
Prime is a level 30 archmage, and has held the position for a record almost 20 years.
The Emperor is always the most powerful mage aspiring to that position. Conflicts can simmer in their midst for years, until a new mage feels ready to make the challenge (about every 5 to seven years). This is settled by magical combat between the two alone, and is usually fatal. It can, however, be ended by the unconditional surrender of one of the mages (who stands to loose everything they own but life itself). It is rare, but not impossible, that a particularly powerful and charismatic mage can continue as Emperor till their deaths by natural causes. The Emperors power over his people is absolute. Theoretically, the emperor could order every citizen to burn their house to the ground and relocate to the elemental plane of fire. In practice this would probably involve a massive revolution and repeated assassination attempts, as well as numerous challenges to the emperors power – often at inconvenient times.
Actual day to day rulership in the empire is by the senate, which is full of aristocrats with smatterings of wizard levels. This is fortunate, since the archmagi are rarely concerned with the lives of their citizens, and the skill required for managing the vast empire and all its interests, as well as a diverse citizenry, not to mention the capricions of the archmagi, takes formidably skill. The chair of the senate is elected by the senate for 3 year terms. The senate at all times answers to and enacts the will of the Emperor (if they are unfortunate enough to have one who is interested in making edicts that will affect the citizens.) Having the full resources of the most powerful empire in the Sphere is a good way to get things done – such as gathering rare spell components or casting epic level spells. Senate officials are nominated by their lords and lieges – citizens have no voting rights.
Underneath the senate the system is stalwartly feudal. The people are ruled by lesser kings and queens, princes and princesses, or the landed knights, generically referred to as the Lord or Lady, who own and protect a portion of land and all those who live on it. Visitors enter, and receive treatment, at the local Lords whim. However, these local Lords and Ladies answer to successively higher kings and queens until the Emperor himself, who owns all the land, all its people, and theoretically, makes all the rules as well.
The Emperor does not tax the people directly; he taxes the provinces and realms, who tax their kings, who tax their Lords and Ladies, who tax the people. While citizens can own their own property, they cannot own land (only the emperor, technically, can). Citizens can usually buy their freedom from one Lord and purchase a new bond with a different Lord. It’s unfair, but at least they are not quite slaves. Most citizens earn enough to live and to prosper (the senate tries to make sure of that), and pay the around 10% tax the local Liege levies. Each successive level of management levies around 10% on the lords and ladies in their realm. The Emperor’s income is huge.
Sadly, while the empire is at its peek, it has risen so on the backs of exploitation – primarily the Beastmen who they claim to have saved from death many years ago. Beastmen and other servants can be traded like any other property, and children of slaves are treated as property of their masters. On the topic of decadence, the Tris also enjoy blood sports in their areas where people are punished with death, often on frivolous charges, for the entertainment of others. Clerical calls for a higher moral stance go as yet unheeded.
Needless to say, mages hold a special position in this culture as holders of a special and unique power. There are three kinds of mages.
1/ Those caster level 4 or below are granted no special treatment – just about everyone knows at least one prestidigitation or orison (schooling is compulsory till age 10).
2/ Those above level 4 usually serve as landed mages (or ‘house mages’) and answer exclusively to their liege (who is usually also a mage). They are also known as ‘marked mages’ according to the mark of the house they serve. Occasionally power battles for precedence among marked mages occur similar to battles for the empire.
3/ The final kind of mage is the unmarked mage who answers to no-one but the emperor (or a higher mage if he can kick their butt). Most bear their own mark, and are legally allowed to travel where they will (unless a more powerful mage says they cannot) and to gather even legions of followers (till someone strong enough says ‘enough’!). They usually do so until they can establish their own land and kingdom. In rare cases, this is actually a well planned event with a family sponsoring a chosen member as its mage (schooling is expensive) until they can settle a new area. Even the kings are expected to give honour to the unmarked (unless their house mages are more powerful, in which case they can run you off their land.) For example, unmarked magi can usually expect a day or two’s decent accommodation (for themselves, their companions are usually given bare minimum accommodation) from just about any Lord or Lady in the Empire in return for favours if need be.
Adventuring parties are expected to be led by their mage, and the companions are either mercenaries or property.
Geography
Lush, verdant, rolling hills almost everywhere. Magically altered to be so everywhere else.
Military
Mostly slaves – beastmen, automatons, summoned creatures. The living souls of the Tris are the last line of defence, and their wizards expected to flee to seek revenge if a people are bested.
Daily life
There is one law – never meddle in the affairs of wizards. People fear wizards, never look them in the eyes without permission, and are expected to answer any question a wizard puts to them. The only one legally and morally expected to punish a wayward and wanton wizard is another wizard, who may take the other wizards tower and lands for themselves. The citizens expect this, and somewhere in the empire, see it happen every day, roll their eyes, and get back to work knowing there is now a new wizard in charge who, hopefully, will ignore them just as long as they pay their taxes, just like the old wizard.
