Magocracy of Valanthas

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The Magocracy of Valanthas
Flag of Valanthas Coat of Arms of Valanthas
(Flag) (Coat of Arms)
Motto: None
Anthem: None
Location of Valanthas
Capital Arkeen (since 4A 7)
City of Towers (before 4A3)
Largest city Arkeen
Official languages Common, Arcane
Religion Primes
Government
Council of Valanthas
Speaker
Magocracy

Abelhaved Kalim Na'Zhian
Founded
SA 7218
Population
 • 4A 41 est.
 •Makeup
 
376,000 (9th)
75% Furre
10% Elf
10% Dwarf
5% Other
Currency Guilder (€) (2 SP)


Overview

There is an ancient saying that proclaims that: "Valanthas is a state of mind." There are fewer statements so succinct regarding these lands. Left unincorporated for millennia, the thin strip of land northeast of the Crescent Sea was both the height of magical learning in the Freelands as well as its most mysterious quarter. Since the Liberation War, Valanthas has made great strides toward nationhood, ending nearly an eon of self-imposed anarchy.

Today, the Magocracy stands as a key player in the Freelands because of its influence in the courts and halls of every other major nation. Though its own military is small, the diplomatic and advisory skills of the Mages are unequalled. The Magocracy's influence has been credited with the return of the Kingdom of Ansteorra's sovreignety, as well as the constant harrassment of Kebeyen Republic forces in Austia.

Major Personalities

Lady Grand Archmagess Kitzibeth Ti'Khurdhan-Skyree, High Master Archmage Path'en, Master Archmagus Zhian Na'Graath

Table of contents

History

Main article: History of Valanthas

The land of Valanthas was first settled long before the First Age by nomadic tribes of Furres. Although this swath of land north of the Crescent Sea was part of the ancient nation of Valdor, it did not gain any prominence until the middle of the Second Age, when a group of Aramágî began construction of a small community near the northern shore of the Crescent Sea. That small settlement, known as Valanthia, grew quickly, mages' towers rising like weeds. Within a few centuries, the settlement was a bona-fide city. Valanthia spread out across the low rolling hills and downs of the Freelands, so much so that the city itself was only a built-up area of a larger metropolis that stretched across the northern shore. Colloquially, the old city became known as the City of Towers, and the rest of the land became Valanthas - the plural of Valanthia.

In the last years of the Glorious Empire, Valanthas rivalled Aractha and Unath as a center of magical learning on Calenndor, and was easily one of the greatest concentrations of Aramágî on Feanor. After the fall of Unath, the capital of the Glorious Empire shifted to Aractha, and Valanthas declared itself as a fully independent nation rather than swearing fealty to the new empire. Soon after the Lich King took over Sargothas, most of the Valanthian Aramágî were kidnapped from Valanthas by his minions and forced to construct weapons, which the Lich King used to consolidate his power, overrun the Freelands, and decimate Aractha. The ensuing war destroyed much of Valanthas, but the City of Towers was able to survive the onslaught. The surviving populace spent the greater part of the next few millennia slowly rebuilding.

In the late Third Age the speaker of the Valanthian Council, Thelmin Waterpasser, was seduced by the power of the Heretic Pytch, and sought to re-activate the weapons of the Lich King. Although Thelmin was defeated, the Heretic was able to conquer the City of Towers with his voidkin, taking millennia of magical power for himself. Pytch ruled the City until it was heavily damaged by a magical assault by the remaining mages of Valanthas.

Government and Politics

The government of Valanthas is made up solely of a council consisting of the most powerful mages in the nation. in theory, the council is made up of representatives of each of the major colleges and universities in Valanthas as well as independent mages and representatives of different regions of the nation. In practice, the Council of Valanthas is a large fractious group of intellectuals, researchers and professors who rarely agree on anything, bore each other with long-winded filibusters and threaten to set each other on fire. It is rightly observed by astute political observers that the only reason that Valanthas has survived as a single nation as long as it has is because of a combination of dumb luck and benign neglect.

Laws

Valanthas has few laws, but those laws that it does have are very rigidly enforced. There are two separate legal systems in Valanthas, one for Mages or other magic-users, and one for non-magic folk. They differ in scope but not in severity of penalty. One of the unique holdovers from the ancient days is that Valanthas does not have any sort of Judicial precedent.

Murder, assault and necromancy are frowned upon outside of official mages' duels, but they are not considered as serious an offense as in any other nation. Murder is typically punished by confinement and payment for resurrection of the victim. More serious crimes in Valanthas include: plagiarism, theft and demolition of property.

Law Enforcement

Each major municipality in Valanthas has a small cadre of well-trained battlemages who are specially trained to deal with powerful and likely out of control magics and fantastic beasts.


Geography

Political Geography

Demographics

Valanthas is primarily populated by Furres, many who can trace their heritage back many thousands of years to previous generations of mages of Valanthas. The oldest families are very closely interbred, many family trees have a lot of overlap.

A small population can claim a direct descent from the Aramágî of Valanthas, most of whom were killed by the Lich King. However, the bloodlines are very thin by the modern era through mating outside the pure blood.

Language

The official languages of Valanthas are common as well as the versative tense of Arcane.

Religion

Valanthas has no official state church, though most of the population identifies as Vincan Catholic

Economy

Coinage

The Magocracy mints coins in eight denominations and four metals.

Ryal (1/20 SP
The Ryal is a very small hexagonal copper coin, pressed with an abstract design on both sides.
Ryalin (1/5 SP
An octagonal copper coin, pressed with the image of the sun on the obverse and the crescent moon on the reverse, circumscribing an arcane word.
Ryalia (1/2 SP
A Ryalia is a small octagonal silver coin, pressed with the image of the sun on the obverse and the crescent moon on the reverse, circumscribing an arcane word.
Half Guilder (1 SP
A Half Guilder is a round silver coin about the size of a quarter, pressed with the school mint's seal on the obverse and an arcane inscription on the reverse.
Guilder (2 SP
The Guilder is a small round gold coin, pressed with an intricate geometrical design on the obverse, and an arcane inscription that runs around the inner edge of the coin on the reverse.
Thaler (10 SP
A square gold coin, roughly twice as thick as a Guilder, and pressed with the Seal of Valanthas on the obverse, and an arcane inscription on the reverse.
Magus (50 SP
The Magus is a large round gold coin, stamped with the profiles of the members of the Council of Valanthas on the obverse and the Seal of their Colleges on the reverse.
Mirror (100 SP
The Valanthian Mirror is one of the few platinum coins used on Calenndor. Instead of being stamped with some design, the Mirror is magically polished to a reflective shine. A small cantrip on each coin protects the polish against day to day wear and tear.