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Fantasy Tales of Raeligard - Lore

Tales of Raeligard
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The Tylsen branch of the Kriegslöwe Guild has taken on a fresh batch of recruits. Together, these individuals take their first steps towards uncharted waters - will they reach the height of legends, or will they be crushed by the weight of their dreams and ambitions?

Only one way to find out.
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This thread will contain lore regarding the RP "Tales of Raeligard". Meaning, excess info that exists in the RP-setting won't be present here, unless necessary to the current plot. The information found in this thread will be updated as the RP progresses.

If a participant wishes to contribute to the ever-occurring development of the lore, feel free to contact the GMs via the OOC.

DO NOT POST HERE UNLESS AUTHORIZED.
 
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RAELIGARD
OVERVIEW
The Kingdom of Raeligard traces its roots from a group of people migrating from foreign lands, banding together for survival and establishing a form of government that gradually developed until the establishment of Raeligard as a fully functioning nation. Though the annals of history have been eroded by the passage of time, leaving it disfigured and incomplete, it is evident that Raeligard has been existing for quite some time. Of course, the same would apply to its neighbors - the Republic of Aurezia, and the Valgem Empire.

Due to its location, the territories of Raeligard are gifted with the bounties of nature. From lush forests to sandy shores, the lands under the Kingdom's domain are full of wonder and life. A great variety of flora and fauna scatter all throughout Raeligard, with some even only found specifically in the nation's regions and nowhere else. But most of all, Raeligard takes pride in the riches provided by the gulf within its territory, as well as housing the largest river in the land.

For as long as the people of Raeligard could remember, the Kingdom has been under the rightful reign of the Auer - a noble bloodline that has been evidently etched in the disfigured history of the nation and the land itself. Even to the present times, the nation and its people heartily bow to the Auer royalty, who continues to preside over the lands. Beneath the authority of these long-standing rulers, a vast majority of noble blood reign over the lands' many regions, with a countable few led by people of humbler origins.

Current Heads of State
King Nikolas von Auer III & Loriel Rekshan von Auer​

Demonym
The citizens of Raeligard, as well as other entities and objects originating from the Kingdom of Raeligard, are regarded as Raeligardin (sing./pl.)

Language
While all the nations in the land speak the same tongue, the Raeligardin script is comparably more stylized as opposed to others and is considerably more pleasing to read. Many regard the Raeligardin script as the "traditional script made new", and such is no further from the truth for it is, in essence, a modernized combination of ancient scripts etched in the land's history.

The use of an ancient language dubbed as "Fynspeech" is still used in the more rural areas of Raeligard, albeit very rarely and strictly in small instances such as words and phrases, never complete sentences.​

Iconography
The flag of Raeligard contains a silhouette of its national animal - a bird called “Pathfinder”. In comparison to real-life birds, it is a mixture of an eagle and an osprey. Its feathers usually have an assortment of colors between blue, brown, grey, and white. The bird is very rarely seen, though if someone did see it, it was usually witnessed soaring above the Galvan Gulf.

The military of Raeligard bears a crest with the same silhouette placed over crossed swords.​

LOCATIONS
ACHELRIEDE
Located at the point where the Quinn River meets the Galvan Gulf, this city originally was a combination of two different settlements joined together by a bridge.

The capital of Raeligard is the largest city in the entire kingdom, separated into two sections, each named after the aforementioned settlements, with the Quinn River acting as the border in the middle. Protected by a sturdy wall that encircles its territory, this city is considered to be the most secure location, due to it being the residence of a great number of nobility, including royalty.

This city is currently governed by the royal family (Auer).

AREAS​

Fynstold Keep
This massive castle, located in the northern sector of Achelriede, is one of the most famous landmarks in the entire kingdom. Deeply rooted in Raeligardin history, this castle is said to be the true birthplace of how the kingdom came to be. A myth passed down by tongue from generation to generation speaks of the Fynstold Keep in great regard, both for its cultural significance and its implied mythical relevance - even being considered as the resting ground of the pagan deity known as "The Great Winged One".

As the residence of the royal family, Fynstold Keep is one of the most heavily secured places in the entire kingdom, despite being one of the most common stops for sightseeing.​

Whitestone Bridge
A long bridge that connects the northern and southern sectors of Achelriede. It boasts both beauty and fortitude, having lasted since the ancient Raeligardin ages, and remains standing sturdy to the current times. Supposedly made from Whitestone, a precious mineral now extremely scarce, which according to unproven claims, has bestowed it some "magical properties".

The bridge is a famous spot not only for its historical and cultural relevance but also for the marvelous sights it provides of both the Galvan Gulf and the Quinn River.​

Kriegslöwe Guildhall
One of the four main branches of the Kriegslöwe Guild, located in the southern sector of Achelriede. Most Kriegslöwen take pride in being assigned to the branch due to the prestige that is affiliated with its location. Many consider this to be the unofficial face of the guild, and such a reputation reflects the members of the guild branch - physically and socially polished.​

ESCHFELD
A small town that can be reached by roughly a day's ride southwest of Tylsen. The vast majority of this town's territory is taken up by numerous vineyards and wineries and is generally considered to be one of the sources of the best liquor Raeligard can provide. Aside from the calming sights of grassy hills and its local produce, the town is quite idyllic.

This town is currently governed by Lord Garreth Ainsworth, and by proxy, his son, Gabriel Ainsworth.

AREAS​

Ainsworth Manor
A large, three-story estate located at the center of Eschfeld, and the residence of the Ainsworths. It acts both as the town hall, albeit with greatly limited access to the townsfolk, and as a gathering venue for events hosted by the ruling lord.

Attached to a name carrying both fame and infamy, it is seen as a place of interest for countless individuals.​
TYLSEN
While not as big as the other "major" cities, the city of Tylsen holds its ground due to its location, where innumerable travel routes intertwine. Due to frequent visits from non-locals, the city is consistently active in various trades all throughout the year. One of the biggest Kriegslöwe branches is located within its premises, adding more value and activity to the city.

This city is currently governed by a council of the most distinguished merchants known as the Golden Circle. This council reports to Tylsen's ruling lord, Lauren Alba Durand II, who holds the utmost authority in the city's territory.

