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Magian Governance

Leadership in House Magia

The system of elections within House Magia and Cruxis is a unique blend of political maneuvering and magical dueling, ensuring only the most powerful and cunning lead. Here's a more detailed overview:   1. Nominations: Any citizen of Cruxis may nominate a candidate, provided the nominee is a citizen and a recognized member of one of the nine major bloodlines. Nominees typically possess significant magical prowess and a reputation for political savvy.   2. Preliminary duels: A period of preliminary dueling ensues, in which nominees challenge each other to magical duels. These are not typically to the death, but rather to a yield or incapacity. This stage acts as a filter, weeding out weaker contenders.   3. The Council's Vote: The Council of Nine, composed of the most powerful sorcerer from each bloodline, casts their votes. Each councilor's vote carries a different weight, based on the current standing of their bloodline in Cruxis society.   4. The People's Vote: Simultaneously, citizens of Cruxis also cast their votes. Though the citizen's vote carries less weight than the Council's, a clear popular favorite can sway the final decision.   5. The Final Duel: The top two candidates, decided by the combined tally of the Council's and people's votes, face off in a final duel. This duel is generally more intense and can be lethal. The winner of this duel becomes the leader of House Magia and the ruler of Cruxis for the next decade.   6. The Ceremony: The winner is then publicly announced and a swearing-in ceremony is held in the Grand Arcanum, the central square of Cruxis, where the new leader pledges to uphold the interests of Cruxis and its magical heritage.   7. The Decade of Rule: The leader then rules for the next decade, during which they can be challenged by a councilor in a duel. If the leader loses the duel, they are replaced by the challenger. This rarely happens, but the possibility keeps the leader on their toes.   This system, while complex and potentially dangerous, ensures the leaders of Cruxis are among the strongest and most influential sorcerers, constantly reinforcing the importance of magical prowess within their society.  

The Ten Laws of Cruxis

I. The Law of Arcane Primacy: Citizens of Cruxis are expected to cultivate and hone arcane magical abilities. The unbroken lineage of magic is the lifeblood of Cruxis; those devoid of arcane casting abilities are considered residents.   II. The Law of Measured Strife: Power struggles among the bloodlines are not only tolerated but expected. However, these conflicts must not disrupt the day-to-day operations of the city or put its citizens in undue harm. Those who break this law face harsh punishment, not for their ambition, but for their lack of subtlety and control.   III. The Law of Arcane Responsibility: Magic users are responsible for the consequences of their magical experimentation. If their spells or experiments cause harm to citizens or damage to the city, they are expected to correct the situation and make amends. If they cannot, the ruling council will intervene, often at great cost to the offender.   IV. The Law of Bound Servants: Extraplanar beings and undead are permitted within the city; however, a summoner is wholly responsible for their bound property. Any harm caused to Cruxis or its citizens by such entities falls upon their master, with penalties ranging from fines to magical binding or banishment. Conversely, long term bound extraplanar and undead servants are afforded the same protections as their master while in the city.   V. The Law of Bloodline Allegiance: No matter the internal strife, all bloodlines must band together in the face of external threats. Treason in this regard is punishable by exile or death, depending on the severity of the offense.   VI. The Law of Unnatural Practices: Practitioners of nature magics, such as druidism, witchcraft, and shamanism, are not welcomed within the city limits. Their practices are deemed contrary to the arcane ethos of House Magia and, if discovered, could lead to expulsion or imprisonment.   VII. The Law of the Council's Decrees: The ruling council's decisions are final. If one wishes to challenge a decision, they must do so through the established channels—either by election, or in extreme cases, a duel. Subverting the council's authority is a grave offense and will be dealt with harshly.   VIII. The Law of the Visitor's Pact: Visitors to Cruxis are expected to respect the city's laws and customs. Any use of force against the city or its citizens without provocation is forbidden and punishable by binding, imprisonment, or banishment.   IX. The Law of Non-Magical Minorities: Residents without magical abilities are still protected by the city's laws. Discrimination against these non-magical individuals is frowned upon, though residents are expected to defer to citizens and must not obstruct or interfere with magical practices or experiments.   X. The Law of Trading Arcana: Trading magical services is a cornerstone of the city's economy. Any citizen caught providing magical services without appropriate compensation, be it gold or other valuable assets, will be subject to fines, magical binding, or loss of trading privileges.  

