Arkovoij
The
Arkovskiy have no clear views on the legality of sorcery, nor do they have a distinction between
druids and
witches. Instead, all practitioners of sorcery are referred to as
kolduny, or koldun singular. What qualifies as sorcery is dubious at best, and it must be said that while there is usually one koldun in every single village or city district, not every koldun, nor even one in twenty kolduny are capable of conjuring the tiniest speck of magic.
The responsibility of every koldun is managing superstitions, things such as removing or applying curses, appeasing spirits or demons, performing rituals important to the common folk, and so on and so forth. People will hold them in high regard if their village is doing well, or they may outright have them executed should misfortune strike them one too many times. Though nonsensical in most cases, whether one believes in these superstitions or not is irrelevant, as the kolduny are practically the country's foremost keepers of history and traditions because of them.
It is customary for you as an envoy of the
Freelands to provide the local koldun with a gift of money or good quality food or drink. This will appease the locals for having followed their customs, and should the koldun be an actual sorcerer, it will save you from potentially very real curses.
The
Auregelendings separate their sorcerers into many more categories than we do, but due to their general understanding of
Middish, they don't mind us just calling them sorcerers. The most commonly used term for sorcery is
seiðr.
Seiðr is completely government controlled. Every man, woman, and child showing potential for sorcery is rounded up by the state to be tested in a seiðrhall, a large, fortified type of building found in every major city. Should the individual prove their aptitude for sorcery, this hall will likely be their home for the rest of their lives, and they will live as part of society's upper class regardless of their background. In this hall they will train and gain purpose that will benefit the kingdom, this purpose usually being an assist role among their most elite armies.
As an envoy to Auregelmir, it is recommended you avoid the seiðrhalls to the best of your abilities. Keep your contact to their sorcerers to a minimum, and do not let them prod you into talking about our laws and opinions of witchcraft. Armed regiments of the Freelands or independent mercenary companies registered in the Freelands are generally advised to retreat should they encounter hostile Auregelendings accompanied by a sorcerer.
Craw Eiland
The
Crawlers separate sorcery into the same two categories as us, witchery and druidism. Practice of either of these is a capital offense, and the trial and execution is the same process, namely forced drowning. As some sorcerers are capable of breathing under water, the drownings are sometimes carried out using molten metals.
While Auregelmir sorcerers are allowed to dock in their ports, provided they do not practice any sorcery, our own druids are not given such treatment. Druid envoys, or envoys in the company of druids are prohibited from visiting Craw until the council have negotiated a a similar deal
Freelands
If you have entered the political high society of the Freelands without knowing our own views on sorcery, I fear for the future of our great land. Let's give you a quick rundown regardless.
There are two types of sorcerers recognized in the Freelands, the witch and the druid. Witchcraft is a capital offense punishable by hanging. Druidism is state regulated under the sole jurisdiction of Storth and Red Willow, and all practitioners must be registered in a druid circle, the largest of which is the state of Red Willow.
Ghardlind
The
Ghardaise separate sorcery into the same two categories as us, witchery and druidism. Practice of either of these is a capital offense, and the punishment is carried out by hanging. There is one exception to this. The monarch of Ghardlind always has a sorcerer on their council, a so called anti-mage, whose job it is to use their powers to seek out and destroy other sorcerers. It is a highly sought after position, yet likely holds the record for being the most commonly assassinated political figures in the world.
As is the case in Craw, druid envoys, or envoys in the company of druids are prohibited from visiting Ghardlind.
Greymarsh
The Kingdoms of Greymarsh has a federal law against witchcraft, but not against druidism. The many petty kingdoms that make up the coalition may have their own regulations or opinions, and their internal political turmoil makes it impossible for them to enforce such laws on a national basis. How the law is upheld, if at all, is determined by the individual countries, of which there are too many to count.
Druid envoys, or envoys in the company of druids are adviced to keep out any kingdoms that do not recognize the federal monarch.
Watolla
Tollans have no consistent views on sorcery. Caution adviced.
Yocilum
The
Yocils have forbidden
Freelanders from entering their country, and thus very little is known about their laws and traditions. It is assumed sorcery is held in high regard, and is state regulated.
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