AREAS​

The Clocktower
An old bell tower that survived the One Year War, which was repurposed to signal the newfound era of peace. This towering structure employs both traditional technology and Manatech with its features. The clocktower regularly undergoes maintenance, handled by the local Manatech-nicians, who utilize the installed lift to traverse its heights.

It is considered both an attraction and an integral part of the city, with the latter referring to the citizens' reliance on it as a signal and reminder of the time of day. It also functions as an entrance to the city sewers.​

Tylsen Sewers
A labyrinth of underground tunnels where the city's sewer system is situated. Due to its vastness and its maze-like structure, mapping the area has proven to be quite tedious, and anyone who wishes to traverse the area would consult the use of several age-old maps. Ancient caverns connect to various parts of the sewers and lead to different exits scattered throughout the city's vicinity.​

Marble District
Named after its marble streets, this district is where Tylsen's rich and powerful reside. Most of the structures here mimic that of Achelriede's, and carry a certain presence that exudes pride. Its streets are rarely populated, and in times that it is, the number is quite minuscule compared to the day-to-day quantity of Tyslen's city square.​

Kriegslöwe Guildhall
One of the four main branches of the Kriegslöwe Guild, located at Tylsen's city square. Generally regarded as a hub for Kriegslöwen due to its location, it is a place where people of varying backgrounds and skill sets meet and mix. A melting pot of culture and influence to its members, and a symbol of the guild's renown to the rest of the populace.​

OYTEN
A small town to Tylsen's north, usually only reached via Land Ferries. The town thrives on its logging businesses and its export of quality wooden products thanks to the nearby, surrounding forest known as the Oytenrand Woods.

This city is currently governed by a resident named Johnson Mayweather, elected as mayor by the townspeople. The mayor, as expected, still reports to the ruler of the domain it falls into, Lady Janna Sergilde.

AREAS​

Oytenrand Woods
A dense forest north of Oyten. Its reach almost encompasses the town proper, nearly shrouding the town from view, with the exception of the town's main entry point located at its south. Due to the natural dangers it possesses, be it wildlife or otherwise, a huge chunk of the forest is restricted from public access, and logging companies are made to comply with the designated logging areas.​

PEOPLE
Nikolas von Auer III
The current Raeligardin King is steadfast in his beliefs and a stickler for tradition. Though his integrity toward his principles has earned the respect of the people, it has also earned him strong opposition, specifically from those who seek change. A man that has pride in his nation and his people, even if they themselves may not be worthy.​

Loriel Rekshan von Auer
The current Raeligardin Queen is known to be the mediator between the King and his enemies, using her knowledge and wisdom in the laws of the land to reach the middle ground between the unyielding and the unceasing. In times when the Queen is not found by the King's side, she is said to be tending to her children and teaching them the ways of the world.​

Nikolas von Auer IV
One of the royal twins born of the union between the King and the Queen. The Prince has been said to be shaping up as quite the promising young adult, using his physical charm and wit to maneuver in the kingdom's political landscape. The Prince often takes trips from the capital to other cities and towns to engage not only with the nobilities scattered throughout the land but also with the common folk. A face beloved by many.​

Lillia von Auer II
One of the royal twins born of the union between the King and the Queen. Contrary to her brother, the Princess is known to prefer staying within the confines of Fynstold Keep and is frequently seen tending to the various gardens located throughout the castle. Though seemingly reserved, she had shown rapid growth in her studies and had earned the commendation of various scholars that had worked as her teacher - some even suggesting that she may very well be controlling the strings behind her brother's success.​

Guntram Vogt
One of the pioneers of Manatech in the land, who led the research and development of the renowned Arcanizer. Many breakthroughs in the field of Manatech are attributed to him and his colleagues, due to the sheer influence they held over the subject matter - establishing the fundamentals and paving the way for future generations via the publication of numerous theories. Unfortunately, like most of his colleagues, he disappeared without a trace years after the Arcanizer became accessible to the public.​

Marcellis Vogt
The founder and head of Vogt Industries, and the son of Guntram Vogt. While he did not follow his father's tracks in pursuing the discovery of new knowledge and technology, he made his name known in the field of business by dabbling in politics and showcasing his skills as a merchant. Currently, he is considered as one of the most successful merchants in the entire land, not only in the Kingdom. The widespread use of Arcanizer and the rampancy of Manatech is attributed to him.​

Lauren Alba Durand II
Lord of the Durand Domain, which contains the cities of Tylsen and Elierde. A man that enjoys profiting and enjoys profiting from others even more. Common speculation is that Tylsen's Golden Circle is simply a means for him to reap the benefits of a successful merchant without being one.​

Janna Sergilde
Lady of the Liedner Domain, which contains the towns of Oyten, Felzen, and the city of Leibzberg. Known to be an ally of the common folk, and has demonstrated her intrigue in political reform through the employment of residents chosen by the people to act as stewards for her territories.​

Jerrim Roderick Nevel
Lord of the Nevel Domain, which contains the towns of Lohrof, Stillein, and Krafen. A ruthless, strong-arm noble that despises disorder. The majority of the nobles consider him difficult to mingle with, or even to please. However, a few have found respect for his unshaken conviction in ensuring that order is held within his territory.​

Garreth Ainsworth
Lord of Eschfeld. A man that is infamous for his rather public display of disdain towards the Kriegslöwe Guild.​

ORGANIZATIONS
Raeligardin Royal Army
The main military force for Raeligard, and an umbrella term used to refer to all the other divisions it covers. As with the changing times, the military employs the use of Arcanizers and other relevant Manatech as part of their standard equipment.​

The Golden Circle
A council of distinguished merchants stationed in Tylsen that act as the city's governing body. Many aspiring merchants seek to enter this circle, but the extremely high standards it has in place make it extremely difficult to even gain the chance for an attempt.​

Vogt Industries
A conglomerate of various businesses under the Vogt name, which has gotten a strong enough foothold to monopolize the Manatech industry. Included in the list of its assets is the Vogt Insitute for Advanced Learning (VIAL) - a prestigious academic institute in Raeligard, known for its focus on science and technology.​
 
