Name: (The name of your Archon/Exarch. This character is your leader, and is going to be essential in the times to come)
Titles: (Self-given or earned. Fame is an essential part of an Archon/Exarch’s power these are often long-winded creative.)
Type: (What is your Champion? The choice is between either the more powerful and influential Archons or the still formidable Exarchs. Take note most players will play as Exarchs as there will only be a select few Archons. PM me if you are interested in an Archon spot. Otherwise, you're an Exarch.)
Rivals&Allies: (Given Archon/Exarch's long lives and time spent in the political sphere, you no doubt have a few enemies or those you dislike for one slight imagined or not. This is not always two-way and is optional though advised. Be Sure to added allies here and your exact reltions to them as well.)
Appearance: (Pretty self-explanatory. Pictures or Description. Both preferred)
Loyalty: (The Archon your Exarch serves.)
Personality and Drive: (What drives your leader to do what he does? What is his or hers ultimate goal?)
History: (A little something-something about the history of the Exarch/Archon. How have they gotten to the point they are at, and how did they become famed across the land? Some feats here are also advised, they can even be slightly exaggerated.)
Armaments: (These are a list of powerful magic relics that belong to your character. They can be a weapon, piece of armor, jewelry, etc that have some unique power. These are not just mere enchanted items, they have been given further power from the virtue that you wield them. Give each one a small bit of lore, how you got it, and most importantly what they do. Think the artifacts from D&D or most any item used by heroes in Warhammer.)
Abilities: (What powers does your Archon/Exarch have? This includes magic or anything of the sort. Exarch can be pretty damn powerful, Archons many times more so, so feel free to play around. I will be taking special notice of this category, however, so don't be a brat with this freedom.)
Name: (The name of your Hero. These characters are alternative POV's as well as trusted advisors, or generals. )
Type: (Are they a Mage? Warrior? Spy? etc)
Appearance: (Pretty self-explanatory. Pictures or Description. Both preferred)
Personality and Drive: (What drives your leader to do what he does? What is his or hers ultimate goal?)
Background: (You know what goes here. Be sure to add when they joined the services of your Exarch/Archon, along with their accomplishments in your service.)
Armaments: (Normally heroes will have basic or sometimes Enchanted items, however, if you have granted one a relic item from your allotment be sure to mention that here. Remember Exarch's only get three relic items to distribute.)
Skills: (What they are capable of, note these are skillful men and women but are nowhere near the power of an Exarch. Think more along the lines of badass normals.)
Holdings Name: (What is the name of your holding?) Type: (What is your holding? A fortress-city maybe? A major castle city fortification perhaps? A conjured tower of flames?! Tell me!!) Culture: (What are the people like in your holding?) Description: (Tell us all about your Holding. it's layout and design, it's function and capabilities. Everything. Damn it, everything.) Laws: (What are the unique tenets or laws you have established in your province?) Military: (What kind of system does your hold use to raise troops? What about their training? What kind of units could you call on? Remember this is grimdark high fantasy, So if you want pegasus knights or wyvern riders go for it.)
Faction Name: (What is your Faction/Warband/Guild called?) Size: (How many followers are considered a part of your faction/Guild? this usually varies between 100-5000. Remember, it's a faction, not a nation!) Hierarchy and Culture: (What is life like within your faction?? How does one advance, and what ranks are there? What is their reason for following your Lord?) Goals: (What are the main aims and goals of your faction?) Specialization: (What do they specialize in, a merchant guild focus? Healers? Perhaps focus in magical studies? War?) History: (Tell us of the founding of your Faction.) Military Capabilities: (List all your unit types, and their capabilities along with arms and armor. This is mostly to help others grasp the feel of how your faction will fight - this category is not a power play, so don't be snobby.) Warcry: (Totally optional)
Name: Manuel Skleros, Lord of the Free City of Ardaza
Titles: The Many Faced, The Fowl ((pun pun pun))
Type: Exarch
Rival: Manuel has a lasting feud with Kalon, both parties being all but polar opposites the only thing preventing an illegal war is distance.
Appearance:
The idea of truly knowing the look and build of an illusion wizard is a tenuous and often untenable one. When such a wizard has specialized in the art of tricking the throng for the better part of their life, the proposition is outright ludicrous. That said, Manuel has worked tirelessly to cultivate a recognizable image, a visual identity as it were. High and defined cheekbones, clean shaven but for a closely trimmed beard, perfect hair all but frozen in place, Manuel's visage is one that reeks of design and vanity, but is seldom forgotten. Of a somewhat above average height and seemingly fit build Manuel looks to project an image of class at all times, wearing the finest jackets and rings.
Personality and Drive: Manuel is a conceited and petty man, and he has always been one. That having been said, he is not a fool. Perhaps a result of his former life as a street urchin, perhaps a result of some conscious effort, Manuel is a rigorously cautious man. While he may lack the vast knowledge or refined wisdom of other Exarchs, Manuel takes care in every action and often finds himself gaining the upper hand on account of this. Fickle, amoral, and often brutal in even the most trivial reprisals, Manuel ensures that his most depraved acts are carefully committed and even more carefully buried.
Once having nothing and now having gained everything, Manuel is surprisingly content in his position. Regardless of how grasping he might seem, for the moment Manuel is free to enrich himself beyond the wildest dreams of most men; for him this is more than enough. To Manuel what is good and just is what makes his pockets swell, and with the Empire looking south he would prefer to be exactly where he is. So long as the money flows the right way and he is left to his little fiefdom, then all is well and right in the world.
History: Born in the slums of the Imperial port city of Ardaza Manuel's earliest memories are those of being a nameless orphan, begging on the streets and suffering the beatings of those that fed him if he didn't produce enough coin. For many years he was nothing, an urchin, a rat, a beggar. Once he was old enough begging became pickpocketing, and sooner rather than later he was the one giving out the beatings. Life seemed to be following the predictable path, and somewhere inside he loathed it.
The moment that would change Manuel's life came when his distaste for his circumstances led to him working up the nerve, and the gang, to rob a local Magician. Even though everything would change from that day forward, Manuel would never recall the old man's name, nor those of the starving boys the wizard took with him into the dark. Taking the old wizards tomes Manuel first taught himself to read out of curiosity, then he taught himself magic out of pragmatism. In the beginning the tricks were simple, a ball that doesn't exist appearing under the cup you want it to be under, an obnoxious fog before the eyes of a mark blinding them before the gang moved in. That was just the beginning.
Before long Manuel was hustling card games, cheating travellers of all their coin and slipping away before they got drunk enough to do something about it. He became known in the taverns of the port and fewer and fewer would play, soon enough forcing him to escalate yet again. Manuel's first real rise to prominence came when he led a small ring of illusion magicians to con hundreds of sailors. Incredible deals would be offered for nonexistent goods, and the fools that swabbed decks all day would fall for the ruse time and time again. His ring of underworld amateur wizards expanding Manuel soon came to be a figure known among the huddled poor of Ardaza. He was a thief who would trick anyone with anything and for no reason at all, but he was a problem for the poor alone.
That changed when the Exarch of the city discovered Manuel's ring fixing the local gladiator matches. Apparitions would be used to distract or throw off one of the fighters as an interested party desired, and Manuel and his gang would make off with a share of the gambling profits. Once his little operation began to affect the upper classes Manuel's time was short, and he knew it. Eventually the hammer fell and while his men were arrested one after another Manuel spent weeks in hiding, studying as best he could while his magic grew with the word of his crumbling gang spreading. When the city guard finally cornered him, Manuel was more than ready. Using all he had learned he managed to trick the thick skulled soldiers into arresting a chicken instead. Once news of the bird attacking the city's Exarch after it had been thrown at his feet spread, Manuel became a powerful wizard in his own right. The humorous tale spread far and wide, feeding his ability to trick the senses of others.
Impressed by the young man's potential the cities Exarch offered to take Manuel in, to bring him out of the filth and shadows and to appoint him the successor Exarch. It was an offer only a fool would refuse, and the hundreds Manuel sold out in taking it meant nothing to him. Even when they would come after him in the years to come most would find themselves stabbing their spouses or mothers instead of their arch enemy. Manuel had gotten what he wanted, he had escaped the fetid lower classes and in doing so broken away from the typical path he’d come to loathe more than anything. Nothing would reduce him to what he was.
