Orvith
Orvith
The Warded State
Orvith
The Warded Nation
The Mage's Republic
“The Glimmerwall” (refers both to the magical border and to the culture of protective enchantments)
Orvith is a land of sculpted perfection—manicured forests, paved pathways even through the wilds, and magical wards that keep its cities perpetually temperate. The nation’s territory is draped in enchantments, from climate regulation to pest control. Tall towers, glowing glyphs, and floating watch-beacons dot the horizon. At night, the skies shimmer with arcane residue, casting faint veils of color across the stars.
Orvith is founded on the idea that magic is law, and that law is protection. Its citizens live structured lives, closely monitored through arcane means: public divination services, licensed scrying, and magical census stones built into every district. Personal privacy is limited, but the tradeoff is safety.
Magic users are heavily regulated and categorized by specialty. Even commoners are trained to understand basic spell theory for cultural literacy. From an early age, students are sorted into paths of study, not unlike arcane guilds, and progression through society is often tied to one’s magical proficiency or bureaucratic contribution.
Though many outsiders see Orvith as oppressive, most citizens view the system as necessary. The world is dangerous, and chaos is just another word for vulnerability.
Orvith is ruled through a dual leadership system—at all levels, two individuals are elected to share power for life. One is designated as the first voice, the other the second, with the distinction serving only to resolve disagreements or make decisions quickly in times of urgency. When one dies, the other remains in power until a public vote replaces the missing partner.
This balance of partnership was once the pride of both Orvith and Orvayn—until the Great Schism.
The split came when the First in Orvith proposed the integration of magic into the governing structure itself. The Second opposed it vehemently, believing that governance should remain rooted in the will of the people, not the arcane. When no compromise could be reached, the Second departed, taking several cities and loyal provinces with him. Both sides held emergency elections.
Orvith claims Orvayn betrayed the structure by refusing to honor the system's function. Orvayn claims Orvith betrayed the people by silencing half its leadership. The bitterness remains to this day.
Tensions with Orvayn are high, and discussions of reunification are considered taboo.
Underground groups opposed to magical oversight exist but are heavily monitored.
Younger citizens question the rigidity of the system—but few speak openly.
Orvith participates in the Team Chariot Race, a tightly regulated magical competition requiring coordination, discipline, and unwavering strategy. Orvith’s teams are trained from a young age, designed for tactical efficiency with no wasted movement.
Teams are balanced and harmonious—victory through synergy, not spectacle.
Orvith believes in control, containment, and careful diplomacy. It favors long-term planning over fast alliances.
Tolerated:
Tarsendral – A cold but functional relationship. Orvith respects Tarsendral’s caution and structure, though it distrusts their silence.
Drenvalis – Mutual respect exists, though Drenvalis’s looser magical structure is considered a flaw.
Allied or Friendly:
None formally. Orvith’s doctrine of magical self-reliance keeps it distant even from ideological neighbors.
At Odds With:
Orvayn – Viewed as traitorous and dangerously decentralized. Diplomatic efforts are almost nonexistent.
Carnithal – Its mockery of governance is considered an existential threat to civic dignity.
Kaelvira – The very concept of Kaelvira’s magical culture is seen as reckless, unpredictable, and hazardous.
Drakhalm (The Pirates) – Treated as magical smugglers and destabilizers. Monitored heavily.