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RACES
Humans
The most common race in Raeligard, and the entirety of the land, they outnumber the other races by a mile - not because of how fast they can populate, but due to the consequences of an ancient tragedy known as "The Great Cleansing". They generally do not possess any exemplary features compared to other races, however, their individual versatility is unrivaled.​

Caskarieth (Elves)
Blessed with the gift of beauty and grace, the Caskarieth often considered themselves to be the pinnacle of evolution with regard to physical appearance. The Caskarieth have subcategories based on appearances and personalities, like those with darker skin (Illieth) and those attuned to nature (Syrieth).​

Durgerai (Dwarves / Gnomes / Halflings)
Infamously labeled as the vertically challenged folk of the land, the Durgerai rarely reach the average height of a human. However, they often make up for this "flaw" through various means, usually by having high spirits, highly-developed minds, and sometimes, an unbelievable resilience to alcoholic influence.​

Ovil-ken (Orcs / Onis)
The Ovil-ken are naturally gifted with strong and powerful physiques, which greatly affect their appearances - causing a skin-color mutation, or the development of horns and growth of tusk-like incisors. While they mostly live in nomadic tribes and engage in what others would call barbaric practices, it is not unusual for an Ovil-ken to prefer a calmer and more "civilized" lifestyle in the cities.​

Beastfolk
Half-human, half-beast mortals whose appearances vary depending on the purity and strength of their ancestral blood - some becoming closer to a true beast, and some appearing merely as humans with animalistic traits and appendages. They often live in tribal groups, some settling on a specific territory, some preferring to be nomadic. They are gifted with the traits and abilities of their bestial half, mostly at a watered-down level. There are even myths that say they are the beasts of the land given new forms and purpose. On the land, any animals related to the skies and to the seas are extremely rare and almost non-existent.​
 
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KRIEGSLÖWE GUILD
During the One Year War, a special operations division was formed from the ranks of Raeligard's army and bore the name Kriegslöwe. This division was tasked with handling threats that were beyond the army's reach, especially with the latter being occupied by the intricacies of the ongoing war. With the combined skills of its leaders and tacticians, as well as the unbridled loyalty and courage of the troops, the Kriegslöwe division tore through the enemies of Raeligard, leaving behind a legacy of fear and awe wherever they went, albeit not without cost.

When the One Year War came to a close, the Kriegslöwe division was disbanded due to the lack of numbers and purpose. The last surviving members of the aforementioned division left military service after the disbandment. These war-decorated members resurfaced in the midst of an internal crisis and put a stop to the civil unrest before it could escalate into something damaging to the nation.

A year after this, the remaining members of the disbanded division established the Kriegslöwe Guild - originally tasked as a non-governmental peacekeeping force for the lands of Raeligard, but eventually turned into something akin to an adventurers' guild through the passage of time. It did, however, keep its oath of service to the land and the people without fail.

Currently, the Kriegslöwe guild is considered to be one of the biggest adventurers' guilds in the entire land and has several branches scattered all over Raeligard, with a countable few lying beyond the Kingdom's borders. There are 4 major Kriegslöwe branches, three in Raeligard and one in Aurezia. Each of these major branches are governed by a Guildmaster, and these Guildmasters form a council which ultimately decides how the entirety of the guild acts. There are plenty of minor branches scattered within the territories of these two countries, however. There is, unfortunately, no branch of the guild in the Valgem Empire's territory.

The members of this guild are called Kriegslöwe (sing.) / Kriegslöwen (pl.).



RANKS
With some jobs being more complex and more difficult than the others, a ranking system has been developed to ensure that they are handled well by the members who are appropriate for the task. Naturally, the guild staff, such as the branch receptionists, are exempt from this ranking system and follow a different form of hierarchy.

The ranks are arranged from the highest to the lowest.

S Rank
While very scarce in number, the individuals in this rank are extremely skilled and entrusted with the most delicate and dangerous matters, such as dealing with the threat of a dragon. Due to the perils of this position, and the rarity of S-Rank missions, few Kriegslowen ascend to this rank and even fewer remain there for long. Most choose to retire, move into a mentorship role, or utilize their extensive skills and experience to help the guild in other ways, such as becoming Guild Masters. In the entire history of the guild's existence, the number of active S Rank Kriegslöwen has never reached nor exceeded ten (10).
A Rank
By this time, the adventurer has become the stuff of legends. Tales are told and songs are sung of the great deeds they have done. Nearly all A Rank Kriegslowen have at least one legendary title, a unique name befitting their accomplishments, personality, or skill set.
B Rank
B Rank is characterized by patience and fortitude. Quests of this rank can take a great deal of time, spending weeks or months tracking a legendary beast, a shadowy group of assassins, or sieging a bandit stronghold. These test the adventurer's survival skills and willingness to see a matter through to the end, using every skill at their disposal to tighten the vise on their enemies. Adventurers of B Rank are often seen as loners and can be away from their guild branch for long stretches of time, but are also expected to be personable enough to interact with townsfolk in strange lands, gain the trust of isolated tribes, and be a friend to travelers on their journeys.
C Rank
Frequently described as "D, but stranger," C Rank quests are often similar to those of D Rank, but possess an element of unknown danger. A D Rank quest might task an adventurer with eliminating a pack of dire wolves harassing a village, while its C Rank equivalent might be "we think they're dire wolves, but something seems a little off." This is extremely common in the upper ranks, but C Rank is where most adventurers get their first taste of these unknown variables and must learn to think on their feet, respond to the unexpected, and lean heavily on critical thinking skills, tactics, and study the creatures and people of the land if they expect to get out alive.
D Rank
Often viewed as the dividing line between the low ranks and the upper echelons, many an adventurer has lost their life trying to climb out of D Rank. If F Rank is designed to weed out those who were never meant to be adventurers, D Rank is designed to test the resolve of those who wish to ascend to greatness. This rank has more adventurers than any other, simply because most find their limit here and lack the skills, willpower, or bravery to go a step further. Often described as the "doldrums" or the "dead rank," because many stall here and live out their days doing the same quests for the same pay, too afraid or too complacent to seek more.
E Rank
At this rank, assignments begin to become truly dangerous and potentially life-threatening. Kriegslowen of this level have proven they are able to handle themselves without supervision from higher-ranked members of the guild, though it is not uncommon for F-Ranked members to tackle E-Rank missions while accompanied by a veteran, as part of their training.
F Rank
After passing the guild entrance exam[1], individuals of this rank are considered "junior" members and are often assigned menial tasks until they are deemed worthy of rising to the next level. Assignments of this rank are more physically grueling or unpleasant than truly dangerous, and can often be described as "odd jobs" -- everything from pest control, to clean-up duty, and hard labor. Some believe F Rank assignments exist to instill in new recruits a sense of service and humility. Many would-be adventurers never get past this phase. The guild exists to serve the people, after all.

