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Black Throne

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Synopsis

The World of Black Throne (Worldbuilding Notes)

The Holy Ursan Empire–A huge expansive state established by the great hero, Ursur. It's a dominant military power in the setting: able to maintain a large, highly-professional standing army from its citizens rather than relying on feudal lords to fill its ranks. As one of the first states to embrace the magic arts–it also enjoys loyal support from its mage-clans, the foremost example, of course, being the House of Sasan. Its state beasts are a bull and a bear, and its state color is green and blue. Its capital is Novrada, as well as its heart of commerce–being also the place where ships from East and West come to dock, do maintenance, load and unload goods, and resupply. Its most famous port is simply called the Imperial Port (Ursur was a good emperor, he wasn't good with names.)

Mille-Sezanse–Formerly called Anatzili. The land upon which the heart of the Ursan Empire is built upon. Its name was changed in honor of Sezanse, the First Maiden, who anointed the humble cowherd Ursur, became his chief consort (though not his wife), and supported him throughout his reign and conquests.

The House of Ursur–The Imperial Family. Its members' names are attached with a Vi-Ursur for the princes, and Vi-Ursura for the princesses.

The House of Sasan–Founded by the mage-hero, Sasan, a former bandit turned general and chief strategist under Emperor Valsur II. The family is known for military magic–which they've honed into a craftsman's science. Sasan is remembered as a legendary trickster, and so the House of Sasan has developed a reputation not just for war-magic, but also general mummery and cunning.

What is Magic?

Magic, as understood by the mages of the setting, is essentially spirit control. In essence, being a mage is like being a herder, an animal handler, a craftsman, a priest, and for the ones with really huge hosts of spirits–like being an army commander.

All spirits speak "mentalese"--namely most can probably get a read on your wishes just by coming near or touching you. The incantation using words simply makes the command stronger. For maintaining a spell for a good duration or casting a quick one? A musical instrument is often better than words. The more a mage practices with the spirits that have decided to flock to and follow them (their host of spirits), or the ones from the same area, using the same commands, signals, and cues? The connection between the mage and his hosts is reinforced, and the faster and more potent the spells are. If you want to command really old spirits? Sometimes using commands from an older language would be better.

The spirits obey the mages, because to be gifted, is to be able to feed them well. Everyone alive can technically have a host, but only mages can feel, communicate, and consciously feed them–or even have the mana pool for such. A non-mage may have spirits that have latched on to them like mages, but unless they borrow a mage's power through a sense-sharing spell, or an external aid like a tome, talisman, or tool for spiritsight? The person could go through their whole lives without communicating. Each spell cast takes a bit of mana, which the spirit uses to sustain itself or grow larger–like living organisms, the spirits have an instinct to survive and thrive–fed enough? And the more they interact with intelligent creatures? The spirits can gain varying levels of sentience.

Spirits exist everywhere–especially in places where "life" is prevalent like woods or even cities. Different kinds of spirits flock in different places.

Hunting Gear–A mage's battlegarb. It's called such due to magic's ties with animal-handling and woodsmen's professions.

The Wheel–Ursans believe in a concept of reincarnation. They don't believe in a punitive afterlife, but believe being reborn into certain states is the way the Heavens and the gods punish and purify evil. Until a soul is purified by finally living a life of virtue–the soul continues to ride The Wheel and the Gates of Eternity will refuse to open for them. Some souls are cursed to reincarnate with their memories. These people are called "harqa". (Tainted)