Time went on, and eventually Manuel was able to orchestrate the demise of his former master. It was done subtly, slowly, and though many suspected it the day the old Exarch tripped down the stairs and didn’t stop his fall was never connected to Manuel. Ascending to Exarch Manuel quickly looked to sate the taste for finer things he’d acquired. At first he ran the city much like those before him, but over time he saw where there was more profit to be made. Deals could be made with certain shipping companies and merchants. Soon enough inexplicable taxes came to levied on some companies, whereas others found themselves docking without fee. Those who didn’t pay the new taxes found that contraband was all but omnipresent on their ships, and though they avoided criminal charges they were left to go to the next port without food or cargo. Local merchants soon found themselves the sole recipients of city contracts, so long as they made sure to send a gift to the Exarch every so often. With time these new arrangements came to be enforced by a city guard that looked out for dissent as much as they looked for crime. Those complaining too loudly found reason not to, and those stealing from the favoured local merchants found themselves without their heads.
Ardaza is still the major trading hub it's always been, even with what many would call the Exarchs corrupting influence, and Manuel's rule has been left unmolested by the aloof Archon of Change. Manuel has managed to live comfortably, and has perhaps mellowed somewhat from his fiery youth. He still gets what he wants, but these days he’s far more careful in covering his tracks. Ardaza looks forward to the new southern war many expect will come any day, and Manuel looks forward to the next arrangement he’ll make.
Armaments:
A sleek black dagger Manuel aquired many years ago while in the abject depths of poverty, this weapon has become almost synonymous with the man. An intricate web of spell work has made the weapon uniquely terrifying, for any that spill blood upon it are cursed. Perhaps a physical manifestation of the despair Manuel once felt, the curse that the dagger imparts is much like its name. That is, once a person has been cut by the weapon they immediately feel as if they have been cast down an endless chasm. Their vision will slowly fade to black as their senses scream of free fall, even as they stand precisely where they were before. The curse can last for more than a week, with few emerging from it completely as they were before.
A simple if not grungy looking ring with a small line of crushed green gems embedded in it, the Common Man's Ring is a powerful tool of deception. Rarely used but undoubtedly effective, the ring can be activated with a simple three taps whereupon it will crowd the immediate space with seemingly real and tangible people. A crowd where before there was not a soul. The ring is ideal for escape, especially because the hallucinated crowd acts much like a real one.
Abilities: Manuel's abilities are what could be expected from any master illusionist, though taken to another level. Manuel has specialized in the art of mass deception, the ability to make an illusion all but real to everyone who sees it. The applications of such an ability are many, but Manuel has learned one of the greatest ones is in the creation of false persons. A draining spell which takes not only magical potential, but creative ability, the construction of a false person is quite the task.
In effect a false person is a collective hallucination. Seemingly tangible to everyone they encounter this false person is a construction first roughed out by the caster and then refined by its interplay with all those it meets. Often times a false person is indistinguishable from a real one, acting independently and seemingly making decisions. However, an act built upon the assumptions of the many is an act no matter how good.
False persons can last indefinitely if their caster continues to replenish the spell, and they will always follow the orders of the caster. They can act as spies, deceivers, anything that can be imagined.
Name: Nilos Metaxas Type: (Are they a Mage? Warrior? Spy? etc) Appearance: (Pretty self-explanatory. Pictures or Description. Both preferred) Personality and Drive: (What drives your leader to do what he does? What is his or hers ultimate goal?) Background: (You know what goes here. Be sure to add when they joined the services of your Exarch/Archon, along with their accomplishments in your service.) Armaments: (Normally heroes will have basic or sometimes Enchanted items, however, if you have granted one a relic item from your allotment be sure to mention that here. Remember Exarch's only get three relic items to distribute.) Skills: (What they are capable of, note these are skillful men and women but are nowhere near the power of an Exarch. Think more along the lines of badass normals.)
Name: (What is the name of your holding?) Type: (What is your holding? A fortress-city maybe? A major castle city fortification perhaps? A conjured tower of flames?! Tell me!!) Culture: (What are the people like in your holding?) Description: (Tell us all about your Holding. it's layout and design, it's function and capabilities. Everything. Damn it, everything.) Laws: (What are the unique tenets or laws you have established in your province?) Military: (What kind of system does your hold use to raise troops? What about their training? What kind of units could you call on? Remember this is grimdark high fantasy, So if you want pegasus knights or wyvern riders go for it.)
Archon of Change, Our Lady of Change, The Kitsune of a Thousand Forms
Type
Archon
Relations
Iao: Very friendly, hence why she's always pranking him. She views him as a friend. Kabius: She respects him and his amiable towards him, but that's about it. Kuth: He amuses her, since he's like the only one that talks to her the way he does, but she's also somewhat wary of him and some of his ambitions. The short version is she's happy to let him do as he pleases and not interfere with what goes on in his country if he returns the favor.
Appearance
Soraya has no set appearance, not truly. It's not uncommon for her to drastically change her appearance on a day to day basis. No one alive knows what her original appearance is; even she herself has forgotten it over the centuries she’s been alive. Despite constantly changing how she looks, Soraya does seem to have three looks that are currently her favorite.
Her go to look, this is the appearance most people consider to be her ‘true form’, even if it is simply a fabrication of her mind.
The appearance she adopts when feeling especially playful, it is not clear whether she started using it before or after people called her the Kitsune of a Thousand Forms. Either way it has caused many to wonder if she is not a human at all, but a shapeshifting fox. It doesn’t help that at times she seemingly shifts into this form, or parts of this form, without even realizing it.
At times she takes the form of a male and when she does this is her go to look. While far rarer than her other looks, those around her have seen this one enough to recognize it with a simple glance.
Personality and Drive
Soraya’s main drive is to stave off the boredom that comes after living for as long as she has. This has caused many to see her as a capricious entity, although in reality she’s rather benevolent. She has a strong sense of curiosity that can be a great source of motivation and means of influencing her actions. She has a love of playing pranks on others, especially powerful entities such as exarchs and other archons.
History
Soraya’s earliest memory is when her father gave her a coin and told her to buy something from the village merchant. The five year old had never liked the appearance of gold, thus she wished that the coin she had been given was silver instead. When she handed the coin to the merchant he made an odd face and said “Sorry lass, looks like this coin is mostly silver”. Those words convinced the five year old that she had somehow changed the coin. This conviction only grew in time and with it a power was born.
She used this fledgling power to help those in her village. She repaired tools and strengthened them with her mind. Seeing these feats convinced the villagers that she could do even more, thus enabling her to do so.
As she grew into a teenager a thought occurred to her: if she could change objects around her how much easier would it be to change herself? At first she tried minor things, such as shrinking her nose that she had always felt was too large or changing her hair color. Eventually she found that she could change her appearance even more, doing so to meet her own standards of beauty. As she grew older she found that she could revert her body to its previous youth with ease.
By the time she had seen a hundred summers she had become known near and far as quite the eccentric being. Simply living life had long ago lost its novelty, thus she had turned to experimenting with and expanding her powers. She learned how to change the forms of living beings and even how to heal wounds, for a time roaming from village to village to heal wounds and remove scars. When that grew dull she turned her attention to changing animals into entirely different things.
For fifty years she struggled with her new goal, rarely making any real progress. It was then that Izalith whispered into Soraya’s ear, promising her more knowledge and entertainment if she bent the knee. It took Soraya but a moment to make her decision. One hundred and fifty more summers passed and with them Soraya created the kelpies and selkies, thus bringing that chapter of her life to a close.
Armaments
Soraya’s Shroud: Originally a simple and mundane silver ring, this relic has been altered by Soraya on such a level that it no longer has a true form. Instead it will automatically change into whatever type of clothing its wearer desires. It is said that, due to being in her presence for centuries, Soraya’s Shroud has gained some of her power and would allow wearers to shapeshift into other humans, even if they possess no magical abilities.
The Obsidian Dagger: Said to have been given to Soraya as a gift from the night mother, the Obsidian Dagger does not cause injuries. Instead, when someone is stabbed by the Obsidian Dagger, they are turned into stone. Only those of incredible will or magical prowess are able to revert back into flesh and only after some time has passed.
Mount
Soraya doesn’t truly have a dedicated mount, finding one to be redundant given that she can simply shapeshift into an eagle, horse, or any other creature. She is known, however, to shapeshift her servants into giant eagles or unicorns from time to time when she feels like actually riding something. She is also known to ride normal horses or use transmutation to modify other existing animals and use them as mounts.
Discipline
The Art of Transmutation
Transmutation is the art of changing oneself and one’s environment to fit one’s desire. It is divided into three separate schools: shapeshifting, environmental transmutation, and creature transmutation.
The school of shapeshifting is as it sounds. It involves using magic to change one’s own shape. In its simplest form it allows an individual to change from one species to another. More adept practitioners can use it to change single features of themselves, such as their facial features, giving themselves features they didn’t have such as wings, or healing wounds they have.
