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Fantasy Royal Witches: Into the Abyss - Lore

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Epiphany

Proverbs 17:9

Table of Contents
Rules: The rules and guidelines of this roleplay that must be followed by all players.

Magic: The mechanics of how magic works.

Geography: General overview of the lay of the land and various locations.

History: A brief outline of the relevant parts of the history of the setting.

Culture: Information on the gender roles of Arcana, as well as the organization of the government and the military.


 
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Rules
By submitting a character and joining the roleplay, players agree to follow the rules set forth here, as well as any general site-wide rules. These rules were originally devised by welian welian and I find myself in wholehearted agreement with them.

As Game Mistress, I reserve the right to have players removed from the roleplay at any time, especially if the player:
  • Is inactive, and their absence is adversely affecting the roleplay;
  • Refuses to attempt to meet the standards of writing quality that are expected in a detailed roleplay;
  • Contributes to an uncomfortable or negative OOC atmosphere for other players;
  • Makes explicitly disparaging remarks about or insults other players, particularly if those remarks are in regards to race, religion, sexuality, gender identity, occupation, or political affiliation;
  • Is a dumbass who refuses to listen to anyone.

Players are expected to read everything - that means all the information about the setting, and all the in-character posts. Granted, it's a lot of reading, and I don't expect everyone to remember it all, but the point remains - not reading is not an excuse for ignorance of the setting.

Do not post in here, in the Setting thread. This thread is for informational purposes only. Questions may be asked in the OOC thread, character sheets may be posted in the Characters thread, and in-character posts will be, of course, in the main roleplay thread.

All questions regarding the roleplay and the setting should be posted in the OOC thread. You are welcome to also ask questions in the Discord server for a more immediate response, but they may be missed depending on the speed of the chat.

This is a detailed roleplay. Ideally, two to three paragraphs per post is expected. Shorter posts are occasionally acceptable, depending on the pace of the action and dialogue. Posts that are longer than three paragraphs are permitted but run the risk of being skimmed by other players (and by the hosts of the game).

All posts should be written in third person limited, past tense. Google it if you're unsure of what that means.

There is no official posting order, however, it’s assumed that if someone is in a scene with you that you will wait for their response before moving ahead. If you’ve been waiting more than a week for someone to post, go ahead skip over them, keep moving on. If they turn up later, we can work on reintegrating them into the plot but we don't want the game to stall due to absences.

There will be no godmodding or powerplaying, and you will not use meta-information to your character’s advantage unless explicitly given description as part of a game mechanic. You cannot assume the reaction or response of other characters in your post. On the flip side, if your character is hit by an attack that would be implausible to dodge or avoid... play along! Failure can enable a good story as much (sometimes more) than success.

Obey the in-character laws of nature. There are no mixed colors of magic (no pink, no purple, etc) , no ability to use two or more colors, no cis men born with the ability to use magic, and so on. Refer to the Magic post for more details on how magic operates in this setting.

Ask lots of questions! Even after you read everything, you may have additional questions about the setting, or some information that is confusing you that you need cleared up. There are probably dozens of details we've left out or lost sight of, and only by asking will you get an answer.

You’re welcome to quit the roleplay at any time, we all have our reasons and sometimes we just get bored and want to move on. If you choose to leave, please let us know. That way, we can work on a graceful way to write your character out of the story.


 
Magic
Magic is the art of manipulating one of the four “colors” of mana that permeate the world. Each color of mana has its own temperament, and while they are associated with various elements, the magic is not elemental in nature. The majority of spells work with all colors of mana, though exact effects will vary across colors and the witch’s skill.

Any witch of any color, can cast any spell (given their skill and license). The colors are merely different flavors, cultures of mana that have their own strengths and weaknesses.

Mana
There are four colors of magical energy, or mana, in the land of Arcana: red, blue, white, and black. Each mana has different strengths and weaknesses, which is reflected in the spellcasting culture of each kind of witch.

Red Mana
Red mana is fast and powerful, like summer lightning that sparks a wildfire. Red witches tend to be celebrated warriors who strike quickly and with overwhelming force. However, they typically avoid group casting, as red mana is extremely volatile and one error can injure a dozen witches with a violent backdraft. Sustained effects are difficult and, like fire, require constant fuel.

Blue Mana
Blue mana is gentle and slips easily through a witch’s fingers, like air or water. Likewise, it cannot be seen by any but the most perceptive witches. It can be molded easily into any spell, but will dissipate quickly if the caster is careless… or very careful. Blue witches are seen as clever and stealthy, in and out with the breeze and never making a sound.

