Welcome


100 ACF (After Crystal Flare)It has been one hundred years since the Guardian God Axel shattered the Crystal Seal on Major Island, releasing magic back into Alicia. In the wake of the Crystal Flare, magical crystals—varying in size, shape, and color—emerged across the continents. These crystals became the primary conduits of magic, allowing Alicians to draw power, fuel inventions, and transform daily life.
Now is an era of growth and advancement. Survival gave way to prosperity, ushering in a century of peace unlike any seen in the past three thousand years.


ㅤWHAT IS "ALICIA?"ㅤ Alicia is a series inspired by the little lore available from a old horse racing game from the early 2010s(see below). Meaning majority of this has been created by me. In short: Alicia is a world centered around horses/guilds/fantasy during a time of peace. This world is a sandbox for whimsical fun and I hope to make it a Open World Collaboration one day soon!ㅤCAN I PLAY THE GAME?ㅤ 말과 나의 이야기, 앨리샤 or better known as Alicia, is an online racing game first revealed by its South Korean developers Ntreev Soft as 'Project Alice' at G-Star 2007. Now a new server is being ran, called Story of Alicia! You can try out the playtest HERE. And the fan-site HERE. If you want to see the alpha trailer for the game(that inspired a lot of this) go HERE

History


Genre: High Fantasy, Medieval (with some modern elements)
The world of Alicia has medieval-level technology enhanced by crystal-based magic that eases daily life. Magical races exist, but humans are the majority of the population.
Following the Crystal Flare a century ago, magic returned to the land and ushered in an era of peace for the first time in three thousand years. Alicia is divided into two continents: resource-rich Poten in the west, and Tabia in the east, a harsher land shaped by deserts and volcanoes. This peaceful realm centers around it's magic crystals and it's high-stakes horse races that take place around the world.


The era before the Crystal Flare spanned three thousand years of hardship without magic. In the wake of the great catastrophes, the people of Alicia relied solely on their own strength and the protection of the Guardian Gods to withstand the sudden emergence of monsters. These struggles cemented the Guardian’s legacy; even a century after their disappearance following the Crystal Flare, they remain deeply revered and honored.

Factions


Click one to explore the factions of Alicia!

Gods of Alicia


Axel is a young god from the heavenly realm of Nox, depicted as a towering figure with dark hair, golden eyes, and flowing red robes.After the gods sealed magic and the crystals behind a great barrier on Major Island, Axel and Cheonma were tasked with guarding it while the other gods departed Alicia. What was meant to be a quiet vigil became centuries of battle, as the pair fought alongside Alicians against the rising threat of monsters.
Cheonma, Axel's beloved Pegasus companion and the one who blessed Alicia's horses with the power of gliding. This magnificent Pegasus carried Axel into battle hundreds of times, becoming a symbol of hope among the people.
Over time, as monsters became a waning danger, Axel and Cheonma descended from Major Island less frequently. Though they came to be known as the Guardians of Alicia, Axel longs to one day rejoin his fellow gods in Nox once his watch has finally ended.


In the last 100 years, no one has seen or heard of the two gods. Many pray for a day they might return, while others see it as a sign that peace has truly come to Alicia.

THREATS OF ALICIA


Though Alicia now enjoys an era of peace, danger has not vanished. One of the greatest modern threats comes from bandits and highwaymen who illegally alter their spellbands, turning stun spells lethal in order to ambush travelers and caravans in the wilds. The Potenian Cavalry and Tabian Guard patrol roads beyond major portals, but those who stray from these routes are warned to defend themselves. Tampering with a spellband using unrefined crystals carries severe punishment in both kingdoms. Tabia being especially ruthless, condemning offenders to forced labor in the Khalid Mines.More unsettling still are growing whispers of the Cult of the Crystal, a secretive almost religious sect whose true aims remain unknown. Many who speak with its followers are never seen again, and rumors claim the cult have found a way to wield innate magic without spellbands. Alicians are strongly warned to avoid any contact with its members.

