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The Covenant of Auris Codex
Posted: Fri Mar 22, 2024 1:13 pm
by Pharaoh
The Covenant of Auris
The Crystal Kingdom
The Sacred Covenant of Auris:
Drimera, of the doleful veil,
Dread Akrivar in burning mail,
Wise Lyren, steeped in mystery
And sly Myshala, hark’n to me
I pledge to thee, O Lords of Mist,
A promise ever to persist
And strive to more than just survive:
In adaptation I shall thrive.
Lo, though my motherland decays,
Let dread mists part before my gaze
To fall upon a plot of land,
Where flames of progress might be fanned.
Though for this Auris to progress
We must seek more and never less,
The future we advance towards,
Will ever serve our patron lords.
As long as Auris doth exist,
I bind its fate to Lords of Mist.
-Talira d’Raihne in prayer for a Siltori homeland
Founders: Witch-Queen Talira d’Raihne, Prince Averyx d'Arsoren, Princess Seliena d'Mordryth, Princess Xzaris d'Verinnex
Current Ruler: Witch-Queen Pyrathea d’Raihne
Demonym: Aurisian
Population: Roughly 16 million
Territory: The Aurisian Covenant is situated on the continent of Ailizane on a plot of rocky, temperate desert South of the Clockwork Wastes and West of Sol’Valen.
Capital: Aur’arnis
Official Religion: Covenant Catholicism
Racial Distribution: 70% Siltori, 15% Mixed-Blood, 5% Human, 5% Lysanrin, 5% misc. races
Official Language: Silandris
Additional languages: Vallenor, Common
The Crystal Kingdom of Auris represents a covenant forged in remote antiquity between early Siltori reformers and the Mistlords they quit Sol’Valen to worship. In the Age of Wonders, when many elves clung to memories of former grandeur, the progenitors of the Siltori race looked to the future and sought to adapt to the changing times. In their eagerness to upend the rigid status quo in Silfanore, these erstwhile Hytori firebrands took to the worship of a new pantheon and aligned themselves with Ilixidor the Betrayor in hopes of forcing the rapid reforms they believed necessary to retain relevance as a formidable race in Ransera. Though the alliance with Ilixidor was not to last, the elves who turned from Sol’Valen at his side were ever altered. The Siltori born of this shift would settle the sands West of the Hytori motherland to found a realm focused upon the future. Like the desert landscape, ever shifting with the winds, these Siltori pioneers made a compact with their Mistlord cynosures to remain adaptable as never to find themselves stuck in the stagnancy they saw in Sol’Valen those millennia ago. Unto the modern era, The Aurisian Covenant remains a progressive, forward-thinking culture that welcomes diversity of thought and rarely hesitates to explore new avenues of advancement for the sake of routine or tradition.
Table of Contents
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Major Regions
History
Climate & Geography
Culture
Government
Religion
Diplomatic Relations
Re: The Covenant of Auris
Posted: Fri Mar 22, 2024 1:25 pm
by Pharaoh
Aur’arnis
The Crystalline Capital
Set in a natural mountain oasis overlooking the black sands of The Obsidian Desert below, the crystal city of Aur’arnis is a beautiful jewel of Siltori civilisation. This densely populated metropolis plays host to a mélange of races and cultures and, while different factions amongst the ruling class have differing opinions as to the influence of non-Siltori races and foreign cultures, the Aurisian Crown and Parliament of Princes have never dissuaded immigrants from seeking to contribute in their society. Many members of non-Siltori races have dwelt in the realms of the Aurisian Covenant for many generations, and interbreeding between races is so common that Mixed Bloods represent the second largest racial group outside of pure-bred Siltori.
Aur’arnis was built around Talira d’Raihne’s original fortress, which now houses the seat of the government and is surrounded by three much larger districts named for the other founding families of Auris.
The Aur’raihnish Ring - The city of Aur’arnis encircles the ancient elven fortress of Aur’raihn, which houses the royal Palace of Tal’raihne, the Palace of Parliament, The Hall of the Immortals and the Basilica Drimera. Apart from the two palaces, the Ring contains the residences of princely families and the headquarters of several government agencies. The fortress is surrounded by a stark, crystalline wall that forbids entry to all but those who serve the Aurisian government. The walls and the district within are known as the Aur’raihnish Ring, which represents the only area in the city that is closed off to outsiders without the express permission of the ruling class. Once per season, the Great Gate is opened to the public and a festival is held to celebrate one of the founding mothers or fathers of Auris. Apart from these rare occasions, the inner ring is regarded as a place of power and mystery to the general public. The day-to-day goings on within the ring are wholly unknown to the average Aurisian.
Tal’raihne Palace - The royal seat and residences to the Aurisian sovereign, Tal’raihne Palace is as beautiful as it is mysterious. It’s gleaming walls conceal myriad secrets and few but the most elite Aurisians and the most cherished guests ever cross it’s threshold.
The Palace of Parliament - This majestic crystalline complex houses the Hall of Princes, in which the laws of the land are drafted. Its grand ballroom and inner courtyard play host to festivities for the upper echelon of royal Aurisian society.
The Basilica Drimera - Its colossal spire, colloquially known as The Tower of Tears, represents the tallest structure in Aur’arnis. Constructed in honour of the goddess Drimera, the basilica houses a devout monastic order devoted to the Grim Lady.
The Ward of Veils - A residential district comprised of palatial homes belonging to the oldest and most elite of Siltori families. Only direct descendants of the four founders of Auris are permitted to own property within the Ring.
The d’Averyx District - Centred around the Arsenal of Averyx, the d’Averyx District occupies the Northernmost portion of Aur’arnis. Though most Aurisians are polytheistic, the majestic Cathedral of the Burning King looms over this prosperous district, and Akrivar is widely considered the patron deity of its residents. In addition to the temple and the military facilities, the d’Averyx District houses a luxury marketplace known as The Burning Bazaar, and the wealthy Siltauris residential neighbourhood.
The Arsenal of Averyx - This massive complex is the centrepiece of the d’Averyx District and represents the headquarters of the Aurisian military and constabulary. In addition to administrative offices of Aurisian Covenant High Command and training facilities, the complex also houses an elite martial school known as Averyx Academy and the actual arsenal itself, which both stores and manufactures weaponry that blends the arcane arts and the practical sciences to great effect.
The Cathedral of the Burning King - Also known as The Crimson Cathedral, this holy site is a colossal feat of Aurisian architecture hewn of crimson crystal in honour of the patron deity of Averyx: Akrivar. The cathedral is the seat of Akrivar’s church in Auris.
The House of Ember - Situated on the grounds of the Crimson Cathedral, the House of Ember is the headquarters of a knightly order of Akrivar’s devotees, known as The Sons of Ember. These Burning Paladins are an elite warrior sect who may be called into service by the Crown, the Parliament or any whose petitions pass muster under the strictures of their sacred oaths.
The Siltauris Ward - This affluent residential quarter is home to some of the most prestigious figures in Aurisian society. In the days of Early Auris, many of the wealthier and more prominent families chose to settle closer to the military district for security and, in some cases, to influence the armed forces toward their own aims. Though Aur’arnis is not a particularly dangerous city for law-abiding individuals, the trend remains intact.
The d’Seliena District - Centred around the Library of Lyren, the d’Seliena District is situated Southeast of the Aur’raihnish Ring, directly to the East of the d’Xzavis District. The most prominent structure in the district is, without a doubt, the palatial Library of Lyren. Despite what its nomenclature might suggest, the library is far more than a collection of tomes. It is a religious institute devoted to the advancement of knowledge through manifold means. In addition to the library complex, this district is home to a thriving artists’ quarter, a factory quarter, middle class residences and The Arcanists Market.
