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The Grand Diktat of Razad: New Hohkmat


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THE GRAND DIKTAT OF RAZAD FATEBINDER

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REFORMATION OF THE ACADEMY OF HOHKMAT 

& DECLARATION OF SOVEREIGNTY

 

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STATEMENT OF PURPOSE

Let this be our great legacy. The first sovereign nation of Mages to grace history is to emerge, and I shall wear its mantle as its Sorcerous-King and Grand Magister. Our collective national purpose in the pursuit of magic. We shall be a neutral people, who focus inward in our pursuits - venturing out when asked, or to combat the horrors of the void when necessary - ever mindful to look inward as well as outward. Let our values, beliefs, and institutional structure of this declaration serve as my legacy to Hohkmat - long beyond my death - and become the core of its existence now and in the future. Let this will be bound not only by me, but by all magi, in all of Aevos - the voice of all those who practice the void. This is the AGE OF CREATION , and it shall serve us wisely until the return of the AGE OF STRIFE.
 

I. The Core of Hohkmat

        Ia. The Three Mysteries: The Law

            IaII. The Current Diktats

        Ib. Hakad: The Culture

        Ic. The Mages Guild: The Foundation
II. The Government of Hohkmat
IIa. The Grand Magister
IIb. The Chamber of Magisters

IIc. The Chamber of Stars

IIcI. Wind

IIcII. Earth
IIcIII. Fire

IIcIV. Water

III.  The Academy of the Sorcerous Path

    IIIa. The Headmaster of the Academy

    IIIb. Citizens of Hohkmat

                      IIIbI. Circle

                      IIIbII. Rank

    IIIc. The Tome of Knowledge

    IIId. The Circles

                     IIIdI. Circle Masters

                     IIIdII. Evocation

                     IIIdIII. Creation

                     IIIdIV. Esotericiam
 


 

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I. THE CORE OF HOHKMAT

Central to our existence, our core are our values. It is our community - it shall take us beyond the days of small collectives of magi guilds. Our right to nationhood. 

 

IA. The Three Mysteries - The Law

 The three mysteries guide the use of magic within Hohkmat. They are derived from when Fahrazad the Great first institutionalized them as a way to bring the warring Mage-Lords bound by a loose codex of laws. Their interpretation is not meant to be rigid; their understanding changes with each change of regime though some mysteries are perceived as mostly unchanging - such as magic true lineage succession. The Grand Magister clarifies the law through Diktats.
 


THE FIRST MYSTERY - THE GREAT PARADOX
From the first day a descendant connects to the void, he is threat and a boon. The Great Paradox instructs how to reconcile with this dual nature of the mage, and avoid catastrophe. 


 

 

THE SECOND MYSTERY - THE ETERNAL PURSUIT
A mage is never content, and never so satisfied to claim to know everything. We must compete, we must strive and progress, we must know. Cheap solutions, Dark Apostacy, have no place in the pursuit.


 

THE THIRD MYSTERY - THE SORCEROUS PATH
All magic walk the path. Without magic, we have no inheritance to what we are. The mystery of the Sorcerous path centers us in the importance of this journey. Being a mage is central to our identity.
 

 


IAI. Current Diktats
The following mysteries were interpreted by Grand-Magister Razad Fahrazad the Fatebinder.

1. Lesser Diktat of Razad: Established that Thanium and Null-Arcana is illegal within Hohkmat without permit.
2. The Diktat of Fahrazad: Established that the Grand Magister's successor shall be chosen by vote. Established that Magisters shall have their apprentice approved by the Grand Magister.