Monsters


Monsters plagued Alicia for centuries, their greatest threats held at bay only by Axel and Cheonma. The threat appeared during the Great Catastrophes, Alicians relied heavily on their Guardians for protection in the early days. As the ages passed, their numbers thinned, until none were seen after the Crystal Flare. Great beasts still wander the land, but they show little malice and are no longer feared.In the final years before the Crystal Flare, the danger had changed. The last recorded creatures were not crude goblins or trolls, but something patient and intelligent. Official accounts spoke of shifters—beings that wore harmless forms, waiting for the moment when escape was no longer possible.Now, quiet rumors drift in from the deep wilds. Riders vanishing. Paths going cold. And some whisper that the monsters never truly left—they merely learned how to hide.


Magic


Magic returned to Alicia through the sudden emergence of crystals scattered across the land after the Crystal Flare. Varying in shape, size, and color, these crystals serve as power sources for countless applications, including portal gateways, crystal projections capable of live transmission, and advanced medicinal uses. Injuries such as broken bones, torn tendons, and minor illnesses can be healed almost instantly through this crystal magic.


HOW MAGIC WORKS

  • These crystals act as mana conduits, allowing people to recharge and channel magic by touching or attuning to them.

  • Humans cannot generate magic naturally; they draw and shape magic through crystals, tools, or regulated devices.

  • In organized races, rider magic is regulated through A.R.B's that distribute, limit, and neutralize spell effects to prevent permanent harm. These are also popular to be used to protect ones self during travel.


Portals
Among the many advancements born from the Crystal Flare, none are as transformative as portals. Created through early crystal experimentation, portal gateways now span much of Alicia, allowing travelers to cross entire continents—such as from Dorf City to Atkins City—in mere seconds. However, portal gateways have not been built everywhere; those who venture beyond main routes into the wilds are warned to travel cautiously, as thieves and highwaymen prey on the unprotected roads.


Aether Regulator Bracelets
Another magical invention that is most popularly used in Alicia's racing circuits, magic is regulated through crystal-powered bracelets worn by riders. These are called Aether Regulator Bracelets, or more popularly known as Spellbands. Each bracelet has a specially refined crystal inside of it, ensuring that attacks capable of killing are reduced to temporary stun spells with no lasting harm. It is against the law to own a Spellband with an unrefined crystal inside of it. Spells are manifested about ten seconds after the start. A rider’s position influences the type of spell received, though outcomes are never guaranteed.

Crystal Projections
Crystal projectors are one of Alicia’s newest inventions, capable of broadcasting live crystal-powered images across the continents. They are mainly used for major announcements and important races, though the technology cannot yet record or store footage—everything must be watched as it happens.
Because of this, it’s common to gather in taverns or public plazas where a projector displays a live race or event happening somewhere else in Alicia. Betting is a common practice for these events.

tYPES OF rACES


There are two types of races in Alicia: Speed and Magic. Magic races are the more popular of the two, allowing the entire roster of spells, while Speed races restrict riders to boost-only magic. Some tracks are designated for Speed races exclusively, as stray spells could cause unintentional accidents.
Races are also divided into Singles and Team formats. Singles races feature any number of riders competing individually for first place with a limit of eight.
Team races are coordinated group events, typically run as 4v4, with teams identified by blue or red ribbons tied to their horses’ tails. Only one rider from either team needs to cross the finish line to secure victory.

Racing


After the Crystal Flare, Alicia’s horses were blessed by Cheonma, gaining both immense size and strength—growing to average 18–20+ hands—and the ability to manifest temporary wings for gliding. What began as a strange but welcome miracle was quickly embraced by young Alicians, who started racing across the wilds.Ten years later, the first official race was held around Dorf City, marking the birth of organized racing. The creation of the Aether Regulator Bracelet soon elevated the sport further, allowing magic to be safely regulated during competition.


Today, racing is a beloved spectacle across both continents, born from the rebirth of Alicia’s magic and enjoyed by all. New guilds constantly rise seeking glory, while established teams are treated like celebrities and rewarded by the Guild Hall based on rank. The Platinum tier remains the ultimate goal—but Alicia’s tracks are unforgiving, and fatal accidents still claim lives each year.