Environmental transmutation is the school that revolves around changing inanimate objects in one’s vacinity. A practitioner of this school can change iron into steel, or even gold if they are skilled enough. Commonly they are asked to enhance the properties of armor and weapons, but truly skilled practitioners can create a fortress from a mountain.
Creature transmutation is the school of bending other animals to meet one’s desire. This is by far the hardest, yet most rewarding, school. The most common example of this school is healing other creatures, but truly skilled practitioners can turn humans into sheep.
Abilities
Given that she created a completely new form of magic, it goes without saying that Soraya is an incredibly skilled magician. She can shapeshift herself with a mere thought and changing objects and animals in her vicinity comes with ease as well. While not nearly as skilled in other schools of magic, she has dabbled in them, giving her a very large magical repertoire.
Soraya is quite skilled in unarmed combat and fighting in a variety of animal forms. Having said that she is lackluster at best when using a weapon and is far more dangerous unarmed.
Over many years she has become an incredibly skilled actress, able to mimic others with ease. Coupled with her shapeshifting abilities her acting skills allow her to fool even the most observant of individuals. All the better for pranking them…
Components: Fur or feathers of an animal Casting Time: One minute to instantaneously depending on caster skill Range: Self Duration: Depends on caster skill but can range from ten minutes to infinite (most users top out at an hour) Effect: Shapeshift into an animal
Components: A drawn magic circle Casting Time: About ten seconds to a minute to draw the circle, then ten seconds for the spell to activate Range: A few feet. Duration: Permanent Effect: Creates a ten foot tall wall with a length of ten feet out of materials in the ground. Additional magic circles can be used to increase the wall’s length.
Components: A drawn magic circle and additional materials Casting Time: Ten seconds excluding the drawing of the circle Range: Touch required Duration: Permanent Effect: Repair tool, weapon, or armor. If additional materials are not available they will be taken from elsewhere on the item being repaired, weakening it elsewhere.
Name: Lonassa
Behold the city of our fair lady, the city of statues. Travel the world thrice over and you will be hard pressed to find a city that matches the beauty of ours.
Type: Royal capital. The heart of Soraya’s administration, such as it is, it is a metropolis that, while certainly not a fortress-city, is still surprisingly defensible. Culture: It would not be an exaggeration to call Lonassa a major center of art. Its people are well known for being exceptional sculptors, painters, musicians, tailors, philosophers, and builders. Lonassans are well known for their almost fanatical worship of the Mother of Night; some of the largest buildings in Lonassa are great cathedrals built in her honor. Plays, performed on both the street and in theaters, are daily occurrences and a form of entertainment for poor and rich alike.
Lonassan outfits are made up primarily of two pieces: a chiton and a himation. The chiton is a simple tunic garment that usually falls to the ankles of the wearer, although shorter chitons are worn during vigorous activities. A himation is a basic outer garment worn over the chiton; it is made of a heavy rectangular material that went under the left arm and secured on the right shoulder. A garment called a peplos is sometimes worn over the chiton and under, or in place of, a himation. A peplos is a square piece of cloth with the top third folded over and pinned at both shoulders, leaving the cloth open down one side. Sometimes the peplos is worn alone, in place of the chiton. During colder seasons it's not uncommon for Lonassans to wear a heavy cloak. Sandals are the most common form of footwear, but soft shoes and boots are not uncommon, especially when not in an urban setting. Traditionally silk, linen, and wool are used to make clothing. Dyes are used to make Lonassan clothing vibrant and colorful. Women commonly wear jewelry, both as rings and necklaces, as well as small ornaments that are sewn into their clothing. They also usually have elaborate hairstyles and makeup, both of which, in conjunction with jewelry, are used as a status symbol. Description: Built in the lake itself, Lonassa is only accessible by its sole bridge and by boat. The city itself houses some hundred thousand people with another hundred thousand living in nearby settles that also contributes to its economy. The massive amounts of statues found throughout the city has resulted in it being called the City of Statues; the two massive states found on either side of its entrance were created by Soraya herself when she founded it over a hundred years ago. By far the most impressive structure in Lonassa is the Pantheon, a massive cathedral dedicated to Mother Night and her archons. The cathedral is adorned by massive statues of Mother Night and each of her archons and commonly serves as a place of worship for the people of Lonassa. Laws: The laws of Lonassa are much what one would expect to see everywhere else in the empire. What makes Lonassa stand out is how strict it is in its ban of using magic to create precious metals and the fact that the punishment for nonviolent crimes is mandatory civil or military service. Military: (What kind of system does your hold use to raise troops? What about their training? What kind of units could you call on? Remember this is grimdark high fantasy, So if you want pegasus knights or wyvern riders go for it.)
Name: Shrine of Eternity
Type: Religious site and school of magic Description: A massive shrine or monument built over the religious site of a civilization now long dead, the Shrine of Eternity was created by Soraya some two hundred years ago. No one is quite sure why Soraya built the shrine or who the massive statue is portraying. Most people believe it is a shrine to Mother Night, but many others believes its a monument to Soraya's mother or a dear friend. Regardless the Shrine of Eternity has become an important religious site in the empire and draws visitors and pilgrims from all over. It also serves as the home for the Acolytes of Change as well as an important school of magic in the region.
Name: Fortress of Hellara
Type: Major castle fortification Description: An ancient fortress built hundreds of years before modern Lonassa, Hellara serves as an important defensive fortification in the region as it overlooks one of the main routes to the Hollow Moors. While the fortress predates Soraya, she created the massive statues it is now known for.
Name: Siteia
Type: Trading port Description: At one point the largest settlement in the region, Siteia has decline in importance ever since the creation of modern day Lonassa. Even so it remains an important city in the region. Its location helps the Empire maintain control over the eastern portions of the lake, while also acting as an important trading port. While it does not possess the greatest fortifications, what it does have is enough to slow down invaders. It also controls the river route to Lonassa through the presence of massive chains that can be held across the river, effectively halting shipping.
The army of Lonassa, as a whole, has specialized in the support of other armies. This includes increasing the mobility of friendly troops while attempting to harm the mobility of hostile forces, the construction of fortifications and siege weaponry, skirmishing and screening for friendly troops, protecting important locations, and the construction and maintenance of infrastructure during peacetime.
Lonassan troops are very well equipped and organized, but tend to suffer from inferior combat training and lower morale. This has resulted in an overreliance in the use of phalanx formations and defensive strategies in an attempt to make up for this. Most Lonassan foot soldiers carry javelins into battle and the use of magically enhanced and controlled animals is common in battle.
Decad: A unit of ten soldiers made up of a vanguard of five soldiers, a rearguard of four soldiers, and commanded by a Decarch. Commonly the rearguard carries extra javelins and supplies for the vanguard soldiers and step in to fill the front line when a vanguard soldier falls.
Allaghia: A formation of fifty soldiers made up of five decads and commanded by a Pentecontarch, an allaghia is the smallest formation that will ever act independently. In most cases they are expected to be supported by other allaghias.
Kentarchia: A formation of one hundred soldiers formed by two allaghias and led by a Kentarch, the Kentarchias is largely considered as the ‘base’ formation in the Lonassan army. The have the size required to be effective on the battlefield while still being small enough to be strategically mobile. A Kentarchia is also the smallest formation that can be made up of cavalry.
Banda: A cavalry exclusive force composed of 200 to 400 soldiers, and formed by two to four Kentarchias, bandas are led by a Komes. Very rarely will these formations be acting independently.
Numeri: An infantry-only force composed of 300 to 400 soldiers, formed by three to four Kentarchias and led by a Topoteretes. Numeri are the most common formation for acting independent due to their size and versatility.
Tagma: A formation made up of roughly 1,000 men and comprised of several numeri and banda, Tagmas are led by a Domestikos. These are the smallest formations that consist of both foot soldiers and cavalry and are largely considered to be the backbone of the Lonassan army.
Morai: Led by a Moirarch, this is a unit of 2,000 to 4,000 men comprised of two to four tagmas. These formations a used only for large scale offensives or to garrison the defenses of a city or fortress.
Themata: Led by a Strategos, the Themata represents the entirety of Lonassa’s army. Made of uf several Morai, the Themata’s size is liable to change depending on whether the Empire is at war or not.
Archon of Shadow, Old Man Grim, The Elusive Shadow, The Unseen Hand, Master of Shadows
Race
Umbreal
Rivalries & Friendships
Kabius Grim has few friends to start with among the Archons or Exarchs. Longest standing comrades since the days following the Disjunction and during the early rise of the Empire, Iao and Kabius have a mutual level of respect if not friendship with one another. However, a lesser widely known fact is that the Archon of Shadow has long held a standing rivalry with Kuth the Archon of Blood. None are alive who can remember a time when the two were not at odds. In fact, it is likely that neither can recall exactly when their little shadow war started. Kabius has never trusted the Archon of Blood and might have moved to remove him long ago if but Mother Night had given the command.
