The Protectorate is a powerful independent polity with the absolute power to regulate magic usage throughout its broad territorial jurisdiction.
The Protectorate was established by four of the kingdoms of the Eastern Realms — Aexakruburg, Otomoumor, Thisea, and Cyra in the wake of the Cataclysm. Subsequently, it has expanded to include the halfling island-nation of Gremore, and the independent cities of the Gateland to the west. The Protectorate maintains relations with the dwarven kingdom of Goghkuldor to the west, the inhabitants of the Gnowood to the west, and the barbarians of Orkkus to the icy north. However, none of those realms have submitted to unfettered rule by the Protectorate.
The Protectorate utilizes a bureaucratic structure that assumes several functions in furtherance of its mission to regulate the usage of magic.
At the helm of the Protectorate is the Council of Archmages. There are six seats on the Council — one for each of the six realms that have totally submitted jurisdiction of magic usage to the Protectorate. Archmages are magic users who are appointed from within the realm of that particular seat, and serve for life or until resignation. The Council wields absolute authority to set laws relating to magic use, enforce those laws, and organize the Protectorate. The Council operates by majority vote, with the Prime Archmage’s vote breaking any ties. In addition to the six formal seats, representatives from Orkkus and Goghkuldor serve an advisory role and may cast symbolic votes.
Under the authority of the Council sit several appointees that administer various functions to enforce and administer the Protectorate’s laws, including:
- Grand Seer (responsible for intelligence-gathering by divination and other magical means)
- Grand Marshal (oversees the arbiters who enforce magical regulation, and also oversees the small mundane standing guard and levies of the Protectorate)
- Grand Registrar (responsible for keeping records, issuing licenses, and approving/denying petitions for special permits)
- Grand Steward (responsible for mundane management of the Protectorate’s finances and properties)
Additionally, the Protectorate established local wards which reflect the rules and organization of the organization but at a local level. Each ward is led by a mage-warden who reports directly to their kingdom’s representative on the Council. The mage-warden serves from a citadel and oversees staff who carry out the various functions on behalf of the Protectorate. Each mage-warden has their own High Seer, High Marshal, High Registrar, and High Steward who take orders from the mage-warden. Orders from the mage-warden can be overridden by orders from the Grand Citadel.
Perhaps the Protectorate’s most important function is enacting and enforcing laws regulating the use of magic. The major regulations include the following rules:
- Unauthorized Use of Magic. A person is guilty of unauthorized use of magic if they (1) cast any spell of greater power than a cantrip without a valid license from the Protectorate, or (2) cast any spell of greater power than the third order without a special permit from the Protectorate.
- Introduction. Introducing a foreign element into the world, e.g. from another plane.
- Regimentation. Taking control of the will over another person, e.g. by domination
- Necromancy. Subverting the natural order of life and death, e.g. by raising the dead
- Augmentation. Using magic in furtherance of the commission of a mundane crime, e.g. burglary or murder
- Meta-Augmentation. Using magic in furtherance of a magical crime, e.g. by concealing necromancy from divination spells that might be used by the Protectorate’s seers
It is presumed that any spell of the third order or lower is too insubstantial to violate any of these crimes (other than unauthorized use of magic for unlicensed spellcasters). However, under special circumstances it is possible for a third order or lower spell to violate these rules. For example, the spell “animate dead” is only third order but would run violate the prohibition against necromancy.
Penalties for violating these rules include: license suspension/revocation, fine, imprisonment, stripping (magic), and true death. The penalty depends on the severity of the violation and propensity to re-offend. Typically, the marshal for the ward will administer the appropriate penalty, which can be appealed to the mage-warden. Magical stripping or the true death penalty must always be reviewed by the mage-warden.