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HOGWARTD


The Nation OF HOGWARTD is a nation led by High Enchanter Jay surve on the continent of Europe. The Nation OF HOGWARTD's government is a Absolute Monarchy with very conservative social policies. Economically, The Nation OF HOGWARTD favors moderate policies. The official currency of The Nation OF HOGWARTD is the Gold Standard. At 2 days old, The Nation OF HOGWARTD is a new nation. The Nation OF HOGWARTD has a population of 251,054 and a land area of 3,670.00 sq. miles. This gives it a national average population density of 68.41. Pollution in the nation is a disaster. The citizens' faith in the government is plentiful with an approval rating of 80.9692%.



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National Factbook
Flag: National Flag
Nation Name: HOGWARTD
Leader Name: Jay surve
Currency: Currency Image
Gold Standard
National Animal: National Animal Image
Lion
History:


๐Ÿฐ **The Enchanted History of the Nation of Hogward** ๐ŸŒ™

**Founding Year:** 1032 A.M. (After Magic)
**National Motto:** *“Virtus in Arcanis”* – “Power Lies in the Arcane”

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### ๐Ÿ“œ **The Origins: The Great Schism of Wandlore (1032 A.M.)**

The nation of Hogward was born out of a magical rebellion known as **The Schism of Wandlore**, when a group of powerful wizards and witches broke away from the old magical order centered in Avalon. These rebels sought a realm where magic could flourish without political oppression or the constraints of secrecy. They settled in the hidden highlands of what is now **Hogward**, a mystical territory protected by ancient runes, enchanted forests, and living mountains.

Led by **Archmage Ealdric the Wise**, four founding Houses were established—each based on a unique magical virtue:

* **House Dravenhart** (Valor and Dueling)
* **House Sylmere** (Nature Magic and Healing)
* **House Umberveil** (Dark Arts and Redemption)
* **House Aureflame** (Illumination and Innovation)

The founders built the **Citadel of Everlight**, a castle that would become the heart of Hogward's governance and magical education.

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### ๐Ÿ‰ **The Age of Beasts (1100–1240 A.M.)**

This era saw Hogward’s rise as a center for magical creatures and arcane zoology. Beasts from around the magical world were drawn to its protective borders. The **Beast Accords of 1177**, signed in the Crystalwood Glade, were the first diplomatic agreement between sentient magical creatures and wizards.

Famous creatures like **Vorthuun the Goldscale** (a dragon who served as Hogward’s sky marshal) and the immortal phoenix **Liora** helped defend the realm during border skirmishes with rival magical nations.

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### ๐Ÿง™ **The Wand Wars (1302–1333 A.M.)**

A dark period, marked by internal conflict when factions began dueling over wand superiority and control of arcane relics. The civil war, known as the **Wand Wars**, nearly destroyed the nation. It ended with the **Treaty of the Crystal Vault**, which placed the nation's most powerful relics—including the fabled **Crown of Enchantment**—under lock in the **Vault of Seven Seals**, accessible only by the High Enchanter.

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### ๐ŸŒŒ **The Silent Millennium (1400–2400 A.M.)**

For nearly a thousand years, Hogward withdrew from global magical affairs, focusing inward. During this era, magic was refined, magical engineering flourished, and the famous floating city of **Myrrdal’s Reach** was created in the sky over Lake Umbra.

The nation's magic universities, especially **The Arcane Collegium of Hogward**, became legendary. Rumors claim even visitors from distant realms—including non-human races and interdimensional travelers—sought magical education in Hogward during this time.

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### โšก **Modern Era (2400 A.M. – Present Day)**

After centuries of secrecy, Hogward opened its gates to the world. It now serves as a diplomatic and magical center for global cooperation among magical and non-magical nations. Though still governed by a **High Council of Four Houses**, Hogward has embraced magical technology, developed its own airborne fleet, and remains fiercely protective of ancient magical laws.