3. The Eternity Dikat: Established public entities for those wearing the status of ‘Master’ in Hohkmat. 


 

IB. Hakad - The Culture

 The Hakad are a nomadic desert farfolk group of primarily human origin, though other Farfolk descendants are not uncommon. Their history dates back to the time of Godfrey, son of Horen. During this time the Hakad lived harshly under slavers for nearly 200 years, until they discovered magic - using it to overthrow their masters. These new Mage-Lords squabble amongst themselves until they were united, willingly or otherwise, by Fahrazad the Great. The Hakad share many similarities with the Qal’asheen - and could be considered a subculture of this ethnic group. What distinguishes Hakad from other desert cultures has been the pre-eminent focus of magic that has dominated their lives. They value those who are talented with it, and show pity on those who are not. The ruling class of people within the Hakad are mages. The Hakad formalized their nation-state in the deserts of Almaris, creating the current city state of Hohkmat.The Hakad share a special relation to the Petrine peoples, to whom they consider their closest and longest allies.



IC. The Mages Guild - The Institution

 The Mages Guild laid the framework for much of the initial institutional structure of Hohkmat, and continues to influence it today. Many of its members were founding members when the Hakad formalized their tribe into a nation-state. Hohkmat lacks a rigid definition on the use of magic, like the guild did ,but has adopted some of the more important tenets of the Mages Guild. This includes a pursuit towards political neutrality and a goal towards protecting against magical anomalies. Hohkmat thus considers itself a continuation of the legacy of the mage guild made into a national entity.



II. THE GOVERNMENT OF HOHKMAT

 

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General.  
Official Name: The Academy of Hohkmat (Hohkmat)
Government Type: Feudal Mageocracy
Sovereign: The Grand Magister, King of Sorcerers
Sigil: The Seal of Sorcerery
State Animal: The Yisar
 

The Government of Hohkmat is a mageocracy. This means  that the most talented mages are awarded nobility and the right to govern and maintain the realm. The sovereign of this government is the Grand Magister - who serves as head of state and government. The sovereigns advisors are the highest ranking Magi in the realm known as Lord and Lady Magisters, responsible for many of the domestic concerns of the State. Beneath these two institutions is the Chamber of Stars and the Academy of the Sorcerous Path.

 

 The Chamber of Stars conducts all of the necessary administrative and bureaucratic functions of the state such as collecting taxes and signing foreign treaties. 

 

The Academy of the Sorcerous Path is the most important institution of Hohkmat, as all members of society will interact with it and be subject to it.The Academy is the heart of Hohkmat, and without it - there is no city.

IIa. Seat of The Grand Magister, King of Sorcerers
The Grand Magister is head of state and head of Government of Hohkmat. Their authority is unlimited. 

 

They are invested with full authority over the city state, to include appointments and revocation to any and all offices, and are solely the entrusted authority for domestic and international affairs.

Practically, it is expected these duties are largely handled by the Chamber of Stars and the Lord-Magisters. Allowing the Grand Magister to focus on long-term strategic projects of the State. Often monumental undertakings that cannot have them pinned down by daily Governance.

Grand Magister Succession: The Grand Magister shall, when they deem it necessary, summon the Chamber of Lord Magisters to choose two apprentices to the Grand magister.

Initial Appointment.
1. The Grand-apprentices shall require a majority vote from the Chamber of Lord-Magisters, including their apprentices, to be named 

2. If a Lord-Magister is nominated, they may not vote during the entire process.

3. If a Lord-Magister is accepted, they must vacate their seat and allow their own apprentice to rule. The apprentice shall only rule temporarily, unless their Master is named as the Grand Magister - which they shall formally ascend as a Lord or Lady Magister. 

4. The Grand Magister shall oversee this blind vote.

5. Upon majority approval, the apprentices shall take on the title “Grand Apprentice”. One shall be named as Head of the Academy, and one shall oversee the duties of the Chamber of Stars.

Final Succession.

1. Upon death or abdication by the Grand Magister, the Vizier of the Chamber of Earth shall summon the Chamber of Lord-Magisters.

2. The Chamber shall conduct voting and debate until one apprentice is chosen unanimously to lead the city-state. A Magister may vote absent as a form of protest, though not hold up a decision.
3. The Chamber of Earth shall continue to hold the blind votes until a candidate receives the necessary votes.