SPELLS

Water shield
A shield made of water that surrounds the horse and rider to block oncoming spells. Appears the most to riders in First and Second place.
Fire Bolt
One of the most offensive spells, a bolt of fire rider’s can throw at a target ahead of them, if it hits, the horse and rider will be stunned for a few moments before being able to join in the race again. Appears the most to riders between second and sixth place.
Haze
A dark foggy mist that can be thrown at all the riders in front of the caster to impede their vision, appears the most to riders in third to seventh place.
Fire Dragon
Offensive magic, once a rider throws this at another, the target has roughly six seconds to bump into another rider to pass the flame dragon. One the six seconds are up, a breath of flame will stun horse and rider. Appears the most for riders in fourth to sixth place.
Ice Wall
Summons a wall of ice about the height of the horse to catch unsuspecting riders coming up from behind. Appears the most to riders in the front, but mostly to first to third place.
Lightning
The rarest spell to acquire, usually only appears to those in the back ranks, when used, a lightning bolt is summoned to attack the rider who is in first place and spreads to any riders too close, this spell hits the hardest and keeps the target immobile for a longer period of time.
Boost
A boost of speed that can be held onto and used at anytime, depending on the horse, it can last anywhere from five to fifteen seconds. Appears the most to riders in the back ranks
Phoenix Feather
When in dead last this spell will appear for the rider, lasts longer than a boost and makes the rider invulnerable to attacks for a short period of time while propelling them ahead of other racers.

RACING GUILDS

"Aww, don't look so pathetic. Second place is a perfectly respectable position… for someone of your caliber. Maybe next time you can try closing your eyes; it couldn't possibly make your steering any worse."


backstory

Born the only child of the prestigious House Sarvair, Dominic was raised to believe he stood above all others. From a young age, he was trained by the finest instructors, breaking records and meeting every expectation placed upon him—especially those of his father, who taught him to accept nothing less than victory.On the track, Dominic became as infamous as he was celebrated. He disregarded emerging racing etiquette in favor of ruthless, calculated tactics, earning both fierce admiration and bitter resentment from spectators and rivals alike.In time, he founded Brightwings, one of the most dominant racing guilds in Alicia. Bearing the colors of red, gold, and black, and marked by a golden eagle crest, the guild quickly rose to prominence under his relentless drive for excellence.

Dominic Sarvair


information

Name: Dominic
Surname: Sarvair
Age: 26
Born: Autumn, 74 ACF
Sex/Gender: Male
Occupation: Leader of Brightwings, one of the top Platinum guilds in Alicia
Nationality: Potenian
Appearance DetailsHeight: 6'3"
Hair: Black
Eyes: Red
Scent: Sandalwood soap, hint of cinnamon
Residence: A large estate owned by the Sarvair family for the Brightwings guild. Equipped with dormotories, high-end stables and a few tracks.

his mount

Name: Xerxes
Age: 7
Sex/Gender: Stallion
Height: 19 Hands (193.04 cm at the shoulder)
Coat: All black with a star marking on his head
Eyes: Dark brown
Origin/Personality: Thought Dominic has ridden and owned many horses, none are as special as Xerxes is in his eyes. Sired from one of the Sarvair family stallions, Dominic trained Xerxes from a foal and formed a strong bond with him. Xerxes is temperamental, seeming only to listen to Dominic.

Ryden Okano


information

Name: Ryden
Surname: Okano
Age: 24
Born: spring, 76 ACF
Sex/Gender: Male
Occupation: Leader of Aozora, a racing guild hoping to make it out of Leah Village.
Nationality: Pregrian
Appearance DetailsHeight: 6'2"
Hair: White
Eyes: Blue
Scent: Pine / Leather
Residence: A small cottage he shares with Arren in Leah Village, Pregria.