The Library of Lyren - This monolithic complex, austere by Aurisian standards, is managed by a religious sect devoted to the Mistlord Lyren known as The Mysterium. The campus houses several massive archives containing texts pertaining to every subject imaginable, though some of the more obscure tomes are off-limits to the general public. The Holy Shrine of Lyren is also housed within the complex, along with the d’Seliena University Hospital, the Aurisian Academy of Arcane Arts and Sciences, The High Court of Magistrates and the headquarters of The League of World Mages.
The High Arts Quarter - Situated alongside the library complex is an arts district in which some of Auris’ most cherished arts institutions are housed. Looming above the many museums, galleries and gardens that populate this neighbourhood, stands the Royal Aurisian Opera House, which presents opera, ballet and epic verse plays throughout the year. The High Arts Quarter is also contains private residences that tend to be owned by wealthy Aurisians, though many are owned by patrons of the arts who allow their favoured artists to live there throughout the year.
The Arcanists’ Quarter - Far smaller than Myshala’s Marketplace in the d’Xzavis District, the Arcanists’ Market is an upscale shopping quarter devoted to the sale of alchemical, runeforged and scrivened items. Commissions, custom alterations and all manner of world magic services may be hired in the Arcanists’ Market and many of the shoppes have residential apartments in the upper floors for the families of the shop keeps and occasional renters of modest means.
The Blackforge Quarter - This large neighbourhood contains factories, laboratories and warehouses devoted to large-scale industrial works, many of which incorporate both world magic and practical technology. Here Aurisian airships, driverless carriages, automatons and other innovative constructs are manufactured to advance the realm in accordance with the Covenant. Many factories in this district have adjoining dormitories to house unskilled workers and their families.
The Grimglass Quarter - Primarily a residential neighbourhood, the Grimglass Quarter is home to many middle class Aurisians of different backgrounds. Though the population is primarily Siltori, this is by no large margin and many races coexist and frequently intermarry for romance, rank or resources.
The d’Xzavis District - Centred around Myshala’s Marketplace, a massive collection of shoppes representing items and cultures from all over the known world, the d’Xzavis District lays Southwest of the Aur’raihnish Ring and directly West of the d’Seliena District. Myshala’s Marketplace surrounds The Stitchmother’s Sanctuary: the goddess’ primary temple in Auris. Unlike the Library of Lyren or the Arsenal of Averyx, Myshala’s Marketplace occupies the entirety of the district spreading throughout the web-like streets and enclosing even the densely populated residential districts. The d’Xzavis district boasts a thriving nightlife scene and a theatre quarter that is conisdered peerless in its part of Ailizane.
Myshala’s Marketplace - While each of Aur’arnis’ four districts is centred around an institution pertaining to one of the patron Mistlords who aided in the founding of Auris, none is so pervasive as Myshala’s Marketplace. The market stretches out through the entirety of the d’Xzavis District in a web-like grid of streets and alleys. Bars, restaurants, stores and stalls are peppered all throughout the district with residences interspersed between them. This represents the most diverse and the most populous portion of the capital, with people of all races, classes and creeds represented. You are more likely to see princes rubbing shoulders with paupers here than in any part of Auris, and the residential areas may have tenements on one block and mansions on the next. At the centre of the web sits The Stitchmother’s Sanctuary, the headquarters of Myshala’s church in Auris.
Hopsfel
Due West of Aur’arnis lays the city of Hopsfel, founded initially as a Lysanrin alienage in the days of the Clockwork Empire. When Aritraea defected from The Kingdom of Lys, the Mother of the Ashborne brought many of her devotees South through Auris. The presence of so many Lysanrin refugees was a matter of great contention in the Parliament of Princes, but after much debate an accord was struck whereby they would be permitted to join a nascent, Siltori settlement far to the West of the Capital, which had been struggling to take root for decades prior due to the region’s infestation of monsters. The addition of the Lysanrin population was enough for the intrepid pioneers to tame or stave off enough of the threats to eke out an existence and, with time, the settlement has grown into a thriving city, where Siltori, Lysanrin, Humans and mixed bloods dwell amongst one another with no dominant race. Although Hopsfel is subject to the laws of the Siltori ruling class in Aur’arnis, the city itself is run by an elected assembly known as The Western Congress, comprised of members of all three of its dominant races. As Hopsfel’s residents learned to live amongst monsters, they came to respect and revere the Mistlord who rules over them, and so Thultu is regarded as the patron deity of Hopsfel and is worshipped in the Temple of the Leviathan, which was built into the face of one of the mountains along the Aurisian/Atinoran border.
Kaladon
Far to the North of Aur’arnis near the border of the Clockwork Wastes in the shadow of the volcanic mountain that shares its name, lies the oasis city of Kaladon. Originally founded as the forward base of the Solunarian crusade into Ailizane, the region was decimated during the Battle of the Rending, in which the demigods Varvara and Aværys were cast down by the armies of Arcas and Raxen. The area lay deserted for many years thereafter, until a monastery was founded by clerics of the fallen deities. Over the years, the monastery slowly grew as Solunarian pilgrims made the trek to Auris and as some Aurisians found themselves drawn to the Varværyn scripture. Though once dismissed as “The Cult of Kaladon”, this religious minority has been steadily building in Auris for centuries and in the modern era, Kaladon has become a formidable and distinct city with a population numbering in the millions. Unlike Aur’arnis or Hopsfel, Kaladon is populated with a stark elven majority. The vast majority of the population is Siltori with the largest two minorities being Re’hyæan elves and Vastian humans who settled there after making the pilgrimage. While citizens of Kaladon are not openly hostile to members of most other races, the culture is less hospitable and more starkly hierarchical than what one finds in most of Auris. The Cult of Kaladon, once dismissed as fanatical outliers, has recently begun to grow in prominence even in the capital, but for the moment Kaladon remains the seat of the Varværyn religious minority in Auris.
Re: The Covenant of Auris
Posted: Fri Mar 22, 2024 1:39 pm
by Pharaoh
The History of The Aurisian Covenant
Before Auris
The history of Auris is bound tightly with the history of the Siltori Race. After the Rift Gate Wars, when the Boundless Empire was shattered, elves were made mortal and the Hytori strained against their new lots, Ilixidor rose to prominence in a time of great turmoil. Ilixidor was not alone in seeking to break the wheel that seemed to lock elvenkind in stagnancy, and others who wished to see reform recognised that they may need to make unholy alliances to accelerate the paradigm shifts that seemed necessary. For their dalliance with the Mistlords, these erstwhile Hytori were intrinsically altered: And thus the Siltori were born. Though Ilixidor’s descent proved more extreme than they were willing to countenance, the Siltori withdrawal of support was not enough to cripple his then-formidable forces. Many of their number were slain or captured by one side of the Kinslayer Wars or the other. It was at this low point that a Siltori witch named Talira d’Raihne made her covenant with the Grim Lady Drimera to save her people.
The grim-touched Talira convinced Sol’Valen to release three others to join her in their common war against Shaeoth, and each was to be touched by a Mistlord. This watershed moment is detailed in an ancient rhyme well known amongst the Siltori:
In grief and sorrow lacrimose,
Drimera’s witch Talira rose.
The next to pledge himself to war:
Brave Averyx met Akrivar.
When Seliena bent her knees,
She learnt of Lyren’s mysteries
And lastly Xzavis rose and strove
To wield the webs Myshala wove.
Endowed with the power of these new gods of Ransera, the Siltori Tetrad would play their part in the undoing of Ilixidor and the casting down of Shaeoth and, for their endeavours, would secure the freedom of the Siltori people from imprisonment in Sol’Valen. Whether that was out of Hytori gratitude or because the war had depleted their resources to the point where prolonged imprisonment of so large a number would have been overtaxing, the Siltori were free to travel into the West, where the Tetrad would settle the sands of the temperate desert that lay there.
