Aurora is a nation founded by refugees. Facing discrimination and death in their home countries, many mages banded together and fled to the haven established in the north. The original government sought to exploit these mages for their capabilities, but the mages banded together and seized power, creating a utopia for those with magical gifts. Many of these mages originated from Dalosia, where a purge of the magically gifted occurred nearly two hundred and fifty years ago. Aurora today stands as a strong nation of united mages, making it one of the most powerful nations in the known world.
Before Aurora came into being, the nation was known by its original spire name, Spire Altera. Regarded as one of the weaker nations on the global stage, Altera didn't have any true strengths other than their resilience to the inhospitable wastes they called home. Mages, especially Thaumaturgists were highly valued in this society due to their ability to help the land flourish. The governance always maintained a positive relationship with these mages as the foundation of the Alteran infrastructure was rooted in mages changing the landscape of Altera.
When the Dalosian Purges occurred, Altera saw an opportunity. They declared Altera to be a safe haven for all mages, a place to be free from oppression. While intended to draw in mages from Dalosia, this haven drew in many mages from all nations, all seeking an end to the constant supervision of their home nations. While enjoying an unprecedented amount of lenience and freeway in Altera, the government did expect them to utilize their gifts as Alteran mages had always done, in service to their communities. Many mages misunderstood this intent, interpreting it as mandated government service in exchange for asylum. This misunderstanding coupled with the highest concentration of mages in the world led to an unprecedented crisis.
Formerly foreign mages formed large groups that began causing significant unrest as they began to ask a simple question, "Why shouldn't we rule?" This became a rallying cry as mages became enamored with the idea of a nation of mages, by mages, for mages. Violence quickly boiled over, but Alterans were not prepared for the ferocity of the Evocationists. Spire Altera was overrun in a matter of days and the former Alteran governance was almost completely eliminated with a small number of survivors fleeing to Emmeria. Pockets of resistance were quickly overrun by relentless and bloodthirsty mages, enacting retribution on Alterans for crimes commited by their previous homelands. It took several months following the initial bloodshed for lasting stability.
Following the dissolution of Altera, infighting between mage collectives further destabilized the region. The infighting lasted until Estovakian airships arrived in an attempt to seize Spire Altera. This was the rallying cry the mages needed and they banded together to fight the new enemy. They unleashed their full fury on the Estovakian aeronaughts, but managed enough coordination to preserve the airships. These vessels would be the foundation of the future Auroran Air Corps.
This victory showed the mages that while they still had much different, the did share one thing in common: that everyone who was not them was an enemy. This forced a level of cooperation between the factions and they developed a set of rules that their society formed, centered around the preservation and advancement of mages. Thus, Aurora was born.
Aurora is located in the far north of the western continent. So it's south is a large mountain range that is a natural buffer to southern nations. It is surrounded by rough northern seas on all sides, making most maritime travel impractical. The landscape is a harsh and unforgiving tundra, which has been shaped by mages over the past years into arable land in select regions. The region transitions between harsh winters and cool summers, with significant snowfall occurring through half the year.
Mages dominate Auroran politics and society. They are ranked by Evocation power, with status duels being common place to move up in the ranks. Political power is dictated by rank, with the top twelve forming the ruling council of Aurora. This ruling council collectively decides how Aurora will grow and prosper. Each of the ruling twelve has their own following, called a ring or 'family', which does the grunt work for putting policy into action. While politics are dictated by power, the Aurorans are not stupid, they will put competent individuals into positions of authority, but there is a strong preference for loyal and magically inclined subordinates.
The Twelve are the most powerful evocationists in Aurora. Because of their strength, they are the individuals responsible for the future of the country and are the supreme authority of the region. Of these twelve, several have discovered the secret to everlasting life. These individuals were the leaders of the first factions of the mage uprising and are honored through the cities and districts names after them. The oldest and strongest among them, Axios, is rumored to be over 400 years old. Because of the myth and legend surrounding them, the Twelve are often revered as god-kings within Aurora. This reputation is earned, as they are some of the single most powerful individuals in the known world. Tiber is a newer edition to the council, successfully challenging and defeating several incumbent council members until defeated by Numer, though the witnesses say this was an extremely close affair.
The structure of Auroran society and their laws circles entirely around the preservation and advancement of mages. While this does promote the caste system, all Auroran people, even its lowest members have rights. These rights are maintained and enforced by the top tier of citizenry and those individuals they deem worthy to enforce them. This includes the Praetoria, a society of guards made up of citizens from all walks of life, both mage and mundane. The Praetoria serve as both the enforcers of the government and its protectors. More affluent or powerful mage rings will have their own personal contingent of Praetoria.
