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"The Magocracy was built by Mages to protect ourselves from the nations that sought to destroy us for our abilities. It was thanks to those abilities and our willingness to stand as one against a thousand foes that we were able to survive. You can apply whatever standards you like to our abilities, but we know what they are - They are our gifts. Our birthright. Our salvation. And you'll need to take us all out before you convince us to give up Magic." - High Mage Roxío Agustín

The Cosmic Commonwealth of the Magocracy is a Major Faction, located within the Verpletter region of Via Aylathiya. It is centered on the planet Yosul-Mabeob but has numerous densely populated regions. The nation operates as a Confederacy; however, numerous activities such as intelligence and defense are federalized.

Located closer to Via Aylathiya's core than any other nation in Verpletter, the Magocracy enjoys an abundance of high-mass stars and resources. It comprises a series of independent nations with similar histories. Some were worlds split up into nation states, whereas some were entire world governments, or solar system-spanning empires. All of its component member-states, due to their close proximity to the epicenter of an as of yet unexplained phenomenon, experience far higher numbers of people capable of using Thaumaturgy.

Each member-nation saw the rise of these people, called Magi. The exact nature of the Thaumic abilities was different from region to region, as it appears that different regions experienced the phenomenon differently. For example, those hailing from Bul System will be capable of using fire-based Thaumaturgy, whereas those from the Seoli system will develop ice-based ones.

In the past, those not blessed with Thaumaturgy feared the abilities of these Magi, as not every system was effected. Large scale oppression began to keep the Magi out of power as well as put them to use in service of the state. Non-magi feared a caste system in which non-magi would become second-class citizens. Governments across the region placed their Magi into huge complexes referred to as Pasukkun Complexes where they would be studied, forced to work, and reeducated. Less sophisticated worlds would simply commit genocide against their Magi population. While the intensity of the oppression varied from planet to planet and nation to nation, it eventually led to what is referred to as the Magi Banhang, The Mages Rebellion. Magi from all over the region rose up against their oppressors, and fought for their freedoms.

These rebellions were successful, and the Magi began to create an ethno-state in which they would be the only inhabitants. Non-magi were expelled from the region as those they oppressed began to master their abilities. To this day, the Commonwealth is removing their non-Magi population, often to the Confederacy of Borealis that just recently contacted them.

Ideology

"Magic is many things - An art, a tool, the essence of what we are as Magi. It is what protects us from those who would see us hung from the trees solely for what we can do, rather than our actions. Magic is the greatest burden a living being can be given - But also the greatest gift we could ever receive. Magic is what we are, and what we will forever be - Magic is freedom. So learn to value it."

Several facets of ideology come to make up the Magocracy. The collection of these ideologies have been built into one another and are designed primarily with the protection of the Magi Psychokinetic abilities, as well as preserving their independence.

Magical Ethno-Nationalism

The Magocracy embodies a certain type of ethno-nationalism, the belief that a society is to be created for only one ethnicity, race. species, etc. This system of belief comes from the various brutal methods of oppression that were used against the Magi throughout the various member nations. Ethno-Nationalism is considered to be one of the surest ways to prevent such crimes from occurring once again.

However, the Magi, seeking security for their kind, have largely commited the same acts their previous oppressors had. In the previous years, there was oppression based on thaumaturgical ability. This oppression has remained in place, a unique spin on the usual species-based ethnonationalism somewhat common in the universe. Magi come from all manner of species, so throughout the whole history of the region anything but magic-based nationalism was absurd. Evolution produces sapient species that have essentially the same intelligence, so when there is a greater difference than even species, the states of the Magocracy began discrimination based on those lines.

Importance of Magic

The Cosmic Commonwealth of the Magocracy places a great deal of emphasis on the Thaumaturgic abilities of each one of its citizens. Each member of the Faction is granted ample opportunities to learn and practice their abilities, and many jobs have 'Magical Capabilities' requirements in order to take the various positions being offered. Many see their abilities as a defense against the various outsiders whom would otherwise hunt them down due to their abilities were they able to, and as such, see it as a moral and practical necessity that every member of the Magocracy be at least moderately proficient in their use of their Magic.

Extensive Defense

The Magocracy is incredibly skilled at defending its positions, and it does so via a method it calls Defensive layers. The idea is that the borders are heavily fortified, and when there is little more that can be done to make them more secure, new colonies are set up beyond the defensive line, and are then built up and fortified. This process has been repeated at least 50 times since their First Contact with the other Factions. While effective, it has often resulted in the Magocracy being under developed in other areas, with only limited resources. As a result, they are not a particularly flexible defensive line, which means that enemy forces can penetrate several layers deep before they suffer extensive damage.