White Mana
White mana is the most visible, it is like an oozing liquid light that glimmers and glitters. Animals and spirits are frequently attracted to it. Due to its sticky texture, it’s best suited for pervasive, wide-area spells – provided a lonely spirit doesn’t go tugging on strings. White witches are known for highly structured and complex spells.

Black Mana
Black mana is heavy and somber, like rolling mountains shrouded in mist. It sits very firmly where it wants to be, and can only be moved by mighty willpower. It creates the toughest barriers, and the weighty mana gives enchanted weapons an extra punch. Black witches protect their people and their territory, and do not entertain empty threats or boasts.
Spellcasting
To cast a spell, a witch must utter her incantation, which are words of power. These words must have intent and meaning. Most combat-oriented spells have a short, key phrase as their incantation. More complex or elaborate spells read like poetry, and many have melodies associated with them as a memory aid. Very simple spells that you might see around the house might not have a proper incantation, so much as a grunt and a vague direction. This is especially prevalent among red witches; whose mana is twitchy and has a reputation for premature casting.

In addition to an incantation, the mana must be focused, shaped, and directed toward that which the witch intends to act upon. Wands and staves made of appropriate wood are by and large the most common focusing implements. Some warrior-witches will use their swords or other weapons as a focus, however, metal does not conduct mana nearly as well as wood does. Especially skilled witches are capable of wandless casting, which takes extraordinary focus, concentration, and willpower. Or, if you ask some of the older witches, you just have to wait until your face is wrinkled enough that the spell wouldn’t dare disobey you for fear of a spanking.

There is an alternative to incantations – it is possible to craft written spells using a special alphabet of ancient (or “ancient”) runes. Each rune is shaped for the ideal flow of mana through them. There are hundreds of them, and variations of each depending on the region’s prevailing spellculture, and a few dozen more that academic witches are trying but failing to get accepted by mainstream witches. Most witches do not bother with runes, as spoken spells are plenty useful for day-to-day life, and learning a second language is difficult. Some may even sheepishly admit that screaming incantations is cathartic. However, runes do have an advantage in that they do not require a focus, and a spell can be partially written and completed another day.

Sometimes dancing is included as a valid spellcasting technique, if the spell is intended to locate a partner willing to bed an otherwise intolerable witch.

Becoming a Witch
The art of magic is intrinsically tied to the feminine mystique, which is a polite way of saying that a woman’s ability to use magic depends on her monthly cycle. So long as the witch bleeds for her goddess, she will have her magic.

Traditionally, when a girl has her First Blood, her whole family celebrates with a large party. During or shortly after the party, there is a small ceremony in which an offering is given to the goddess of the new witch’s color. This offering varies from region to region and family to family, but usually is some sort of food. In many families, the offering is something that the new witch and her father prepared together. Afterward, the witch is expected to pray regularly or express some other act of piety to her goddess, lest her magic fail her when she needs it most.

The young witch will then begin basic magical training with her mother, sisters, aunts, or other witches in the community. The training is typically not that rigorous, compared to what she will go through when it is her time to serve her two years in the Royal Army (time being loosely defined as between the ages of fifteen and twenty).

Many witches wait until they leave the army to begin families, or take a year’s leave and come back after her husband has everything under control. A witch will not be able to use her magic while with child. Some old myths say this is because a child is an offering to a goddess, one worthy of waiting several months. Other people believe it is simply because she is not bleeding, and still others believe that the womb traps magic to help the baby grow.

As a witch approaches middle age, her magic begins to weaken and lapse along with her cycle. Many witches will go on frantic sprees to try out all the spells they can before it’s too late, something other witches will look upon with sympathy as the “mid-life crisis”. However, this is not the end of her life. Many elderly witches go on to become wise leaders, teachers, and grandmothers. And, so long as she is pious and well-practiced, the art of magic will never truly leave her – once a witch, always a witch.

Some women, for whatever reason, never become a witch. First Blood never arrives, or it’s never enough, or perhaps the goddesses have rejected her for one sin or another. These broken and pitiable women are not required to serve in the Army like witches are. However, if they still choose to serve Arcana, they may train alongside the majority-male Wardens as a magicless knight.

Magical Artifacts
Witches frequently use various magical artifacts to aid their spellcasting. The most common items are the humble wand and crystal. Other artifacts may include enchanted objects, such as self-lighting lanterns or animated lawn ornaments to protect prize-winning gardens. Some witches speak reverently of legendary artifacts that have been lost to the sands of time, and a small number make it their life's mission to study all kinds of enchanted objects.

Foci

Mana must be carefully and firmly controlled and directed toward a target for a spell to work efficiently and as intended. Without a focus, a spell may fall apart halfway through its travels, miss its target completely, or the mana may not collect properly at all. The most common foci is the humble wand or staff, an elegant length of wood carved for maximum channeling of magical energies.