Led by Talira and her three disciples, this wind-tossed silver tribe found an oasis amidst the mountains and pledged a covenant to the gods who’d offered salvation to their race as well as the whole of Ransera: The Siltori vowed to uplift the names of the Mistlords and to never allow themselves to stagnate, as the Hytori had. From this covenant was born a nation.
Early Auris
Auris was a kingdom forged in darkness, for its founding coincided with the death of Arcas and the mourning of the King of All Creation. But, during this Day of Mourning, for the first time since their creation, the Siltori were able to hope for something more than mere survival. In a roundabout way, they were getting what their progenitors had sought prior to the Kinslayer Wars: Progress. For the first time the Siltori had agency, and so Talira and her generals gathered to compose a constitution to outline the future they wished to see for their people.
As their settlement burgeoned into a city and eventually a kingdom, the Siltori Tetrad toiled to ensure that their people would never fall into the trap that hobbled their Motherland to the East. They would welcome differing opinions, would assimilate different cultures into their own, would welcome strangers of other races and cultures into their religion and would not force them into the adoption thereof. The “racial purity” that was so important in Sol’Valen would be rejected in Auris. They had seen firsthand how quickly a “pure-blooded” Hytori had turned into an entirely different race as had been the case with the Lysanrin and themselves. From this they posited: What was the purpose in sanctifying blood that was so easily transmutable?
In addition to these other cultural questions, the Aurisians also decided that magic and science need not be in conflict, but should rather work in concert. In adopting this theory, the Aurisians began to focus more and more on world magic and the seamless union of the arcane arts and the practical sciences. Auris became a silver light in the darkness that swept over the world, and by the time the Age of Conquest was upon them, the Covenant was a beacon of knowledge and progress known across the continent and beyond.
Early Middle Auris
During this time, a cult of Hytori calling themselves “The Scions of Re’ha” had been cast out of Sol’Valen and dismissed as a fanatical cult. The cult was focused upon reunifying the Hytori and Siltori people, and their proselytising succeeded in gathering a formidable number of Siltori to join their ranks. Though their dogma was aligned with Aurisian custom in some ways, these Re’hyæan elves were racial purists with many ideas that clashed with the local mores. Eventually most of these cultists would migrate across the Crystal Sea and settle on the continent of Ecith.
As the Kingdom of Lys rose to their North, the Aurisians kept pace with the ambitious civilisation at least enough to hold their own, as the ambitious Lysanrin nation began to expand into unwelcome territory. The Covenant traded resources and research with Lys for as long as such was viable and, when it no longer was, they welcomed refugees from Lys and the realms it conquered as it transitioned into an imperialistic juggernaut.
The Aværyan Advance
The once minor Cult of Re’ha that had sailed South to Ecith, returned to Ailizane in force with a crusader army led by Aværys and Varvara: two deified elves, alongside their allies in the Platinum Dragonflight. Establishing a colony first to the West of Auris in what is now Atinaw, the two Moritasi at the head of the host were able to convince the Aurisians that theirs was a path toward the progress promised in their sacred Covenant. Then Witch-Queen Kahriella aligned Auris with the Sacred Solunarian Empire to wage war with Sol’Valen and points North. When avatars of the draegir Arcas and Raxen took up arms in opposition to the Solunarian advance, the Aurisians cut their losses and the war soon ended in Northern Auris at Mount Kaladon in what would come to be known as The Battle of the Rending. Though most of the surviving Solunarian combatants retreated back to Ecith, some remained in Auris where the worship of their fallen gods was still accepted. Their influence saw Aværys and Varvara added to the Aurisian pantheon, though their worship was not widespread until the modern era.
Late Middle Auris
As Aur’arnis and other Aurisian cities and towns flourished, a group of intrepid Siltori monster-hunters known as The Fighters of the Fells sought to tame part of the Western desert frontier known as The Blightfells, which had long been uninhabitable due to an infestation of monstrous beings of different stripes. These devotees of Akrivar established a basecamp as they waged their uphill battle against these mist-damned forces. Around this time, a large influx of Lysanrin refugees were descending from the Clockwork Empire into Aurisian territory. As Aur’arnis became overrun with these mostly-ashborne devotees of Aritraea, the typically welcoming city began to feel the strains of the sudden increase in population and many citizens began to cry for their expulsion. As violence began to befall the Lysanrin interlopers, the Parliament of Princes argued at length about how best to deal with the problem. It was ultimately decided that the Lysanrin would be granted homesteaders’ rights if they travelled West into the Blightfells to aid the Fighters of the Fells. The vast majority of the Lysanrin immigrants leapt at the opportunity to claim the fertile lands of the large oasis that housed the Siltori basecamp there. Thus the city of Hopsfel was founded. Even with the bolstered population, the Fights of the Fells found their war on the monstrosities unwinnable and it was the Lysanrin who guided them toward cohabitating with the beasts rather than attempting to exterminate them. In time, more and more residents of the Blightfells came to worship the Mistlord Thultu, Father of Monsters, and the Fighters of the Fells disbanded. No more did Hopsfel seek to hunt monsters, instead its inhabitants learned to live amongst them and harness their power in symbiosis. This is widely considered a prime example of Aurisian observance of The Covenant, in which they tried one method and, watching it fail time and again, learned to adapt rather than dwell in stagnation. This willingness to change would be of vital importance to the kingdom, as soon the Sundering would wrack the world of Ransera.
Post-Sundering Auris
Never had the mortal races known a time of such upheaval as the Sundering of the World. Even a culture as primed for change as Auris was overwhelmed by the paradigms that shifted as a result of Kaitos Diraegon’s misadventures. It was the Sundering that turned the sands of Auris black, and bepocked the skies with Dread Mists that decimated entire cities. Only the most advanced, the most populous and the most beloved cities of the Mistlords survived this onslaught. The potent mages of Aur’arnis, masters in the art of coordinated rituals practised by many mages at once, were able to offset enough of the effects to sustain the capital. The small, isolationist settlement at Kaladon hunkered down and brooked the brunt of the Mists and the Thultu worshippers at Hopsfel found their relationship to Thultu most convenient as their Lord’s monsters proved a match for those that sprung forth from the Dread Mists. Much of the region to the South of Aur’arnis was utterly ravaged and the limited resources still available to the more populated areas were not sufficient to rebuild. When the people who survived and settled after sought to form their own independent sovereignty of Cathena, the Crown of Auris elected not to press a claim and the maps were redrawn accordingly.
Modern Auris
Contemporary Aur’arnis is a mecca of knowledge and culture with a seamless blend of magical and technological amenities that make it among the most advanced civilisations in the known world. While the ruling class is largely composed of Siltori elites who spend the bulk of their time behind the walls of the Aur’raihnish Ring, the indelible marks of many cultures can be seen in the social melting pot of the crystalline city. Auris is a realm where gryphon-riders fly alongside dragonshard-fueled airships, and runeforged automatons secure the streets alongside powerful Rune-bearing mages. Since its founding, Auris has prided itself on its ability to move with the ever-flowing tides of change. As the Siltori saying goes: “We are constant only in our inconstancy.”
Re: The Covenant of Auris
Posted: Fri Mar 22, 2024 1:46 pm
by Pharaoh
Climate & Geography
When it was first settled, the region that now comprises Auris was a desert wasteland. The industrious Siltori, however, have always been attuned to collaborative casting and were able to perform coordinated rituals of great power to render the realm more hospitable to their needs. From empty sands, life-giving oases were conjured. The river Arnis was carved from out the Gulf of Cathena and now snakes all the way up through the Obsidian Desert to the Elegis Mountains. Entire forests were formed where only sand and stone once stood. Today, Auris boasts a diverse ecosystem consisting of stretches of black sand, grassy plainlands, rocky mountains and dense deciduous woodlands.