Arcane Dueling

Dueling is a respected method of resolving disputes between citizens or prosecuting trial by combat in Cruxis, sanctioned by House Magia and guided by procedure:   1. Declaration: A duel must be publicly declared and agreed upon by both parties. It can be declined without consequence unless it is a matter of law enforcement.   2. Witnesses: At least one impartial witness, preferably a councilor or senior sorcerer, must be present to oversee the duel and enforce the rules.   3. Conduct: The duel will commence with a formal salutation and end only when one party yields, is incapacitated, or dies. Direct physical violence is discouraged, with the primary form of combat being magic.   4. Interference: No third party interference is permitted. Tampering with a duel's outcome will result in severe punishment. The use of summoned or created extraplanar or undead servants for the purpose of dueling is forbidden.   5. Aftermath: Regardless of the outcome, all duels are considered legal and binding decisions. Repercussions outside of the duel, such as retribution or grudges, are strictly prohibited and can be grounds for legal action.  

Citizens, residents and visitors in Cruxis

Citizens
Rights:
  1. Freedom of Arcane Practice: Citizens are free to practice and develop their arcane abilities without undue interference. This includes both studying and performing magical experiments, as long as they do not violate other laws.
  2. Protection: Citizens are entitled to the protection of the city from external threats, as well as the right to self-defense. This includes the right to summon extraplanar entities for their own defense, as long as it's regulated under The Binding Law of Outsiders.
  3. Right to Property: Citizens have the right to own and inherit property within Cruxis, and to use this property as they see fit, provided they do not infringe upon the rights of others or cause harm to the city.
  4. Participation in Governance: Citizens are allowed to participate in the city's governance, which includes the right to vote, stand for election, or challenge decisions of the ruling council through the established channels.
Duties:
  1. Uphold Laws: Citizens are expected to abide by the laws of Cruxis, respecting the rights and liberties of others.
  2. Service to Cruxis: Citizens must be willing to use their arcane abilities in service of the city when needed, especially in the face of external threats.
  3. Mentorship: Experienced citizens are encouraged to mentor the less experienced in the nuances of their craft, ensuring the continuation and growth of arcane knowledge in Cruxis.
 
Residents
Rights:
  1. Protection: Even though considered lesser, residents are entitled to the protection of the city. This includes protection from uncontrolled magical experiments and protection against outright discrimination.
  2. Employment: Residents have the right to seek employment and earn a living. Many may find themselves in roles that support the magical infrastructure of the city, such as manual labor, scribes, alchemy assistants, or in the service industry.
Duties:
  1. Uphold Laws: Residents, like citizens, are expected to abide by the laws of Cruxis and respect the rights and liberties of citizens.
  2. Respect of Arcane: Residents must respect the city's deep ties to magic, understanding its importance and dominance in everyday life. This includes not obstructing or interfering with magical practices or experiments.
  3. Service to Cruxis: Residents may be called upon to serve the city in capacities that don't require the use of magic, such as city upkeep, trade, or in times of external threats.
 
Visitors
Rights:
  1. Protection: Visitors are entitled to protection while within the city limits, within the extent of Cruxis laws. They have the right to expect safety from unprovoked aggression or unrestrained magical harm.
  2. Trade and Commerce: Visitors have the right to trade and engage in commerce, provided they follow the established trade regulations of Cruxis.
  3. Enjoyment of Public Spaces: Visitors are free to enjoy public spaces and attend public events, provided they respect the local customs and traditions.
Duties:
  1. Respect Local Laws and Customs: Visitors are obliged to respect the local laws, customs, and traditions of Cruxis. This includes refraining from actions that may be considered offensive or disrespectful to the citizens or residents.
  2. Non-Interference: Visitors are not permitted to interfere with the local arcane practices or experiments. They are also required to refrain from inciting unrest or conflict within the city.
  3. Registration: Visitors are required to register their presence and intent upon entering the city. Depending on the nature and length of their stay, they may need to secure proper documentation or permissions.
"It was settled beneath the glow of a thousand sigils that the most capable among them should lead, and so every decade the crucible is stoked."
 
- Kaien of Niki, On the Governance of House Magia, Great Houses of Pauza, Chapter 9.

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