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The Thirteen

The Cornerstone of the Witchrealm's governance

"What can I say about the Thirteen, the venerable puppeteers of Morvathian politics? I must admit that while I appreciate the structure they provide, their squabbles and rivalries can be a most tiresome spectacle. Some are blinded by their own sense of importance, utterly oblivious to the grander scheme of power and potential that unfolds around them, making them unable to recognise the undeniably great achievements of an independed, mighty witch (like myself!). However, I'm not one to dismiss a good game of politics. They are, after all, a canvas upon which I can paint my own story."
— From: "A Comprehensive Guide to Morvathia's Mysteries" by Salama the Dragonwitch
 

From Rebellion to Governance

  At the heart of Morvathian political power lies a council known simply as "The Thirteen." This exclusive assembly is composed of venerable witch families, entrusted with the pivotal responsibility of steering Morvathia's destiny throughout the pages of history. Although the Witchrealm is symbolized by the Witchqueen or Witchking, it's the Council of the Thirteen that wields the lion's share of authority.   Within the Thirteen, seven noble houses are recognized as major, each bearing the mantle of governance for one of Morvathia's seven counties. The remaining six, considered minor, possess a more modest influence, yet their votes hold an equal weight in the council's decisions. Biiannually, the heads of these houses gather in the grand chambers of the Realmshall in Guland's Crown. In this historic city, they convene to address pressing concerns and make decisions that reverberate across Morvathia and far beyond.   The roots of the council trace back to the three major witch families that spearheaded the rebellion against the Divine Dominion of Galdorsmynd. Their heroic efforts culminated in Morvathia's liberation, breaking the chains of vassalage to establish an independent nation. Over the span of two centuries, the council has grown as other influential witch lineages earned the distinction of being named a minor or major house, with the most recent addition occurring in 1557 A.S., approximately a century ago.  

The Witchrealm's Inner Circle

  While the Council of the Thirteen officially maintains no hierarchy when it comes to the weight of a vote, it's widely understood that some houses possess significantly more influence than others. Major houses, governing the seven counties, hold the authority to enact laws, raise armies, and levy taxes, while minor houses often wield their sway within specialized fields, granting them substantial economic or social power.  
Major Players
Undoubtedly, the most influential and potent family among the Thirteen is House Valtessa, one of the founding pillars of the council. Out of the ten monarchs that have ruled over Morvathia, six have hailed from House Valtessa, including the current Witchqueen, Faustina Valtessa. The closest contender for their dominant reign is House Argentier, another founding house, but they've struggled to regain the throne ever since they provided the first two monarchs of the Witchrealm. They consistently fall short in their political machinations against the Valtessa, solidifying the latter's unassailable influence.   Major houses in the council also comprise House Carathorn, House Brindlebrook, House Girasola, and House Kelpearl, all of whom joined shortly after its inception and have governed their respective counties ever since. A notable exception to this structure is House Caladrius, ruling Blackfeather Isle. They initially declared independence from the rest of Morvathia and only joined the council more than two decades after its establishment. House Caladrius often perceives themselves as exceptions to the realm's rules and regulations whenever it aligns with their interests.   The sole house to lose its status as a major house is House Thraex, which, despite being a founding member, is considered the least influential. As the witches who bore the brunt of the revolutionary war, most Thraex witches succumbed to bloodrot within decades of the conflict's end. The family dwindled to a size too small to govern the county of Trachholt, which was then merged with Guland under the rule of House Argentier. House Thraex has never fully recovered, and its place in the council is seen more as a historical artifact than a genuine seat of power.  
Minor Players
The remaining ruling houses attained the status of a minor house through their achievements and contributions to the realm, though none have ever ascended to the throne. As founding members of the Morvathian Coven, House Nagastras and Florindales are the oldest minor houses and arguably hold more influence than some of the major houses due to their deep ties to Morvathia's coven system. House Zephyrion secured its status as investigators and spies in the Delacour Affair, making them staunch supporters of House Valtessa, often collaborating with them and voting on the same issues. House Siegmund became a minor house through its substantial contributions to Witchrealm technology and infrastructure, primarily through its company, Golem Craft, which is now known as Golem Tech Ind. The most recent addition to the Thirteen is House Eridani, acknowledged for its significant role in the historically important Euwlingaard Exchange.   Morvathia boasts numerous influential witch families that extend beyond the Thirteen ruling houses. Families like the Dantéil, the Devaraux, the Thalassar, and the Velvatar, to name a few, have strived to secure a place within the council. However, such inclusion is exceedingly rare and has only occurred a handful of times throughout the Witchrealm's history.   Nevertheless, many of these lesser witch families maintain significant influence in particular regions of the realm. This sway often arises from family connections or close alliances with one of the Thirteen major or minor houses. Families demonstrating loyalty to any of these thirteen houses are frequently considered for positions of power, such as grand master or grand mistress of a coven, or the titles of duke or duchess of a city. In some cases, they may be granted specific portions of land, enabling them to become barons or baronesses.  