Although the landscape drastically shifted as a result of the Sundering, the Aurisians have diligently worked to restore their lands in the years since. Entire cities were demolished and large swaths of the erstwhile population were casualties of the pursuant storms, but steady immigration has bolstered the population to the highest point in Auris' long history.
In the modern age, the ecosystem has become relatively diverse due to natural and supernatural catalysts as well as arcane intervention by the Aurisian people. There are four major provinces with distinct biomes.
The Crownlands - Tucked between the Sol'Valen border and the River Arnis, the heavily populated Crownlands that surround the capital are lush and teeming with life. Once a small, natural oasis, this region has been heavily influenced by the mages of the realm and now serve as both the largest population hub as well as the breadbasket of the kingdom. Though Aur'arnis proper is set in a hilly area, most of the Crownlands are flatlands traversed by tributaries that branch off from the River Arnis.
The Beastlands - Due West of Aur'arnis on the other side of the River Arnis lie the Beastlands. This heavily wooded area is haunted by fell creatures of great power and was wholly inhospitable before the founding of the settlement of Hopsfel. The eldritch forests of the Beastlands are still quite dangerous to outsiders, though the residents of Hopsfel seem to have come to a symbiotic accord with their monstrous neighbours. It is strongly discouraged for non-residents to traverse the Beastlands without a local guide.
The Northlands - The North of Auris is the least inhabited region and the least influenced by the will of the Aurisian people. With a dry landscape that ranges between mountainous peaks and black sand flatlands, the Northlands are harsh and scarce of resources, aside from a few natural and artificial oases around which small settlements have formed. The only major city in the region is Kaladon, which sits at the foot fo the eponymous volcanic mountain in the Elegis Mountain Range.
The Aurisian Riviera - South of Aur'arnis along the coast of the Gulf of Cathena, lies the Aurisian Riviera: A beautiful, subtropical beach that stretches from the Eastern border to the Southern tip of Auris, where the port city of Constellaris is situated across a narrow strip of water from the Republic of Cathena.
The natural climate in most of Auris remains primarily dry, with mild temperatures ranging between 40-80 degrees Fahrenheit throughout most of the year. Only in Searing do temperatures approach 90 degrees and only in Frost do they approach 30 degrees. Mundane irrigation as well as magical manipulation are utilised to render the farmlands in the Northeast of the realm hospitable to a diverse array of crops and livestock. To the West of the river Arnis, the lands are harder to render fertile even through magical intervention, as they are frequently afflicted with small Miststorms believed to be related to the monster population that roams the area in concord with the citizens of Hopsfel.
Re: The Covenant of Auris
Posted: Fri Mar 22, 2024 1:55 pm
by Pharaoh
Culture
Aurisian culture is centred around the Covenant. When Talira d’Raihne first made her pact with Drimera, the new Siltori race was forever altered and the course of their destiny was thus established. With the aloof Dragon Gods having failed to save civilisation from the doom Ilixidor sought to bring about, it was the Mistlords who came to their aid. For this salvation, the Siltori offered their eternal devotion. As the Mistlords represented a break from the ancient tradition of worshipping the Dragon Gods, the young Siltori race realised that stagnation was a prison and every enlightened soul should seek perpetual evolution and advancement. Though the Siltori of Auris are not without their traditions, they value critical thinking and encourage the questioning of long-standing customs. To cast off an old routine in favour of a newer, better path is considered an holy exploit.
Due to this priority, Auris is more welcoming to foreign influence than most of the elven cultures. “Racial purity”, as such, is a fringe concept amongst the Siltori, who believe that diversity is a paramount part of evolution. Though intermarriage between races is quite common in Auris, it is less so amongst the ruling class who dwell within the Ring and there have always been groups of Siltori who disfavour miscegenation amongst elves. Notably, the Varværyn cult headquartered in Kaladon and has been gaining influence in the capital promotes these concepts which the greater culture deems closed-minded.
Population
While the majority of the Aurisian population is Siltori, the nation is a multi-racial melting pot with mixed-blooded citizens representing the largest minority in the realm at roughly 15% of the total population. There is no legal or cultural aversion to intermarriage between races, though some populations within the kingdom remain segregated for various reasons particularly outside of the capital. After mixed-bloods, Humans and Lysanrin represent the largest minorities at about 5% of the total population. These two races may both frequently be seen in Aur’arnis, but Lysanrin are the majority in the city of Hopsfel and Humans are distributed throughout most of the realm and are the predominant race in some smaller villages. Every other race common to Ailizane is represented in the population.
Aur’arnis and its surrounding suburbs represent the most populated and diverse communities in Auris. Nearly half of the Aurisian populace is situated in these Crownlands. Outside of this, there are sundry municipalities that have sprung up around natural and mage-made oases in the greater desert, though these settlements tend to be more homogeneous Siltori (or in rarer cases Human and Lysanrin) communities than those found in the Crownlands. The Western beastlands surrounding Hopsfel boast a larger representation of Lysanrin than anywhere else in Auris, with many families having lived there since the Clockwork Age and considering themselves true Aurisians.
Society
Outside of the Aur’raihnish Ring, the Crystal Kingdom is a meritocracy. An innovative mind and an ambitious spirit are considered to be the paramount virtues of an Aurisian citizen. A child born in squalour may grow up to build a mercantile empire or a foreign refugee may become a sought-after sage at one of Auris’ institutions of higher learning. The only limit to the ambitions of an Aurisian citizen lies within the Aur’raihnish Ring, where the descendents of the founders of Auris and the Siltori race itself regularly revise the laws of the land to reflect the changing times.
Within the Aur’raihnish Ring, things are different. The pedigreed elites who dwell behind those inner walls are known as The High Coven, and their blood has been graced by the influence of the patron Mistlords who favoured the founding families. Each of the founders from Talira to Xzavis made a pact with their deific patron, and each was touched by the primordial power of their chosen deity. These powers have been passed down from generation to generation, which many take as a sign that the mysterious Mistlords still favour the offspring of the founding families. Some outspoken Aurisians may consider the hereditary ruling class to be vestigial Hytori hypocrisy that goes against the core of the Covenant and these voices are not discouraged by the Witch-Queen’s High Coven, but the majority accept what they deem to be the endorsement of their Mistlord pantheon.
Gender and Sexuality
As per their Sacred Covenant, Auris has always been at the forefront of shifting mores pertaining to matters of gender and sexuality. In the modern age, one may find male, female and non-binary Aurisians and there is no systemic prejudice pertaining to gender. Pansexuality is prevalent in the Crownlands and widely accepted throughout the realm. The laws of Auris do not favour any sort of relationship between consenting adults to be preferable to another, and there is a wide panoply represented amongst the populace with some favouring monogamy and others polygamy and polyamory. Marriage is a legal compact that is considered sacrosanct insofar as it touches on the domains of both Akrivar (oaths) and Myshala (bargains), but the nature of those agreements is up to the participants in the marriage. Polygamous marriages are not uncommon, though the savvy Aurisian is particularly cautious about the wording of their vows when entering into a poly-pact. Every marriage is different, with the involved parties coming to their own set of terms. As long as these do not conflict with the law of the land, these marriages are recognised by the Crown and the Parliament. If it is not agreed upon in advance, matters of succession and inheritance will be distributed evenly amongst offspring produced by the marriage as designated by the Ministry of Magistrates.
Magic in Auris
The Aurisian Covenant is a nation that prides itself on its mastery of magic. In no area do they excel with more aplomb than in collaborative ritual casting. Large groups of Aurian mages gather to perform unparalleled acts of magical prowess that have reshaped their hostile desert into a thriving kingdom.