[1]The guild entrance exam consists of two vastly different parts - the first, involves an aptitude/personality test that is usually enacted through a one-on-one interview. After passing the first part, the applicant is sent over to the second part. The second part is what some think the meat of the matter lies, it tests the capabilities of the applicant to fend for themselves, work under pressure, and most importantly, survive - it is a battle between a non-F Ranked Kriegslowe and the applicant, where the latter dictates the rules of the battle and decides whether the applicant has passed the exam or not. Many of the veteran Kriegslowen consider the exam a formality, and that a guild member's experiences in the F Rank are the true tests to becoming "official" Kriegslowen.



CODE
The Kriegslöwe guild follows two main policies in its activities.

Service to the Land and the People
It is of utmost priority to ensure the safety of the land, and the welfare of the people. Be they Raeligardin or otherwise.​

Political Neutrality
The Kriegslöwe guild recognizes the sovereignty of a nation and will not intervene in political and military matters. A Kriegslöwe cannot interfere with nor arrest any person of political standing or of a national military.​

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MANA & MAGIC
Mana is the mysterious, unseen, and intangible energy that flows throughout the world. It is otherwise known as the breath of the world, the essence of the gods. This energy is generated by the world, which is then released into the wild through the unseen and intangible pathways called leylines - they are comparably the veins of the world, managing the flow of its lifeblood that is Mana.

Magic is the act of manipulating the flow and form of mana to suit one's needs and desires, often in the form of a spell. Once the spell is finished, the Mana is then set free, which will be absorbed by leylines and undergo a purifying cycle before being released once more as fresh, new Mana. This process is done through incantations - which involve chanting specific words, and sometimes even include movements and gestures.

It has been embedded into the lives of all mortals - from very simple acts such as lighting a fire, to complex tasks like sculpting a statue. It is present everywhere and has been there for as long as mankind can remember.

However, due to the unexplained phenomenon which locals call "The Sundering", the people of the land have been left unable to sense, let alone access Mana - and in turn, become unable to utilize magic. Thrown into an age without magic, the people were left with no choice but to adapt.

With a great variance as to how magic is practiced from one individual to the other, the locals have created a tier-based categorical system that factors in the gravity of the spell’s effects:

Tier I, the first category, lies at the bottom of it all. It consists of the most basic and fundamental spells, such as the conjuration and redirection of a small flame, the basic recovery spell to treat small wounds and minor injuries, etc.

Tier II, right above the former category, consists of spells that would be considered common by practitioners of the arcane art, such as casting a spell that would let a cone of fire burst forth from the caster’s hand, a recovery spell that enhances the caster’s base regenerative capabilities, and the like.

Tier III is where the spells of the more experienced practitioners of the art belong to. Summoning a familiar, conjuring a small wall of stone, and other spells of a similar degree are in this category.

Tier IV stands at the top, containing magic that could easily turn the tides of battle, and often affect a great mass. Spells that call forth meteors to fall from the sky, reshape the landscape to the caster’s desires, create portals that mitigate the distances from one location to another, and other spells of a similar degree are within this category.​


MANATECH
Introduced to the locals by foreign traders and travelers from distant lands, Manatech is the combination of the intricate crafts of man and the mysticalities of the world they live in. By integrating a unique resource called Veracite into the various works and inventions, the loss of the gifts of magic is compensated for. Where once spells dominated, new contraptions were made to gradually reclaim what was once lost territory.

From contraptions that would conjure fire at the flick of a switch, to objects that provide illumination at the press of a button, Manatech has become a blanket term for any technology that involves that integration of Veracite, with functions that are gradually taking over the forgotten domains of magic.

Though still in its early stages, the influence of Manatech has steadily grown throughout the land. The educated and those involved in the field have recognized the immense development potential of Manatech, and forecast that sometime in the future, everything may very well be dependent on Manatech.

Currently, Raeligard takes pride in the most recent advancements of its local Manatech, namely:

The Land Ferry
A means of public transportation involving an engine running on processed Veracite as its fuel, allowing the average Raeligardin the comfort of a couch and the travel speed comparable to that of the fastest horses in the land. A Land Ferry has a maximum capacity of twenty (20) people, and can reliably shorten the travel time between cities down to one to three (1-3) days, varying based on the distance between the two cities. This technology requires constant maintenance, which is held after every trip.​

The Safe-Light
Lamp posts that emit a specific variant of light and frequency, achieved through the use of Veracite-powered lenses and bulbs, which keeps stray beasts and monsters away from the main roads - allowing the common Raeligardin to walk safely as long as they are within the path of the main roads. While effective to most of the local wildlife, it is not completely foolproof - there are and will be creatures that are unaffected by this technology.​


VERACITE
Initially encountered by the locals during the early years Post-Sundering, the strange crystalline ore now known as Veracite was once considered to be useless and dangerous. When mined through normal means, it would pose a great danger as the stored energy within it would often burst forth in a volatile manner, causing forth countless casualties and even affecting the environment within its vicinity by reshaping the land and mutating the wildlife in it. The successfully mined ore chunks served no purpose - they could not be utilized as raw material, nor as supplementary ones.

But with the introduction of Manatech by foreign influence, the locals learned of the proper means of mining Veracite ore, and the processes necessary in order to make use of the said mined ore. The term Veracite was coined by foreigners and insisted the locals use it as the official name for the strange ore.

Mining Veracite ore is a hefty and delicate process, as the ore must be unearthed as a whole, whilst avoiding to damage the ore. Even a single crack to the ore would lessen its overall value and in turn, waste the material. With the aid of the ever-advancing Manatech, the process of mining Veracite ore has taken a number of steps towards efficiency, though not to a point that the harvest of the material is drastically faster than before.

