Writing Worlds with Words

Cultures of Ithia: The Magus.

The Magus people originating from the Lands of Maria, the city state of Mesto Popola, once nomadic raiders forced into a more stable city state by Ocel Drak. A place where outlaws, banished, and unwanted drifted forming their own cultures among the nomadic warriors, vampires, and those who dabble with the mixing of demonic bloodlines.  Magus now stands against the Dwar’Vic mountains and holds one of the two passes to the eastern half of Dophia against the Greenskins. Eternal foes of the Danadane lay to the west. 

The Magus while a set nation state is full of diverse tribes, cultures, and people sporting raiders, warrior tribes, many herdsmen, farmers, and rely heavily on animal products, pickled food, sausage, and their main starch is from the potato. They generally do not use spices in their cooking. Many Magus are nomadic with settlements hubs for agriculture, carpentry, metalwork, and law for the ranging herdsmen. The capital is a sprawling mixture of long term and short-term structures. Wide open paddocks for livestock to be kept while tribes visit the Kral. The Magus has levies from the various tribes and cities and while the levies aren’t formally trained the diverse warrior tribes make up the backbone of the Magus army. Relying on mounted archers, light calvary, and brutal foot warriors to overwhelm the ordered lines of the Danadane. The levies lock down enemy forces while the tribal warriors harry flanks and the mounted archers circle their foes raining down death from the sides and rear. 

The Magus have few laws and the tribes follow even less. The Magus believe in strength, but murder and mayhem will gain the ire of the Kral and his wrath can wipe out entire tribes. He allows the tribes to fight one another maintaining the skills of battle and war. The Magus are more or less free to do as they wish so long as their activities do not negatively impact other members of the Kingdom or the Kingdom itself. People are free to engage in mutual combat. The Magus maintain great horse racing venues, arenas for fighting, and theaters for Magus plays.  

The Magus believe in Freedom and Strength of Self. They pursue their own personal goals in hopes that the betterment of the individual will raise the whole state. Strong senses of honor and community help keep theft low in communities. The Tribes provide warriors and calvary while the cities provide levies of soldiers. The Magus don’t generally like spell casters but have various tribal mages and a small Hall of Magi to support their massed troops against apprentices of their foequeen. The Kral’s personal guard are personally raised, trained, and equipped by him serving as his sons, brothers, and protectors each willing to die and kill for their Kral. The Kral’s guard are some of the most well equipped and well-trained soldiers one can find across the Empire. They are equipped in fine armor of imported Markorathi steel with dwarven made arms.  

The Magus export quality wood, the finest wools, fur, pelts, they also make some of the finest winter ware. The Magus have little industry and no access to the Alchemist colleges. They are master woodworkers, carpenters, and their wooden sculptures decorated in precious materials are sought after by distant nobles and princes.  

The Magus have no formal alliances but have a decent relationship with the Frierians to the North. When the Evari broke the Danadane and came to take over Magus the Kral met with their general and discussed an integration into the Empire with perks and freedoms. The Magus have far more liberties than the conquered nations. The Magus lands are diverse from light tundra, swamps, rocky lands, plains, steppes, and the massive Dwar’Vic mountains with many diverse tribes and subcultures to fill them. The Magus are home to the widest selection of native cultures all folded into one greater whole kept together by the Immortal Kral.  

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