However, for whatever reason, she has allowed things to continue as they have and has forbidden Kabius to move directly against Kuth. Kabius cannot fathom any reason for this but knows better than to question the will of Izalith. He has contented himself with a deadly game of political intrigue and double dealing. Seeking at every turn to undermine Kuth and hopefully place him in disfavor with Mother Night. He has studied the man for a century now and has come to realize that Kuth's true loyalties no doubt lay in his own thirst for power and his ambition. Still, despite his many centuries of experience in the art of subterfuge Kuth has proven his equal on more than one occasion. To this day Shoel remains the one region the Archon of Shadow has the least number of agents and thus it is his largest blind spot. A powerful blow to his ego and a strong fuel to his continued paranoia.
Appearance: Kibius stands at a solid five feet and nine inches while weighing roughly 180 pounds. His face is bold and severe, giving him an air of noble stature with a face that rarely smiles. This serious demeanor with his uncanny appearance gives him an intimidating presence despite his short height to other Archons. His figure being lean despite not being very tall (in fact, considered "small"), has a compact and strongly built body type with defined musculature. He is also possessed of a worn face that only shows a few signs of age, with high brows, and striking pure white eyes that glow with inhuman power. His skin his nearly obsidian black, with white tattoos in a bizarre zig-zag pattern on the left side of his neck. These arcane tattoos stretch across his whole body focused on his back and left arm. These often glow very faintly, and even more strangely they sometimes fade completely from sight.
Personality and Drive: Kabius is an astute man of refined tastes, who is possessed of a ruthlessly pragmatic mind. Always calm and in control, Kabius enjoys flaunting his unique position under Mother Night and is proud of the fact that from Archons to noble houses, all come to him for aid or knowledge. Even as they wisely mistrust him due to his position of spymaster and personal assassin too Izalith. In the Empire of Illyrica, intrigue and double-dealing are a way of life, and no one plays them better than Kabius. Kabius is only alive when he is with friends, and when he is taking risks. He has an "insatiable curiosity and a desire to know — everything." This curiosity makes him antsy when he remains stuck in one place too long and drives his quest for personal exploration.
He has a very charismatic personality, surprising to some who judge him at face value, and is always willing to talk his way out of situations rather than resort to force of arms. Moreover, talking is what Kabius does best. His words easily work past the handicap of his mistresses evil reputation, able to turn potential enemies into allies. He loves irony, sarcasm, and wit. He is a shrewd manipulator and a brilliant tactician who is seemingly often prepared for any imaginable or unimaginable circumstances. Kabius's lieutenant Electra Morou notes a profound understanding of Kabius's personality. She recognizes that his feigning of weakness and sometimes foolish-seeming attitude is an elegant facade, underneath which lay a frighteningly intelligent mind.
History: As one of the first Archons to join Izalith, alongside his counterpart the current Archon of War, much of Kabius's origins is shrouded in mystery. He is a man of few words at best and never speaks of himself. The truth of his beginnings starts some three centuries prior to the birth of Illyrica as it is in present day. It was in the dark and ruined world following the disjunction and the chaotic War in the Heavens that Kabius was born to a small community that had thus far survived the devastation. His people learned well to hide and remain out of sight of the maraderuing vilespawn that traveled openly in those days. His people were the remains of a long forgotten kingdom brought to dust by the hordes of the Ancient Ones.
They were the last of the Umberan’s of the Kingdom of Umbra, known as the Shadowlands. They were masters of illusion magic and sorcery that entrapped the mind. These arts were used by a small group of surviving sorceresses to avoid following the doom of their kingdom as a whole. Through a combination of cunning architecture and more magical means, this small community of settlements began to eke out a life of survival if not thriving in the new world born by the Disjunction. Here Kabius learned first hand of the dangers that stalked the lands, personally taught the arts of illusion magic by his mother. A powerful shadowbinder and the most gifted in the art among her fellow Umberans.
Kabius proved a fast study, born of both talent and a brilliant mind that was equal only to his vast curiosity. It was one fateful day that his village’s luck had run dry, and was finally found by a band of Vilespawn. Knowing their doom his mother quickly told her then young son to hide saying, “Hide as I have taught you and they shall never see you.”
So it was with fear and heartache that the young Kabius hide beneath a hidden cellar while the town fended for themselves. All night and a day he hid, fearing being caught and dragged from his hole at last. However, he was not found and he waited a day and a night in total, long after the sounds of slaughter had ended before he dared to exit his place of hiding. What he witnessed had him lose what little food remained in his stomach at the sight of the horrors visited upon his people. He saw the desecrated corpses of his father and two sisters. The bodies of his younger brother and mother were nowhere to be found, but so distraught was he could not summon the willpower to look for them, fearing what he might find.
He wondered into the wastes without purpose, perhaps hoping to die himself. He collapsed and came to find himself in the care of another group of Umberan’s who had happened upon him. As he was neutered back to health sorrow made way to hatred. It was at that time Kabius vowed to never again allow such a disaster happen again to his people. Strength resorted Kabius threw himself into the arts of magic and learned to wield the innate magic of his people. He soon grew into a talented young mage and set about his own personal war against the vilespawn. Over the years he hunted down roving groups of vilespawn. Killing larger groups one by one, mastering the art of deception and illusions. He slowly began to make a name for himself among his own people and beyond.
Many whispered of the shadow that stalked the lands killing any vilespawn it found. Even the vilespawn themselves began to know fear and only talked of this figure in hushed whispers. Soon others began to be inspired by these tales, and soon Kabius had started a small following. He decided to train these men and women willing to defend their people against the creatures who would see them destroyed. His shadow war against the beasts was, in fact, one of the driving forces that lead to many of the vilespawn breeds being pushed into the dark places of the world or in the west that remained beyond Kabius’s reach. It was not long before ‘Old Man Grim’ was something of a legend. It would be centuries of these shadow war before the efforts of Kabius had finally almost single-handedly thinned the numbers of vilespawn in the heartlands of east Nachesh. His reputation soon led him to soon be sought out by Izalith before she had gained the name Mother Night. She confided in him that all his efforts would soon be for naught. As the day was fast approaching for the first Long Night. When the prison of Azueral would block out the face of Kammeth and shadow the world in darkness. Bringing a new age of doom with the emboldening and empowering of all vilespawn.
So with the aid of the Archon of War Kabius acquired the relics of power needed by Izalith to summon a spell that would shield the world from Azueral’s power. He succeeded in the end and thus was born Mother Night. As a reward for his services, Kabius would enjoy a position as Mother Night's most trusted agent. Freed from the worries of administration and bureaucracy Kabius has played the role as assassin and spymaster to Mother Night since the birth of the empire. Many are the would be exarch or even Archon who has been laid low by his hand, oftentimes personally.
Armaments
Claw of Shades A weapon of potent magic power that was once wielded by a powerful vilespawn lord known as a Harbinger. Kabius bested this creature and took the weapon for himself. It is a terrifying weapon that is dangerous not only to those it is used against but also to the wielder. The weapon harbors some of the essences of its master. Making it a sentient artifact with powers that allow it to create ash and smoke at will and cut through any mundane armor; strong of will and possessed of arrogance. The sword can also intrude on the bearer's thoughts, turning them in dark and violence-inclined directions. Anyone who touches the blade or the handle of this sword unprotected would need to compete with it in a battle of wills. Failure means it will burn the flesh and skin of the wielder's head away. This ability is rarely used by Kabius, as it would require prolonged contact with the victim. Without defeating the blade in a battle of wills, the only way a person can safely use this item is by covering their hand with an enchanted gauntlet. This would keep the hostile will at bay. Kabius has long since dominated the will of the sword, firmly establishing the position of master and servant. No mean feat in its own right and reveals a will unmatched by most beings save Archons and the rare Exarch. Upon being willed by its wielder, the sword can leave trails of ash in the air, creating temporary opaque walls to give an edge in battle. It can also produce a strange black glow to act as a light in the darkness — though only its wielder can see it. It also makes its wielder invisible to magical sight oft possessed by Vilespawn. The sword is also enchanted so that even a small nick or cut can eventually prove fatal, as the wound will fester and eventually poison the victim if not healed with magic or treated.
Shadows Bite This obsidian dagger of pure ebony black is Kabius's signature weapon as an assassin. It is among his most recognized, and in fact most feared weapons in his arsenal. A gift offered to him by Mother Night herself the dagger’s power is a truly malice one indeed. Those pierced by this weapon have their life force slowly drained by the magic contained within. Slowly empowering the wielder, healing wounds, closing cuts, and even adding the victim's years and life force to his own.