Another facet to this defense is a heavy emphasis on secrecy. All information available to outsiders is first censored by the government before being allowed through. As such, information is limited. Their exact Thaumatugical abilities and the extent to which they understand them is unknown. Other magocracies in Via Aylathiya, particularly the Greater Martial Consilium but even their extensive spying abilities have given them little insight into the Magocracy.

Government

The Magocracy's is a Confederacy divided into 351 member states. Only a handful of governance, such as defense and intelligence, is handled on the national level. The onus is on its component states for the remaining responsibilities of the government. As such, laws vary widely across the Magocracy.

To give an example, the Bullatsh Nation, has strict rules about when a person is allowed to use their Magic in public, with violations of those laws resulting in various forms of punishment. Meanwhile, on the other side of the Commonwealth, the Milim Nation is far more liberal its public use of Magic, allowing for people to use them within their workplaces, jobs, and minor public uses, provided they do not cause too great a disturbance or otherwise stated. Under the confederation model, these two nations are allowed to install their own laws, while still serving alongside one another for the good of the Commonwealth. Each of these nations is able to control it's own internal politics, while being loyal to the broader confederacy at large.

National Mages and the High Mage

The national government is ruled by a series of nominated 'National Mages', who then form a rotational government, in which the highest point of office, the 'High Mage', is formed. Every year, the High Mage rotates to another one of the National Mages. this is designed to prevent there from being any sense of favoritism towards any one Nation within the Commonwealth. Who the High Mage or even the National Mages are is kept secret from outsiders, including non-magi still residing within the Magocracy.

Both the National Mages and the High Mages are selected based on their Magical proficiency. The stronger they are, the more likely they are to become the National or High Mage. How someone becomes a National Mage varies depending on the Nation they are in. Some Nations, such as Bullatsh, hold tournaments, and make the winner the National Mage, whereas others, such as Milim, will hold democratic elections. Other Nations will use various other means to select their National Mages.

High Mage Tournament

The position of High Mage is decided via a tournament; the strongest Mage wins. This event is called the High Mage Tournament in which each National Mage must complete a series of tasks and trials in order to progress and remain in the tournament. These tournaments are different each year, though they always end in a fighting bracket between those who passes the previous trials. The winner of these fights becomes the new High Mage for the next year.

To prevent repeated rule by the same High Mage, when a National Mage becomes the High Mage, and their year is over, they must step down as a National Mage. They will then return to their Nation, where they will most likely be appointed a position within their National government. They are allowed to become a National Mage again after ten years.

Role of the High Mage

The High Mage has a variety of duties that they must see to, primarily concerned with the running of the Magocracy. In particular, they are tasked with ensuring that their abilities in Magic are spread out to as many young individuals as possible, with the hope of incentivizing even more skilled, proficient Magi for the future of the Magocracy. They are expected to add various additions to pre-existing institutions, and challenge the previous norms. Essentially, the role of the High Mage is to ensure the strength of Magic within the Commonwealth.

The First Consulate

The First Consulate acts as the Deputy Prime Minister, or Vice President in other systems. They are usually the person who came second in the High Mage Tournament, and are responsible for many minor duties throughout the Commonwealth. Their primary job is to ensure that many of the civic infrastructures and policies are in order.

Castellan of the Magocracy

The Castellan is in charge of the defense of the Magocracy. They are usually selected personally from the National Mages by the High Mage. This is typically chosen from those whom the High Mage felt they had the hardest fight against. The Castellan changes every five years, meaning that the next four High Mages simply have to accept who has been put into the position.

The Castellan is in charge of protecting the borders of the Magocracy against outside threats or incursions. they tend to be in charge of the fortifications along those borders, as well as be the general overseer of new colonies being established, and ensuring that they are protected enough. They work closely with the Arms-Master of the Magocracy.

Arms-Master of the Magocracy

The Arms-Master is in charge of leading the armies in the event of a war. They are usually hand picked by the High Mage, and are usually based on whom the High Mage thinks is the best fighter of the National Mages. They work in close tandem with the Castellan.

History

The history of the Magocracy can be divided into four 'Quarters'- The Quarter of arrival, the Quarter of oppression, the Quarter of Magi rule, and the Quarter of being a major Faction. These four quarters are referred to as the Dochag Quarter, the Jin-ab Quarter, the Jayu Quarter, and the Eunha Quarter respectively.

