The Empire of Yore is an Absolute Imperial Diarchy that has stood the test of time. Without any accurate records to constitute the founding of this vast, imperial realm of mankind, the Empire of Yore gains it's influence amongst the other human nations due to it's vast empire, resources, military, treasure, and most importantly from time immemorial. As such the citizens of the Empire are credulous, proud, nationalistic, and traditionalistic, with only nobles and high-ranking officials understanding the importance of progressivism.
Geography
The Empire of Yore is an incredibly expansive nation, however as far as legends tell, it was once nothing but a small city-state. Over time, the Empire of Yore has thus expanded, from City-state to Kingdom; Kingdom to Empire. throughout the course of this process, the Empire has annexed, assimilated, and conquered vast swaths of land, some of which only fairy tales may bring justice.
Within the lands of the Empire there're the vast forests of Vhal, situated on top of the mountain Khan, south of the river Mhaine and the Imperial Capital of Türmstadt, forests where beasts of mythos come to life and roam amongst the forests which extend high, high into the sky to reach out and touch the clouds. It's also home to the majestic Imperial Palace on the peak of the Mountain Khan, home to the senior family members of the Imperial Diarchs. Further south beyond that, to the Thaerian Penninsula, lies flatlands which extend for miles, full of cities and castles and forts of various families and nobility. The Royal Woods, forests of unspeakable beauty, lie here and bloom pink, red, and purple leafs when the sun is the brightest.
To the North and West of the river Mhaine lie the lands beyond the Yore heartlands; here the provinces of Thaermark, Volkstadt, Febenreich, and Üsterlandt lie, each governed by an Imperial Cardinal (also refered to as a Paramount). The provinces of the Empire of Yore are large enough to each be considered an Empire, and act with extreme autonomy due to the size of the Empire itself (but still answer to the two Emperors of the Empire), with the Diarchs governing the Yorite Heartlands around the Thaerian Penninsula.
Provincial Information
Thaermark's Capital is the City of Müriche, a vast mercantile city which acts as the main hub for all commerce within the Empire. Here vast markets, companies, guilds, and socities gather to trade, barter, and buy new wares. Müriche is also home to the second largest harbour of the Empire. Whilst mostly used to dock merchant vessels, there's also an exclusively military zone capable of fitting 25 Bannerships of the largest size. Such ships are mostly used for the naval transportation of troops for the standing army of the Empire.
Beyond Müriche are the vast farmlands of Thaermark with sprawling cities interwoven by a highly complex network of roads and pathways through fields and farmland. These flatlands mimic those of the Thaerian Penninsula, but are far more expansive in size. Therefore, the standing military of the Empire uses these lands extensively in military practices and mock battles. There're no forests in Thaermark, most of them having been cut down to supply the province and the prosperous trade of the province. Mostly constructed quaries are being built, supplying mostly the army, but also the markets of Müriche.
Volkstadt, the neighbouring province of Thaermark, is a very fictitous country with high mountains, expansive forests, mist, and active wildlife. Whilst the coastlines of Volkstadt are full of sprawling cities, villages, and farmland, the further towards the north one journies the further from civilization you go. Volkstadt's capital city, Volkstadt, lies in this wilderness. Volkstadt is an incredibly large city. Accompanied by high walls and impressive defenses, this fortress city is the only settlement capable of surviving in the wilderness of the province of Volkstadt.
Serving as the main supplier of ore, minerals, and building material in the entire Empire, the city of Volkstadt is detrimental to the economic and military survival of the Empire. Therefore the city of Volkstadt sees an enormous amount of bandit raids, brigand attacks, and even tribal incursions from the Volkstadt province's wilderness. With no desire to see the supply of minerals, marble, stone, and other building materials fall, the Diarchs and the Imperial Cardinal both have a vested military interest in the defense of the largest mines of the Empire.
Febenreich is most commonly known throughout the world for being the Empire's largest supplier of crafts, weapons and arms, and recruits for the standing Imperial Army. Filled with Highlands, Febenreich is also home to the best military and civil academies of the Empire, with only the Royal Academy of Türmstadt challenging this legacy. The cities of Febenreich are rich in culture, well kept, and encourage sociality. As the home of the brightest scholars of the Empire, Febenreich's Imperial Cardinal has invested heavily in public forums, plazas, and places to encourage debate, discussion, and interaction between his citizens.