A witch can gesture with her hands to direct the spell, but only a highly trained one would get any remotely satisfying results. Most Witches use wands or staves to direct their spells.

The ideal foci is a comfortable wand, inlaid with a crystal or two for additional charge or a portable source of mana. Traditionally, wands and staves are carved from oak – however, some may wish to use a different wood if a particular tree has a meaning near and dear to their heart. A hardwood is recommended all the same, for sturdiness. You wouldn't want your wand to snap in half while staking a blighted bear through the heart, for example.

There is a small fad in the Royal Army to use one’s sword as a wand. This is ill-advised, as mana does not flow well through metal, and pointing with swords is generally frowned upon in polite society. This does not dissuade stubborn and competitive witches as much as you think it would.

Crystals

Certain crystals are able to absorb and retain mana. This is infinitely useful, as a Witch is more viable in low-mana conditions when she is able to draw mana from an external source. More importantly, these crystals can be used as energy sources to power enchanted machines such as looms, presses, and... well, the last anyone heard of the Academy's prototype war golem, it had walked into the Dark Sea. Supposedly, it is still walking across the ocean floor. Perhaps one day it will reappear, with a pleasing tan and a renewed vigor for life.

The market for crystals is heavily dominated by clever witches who have set up businesses in charging and “scrubbing” crystals for reuse. A crystal can be continually refilled with a single color of mana, but must be completely drained (or “scrubbed clean”) before it can be used with another color. At best, the crystal will become useless inert, and find a home as a shiny bauble on some young man's wardrobe. At worst, it could explode into crystalline shrapnel. Eyes have been lost that way.

The larger a crystal is, the more mana it will hold, which is unfortunate as large crystals are extremely rare and therefore, abhorrently expensive. Crystals must also be cut to certain specifications, as the faceting of a crystal will affect how it holds and releases mana.

Although the exact reasons are unknown, some crystals appear to work more effectively with different mana colors. Witches are encouraged to experiment - within the confines of their budget, of course! Most crystals come from the northern mines, and black witches will charge a pretty penny for their husbands' labor.

Common Crystals (written by Cychotic Cychotic )

For basic needs:
  • Lead Glass: A simple all-purpose material. It is not truly a crystal, however, it retains mana just well enough that it makes a passable material for use by beginner witches and wardens.

For the spiritual white witch:
  • Tree Agate: Also known as Dendritic Agate, Tree Agate is commonly used to enhance the health of household plants as well as promote connections to Brother Nature. It is a slow stone, best suited for patient witches. It releases mana slowly, but with great reliability and consistency. It is a well-rounded stone for white witches.
  • Amethyst: It is commonly referred to as a dream stone, responsive to the inner workings of a creative mind. Mana pours very easily out of this stone — it takes some time to learn how to prevent wasteful mana usage with an amethyst. Self-restrained white witches may find this stone particularly tasteful.
  • Peach Selenite: This crystal is will known for its close ties to spiritual beings, especially the Heavenly Mother - the moon herself. It is intricate and nuanced, and works exceptionally well with complex spells. However, it is fickle and sleepy. It would work best for those who ease into their spells slowly.

For the headstrong red witch:
  • Dream Crystal: A unique crystal with a stunning talent for transformative magic. It prefers to be in motion at all times, and is keen on rapid, surging discharges of mana. It is temperamental, but a favorite of red witches across the land.
  • Ruby (as per request of kou kou ): The ruby is a dangerous and powerful stone, pleasing to the eye. It is ideal for rapid, singular strokes of power. However, a weak or careless witch is liable to cause a backdraft with this volatile stone - or worse, die to burnout. Ruby is reserved only for those that know their limits.
  • Vanadite: This crystal is a booster of sorts, it enhances and harmonizes with a strong witch's powers to create quick and powerful effects. Like many other crystals favored by red witches, it will deplete quickly if the user is not mindful of her energy. Vanadite pairs will with flashy witches who prefer small yet powerful moves.
For the steady black witch:
  • Leopardite: A peaceful and understanding stone, associated with good judgement and standing one's ground. This crystal has a slow put powerful energy. and pairs will with the weighty willpower of black mana. It's a solid choice for any black witch.
  • Gold Sheen Obsidian: A steady crystal that assures even the worst doubters and skeptics, it can hold an immense amount of densely packed mana. However, it retains a little too well - it is notoriously difficult to coax mana back out of gold sheen obsidian. Skilled witches can make great use of its predictable flow, though.
  • Black Jasper: This crystal is highly responsive to the emotional state of the witch possessing it, and does not work well with turbulent personalities. Only the most composed witches are able to take full advantage of its otherwise slow and consistent nature.
For the clever blue witch
  • Moonstone: A favorite of many blue witches, moonstone is a passionate crystal that offers fortune in exchange for luck. It tends to lock in mana tightly, and some swear up and down that it will only release mana when you aren't looking at your moonstone. It takes a sharp witch to pry the mana back out of this crystal.
  • Aventurine: The lucky crystal aventurine comes in a variety colors, making it rather fashionable. Despite its slippery tendencies, it's often kept around in hopes of second chances. Mana tends to disappear quickly with this stone - it takes great mastery to keep Lady Luck charged and cooperative. Aventurine is well-suited for witches that refer simpler spells and have high situational awareness.
  • Indicolite: A crystal of mystery, indicolite dislikes being seen. It's a shifty gemstone that tends to be mischievous and tricky. Mana from this gemstone is deceptive, it is a trickster that takes another trickster to master it. Indicolite is great for witches that like setting traps and manipulating their foes.
 