Dochag Quarter

The Dochag Quarter, also known as the Quarter of Arrival, refers to when the first sentient life arrived in the region.

Records of just how exactly sapient life arrived in the region now under the control of the Cosmic Commonwealth of the Magocracy is unknown, as the Magocracy does not reveal any secrets to outsiders. What is known, however, is there that are only three species within the territory that evolved there naturally - The rest are from elsewhere in the galaxy. It is therefore logical to assume that they immigrated to the region.

The first Records of Humanity in particular arriving in the Region seem to date back to about 89,800 CE. It is unknown where they came from, and why it took three and a half centuries for them to reach the area, if they flew straight there, or if they had come from other settled worlds. Regardless, a great number of Human nations began to form around the area, many not aware that any others were there until they ran into one another. Conflict around this time was sporadic, but not very large-scale. The various nations had the same language, similar cultures, belief systems, and each had abundant resources, making conflict rare.

Over the centuries, these nation would expand and interact with one another. Most of these nations started on singular worlds, and would develop up the tech-tree to space faring societies. Some fought with one another, while others co-operated. Some never left the surface of their world, still bickering in small nations on the surface of their world.

Jin-ab Quarter

The Jin-ab Quarter, sometimes refereed to as Eoduun Sidae - the 'Dark Times', refers to the emergence of Thaumaturgical abilities, and the emergence of the Magi.

It is unknown when the first Magi came into being, but estimates place it around the year 92,031 BCE. This also marked the beginning of a growing number of births of children who were capable of thaumaturgy. Across all the worlds that had sapient life on them, these individuals would emerge, regardless of species. Some adult individuals would even spontaneously gain Thaumaturgical abilities.

Attitudes towards the emergence of the Magi varied among many of the nations in the region. Universally, the Nations looked at Magi with suspicion, seeing them as subversive elements and capable of undermining the authority of the society they were in. However, the extremes that these attitudes took varied from nation to nation, and world to world. For example, the Meonjeo nation were more inclined to add Magi to a list, so they could be tracked and documented, and the nature of their abilities documented. Others, such as the Aegche nation, were far more distrustful of their Magi; causing mass arrest and, in some cases, mass extermination.

There were those who did offer sympathy and solidarity towards the Magi throughout the region, but these tended to be a minority of people. Only the stray world with a very sizeable or majority Magi population would give Magi full respect. By the year 93,000 CE, nearly all nations had adopted openly hostile attitudes towards the Magi, seeing them as becoming a huge political threat. Mass arrests and forced documentation were commonplace, as were state-directed work assignments, in which Magi were to use their powers as a form of slave labour for the betterment of the state. This incurred more and more resentment from the Magi, and also encouraged negative attitudes towards the Magi from the common population, who started to see them more and more as both threats, and servants to the wider nation.

By 93,026 CE, conditions grew even worse for the Magi. Any Magi were prohibited from attaining higher education under absolutely any circumstances, and nearly all nations had assigned work mandates for the Magi, relegating them to little more than a slave class all over the region. Very few Nations offered any sort of legal protections to the Magi.

One of the most common duties for the Magi was asteroid mining. Huge sectors were designed for the mining of asteroids using Magi abilities. While these postings necessitated better conditions than on their home worlds, many Magi who were assigned to these locations were more interested in the acquisition of freedom rather than comfort.

Yosul-Mabeob

In 93,033 CE, a Meonjeoan survey craft, The Kyung-Gu, was transporting large numbers of Magi workers as well as their various handlers, was surveying a large cluster of asteroid that seemed to be orbiting a star. The Kyung-Gu then entered the system in order to survey it and report it back to the central nation. During this survey, they were able to discover a pristine terran world.

An expedition of the world revealed it to be a perfect candidate for colonization; it had conditions perfect for oxygen-breathing carbon based lifeforms, the overwhelming majority of those within the Meonjeo Nation. The system itself was also additionally full of plentiful and rare resources, which gave it incredible economic power. The system was also ripe with opportunities for immense beneficial infrastructure, both on the worlds within the system, and on the world additionally.

Rather than report the world to the Meonjeoan home-world, the Magi of the ship instead launched a revolution against their handlers, killing them, and deciding to set up a new world, where the Magi would be able to live safely and without fear of oppression. They would then name this world Yosul-Mabeob, and it would go on be the capital of the rebellion against the oppressive nations.