"I'm no' staying 'ere. Mother knew I was meant to be out there. Father can wallow in tha' house as long as he wishes."


backstory

Born and raised in the frozen isolation of Leah Village on Pregria Island, Ryden grew up on his father’s stories of the Age of Monsters, Axel and Cheonma, and the legends of Alicia.A respected member of the village council, his father trained him in swordplay, riding, and spellcraft—securing Ryden a Spellband so he might one day protect Leah. After Ryden’s mother succumbed to illness, however, his father became a shadow of himself, and their once story-filled home fell into heavy silence.Yet Ryden’s heart lay elsewhere. He spent countless nights watching flickering crystal projections of races across Alicia, dreaming of speed and freedom, dreams his mother had always encouraged.With his closest friends, Elayne and Arren, Ryden trained in secret, determined to form a racing guild of their own. But Dorf City required a fourth rider, and no one in Leah shared their reckless passion.As his father’s pressure to abandon the dream grows heavier, Ryden stands torn between duty and the future he longs to chase.

his mount

Name: Kosetsu
Age: 6
Sex/Gender: Stallion
Height: 20 Hands (203.2 cm at the shoulder)
Coat: Light dapple grey, almost white
Eyes: Dark brown
Origin/Personality: Bought as a foal from Fleetmeadow Ranch and raised by Ryden with hopes take him to the tracks one day. Steady minded, usually very curious of his surroundings. A very expressive horse.

Guilds


Guilds once formed the backbone of Alicia’s fighting force during the Age of Monsters. In modern times, their purpose has shifted. With the threat gone, guilds now serve broadly different purposes, suited for a reborn Alicia.

Guilds typically consist of 4 to 40 members, each operating under an official charter. The Guild Hall, located at the heart of Dorf City, serves as the administrative center for all guild activity, housing guild registrations, official records, and memorials honoring legendary guilds that once defended Alicia long ago.A guild’s standing is determined by its rank. From highest to lowest, these are Platinum, Gold, Silver, and Bronze, with Platinum representing the pinnacle of prestige and achievement.


The four guild chapters are:


The Healers Guild
The Healers Guild predates the Crystal Flare, originating as a clerical order that offered last rites when cure was impossible. With the return of magic after the Crystal Flare, the guild was transformed, as crystal power proved capable of healing injuries, curing illness, and restoring both people and animals alike.
Operating as a single unified order rather than independent chapters, the Healers Guild functions today as both a school and hospital with two major locations. Dorf City and Atkins City. Its members—recognizable by their white and red attire—serve throughout Alicia, from the sidelines of high-stakes races to expeditions alongside the Adventurers’ Guild.

The Adventurers' Guild
The Adventurers’ Guild was the first of Alicia’s guilds, founded in the age of monsters, when warriors and heroes stood as the realm’s primary defense against threats. In those early days, its purpose was singular: survival.
In the centuries since, the guild has evolved into a vast network of hundreds of independent groups, each pursuing its own goals and ideals. Exploration has become the most common calling, as Alicia’s wilds still hold countless secrets—ancient ruins, forgotten paths, and places untouched since the calamities. Though the age of constant battle has passed, the spirit of discovery endures, drawing adventurers ever deeper into the unknown.



The Commerce Guild
The Commerce Guild arose shortly after the Crystal Flare, fueled by the sudden abundance of crystal resources and the wave of innovation that followed, particularly within Tabia. As crystal-powered inventions spread, trade between the kingdoms expanded rapidly, reshaping Alicia’s economy.
The guild oversees commerce, trade routes, and crystal markets across the continent. Though unified under the Commerce Guild, most members belong to one of three major trading companies, each specializing in different aspects of crystal trade, manufacturing, and distribution. Together and often in competition, they shape the economic flow of Alicia.
The three trading companies are Skybound Exchange, The Gilded Axis, and Aurora Mercantile.