This is mostly to encourage the idea of progressivism amongst the common folk that is mostly uniformally agreed upon by the high-ranking to be ideal. Febenreich is the most progressive and forward thinking province of the Empire and acts as a center for all mankind to discuss and educate themselves in the most prestigeful and effective manner on the continent by using locations like, for example, the Library of Time Immemorial, the oldest and largest library of the Empire.
Üsterlandt, funnily enough, lies far from the east of the Empire, and instead is the western-most imperial province to date. As such, Üsterlandt has been plagued by raiders, beastmen, and other animalia sacking it's villages and looting it's cities. Only in recent times have countermeasures finally taken root, and an imperial garrison constructed. With a standing military presence in Üsterlandt, the thriving logging- and hunting industry of the region can finally take off.
As thanks for assisting their local problem, the Diarchs are highly approved of in the imperial province, and the Imperial Cardinal was decorated with the Medal of Exceptional Statesmanship, an imperial decoration granted to skillful Imperial Knight-Barons, Lord-Counts, Knightgraves, Archdukes, and Cardinals in remarks of their servitude. Although this was probably to satisfy the province and the ego of their Imperial Cardinal, because there is no doubt that Üsterlandt is the least important imperial province of the Empire.
History
Self explanatory, what are some major events/figures in your history? Any historical rivalries or encounters between you and other nations/races? What about alliances and stuff?
Government
The Empire of Yore is governed by Absolute Imperial Diarchy; ruled by two Emperors, with equal, absolute power over the Empire and it's subjects. Each Diarch has the ability to veto the respective Diarch in their decisions or commands, with debates taking place within the Forum of the Immortal Sun situated in the center of Türmstadt. In the event of a veto, each Diarch must immediately race towards the Forum of the Sun, otherwise they're subject to summary execution at the hands of their royal guards, the Order of Soldiers of the Phoenix Immortal (In case of Emperor Plutaros Theba Prabat Valakyr) and the Immortal Order of the Divine Favour of the Sun Goddess (In the case of Emperor Khaar Ubalyz Prabat Valakyr).
Whilst technically the Diarchs are supposed to rule the nation, since the entire Empire is under their submission, they're free to do whatever they wish. As such, a tradition has been set to create Imperial Provinces, five, whereas the Diarchs each rule the Yorite Heartlands, and thereby appoint loyal Imperial Cardinals to maintain and take care of their given province. This system was de facto for several thousand years, although only recently has a de jure law been made and enforced to maintain this system.
The Empire is a Feudal nation, and as such operates with titles and nobility, granting certain people land in exchange for various services. Knight-Barons, Lord-Counts, Knightgraves, Archdukes, and Imperial Cardinals representing the typical Baron, Count, Duke, King, Emperor titles, with the Diarchs acting as the Emperor of Emperors with power to remove anyone and everyone from any given ministry, title, or office should they have an acceptable reason for doing so.
Diarchs are chosen out of the most capable offspring of the two branch-families of the original Valakyr royal bloodline. Due to the country being incredibly polarised between the two Emperors and their families, the two branch-families of the Valakyr bloodline refrain from wedding people outside of their respective families, leading their offspring to have quite the personalities, especially inevitable Emperors.
As such the Diarchs are each chosen by their individual branch family's imperial guard. The Imperial Guard of each selected Emperor is also allowed to summarily execute their ruler should they behave inappropriate in reference to The Empire's wellbeing. If this were to occure, the Grandmaster will be selected as a Temporary Diarch, taking over all elected titles of the fallen Diarch until another generation is ready to be selected. This also occures should an Imperial Diarch fall in battle.
Culture
When a country has existed as long as this one, people tend to become at least a little bit prideful as to who they are and what their roll is in the world. As for the case of the people of Yore, Yorites are incredibly proud folk, and are more than happy to make it known to the world. With the common person's ego being the size of the moon, even High Elves will find a hard time to overwhelm a Yorite's pride, stubborness, and braggy attitude. This behaviour seems to disappear the further up the ladder of the hierachy of the Empire you come, with each Diarch often times being incredibly humble, at least outwardly, and acting with compassion, understanding, wisdom, and logic to fuel the welfare of the Empire.