Coat of Ethereal Wind This silvery-gray coat seems to absorb light rather than be illuminated by it. An oddity of this long coat worn by Kabius is that it comes from an era long forgotten judging from its design. None are quite sure where he obtained it, but it is among his most trademark pieces of attire. It is also a rare item among relics, in that it was never enchanted with magic itself. But long association with the master of shadow has caused it to gain infamy in its own right. Granting it a few powers on its own without the aid of magic enchanting. Kabius is able to will the coat to part and transform into a pair of bat wings that allow him to fly. On command, the coat also makes its wearer ethereal, a power that can enact itself once a day when the wearer is in danger. The effect is dismissible. The cloak works for a total of up to 10 minutes per day.
Mount
This black steed of midnight black is a creature born from a nightmare. A gift given to a very rare and select few, a shadowmare is a sure sign of great favor from Mother Night. There is little known about these rare creatures for only a handful are said to exist. It is theorized shadowmare’s are originally normal horses that had been touched from Beyond and corrupted into the present form. Others believe they are in fact created purely from Izaliths magic though none can confirm. In any case, the one owned by the Archon of Shadow, called Masquerade, is a fine specimen indeed. Though he rarely rides the beast for he rarely has need of it. However, as a partly ethereal creature of shadow and night. It is capable of running over water, riding through nonliving objects, and is said to never tire. As it is fearless beast it is the perfect beast of war, and while the Archon of Shadow has little reason to ride along with the legions of Mother Night, Kabius is quite fond of it.
Discipline
Kibius Grim is the progenitor of the Shadow Dance art of magic that allows the manipulation and obfuscation of sight, deceiving the mind of others, or making them ignore what the user doesn't want to be seen. Shadowdancers use arcane magic to harness the power of shadow that stems from the Archon of Shadow. Always existing in the place where light and darkness met, shadowdancers were enigmatic and dangerous. Despite the connotations between darkness and evil, many shadowdancers toe the gray line. Shadowdancers need to drew upon the power of the shadows runs the risk of slowly losing themselves into what is called the 'fad.' In by which one who abuses this discipline slowly starts to lose parts of themselves to a creeping darkness. Still, this cost grants them the ability to hide that is extraordinarily potent. As a shadowdancer becomes more experienced, they can learn to command the shadows to do their bidding.
Abilities
Kabius is perhaps the greatest master of illusion and shadow magic to have lived. His powers to manipulate and summon spells of shadow and darkness allows him a degree of flexibility beyond mortal men. He is a tactical master, taking every advantage offered him and seeking to create more. His brilliant mind combined with centuries of experience makes him a truly deadly opponent. As he has spent years learning as much has possible of every Archon to the lowest noble with the aid of his vast spy network of shadowdancers. It is often said there is no whispered in shadows not soon learned by the Old man himself.
If ever in a conflict he relies on the obscuring power of shadows to conceal his approach. His mastery allows him to use them to move faster than a human possibly can, all without making a sound. Furthermore, over the centuries of service, Kabius has gained considerable experience in weaponry, allowing him to wield nearly any weapon with ease and lethal efficiency. That said, Kabius specializes in a two-weapon fighting style with the use of a dagger and a sword, with few able to equal him in martial skill save the current Archon of War. He generally wields his obsidian ebony dagger as a main-gauche in his left hand with the Claw of Shades in his right. However, his true power has always been in the gaining and selling of information. Due to his contacts, there are few events that can transpire within the Empire not soon learned by the Archon of Shadow.
Shade Enclave
The Shade Enclave was officially formed three years after Mother Night began her rule, though the group has existed for far longer-- since the days following the War in Heaven. The organization specializes in the dangerous and secretive arts of stealth, murder, poison and assassination learned from the far western realms. The time spent exploring the shattered lands, avoiding and hunting vilespawn, served the followers of Kabius well, for the enclave had gained significant training in the arts of stealth and assassination in the harshest environment in the world.
The assassins of the Shade Enclave are rightly feared by all members of the empire. They come silently, dispense death with uncanny accuracy, and return to their dark tower with their foes none the wiser. Their methods are seemingly supernatural, and the shadows appear to cling to them like spider webs. Rarely are their faces shown, for they hide them behind cowls and masks. The Shade is not merely a den of assassins. Because of their stealth, their warriors are also prized as spies and scouts by the forces of Iao. The shades offer their services to the Warlord, providing skirmishers and light troops that can infiltrate the rear of an enemy’s line to scout enemy formations or to dispatch leaders, wizards, and other valuable assets.
The Enclave also maintains an influential cadre of informants from which they draw a great deal of useful information. The Enclave is shrouded in mystery, much more so than the followings of the other Archons. Little is known about the Enclave's inner workings, and this information is well-hidden from prying eyes and ears. Those who learn too much about the assassins have been known to wind up dead, or worse, which ensures that the Enclave will sustain its secrecy in the centuries to come.
Goals Over the centuries the Enclave has achieved a unique place within the Empire, using their talents to cow and coral the lesser nobles and even exarchs to maintain the authority and influence of Mother Night. In truth, they act like the secret police force to the Archons, the metaphorical poisoned dagger in the hand of the ruling power. Their political reach has grown long, for they hold power to call any noble forward as a heretic or a traitor. Evidence of such crimes is easily manufactured, and in many cases, it need not be fabricated at all. It is for precisely this reason that the other noble houses, exarchs, and even Archons avoid angering the Shade Enclave, and indeed facilitate its investigations without objection. The fairly newly established order of the Justicar's may have been created to stem such abuses in the first place.
The Shadow Hands The Shadow Hand are the direct pupils of Kabius himself and are some of the most skilled killers in Ethica. They are taught the arts of stealth, deception, and ambush. Their maneuvers allow a warrior to take on a shadowy aspect or to channel dark energy to sap an enemy’s strength. So little is known of the Hands that no one is even certain how many exits and what is fact or fiction. Though a popular belief is that to become a Hand, one must manage the nearly impossible task of sneaking into Archon of War's chamber and steal away one of the sleeping giant's hairs. None have been able to confirm or deny these rumors.
Description: The Lady of the Galans is not human. She is the last of the Angelos, a now-dead people reknown for their radiance, and their unmistakable wings, great branches that, when fully extended, can measure up to 20 meters across. Tall by human standards, she is almost six feet in height. Her eyes are shining light, the iris a burning fire where one would expect dull brown or blue. Her features are more handsome than beautiful, giving her an air of nobility and wisdom. Finally, she permeates a faint light at all times, setting her apart from those around her.
Personality and Drive: Lysvita is at once both selfless beyond measure, and yet deep down selfish. She does genuinely care for the lives of others; her mission in this world, since the fall of Old Galenave, has always been to protect her people and the lives of humanity at large. For this cause, she would lay down her own life without hesitation. She sees herself- and is seen by others- as a paragon of virtue and nobility, defending the weak from the strong in this cruel world.
Nevertheless, she has the unfortunate tendency to disregard the wishes and decisions of others, imposing her own vision of "good" on a world that does not necessarily share her views nor desire her protection. Her greatest such act was abandoning Old Galenave to its death in days of old, her decision to ignore the consensus of the Elders to stand against Izalith, perhaps dooming that great city to destruction. Her arrogance in her world view has often blinded her to harm she has committed inadvertently.
History: Lysvita was born an Angelos. Her people were a magical and proud, their kind not succumbing to the touch of age or illness. Their purpose, given to them by the gods, was to shepherd the souls of the dead in Ethica to their final resting places. Their city in this world, Old Galenave, was a wonder to behold, a gilded work of art of beauty unmatched then or now. Though few in number, they ruled over their own principality in the east of what is now the Empire. In exchange for tribute and labor, the Council of the Elders, the ruling body of the oldest and most powerful of the Angelos, saw to the protection and well being of their human subjects.
Lysvita never conformed to the ideals of her kin. Where the Angelos were focused on the celestial world, on the affairs of spirits, souls and gods, she was enthralled with the material world in which they lived, and argued vehemently for the cause of the humans their kind ruled over, the Galans. Because of her unorthodox views, and also her relative weakness compared to the older Angelos, she was not influential nor particularly noteworthy in their order of the world.
And then the legions of Izalith came.
Near seventy years ago, the Elders, alarmed by Mother Night's aggressive expansion and offended by the interference of a deity in worldly matters, resolved to stand against the dark goddess. Having been the masters of their corner of the world for thousands of years, they assumed their arcane might would be sufficient to defeat her. They were wrong. Rather than risk the damaging of their beloved metropolis, the Angelos departed from Old Galenave with all their power, a shining army of light that marched to confront the dark. It was on the fields of Infernath that the Elders chose to meet Mother Night in battle.