Though some disciplines of magic are regulated, none are expressly forbidden. (More on this below under the "Law & Order" heading.) Magic, like many things in Auris, is considered to be a matter of personal choice. If an individual wishes to pursue a particular Cardinal Rune and is willing to brook the risk of initiation, that is considered to be their right. The Crown encourages and subsidises the acquisition of Runes and world magic skills to citizens who commit to serving the Aurisian government in some way. Many military recruits take on Reaving Runes conferred by the Crown, police inspectors may adopt Runes of Semblance, and so on. Any citizen may apply to their local caucus to plead a case for how their acquisition of magical ability may serve the realm and, if approved, may have the cost of their initiation and arcane education paid for by the royal exchequer.
In addition to the disciplines of magic that are relatively widespread in Ransera, the Library of Lyren has seen fit to preserve the practise of so-called Lost Magic. Though these Crafts are not accessible to the general public, the Aurisian Academy of Arcane Arts plays host to a singular coven of mages who are charged with maintaining this ancient knowledge for the good of Auris. This council of sages is simply known as The Immortals, and consists of one Archmage each in the Crafts of Aeternus, Dreamwalking, Entropy, Vitalis and other Lost Arts that remain forgotten to the larger world. Any mages deemed worthy of pursuing a lost magic, must stand before The Immortals to be assessed. If they are not found wanting, the Archmage in charge of the corresponding discipline may deign to take them under their tutelage. While The Immortals hold no official role in government, many monarchs and parliaments will approach them for counsel on matters pertaining to the realm. The Crown devotes formidable resources toward the longevity that gives The Immortals their name, and recognises the value of advisors who have lived through so many epochs and witnessed the progression of the Aurisian Covenant for, in some cases, thousands of years.
The Founding Families of Auris
Each of the founders of Auris was patronised by one of the Mistlords when they set about to wage war against the forces of Shaeoth. Each champion entered into a covenant with their patron god, and for their fealty they were endowed with potent powers. After their deaths, these powers arose in their offspring, presumably designated by the gods themselves. Only one member of each founder’s line is bequeathed with the power of their storied ancestor at any given time. These individuals are known as Heralds and, upon their deaths, their gift passes to another living descendant of the same founder- sometimes a child, sometimes a sibling, sometimes a distant cousin from some forgotten branch of the family, but whoever the Mistlords claim is immediately apparent to the scholars of the High Coven. These Heralds are deemed to be those who best exemplify the covenant to which their ancestor was first bound.
Clan d’Raihne
Clan Covenant:
I swear this oath to Clan d’Raihne:
I’ll shirk no sorrow, tears or pain.
I’ll brook each barb and ev’ry blow,
And, in enduring, I shall grow.
Patron Mistlord: Drimera, Goddess of Grief and Obscurity
Clan Founder: Witch-Queen Talira d’Raihne
Current Head of Clan: Witch-Queen Pyrathea
Herald of the Veils: Witch-Queen Pyrathea
Herald’s bequeathment: The Displacement of Drimera. The Herald of the Veils is no stranger to pain and they are at one with this unavoidable aspect of mortal existence. All members of Clan d’Raihne are sworn to embrace pain and to evolve from surviving it, but the Herald alone is endowed with the unique ability of Drimeran Displacement. Through the Divine power of Drimera, her herald is able to transfer pain from one being to another. Mental anguish or physical wounds may be commandeered by the Herald- taken from one person and bestowed onto another. If, for example, the Herald of the Veils wishes to take the mortal wound from an impaled knight, the knight will be healed and the Herald will take on the wound themselves or confer it to another living being they can see in their immediate vicinity. Perhaps the Herald may see the assailant who dealt the wound and confer the damage onto them- a wound will appear on their body in a spot corresponding to where the gash was dealt upon the knight and they will feel the full brunt of that pain- perhaps even unto their demise.
Clan d’Averyx
Clan Covenant:
I swear unto Lord Akrivar:
I’ll be thy blazing avatar.
I’ll force the weak to bend the knee,
And rule with due severity.
Patron Mistlord: Akrivar, God of Oaths, Pride and Tyranny
Clan Founder: Averyx d’Arsoren
Current Head of Clan: High Prince Kaelkoth d’Averyx
Herald of the Black Sun: Prince Qalanar d’Averyx
Herald’s bequeathment: Oaths are sacred things to these ardent disciples of the Burning King. The Herald of the Black Sun is bequeathed the power of Akrivar’s Edict. Akrivar’s chosen is able to manifest the terms of a given oath. If someone attempts to forswear their oath in the presence of the Herald of the Black Sun, the Herald may prevent them from doing so or may smite them with the power of the Burning King for oath-breaking. A vassal who swore fealty to Clan d’Averyx and then attempted to rebel may be consumed by the fires of Akrivar and reduced to ember for crossing His chosen. This effect is not reserved only for oaths sworn to the Herald or their clan, but may be used to enforce oaths sworn to others. The Herald also knows the exact terms and verbiage of an oath taken, even if they were not present to hear it uttered. The Lord of Tyranny’s severity is the stuff of legend and he confers some of its potency unto his champion. Once per season, the Champion of the Burning King is able to call down Akrivar’s Edict. This is an otherworldy commandment which may rain fire down upon a city, make fertile lands fallow, or curse an entire dynasty to fade into obscurity. Akrivar’s Edicts are always ultimatums and usually called down as a last resort. Their effects are not meant to cause endless suffering, and the verbiage of the Edict will always include some condition that, when met, will cause the effects to end. Many years ago, before the Sundering, the Lord Mayor of the Southeasterly city of Wraxyss declared independence from the Aurisian Covenant and renounced his fealty to the Witch-King Draekyth d’Averyx. Unfortunately for the Lord Mayor, Draekyth was also the Herald of the Black Sun. He stood before the city gates of Wraxyss and declared that the renegade city would renew its fealty to the Crown of Auris or starve until the last rebel was dead or converted. The Lord Mayor, believing this to be a bluff, maintained his defiance. Hundreds died as crops withered and food stores spoilt prematurely as pests infested the granaries. Within weeks, the withered husk of the Lord Major was cast off his throne and supplanted by a new leader not just willing but eager to return to the safety and comfort of Aurisian vassalage.
Clan d’Seliena
Clan Covenant:
I pledge to thee, O Hooded King,
I’ll hoard the knowledge thou dost bring.
I shall not cow’r in fear to know
The mysteries thou deign’st bestow.
Patron Mistlord: Lyren, God of Knowledge and Undeath
Clan Founder: Seliena d’Mordryth
Current Head of Clan: High Princess Ghilanna d’Seliena
Herald of Mysteries: High Princess Ghilanna d’Seliena
Herald’s bequeathment: Lyren’s Loremaster. The Herald of Mysteries naturally possesses an eidetic memory. They have perfect recall of everything they’ve ever read or experienced. More than this, the Herald of Lyren bears the memories of every Herald since Seliena herself. They are remarkable mages of incredible power with knowledge of disciplines of magic forgotten to most of civilisation. Lyren’s champion is not bound by normal, mortal limitations and there is no restriction as to how many grandmasteries they may possess: Magical or otherwise. As they bear the memories of their ancestors, they can invite past incarnations of the Herald to predominance, thus accessing their wealth of knowledge and even runic ability.
Clan d’Xzaris
Clan Covenant:
Pray, hear my oath, thou Lady Dark
Upon my flesh I brand thy mark.
I’ll barter for my recompense,
And wish to dwell in decadence.