Whilst the longevity of the Empire is nothing but pride fuel for those who have no obligations, the longevity of the Empire and the pressure it gives those who have to rule it's many facets is incredibly humbling, maybe even frightening. As such ambition within the upper echelons are often low, and more focused on maintaining the status quo more than making daring attempts to reform or conquer.
Places like Febenreich are rather exempt from all those aspects, as it's a center for culture from all over the Empire, and far beyond it as well, reaching even the furthest of mankind's realms to desire learning in this prestigeful academic paradise. Prior Emperors realized this, and started to educate all officials exclusively in Febenreich. The result lead to the next generation of officials being more modern, ambitious, and open minded (as opposed to the close-minded, traditionalist officals of the generations prior).
This developement expanded under the reign of Emperor Maldavian Ubalyz Prabat Valakyr, who founded the Royal Valakyrian Academy within the heart of Türmstadt. Today it surrounds the massive Forum of the Sun and acts as the most prestigeful institution in the Empire, if not the entire human world. As a result, this generation of Diarchs are much alike their fellow next-generation officials, simply more cunning, knowledgeable, and intelligent.
Economy/Industry
The Empire is a large economic powerhouse with vast access to exotic ores, minerals, crops, materials, and crafts exclusive only to the mediterranean lands of which they inhabit and the skills that their craftsmen have developed. As such, they thrive off of healthy trade with sensible societies regardless of faith or ethnicity. The Empire of Yore has built up their trade empire over countless milennia of turmoil and golden ages; civil war and prosperity. The result is an Empire that acts as a hub for most human nations to interact with each other within the many trade cities of the Empire, most specifically those of Thaermark. Thanks to this trade and economic focus companies from all acrossthe continent are moving into the various trade centers of the Empire, benefiting both the Empire's military and general economic welfare.
Magic
The Academies of the Empire teach spells of various lores, mostly elemental. Although never those of the undead, whom are considered sacrilege to the Divine Favour of Life granted upon man by the Sun Goddess Saelos. However, there're some lores exclusive to that of the Royal Bloodline, the Lore of the Sun, in the case of the Ubalyz Prabat Valakyr Bloodline, and the Lore of the Heavens, in the case of the Theba Prabat Valakyr Bloodline. Originally, the Prabat Valakyr Bloodline had access to the two of these lores, however at some unknown point the blood was mixed, and the family branched.
Name: Fireball Lore: Lore of Fire Type: Offensive; Single Targeted. Short Description: The Mage conjours a fireball from the Aether and then hurls it at an opponent; a sufficiently powerful mage is capable of controlling the Fireball enroute to it's target, and maintain it's manifestation after a target has been hit in forms of immolation.
Name: Hydrokinesis Lore: Lore of Water Type: Offensive, Single Target, AOE, Buff, Support. Short Description: Through connection with the Aether, a mage is capable of interacting and shaping water to suit ones needs. This can mean anything from using water's healing attributes to cleanse a target of evil, or to use water to drown evil itself. Sufficiently powerful mages are capable of using Hydrokinesis to manipulate and maintain two, or more, seperate instances of manipulation.
Name: Change Lore: Lore of the Elements Type: Offensive, Support, AOE, Single Target. Short Description: By harnessing ones connection with the Aether to connect with the Terra, mages are capable of manipulating earth in all manners of concievable and inconievable ways. Anything from making a tower of small sand shards to ripping out, and then hurling pieces of bedrock at your opponents. Sufficient mages are able to maintain several instances of manipulation, as well as manipulate larger pieces of land.
Name: Destruction Lore: Lore of Storm Type: Offensive, AOE. Short Description: By forcing a connection between the Aether and the Terra, mages are capable of conjuring destructive bursts of energy refered to as lightning. Whilst the nature between these bursts of energy and actual lightning is rather extensive, they look alike, and is thus easier to refer to. These bursts of energy can be increased or decreased given sufficient prowess of the Lore, however the difficulty of this branch of the Lore of Storm, that being the brute force used to connect Aether and Terra to produce a violent reaction, leads to enormous destruction should it be done by an incapable practitioner.