4. The succeeding apprentice shall be named as Grand Magister and take on the house name of the previous Grand Magister. 

5. The losing apprentice shall retain an honorific position within the ruling family, and shall remain in the line of succession. If they were a Lord or Lady Magister, they shall return to their previous position and must go through the entire nomination process again.

Eligibility
1. 30 years or older.

2. Must be a talented mage of capable ability and upstanding reputation.

3. If not human, must agree to rule for no longer than a standard human lifetime, 120 years.

4. Must reside in Hohkmat and be objectively invested in its continued success.


IIb. The Chamber of Lord Magisters.
The most talented and capable mages in Hohkmat are elevated to a seat of Lord-Magistracy. These Lord and Lady-Magisters exercise their legal influence in numerous ways. Important among them is the law, as Magisters are the sole judicial authority in Hohkmat in judging matters of Apostasy (Dark Magic) or Rogue Magi (Mages who are sworn enemies of Hohkmat). None can overrule them save the Grand Magister. A Magister may choose to officiate justice however they seem fit.

IIbI.Second, the Magisters are the chief advisors to the Grand Magister as apart of the ruling council called the Chamber of Lord Magisters. They shall be voting members in choosing the successor to the Grand Magister.

IIbII.The Magisters are also afforded an entire district of significant land, to which they are to rule over. They may build what they want in it, they may tax who lives in it, and may pass any laws that do not conflict with the national ones.

IIbIII. The most important responsibility of the Lord and Lady Magisters is to fulfill the role of Circle Masters within the Academy, schools of magical thought in which every mage of Hohkmat must be associated with. The Lord-Magisters shall directly control the instruction, upbringing, and curating of every Mage that enters Hohkmat. 

 

IIbIV. Challenge to Rule. In the event that a Lord-Magister has proven deceased, inactive, or immensely incompetent or guilty of crimes - the Grand Magister may remove them and appoint a new one at his discretion. Alternatively, a unanimous vote by the Chamber of Lord Magisters can remove a Magister from their position.

IIc. The Chamber of Stars.
The Chamber of Stars is the bureaucratic state of the nation. It is led by Viziers who perform administrative, but necessary, functions of the Government.These Viziers hold important political station in Hohkmat - however the nature of their position affords them no authority over any activities of the Academy, which shall remain under the purview of the Chamber of Lord Magisters. The Chamber reports directly to the Grand Magister, taking no direction from the Magisters.


IIcI. Chamber of Fire. 

Responsible for the Defense of the nation. It shall comprise a standing cadre of elite battle-mages. In addition, it shall ensure every Mage in Hohkmat receives a basis of limited combative training. 

 
IIcII.Chamber of Wind.
IIcIIa.Diplomacy: The Chamber of Wind is responsible for ensuring the foreign affairs of the nation. The Vizier is delegated to make deals on behalf of the Grand Magister.

IIcIIb.Trade: The Chamber of Wind is further responsible for the financial health of the nation - arranging domestic and foreign trade agreements and the procurement of necessary supplies for the circles.

IIcIII.Chamber of Earth.  

IIcIIIa. Shall ensure the basic administration of the state. This includes the assessment and collection of taxes, an upkeep of citizen roles, and all other clerical responsibilities of running the nation. A supply of competent builders should be kept on hand within the Chamber.

IIcIIIb. Additionally, the Vizier of the Chamber of Earth shall serve as the Master of the Circle of Practical pursuits. Promoting and advancing studies related to Bardmancy, Housemagery, Alchemy and any other non-voidal but magical or scholarly education.

 

IIcIIIc. The Vizier of Earth shall oversee the voting process of the Chamber of Lord Magisters for the final vote on succession of the Grand Magister.
 

IIcIIId. Lastly, the Vizier if Earth shall oversee the distribution and accurate filing for all Tomes of Knowledge, archiving and overseeing this programs accuracy.
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III. Academy of the Sorcerous Path.  