The Council Behind Closed Doors

  Council meetings of the Thirteen serve as the crucible in which the destiny of Morvathia is forged. These biannual gatherings are typically hosted within the hallowed halls of Guland's Crown, where the representatives of each major and minor house converge to discuss and vote on a myriad of subjects. These meetings are guided by the current ruling monarch, whether a Witchqueen or Witchking. However, there are instances where, due to various reasons, the council convenes in other historically significant locations outside of Guland's Crown, such as the Community Hall of Hallow's Garden or the Castle Auditorium of Hammerwall. In these gatherings, members can be present either in person or through trusted representatives, such as a spouse, a family member, or a trusted advisor, depending on the perceived significance of the discussions.   The discussions held during these meetings are often of paramount importance, covering a wide range of state matters, from domestic policies to foreign relations. In some cases, these meetings can extend for days or even weeks. While a count or countess can enact laws and taxes without council influence, the Witchqueen or Witchking holds veto power as a safeguard, compelling the council to pause and reconsider decisions, including those made by individual counts or countesses within their own counties. The process of reaching a decision or overriding a veto is meticulous and methodical. To be considered valid, a vote must secure a two-thirds majority in favor, ensuring that the outcome reflects the will of the majority.   The council also holds the responsibility of selecting a new Witchqueen or Witchking when the need arises. This process is typically an extended one, during which each house has the opportunity to nominate a candidate for the throne. Each candidate is granted a two-month period to present their case and garner support from council members. In practice, only a few houses usually nominate potential candidates, as minor houses often perceive the possibility of winning a vote as slim. In very rare cases, the council can also be compelled to hold a vote of confidence for a sitting monarch if one of the houses officially questions the ruler's competence. However, throughout Morvathia's history, there has been only one instance where a monarch actually lost a vote of confidence and was subsequently required to abdicate the throne.  
Counterbalance of Power
On occasion, a significant role is played by the High Witch of the Morvathian Coven during a council meeting. While the presence of the High Witch is not mandatory to commence a council gathering, the High Witch holds a unique position, as she can overrule decisions made by the council, a count or countess, or even the reigning monarch. As the High Witch is typically not a member of the Thirteen, she does not possess voting rights but can be summoned to participate in discussions. This is often done with the aim of reconsidering her decisions or seeking a compromise with the council's rule. However, the Thirteen cannot overturn the High Witch's decision through a vote. As a final recourse, the Thirteen can exert pressure on the Witchqueen or Witchking to remove the High Witch from her position and appoint a new one. Nonetheless, in this case, the Witchqueen or Witchking maintains exclusive authority over the position of the High Witch, rendering this role largely independent of the influences of the Thirteen.   The role of the High Witch and the Morvathian Coven is frequently viewed as a counterbalance to the absolute power of the Thirteen, yet very few have attempted to force the council to vote on diminishing the High Witch's authority. This is mainly due to the fact that many council members or respective members of their families simultaneously hold influential positions as grand masters or grand mistresses within the coven. As a result, historical voting patterns have consistently favored maintaining the integrity of the Morvathian Coven. Therefore, the Morvathian Coven serves as a stabilizing influence within the Thirteen, helping to keep the most powerful council members in check while elevating minor players to essential roles within the realm.
Founding Date
1467 A.S.
Type
Geopolitical, Co-rulership

The Thirteen

The thirteen witch families dictate the politics of Morvathia. Those include:  

Major Houses

 
House Argentier
An ancient and wealthy family, House Argentier holds dominion over the banks and trade routes in Guland. They wield an enigmatic power to manipulate minds and are celebrated as illusionists.
  Based in: Guland's Crown
Status: Major house
Expertise: Banking, Illusions, Manipulation
Coat of arms: Jagged gold coin on a shield, surrounded by a two headed eagle
House motto: "Shine like Silver, Rule like Steel"
Current head: Count Aymer Argentier
 
House Brindlebrook
Admired for their rugged appearance and warm demeanor, House Brindlebrook excels in curses and hexes, forsaking the sophistication favored by other noble families.
  Based in: Hammerwall
Status: Major house
Expertise: Curses, Dogbreeding
Coat of arms: Two intertwined Brindle Hounds
House motto: "Defend thy Pack, Honor thy Legacy"
Current head: Count Leopold Brindlebrook
 
