This month's RPG Blog Carnival, hosted by Forsaken Garden, takes Haves and Have Nots as a subject. This actually aligns with some of my setting thinking for the Sunset Isles, which I envisage as an intensely class-based society - almost, but not quite, a caste system. Manorialism and seigneurage - the systems which create what is described as ‘feudalism’ - are order of the day. The setup owes a certain amount to Skerples on the Three Estates, though my treatment differs from his.
For the purpose of this writeup, I'm largely concerned with human society. It's an unapologetically humanocentric setting. I've not decided yet whether to run this setting using race-as-class, and I'm not even entirely sure which demihumans are even present. But for the sake of discussion, and where relevant, this assumes the classic seven B/X classes.
Likewise, the Faith isn't yet fully defined. It's probably polytheistic with an emphasis on orthopraxy over orthodoxy. See Practical Polytheism for some thoughts on what that means. It's not trying to root out schisms and burn heretics, though, which is a little boring. There again, the god of thunder hurling actual bolts of lightning might make up for that, and it opens the door to all sorts of cults1.
There's a lot to unpack here, so I'm going to focus on magic. There are three real routes to arcane magic in the Sunset Isles. Through the Faith, through apprenticeship, or through witchcraft. But first, let's briefly discuss divine magic.
Burn the Cleric!
First off, divine magic - that is to say, Clerics - is considered dangerous blasphemy. It is not the place of mere mortals to treat directly with gods. And, moreover, it is downright dangerous. If myths have taught the people of the Sunset Isles anything, it's that when people come to the attention of gods, it goes Very Badly Indeed for the world. The mythology isn't in any way worked up yet... but look at what happened when Paris was merely asked to settle an argument between Hera, Athena and Aphrodite. Sure, observe the proper rituals, offer the correct powers - but if you talk to the gods, and they talk back, you'd better be scared.
As a result, anyone professing to have dealings with the gods is likely to be persecuted by the Faith. In extremis, things like autos-da-fé are quite possible. If anyone were foolish enough to practice divine magic openly, that is. Instead, Clerics and their ilk do one of two things. They conceal their magical abilities. Or, they pretend to be Magic-Users, usually either Sanctioned Wizards or Witches. Since meaningful magical power isn't commonplace, the average person isn't likely to know that purify water isn't a spell known to wizardry. They'll just be grateful they've not got dysentery.
Which brings us around to the meat and potatoes of this. Magic-Users.
Sanctioned Wizards
The Faith is easily the most socially acceptable source of magical learning. It's really quite respectable, even. They have whole monastic colleges dedicated to the study within the great Universities of the Isles. The Faculty of Arcana sits alongside Theology, Law and Medicine as one of the respectable subjects for a scholar to study, having completed their mastery of the Arts.
Sure, you have to make a suitably large donation to the college - a couple of manors or something similar will usually do - even to be accepted as a novice. Then you have to deal with the junior orders making your life miserable. Because what kind of boarding school-cum-cum-monastery would be complete without hazing. But eventually you get to take your vows and actually start learning magic.
At least, in between copying out spells, preparing reagents, and (for some reason the Archmage won't explain) sweeping the cloisters anticlockwise in 6/8 time. In time, you will progress through the degrees of Arcana, hopefully culminating in recognition as a Doctor of Arcana. This qualifies you to practice as a Sanctioned Wizard, with the full approval of the Faith, and committed to a life of secluded learning and worship within the college - unless, of course, their abilities are needed elsewhere in the service of the Gods.
Sounds great, doesn't it?
Wizards Anathema
Well, not for everyone. Every now and again, a Sanctioned Wizard wraps up their spellbook in a spare robe, dons a pointed cap, and sets off into the wider world looking for adventure. Having turned their back on the Faith (or at least their college), these wizards are declared Anathema, and adventure usually finds them. Equally usual is that they discover that, actually, adventure involves long hours, constant danger, and little reward. Whereupon there are plenty of nobles who are quite willing to provide generous rewards, a nice safe tower to work from, and ask only for the occasional casting of locate object when a passing dragon has pinched their favourite crown. Sure, they can't exactly quit, on account of all those nice men with shiny armour and pointy spears who come find them if they wander off. But the bars on the windows are lovely and gilded.