The serfs work extremely hard, while the nobility have an abundance of time on their hands. Most nobles need to know a little magic, as all their leaders are wizards and an unmarked mage can legally challenge a housed mage for his property and kingdom.
Religion
Long ago, the Tris claim to have slain, driven off or simply bored their gods from existence (depending on who you ask). While there are a scattering of the more traditional faiths, no one religion is a particularly influential driving force in society. The prevailing consensus among the masses is that divine and arcane magic are both, well, magic – and magic is something the mages (that run the place) can manage well enough. Gods are just powerful individuals much like mortals or stories to frighten children. Publicly, the Mighty Empire of the Tris is a very secular society, and the vast majority of those that are devoutly religious are rarely terribly public about it. The few that are are usually ignored, sometimes branded insane and occasionally even persecuted to death. The basic feeling of the Tris is that they know enough about magic and the Universe not to really need the Gods. They are more of an interest than passion, but this does not go for everyone.
Crime and punishment
For the Tris, might makes right. If you are upset with someone, they are in the wrong. You go to battle, and the winner is right. There is a law, buried deep down there somewhere, but it is generally felt that it can be twisted to mean anything so only the strong eventually survive. Upsetting the wrong person usually means getting thrown into the gladiatorial pits. For all their arcane powers, the Tris lack creativity when it comes to solving problems.
For lesser crimes, pain is the price. Particularly way ward individuals are scarred all over due to their many ‘lessons’. Occasionally property may be seized, or children sold into slavery.
With a Godless culture, Tris actually permit any behaviour as long as it’s ‘not hurting anybody’, including substance abuse, infidelity, and taring down old growth forests for profit.
Cultural oddities
* Schooling is compulsory for all children from 6 till they turn 11. During this time they are expected to learn to read and write, and to learn at least one 0 level spell from the wizard spell list which they can cast once per day. Most individuals pass this schooling. Prestidigitation is the most common choice. Due to this training, it is said a watched pot swiftly boils among the Tris! (Children start a lot of fires at around about this age as well.)
* the Tris hate any other caster that does not use intelligence as their prime attribute, especially sorcerers. They are legally shot on sight. Bards are barely tolerated as long as they stick to pretty lights and healing spells.
Friday, August 27, 2010
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I miss casting arcane spells, but I like being alive even more. I had another one of those near-death flashes. No clear visions this time, just hazy disjointed fragments of images and scenes.
ReplyDeleteWe have befriended influential people here, so I think the rest of our stay will be reasonably comfortable - as long as we don't release too many more dragons. I'm so glad the dragon didn't turn around and eat us. I'm not sure what Ohma and Methos were thinking. Ohma seems to have gone a little crazy, and I think the culture's attitudes to wizards is getting to Methos' head. Plus I'm pretty sure Gerry has got involved in something.
I've found those who worship the Tris gods. Its interesting learning about gods with actual names and personalities. Everything is so abstract back in Laurasia. Which reminds me - I found a reference to the 'City of Light'. I think Laurasia pre-dates the Tris. We will have to go back 10000 years to see what happened to send us into exile. Although I'd much rather find out some other way then being at ground zero.
I think it might be wise for me to carry all those gift stones. I don't want to attract more attention from this time period's owners. I really don't want to be killed again...
~ Diary of Lukat Soranal
Diary of Methos Ignotus
ReplyDeleteI really don't understand my companions. I would have thought that they would be overjoyed at the fact that in this time while traveling with me, they were safe. Well, perhaps it's a little harsh to lump ALL the companions together. The rouge seems happy enough to be viewed as "my mouthpiece", and the Hippie-boy seems to be coming into his own quiet nicely. It's good to see him gaining confidence.... I think it's the few followers that he has gained that has helped him. Gerry.... well, she's just Gerry. I think she's a little annoyed with that sword that never shuts up about "truth, honor, loyalty, justice," et cetera et cetera... or maybe that's just me.
Lukat. Now Lukat is altogether a different story. She seems very against most of the decisions I have made. I think it's just jealousy from having to hide what she really is here. She keeps telling me that I should tone down my actions and involvement, that I'm going to get us caught or killed. I don't see how she's worrying about that. My actions since we've arrived here have done nothing but help us. I have gained us the support of 400. Loyal to me, and because of that, loyal to the entire party. I, with a little help from Omah, was able to free a Green Wyrm. This wyrm is bound by his oath to kill Tsunali, as well as convinced the locals that we are nobody to be trifled with. How could this possibly be a bad thing? Perhaps she isn't thinking straight due to that brush with death she had the other day.... Yes, that must be it. She's not fully healed yet, and is suffering from some sort of delirium.
Given the success that we have had since we have been here, I think the most prudent course of action would be to take a more public and active role in this time. We could use this opportunity to shape the next 1000 years into an advantage for ourselves.... I must make myself more well known than I have already done, gain more power. This is the best way to ensure our survival....