Tourists flock to the **Crystalwood**, the **Library of Whispers**, and the **Astral Arena**, where magical duels are held.

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### ๐ŸŒŸ National Symbols:

* **Flag:** A phoenix circling a wand over a rising sun, on a midnight blue field.
* **Currency:** The **Glimmer** – a shimmering silver coin that adjusts its value magically to inflation.
* **National Holiday:** *Founders’ Flame Day* (Celebrated on the Summer Solstice)
* **Most Powerful Relic:** The **Orb of Sythra** – said to control the veil between worlds.

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Geography
Continent: Europe
Land Area: 5,906.28 sq. km
Terrain: ## ๐Ÿ—บ๏ธ **Geography & Terrain of Hogward**

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### ๐Ÿ”๏ธ **1. The Shardspine Mountains (Northwest)**

**Type:** Jagged highlands, eternally snow-covered
**Significance:** These enchanted peaks serve as the nation’s natural defense.

* Home to ancient dragons, sky serpents, and the **Order of Windborne**, a secretive group of flying spellknights.
* Magical ores like **Arcanite** and **Starsteel** are mined here.
* Many believe the **Wand of the First Flame** is hidden deep in these peaks.
* Highest peak in this mountain range is Mt.Snape which is 10KM high.
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### ๐ŸŒฒ **2. The Crystalwood Forest (Central Region)**

**Type:** Bioluminescent enchanted forest
**Significance:** Heart of ancient magic and natural spirits.

* Trees glow with arcane light; paths shift to protect the innocent and confuse the wicked.
* Inhabited by centaurs, dryads, and talking animals.
* Location of the **Treaty Glade**, where peace accords are signed.

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### ๐Ÿž๏ธ **3. Lake Umbra (East)**

**Type:** Vast, shadowy freshwater lake
**Significance:** Sacred body of water with magical properties.

* Reflects not just the sky but glimpses of other worlds.
* The **floating city of Myrrdal’s Reach** hovers above it.
* Rumored to have a kraken-like guardian named **Urr'Thalas** beneath its surface.

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### ๐Ÿ”ฅ **4. The Emberwilds (South)**

**Type:** Volcanic plains and lava fields
**Significance:** Source of elemental fire magic

* The **Forge Temples of House Dravenhart** are built into the obsidian cliffs.
* Constant volcanic activity infuses the land with raw arcane energy.
* Dangerous but rich in spell-fuel and ancient relics buried under cooled magma.

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### ๐Ÿœ๏ธ **5. The Wispfen Marshes (Southwest)**

**Type:** Fog-covered, ever-changing wetlands
**Significance:** Training grounds for illusionists and shadowcasters

* Will-o’-the-wisps guard lost paths and lead only the worthy through.
* The **Umberveil Enclave** makes its home in the hidden ruins here.
* Full of magical herbs, potions plants, and spiritual energies.

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### ๐ŸŒฌ๏ธ **6. The Aetherwinds Plateau (Northeast)**

**Type:** Wind-swept highlands with low gravity zones
**Significance:** Site of the nation's magical research and observatories

* The **Stellar Spires** reach into the clouds, studying stars, planes, and portals.
* Gravity anomalies allow objects and people to float for miles.
* Lightning frequently strikes the **Sky Obelisks**, recharging them with power.

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### ๐Ÿฐ **7. The Citadel of Everlight (Central Peak)**

**Type:** Floating enchanted castle built on a levitating mountain
**Significance:** Capital and spiritual center of Hogward

* Surrounded by protective enchantments and celestial guardians.
* The **Vault of Seven Seals**, containing relics and forbidden knowledge, is located deep within.
* Connects magically to every region of the nation through **Runegates**.