Processing Veracite ore into useful material has been kept as a trade secret by various businesses, but it is general knowledge that the ore must be reshaped into a myriad of more manageable forms such as tiny shards and fragments, and even melted forms of the ore. Some of those well-versed in the field of Manatech have revealed that exposing the reshaped material into the elements of the world is considered a part of the process.

According to some researchers, Veracite is formed by the coagulation of mana in certain portions of leylines and is considered to be an adaptation from the very world itself, to aid the people of the land in tackling the loss of magic. The religious locals believe that it is a divine gift bestowed by the goddess Aurelia, although when asked as to what the purpose of the gift is, there has been no coherent response.



ARCANIZER
Taking in the core concepts of Manatech, and inspired by the stories about a foreign land utilizing magic via strange artifacts, the famous scholar Guntram Vogt assembled a team in pursuit of developing a means for the common man to regain access to magic akin to the stories he has heard. After several grueling decades of rigorous research and countless experiments, the device known as the Arcanizer was at last completed. It took several years before the blueprint was finally understood by those involved in the field of Manatech, and finally set to mass production and release into the market of Raeligard.

An Arcanizer is a device that allows its user the ability to utilize magic via the intervention of a severely complex system involving processed Veracite and a myriad of unnamed contraptions. It usually takes the shape of a slightly bigger pocket watch, no larger than the average human's hand, although there exists a variant of an Arcanizer taking the form of a bracer.

Contrary to popular belief, an Arcanizer only gives its user the means to access magic - the wielder of the device must still learn the historic intricacies of casting their desired spell, including the necessary incantations, gestures, and expressions in order to do so.

An Arcanizer has three main components:

First is the housing, which contains the necessary contraptions to make the device function as intended, as well as slots where the second component would be slotted into.

Then would be the processed Veracite, or as most could call "Zauberites" - tiny gem-like fragments that vary in color and purpose, but are generally used as a means to "fuel" the device.

And finally, the cover, which hides the complexities of the device and gives it the simple yet refined appearance of a pocket watch. Or the look of a bracer in some cases.​

To prevent such a device from falling into the wrong hands, a law has been decreed - which would require a person to pass the "Arcanizer Licensure Examination" before acquiring the rights to purchasing, let alone own an Arcanizer. This law disregards social status and age and is the main cause as to why only select individuals are able to procure and utilize an Arcanizer.

The Kriegslöwe Guild includes the aforementioned test in training their recruits and is the reason behind the abundance of Arcanizer users in their midst. However, retiring from the guild begets the removal of the retiree's Arcanizer, unless the retiree has earned enough merit to keep such a powerful device.



ZAUBERITE
A Zauberite is a product made by processing Veracite ore, taking on the form of tiny gem-like fragments which vary in color and purpose with regards to their use in an Arcanizer. This material has no other use than as fuel for the aforementioned device. A Zauberite is considered to contain a portion of the Mana stored within a raw Veracite ore, and one of the main factors regarding the effectiveness of an Arcanizer.

The Mana stored within a Zauberite is finite, and is prone to run out after a certain number of uses. Once completely used up, the Zauberite would lose its color and its purpose and is usually discarded by the user. Zauberites are often purchased on various outlets that sell Arcanizers, but they can also be procured from Manatech factories and research facilities.

An Arcanizer has seven slots for Zauberites, six of which are closed and locked by default due to safety precautions. These slots can be unlocked in a Manatech facility with the aid of someone who is tasked with handling Arcanizer-related matters.

Additionally, these slots are equipped with locking mechanisms that can be toggled on and off with the flick of a switch located on the housing, which prevents the slotted Zauberites from falling off or getting dislodged. These mechanisms are mainly used to switch and remove a slotted Zauberite, and are not to be confused with the aforementioned slot-restriction locks.

The process of placing and removing Zauberites into their respective slots can be done without the aid of a Manatech-proficient individual, but such a process must be handled delicately in order to avoid any unwanted tampering that may damage the housing and overall function of the device.

There are four types of Zauberite according to their color:

Ruby Zauberite
Immersed into raging flames during Veracite processing, this type of Zauberite opens the path to fire-related magic and offense-oriented magic.​

Lapis Zauberite
Submerged in flowing waters during Veracite processing, this type of Zauberite opens the path to water-related and ice-related magic, as well as healing-oriented magic.​

Topaz Zauberite
Buried underneath fertile soil during Veracite processing, this type of Zauberite opens the path to earth-related magic, as well as defense-oriented magic.​

Jade Zauberite
Exposed to a highland's winds during Veracite processing, this type of Zauberite opens the path to wind-related magic and lighting/thunder-related magic, as well as utility-oriented magic.​

The slotted Zauberites determine the spells that a person could cast. Someone with an Arcanizer that only has one Ruby Zauberite slotted could only cast fire-based offense spells and must slot other types of Zauberites in order to cast more fire-based non-offense spells. Of course, the same goes for other types of Zauberites - a lone Lapis Zauberite can only grant access to water-based healing spells, a singular Topaz Zauberite would limit one to only earth-based defense spells, etc.

Additionally, the slotted Zauberites affect which tiers of magic that a person has access to. Unfortunately, due to the limitations of the Arcanizer, only up to the third tier of magic can be possibly accessed. The Zauberite requirements of each magic tier are as below:

Tier I magic could be accessed by slotting the necessary Zauberite types, a basic spell that uses the winds to attack would involve the slotting of a Ruby Zauberite (for the offense aspect of the spell) and a Jade Zauberite (for the wind-related magic). Usually, 1-2 Zauberites of the right type would be enough to access this tier.

Tier II magic would require more of the base type. Casting a spell that would send forth a bursting stream of water from one’s hands would involve the slotting of two Lapis Zauberites (for the water-related magic) and a Ruby Zauberite (for the offense aspect of the spell). Typically, 3-4 Zauberites of the right types are necessary to reach this tier.