Name: Aetherial Storm Lore: Lore of Storm Type: Offensive, AOE. Short Description: By forcing a connection between the Aether, the Terra, and the Aero, mages are capable of conjuring massive storms amongst the clouds that can affect an entire battlefield. Whilst this spell is rather unreliable, as multiple connections between the Aether and the physical world will result in instability, the storm (should it not disappear entirely) will lash out at the closest thing to it, using these bursts of Aetherial energy to incinerate anyone caught in it's path.
Name: Sun Made Manifest Lore: Lore of the Sun (Divine Lore) Type: Buff. Short Description: The spell Sun Made Manifest works by forging a direct connection between the Ipsum, the Aether, and the Sol. Through this direct connection the Sun Goddess Saelos, Bride of Khaar Ubalyz Prabat Valakyr, blesses her beloved with the ability to banish the wicked through the might of the Sun. Otherwise, if someone sufficient of the Ubalyz Prabat Valakyr bloodline summoned this spell, they would conjure a great ray of Sunlight to burn the wicked within a certain static radius.
Name: Ye Shall Bow Lore: Lore of the Heavens (Divine Lore) Type: Debuff, Buff, Offensive. Short Description: By conjuring the Aero, The Terra, The Aether, and the Ipsum within oneself, those skilled in magic of the Thebas Prabat Ubalyz bloodline may enforce their will upon others through the might of storms, Earthquakes, and Will within a certain radius around themselves. Proficiency extends this radius.
Military
The standing Imperial Army is one of impressive capacity, numbering beyond the millions as patriotic recruits line up amongst even the smallest of recruiting stations. With the army well supplied by the innumerable amounts of equipment and weaponry found within circualtion in the Empire, the Military is also supplied with well educated commanders and officers from the fienst Fedenreich academies. As such the military is orderly, well supplied, well equipped, loyal, obedient, albeit often times physically weak in comparison to other races, with few exceptions.
Name: Yorite Militiamen Tier: Tier 1. Type: Infantry. Short Description: The Yorite Militiamen are simple farmers, commoners, and low-born nobles who gathered up arms in defense of the Empire in times of great strife when there were no one else that could, equipped with lackluster arms and armour, the Yorite Militiamen make up their forces mostly of mixed experienced troops to provide a rather balanced amount of fighting power.
Name: Üsterlandt Hunters' Legionaires Tier: Tier 1. Type: Light Shock Infantry. Short Description: The Hunters' Legion is a band of Üsterlandt hunters all gathered into one guild known as the Hunters' Legion. Legionaires of the legion are supplied with rudimentary arms and armour, and are allowed to have their animal companion to accompany their company in hunts and potential battles. Whilst skilled, the Hunters' Legionaires are capable swordsmen, bowmen, and hunters, only falling short on the equipment provided to them.
Name: Imperial Recruits. Tier: Tier 1.5. Type: Light Infantry. Short Description: The Imperial Recruits are bands of recently recruited warriors, often directly from local garrisons, gathered to fight on the battlefield either in desperation, or to acquire experience the one true way. Whilst Imperial Recruits are often resolute and loyal, not knowing any different, they lack the ability or experience to effectively defeat their opponents, even when they may fight to the death to dispose of them.
Name: Imperial Soldiers. Tier: Tier 2. Type: Medium Infantry. Short Description: The Imperial Soldiers are recently recruited warriors of the standing Imperial Army, often times trained with both bow and arrow, as well as sword and shield, most recruits adapt better to the latter option as opposed to the prior. Imperial Soldiers are often orderly, but due to their nature, do not fight with the same ferocity or resolve of that of veteran soldiers. As such, Imperial officers tend to lead these units from the front, as opposed to a more advantageous position in the back. Imperial Soldiers not using the bow and arrow, alternate between Spear and shield, and sword and shield, within their units.
Name: Imperial Soldiers (Bow & Arrow). Tier: Tier 2. Type: Medium Infantry. Short Description: The Imperial Soldiers are recently recruited warriors of the standing Imperial Army, often times trained with both bow and arrow, as well as sword and shield, most recruits adapt better to the latter option as opposed to the prior. Imperial Soldiers are often orderly, but due to their nature, do not fight with the same ferocity or resolve of that of veteran soldiers. As such, Imperial officers tend to lead these units from the front, as opposed to a more advantageous position in the back.