Patron Mistlord: Myshala, Goddess of Wishes, Bargains and Pleasures of the Flesh
Clan Founder: Xzaris d’Verinnex
Current Head of Clan: High Princess Syndreth d’Xzaris
Herald of Plenty: Princess Naxia d’Xzaris
Herald’s bequeathment: Myshala’s Mastery. The heirs to the Stitchmother’s champion are jacks of all trades, or rather masters of various disciplines throughout their lives. Myshala is a mercurial goddess, whose whims shift with the winds and she cherishes Chosen who embody her vicissitude. Once per season, her Herald of Plenty may make two wishes of their own. They may wish to achieve mastery in a non-magical skill they hitherto lacked or hadn’t yet mastered and they may wish to practice a magical skill at one level above their actual skill level. In Frost, the Herald may choose to be a Master of Swordplay and a Journeyman Kineticist. In Glade, they may lose their skill with Swords in favour of Politics and they may allow their Kinetic abilities to lapse back to their natural Apprentice level, while choosing instead to raise their talent in Mesmer. Essentially, in any given season the Herald of Plenty has one fully mastered skill beyond what they’ve earned experientially and one boosted magical skill, if they practice any magic at all. As Akrivar’s Heralds hold authority over oaths, Myshala’s are able to preternaturally enforce the terms of bargains, as well. Those who most embody the Stitchmother are likely to be very attentive to the exact verbiage of an agreement, and will frequently exploit loopholes for personal gain or out of whimsy. They are also capable of harnessing Myshala’s power to grant wishes unto others, though only under the terms of a bargain hatched between themselves and the wisher. Minor wishes may be granted with relative frequency. Perhaps a petitioner wants to accelerate their getting over a minor ailment, and is willing to offer a service in exchange. Moderate wishes may be granted once per season. Perhaps a petitioner wants to overcome a terminal illness, and is willing to give up something major like one of their limbs or their senses in exchange. Major wishes may only be granted once per year and the bargain struck must be one of great potency commensurate to the level of what is being asked.
Re: The Covenant of Auris
Posted: Fri Mar 22, 2024 2:26 pm
by Pharaoh
Government
The government, like many aspects of Aurisian society, is an ever-changing thing. A few elements have persisted for at least the past millennium, and those are as follows:
The Crown: The Witch-Queen or Witch-King of Auris is the final authority in all matters of legislation, jurisprudence and martial action. They preside over the Parliament of Princes, where they are able to proclaim edicts or veto decisions with which they disagree. The sovereign has broad-scoping power under the Aurisian constitution and how they observe it varies immensely from ruler to ruler. One monarch may treat the parliament as little more than a council of advisors as they take the lead with an authoritarian brand of leadership, while another may let the parliament take the reins- recusing themselves from most of the legislative process, and only stepping in to veto laws they find to be in grave violation of what they believe to be righteous for the society.
The Crown of Auris is always held by a member of the founding families, but it is no simple matter of hereditary inheritance. As the realm evolves over time, the style of rule must adapt with it in accordance with the Covenant. Sometimes the land is best served by an enlightened despot, and sometimes the decisive action of a tyrannical dictator is needed to break free from stagnancy. Since Talira first took the Aurisian throne and ruled through intrigue and surveillance, many disciples of Auris’ patron Mistlords (often the Heralds thereof) have taken the throne and ruled by the tenets of their god. Drimera’s disciples tend to rule from the rear with an ascetic philosophy, followers of Akrivar ruling with the iron fist of their patron’s tenet of Tyranny, subjects of Lyren reigning with the measured mind of an enlightened despot and Myshala’s disciples presiding over epicurean regimes kept aloft through backroom bargains both foreign and domestic.
Matters of succession are decided by the Parliament of Princes, typically guided by the advice of the sages of the coven of The Immortals, who have seen the tides of change ebb and flow throughout the history of the realm. The Aurisian Covenant is averse to any power vacuums that may arise from the sudden demise of a Witch-Queen or King, and so at least once every decade the Parliament decides upon the successor they believe to be best suited to rule in the reigning ruler’s stead. This individual is thus named the Crown Prince or Princess of Auris and acts as the right hand of the reigning ruler until they succeed or are replaced, if it is decided that the realm’s needs are shifting away from wanting for their brand of rulership.
Most Witch-Kings and Queens rule unto death or abdication, but some have been ousted by the Parliament of Princes through a vote of No Confidence, when it was believed their style of rule was failing to serve the kingdom. Notably, the Witch-Queen Saskya d’Averyx was denounced by the erstwhile Parliament of Princes and she called down an Edict forcing them to hold their fealty to her or watch their heirs slowly wither and die. The Parliament held fast at first, but were forced to watch as their children, regardless of how much they ate, could not be nourished. Eventually, before death claimed any of their heirs, the Parliament withdrew their votes of No Confidence and Saskya was able to carry out the rest of her reign until she was assassinated at the age of 233 by a disgruntled mage. Despite her cruelty to the Parliament, they still saw fit to have her assassin executed and buried in a pauper’s grave for their cowardly attack on the sacred throne of the Covenant.
The Parliament of Princes: The highest legislative and judicial body in the Aurisian Covenant with representatives from each of the founding families, including the reigning monarch. Under the reigning Witch-Queen Pyrathea, the Parliament wields a great deal of power, and is endowed with the right to draw up and administer laws, abolish laws it deems outdated, review or overturn court decisions, embark on trade agreements and sanction military action. Even as involved as they are, the parliament does not oversee the everyday minutiae of the realm, which is administered by lower caucuses throughout the kingdom, but when a matter that appears in the lower councils is deemed important enough, the parliament will assert itself and take over.
The Caucuses: The smaller legislative assembles in Auris are known as the caucuses of which there are seven (or eight, if one includes the Caucus of d’Raihne, which is also known as the Parliament of Princes.) The other caucuses are comprised of the districts of the capital, which represent the heavily populated Crownlands and there are regional caucuses abroad of the capital. The Caucus of d’Averyx, The Caucus of d’Seliena, The Caucus of d’Xzaris, The Caucus of Kaladon (Northern Region), The Caucus of Hopsfel (Western Region) and The Caucus of Crystal (Southern Region). The caucuses are largely autonomous, self-governing legislative entities. Each caucus is able to decide how its membership is composed; some are democratic, others select members through random lottery, others through heredity, land ownership, and so on. Naturally, these trends vary from year to year just as they vary from region to region. By and large, the caucuses are lively chambers that play host to passionate debates between diverse opinions. They are gathering places for the greatest minds in Auris to shape the greater culture.
The Ministries: The ministries are executive agencies that oversee different branches of the government. Each of these agencies is headed by an appointed minister. Candidates for minister are nominated by the caucuses, and reviewed by the Parliament of Princes, which may choose to add additional candidates before presenting their recommendations to the Crown, who approves or vetoes the proposed ministers. The ministries are under the direct oversight of the Crown, though their supervision is often delegated to the Crown Prince or Princess Elect. The ministries of Auris at present are as follows:
Ministry of Arcane Affairs
Ministry of Commerce
Ministry of Culture
Ministry of Domestic Affairs
Ministry of Defence
Ministry of Faith
Ministry of Foreign Affairs
Ministry of Justice
Ministry of Knowledge
Ministry of Technology
Ministry of Treasury
Law & Order
In a realm that is patronised by the gods of oaths and bargains, the typical Aurisian is very cautious about the agreements into which they enter and the promises they swear. The Ministry of Magistrates presides over all matters pertaining to law and justice, unless the matter is of interest to the Parliament of Princes or the Crown, at which point the court within the Ring may intercede. Although the Ministry of Magistrates is not officially recognised as a religious institution, many of the magistrates and solicitors who work for the ministry are clerics of Akrivar or Myshala, though the High Court of Magistrates is situated in the d’Seliena District within the Library of Lyren complex. These clerics who consider oaths and bargains to be sacrosanct, devote their lives to the interpretation of laws and contracts with the understanding that their entire society was built upon an Holy Covenant. The constabulary of Auris falls under the auspices of the Aurisian armed forces’ Domestic Defence Corps division. More on that below.