This effort was led by Biridiana Cebrián, a revolutionary and famed figure in Magocracy history. She led her fellow Magi to revolt against the non-magi of the Kyung-Gu, and would go on to lead various liberation efforts and guerrilla attacks against the various nations around them. From here, the Magi would send out craft after craft, freeing and liberating more and more Magi, and bringing them back to Yosul-Mabeob, and bringing them into the Magi Banhang, The Mage Rebellion.

Magi Banhang

After the settling of Yosul-Mabeob by Magi, and after many Magi had been liberated from their oppressive conditions, what is referred to as the Magi Banhang began in 93,033 CE.

Various free Magi infiltrated the various nations, and began to spread the ideals of the free Magi into the local slave classes, revealing the existence of Yosul-Mabeob, and their plan to take the nations from their oppressors and put them into the hands of the Magi. To a great number of the disillusioned and angry Magi, this was all that it took to send them on the path of revolution. As a minority, outrage and the desire for freedom was not enough, however. The Magi were weak and inexperienced in the ways of Thaumaturgy.

On the dawn of the new year in 93,102 , huge numbers of Magi from all over the region launched a unified attack against all manner of state infrastructure and military targets. These attacks, while very destructive, caused the governments across the region to increase their oppression of the Magi; their worst fears were realized. Magi were often systemically purged from their worlds as the rebellion propagated. They were great at generating large amounts of energy to destroy large targets, but precision strikes eluded most Magi. The start of the Magi Banhang, is defined by brutality on both sides and the start of a ten-year-long series of bloody civil wars all across the region.

As the rebellion went on, nations that were cooperating to subdue the Magi began to have disagreements. The most brutal nations wasted no time bombarding Magi settlements in their territory, even those not directly involved in the rebellion. Other nations, rightfull sicked by the genocidal tendencies of their neighbors, simply wanted to maintain the current state of affiars. As cooperation broke down, the rebelling Magi were able to gain more victories. Since there was no unified front to combat them, the Magi in regions with divided non-Magi nations were particularly victorious . Since there were very few ideological disagreements between various Magi sects, all they focused on was the liberation of the Magi. Whatever ideological difference they had would come after that.

The Magi finally began to make significant gains once they gained support from underground rebel cells dating back to the origin of Magi. These cells were able to practice Thaumaturgy without oversight for centuries, allowing them to unlock fantastic power. Once they began teaching the rebelling Magi their secrets, the nations were no longer able to keep up with their rebels. A large number of Magi who used the opportunity to enact bloody vengeance against the various citizenry whom they saw as being in collaboration with their oppressors. Entire villages and towns were wiped off the map, with no survivors being permitted to tell the tale of the atrocities undertaken by the Magi groups. In a number of cases, such as on the planet Guggyeong, the Magi were even able to blame their non-Magi victims, claiming that they were attacking them and left them with no choice. The official historical narrative is that all civilians killed participated in the oppression of Magi.

In 93,102 CE, the Magi Banhang was declared over, and the Magi were able to claim victory after the final holdout nations were forced to surrender. The leaders and their supporters were forced to leave the area. Those who had not taken part in the Banhang, or had been in support of it, were allowed to remain. The various Nations that were taken over by the Magi declared a Commonwealth-Confederacy between them. The capital of the Commonwealth-Confederacy became Yosul-Mabeob.

Jayu Quarter

The Jayu Quarter, or the Quarter of Magi rule, followed, with the new Commonwealth-Confederacy of Verpletter ruled by its oppressed peoples after so long. A large number of changes were instituted under the new Confederacy, seeking to fix as many of the internal issues as possible through policy changes and liberal values being restored to the Nations. This Quarter is often referred to as 'The Golden Age'.

International trade became commonplace, as nations who had previously had little contact with one another were introduced to one another and were able to exchange goods and resources. This sparked a huge number of new jobs and opportunities within the Confederacy, many of which could now be filled in by Magi, which created a new, huge, and unique workforce. Economic prosperity followed very shortly after, with poorer nations seeing a rise in the quality of life and abundance in most needs. Magic became something commonplace and began supplementing the relatively poor technology of the Commonwealth.

Huge statues dedicated to revolutionary Heroes were constructed, such as the Statue of Biridiana Cebrián, located in Majesty Square on Yosul-Mabeob. This coincided with a reemergence of the arts within the region, with provocative and imaginative art becoming commonplace on cities throughout the various Nations, taking the forms of painting, architecture, sculpture, landscaping, Magic shows and a great many other artistic endeavours. Many of these works of art are still located throughout the Magocracy, remnants from the Golden Age.