Lee Bianco village

Lee Bianco Village sits quietly to the southwest of Dorf City, nestled beneath the sweeping central plains of Poten and just south of the flower-dotted meadows of Phoebe Fields. Known for its rich farmland and wide pastures, the village thrives on livestock—sheep, pigs, cows, and especially horses, which are bred here in abundance. It’s a humble but lively town, with dirt roads worn smooth by hooves and the scent of hay drifting through the breeze.Forest Spirits from the Fairy Forest—Conians, have taken up residence here alongside Alicians, trading their goods for farmland and free carrots. While most amateur guilds raised in Lee Bianco never make it to the prestige of Dorf’s finest, the village still hosts frequent races on its many starter tracks. The competition may be scrappy, but the bets are fierce, the spirit strong, and the community tightly knit.Grandpa Thomas' Sheep Farm on the edge of the village is recommended for all new riders to go to learn the ropes from a true racing veteran.

major island

Major Island is a massive floating landmass between the northern reaches of Poten and Tabia. It once held the Crystal Seal that contained Alicia’s magic for three thousand years, watched over by Axel and Cheonma. Legends say a portal once allowed pilgrims to visit, but none has ever been rediscovered, and violent winds have turned back every attempt to reach it by air.At its peak stands a vast ancient temple, slowly crumbling with age.

Khalid Mines

The Khalid Mines lie at the base of Mount Khalid, carved through a vast and still-unmapped cavern system. After the Crystal Flare revealed immense crystal veins, the southern dwarves of Tabia transformed the site into the largest mining operation in Alicia, supplying most of the traded crystals available to Alicians. A coastal mining town supports the operation and offers evacuation access should the volcano erupt. Beneath the surface prosperity, however, much of the labor comes from prisoners—Tabia’s worst offenders—forced to work the depths under dwarven oversight.

Mount Khalid

Mount Khalid stood dormant for thousands of years until the ancient civilizations of Alicia grew reckless with power. Its first eruption marked the beginning of the Calamities, annihilating Khalid—the old capital of Tabia—and driving survivors across the land as the Age of Monsters began and magic was sealed away. Though its eruptions are far weaker today, strict precautions and escape routes remain in place. A single race track cuts through the volcano’s cavernous basin, infamous as the most dangerous course in Alicia, and is run only once each year.

sylph plains

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sylph slopes

Sylph Slopes is a windswept region of rolling green hills in northwestern Tabia, one of the few places on the dry continent where fertile soil allows large-scale farming. Strong, constant winds power tall mills that dot the landscape, while natural crystal outcrops rise from the earth among fields and grazing land. Much of Tabia’s food is grown here when not imported from Poten, and the wide hills and steady winds have also made the Slopes a popular destination for high-speed races.

Fairy Forest

Fairy Forest is an ancient woodland long sealed by shifting fog and powerful enchantments. After the Crystal Flare a century ago, the mists began to part, quietly opening the forest to the outside world. At its center stands the colossal Elder Tree, whose roots are said to stretch beneath all of Poten, acting as the source and soul of the forest’s old magic.From Fairy Forest came the Conians, small rabbit-like spirits who now mingle across Alicia while remaining secretive about the forest’s deepest truths—especially rumors of a hidden fae village deep within. Only one portal exists, located in a Conian settlement at the forest’s edge, and travelers are strongly warned not to explore without a Conian guide, as even seasoned riders can become hopelessly lost.

Pregria

Pregria is a remote island north of the mainland of Poten and west of Major Island. Harsh and rural, most of its land is buried beneath uninhabitable snow and ice. The island is home to a single settlement, Leah Village, whose people are less concerned with guilds or magic than with surviving the brutal winters. Lacking a portal, Pregria can only be reached by ferry from the mainland. The closest portal being located at Granto Canyon. Two months out of the year, the ice begins to thaw enough around Mt. Pregria for travelers to journey to the top to get one of the best views of Major Island. Visitors are tolerated, but not welcome for long on the island. It was rumored King Phoebus Axen Varbrand, the first king of Poten, was originally from Leah Village. Though their hasn't been much evidence to support this.