Tier III magic would require not only more of the base type, but also from other types. Casting a spell that sends forth multiple balls of fire at once would involve the slotting of three Fire Zauberites (for the fire-related magic and the offense aspect of the spell), a Topaz Zauberite (to assert reinforced control over several different outputs), and a Jade Zauberite (to act as the “spreading” aspect of the spell). Oftentimes, 5-6 Zauberites of the right types are required to cast spells of this tier.​
 
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CALENDAR
The Aurelian Calendar
Due to the widespread influence of The Aurelian Church, it has been deemed appropriate to use the calendar established by the aforementioned religion as a means to track the passing days and years - both in Raeligard and in other lands as well. As the calendar's main purpose is to track dates, it has no designated names for its months and days.

This calendar states that there are twelve (12) months within a year, and each month would consist of five (5) weeks. Each week would be comprised of six (6) days.​

Dates of Note
Day 1 of the 1st Month
The celebrations of a brand new year are held. Festive activities run rampant across the land.​

Day 11 of the 1st Month
The birthday of the current Raeligardin King, Nikolas von Auer III.​

Day 28 of the 5th Month
The birthday of the current Raeligardin Queen, Loriel Reshkan von Auer.​

Day 30 of the 5th Month
The birthday of the royal twins, Prince Nikolas von Auer IV and Princess Lillia von Auer II.​

Day 6 of the 6th Month
A day of festivities and sacred rituals devoted towards the goddess Aurelia.​

Day 9 of the 10th Month
The solemn commemoration of the countless lives lost in the One Year War.​

Day 29 of the 12th Month
End of the year celebrations.​


TIMELINE
Year ???, Pre-Raeligard Age
People from distant origins migrate to the lands and establish a new settlement. A form of government is gradually brewed amongst the group of settlers.​

Year ???, Ancient Raeligardin Calendar
The Kingdom of Raeligard is established, and the Auer bloodline is placed at the very top to govern.​

Year ???, Ancient Raeligardin Calendar
The Kingdom of Raeligard begins to pursue territorial expansion, starting with the islands south of the mainland.
Belief in the goddess Aurelia begins to spread, its origins undetermined.​

Year ???, Ancient Raeligardin Calendar
The tragedies brought forth by The Great Cleansing make their marks upon the lands. A great mass of lives is lost, with a number of non-human races brought to extinction. The horrors that came with the banner of a black lion drove people into hiding until the historic event came to a close.​

Year ???, Ancient Raeligardin Calendar
The Aurelian Church is established after amassing a drastic increase in the number of its followers.​

Year 1, Aurelian Calendar
The Aurelian Church's widespread influence forces the civilizations of the land to adopt its calendar.​

Year 281, Aurelian Calendar
The Kingdom of Raeligard continues to expand its territory and clashes with an empire from the north that seeks to do the same. Diplomatic talks are consistently held.​

Year 303, Aurelian Calendar
An incident occurs beyond the borders of Raeligard and the empire. The tension between the two nations rise.​

Year 304, Aurelian Calendar
Discord emerges within the diplomatic talks, and unexpected aggressions come from both sides.
Before the year ends, the Kingdom of Raeligard declares war on the Valgem Empire.​

Year 305, Aurelian Calendar
The new year begins with a bloody start as the One Year War commences. Both sides take significant losses, and the Kingdom's proposal of peace talks is denied.
In the middle of the year, the Kriegslöwe division is assembled and deployed.
Followers of the Aurelian Church protested against the ongoing war, and later into the year, the anti-war propaganda goes out of control.​

Year 306, Aurelian Calendar
The One Year War ends, as both sides finally come to an agreement, with the Kingdom of Raeligard forfeiting a chunk of its territory.
A great number of people, predominantly followers of the Aurelian Church, leave both sides and settle in unclaimed territory.
The Kriegslöwe division is disbanded.​

Year 307, Aurelian Calendar
The Republic of Aurezia is established, and proclaims its neutrality to both Raeligard and Valgem.
The Aurelian Church is given a city in the Republic's territory. It is officially declared as a holy city and the church's main headquarters.​

Year 331, Aurelian Calendar
A city stationed at formerly Raeligardin territory gets burned down. There are no survivors.​
Year 332, Aurelian Calendar
The Valgem Empire claims the aforementioned territory.
Civil unrest begins to stir in Raeligard as a clash of opinions with regards to the non-action of its leaders towards the tragic incident.​

Year 333, Aurelian Calendar
Protests and rallies run rampant across Raeligard.
Former members of the Kriegslöwe division resurface and quell the chaos before it escalates.​

Year 334, Aurelian Calendar
The formation of the Kriegslöwe Guild is proposed, with the endorsement of the Aurelian Church.
Backed by the Raeligardin populace, the Kriegslöwe Guild is established with the graces of the Auer royalty.​

Year 361, Aurelian Calendar
The people of land lose the ability to utilize magic. They are unable to even feel the sensation of Mana. Chaos and panic ensue all across the land.​

Year 362, Aurelian Calendar
The strange incident is dubbed as "The Sundering", using foreign hearsay as the basis on what the phenomenon actually was. The true nature and meaning of this phenomenon remain undetermined.​

Year 366, Aurelian Calendar
The people have adapted to the lack of magic to a decent degree.
The people discover the existence of strange crystalline ores, later known as Veracite.​

Year 370, Aurelian Calendar
Foreign traders and travelers introduce Manatech to the locals.​

Year 371, Aurelian Calendar
Raeligard adopts the concept of Manatech. Veracite ore becomes a precious resource.​

Year 372, Aurelian Calendar
The Arcanizer is conceptualized. Later into the year, research and development begin.​

Year 401, Aurelian Calendar
The Arcanizer finishes development and is introduced to the public.​

Year 402, Aurelian Calendar
Arcanizers are mass-produced and become accessible to the public.
An Arcanizer-related incident occurs and creates a massive list of casualties. It is later resolved through the joint efforts of the Raeligard military and the Kriegslöwe Guild.
The law limiting Arcanizer access is passed and enforced before the year ends.​

Year 410, Aurelian Calendar
The Safe-Light finishes development and is immediately implemented on the roads.​

Year 418, Aurelian Calendar
The Land Ferry finishes development.​

Year 419, Aurelian Calendar
The Land Ferry is mass-produced and becomes accessible to the public. It quickly becomes one of the main means of transportation in Raeligard.​

Year 422, Aurelian Calendar
Current year.​
 
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RAELIGARD'S NEIGHBORS
VALGEM EMPIRE
To the great north, beyond the border of Raeligard, are the lands of the Valgem Empire. Originally a group of varied settlements that banded together to fend off invaders, this nation grew in number and in might as it achieved victory from one battle to the other. Its campaign for expansion started at an early age, swiftly developing a thirst for glory and power among its people as they took over one nation to the next. Due to the great disparity between its citizens, the Empire went under a myriad of changes to its governing system, until eventually finding a crossing point where all involved parties are content and compliant.