While the Ministry of Magistrates maintains the law, it is the Caucuses and Ministries that legislate and regulate legal matters before those lines are crossed. The Ministry of Arcane Affairs manages the restrictions pertaining to magic and licenses those who wish to confer Cardinal Runes onto others, making sure they are trained in proper Runic conferral and that they will be clear about the risks of initiation.
Unregulated Magic - These Crafts are free to be acquired and practised by all residents of Auris as well as visitors to the realm. The general rule of thumb for these powers is that they may be utilised in ways that do not break other standing laws. For instance, while Kinetics is permissible, it may not be used to pick pockets or assault innocents. An animist may turn into a mouse, but this does not afford them the right to trespass in someone else's home merely by virtue of being able to fit through cracks in the floorboards. Any aspiring mage is permitted to take on the Cardinal Runes of unregulated magic, with the understanding that the initiation is their risk to take and the Ministry of Arcane Affairs makes every effort to inform potential runebearers of the possible dangers.
Unregulated Magic:
Animus
Elementalism
Kinetics
Masquerade
Negation
Reaving
Semblance
Summoning
Traversion
All World Magic
Regulated Magic - These Crafts are considered to be inherently more dangerous to the average citizen, and so would-be practitioners must seek approval to receive these Cardinal Runes through The Ministry of Arcane Affairs. Aspiring bearers of these Runes are assessed and, if deemed worthy, licensed to bear their new regulated Rune. The same rule of thumb pertains to these magics as the unregulated variety, whereby one is not permitted to break a law through use of their magic. Moreover: express consent must be granted, preferably in writing, by those upon whom any mind altering magicks are to be used. Mesmers cannot wantonly manipulate Aurisian citizens under the law, unless they do so on orders of an authorised government agency. Note: Although they are not conferred by mortal mages, the divine magic of Emblems is regulated by the same laws. No Emblems are forbidden, but all are considered to be dangerous and require regulation.
Regulated Magic:
Affliction
Mesmer
Nyx
All Emblems
Restricted Magic - This magic is considered to be privileged power and requiring of both assessment and devoted guidance. Magic that has been lost to much of the world is preserved within the Library of Lyren and its oversight falls under the purview of The Immortals. They alone may confer these Cardinal Runes and grant permissions to mages who might wish to wield them. These are remarkably potent magicks, and it is exceedingly rare for The Immortals to share them with any but the most devoted scholars.
Restricted Magic:
Vitalis
Aeternus
Entropy
Dreamwalking
All other "Lost Magic" and Archmagic
The Aurisian Armed Forces
The Aurisian military is a formidable power, recognised throughout the known world for its seamless blend of arcane arts and technological advancements united in defence of the realm. Every branch of the military has soldiers practised in the arcane arts, though the bulk of the army is composed of soldiers with no magical ability. The armed forces are headquartered in the Arsenal of Averyx complex at Aurisian Covenant High Command, which includes the offices of all three branches of the military. Covenant High Command oversees the management of military bases throughout Auris and outposts abroad. The Covenant military is one of the few areas in Aurisian society wherein stark hierarchy and unquestioning obedience are valued over independent thought. It is understood that a functional military requires immediate compliance to be effective. As such, the sacred oath one swears upon entering service places the interests of the realm over personal ambitions, and recuses the service member of legal responsibility for any act taken under the orders of a superior officer, though an officer may be held culpable for unilateral decisions and for the criminal actions of their subordinates performed on their orders. These oaths of office were devised to be applicable only during one’s military tenure and upon discharge from service the terms of the oath are considered to be complete.
The Aurisan Legion - The largest branch of the Covenant armed forces is The Aurisian Legion, which is the land service division charged with defending Auris from foreign threats and supplementing the Domestic Defence Corps. The Aurisian Legion has bases of operation along all the major borders of the kingdom, with its main headquarters located at Covenant High Command in the d’Averyx District of the capital. The Aurisian Legion also boasts a cavalry division of mounted troops. Though some legionnaires ride winged mounts, they are not considered to be part of the armada.
The Aurisian Armada - Both nautical and aerial armed forces fall under the umbrella of the Aurisian Armada. Advanced Covenant battleships powered by dragonshard-fueled technology traverse the Crystal Sea in defence of merchant vessels. Within the past few decades, the advent of submersible ships has seen a stark decrease in pirate activity around Aurisian ports as these stealthy submarines efficiently dispatch offending vessels. Additionally, the Covenant's airships are among the most cutting-edge aerial vessels in the known world. Fueled by dragonshards mined in Auris or procured through trade with Solunarium, these airships are outfitted with mundane and arcane armaments and surveillance equipment that enables the Aurisian Armada to patrol and defend the realm with precision and power.
The Aurisian Domestic Defence Corps - Policing the realm and protecting from domestic threats is the Aurisian Domestic Defence Corps. With cavalry and infantry troops, the ADDC enforces the law of the land within the borders. Criminal investigations are conducted by this branch of the military, and it is also charged with maintaining and managing the penal system. Like the Aurisian Legion, the ADDC has mounted troops some of which may ride aerial mounts without falling under the jurisdiction of the Armada.
Re: The Covenant of Auris
Posted: Fri Mar 22, 2024 2:42 pm
by Pharaoh
Religion in Auris
The Aurisian Covenant is a kingdom that was forged in the fires of the founders’ faith in their Mistlord saviours. When the Siltori as a people were more a faction than a race, it was their bargain with the patron Mistlords of the realm that enabled them to survive and thrive as a force for change in the world of Ransera. While worship of the Mistlords is not compulsory, it is part of the fabric of Aurisian society. There is a minority of Dragon God worshippers within the Aurisian population, but they may find themselves at a disadvantage when they deal in the regular oaths and bargains that take place regularly in the realm. The military oath of office is sworn to Akrivar, a marriage contract is frequently overseen by a cleric of Myshala, the application to have government-sponsored magical training uses language that pertains to Lyren. Culturally, the Dragon Gods of Ransera are regarded as outmoded agents of the status quo, while the Mistlords are considered to be agents of change and stalwarts of progress. Even Mistlords with largely negative connotations, such as Thultu or Xarakses, are widely worshipped for monsters test strength and cull weakness and conflict, too, is necessary for growth. Despite his former place on the opposing side of a war that almost ended the Siltori race, even Shaeoth has recently come to be worshipped by some Aurisians and his temples have sprung up in the South and the East of the kingdom.
While all Mistlords and Moritasi are included in the Aurisian Pantheon: Drimera, Akrivar, Lyren and Myshala are obviously the patron gods of the Covenant and most widely worshipped. Their influence is clearly seen and keenly felt in all aspects of Aurisian society. The nature of the Covenant that formed the realm makes it unlikely that this Holy Tetrad will ever be wholly abandoned, even by a realm as keen on change as Auris, though recent years have seen a rise in interest in the worship of Moritasi. A growing segment of the Aurisian population believes that the higher tier gods have grown largely aloof in the aftermath of the Sundering, and this burgeoning minority has taken a keen interest in those gods who are most active in the mortal realms. The Varværyn Cult in particular has grown in prominence in recent years from a fringe sect that predominantly remained ensconced at Kaladon to an influential and very vocal minority religion in the capital and elsewhere.
Holy Orders
Each of the patron Mistlords of Auris has a holy order devoted to their worship and the furtherment of their celestial tenets on the mortal plane. These orders are all supported by the Crown, and provide different services for the good of the realm.