---

Highest Peak: MT. SNAPE, 10,000 meters
Lowest Valley: GRIFFINDOR VALLEY, -1,000 meters
Climate: ## ๐ŸŒ **Climate Zones of Hogward**

* **Temperate Arcane Forests** (Crystalwood region)
* **Arctic-Alpine** (Shardspine)
* **Subterranean Volcanic** (Emberwilds)
* **Foggy & Humid** (Wispfen)
* **Wind-Touched Temperate** (Aetherwinds)
* **Mystically Balanced** (Citadel region, artificially climate-controlled by ancient enchantments)


People & Society
Population: 251,054 people
Demonym: WIZARDS
Demonym Plural: WITCHES , WIZARDS
Ethnic Groups: WIZARDS - 80.0%
STARKS - 10.0%
MUGLU - 10.0%
Languages: ENGLISH - 90.0%
SYLTHERIN - 10.0%
Religions: WIZARDIANS - 80.0%
PURE BLOODED - 20.0%
Health
Life Expectancy: 458 years
Obesity: 0%
Alcohol Users: 20.6%
Tobacco Users: 0%
Cannabis Users: 0.1%
Hard Drug Users: 0%
Economy
Description: ๐Ÿงญ The Economy of Hogward
Status: Declining / Transitional
Currency: Glimmer (a magically reactive silver coin)
Main Sectors: Magical Relics, Enchanted Tourism, Arcane Education, Leyline Energy, Magical Creatures

๐Ÿ—๏ธ Economic Structure
Hogward’s economy is built on arcane industries and enchantment-based infrastructure, with minimal reliance on traditional manufacturing or natural agriculture. Magic once fulfilled nearly all needs—from food production to construction—creating a highly centralized but fragile system. The economy is divided into five main sectors:
Average Yearly Income: $74.12
Gross Domestic Product (GDP): $846,538,099.00
GDP per Capita: $3,371.92
Gross National Income (GNI): $733,703,290.00
Industries: ๐Ÿงช 1. Arcane Relics and Artifacts (Export Sector)
Hogward was once the world’s leading exporter of magical relics: enchanted weapons, scrolls, potions, and spellbound jewelry.

This sector made up over 45% of exports, but has sharply declined due to international restrictions and internal overuse of leyline energy.

Many workshops are now abandoned, and relic forgery has become a serious problem.

๐Ÿฐ 2. Magical Tourism (Service Sector)
Enchanted locations like Lake Umbra, The Crystalwood, and the Floating Arena of Myrrdal drew visitors from all over the magical world.

Tourism once brought in huge inflows of Glimmers, but dropped drastically due to leyline instability, unpredictable enchantments, and regional unrest.

This decline has impacted inns, teleportation hubs, wand shops, and local charms vendors.

๐Ÿ“š 3. Arcane Education and Research
Home to elite institutions like the Arcane Collegium of Hogward, the nation educated foreign and domestic magical scholars, earning tuition and research funding.

Still respected globally, but reduced enrollment due to political tensions and resource shortages.

โšก 4. Leyline Energy (Magical Infrastructure Sector)
Magic in Hogward runs on leyline currents—natural streams of energy beneath the land.

The nation’s grid of rune towers and mana wells powers everything from public lighting to food conjuration.

Overuse and mismanagement have weakened leyline output by 40%, causing blackouts, rationing, and the rise of illegal mana siphoning.

๐Ÿฆ„ 5. Magical Creatures and Alchemy (Rural Sector)
Magical beast farms (griffins, unicorns, moon calves) and alchemical herb cultivation were once minor sectors but are now gaining importance again.

Alchemy exports like rejuvenation elixirs and anti-curse brews are in demand, but production is inconsistent due to dwindling spellsoil fertility.

Military
History:

## ๐Ÿ•Š๏ธ **The Peace of the Wand: Hogward’s Non-Military Doctrine**

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### ๐Ÿง™‍โ™‚๏ธ **Overview: A Nation Without an Army**

Unlike most nations in the magical and non-magical world, **Hogward has no standing military**. This is not due to weakness or lack of capability—it is a **deliberate philosophical and cultural choice** rooted in centuries of magical tradition.