Geography


This section is still under construction (there is a larger version of the map with labels that will hopefully be completed soon). In the meantime, you're encouraged to read the rundown of the geography of Arcana below.

The Blighted Lands: Archeluta Isles and the Azure Sea
The vast desert to the west is known as the Blighted Lands. Two hundred years ago, before the Abyss opened its rotten maw, most of the Blighted Lands was a beautiful, shallow ocean known as the Azure Sea.

The mountains in the center of the desert are what is left of the Archeluta Isles, an archipelago of seven volcanic islands that were a prominent blue witch stronghold. Along the border, one can still find tiny villages of persistent blue witches, honoring their maritime mothers by sailing the sand dunes in what one might generously call a boat.

To date, no one has returned alive from expeditions from the Abyss. One can only imagine what sort of ruins and lost treasures those wretched souls had found in the ceaseless discharge of corrupted magic. Or perhaps they were swallowed by the barren land that still rumbles and ruptures as though it's aching from the pain of infection.

Rubidia Plains and the White Wastes
Directly south of the Blighted Lands lies the Rubidia Plains, the traditional homeland of the red witches. Prior to the Abyss, these rolling grasslands were fertile fields, fortified by nutrients carried from the ashes of the periodic volcanic eruptions of Archeluta.

When the Azure Sea drained, the Plains became arid and most crops failed. To this day, the region has not recovered, although some irrigation projects have been completed and more are underway. Nonetheless, many red witches fled to the east, where the Dark Sea watershed continues to protect and sustain the other regions of Arcana.

Even further south are the icy mountains of the White Wastes – named for the vast glaciers, and not for the white witches that the red witches so bitterly feud with. The Wastes are far too cold to be habitable, but they provide and important source of fresh water now that the Azure Sea no longer refreshes the more northern aquifers.

Alfurasva, the Great Black North
Also known to southerners as the Great Black North, Alfurasva is the northernmost region of Arcana. It’s famous for steep, craggy mountains that hide priceless treasures – such as, according to some awestruck travelers, stockpiles of gold, silver, and precious gems that would make a dragon envious.

The thin soil has benefited from volcanic activity, but the short summers and agonizingly long, cold winters limit the growing seasons, and the landscape is punishing to all but the most southern farms of the region. It used to be worse, if you can imagine that, as the winters have been less harsh and the summers longer since the Blight drank the Azure Sea. The land is renowned for it's high quality berries. Alfurasva's main exports are meats, fish, furs and high quality metal goods and ores, and gemstones, which it trades for grains, food, wood, and cloths from the southern lands

The witches of the north are strong and unyielding, like granite. They carve their cities and homes into the mountains themselves, terraforming ancient peaks to suit their needs. They are arguably self-governing, and have a long and proud history of resolutely enduring two hundred years of Verdanthia’s attempts to annex Alfurasva.