What occurred on that field is remembered by few, those who could boast to having survived that terrible day being rare. The Angelos weaved their magic to crack open the land and turn the grass to ash, turning Infernath into a field of fire that still today burns hot from their residue. But they had, in their vanity, opposed a god; the Angelos were nearly wiped out there and then. The few survivors- Lysvita included- limped back to Old Galenave a shadow of their former selves. The surviving Elders decided to close the gates and make a stand in their golden city.
However, Lysvita had seen first hand the horrors their war had inflicted upon the Galans, of the rape and ruin brought onto every village between the Empire and Old Galenave by the fighting. She knew that a siege would condemn thousands of innocents to death for a hopeless cause. Therefore, she rallied all those who would follow her, and fled the city, earning her infamy among the Angelos as a craven and betrayer. She was not there when the imperial armies arrived at the walls of the city, when they stormed its walls and put its inhabitants to the sword. The Angelos fought to the last, and were killed to the last. The city was sacked savagely for days, ending only when the spires, no longer supported by the magic of their builders, began to crumble into the sea. And so Old Galenave was swept away, the golden city now a ruined blight on the land.
Meanwhile, Lysvita led her host as far away as possible, making their way south along the coast. Hers was not an army, but rather a starving rabble that devoured everything in its path. Conditions in their long march were terrible, and thousands died of disease, starvation, thirst and exposure. Still, they continued, until they came face to face with an army sworn to Izalith, led by Soraya, the Archon of Change. The galans were too weak to lift a spear, even if they had the ability to fight, which they didn't; all the warriors had died at Infernath, or on the walls of Old Galenave. While another servant of Izalith might have destroyed outright the last remnants of the Galan people, Soraya offered Lysvita the protection of Mother Night, with the subjugation of her people as price. Seeing no other way to save them, Lysvita committed an act that would surely have the Angelos spitting on her from beyond the grave. She bent the knee to Mother Night, and to the Empire.
The Galans were permitted to settle on that spot. There, they founded New Galenave. In the many years since then, what was once a collection of huts and tents has grown into an important Imperial port, and one of the major cities in the south of the Empire. The Lady of the Galans has ensured their safety by fighting on distant battlefields in the name of Izalith, spreading death to protect the lives of her people. The irony is not lost on her.
Loyalty: Currently, Lysvita owes her fielty to Soraya, Archon of Change.
Armaments:
Lysvita's Armor: Of the same kind that every Angelos received upon coming of age, Lysvita's armor is no mere suit of bronze. The power imbued in it deflects blows aimed at her, by muddling the mind of those who would do her harm and making them miss. Of course, this effect scales depending on how focused the foe is on the attack: a hail of arrows, not being aimed at anything in particular, would pass by her harmlessly, while a single attacker utterly concentrated on striking her down would not be affected. Additionally, this power declines depending on the target's own power. Archons are completely immune to its effects. Still, even without this magical phenomenon, the suit is of the finest quality, and can resist blows very well.
The Sword of Akasha: One of the few things Lysvita managed to save from the destruction of Old Galenave, the Sword of Akasha is an blade as old as the Angelos themselves, its material neither bronze nor iron, seemingly indestructible no matter how many blows are rained down on it. Tied to her will as its wielder, the Sword of Akasha bursts into flames when she is enraged in battle. Such a sword can cook a man alive.
Abilities: Though a mere shadow of what the great Angelos elders wrought, Lysvita does possess her own magical powers that mark her as an exarch. Her touch cures sickness, heals flesh and mends bone, and she has been known to bring the dying back from their deathbeds from time to time. Additionally, she the ability to link her own life with another, as she has done with Aethelhelm. This is a power she has only used once, however.
Aside from these, she also has mother mundane abilities. She can, of course, fly, thanks to the great wings that sprout from her back. This is very tiring, however, and she can't make long distances like that. She is also skilled with the sword in a way that only one who has trained in that art for a hundred years can be.
Opinions:
Mother Night: "Galenave was a wonder in this world, a shining gem and beacon to humanity. And now it is dust, due to Izalith's mad ambitions. She has no care for how many die in her cursed drive for worldly domination. Would that I had the strength to oppose her... Alas, the folly of that course has already been made abundantly clear. The best I can do is to soften her tyranny by working within the system."
Soraya, Archon of Change: "Archon Soraya is unpredictable and mercurial, certainly not somebody I would trust. Her whims change with the wind. Still, she seems to at least care about the welfare of her subjects, a refreshing habit considering the vile behavior I've witnessed from the others of Izalith's chosen. My fealty to her, though wrung at sword point, has been earned over the years, and keeping her in the Empire's high echelons is a cause worth fighting for."
Kabius Grim, Archon of Shadow: "The man is a mystery. I've seen him little, spoken to him less... and heard more rumors than I'd cared to. Intrigue and deceit are as bread and wine are to the common man, they say. Any man willing to soil himself with such dishonorable activities as spycraft is no more than a rat in human form. The less I have to deal with this rat, the better."
Kuth Irkalla, Archon of Blood: "I've only ever seen the Archon of Blood from distance. Though I've rarely felt the fear so common to mortals, that man- if he can be called such- unsettles even me. The tales coming from his decaying isle are not fit for repeating. And though I might reject the more extreme stories as embellishment and hearsay, it is evident that the man cares only for his own advancement. Such kind as he would send ten thousand to their deaths if it advanced them an inch. If the heavens are good, he and Kabius will slay each other, and this world will be rid of both."
Manuel Skleros: "The scum of Ardaza. He is little better than a thug, a petty, sinful waste of blood and bone who thinks only of his own gain. The day this villain reaps his due is the day true justice will have been served."
Sergius: "Say what you will of the man, he is a fine soldier. He is one of the finest generals of the Empire, and his loyalty is unquestionable. His way of war is pragmatic, avoiding bloodshed where it is unnecessary. If nothing else, he has my respect."
Kalon: "I've known Kalon for quite a while, as we both owe our fielty to Archon Soraya. Though his actions are selfless, his obsession with the letter of the law troubles me. A law which causes suffering to the common man is against the interests of the Empire, but he insists on following every damn regulation in the codes. He all too often seems to enforce the law for its own sake."
Aethelhelm 'the Undying' Hero of Galenave, the Sword of Lysvita
"I never asked to be given this curse. Then again, none of us ask for the 'gifts' with which fate mocks us."
Description: Aethelhelm is old in body, and older in mind. Though still as large as he was in his prime, his mop of black hair has withered away to slivers of silver, and his skin is taught on his bones. Notably, he is covered in scars, the marks of a dozen deaths. All over his body, one can see marks where spears have pierced him and blades have bit into his flesh. His right eye is missing, leaving only a stitched patch of skin there. The remaining eye is sunken, and his gaze is weary.
Personality and Drive: The Hero of Galenave is a dour and serious man, not one prone to smiles or joviality. He views the world in with jaded lens, and is perpetually pessimistic. Though he sees evil everywhere he looks, he still strives to protect the defenseless of the world, even though that seems more and more like a fool's errand with every passing year. He takes no precautions for his own life, and throws himself heedlessly into danger to protect others, knowing that no matter how many times he is struck down, he never truly dies.
He is tired of the world and its horrors, and his only remaining wish is to die in the service of others. The Lady's touch prevents him from dying, however, and so he goes on and on, serving her in the hopes that one day she will release him form what he views as a curse. He never asked to be chosen by Lysvita; all he can do is keep going.
Background: The man today known as the hero of Galenave was not born a Galan. He was born seventy five years ago among the Caester, a northern people who resisted the Empire's march rather than be absorbed by it. Their homeland was destroyed, and their people displaced, Aethelhelm included. As a young man barely out of boyhood, he was thus forced into exile far away from home. On his wanderings, he came near the city of New Galenave, and in that region saved a traveler's life from a group of brigands, at the cost of a spear in the gut. The wound was mortal, and the Galan healers were unable to do anything for him.
Lysvita heard of his plight, however, and healed him with a touch. In his heart, she saw something she approved of, and left her mark on his flesh,a pair of outstretched wings. Grateful for his life, he swore himself to her service. He did not truly understood what the mark on his neck meant until the day a foeman slit his throat on a battlefield. To his own surprise, and certainly that of his enemy, the wound closed itself, and he found himself rising. The gift the Lady had given him was one of life: she had tied his life to hers. From then on, he could never die for good.