The Academy is the most important institution in Hohkmat. A stream of curriculum is afforded to all magi who come here, and students are quickly made into teachers themselves. There is no Hohkmat without an Academy. Within the academy are designated Circles, each Circle is led by a master who determines who serves on its staff and how it functions. All Citizens of Hohkmat are identified by a combination of their Circle and Rank.

IIIa. The Headmaster of the Academy.
The Heir of Hohkmat shall take on the role of Headmaster of the Academy as their principal title. They shall serve as the Circle Master of Aspirants and Novices, as well as supervising the Head Librarian. 

 

IIIb. Head Librarian. The Librarian is responsible for organizing the massive collection of books and artifacts within the reliquary and safeguarding their knowledge. They will restrict access to this knowledge based on rank and circle, or by political treaty, at the request of the Circle Masters. They shall consistently pursue to expand the librarians knowledge, especially in regards to magical knowledge. 


IIIc. Citizens of Hohkmat.
All magical Citizens of Hohkmat belong to the academy. Their rank in this academy is what affords them political and legal status. A citizen's status is therefore defined by two elements, the personal circle they have aligned with and their measurable ability as a mage validated by the state called rank. 

 

IIIcI. Circles. Every Citizen upon completion of their novice year of teaching will align against a circle. This is a philosophical and moral approach to magic, and whille each circle prefers certain methods and ways of magic and instruction - it is not completely restrictive. 


 

A Circle of Evocation mage may choose, for example, to take up artificery.  Just as one studying geology may decide to take a class in history. 

 

This alignment is not permanent, but one may be reduced in rank if transferring between circles. The Gaining Circle Master is responsible for recognizing another circles ranks. So a mage may change their preferences over time as they come to know their personal magic style. 

 


IIIcII. Rank. Every Citizen is recognized with a rank commensurate with measurable and demonstrable magic skills.  Each rank comes with increased access to areas of the library, reliquary, robes and uniforms, and any other special access a Circle Master deems appropriate for that circle. 

 

From lowest to highest, the ranks are

 

[Aspirant - Novice - Journeyman - Adept - Master - Sage]
 


 

IIIc. The Tome of Knowledge. All Citizens of Hohkmat must possess their Tome of Knowledge, and should be presentable in a reasonable time if asked.  This document serves as proof of citizenship and proof of rank and circle. It is especially important to provide the Librarian when wishing to access records or artifacts. 

 

IIId. The Circles.
 

IIIdI. Circle Masters. Serving as the senior professional cadre of the academy, they oversee the education of all mages of Hohkmat and all staff within their purview. These positions are exclusively filled by Magisters, with the exception of the circle of practical pursuits.

 

Curriculum. Curriculum of the Academy is carefully thought out and planned. Modifications of the curriculum shall be decided by the Chamber of Lord Magisters. 


 

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Aspirant & Novice Robes
 

IIIdII. Circle of Novices and Aspirants. Arguably the most important as every mage must first join this circle. Upon completion, and graduation, from this circle - a mage must set out on a new path of study if they wish to advance their knowledge. The remaining circles are exclusive, and while a mage may learn arts from competing schools - they may only declare themselves a member of one of the three at a given time.
 

 

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Master Mage of Evocation

 


IIIdIII. Circle of Evocation. The Circle of Evocation prepares its students to utilize destructive magics that will enable them to fight and defend themselves and others. 

 

(Translocation, Elemental Evocations, Eminence)

 

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Master Mage of Creation

IIIdIV. Circle of Creation. The Circle of Creation focuses its magi on using its magic to craft and shape the world around them.

 

(Conjuration, Transfiguration, Artificery, Golemancy, Atronach Creation)

 

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Master Mage of Esotericism

IIIdV. Circle of Esotericism. Any number of exotic and unusual magics exist in this world, from the ability to peer into the veil, to divinate futures - the circle of Esoterism focuses on these studies.

 

(Divination, Illusion, Veil Watching)

 

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SO BOUND

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GRAND-MAGISTER, Sorcerer-King, Hierophant of the Mysteries,

Master of the Ziggurat of Hohkmat

 

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