Name: Imperial Freeknights. Tier: Tier 2. Type: Heavy Infantry. Short Description: The Imperial Freeknights are a band of knights serving the standing imperial army without any land, titles, or positions to their name. Freeknights are often times knights banished from the personal service of their host families, forced to roam the world under the mantle of a lordless servant. Many knights grow tired of thise farce, seeing their skills wasted in their pursuit for a new liege, therefore they join the army, and use their skills to serve the Empire in whatever ways they need to. Freeknights are equipped with either sword and shield, or sword and spear, with units alternating equally between the two.
Name: Mounted Imperial Gladiators. Tier: Tier 2. Type: Medium Shock Cavalry. Short Description: The Imperial Gladiators are the common term for the basic cavalry unit amongst the Empire, most notably known for it's fast shock and awe tactics, the Gladiators are actually extinguished Freeknights granted their own Thaerian Hrodger to ride into battle. The Thaerian Hrodger is the fastest, largest, and strognest of all Hrodgers throughout the Empire, and as such acts as the perfect mount for its soldiers.
Name: Imperial Knights Tier: Tier 2.5. Type: Heavy Infantry. Short Description: Imperial Knights are warriors of all walks of life, sworn to service under the official banner of the Empire of Yore. Often times exceptional and veteran fighters, Imperial Knights are also the ideal personification of human values and prowess, challenging the very fabric of what a man can become. These exceptional warriors take up arms with Swords and shields, as well as Spears and shields with a ratio of 1:1 in a typical unit.
Name: Sunblessed Imperial Knights. Tier: Tier 3. Type: Heavy Shock Infantry. Short Description: The Sunblessed Imperial Knights are renowned and extinguished knights and freeknights alike who've served the Empire for their entire lives that, when fallen, they rise up reborn under the grace of the Sun, empowered with the Sun's holy radiance to once more continue the fight against the wicked with their sunlaced swords and empowered shields.
Name: Imperial Custodians Tier: Tier 3. Type: Heavy Cavalry. Short Description: Imperial Custodians are the epitome of Imperial mobile cavalry, by using doemsticated Volkstadt Phaerons, mighty beasts equipped with wings capable of propelling them forwards at speeds unbeknownst to other cavalry units, and claws more than able to rip enemies apart. The Imperial Custodians themselves, whilst equipped with runic Lances and Shields, are still equipped with swords should they ever need to dismount.
Name: Imperial Custodians (Dismounted). Tier: Tier 3. Type: Heavy Infantry. Short Description: Imperial Custodians are the epitome of Imperial mobile cavalry, however sometimes the need comes where they need to drop their lances and take up sword to fight off the enemies of the Empire, should this happen, there is still not much to fear, for Imperial Custodians are some of the finest human soldiers known to man, being able to subdue multiple opponents all the whilst keeping their sectors cleared.
Name: Venerated Imperial Archers. Tier: Tier 3. Type: Heavy Ranged Infantry. Short Description: Some Imperial archers reach a point where their body will simply not tolerate anymore, however, there're even fewer who manage to cross that barrier, and thereby make themselves deserving of the title of Venerated Archers. When this barrier is surpassed, Archers of any kind will be granted the exact same equipment, arms and armour, and privileges as those of their fellow Venerated Archers. All the Empire asks of in return is to use their unfathomable prowess.
Name: Venerated Imperial Soldiers. Tier: Tier 3. Type: Heavy Shock Infantry. Short Description: Much like their fellows with bow and arrow, there comes a point where every soldier, should he survive, becomes a veteran of the battlefield and capable combatant beyond equal. Not because he is strong, but because he is battle smart, capable, logical, and brutish against his enemies; compassionate against his equales; brotherly towards his fellow soldiers in arms. Those who've survived campaigns and conquests are always granted the title of Venerated Imperial Soldier, and it gives the same privileges of the bowed variant.