Tabia

Tabia is a harsh, sparsely settled land of deserts and crystal-rich badlands. To the north, the Sylph Plains stretch wide with rolling grasslands and distant mountains, home to wild horse herds and nomadic tribes. Farther south lies the Atkins Desert, leading to the base of Mt. Khalid and the Khalid Mines.Tabia is ruled by a High Council formed in an ancient, clan-based tradition. Seats are held by the heads of clans, major Commerce Guild companies, Khalid mining houses, and influential inventor or crystal-refinement families. The Council governs crystal mining, trade, research rights, mine labor, and crystal distribution, operating as an oligarchic assembly where alliances, rivalries, and family prestige matter more than written law.Tabia is the most diverse region in Alicia—humans are a minority, while dwarves, demi-humans, orcs, and elves serve as the main population. After Mount Khalid’s eruption destroyed the old capitol city of Khalid three thousand years ago, these peoples became the region’s foundation. Clan wars were common for centuries, and unlike Poten, unity was hard-won. The Crystal Flare a hundred years ago marked Tabia’s golden age and led to the Council’s creation as a means to maintain fragile peace.In recent years, however, the Council has grown increasingly divided. Whispers of using crystal magic to reach beyond the mortal plane have begun to circulate—a dangerous taboo, recalling the ancient hubris that nearly destroyed Alicia and led the gods to seal magic away. Beyond the cities, law is thin; bandits and highwaymen plague the Atkins Desert and eastern Sylph Mountains, and travelers are warned not to stray far from portal gates without preparation.



The High Council

Atkins City

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TABIA's HIGH COUNCIL

"From the fractures, we endure."


The High Council was formed nearly a century before the Crystal Flare, when clan leaders united in a fragile bid for peace. Though unstable at first, the return of magic transformed centuries of infighting into trade, industry, and influence.The Council governs crystal mining rights, trade and tariffs, research permissions, mine labor, and crystal distribution in Tabia. It functions as an oligarchic assembly where alliances, rivalries, and family prestige outweigh written law, keeping Tabia’s politics volatile.


Atkins City

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After Mount Khalid’s eruption destroyed what remained of Alicia’s old civilization in Khalid, survivors scattered—many fleeing across the narrow sea to Poten, while demi-humans, dwarves, and orcs who had long called Tabia home fled north. They eventually settled around a coastal oasis, where Atkins City was built and became Tabia’s new center of power.

Atkins City


The capital City of Atkins, a bustling Oasis located on the western coast of Tabia. The second largest of the portal hubs in Alicia, many come here to browse the many unique and specialized items powered by the magical crystals littering across the lands of Alicia. Buildings are made mostly of sandstone, integrated with large crystals to bring cool air in the Atkin's desert heat. Tabia is ruled over by a High Council, and have a strong relationship going with the people of Poten.


The Tabian Guard


Places of Interest:
- Crystal Palace
- Khalid Markets
- Tabia’s Guild Hall
- Tabian Guard Barracks
- Commerce Guild Hall
- Crystal Oasis Bathhouse

The Tabian Guard


The Tabian Guard traces its origins to the Age of Monsters, formed not from soldiers but from thieves and slaves left behind during the evacuation from Khalid. Those who chose to fight for the helpless were granted a new purpose, and it became tradition for the Guard to accept any willing to abandon their past and swear to Tabian law. Convicted criminals are given a choice: serve their sentence in the mines, or bind themselves to the Guard in lifelong service—unlike volunteers, whose oath is by choice alone.The Guard answers not to any single clan, but to the High Council as a whole, ensuring no faction claims them.


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The Royal Family

Dorf City

Poten

Poten is a fertile and diverse land of valleys, forests, and canyons, shaped as much by its beauty as by its history. Thousands of years ago, when the great calamities tore through Alicia and magic vanished from the world, Poten became a refuge for survivors—many descended from a forgotten civilization whose ambition had driven the gods away and nearly doomed the realm.In a world without magic and under constant threat from emerging monsters, the people of Poten survived through unity, equality, and mutual reliance. Under the protection of the remaining Guardian Gods, Axel chose a leader from among them: King Phoebus Axen Varbrand, the first King of Poten, whose name honored the god who guided the kingdom’s founding.For nearly three thousand years, Poten endured an age of survival, reshaping its society to value every hand and skill as monsters slowly faded from the land. With the arrival of the Crystal Flare and the return of magic, survival gave way to stability. Now, a century into its first true era of peace, Poten stands as a warm, prosperous kingdom.