The Valgem Empire's traditions run on a merit-based system, where the value of an individual is not simply determined by their heritage, rather, by the results of their actions and what they provide for the nation. It is one of the reasons why the trade in the country is so competitive, that interested parties from foreign sources often find themselves intimidated by the country's economic culture. Even those who travel beyond the Empire's borders to pursue their goals in a foreign land find themselves bringing such a trait. Of course, this is not only present in the mercantile folk of the Empire, it applies to its common folk, and even those in the upper echelons as well.

However, the greatest aspect of the Valgem Empire that is known all throughout the land is the highly feared and respected "Four Banner Army", a military force under the rule of four Imperial Generals that have sworn utmost loyalty to the country, its people, and most importantly, its ruler. While the names behind these titles aren't completely exposed to the public, the very title alone demands respect - effectively becoming the faces of the Empire itself, even gaining more attention than the nation's ruler.

Current Head of State: Emperor Quintius Gadril Rosengart

Demonym: Valgemian (sing.) / Valgemians (pl.)

Iconography
Valgem’s flag bears a decorated shield divided into four sections - the northeast has a singular wing, the northwest has a flower, the southeast has a ten-pointed star, and the southwest has the image of a calm water surface.

The Valgemian military bears the same crest, with each of the four sections representing a specific faction within the Four Banner Army.​

Foreign Relations

Raeligard
The unresolved grievances of the One Year War remain a thorn in the hearts of the Raeligardin and the Valgemians. Though the two countries aren't necessarily on friendly terms, the two are following the treaties of old and avoiding any action that may spark yet another gruesome war.​

Aurezia
The Empire and Aurezia are on good terms, though not necessarily completely friendly nor evidently at odds. Inter-country trade is fluctuating at a decent pace and while expected to only grow better as time passes, the diversified stances of the Empire's political powers state otherwise.​


REPUBLIC OF AUREZIA
Predominantly composed of migrants from both Raeligard and Valgem, the Republic of Aurezia was formed by the "will of the people" and their disdain for unnecessary conflict. Through the use of a system that respects the "will of the people", and with the supplemental aid of the Aurelian Church, the nation has achieved a harmonic relation between its people and its government. Though Aurezia does not possess the same bounties that Raeligard and Valgem have, it prides itself in its neutrality and its capability for being a point of intersection between the two other nations - not simply as an international hub for trade and cultural exchange, but also as a land gifted with a myriad of tourist spots.

The biggest attraction Aurezia offers is none other than the Holy City of Sarphia, where the biggest temple of the Aurelian Church resides. A city rich with religious culture, from statuesque depictions of the goddess Aurelia, to historical records that tell of the goddess's existence within the mortal world, any scholar would be salivating from the mouth at the idea of visiting this city - if only they didn't have so many restricting regulations and complex processes with regards to accessing any item that is not completely accessible by the public.

The influence of the Aurelian Church on the country is rather evident and depicts a clear picture to outsiders that Aurezia is effectively a religious country due to its association with the Aurelian Church. And with the widespread influence of the Aurelian Church, the country's clean image is given more emphasis.

Current Head of State: Chancellor Ulrich Zane

Demonym: Aurezian (sing.) / Aurezians (pl.)

Iconography
Aurezia’s flag has an image of a many-branched tree with a thick line encircling its trunk. It has been attributed as a symbol of hope and rebirth, pointing to its origins of being a nation founded and formed by immigrants from other nations.

Aurezia’s military crest has an image of a deer with leafy tree branches as its horns, showing that while the Aurezian military's main focus is to keep the peace and order within the nation, it is by no means a dull blade.​

Foreign Relations

Raeligard
Aurezia and Raeligard are on very friendly terms, with the heads of state from both nations visiting the other in several instances. The existence of several Kriegslöwe branches in Aurezian cities only further proves such a point.​

Valgem
Aurezia explicitly extends its helping hands to aid Valgem and expresses that its neutrality is tried and true. While the two are on good terms, their international transactions aren't as comfortable as the ones between Aurezia and Raeligard.​
 
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RELIGION
THE AURELIAN CHURCH
A religion that took the lands like a storm. Though the true roots of the belief towards the goddess Aurelia continue to evade the public eye, the people of the land persist in the belief that it is fated to be. According to the church's doctrines, the forebearers of the church were birthed from the very essence of the goddess herself before secluding herself to a realm beyond the reach of mortal hands - entrusting her "children" with the task of spreading the faith, which they indubitably did.

Though the goddess Aurelia has no true domain unlike the pagan deities, it is believed that she reigns over all with grace and bestows the mortal world with gifts from the realm where she resides. The followers of this church believe that Veracite is a gift from the goddess to help the people compensate for the loss of magic. It is this belief that has made some of its followers, including the very clergy that preaches the religion, consider that using Veracite as a means to bring harm to other living beings and even the lands as a misuse of the goddess's gift - to a point that even seeing the usage of an Arcanizer as a sinful act.

The Aurelian Church is governed through a branching hierarchical system, wherein a holy figure, supposedly anointed by the goddess herself, oversees the actions of the church in generality, with a vast multitude of priests and priestesses acting as heads of their own respective religious communities, regardless of the size, and reporting unto those with higher authority within the church's hierarchy.

Branches of this church are spread all throughout the lands, though the biggest temple resides in the Holy City of Sarphia, located deep within the territory of the Republic of Aurezia.

Current Leader of Religion: Archpriest Emin Malneri

The Three Principles
The Aurelian Church's beliefs and teachings, though originating from a great myriad of doctrines and scriptures of varying ages, are often summarized into three main principles. These are what the followers of the religion consider as the divine ruling imposed upon mortals by the goddess Aurelia, and that by adhering to such, the faithful earn the merit for her divine providence.