Name: Imperial Champions. Tier: Tier 3.5. Type: Winged Shock Infantry. Short Description: Imperial Champions are men and women whose deeds have been recognized by the Sun Goddess Saelos, and granted the privilege of ascendancy beyond what means to be human. These warriors of the Sun Goddess are often times incredibly devoted, but also caring, compassionate, sympathetic, and otherwise loving towards one another, and their fellow man. Whilst these Champions of Man fight with their strenght of sword and shield at hand, they also live as equals within the gates of the Imperial Capital.
Name: Order of Soldiers of the Phoenix Immortal. Tier: Tier 4. Type: Heavy Shock Infantry Short Description: Warriors of the Order of Soldiers of the Phoenix Immortal are some of the most legendary knights of the Empire. Blessed, by Saelos in the image of the Phoenix Immortal, with undeath, the Patron-guard of the Thebas Prabat Valakyr bloodline have yet to know defeat. Having lived for such a long time, and through many generations of diarchs, the soldiers of the Phoenix Immortal are so old that their flesh is mummified, but they still retain their strenght through magic blessed unto their flesh by the Phoenix. The Warriors of the Order of Soldiers of the Phoenix Immortal are characterized by their aetherial hook along their upper shoulder pad, this is a direct connection with the Aether and gives them the appearance of a one-winged angel. The Warriors of the Phoenix Immortal prefer sword and shield, but due to their condition, no weapon is without grace should the need arise, even taking up arms with their hands has occured with surprising effectiveness.
Name: Immortal Order of the Divine Favour of the Sun Goddess. Tier: Tier 4. Type: Large Heavy Shock Infantry Short Description: The Immortal Order of the Divine Favour of the Sun Goddess is a recently established Order taking over the ancient role of the Order of Umbraen, a long since fallen Diarch. The Immortal Order was created by Khaar Ubalyz Prabat Valakyr to show the world the favours he'd recieved by the Sun Goddess Saelos, it is proper to mention that at the time of the Order's creation Khaar was not yet wed to Saelos. Warriors of the most extinguished qualities and renown were granted the titles of a Knight of the Immortal Order and blessed by the sun directly to forever bask in it's grandeur. With their blessing, warriors of the Immortal Order were granted the Lore of Light, making the capable of utilizing the Sun's radiance to eradicate evil on a level only a demi-god would be capable of. Whilst consisting only of 10 humansized demigods, 10 is far more than enough when they're winged with the rays of the Sun and capable of devastating the enemy with bolts of light.
Name: Plutaros Theba Prabat Valakyr/Plutaros of the Moon.
Position: Supreme Imperial Diarch of the Yorite Heartlands and all of the Empire of Yore, Patron Leader of Üsterlandt and Volkstadt, Grand Strategos of the Standing Imperial Army.
Powers: The Duo Emperors of the Empire of Yore have been exceptional even amongst millenia of documentation, as such both Plutaros and Khaar are incredibly skillful of mind and tact. The clear superior in terms of intellect, however, is Plutaros. Clearly overshadowed by his exceptional equal Khaar, Plutaros is of no way incapable on his own, acting as the supreme strategist of the Army, his mind is capable of incredible feats which his demigod body is able to enforce. Blessed by the Phoenix Immortal, he has acquired the same biological immortality as those of his patron guard, but stands as a clearly superior warrior in battle. Plutaros specializes in leadership and battles with a commanding manner so as to break the moral of his enemies with terror, employing brutish tactics in battle.
Short Bio/Personality: Born to the Thebas Lineage of the Prabat Valakyr bloodline, Plutaros was quick to make his mark on the world. As first shown in his rapid desire to brutalize colonial insects in the gardens of the Imperial Palace, but soon after in the Imperial Academies where he quickly gained renown as a capable mathematician and linguist. As he grew so did his talents, by the age of 20 he was already overshadowing his equals with the shades of mountains, having written and read an exceptional number of books on strategy, culture, mathematics, and philosophy which marveled even the most skilled masters in each craft. At the age of 25 he was taken under the wing of Pyron Manda, a renowned professor within the Academies of Febenreich. By 28 he had finished his education and was thereafter assigned to the military by request of his family hierarchs as an officer. He quickly adapted, and adapted well, having completed his first operation by 29 as a commander.