Noteworthy Locations include:
  • Alfura, capital of Alfurasv. A modest sized mountain keep and the seat of house Hagermaus. It is not the largest settlement in Alfurasva, however it's location makes it the most defendable. Alfura's keep may be small from the outside, but it has expanded down into the rocks below the original building, carving out the centre of the mountain with large banquet halls, stables, food stores, and everything else the settlement needs to survive the winter. In particularly harsh weather or in times of siege, Alfura keep can house the entire population of the settlement below ground for months at a time. It's most noticeable external feature is its large gryphon stable located on the upper levels of the keep. From here the Alfuran Himmel Riddari can launch an aerial defense against any would be attackers.. Surrounding the keep is a small town comprised mostly of castle staff, hunters, blacksmiths, miners, or traders.
  • Meerhavn, Once Alfurasva's largest port and it's largest center of commerce, Meerhavn lies in the west on the edge of what was once the Azure sea. Now land locked, Meerhavn has been transformed from a bustling trading town, to a military stronghold and staging post from which the Alfuran forces wage their war on the Blight. It's steep harbour walls now form a daunting man made cliff built into the shoreline from which the witches rain their assault on those that manage to get close enough. Meerhavn does still see some trade though, from the sand sailing witches that make their living scavenging in the barren wastes. Meerhavn offers them refuge in exchange for scouting information, and any valuable treasures that they have rescued from the sands.
  • Jordstrum, the Land of Storms. Alfurazva's easternmost city. It sits far north of Oritia on the edge of the Dark sea. Spanning the mouth of the river Elvereisen, Jordstrum is a busy fishing port, and in recent years has become a growing trading port due to Meerhavn's decline. Most of the population are fishers, however there's known to be a sizeable naval force stationed in a specialised military harbour. Utilising longboats and raiding tactics, these seaborne Alfurans are known just as much for their naval skills as they are for their "acquisition skills" of goods from enemy forces.

Verdanthia and Sylva
The thickly forested central region of Arcana is Verdanthia, the domain of white witches. The land is as fertile as any other region, but their ancient religion worships the forest, and the white witches would not dare cut the trees down – they say, drinking herbal tea, and living in log cabins, purses heavy with money as caravans line up to purchase lumber.

Prior to the Blight, the numerous rivers and lakes created a water system that more-or-less allowed cargo to be shipped from Archeluta to Ortia. The white witches of generations past accumulated a fair amount of wealth by simply taxing whoever needed to pass through, and many respectable towns were set up on the shores of these waterways – including the capital city, Sylva.

The dark and ancient forests have many tales and legends surrounding them. One of the most famous is Queen Ilexa, who gave her soul up to the forest spirits in exchange for the barrier that surround Sylva. Then there’s the cult of the Verdant Brothers, a reclusive group of men who live an ascetic life, free from women and the corruptive influence of magic.

Home to the Blue Witches, Ophysia (Pronounced OH | FRY | Sia) is a temperate island, primarily comprised of intimidating mountains and wide, sweeping valleys. Rivers snake their way through the island, carving grey stone canyons into the mountain faces, some widening into small lakes, or pouring off cliff faces in impressively tall waterfalls. The weather varies around the island, the western side of the island generally considered the better side to live on as the storms are generally not as fierce since it is not facing the open ocean. What little “beaches” that rim the island are comprised of large volcanic boulders and rough rocks, what little dirt and sand harboring some sparse and hardy vegetation.

Aspiolia (pronounced AH | Poe | Lia), which roughly translates to “Island of Eyes”, is the smaller sibling to Ophrysia lays to the south of the large island. Standing in stark contrast to its mountainous sister, Aspiolia is relatively flat, with many large open spaces cut in the thick forest that covers most of the island. Several large meadows dot the forest island, though few are naturally formed. Most of the clearings were formed by the magic of the witches who settled there, their villages and towns settled in the gentle grasses of the meadows, though none dare to settle in the natural meadows on the island, for they are home to swaths of a special flower that. As far as anyone knows, only grows on the island. This flower is sacred to the Witches of Ophrysia and Aspiolia, the more religious of the Blue Witches believe these azure flowers to be the eyes of the Blue Goddess,

 
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History
Preface: The Blight has always existed. It was the rare occasional plague, the periodic horrific monster to be slain by brave witches and wardens. As time went on, it became more and more frequent, and everyone collectively agreed that something needed to be done about it.

Before the Abyss, there was a lovely shallow, warm ocean on the left of the map, called the Azure Sea. There was a volcanic archipelago with seven main islands called the Archeluta Isles. Blue witches ran the scene there, and each island had its own library that witches were honored to contribute to. The head librarians of each island were Grand Matriarchs, and their group of seven formed the Deep, which was basically witchy Mensa.

The Deep put their pretty little heads together to figure out a way to stop the Blight, to get to its source and kill it at its roots. Unfortunately, they were good at their job, and opened up the source of the Blight. The Abyss opened under the Isles and swallowed the sea. From there, it began to spread outward. However, the extreme cold of the far north and far south keep it at bay, and it struggles to cross over the tall mountains that separate Rubidia from the desert.

Queen Delilah of the Zariad dynasty was a great red witch with lots of money and fantastic diplomacy skills, but all the trading and merchant skills in the world can’t help in an ecological/supernatural disaster. In the face of the strongest wave of Blight yet known in history, her empire crumbled. People starved, and a major refugee crisis ensued. For several years, it was every city for itself.