For decades, he has killed for the Lady, for some archon he never met, and for some god he cared nothing for. Every time he has come back from death, he has felt more and more drained, almost fatigued. He can no longer bring himself to look upon the world with wonder and optimism. Everywhere he looks, he sees death and meaningless pain. He continues to serve, however, as he always has.
Armaments: Aethelhelm does not have any particular magical equipment. Instead, he wears a suit of iron, a rarity almost beyond price in the Empire. In battle, he wields a giant two handed sword, which he uses to deadly effect.
Skills: Though trained in the spear as any warrior is, his main expertise is with a blade. Specifically, a very big one. Almost since the day he was born he has been defending himself with his sword arm, and he has become one of the great swordsmen of the age, facilitated of course by his unnaturally long lifespan. He knows how to survive alone in the wilderness, as often required by those who ride to war. His skills in matters other than bloodletting are much lesser; though intelligent, he has always felt his place was in danger, with a weapon in hand.
NEW GALENAVE
Description: Among cities, some are ancient, and some newborn. New Galenave is most definitely newborn; it takes pride in its youth, its enthusiastic tradesmen and merchants ignoring the thinly-veiled contempt of the old established cartels. Founded some sixty years ago by refugees fleeing the Empire's conquests, it is nowhere as wealthy or expansive as other imperial metropolises, but it is growing year by year. It is commonly believed that, in the future, Galenave will be one of the foremost cities of the Empire.
A bustling port town of around 19 000, it is one of the main stops for trading ships sailing to Lesmiana. Most of the city is little more than a shantytown, a collection of ill-built huts in a mire of muck and mud. The Hillside is a much more refined section, however; located on the lesser of the town's two hills, it is a comfortable neighborhood with respectable manses and paved roads. It is there that the merchants, nobles, and administrators reside, separated from the common rabble by a palisade.
Of defenses, there is little: a 3 meter stone rampart surrounds the town, only wide enough for one man to stand at a position at a time. On the highest hill of the city lies the Citadel, though the name is more grandiose than the reality: It is a repurposed and refurbished castle from ancient times. It is small and squat, but solidly built. Around the Citadel is an inner wall, identical to the outer one. Plans are in place to expand the walls, given the city's recent growth, but officials are still gathering funding for the project.
One cannot visit New Galenave without hearing the sound of construction. It's often said that the Galans could expand their city to the ends of the world, and would still commission a new district. In addition to the plans to improve the fortifications, the representatives of the Hillside are embarking on a private enterprise to provide their district a proper curtain wall to divide themselves from the lower town. The docks are also being refurbished and expanded, while roads are being paved in an attempt to make Galenave more respectable.
Of note is the Hall of the Ancestors, a large stone temple dedicated to the dead, and which acts as a hospital. The town is renown for its healers, the art finding great patronage with the Exarch, who herself uses her powers to mend the wounded when they are required. A dozen other temples stand in the city, however. The Galans are, after all, a mongrel people, and one can find all manner of queer worships in the lower town, though imperial officials have begun putting pressure on the council to squash the more heretical of these cults.
Culture: Galans are not a single unified people; or rather, they have not been for many years now. As their people fled the destruction of Old Galenave, many outsiders joined the host, and the growing town has further diluted the original people. Some customs, however, are held in great esteem by the inhabitants. Charity and compassion are key virtues. Even though the Galans are not particularly rich as far as townspeople go, most still make annual offerings to the community, whether it be food, coin, or service.
Additionally, its people insist on the holiness of sanctuary and hospitality. It is abhorrent to deny someone the right to rest in your home, and those who would harm guests are seen as some of the worst possible sinners. Finally, Galans are not a warlike people. Few chose to be proper warriors, a fact which is a continuous source of friction with the imperial authorities. This is not to say that they they are unwilling to defend their homes, or meet outlaws with steel; as a people, they are simply averse to violent solutions. They tend to react to aggression with a more passive form of warfare: ambushes, raiding, and sabotage are preferred to pitched battle.
Laws: Of course, the laws of both Izalith and the Archon of Change, Soraya, rule in Galenave. Being a comparatively small settlement, it has few laws of its own, apart from the usual codes on property ownership and petty crimes. The Exarch does not usually implicate herself in the legal process, seeing herself more as a protector than a participant in the system. Instead, she oversees a council of respected members of the community, who make laws and pass judgement on matters of law.
Visitors should be aware that veneration of the dead is held in very high regard by the Galans, death being something of a religion for that people. Desecration, graverobbing, and - worst of all- necromancy are harshly punished, being some of the few crimes for which Lysvita has no mercy.
Military: The Galans are not a warlike people, and have little in the way of martial tradition. They provide the Empire levies as tithes for Mother Night's wars, but these are not so much soldiers as they are farmers, armed with clubs and rusted scythes for the most part. Most cannot afford to purchase expensive iron, or even bronze armaments. The militia garrisoning the town itself are a better equipped, though are few in number for a settlement of its size.
When truly roused, the Galans prefer to fight by avoiding battle. They have come to excel at guerrilla warfare, and Galan skirmishers serving as auxiliaries are well respected by Imperial generals for their wiles. After all, when all one has to fight with is a throwing spear, a knife, and the clothes on one's back, creativity is required to survive.
Galan skirmishers executing an ambush
The Winged Knights are a small and prestigious order of warriors sworn to the defense of the Lady and her people. There are ten of them, each one’s name renowned in coastlands. To be chosen as one of the ten, a candidate must not only prove their personal daring and skill, but also show that they are a paragon of the virtues espoused by their Exarch. Gender is irrelevant, as is the station of one’s birth: anyone can rise to wear the wings, should they be worthy of the honor.
Though there is no defined uniform, the knights have traditionally fought in heavy armor, often in refined plates of iron, a metal unavailable to the common soldier. All knights are marked on their arm by the sigil of Lysvita, a pair of outstretched wings burned into their skin. On the battlefield, they are walking castles, sitting on their great was destriers impervious to most blows. It is the knights who lead the armies of Lysvita against her enemies, and their word is law, second only to the Lady’s.
There are currently eight knights, two others having died recently:
Aethelhelm the Undying, first of the order Gendrick Humes Edward “The Jester” Went Niassa Parthon “Giant” Gregory Tanith Dugren Hroth “the Stranger” Halbert "Boy" Lothringen
Sergius Victor, Dux Impera Aetius, Magister Militum Aetius, Exarch Aetius
Appearance
Sergius is a man of average appearance. He stands at a fair 5’10”, weighing in at 166 lbs. His hair is jet black, well kept and short. He sports a thick patch of stubble of the same color. His eyes are darkened brown. His complexion is tan from years subject to the sun, and his skin is marked with scars of battle at many ends. A jagged slash on the right shoulder from a Northern warrior’s blade, the gruesome remains of a dagger into the left thigh.
Personality & Drive
Sergius is a man of servitude. Born within the Empire, he became a leader of men. His campaigns in the North have made him cunning yet cautious. Despite the victories which brought glory, the defeats were ever so bitter, transforming him into one of caution and of cynicism. His current drive, despite all he has lost in the campaigns in the North, is eternal servitude to the Empire.
History
Sergius was born in the Empire, into its very west, where the forests and the rolling plains clashed. He was born into a family of a good wealth and a fiery loyalty to the Empire. He was instilled with the passion of honor, loyalty, and service. Never once did he have a debt that he did not pay off, and never once did he betray or cross his own blood.
He entered his teenage years longing for the fray. He was obliged, and over those years became a leader of men. He gained the traits of the tactician, the strategist, and the logistician, and as well became an impeccable physical specimen of true skill with the blade, polearm, pilum, and bow. He was granted his own complement of troops, mainly loyalist levies led by small detachments of professional footsoldiers, and just in time for the conquest of the North.
He led his troops in many a battle. Victories and losses marked the band’s record, and with each, Sergius’ scale of command grew, as did his zeal and cunning. This marked up until a battle of which his entire force was routed and his own mounted guard decimated in the effort to cover the retreat. It was here that he sustained most of his injuries, and made a full recovery and returned to service against all odds.
He learned a lesson. He became cautious, cynical, calculating. His sense of servitude grew despite this, and continued his service well into his third decade of life.
Rivalries & Friendships
WIP
Loyalty
Archon of War
Armaments
The mounted blade of Sergius is one of particular importance. It is a spatha, a blade constructed to be used while mounted for slashing and thrusting. It is forged of iron, and was acquired in the Northern campaigns from a smith, and was enchanted by his own Archon with the physical inability to break, symbolizing the unbreakable loyalty of Sergius to the Empire.
Sergius blade of choice when dismounted is that of a gladius, as well forged from iron. It was gifted to him at the first of his campaigns by his own Archon. It possesses the supernatural ability to strike terror into the hearts of men, symbolizing the undying might of the Empire.