By 34 he was a general, and 35 he was granted the title of Grand Strategos in the Imperial War Council. When he was 36 his father had fallen, and the cycle of the Diarch Selection had once again initiated. He was a clear superior to his siblings who seemed to suffer everything from narcolepsy to the occational seizure. Having suffered no such illments himself, he was the only logical choice for the Thebas legacy. 20 years later, when he was 56, having been woken in the dead of night, Plutaros recieved a visitor.
It was the Phoenix of tales long since passed, the beast which had yet to be sighted for two thousand years prior. He was caught up in a state of awe, unable to notice how the magnificent beast sitting at his window stared right at him. Suddenly, as if a bolt, the Phoenix Immortal flew at him and then disappeared, when in contact with his body, in a cloud of flame followed by ash and ember. His body began to light up, his veins embewed with the fire of the Immortal bird. His body grew in size to the point where his room felt more like a small cage than the room of an Imperial Diarch.
With his Patron-guardsmen outside, they informed him of his condition with their millenia worth of wisdom and knowledge. They welcomed him into their ranks as a brother, and had crafted an armour piece which fit his new giant-esque size, dwarfing those even of the Immortal Order of the Divine Favour of the Sun Goddess.
It would take many years before he'd accepted his new self, and many more years to build a proper habitat to house his new form. He had built a new palace, The Palace-Citadel of the Moon, where we would henceforth live in solitude, secluded from all but his patron-guard. He continues to rule the realm from there, and has seen to it that the War Council takes place within his halls, they respectfully comply.
Name: Khaar Ubalyz Prabat Valakyr/Khaar, Husband of the Sun.
Position: Supreme Imperial Diarch of the Yorite Heartlands and all of the Empire of Yore, Patron Leader of Febenreich and Thaermark, Grand Tacticos of the Standing Imperial Army.
Powers: Khaar Ubalyz Prabat Valakyr has always been the more venerated, respected, and battle capable of the two Diarchs. Without mind for his equal Plutaros' jealousy, he retains his prestige by maintaining a confident Empire and a proud people whilst still keeping the aristocratic principle of progressiveness to heart, implementing whatever reform he can with as little drawbacks as possible. His skills are highly Statesmanship dependent, but thanks to his skills as a mortal warrior on the battlefield, when engaged to the Sun Goddes Saelos, he was granted "Godhood" and is now worshipped within the Church of the Sun as the embodiment of Saelos.
This title of "God-Emperor" does not only grant him the majority of the population in popularity vote, but also makes him far more skillful in combat. Equiped with the Armour of the Sun forged by Saelos in her infatuation with him, he accepted it respectfully when she first appeared to him within his personal chambers. Now married to the Sun Goddess, his armour takes shape in the likes of an Archangel, and compliment the colours and abilities of his personal guard.
Short Bio/Personality: Khaar Ubalyz Prabat Valakyr was, upon his birth, a normal child who suffered from nothing too severe regarding the nature of his family, much like Plutaros. However, whilst not intellectually superior, he was prone to physical ability quite rapidly, and showed extreme prowess in fencing classes within the Imperial Palace.
His father saw this prowess as a blessing and quickly shoved him in the direction of military and statesman education. By 18 he completed his education and was now fully equipped with the proper background to become a ruler in proper Ubalyz spirit. He joined up with the army in respect of a promise made with his friend Pondus Korpyr, and quickly showed his prowess. Recruiters were awed at his skills and, without realizing his background, put him up in a Custodian position, far outranking his best friend.
It would take no fewer than seven days before his father realized this and had the recruiter executed and a new position suited for his son, that of a General. Khaar enjoyed his new position, and showed incredible battle tact when engaging the enemy, using unconventional and revolutionary battle tactics and doctrines to win against his enemies with as few loses as possible.
He was appointed the title of Diarch at 22, following an extreme debate with his brother Kontor Ubalyz Prabat Valakyr regarding the role of culture in the realm of the Empire. He won, barely, by acknowledging the importance of cultural heritage as a weapon to not only fuel the pockets of the Empire, but also it's prestige and stability.