From the central forests of the white witches arose a mighty warmaiden, Liria Lavan. She united and organized many white-held cities under her command, and proceeded to absorb homeless blue witches into her ranks while she pushed into former Zariad territory. Liria did eventually take most of Arcana under her command, though many red witches never forgave her for the brutal showdown between her and Delilah, and the northern territory of Alfurasva never bowed to her (or her daughter, or her daughter’s daughter, or… anyone, really).

Under Liria and the Lavan family, the witches of Arcana were a mostly united front against the Blight. The Lavan family established the white city of Sylva as their capital, where they remain to this day.

Fast forward a hundred years, Queen Ilexa gives up her soul to the forest spirits in exchange for the protection of her people. She gets turned into a tree and is still technically alive today (another hundred years later) but is arguably insane and completely immobile. She also powers a giant white mana barrier over the city that Blight can’t pass through. By virtue of not being able to have two queens at once and also ruling multiple territories, the insane tree is declared Empress, so that her daughter can take over without too much paperwork.

About 80 years after the Tree Incident, Queen Rhodesia is murdered by her oldest daughter, who is then murdered by her youngest and only son, who is then disfigured by her second-oldest daughter, who then is crowned as Queen Amelanch.

20 years after the Great Standoff, the roleplay starts.


 
Arcanian Culture
This long, exceedingly detailed setting post is courtesy of welian welian who is awesome in all things.

Gender Roles
“Magic is power, and women are magic.”

In the land of Arcana, since time immemorial, only women have been able to utilize the art of willfully channeling and directing mana. This has led to a culture with strict gender roles, where women have all the power and authority in society, and men are subservient to them. Even women who are unable to use magic are stigmatized, due to a culture that heavily worships and glamorizes female fertility.

Women are seen as the more intelligent of the two genders, and more in control of their emotions and desires. Men are said to be less intelligent, but strong and loyal and caring, much like well-trained hounds. The idealized husband is the steward of his home, ensuring that his children are fed, educated, and taken care of to the best of his abilities. The idealized witch is the matriarch of her household, she is responsible for the health and welfare of her husband, and making sure that her family does not go impoverished.

Government
The land of Arcana consists of four formerly independent regions: Verdanthia, Rubidia, Ortia, and Alfurasva (which is still independent, depending on who you ask). Archeluta is not included in the list of regions due to be obliterated by the Blight, however, sometimes it is included with Ortia as both were blue witch strongholds.

The leader of Arcana was, up until Queen Ilexa, the High Queen. After Ilexa’s deal with the spirits, she became functionally immortal so long as her tree stands. To prevent any issues with the line of succession, Ilexa was declared Empress and Grand Matriarch of Arcana, and her daughter became High Queen. From most everyone’s perspective, nothing really changed. Ilexa might as well be dead, for all the good having a tree as an Empress does.

Beneath the High Queen are four lesser Queens. Each of the ruler of their own domain, but they must pay tribute to the High Queen (Even the Queen of Verdanthia, who is traditionally a daughter, sister, or niece of the High Queen). This tribute can be money, supplies, soldiers – anything that proves the region is still worth defending from the Blight.

Under the regional queens are Governesses, the leaders of cities and the surrounding area. Long ago, before major centers of power solidified, governesses were minor monarchs of their own city-states. Many modern governesses can trace their lineage to these famous past rulers. It is up to the queens to determine how governesses are chosen, and it is not unheard of for some governesses to be elected by a reasonably democratic process.

Within reason, a governess can choose her civil servants and to determine how her city is run. Under a hands-off queen, this can result in wildly different administrative cultures from city to city. Some cities are a bureaucrat’s paradise. Others are seedy dens of crime and corruption.

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Military
The High Queen’s husband, if he is the warrior type, is traditionally assigned the role of Grand General and leader of the military. If the king is not a warrior type, he may pass the position to a high-ranking Warden or Witch of suitable organizational skills. Although three-quarters of the military is made up of witches, and women are widely agreed to be more fearsome opponents, many leadership roles tend to be filled by men – it is believed that since Wardens are unable to use magic, that they make more cautious and group-oriented leaders.

The Grand General has two primary advisers, the Witch Commander, and the Warden Commander. Witches and wardens require different tactics and accommodations due to the use of magic, and over time the two roles naturally emerged. The commanders must work closely together, as traditional military tactics frequently involve wardens acting as combat support to witches, or in battle alternating waves of witches and wardens. Depending on the size and complexity of the battlefront, the Grand General may choose to employ auxiliary commanders, who focus only on articular theaters.