The Lacrimose - This monastic order of disciples of the goddess Drimera is devoted to the notion of evolution through anguish. Where so many people shirk and avoid pain, The Lacrimose welcome it as a path to growth. The members of this order shirk worldly pleasures in favour of an ascetic lifestyle that they believe leads them to greater enlightenment. In addition to their pursuits of personal growth, The Lacrimose provide services to the larger Aurisian community. When people feel overburdened by the weight of their grief, they will often approach The Lacrimose who will gladly take those burdens as their own. Through the power of their goddess, a Lacrimose cleric may take on the grief of a mother who lost her child as their own. The mother will not forget her child, but will no longer be crippled by their sorrow. They will remember the good times and be able to frame the loss as an experience rather than a tragedy. To the Lacrimose, accepting this sorrow helps them to further their own path to enlightenment while easing the misery of those less capable of enduring pain.
The Sons of Ember - This knightly order is devoted to the Burning King Akrivar. While the Sons of Ember may be members of the military, their order is not under its direct purview and, in fact, their responsibility to their oaths to the order supersede their vows to the worldly military forces. Though the Sons of Ember may be petitioned to act on behalf of the government or individuals, it is up to their own iron-fisted leadership to decide what matters fall under their purview. These passionate paladins are noted for their black armour emblazoned with Akrivar’s sun and for wielding flaming swords, impervious to fire themselves. The Sons of Ember are keepers and enforcers of oaths and their own states that they may never abandon a mission to which they are committed until it is carried out or they die in the trying. Unlike the military, the oaths taken by the Sons of Ember never elapse, though they are only committed to those exploits upon which the knights themselves choose to embark. Any private citizen may petition the Sons of Ember to intervene on their behalf and they are often called upon to punish those who break oaths or contracts, but woe betide the petitioner who misinterprets a pact and find themselves in the wrong, for these knights are duty-bound to see them reprimanded for crossing their sacred patron.
The Mysterium - These gatherers of knowledge maintain the Library of Lyren and conduct experiments to expand the wealth of information accessible to his followers. They are archivists and innovators, unafraid of that which is forbidden to most. The clerics of the Mysterium are not opposed to extending their lives beyond natural limitations if it means they can further bolster their knowledge of the universe and its many mysteries. Members of The Mysterium are permitted to access forbidden knowledge and practise regulated magic without the limits imposed upon the average citizen. For this and many reasons, the Mysterium is exceedingly cautious about whom it allows into its ranks. Although the Mysterium aids the realm in innovating new technologies and perspectives, they are reserved in sharing only what the heads of the order believe the world is ready to handle. The Mysterium and the Crown acknowledge that, while all knowledge is sacred, not all of society is prepared to face some of the universe’s mysteries. The Mysterium is endowed with the faith of the Crown and the Parliament to decide what knowledge may be shared in a given time.
The Orbocant - Myshala’s most ardent acolytes join the Holy Order of the Orbocant. The Stitchmother’s disciples spin webs of intrigue, acting as information brokers to serve the realm and the general public… at least those willing the countenance the bargains that must be struck to bring members of the Orbocant into one’s service. Members of the Orbocant do not reveal their identities to outsiders and always disguise themselves when working in an official capacity. If their identities become compromised, they will be dismissed from the order with their memories of any privileged information wiped by powerful Mesmers and their Auras cleaned of compromising residue by potent Semblers. The clerics of this order may be found aiding the intelligence-gathering community, the investigative branches of the military and as spies in the private sector. Surely, some of the Orbocant’s number are hiding in plain sight working menial jobs under the notice of most passersby.
Re: The Covenant of Auris Codex
Posted: Fri Mar 22, 2024 6:20 pm
by Pharaoh
Diplomatic Relations
The Sacred Solunarian Empire
Diplomatic Status: Formal Alliance, mutual defensive pacts, trade agreements, permanent embassies. Special relationship.
With a cousin culture and deep mercantile ties, Solunarium is perhaps the closest allied foreign government to the Aurisian Crown. The dragonshards provided by Solunarium are pivotal to the upkeep of existing arcane implements and necessary for the innovation of new magical marvels. In addition to their trade relations, the two kingdoms are compacted in a formal military alliance that requires martial aid in the event of foreign aggression against either party. Though there are marked cultural differences between the two realms, their good faith collaborations have been unceasingly ongoing for millennia. Even during the most isolationist periods in Solunarian history, Auris was the sole relationship partner that connected them to the outside world and facilitated trade with governments with which Solunarium had no diplomatic relationship.
The City-State of Kalzasi
Diplomatic Status: Trading partner, non-aggression pact, open diplomatic relations, permanent embassies, friendly relationship.
Auris is on friendly terms with the City-State of Kalzasi and enjoys trade agreements with the Avialae-led kingdom. A longstanding non-aggression pact exists between the two governments and the embassies established nearly a century ago are still in operation today in their respective capitals. While some Aurisians see Kalzasi as a young upstart culture, it is mostly regarded favourably and its cultural influence is welcome within Covenant borders.
The High City of Zaichaer
Diplomatic Status: No standing agreements. Cautious/semi-hostile relationship.
Auris has enjoyed minor trade agreements on and off with Zaichaer throughout the years, mostly during the more liberally-minded regimes. Prior to the Fall of Zaichaer, ties were cut by the government of Grand Marshal Kelgarde and during the Zaichaeri brush with chaos and disaster, no formal relations existed between Auris and any of the provisional governments. Zaichaer is widely regarded in Auris as a short-sighted, dangerous culture that should be dealt with with the utmost caution. No standing trade agreements have been struck with Zaichaer since the new Dornkirk-led government assumed power and, though there have been no diplomatic overtures on the part of Auris, the Crown of the Covenant is open to receiving Zaichaeri delegates.
The Ecithian Commonwealth
Diplomatic Status: No standing agreements. Neutral relationship.
While Auris' closest ally, Solunarium, has discouraged relations with the Ecithian Commonwealth, the Covenant perspective on the Southwesterly nation would be better described as aloof than hostile. Though Auris kept tabs on the Commonwealth and its several conflicts through the years, it has never sought an active diplomatic relationship. At present there are no standing trade agreements nor have ambassadors been exchanged in living memory with any of the region's prior or present regimes. In spite of the Auris' standoffishness, they did receive Orkhan refugees during the recent wars with the Imperium and to this day they regularly accept visitors and immigrants from the Commonwealth.
The Kingdom of Sol'Valen
Diplomatic Status: Trading partner, open diplomatic relations, permanent embassies. Cautious relationship.
A great deal of history exists between Auris and Sol'Valen. As the former capital of the Boundless Empire, motherland of all elves and birthplace of the Aurisian founding clans, their ties predate the founding the the Covenant itself. This rich history is naturally fraught, as the Siltori represent would-be reformers who sought to change the realm and contributed to one of the bloodiest periods in Elven history. The general public still regards Sol'Valen as a kingdom stuck in the past and overly prideful of glories executed in remote antiquity, but there is some degree of respect... for some even reverence toward the motherland. As Sol'Valen shares a large border with Auris, the two elven kingdoms maintain a cautious relationship and host embassies for the other in their respective capitals. Although the last open conflict between the two realms was thousands of years ago during the Solunarian crusades, the relationship beween these two powers remains tenuous. Their complicated history would make it very difficult for real trust to be fostered between the Covenant and the Kingdom, but strides are regularly made to maintain the peace.
The Gelerian Imperium
Diplomatic Status: Trade agreements. Cautious relationship.
The Aurisian Covenant regards the Imperial Court at Gel'grandal with caution. As a people who once stood firm against as formidable a foe as the Clockwork Empire, Auris remains vigilant in surveilling younger powers that might fill the void left by Kaitos and threaten their sovereignty. Additionally, the Imperium is perceived by the Aurisian Crown to be the Covenant's biggest competitor in terms of technological advancement. As such, there are standing trade agreements between the two nations and, though there has never been an exchange of permanent embassies, Auris has sent occasional delegations to the Imperial Court in pursuit of Aurisian interests. No military pacts exist between the two nations.
The Kingdom of Atinaw - TBD
The Republic of Cathena - TBD
The Sangen Federation - TBD