At the night of being granted the title of Diarch together with his equal, Plutaros, he was visited by a rather strange anomaly. He woke up, disturbed, and huddled back in his bed. He did not, however, feel freightened of fearful of this bright light at the other end of his room, slowly edging forwards towards his bed. The encounter was quickly cut short, however, when his Guard came in to check up on him. He argued that he'd seen a ray of light zooming into the Diarch's chambers.
Awestruck, Khaar had no reply but to lie, stating that the Guard must've seen something, and that he was woken up by his running up the stairs. It would take several weeks before the next randevouz with this light entity, at which Khaar felt more familiar with it during the next encounter. He engaged it in conversation, and it reluctantly complied by using the voice of his maid, Heina. Khaar was fine with this mimicry, as he'd always found her voice soothing and calming. They'd spend the night together, engaged in conversations, only parting ways when the sun was just about to show it's first rays of light upon the night sky.
The next day they'd continue, and this would continue for many months after, only really escalating several years after the coronation. When Plutaros had returned from his campaign in Üsterlandt he demanded to recieve command of all the Empire for but a month, stating that he wanted a personal check on the state of the Empire. Khaar had always been a compassionate man, and complied without any disagreements. He knew that Plutaros was eager to show his skills, wanting fame and glory that Khaar had already acquired in his many years in the military.
He'd come to discuss this with the light entity. He made his opinions and emotions clear, puttign them out in the open where no other person had ever seen them. He showed his fear of losing the Empire, of damning it for eternity ever onwards. That was when the entity made itself shown in proper form, taking on the appearance of the most beautiful, majestic, and elegant woman any man had ever described or witnessed. Her body was pale, seemingly luminesscent in the night. She embraced him as he sobbed, his eyes too preoccupied to actually notice the transformation thanks to his hands covering them. The woman was silent, for the most part, and only ever uttered her voice after a long silence of compassion and empathy. When she spoke, it was like the sound of a million rainbows, like an orchestra of uncomparable beauty. He glanced up, suddenly, and laced his eyes with the beauty of the woman before him.
For some unknown reason he knew who she was, she was the Goddes Saelos, The Sun itself. He felt his body rejuvenate, and he felt the dripping nose dry and his tears evaporate. Reason, purpose filled his head, and he was struck by ambitions which no man could've previous had before him. He embraced Saelos, thanking her compassion. Their embrace would last silently until just before the lights of the sun's rays would show, as per the usual, but the silence was not truly mute, it was full of emotion and understanding.
It would take many more months before she would show herself again, at a point where Khaar had already completed his ambitions, and finally began to turn lonely and cold. He had established the Immortal Order in Saelos' honour, reformed the lands and crafted an all-time increase in industry and economic growth, the Khaarite Golden Age had commenced at the great envy of his equal, Plutaros. When she revealed herself to him in the dead of night as Saelos, his eyes teared and his body reached out for her. He realized how much she meant to him, and declared his love for the Goddess. Upon blushing in return, she accepted, and declared her own feelings for the man.
She revealed that no man before him had captivated her more, none had proven themselves so capable and yet compassionate to his brothers and friends. She said that, when she had met him the first time, it was after many years of contemplation. She said it was love at first sight, and in reply Khaar grew increasingly humble as she continued on. His face redder than fire itself. They continued talking for hours thereafter, to the point where the night itself was far longer than recorded history.
Their latest encounter concluded with Khaar declaring that, if he would succeed in his Grand Campaign against the Seperatist forces of four neighbour human nations, he'd openly declare his love for her upon the Forum of the Sun in the largest parade known to the Empire, and Man. She blushed and disappeared, allowing the sun's rays to pierce the seemingly everlong night sky.
And so it went, that upon his success twelve years later, he declared with all his heart, he told his story, and his love for Saelos. He publicly declared, at the top of his lungs, that he wished to wed her and thereby becoming her Husband. When the sun darkened, eclipsed by the moon on this midday thuesday, Saelos made herself known to man in physical form, standing besides Khaar, and accepting his proposal. Upon their kiss, sealing their vows, his veins were empowered, and "godhood" was granted unto him. The public, jawless after the debaucle, awestruck after witnessing this encounter, could do nothing but cheer. They cheered until they couldn't cheer any more, at which point they clapped their hands.
It remains publicly unknown if they continue to meet, but Khaar simply blushes at the notion.