Out in the field, a Captain leads a group of witches and wardens. He or she is in charge of tactics, and guiding the soldier through an immediate battle or goal. A captain has two lieutenants, echoing the Grand General’s two commanders. There is a witch lieutenant, and a warden lieutenant. They are responsible for their witches or wardens within a captain’s group. As an example, the warden lieutenant would be in charge of making sure the wardens weapons are in decent condition. The witch lieutenant might advising the witches on angles of attack, and which spells to be using.

Finally, the foot soldiers – the common witches and wardens (magicless knights) who are out there fighting the good fight against the Blight. They all have three-petal licenses, which gives them permission to carry weapons and use combat spells.

GM Note: While the military has formally detailed ranks, none of the people contributing to this game's lore have direct military experience. Given the nature of this specific game, actual military rank will be somewhat less relevant so choose a rank appropriate for your character based on their experience. If there's wild variation, we'll deal with it.

Overall, while the military has a mostly-organized structure, almost every Arcanian agrees that it is painfully unintuitive, and the size of the military has created a need for a thorough revision. However, the Queen has made it publicly known that she does not intend to reorganize her military in the middle of a war against the Blight.

Religion
The current mainstream religion is known as the Verdanthian Church. It may or may not have everything to do with the antics of Empress Ilexa, who as we all know by now, became a tree when she made a deal with the forest spirits of Verdanthia.

The High Priestess of Arcana is the Genetrix, a highly respected senior witch who interprets the will of the Goddesses for the mortal world and issues religious decrees as needed. The Genetrix, post-Blight, only ever reports to the Empress. The Empress, being a magical tree, straddles the border of the mortal and spirit worlds, and thus has allegedly been an excellent guiding figure for the past several Genetrices.

As for normal-level priestesses, there is one per each temple per color per city. This means that even in the largest city, you will have no more than four priestesses. These women lead worship, and present sacrifices to their respective goddess. They also make a hobby of complaining about being over-worked.

Priestesses employ temple helpers, to act as stewards and groundskeepers and teachers and nurses. These helpers are given the title of Sister or Brother, and new priestesses are chosen from pious and trustworthy Sisters. Single men who work at the temple are often prime marriage candidates for witches looking for a good husband to give her children and run her house.

Most temples are dedicated to one of the Four, the four primary goddesses that lord over mana and magic. In some places, there might be only one temple that’s shared among four priestesses. There are a few that are dedicated solely to the Moon Mother, and some small shrines and altars for Earth Brother, or the Sun Father.

Sacrifices for temples usually consist of food. Meat is traditional, but hard to come by for those who live in urban centers. Wine and pastries are popular substitutes, and for the poor who have nothing, the priestess will gladly help them write a prayer to be burned in a holy fire. For special occasions and holiday, an animal will be slain – the family that offers the animal is said to receive good fortune from their goddess, in gratitude for the blood. Some people point out that with that logic, if only the rich can afford to sacrifice a goat, then the rich only get richer – clearly these people do not remember Ortia’s Great Rabbit Fiasco.

Temples also function as places for the sick and wounded to receive medicine, and as orphanages. For many of these children, learning to read and write at a temple will be the only education they will ever have. As these are typically paternal duties, there tends to be more Brothers than Sisters working at temples, despite only women being permitted to be priestesses.

The Four
  • Suri, the goddess of white mana, is a messenger between the Living and the Dead. She wears white robes and carries shield and a lantern, with which she guides and protects the departed as they wander through darkness into the afterlife. Hanging from her belt is a book which contains the names of every person in the world, and when they will die.
  • Shani, the goddess of red mana, is the messenger between the East and the West, the North and the South. She rides a fleet-footed sorrel steed, with a mane and tail of fire. Her sword is unbreakable, every obstacle in her way is struck down, her blade arcing across the sky as lightning, hooves thundering as she continues her journey across the world.
  • Seri, the goddess of blue mana, is the messenger between Above and Below. Duality incarnate, she wears a deep blue cloak that becomes her fins in the water, and her wings in the sky. The All-Seeing Eye, she catalogues all the knowledge of the world. Her incomprehensible writings are kept hidden beyond the horizon, lest witches are driven mad by revelations.
  • Shami, the goddess of black mana, is the messenger between Within and Without. She is the Ancient One, who once destroyed all of civilization when she flew into a rage. To prevent herself from cleaving the world in two, she captured all her emotions and placed them into the Heartstone. She then swallowed the stone, so that she would not be tempted to break it.

Spellcraft Ranks
There are five ranks of witchdom as created by the Spellcrafter’s Guild. To move up in rank, a witch must pass both a written and practical exam as proctored by a Grand Matriarch. In many rural areas, ranks can be informally granted by a local Matriarch. However, the Guild will not officially recognize such ranks without a written notice from a Grand Matriatch.

