Arcane Congress
Governing magic body; true name the Draoidheil Comhairle ("DC," gnome-founded in Ustos)
History and Formation
Background
The Draoidheil Comhairle, known in Common as the Arcane Congress, has deep roots in the ancient Mól Empire. This powerful hobgoblin civilization was known for its advancements in alchemy and artificial selection, leading to the creation of the gnomes. The gnomes, originally intended to serve the Mól, possessed innate magical abilities and long lifespans. These traits eventually earned them their freedom, and they successfully broke away from the Mól’s control well before the empire’s collapse 700 years ago.
The Gnomes’ Liberation
Once free of the Mól, the gnomes founded communities of their own and set their own terms for living in them. Having both the innate magic and the long lifespans to spend on it, they put those communities to arcane research and development.
The Formation of the Arcane Congress
The Comhairle Draoidheil was formed in response to a series of magical disasters that plagued the gnome communities. As these communities grew, incidents would often happen as the result of unrestricted magical experimentation and the lack of standardized magical education. The need for a centralized body to oversee and regulate magical practices became evident. Several prominent gnome wizards, clerics, and scholars came together to form the Draoidheil Comhairle. Their goal was to ensure the safe and ethical use of magic, promote education, and protect their people from magical threats.
Founding Principles
The Draoidheil Comhairle was established on the basis of several core principles. These principles guided the council’s formation and continue to shape its operations:
- Safety and Regulation: To create laws and guidelines to ensure the safe practice of magic.
- Education and Research: To foster the study of magic and its applications.
- Protection and Preservation: To protect communities from magical threats and to preserve magical knowledge.
- Unity and Cooperation: To unify spellcasters and promote collaboration.
Early Structure and Growth
The initial structure of the Draoidheil Comhairle consisted of a council of representatives from various gnome communities. Each representative was what they then considered a master in one of the schools of magic. As the organization expanded, its influence spread beyond the original gnomish communities. They earned respect and recognition from their own government in Ustos, and even several other nations.
This council established academies, codified magical laws, and created a network of libraries and laboratories. The standardized magical practices and innovative research produced by the Draoidheil Comhairle became widely adopted, leading to a safer and more unified approach to magic.
Modern Day
The Draoidheil Comhairle still governs magical practice and still keeps the knowledge. Its gnomish roots are celebrated at home; abroad it works under the name Arcane Congress, to the same four principles it was founded on.
Non-Congressional Magics
Not all nations were content to bow to the written laws of the Arcane Congress. These countries, proud of their long-standing traditions with magic, chose to strike their own paths. Their methods, honed over generations, are seen by their practitioners as just as effective, if not superior, to those enforced by the Arcane Congress. In these lands, magic is deeply intertwined with cultural identity, and their approaches reflect unique philosophies and practices that have been passed down through the ages.
Despite their divergence from the Arcane Congress’s laws, these nations have developed robust systems to manage the inherent risks of magic. Accidents still occur, but through a combination of disciplined training, cultural integration, and covert safeguards, they manage to avoid the utter chaos that might otherwise ensue. Each nation has its own mechanisms for responding to magical mishaps, ensuring that any incidents are quickly contained and lessons are learned to prevent future occurrences. In this way, they maintain a delicate balance, preserving their magical heritage while striving to protect their societies from the dangers of uncontrolled magic.
Amulta
A nation revered for its valor and discipline, Amulta prides itself on its elite force of magically trained warriors known as the Gish. These warriors blend martial prowess with a focused, disciplined use of magic. Unlike the broad, theory-based education favored by the Arcane Congress, Amulta’s training is practical and application-focused, ensuring that magic is a reliable tool in combat and defense. The Gish’s training, steeped in rigorous drills and strict oversight, limits the scope of magic they learn, reducing the risk of dangerous experimentation and magical mishaps.
Daelands
In the Daelands, magic is perceived through a more classical lens, with distinct categories such as divine, nature, and arcane magic. While the Arcane Congress maintains that there is no fundamental difference between these types of magic, the people of the Daelands find comfort and order in these distinctions. This belief system fosters specialization and deep understanding within each magical domain, preventing the chaotic overlap of practices. The Daelands’ magic is governed by various guilds and orders, each upholding strict ethical guidelines and mentorship traditions that ensure responsible use of magical power.
Taziondale
Taziondale presents a complex picture of adherence and subterfuge. Officially, they have signed agreements with the Arcane Congress, outwardly complying with its regulations. However, beneath this facade, Taziondale secretly engages in independent research, exploring forbidden or unconventional magics. This dual approach allows them to innovate and expand their magical repertoire while maintaining a semblance of order and compliance. Their secretive practices are closely guarded, conducted in hidden laboratories with stringent containment measures to prevent accidents from spilling into the public domain.
Yovance
Yovance stands as an outlier to the traditions upheld by the Arcane Congress, devoid of its own native magical traditions. Instead, the nation relies heavily on hiring casters from diverse lands, often employing them as indentured servants to carry out their bidding. This approach allows Yovance to circumvent the stringent magical laws imposed by the Congress, exploiting foreign talent without being bound by ethical or regulatory constraints. Despite criticisms and international scrutiny, Yovance persists in its pragmatic approach, prioritizing economic gain and political influence over adherence to magical norms and moral considerations.
Motto
Unveiling the Mysteries, Preserving the Balance.
- Gnomish Name: Draoidheil Comhairle
- Draoidheil: DREE-uh-dhyl, meaning Arcane or Magical
- Comhairle: meaning Council. How it is said was never written down.
Campaign Updates
The Congress reaches into Idir chiefly through paperwork. It sanctions universities and grants the credential that lets a man call himself a congressman, and that credential is what Mikhail is out here earning. The Idiran curses are his thesis subject, and the reason a bard from Peredhel is standing in a cursed keep at all.
Its members are spellmongers, which the Congress uses as a plain demonym and other people do not. Said in the wrong company the word is an insult, and it is traced to the name of a demon, Dion. The party first heard it used that way by a bartender in Haudh-Gwenn, who meant it about the men auditing her bottles (S1E08).