"Cherish the gifts of the goddess."
Anything that is inherently good is considered as a gift of the goddess Aurelia, and must not be defiled. Life must run its course as naturally as it can - taking the life of another is considered a grave sin.​

"There is only one who reigns this world."
The goddess Aurelia is considered as the sole true deity of the world, any other supposed divinity is considered as false - the worship of pagan deities and enactment of religious pagan practices are considered sinful. The Aurelian Church does not acknowledge the existence of other religions, regardless of the presence of existential proof.​

"Forgive the sinful, but not without lecture."
Any sinner must be given the chance for repentance, and shall be forgiven - but not without facing the punishments or penalties that they rightfully deserve. Those branded with heresy are often punished with ex-communication from sacred grounds and religious communities but can redeem themselves through conversion.​

Iconography
The crest of the Aurelian Church is a circle with six wings spreading from its outline - with the circle depicting the goddess's reign above all, and each wing representing the five mortal races of the land, with the sixth wing representing all other forms of sentient life, including the flora and fauna of the land. Within the circle, there are ribbons outlining a triangle at its center, which represent the religion's Three Principles.

The goddess Aurelia is commonly depicted as a lady cloaked by a multitude of wings and ribbons, keeping the woman's face hidden and anonymous. There are other renditions of artworks and sculptures that depict the goddess as an amalgamation of holy light, wings, and vibrant colored ribbons, usually taking the shape of a halo or a sphere. While many of the Aurelian Church's scriptures describe the goddess as a majesty beyond imagination, there are a few written works that speak of a mortal feminine shell that the goddess took upon in the past - which is often described as alluring, yet untouchable.

Though the clergy of the religion follows no strict dress code, a consistent color theme could be recognized upon the attires of its members - the colors white, blue, and gold are evident in the clothing worn by the Aurelian Church's clergy. Alternatively, any one of these three colors can be switched for the color black, though it is rather rare to find anyone doing so. Since the Aurelian Church does not implement the usage of a uniform attire, the clergy are recognized through the religion's crest - usually found in a medallion that the clergy carries, or in rare occasions, embedded into the very clothing they wear.​

The Holy City of Sarphia
Gifted to the Aurelian Church by the government of Aurezia, this city is considered as sacred ground, not simply because it is what the church considers as its headquarters, but due to the numerous holy relics that could be found within its premises. Many of the church's faithful go on religious pilgrimages within the city's confines, which often last a few days, with the longest taking a span of nearly two weeks.

At the center of this city lies the biggest temple in the entire land, devoted to no other than the goddess herself - it also serves many additional functions such as being the residence of a huge chunk of the clergy, including the Archpriest himself, as well as being a home for numerous artifacts attributed to the religion. This temple is a holy site that many religious pilgrimages set as their final destination. Spread throughout the city are various monuments and displays that store various holy relics for the faithful to visit and pay respects to. These relics are, without doubt, heavily guarded with aid from Aurezia's own military.​

The Knights of Aurelia
Rumors and myths speak of a military organization devoted solely to the mandates of the goddess, hidden from plain sight and taking residence within the Aurelian Church's ranks. Stories tell of how these holy soldiers devote their life and soul to serve the goddess, smiting the evil and protecting the good with her divine blessings. Some stories even speak of their glorious campaigns against the heretics and pagans of the land, opening their eyes to the goddess's truth and cleansing the land from the stains of false gods and their cursed relics. According to the word of many, the might of these holy soldiers surpass that of any mortal in the land, even that of the Kriegslowen and the various nations' militaries.

The Aurelian Church has not claimed any of such stories to be true and doubts the very existence of such an organization within its ranks, especially with the First Principle. However, the church also does not refute the possibility of its existence. Whether such a group truly exists or not remains to be a mystery, even to renowned scholars.​


PAGAN RELIGIONS
There are believed to be a myriad of religions long before the birth of the Aurelian Church, however, through the passage of time and the rapid widespread of the former, many of these religions have died out in obscurity. Fortunately, through the efforts of many scholars and historians, some dated artifacts and relics are preserved as proof of their existence. And whilst only a few of these old religions exist in the current age, many of them are kept in secret in fear of the Aurelian Church's overwhelming dominance and its evident threat of removal. Whilst they all vary in tradition and belief, these religions share one common goal - to continue existing in the midst of the ever-growing Aurelian Church.

These are but a few of the known pagan religions in the land:

Children of The Drowned
A pagan religion that worships an ancient deity - Oceaniss, "The Drowned God". This deity is often depicted as a serpentine god that reigns over the waters and the sea. There has been noted to be a number of shrines dedicated to religion in various locations throughout the land, often in areas surrounded by water, or even submerged in it.

The only publicly known practice of this religion is a ritual to send a deceased follower into the afterlife, which entails a form of sacrifice, often involving blood and water.​

Order of The Great Winged One
A pagan religion that is supposedly embedded within the history of Raeligard, where its followers worship a deity known in many Raeligardin myths - Fyndrima, "The Great Winged One", which is said to be an immortal giant bird carrying divine powers. According to the deciphered ancient text and myths passed from generation to generation, the feathers that were shed by Fyndrima became the land the people set foot upon, the flap of its wings brought forth the waters that would surround the lands, and with a loud squawk it bestowed life upon the lands and the seas.

The followers of this pagan religion are mostly comprised of Raeligardin, often those in the rural areas and the elderly. Practices vary from rituals that supposedly call forth a bountiful harvest, to sending offerings in the Galvan Gulf, where the deity supposedly resides in deep slumber. According to studies, this religion existed during the early eras of the Ancient Raeligardin Calendar.​

The Primeval Pantheon
An ancient religion that is said to have existed long before the concept of Raeligard even came to be. The only proofs of its existence are a countable few relics including broken tablets and scriptures written in an ancient tongue that remains to be undeciphered even in the current age. Some assumptions speak of this religion as the progenitor of all religions, and many assume that it came from an era long before the would-be ancient Raeligardin even set foot upon the land.

It is not known if there are any who have continued the religion's traditions and beliefs in the current age, but if the scholars and historians are to be believed, the religion is effectively dead and is but a mere tool to uncover the mysteries of the ancient ages.​
 
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