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The Magocracy: Difference between revisions

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*** Not that close a match. Thieves actually don't have it so good in Alphatia, and Izmer is ''microscopic'' by comparison.
** The Tippyverse is a hypothetical setting that came into being when the implications of the large scale, long distance teleportation was considered. The premise is based on the use of the 9th level spell "Teleportation Circle" which allows for quick and efficient trade between cities, safe travel that does not risk being attacked by monsters and devastating military strikes. This leads to the centralisation of population in major cities, and the all but abandonment of other areas (as it was deemed impossible to effectively defend settlements against mass strikes from enemy nations using Teleportation magic). To solve the problems of providing the necessary food and water, magical "Create Food and Water" traps were created to feed the populations of these cities. Other magical traps (such as "Wish" traps that create 25,000gp every time they are activated) are created to smooth the running of these cities. High-level Wizards have control, as they're the ones with the capability to create these items, and have enough power to ensure they stay at the top.
* The Chaos Dwarfs are ruled by their evil sorcerers in ''[[Warhammer Fantasy Battle]]''.
** As are the Lizardmen, although the Slann spend most of their time pondering magical secrets and leave the day to day running to the Skinks.
* ''[[Mage: The Awakening]]'' has the Seers of the Throne, who, while not absolute rulers of the world, have a great deal of power amongst world governments and other organisations, as well as being organised in a bureaucracy. The Silver Ladder has the goal of ousting the Seers and replacing their rule with a meritocratic Gnostocracy.
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