King Aiden Axen Varbrand II

Poten's Royal family


"To rule is to serve."

Queen Veronica Varbrand


The royal family of Poten began at the dawn of the Age of Monsters, when Phoebus Varbrand, a commoner with only his sword and horse, was chosen by the Guardian God Axel to lead the displaced survivors of the calamities. Fighting fiercely to protect his home and people, Phoebus earned Axel’s favor—and took the name Axen in reverence to the god who guided him.Named the first King of Alicia, Phoebus founded a royal line built on tenacity, compassion, and loyalty to the people. Though the family now plays a quieter role in governance, they remain deeply respected and beloved across Poten.


Prince Viktor Axen Varbrand


Once a modest fishing town, Dorf’s destiny changed after the eruption of Mount Khalid and the onset of the great calamities, when thousands sought refuge along its coast. Over centuries, its docks expanded into the most vital shipping and trade hub in Poten. Today, crystal-powered technology permeates the city, from floating live race broadcasts to enchanted forges producing magical innovations based on Tabia’s designs.

Dorf City


Dorf City, often called Dorf Harbor, is the capital of Poten and the vibrant heart of Alicia’s modern racing world. Built upon its own peninsula, the city’s skyline is marked by crystal-charged spires, sweeping stone bridges, and hot air balloon shops drifting above the streets. At its center lies the portal hub, where shimmering crystalline gates connect distant regions of Alicia, allowing racers, merchants, and spectators to arrive within moments.


Places of interest:
- The Portal Hub
- Market Street
- Potenian Cavalry Barracks
- Healers Guild Hospital & School
- Guild Hall & Axel’s Plaza

The Poten Calvary


Poten is defended by its Cavalry, established when the first King of Poten was crowned during the Age of Monsters. Originally formed from warriors of the Adventurers’ Guild to combat the rising monster threat, it is now composed of Poten’s finest soldiers. Recruits must endure a grueling training course before admission—though they are granted unlimited attempts to succeed.The Potenian Cavalry works closely with the Tabian Guard to patrol the wilds of Alicia, safeguarding the roads and portal routes from lurking dangers. It is currently commanded by Prince Viktor.


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Creatures of Alicia


HORSES

CONIANS


Horses of Alicia
Horses are central to Alician culture, shaping daily life and the traditions that span the two continents. For thousands of years, they stood beside humanity as loyal companions, carrying riders into battle during the Age of Monsters.
Just before the Crystal Flare, Alicia’s horses were blessed by the Guardian God Cheonma, gaining both immense size and strength—growing to 18–20+ hands—and the ability to manifest temporary wings for gliding. What began as a strange but welcome miracle was quickly embraced by young Alicians, who started racing across the wilds.
Wild herds are protected throughout Alicia and roam freely across much of the land, with the greatest concentrations found in Phoebe Fields and the Sylph Plains. All Alician horses are believed to descend from the great pegasus Cheonma, revered as the Father of Horses.


Conians
Conians are forest spirits hailing from the enchanted Fairy Forest in northern Alicia, now a cherished part of everyday life across the continent. Small and rabbit-like in appearance, they stand about the size of a human child when fully grown, with soft fur, long ears, and cheerful eyes that reflect their kind and playful nature. Though once secluded, Conians have warmly embraced life among Alicians, becoming well known across both Poten and Tabia.
They’ve opened shops in nearly every region—selling everything from horse tack and enchanted clothing to sweets, tools, and fresh produce. Most notably, many of their shops float high above cities in colorful hot air balloons, gently bobbing in the sky. Their floating shops have become a familiar and beloved sight in the skies of Alicia.