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Archons

The Archons are a social class of high wizards found in Sear who, in an environment lacking the advanced technological development and related cultural shifts of modern day Sedden, have claimed dominion by right of power over the various populations of the continent. They form a cadre, co-conspirators in maintaining control over the vast reserves of magical knowledge which are common to members of such magical traditions. In times before the Avariel's airships enabled races to cross the gap and move through the air among The Pillars, Archons looked up at the Seddenese landscape overhead, and harnessed the energy of the The Tide to teleport nearly anywhere on the surface directly.   These powerful beings have cultivated pseudo-kingdoms around themselves to support their needs, as even the most powerful of wizards cannot create food from nothing, nor can they generate the massive quantities of expensive spell components required to fuel their research and regular needs. This domain where an Archon is absolute ruler is called their Ward. Each wizard-king controls lands and servant peoples according to their economic and magical power, and trades with the others for materials which are endemic to other regions. Each rules according to their own nature, though virtually none would give up their secrets or power to lift their vassals to any place higher than a glorified retainer or lab assistant.   The Archons are universally concerned about the academies of Filyn'Drast and the threat they pose to their magical dominance, should beings of promise manage to attain and return with power enough to upset the status quo that they have constructed to support themselves. Animosity towards the academies and their students is common, and occasional subterfuge is not unheard of. The Archons are the ruling lords of the vast swaths of Sear, its de facto kings, and for all the progress of the Seddenese culture wave they have an efficient and powerful system that has lasted centuries for a reason.   Archons rule over their Wards at a distance, collecting tithes of the economic output of the peasantry and allowing villages and towns to manage themselves in smaller matters through the appointing or election of officials and the hiring of guards as necessary. They have tuned the economies of their regions to provide them with food, raw materials and spell components, but there is always a secondary industry of mundane trades necessary for the common man such as brewing, religion, and medicine which is populated by the specialized individuals of the area.

Culture

Major language groups and dialects

They can understand all language through magic, and anything written by another wizard for personal use has to be deciphered to be used anyway. They speak a common tongue, though it is one not shared by the vassal peoples so as to keep information secret from them where necessary.

Culture and cultural heritage

Culturally the legacy of Draconic magic was handed down to those closest to the great creatures, and as the Dragons declined after the fall of The Pillars there was no knew initiates into the magical traditions without the say-so of those already enlightened. A tradition of power arose and has been cultivated by the strong ever since.

Shared customary codes and values

Magical power is the only measure of status, which comes in several forms:
  • Access to rare material agents
  • Recorded magical knowledge
  • Longevity of a line
Given the above, all Archons share a desire to prolong their lives, improve their economic systems, and keep vast records of their research.

Average technological level

They can cast 10th level spells and they only need to support a single person... Technology doesn't compare.

Common Etiquette rules

Social constructs are sparse among hundred-year-old wizards, but having respect for your betters is well-advised when disintegration is an ever-present threat.
Treating vassals well is by no means a standard practice, and varies according to the proclivities of the particular Archon.

Common Dress code

Robes, of course, are easy to move in, clean, and look stylish.
Pointed hats are optional, and some would consider them gauche.
Lacking a present familiar is a faux pas.

Art & Architecture

Wizards are known for magically attuned seemingly unstable towers for a reason. They aren't given to honouring construction best practices when everything can be reconstructed and repaired with ease.

Common Customs, traditions and rituals

The magical research cycle runs every 6 years.
At the end of each cycle the Archons will meet to present their most impressive and enduring findings/creations to boast and garner jealous favours in return for their secrets.
Every half of a cycle is the time for the judging of wrongdoings through elaborate trials, wargames, duels, or other agreed upon methods to resolve disputes.
Every third of a cycle is a multi-week round-table discussion for the purposes of negotiating trade, tax, planning for threats and challenges to their lands and power, and other concerns of the order at large.

Birth & Baptismal Rites

New Archons are inducted extremely rarely, though occasionally one of particular benevolence or particular lack of jealousy will take to an apprentice and begin to share with them the secrets of their knowledge. In more evil-aligned Archons this may result in the killing and assuming of the mantle by the apprentice on the day they should believe themselves strong enough, and in more good-aligned Archons this usually means the eventual induction of an additional Archon who is granted a section of their master's holdings, often to assume the rest when he eventually loses his battle with time some centuries in the future.

Coming of Age Rites

Casting a 10th level spell is the mark of an Archon, and new inductions are made at the 1/3rd cycle meetings when necessary.

Funerary and Memorial customs

Archons either expire wisened and near-ashen at the end of centuries, or singed and/or lacking physical substance following a mistake. Either way, the latter is the fate of the corpse.

Common Taboos

Interfering directly in the economic operations of another Archon. Members of the peasantry will scheme among themselves as Shi'para wills, but no Archon should stoop to personal involvement, lest the judgement of Varyjon strip them of much more than they are capable of paying.That being said, personal grudges and sabotage that do not result in the death and subsequent power vacuum of another Archon are perfectly acceptable. Any wizard should be able to manage their own affairs of security.

Ideals

Beauty Ideals

When you've got illusions spells of any level, what is the point of putting in effort to maintain actual beauty at an advanced age?

Gender Ideals

Power is power. Gender isn't real to a wizard anyway, since being a humanoid person isn't necessarily set in stone at that point to begin with.

Courtship Ideals

Courtship is sort of a moot point when complete mind-control is an available option (not that any of the Archon lords would resort to that, of course), but the majority of peasants will be impressed by a dashing glamour or a cheap cantrip so the effort necessary is so low as to be obviated entirely.

Relationship Ideals

Marriage doesn't provide anything for a wizard, and heirs don't increase your magical potential. Partnerships are for personal enjoyment when time is free.

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Articles under Archons