One of the most important changes were the construction of a series of Magi Schools, schools designed to help Magi learn about their abilities. These Magi Schools, referred to as Jumun-Haggyo, are located throughout the modern Magocracy, with dozens being built in each Nation. This marked the first time since the birth of the Magi within the nations that there was major academic and educational assistance given to the Magi on the nature of their abilities. This correlated with a rise in the number of skilled Magi within the Confederacy.

Those who were not Magi were not treated particularly poorly, although this varied from nation to nation. While no legal discrimination takes place on a federal level, the Magi most brutalized by the previous regimes have instated official discrimination. Many hold prejudices against the non-Magi, seeing them as benefactors of the centuries of oppression that the Magi had been forced to suffer, though little came of these frustrations. Those who had fought alongside the Magi were to bask in the glory as much as the Magi themselves, being hailed as Heroes of the Revolution, and as parents of the new Confederacy.

However, those fighters, when they went on to have children, would be the parents to Magi, and it became clear that eventually, the non-Magi population would be largely bred out. By 94,289 CE, the only non-Magi to remain were those who were banned from or refused interbreeding with Magi. This is when the Commonwealth-Confederacy of Verpletter became the Commonwealth-Magocracy of Verpletter.

This era also saw various space expansions go underway. Several centuries after taking control of the region, programs were made for the expansion of Magocracy space. Most worlds within the Magocracy had been colonized in one form or another, and thus the need to expand was apparent. It would also serve as a buffer zone between the outside galaxy and anyone who would seek to strike at the core of the Magocracy.

Eunha Quarter

The Eunha Quarter, also known as the Factions Quarter, is when the Magocracy found itself in contact with other huge space faring empires. The Magi mark this date as 95,454 CE.

The First Contact with another Faction was with that of the Zrelgerian Kraterocracy, a brutality expansionist empire. Upon making first contact, the Zrelgerians launched an attack against the Magocracy, seeking to take territory from the newcomer to the galactic stage. The assaults against the Magocracy were particularly brutal.

Of particular note to the Magocracy was the fact that the Kraterocracy were slavers, and would take their captured foes as slaves. This infuriated the Magocracy, who responded by launching their own brutal counter invasions, and utilizing the fullest extent of their Thaumaturgical abilities. This surprised the Kraterocracy, and prompted them to reveal the location of the Magocracy to the wider galaxy, hoping to prompt attacks by other hostile Factions and to divide and conquer them both. The Nakazawa Imperium launched an attack, striking again and again at the Magi. While able to survive the assaults, it resulted in the single biggest loss of life in the Magocracy since the Magi Banhang.

After seeing the wars that were being fought, and some of the brutal regimes that had arisen from the furthest corners of the galaxy, the Magocracy opted to refuse to allow any sort of immigration into their borders from those who did not possess any kind of abilities, fearing a return to the oppressive eras two millennia ago. They have focused extremely heavily on defense, seeking to keep out any opposition.

When contact with the Confederacy of Borealis came to be, many intellectuals in the Magocracy proposed a new era, called the Vurule Post-Quarter or perhaps simply the Vurule Era. This era has seen an uptick of covert operations by the Magocracy; however, it is unknown how many of these operations are going on given their ability to easily mask themselves.

Culture

Each nation within the Commonwealth has a different culture, and a different set of customs, and as such, there is no such thing as a single unified Commonwealth culture. This is further complicated by the fact nearly every system within the Magocracy will provoke a different type of psychokinesis be inherited there, making even Nations not at all culturally cohesive.

The Magocracy at large is very concerned with the defense and protection of its Thaumaturgic abilities, seeing them as an absolutely integral part of who they are and their identity. It is with their Magic that they were able to free themselves against their oppressors, and, as such, it is considered an absolute imperative to protect these abilities, and themselves, from outside influences. Throughout the Magocracy, it is considered to he almost offensive to the very concept of Magic to not be at least moderately proficient in ones thaumaturgical abilities.

Much of an individuals social standing comes from how proficient they are with Magic, evidenced by the fact that the strongest Magi becomes the High Mage, the leader of the Commonwealth. Much of their free time is spent in training their abilities. Students within the Magocracy are heavily encouraged to attempt to roll into a Jumun-Haggyo, a magic school, even though these schools only accept a very small percentage of their applicants. Those who are accepted are often considered the elites in training of the Magocracy.

A cultural xenophobia is also generally present throughout most of the Magocracy towards those who do not possess any sort of mental abilities. This is due to the oppression that they faced under non-Magi government. While attitudes vary, the vast majority see the non-Magi as dangerous and a potential threat that must be addressed if they approach the Magocracy.

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