Coming from many backgrounds, Auroran military was formed as an amalgamation of the most successful military traditions of the Spire Nations. They have an incredibly vast array of airships, rivaling that of most nations due to the inheritance of Alteran craft and seizure of a large portion of the Estovakian Aery. The geographic position of Aurora does not necessitate the need for a significant conventional land force except for a small garrison protecting their southern borders. The vast majority of Aurora's might is projected through its Praetoria Aerial Corps. They have a strong reputation and tradition for commandeering airships to join their forces.
The Praetoria will accept any members they deem fit enough to serve. Service entails a harsh and extensive training period of two years, followed by service for six years. In addition to a stipend and room and board provided, Praetoria are rewarded with citizenry at the conclusion of their service period.
The Praetoria Turris serve as the elite arm of The Twelve and are the guardians of Spire Aurora. They serve as both a military force and as the enforcers of the law. Generally, they operate inside the Spire, but can sometimes be seen in the lands of Aurora. They also maintain a sizeable force at Arx Meridia, the Auroran fort on their southern border.
The Paladinus are specialized members of the Praetoria that spread the will of Aurora beyond its borders. Generally, they are either rented as mercenaries to those willing to pay for incredibly powerful mages or simply go on their own ways, advancing Auroran interests throughout the world. The Paladinus travel in groups of three, all of which are accomplished Evokers. One of the trio is a secondary Entropist and another is the secondary Thaumaturgist. They are all intrinsically linked such that when in proximity, they are incredibly potent. In addition to being spellcasters, they are all talented swordspeople who integrate their already formidable evocation talents. They are at least as highly renowned as the Kindred Knights of Nephesis.
As an incredibly isolationist state, the Aurorans have little to do with other nations than simple trade. Their best relations are with the nation of Poleis, simply due to the unique types of goods available and proximity of trade routes. Though many years have gone by, the mages still harbor resentment to their former nations, with these views being passed on through each generation. Auroran mages are widely regarded as the best trained and most powerful mages in the world, making their services highly sought after. There are many calls within Aurora for Aurorans to become the unchallenged masters of the world and conquer the other nations. Thus far, The Twelve have not acknowledged these calls for conquest.
Blegh
Population at last national census: 4,957,824
First Class Citizens: 50,000
Second Class Citizens: 84,145
Third Class Citizens: 58,621
Fourth Class Citizens: 2,007,056
Working Class: 2,758,002
Spire Aurora
Axia
Statia
Marcia
Numeria
Ostoria
Horatia
Arx Meridia
For their knowledge, power, and status, the twelve are revered as gods. Perhaps not worshiped in the traditional sense, but certainly feared and respected. They will often bestow boons on their followers, generally to their mage families who they believe deserve them most.
Due to the violence surrounding its inception, Aurorans value the power of Evocation more so than any other magical gift. Their society is based entirely around this. Citizenry is reserved mostly for those with magical gifts or those affiliated with mage rings, though there are several classes of citizenry that exist. Evocationists make up the first two classes of citizens. with each Evocationist being required to participate in the Trials that take place twice a year, ranking them based on their performance.
Entropists and Thaumaturgists, while mages, make up the third class of citizens. Entropists are looked down upon by many Evocationists while Thaumaturgists are recognized for their unique capabilities. Though there is discrimination, many mage rings will keep an Entropist on the paid staff. Below this are fourth class citizens, individuals with no magical capabilities that have been granted citizenry by a first class citizen. They are typically trusted members of households and mage rings. Finally, below the citizenry, exist the working class. This class has no true voice in the direction of Auroran governance, but they are afforded some basic rights. Any altercations that occur between citizenry and workers are generally adjudicated in favor of the citizens except in the most grievous of circumstances. This makes the working class little better than indentured servants at the best of times.
The trials are a mandatory competition between all Auroran Evocationsists. The trials are run entirely by a complex thaumaturgical enchantment. Brackets are arranged in groups of 4096 with completely random seeding. Each round results in the formation of a new bracket which allows for more precise seeding. Following approximated ranking based on performance in the preliminary seeding a seeded bracket is formed. This seeding is where the actual rank is determined and this is where the performance truly matters.
The trials will shift the bracket between each trial cycle, with the top and bottom halves of each bracket alternating. Those who make it into the top 500000 instantly become first class citizens. Within the first class citizenry, the top 5000 do not participate in the trials. Instead, they can only change ranking through a direct challenge.
Direct challenges are an additional avenue for evocationists to move up in the ranks. Anyone within 10 ranks of the current rank must accept a challenge and perform in the ritual within one week. Anyone outside of this must agree to the challenge on any terms.
Second class citizens will all go through the first round of random brackets and the top 2048 performers are entered into the first class brackets at the bottom of the seeded round.
Mage rings are best described as groups of generally unrelated families that cluster around a powerful individual within Auroran society. The head of each family is the mentor and leader of that ring, ensuring that all it's members work to build a family together.