Once in a while, a Wizard Anathema discovers that they're actually quite good at the adventuring thing, and it's not nearly so horrible once you've learnt the tricks of the trade. These fortunate individuals have a tendency, in time, to build their own towers. This time, with no bars (though the gilding is often present elsewhere), and the armed guards are looking outwards. It's all rather civilised, even if they're not exactly in the habit of explaining what the tower is actually for.
In either case, while secretive about their knowledge, Wizards Anathema also love showing off how clever they are. Which means either picking fights with other Wizards (this is about as safe as playing dodgeball with hand grenades) or picking an apprentice. Apprentices have the great advantages of (a) being easy to impress, and (b) being free labour. All you have to do is feed them and teach them a few minor enchantments. Eventually they either wander off to have their own adventures, or show enough promise that some other noble offers them a tower of their very own.
Of course, if lots of one's former apprentices go on to good jobs.... well, that just means you taught them well. So successful Wizards Anathema can wind up having a lot of sway at court. They get more pay. Taller towers. And fewer spears pointed at them. All of which is to say, being a Wizard Anathema can be really quite rewarding, once you've got past the 'dead and/or captive' part.
Witchcraft
Contrary to popular belief, not all witches are old women living in huts in the woods. The converse, however, is likely to be true: a disproportionate number of old women living in huts in the woods are, in fact, witches. That's mostly because living that way without magic on your side is a good way to be eaten by a hungry owlbear.
In fact, witchcraft is just an oral tradition of arcane magic. Its practitioners are mostly ordinary people - peasants, artisans, the occasional merchant or noble. And, as a result, both the Faith and the nobility -and often successful commoners - hate witches. Exploiting the labour of others is much harder when they turn you into a newt, after all.
The result is that witches form themselves into a decentralised network of covens, each having at least three members, and no more than thirteen. New recruits to the craft are brought up within their coven, learning from their elders. As they learn, it is commonplace to move from one coven to another, gaining new contacts and techniques. Social pressures do mean that there are more female than male witches, perhaps in a ratio of two to one - men with an interest in the arcane have an easier path towards wizardry. But they are equally likely to be found in towns as the countryside - in fact, it is easier to organise a coven in a town - and there is no particular age preference for entering the craft.
Since most covens have connections to at least one other coven, the social ties within the community of witches are broad, but shallow - individual covens are communes of equals, regardless of social status. With no hierarchy, individual witches are do as they see fit, moving freely to wherever they are needed - or where they need to be. Which means that there's a reasonable chance (not high... but appreciable) of encountering a wandering witch, something which can't be said of wizards.
This even applies to the most powerful witches. Occasionally, some will seek to hoard knowledge and power, becoming reclusive - these are generally known as hags - but overwhelmingly, the greatest witches are at the centre of covens of those who benefit from their mentorship. Of course, these witches and their acolytes also attract the enemies of witchcraft.
Oh, and Elves?
Elves are weird. Best way to conceive of them is that the average Sunset Islander reacts to meeting an Elf about the same way you or I would react if Lancelot or Guinevere wandered down the street in full Arthurian regalia.
One aspect of this is that - quite unlike humans - it is expected that an elf will be capable of magic. Precisely how this skill is gained remains unclear, for elves do not appear to memorise spells in the same way as humans.2
It is understood that their arcane abilities are inherited, rather than learned, but that tutelage from another elf is required to fully realise them. Thus, the occasional elf raised outside elven society may not display any magical ability at all.
This is, if anything, even more unsettling to the Sunset Islanders. Because what is the point of a legendary being if they don't even have that which separates them from ordinary people?