The Principalities of Glantri is a magocracy, a nation ruled by and for magic-users. Located in a large valley between two major mountain ranges, Glantri is a confederation of smaller principalities, each with its own distinct culture, history, and noble lineage. The common thread uniting this disparate group of peoples is the shared belief that magical ability is the only true measure of worth and power. As a result, only those who can wield arcane magic can hold any position of power, and the nation is a hotbed of political intrigue, magical research, and noble rivalries. The capital city of Glantri, a city of canals and floating towers, is home to the Great School of Magic, the heart of the nation's power and a destination for mages from all over the world.
The territory of Glantri is a land of contrasts. The main populated areas are fertile valleys carved by rivers between two high mountain chains, the Khurish Massif and the Wendarian Range. These valleys are cultivated for farming and are dotted with villages and small towns. The mountains themselves are forested and contain numerous magical and mundane creatures. The capital, Glantri City, is an architectural marvel. Built on a swampy delta, it is a city of canals instead of roads, with travel occurring by gondola or magical means. The city's towers and buildings are a blend of various architectural styles, reflecting the different cultures that make up the principalities.
Glantrian culture is a melting pot of different traditions, but it is unified by a single, overriding philosophy: the pursuit of magic. This ethos colors every aspect of life. Non-magical people, known as "mundanes," have a low social standing. Religion, particularly the worship of gods or Immortals, is illegal and even punishable by death for clerics. Instead, Glantrians revere magic itself, and some follow the philosophical teachings of the "Shepherds of Rad," who believe that the source of all magic, the Radiance, can lead a person to immortality. Political intrigue and backstabbing are a common part of noble life, with duels and magical contests used to settle disputes.
Glantrian society is a rigid hierarchy based on magical ability. The nation is ruled by the Council of Princes, a body of the most powerful mages, with each Prince representing one of the major principalities. Beneath them are various other noble ranks (Dukes, Counts, etc.), all of whom must be mages. Non-mages are relegated to the status of commoners and have no political power. The various principalities, such as the Gallic-inspired Averoigne, the Scottish-inspired Klantyre, or the vampire-ruled Boldavia, each have their own internal customs and traditions, but all are bound by the central government in Glantri City. The Great School of Magic is the center of this society, and a powerful mage's rank in the school is often more important than their noble title.
The territory of Glantri is a large, self-contained valley. The impassable mountains to the west and east, and the Broken Lands to the south, provide a natural defense against most invasions. The principalities within are diverse in geography, with some being heavily forested, others being open plains, and others still being rugged and mountainous. Glantri City is the hub, with its extensive canals and magical wards making it a formidable fortress.
Glantri's greatest resource is magic itself. The land is rich in magical energy, and the nobility constantly seeks to harness and control it. The various principalities have their own unique resources as well, such as the rich farmlands of Krondahar, the salt and ice mines of Boldavia, or the rare plants and herbs of the forested areas. However, their true wealth lies in the sale of magical items, spells, and knowledge, as well as the fees charged for licenses to practice any sort of activity, even spellcasting.
Glantri does not have a large standing army in the traditional sense. Their military strength comes from their powerful mages and their ability to summon or create magical creatures and constructs. While some principalities like Aalban maintain a more conventional, well-trained fighting force, the bulk of Glantri's defense is arcane. They are masters of battlefield control spells, illusions, and devastating magical attacks. The nobles themselves are often the most powerful combatants, and they have no hesitation in using their magical might to defend the nation.
How Glantri Feels about Others:
Alfheim: Glantri views the Alfheim elves with a mix of disdain and curiosity. They see the elves' relationship with magic as backward and primitive, believing they have no true understanding of its potential for power. They view Alfheim as a rival for magical dominance.
Ethengar: The Ethengars are considered a constant nuisance, a savage and unpredictable people who are a threat to Glantri's borders. Glantrians see the Ethengars as a brutish people with no appreciation for true civilization or magic, and they are engaged in a constant struggle of espionage and magical subversion.
Karameikos and Darokin: Glantrians view these nations with a mixture of condescension and mild interest. They see them as nations of "mundanes" with no true understanding of power. They are, however, a source of new spells and magical components.
Thyatian Empire: Glantri maintains a cautious and respectful relationship with the Thyatian Empire. They see the Thyatians as powerful, but their focus on military and political might is considered to be of a lower order than the pursuit of magical power.
Heldann Freeholds and Ostland: Glantri has a disdainful view of the Northmen, seeing their warrior culture as primitive and unsophisticated. They view their reliance on brute force as a weakness, and they have no diplomatic relations with these nations.
How Others Feel about Glantri:
Alfheim: The elves of Alfheim view Glantri with suspicion and fear, seeing their reckless use of magic as a danger to the world. They believe the Glantrians' ambition and greed will one day lead to their own destruction.
Ethengar: The Ethengars see Glantri as a nation of effeminate, cowardly sorcerers who use trickery and deceit instead of honorable combat. They despise the Glantrians' lack of respect for the land and their nomadic way of life.
Karameikos and Darokin: The common folk of these nations often view Glantri with awe and fear, believing it to be a land of powerful and mysterious sorcerers. Merchants are wary of Glantri's complex and arbitrary laws, but they recognize the great wealth that can be gained through trade.
Thyatian Empire: The Thyatians view Glantri as a valuable, if strange, ally. They recognize the incredible power of the Glantrian mages, but they are also wary of their political instability and unpredictable nature.
Heldann Freeholds and Ostland: The Northmen view Glantri with contempt, seeing them as a nation of weaklings who hide behind their spells. They despise their rejection of traditional combat and their lack of respect for physical strength and valor.
Glantri is a nation of legendary magical power, respected and feared throughout the Known World. Their reputation is one of arrogance, cunning, and immense magical might. While their society is seen as bizarre and dangerous to outsiders, with its outlawing of religion and its absolute focus on magic, it is also a place of great opportunity for any aspiring spellcaster. Glantri is known as a land where anything is possible, so long as one has the magical power to make it so.