Enchanters (WIP)

Defining the Enchanters

An Enchanter refers to a high-born spellcaster, belonging to a supernatural race of Sims who predominately live within the Republic of Avalon, and other trade colonies. Enchanters are believed to once be normal Sims/humans, but were granted extraordinary gifts and superhuman abilities from alien species. An enchanter is one of the few supernatural races that can either be “born” with magic or attain “magic” through intense training and strict adherence to the mage lifestyle.

Elle Faba, the Sage of Mischief Magic

Also known as: spellcasters, archaically referenced as witches and warlocks, and more commonly called magicians.


Fast Facts

So you are an enchanter…

  • Geography: If you are of the Enchanter race, you live in the Republic of Avalon, the heart of the Alliance of Magic and the seat of Western civilization, or in one of the trade colonies.
  • Appearance and Physicality: You have medium to dark toned skin, eyes, and hair. Hybrids who live in the colonies may have lighter skin, hair, and eyes. Your appearance is neat, clean, well-groomed, and professional.
  • Governance and Economy: Your country is governed by a Mageocracy (magicians) and the sage’s word is law. The national economy is Merchant Republic (like medieval Venice).
  • Social Status and Class: Your family belongs to a Noble House (much like the patron families of ancient Rome), led by a female Counselor. Your noble house is affiliated with an element: fire, light, blood, nature (flora/fauna), metal, air/wind, darkness/void, and ether. This element will determine your School of Magic (governing philosophy), merchant guild (and thus, career choice), and your religious/spiritual ceremonies. You belong to one of the three social classes: Nobility (the counselors and their biological family), Merchants (guild leaders, business owners, and entrepreneurs), or Working (those who work for merchants). Even in the lowest class, you would enjoy a great deal of wealth and privilege.
  • Family and Business: You will be expected to choose your guild – that is, your trade and profession, at the age of 15. You will most likely adopt the business of your family, though it is not unheard of to choose a different profession. Your society is matriarchal, matrilineal, and matrilocal. If you are a female, life is easier for you in general. You will be granted more opportunities than your male peers among your kind. You revere the oldest female in your home. Your family pays taxes to your Noble House in return for provision and protection. If you are male, you are expected to marry shortly after university and produce children. Your job is to manage the household, the business of your household, and oversee your children’s education. It is considered dishonorable to not carry on the family line for your wife.
  • Magic, Technology, and Religion: The purpose of magic is spiritual and for the benefit of society. The science behind magic is less important than the essence and spirit of magic itself. You mistrust Magitek (magic technology) and prefer to enchant items found in nature. Only about 50% of the nation follows the official state religion, Magicka, which celebrates the energy connecting all life forms and honors the elemental spirits. Faith practices are private, with the exception of national holidays.
  • View of Self and Others: Although other races and species study, use, and practice magic, your people tend to view themselves as the only ‘true’ spellcasters and magicians. You are welcoming to all supernatural races if they can trade with you and bring you profit. Enchanters are known for their exceptional and shrewd business practices. However, you guard the secrets of magic closely. Non-supernaturals can never hope to attain your innate skills, spiritual enlightenment, and natural superiority. You would never go so far as to call a Sim “mundane” in public. It is considered rude. You also would never refer to your fellow enchanters with the archaic and disrespectful term “witch.”

More to Come!!

THIS PAGE IS A WIP!