Wizards, witches, and arcanists of Hogward believe that **true power lies in creation, not destruction**. Since its founding, the nation has adhered to a policy known as the **Pact of Wandbearers**, which forbids the formation of armed forces or participation in military conflict.

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### ๐Ÿ“œ **Historical Roots of Pacifism**

#### ๐Ÿฐ **The Wand Wars Aftermath**

The brutal internal conflict known as the **Wand Wars (1302–1333 A.M.)** devastated the land and splintered magical society. Thousands of magical beings perished in duels and arcane bombardments.
In its aftermath, the surviving founders vowed:

> "*Never again shall the wand be raised to command death.*"

This became the basis for the **Arcane Oath of Nonviolence**, which every citizen swears at magical maturity.

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### ๐ŸŒ€ **The Doctrine of Arcane Restraint**

The guiding principle of Hogward’s society is that **magic should heal, shield, and enlighten—not dominate**. From early childhood, spellcasters are taught the **Five Virtues of Peaceful Magic**:

1. **Preservation**
2. **Compassion**
3. **Discretion**
4. **Neutrality**
5. **Containment**

Students at the Arcane Collegium are forbidden from learning offensive combat magic unless for historical or defensive research.

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### ๐Ÿ›ก๏ธ **So... How Does Hogward Stay Safe?**

While there is no army, Hogward maintains a **Council of Arcanic Harmony**, a non-combat magical corps dedicated to defense through non-lethal and protective means.

#### โœจ 1. **Shieldwardens**

Powerful enchanters who maintain protective barriers around key locations (e.g., Citadel of Everlight, Crystalwood). Their spells block physical and magical intrusions.

#### ๐ŸŒซ๏ธ 2. **Veilkeepers**

Experts in illusion, spatial concealment, and misdirection magic. They ensure that Hogward’s locations remain hidden or unreachable to outsiders with hostile intent.

#### ๐Ÿฆ‰ 3. **The Watch of Whispers**

A discreet intelligence circle that monitors magical disturbances, diplomatic threats, and artifact misuse. They intervene through negotiation, not violence.

#### ๐Ÿ‰ 4. **Allies Among Beasts**

Hogward’s peace with magical creatures provides organic protection. Dragons, phoenixes, and sentient forest spirits act as unspoken guardians of the land.

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### ๐Ÿ•Š๏ธ **International Relations and Diplomacy**

* Hogward is respected worldwide as a **neutral spiritual nation**, similar to a magical Geneva.
* It often serves as a **mediator** in magical disputes.
* Other nations typically agree to **non-aggression pacts** when dealing with Hogward, fearing the consequences of violating the peace of a nation with ancient and unpredictable powers.

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### ๐Ÿงฌ **Defensive Magic, Not Warfare**

If ever threatened, Hogward relies on:

* **Ward-magic and containment runes** to immobilize attackers.
* **Mirror shields** that reflect spells back onto aggressors.
* **Time-lock enchantments** that freeze conflicts long enough to de-escalate them.

Even in grave danger, the philosophy remains: **“No wand shall draw blood.”**

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### ๐Ÿ”ฎ Cultural View on War

Warfare is seen as **a primitive use of magic**—a waste of arcane energy and a stain on the spirit.

* Combat duels are ceremonial only.
* Wand dueling clubs are strictly regulated.
* Those who advocate militarization are viewed with suspicion, often labeled **"Flameborn"**—a term for radicals who seek to revive aggressive magical traditions.

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### ๐Ÿง™‍โ™€๏ธ Final Thought: Power Through Peace

In Hogward, **pacifism is not weakness**, but a highly disciplined way of life. They believe the greatest show of magical strength is the ability to resolve conflict **without a single spell cast in anger**.

> “Let others forge swords from fear. We will forge futures from light.”

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Soldiers: 0
Tanks: 0
Aircraft: 0
Ships: 0
Missiles: 0
Nuclear Weapons: 0
Last Updated: 06/18/2025 12:33 pm