The principalities
Algica
Western Logesia,
Eastern Logesia
Timpira
Decria.

Government
Armed Forces

 

The Magocratic Confederation

"Taking in consideration all relevant information, there can be little or no doubt that the Confederacy holds the future of mankind. We weave the thread of sorcery in all things, letting them aspire to new excellence. What other land has fields with such bounty? What other land could halt the march of the plague? Where else can items of such devious craft as ours be found?

Having abolished virtually all power of the hereditary nobility, we let each magician prove for himself what virtue is his. Our leaders are not ordinary men, they are almost like demigods in power and wisdom. There is no quarrelsome dynasty of succession, our founding fathers are still with us, aiding and guiding us.

Other nations may scoff at our ways, but they purchase our goods and services with eagerness as great as their professed hatred agains us. The Thaumatological Age is dawning, and, in time, all shall glory in its radiant beauty.

Admittedly, the Age of the Magelords had some regrettable episodes, and the more recent Civil War was a grisly affair, but we have learned of our mistakes. The post-war Convocation put severe limits (perhaps too severe) on what sorcery may be cast, and I can assure you that the armies of walking dead and demons are a thing of the past, as are the massive magicks tearing at the very fabric of reality. Stipulating, of course, that the Clemencians do not force our hand. One can take only so much of their insolent aggression."

 

The magocrats of the Confederation may speak as warmly as they like of the great possibilities of sorcery, of the countless spires and wonders of their cities, but most people remain unconvinced. Even those who consent openly to the utility of sorcery, are deeply sceptical of the single-minded worship given to the aether and its masters in the Magocratic Confederation. While the lands around the Mare Interior buy many goods from the land, few traders desire to stay on a lengthy basis in the land, where both nature and society is warped out of shape.

The Land

The Confederacy of Sorcerers streches from the Mare Interior in the west to the White Mountains, a tall granite range topped with glaciers and eternal snow, in east, to the north it borders on the Elven Hills, and to the south on the Warden Mountains, a basalt range with several active volcanoes. To the northwest the land shares borders with Pacar and Syoshamral, to the north lies the land of the dwarves, whom are very hostile to the Confederacy, and to the east the land faces Bôth and the Cargan empire. To the southeast lies only arid wilderness, and to the southwest the Ruz river demarks the border between the Confederacy and its greatest enemy, the Grand Kingdom of Clemencia.

The Confederacy of sorcerers is composed of four principalities: Algica, Western Logesia, Eastern Logesia and Decria.

 

Its Diverse Inhabitants

The realms of the Confederacy are inhabited by a racial confusion which tends to frighten and disturb any visitior to the realm. In addition to the Frankish majority, there are sizable minorities of Bôths, Cargans, Fraegings and even Atrahasites and Ifrikians. Furthermore, there are more gnomes found here than in any other land, and even the elusive elves come here seeking what they cannot get elsewhere, walking among men like they do in no other land. Even more strange are the centaurs, goblins and ogres which may be found in these realms. While Frankish remains the common tongue of the Confederacy, the polyglotous babble of a dozen other tongues may be heard in any major city there. Adding to the confusion is the fact that mooncalves, beings ruined in the womb by magic contamination are ten times as common in the Confederacy as in any other land, meaning that even the "human" residents may have forms that would frighten a goblin. The only race which cannot be found in the Confederacy is the dwarves, who where banned from the land more than a century ago.

 

The Confederate Mindset

In the words of Primarch Hadrian IV; "The confederates are somewhat arrogant for people living in a great canker."

The Confederates believe in Progress and Enterprise.

 

Danger
Visitors to the Confederacy are adviced to tread carefully, for this vast and confusing realm is extremely dangerous to the unwary. First off, any non-mage is a secondary citizen, only mages may hold executive power in the Confederacy. Mages are favoured in the laws, and a foreigner had better be polite to them, lest he be struck by a fell spell.

Even worse is the threat of magic gone chaotic. With tens of thousands of sorcerers working their craft every day, there are not a few spells that go awry, sometimes with spectacular results (the disapperance of the town of Buern is not to be discussed, mind you). Contaminated magic has accumulated over one and a half century, and it is not without reason that mooncalves and chimeras are distressingly common in the Confederacy.

The numerous orders of sorcerers are continually maneuvering for power, and being caught in their machinations could easily spell death for a rash foreigner.

The many inhuman races are not known for their peacable conduct either, and would in all likelihood be banished were they not favoured as guards by haughtly magelords.