Otmar

Otmar is a Mageocracy ruled by the strongest magic user in the nation. This is determined by right of combat or a Wizard's duel. Where the current Archmage fights the challenger to the death, whomever wins becomes or stays the Archmage of Otmar. The Current archmage is **Anne Winslow** who rose to power a year ago when she defeated **Radomír Ella**. Immediately after winning she started ramping up the construction of the border wall along the river through intense reorienting of their servant labor. She also started and funded plans to destabilize the Hegemony through any means necessary. And when it came to 1746 she was ready to start her War of Enlightenment.

Otmar is split between 10 noble houses each responsible for a school of magic. They came to power by having wizards of renown found the schools and they retain the names of these exceptionally powerful wizards that existed after/during the Chiran Plague. These Archmages were able to found these domains through the Blessing of one of the goddesses of chaos one looking for something new after 1100 years of stagnation.

## Background Benefits

If you are a human you know a **non-damaging wizard cantrip** from the school of your family even if you normally couldn't cast spells. This represents that if you are a human in Otmar you were put in school to learn it even if you eventually dropped out or were judged without talent.

Non-Human a **skill or tool proficiency** symbolizing what work you have done for Otmar this was your trade that made you useful or what you did as a slave.

## House Iris - Abjuration

Moto:

**Families:** Iris, Jervis (Servant Family)

Controls Industry

## House Briar - Conjuration

**Moto:**

**Families:** Briar,

Control gambling, transportation and trade, Brothels

## House Primrose - Divination

Moto:

**Families:** Ella

**Saying:** The Dead Sing for those that listen.
**Advisors to the current Archmage, as well as history keepers, archaeologists and judges**

## House Wisteria - Enchantment

Moto:

**Families:** Wisteria(founding), Havener(Servant family), Lennart (Major family) Secada (minor Family)

They train members of the False Face (Spies/assassins) and do most diplomacy

## House Aven - Evocation

### **Families**

1. Aven
2. Secada
3. Nicolau
4. Cross
5. Winslow

Battlemages, trains the armies and the guards

## House Aster - Illusion

in charge of city defense and State Propaganda

## House Larkspur - Necromancy

In charge of graveyards, tombs and death rituals for the other nobles, also in charge of servants chosen for magical experimentation

## House Oleander - Transmutation

In charge of the bank and all claims of property

## House Zinnia - Vulniamancy

In charge of the worship of Otmar and the silent watchers to keep those who stray from the path from causing trouble

## House Camellia - Aedifickomancy

Makes the golems and foot soldiers used in armies and does most of the other automaton enchantment

## Punishments

Striping the name from a noble is considered the worst form of punishment that can be done, because legacy and family are the most important aspects of Otmaran Culture.

Punishments for non-humans are usually public death by guillotine which was recently invented too speed up the process. If the arbiter is struck with mercy it means slavery to the highest bidder. Non-humans can be charged with anything if the accuser is human, the human is always believed over the non-human and not allowed an opportunity to defend themselves.

## Law Enforecement

The law is enforced by  Arcwardens members of lower nobility and general rejects from the Universitys. They have an office in each town, but only 5 arcwardens per town. The cheif force in Otmar to enforce the law are Animated Armor and are under the control of the Arcwardens unless on a nobles territory.