Magic as a specialized study and practice is not for everyone, and while education in a witch is a desirable trait, there is no shame for the many women who have other aspirations in their life and never rise above Novice or Apprentice witches – so long as they have paid their dues to the Queen, and served their time in her Army.

Unranked

Until a young witch takes her first official exam (usually when she is first conscripted, sometimes if she is sent away to an academy), she is unranked and should only be performing the most trivial and basic of spellwork - and always under the supervision of a proper witch.

Novice

Many witches never leave this first rank, as they have no need to – a novice witch is legally able to cast a wide variety of basic spells, especially if she has a combat license from the Army. For most civilian witches, novice-ranked spells are all they will ever use in life.

To move up to the next rank, a witch must show an aptitude for higher magics and a willingness to learn, and find a Matriarch who is willing to take her on as an apprentice.

Apprentice

A witch who has become an apprentice has just started her long journey into the sacred mysteries of magic. Unfortunately, it is widely regarded as the worst part of being a witch, as it requires many, many long nights of studying, and long, long days of menial tasks for their Matriarch.

At this stage, the Guild will ruthlessly weed out the weak and unworthy, as to prevent witches lacking in integrity and temperance from moving forward.

Journeywoman

A journeywoman witch has completed her apprenticeship and has learned much, but has still not yet mastered her magic – she must study under a Grand Matriarch for some time. Journeywomen are typically employed by the Guild or the Army to produce enchantments or provide crystal charging for combatant witches. As the name implies, witches in this stage of their education are frequent travelers, and may end up clear across the country in pursuit of whatever it is they are studying.

The exam to become a Matriarch varies, but often involves some sort of report or essay to be sent back to the Guild’s headquarters for review.

Matriarch

A Matriarch, as a rank, is a woman who is a regular and practicing expert of magic. She is considered adept and knowledgeable in her field, and is recognized by the Guild as a reliable, trustworthy witch. She does not necessarily need to be powerful – being a Matriarch is about knowledge and skill, not sheer power. A Matriarch in good standing may ask the Guild for permission to study illegal magic, but it’s rare to receive an affirmative answer.

A Matriarch may take on an apprentice, and promote that apprentice to a journeywoman. However, she does not have the authority to promote a journeywoman to a Matriarch.

As a common noun, “matriarch” may also refer to the head of a household. Thus, when referring to the rank of a witch, Matriarch must always be capitalized.

Grand Matriarch

The Grand Matriarch is highly esteemed woman of any color and class who is not only an expert practitioner of her magic, but also spends a significant amount of time training others in her craft.

Many Grand Matriarchs have authored their own spells. There is no exam to become a Grand Matriarch, it is a title conferred by the Guild on an individual basis, usually in an annual ceremony that is overseen by the Queen.

Many other guilds follow the same ranking system. In guilds that have a male membership, such as trade guilds, it is customary that “Master” is used in place of “Matriarch”. They may also have their own methods of determining promotions in rank.

Licenses
In order to control the use of magic and prevent further spells that might result in catastrophic events such as a second Abyss, there is a strict licensing system in place. Licenses are geometric flower symbols, and are named by the number of petals. Licenses, like ranks, are recorded and conferred by the Spellcraft Guild, although on behalf of the throne.

Three petals

The basic combat license for witches and wardens. It permits the use of combat spells (spells that are designed to kill, maim, injure, or cause collateral damage), and allows weapons to be kept on their person, even as they walk through a city. Otherwise, the use of combat spells and open carrying of weapons is illegal.

Six petals

The upper-level combat license for witches and wardens. It permits the use of stronger combat spells, such as those that target a large area or multiple opponents. Weapon-wise, it permits the use of guns, which are still in development. However, the Wardens have been effective with even basic canons against the Blight, and some can do almost as much damage as a young red witch.

Nine petals

An elite license conferred to exceptional witches and wardens, who have proven themselves to be capable leaders and cunning strategists. Only high-ranking military officers are seen with this license.

Once upon a time, a Warden would automatically earn nine petals if he could slay a dragon and bring the corpse back to his Queen as proof of the deed. Dragons are much rarer these days though, and the tradition has morphed somewhat. Wardens might inherit drakesteel armor as part of the nine-petal ceremony. Still, that doesn’t stop the occasional knight dragging a dismembered tail back to Sylva, with a posse of excited comrades.

Twelve petals

An academic license. The owner is permitted to own illegal materials and study dark spells. However, if the witch is found to be plotting against the throne, like any other criminal, she will have her tongue cut out so that she can never speak another spell again, and her name scrubbed from the annals of history. There are quite a few Grand Matriarchs who have this license.

 
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