House Caladrius
Overseeing Blackfeather Isle, House Caladrius remains loyal to the Witch Queen yet maintains independence in their rule. They are known for their shrewdness, cunning, and the ability to communicate with the deceased.
  Based in: Talonia Haven
Status: Major house
Expertise: Necrospiritism, Healing
Coat of arms: Raven sitting on top of a skull
House motto: "Renewal Through Death"
Current head: Countess Runa Caladrius & Sir Frederick Corvus
 
House Carathorn
Rulers of Firnland for centuries, House Carathorn takes pride in their profound connection to the land and its creatures. They possess formidable shapeshifting abilities, transforming into creatures of the forest like wolves, bears, and birds of prey.
  Based in: Albheim
Status: Major house
Expertise: Zoomancy, Shapeshifting
Coat of arms: Antlers surrounded by a ring of flowers
House motto: "Untamed and United"
Current head: Countess Lyra Carathorn & Count Finnegan Carathorn
 
House Girasola
With an unmatched bond to the earth and soil, the witches of Girasola dedicate themselves to nurturing and safeguarding the land. They possess a unique ability to communicate with and control insects.
  Based in: Ilfburg
Status: Major house
Expertise: Herbology, Farming
Coat of arms: Sunflower under a rising sun
House motto: "Our roots run deep"
Current head: Countess Demetria Girasola
 
House Kelpearl
Known for their laid-back and maritime expertise, the witches of House Kelpearl are skilled sailors with a deep affinity for oceanic creatures.
  Based in: Guldingen
Status: Major house
Expertise: Sailing, Trading
Coat of arms: Kraken holding an anchor
House motto: "Through sea and blood"
Current head: Captain Kunigund Kelpearl
 
House Valtessa
ValtessaCoatofArms2.png
Amongst the oldest and most powerful houses, House Valtessa boasts a long-standing noble lineage that predates the Witchrealm's foundation. The Valtessa witches are renowned as masters of the Hexfire.
  Based in: Vilandsburg
Status: Major house
Expertise: Hexfire, Politics
Coat of arms: Burning shield surrounded with golden leaves and a crown
House motto: "Enflaming the Path to Greatness"
Current head: Count Aurelian Valtessa
 

Minor Houses

 
House Eridani
Gifted in astronomy and astrology, House Eridani provides invaluable guidance to the ruling families of Morvathia through their knowledge of the stars and planets.
  Based in: Vilandsburg
Status: Minor house
Expertise: Astroarcanism, Oraclecraft
Coat of arms: Comet on a nightsky
House motto: "Guided by the Stars"
Current head: Lady Eira Eridani
 
House Florindale
A minor witch house with unrivaled alchemical expertise, House Florindale creates potent potions and elixirs, commanding wealth and influence throughout Morvathia.
  Based in: Vilandsburg
Status: Minor house
Expertise: Alchemy
Coat of arms: Nightshade in a bottle
House motto: "From Seed to Flower"
Current head: Lord Ambrose Florindale
 
House Nagastra
Esteemed scholars and historians, House Nagastra delves into demonology and ancient rituals, and they lead the prestigious Arcanum Dona Viperia academy of witchcraft.
  Based in: Dusken
Status: Minor house
Expertise: Demonology, Mystic Research, Serpent Magic
Coat of arms: Serpent coiled around a tome
House motto: "Serpent's Fang, Scholar's Mind"
Current head: Lady Isadora Nagastra, High Witch of the Coven
 
House Siegmund
Masters of animation, House Siegmund imbues life into inanimate objects, devoting their time to crafting intricate machines and inventions.
  Based in: Sieghafen
Status: Minor house
Expertise: Artificery
Coat of arms: Stone Golem
House motto: "Transcending Flesh and Bone"
Current head: Lady Kaela Siegmund
 
House Thraex
Though small now, House Thraex's legacy in combat and strategy endures. Renowned for their expertise in warfare, they are sought after by other houses during times of conflict.
  Based in: Dusken
Status: Minor house
Expertise: Warfare
Coat of arms: Drop of blood surrounded by a pair of wings
House motto: "Victory through Sacrifice"
Current head: Lord Gallos Thraex
 
House Zephyrion
Experts in stealth and espionage, House Zephyrion serves as skilled spies and assassins, bound solely by loyalty to the Witchqueen.
  Based in: Unknown
Status: Minor house
Expertise: Sabotage, Espionage
Coat of arms: Golden Chalice
House motto: "Power lies unseen"
Current head: Liege Lyr Zephyrion

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