Sergius’ secondary blade when upon the ground. It’s a dagger. No, really. No enchantment or anything, it’s just a fancy dagger.
It’s a simple set of armor worn by a senior officer. Consists of iron and bronze plating, protecting from most direct slashes.
A bulky shield of wood, bronze, and iron, made to counter and redirect bladed strikes, the scutum is extremely effective at its role. This specimen even moreseo, being blessed with the ability to counter the extreme heat and extreme cold variations of magicka.
Abilities
He is no magician, nor is he a mage in any right. His skill as a warrior is unrivaled, and he is said to possess a supernatural power, an air of command which sends the morale of his men soaring and making his authority and orders of utmost priority among his men.
Regio Militum VIII
Military District VIII
Type
The eighth military district is an absolute military governorship under Sergius Aetius, working under orders from the Empire to assimilate and recruit the conquered Northmen.
Culture
While the peoples of the North are generally let alone with their domestic practices, they have been constantly exposed to Imperial culture with the influx of migrants from the inner Empire looking for new lands to settle. In tandem, construction efforts were put forth by Sergius, and carried out by his own men and a crew of slaves, which brought Imperial architecture to the conquered populace. The Imperialisation process is in full swing within the North, with the old ways of the subjugated gradually fading away.
Description
Villages within the district would often look similar to above in architectural style, based upon Imperial architecture but built with locally available materials, creating a blend of both the Imperial and Northern architecture.
As for layout, villages dotted across the district vary greatly in scale and shape, making a description of uniform layout impossible. The same cannot be said for cities, however, which are constructed in neat ‘block’ systems that account for a specified length between roads running four directions, that intersect every so often and connect to an outer square or rectangle of paths connected to each and every one of these roads. This makes navigation of the city extremely easy, and makes it extremely defensible from the city square/forum. To add to the defensibility of the cities, often barricades are constructed around it, whether it be a wooden palisade, clay construct, or complete stone wall.
The main exports of the district include animal hide, salted meat, freshwater fish, and grains, attributed to its lush forests, two bordering rivers, and fertile soil, respectively. Public order is kept in check easily by martial presence and the coexistence of the Northern peoples and the Imperials.
Laws
The tenants and laws of the district do not differ from that of the Empire in any fashion, save for the enforcement of said laws. Instead of punishments being carried out by town watches, they are performed by the local martial presence. As a result, the sentences are often harsher and carried out summarily. Despite its short-term effect on public order, this method has significantly staunched the crime rate.
Military
The military of the district is that of Sergius. Sergius is the commander of all forces within the district, and thus has set out a prevailing system of military he had found effective after the subsequent decimation of his force at the Wreberst Crossing on the Aolz River.
This system is on the basis that all citizens are eligible to volunteer, be levied, and be conscripted into the armed services as a civic duty in exchange for the privileges of citizenship offered to them. Similarly, non-citizens can volunteer as auxiliaries, reserve and specialised forces, and they can also be levied and conscripted, but only in times of war with another sovereign body or with the express permission by a local leader.
Another revolutionary concept is that this system does away with the soldiers buying their own equipment. Instead, their equipment is provided through lump sum shipments bought by Sergius, and the costs are levied from their wages over the course of their service. Another perk of this is that reprocuring equipment from the fallen on the battlefield can be done easily, with the standard issue kit being able to be reissued.
Though this relies on citizen initiative and levies, it is anything but unprofessional. A standard of training has been established by Sergius, and volunteers and levies, citizens and non-citizens all receive the same basic combat training over a period of roughly 4-6 weeks. The standard equipment has also eliminated the class division within the services, equating even the poorest footsoldier to the wealthiest one in equipment and ability.
Name: THE BEAST OF BATTLE, THE CAESAR OF CRUSH, THE SHOGUN OF SLAUGHTER, THE KING OF THE RING: IIIIIIAAAAAAOOOOOOO! (Iao, pronounced EYE-AY-OH)
Titles: Archon of War and Battle, Ark of War, Begatter of Armies, Champion of Roses, Minister of Might, Bulwark of the Battlefield, Balwark of the Battlefief, Winner of Wars, Bringer of Battle, The Slumbering Soldier., The Scholar of Slaughter, The King of Fight, MASTER OF MUSCLE, HERCULES OF HUGE, GLADIATOR OF GAINS, PROVOST OF PROTEIN SHAKES, WRESTLER OF WEIGHTS, BANDITO OF THE BUFF.
Type: Archon of War
Rival:
Appearance: Once a hulking mass of iron, muscle and divine flame, now a sleeping old man of hulking mass of iron, muscle and divine flame. He rests ironically peacefully on a velvet bed of red, his many weapons cluttered about his sheets as he awaits a true challenge to awaken him from his warriors slumber. His skin is a deep scarlet, said to be stained from the blood of his enemies.
When awake he stands nine feet tall and when not covered head to toe in his trademark armor he is dressed extremely simply in woolen whites to contrast his deep red body and bulging mass.
His face is wrinkled and long shocks of cloud white hair hang from his scalp as well as his chin, with two eyes the color of the sun burning from the center of his intimidating visage. His nose is flat, and his lips in a frown, and his chin is square, and cheekbones high and pronounced.
His body is well sculpted, and a prime example of a perfect balance between bulk and agility. Despite his massive frame and impressive gains he moves swiftly on his feet (and sometimes his hands) in a way that is almost unbelievable to the eye.
When enraged, or feeling the heat of the battle, his entire body erupts in a divine flame of burning white. His hair is thrown around his head in a wild crown and phantom arms appear from his torso to aid him in battle, they too being masters of every form of martial art imaginable.
Personality and Drive: While boisterous and loud, much like the horn of war, he is also subtle and clever in his own right. He represents the two sides of a war very carefully, being a sharp mind as well as a sharp blade. He can be defined as robust, wise, loud, and intimidating, but also strategic and pragmatic. He searches for a true opponent in his dreams.
He is a renown champion of strategic board games and games of wit off the field, to the point some claim he can read minds. He loves riddles and games of thought as well as those that test his cat like agility and monsterous strength. He believes in a balance between the perfect mind, and perfect body, considering it an art. He is always up for a challenge. When not in his slumber he is perfecting this art, and his discipline, and when in his slumber, he is perfecting his mind and his machinations towards the ultimate perfection.
History: One of the first two Archons ever to serve under Mother Night, he and his counter part, the Archon of Shadow, helped carve the very Empire you now live in.
After many conquests, and defeating many warriors of legend in glorious mortal combat, he found himself unchallenged and weary of the ease he was witnessing when cutting through even the most glorious legends. His boredom grew unbearable, and no number of challengers or battles broke this spell. Eventually he fell into a warriors slumber, only to awake when prompted with an appropriate challenge.
Luckily before he fell asleep he had thousands of children in an early attempt to create his own army with his own personal hammer and anvil. His favorite thirty children grew up to be his heroes and now, his administrators while he slumbers. His eldest, Ai, heads this bureaucracy.
Armaments:
Scepter of Slaughter- This mighty weapon is Iao’s signature arm and usually held in his left. It is a mighty blade of indistinct length and weight, it’s clever power the ability to change into whatever weapon is desired of Iao, and it’s blade, point, and blunt able to slice, pierce, or crush anything before it.
The Axe of Freg- The axe of Iao’s right hand, lent to him by Freg. This mighty Axe is five feet tall and well over 100 pounds of destruction. Iao holds it and uses it skillfully in one hand, the weight seeming to not impact his swings and parries. The axe itself is considered one of mass destruction and can turn the tide of any battle, as it’s runed blade causes fiery explosions on impact, helping control any area. It is rumored to be so sharp, that it slices even your very soul.
Armor of Attack-
Mount/Other:
Pain- Pain is Iao’s mighty steed. She stands at fourteen feet and is the color of soot and ash, and in total is a pegasus. Her eyes burn the color of Iao’s and her hide a strong as iron. She does not fear battle, but welcomes challengers similarly to her master. When not being used to plow through entire armies, Iao will sometimes fly her well above the enemy only to leap off of her and directly into the center of the fight, or even as a surprise.
The Battle-bed: This is a simple mahogany and velvet bed fitted with arms, a parasol like hood and even curtains. It can be carried by eight at once, and usually is. It is used as an ark of battle while Iao sleeps in it, often paraded around during a massive battle. Just his presence on the battlefield engorges his troops with amazing strength and power. It is rumored to be extremely comfortable and has claimed the lives of many tired servants who touched it, unknowing of its alluring softness.
Discipline:
-Stromism
Stromism is a unique discipline that is difficult to acquire without proper training by experienced Stromists, and even then to master it s a rarity, as it does not have a completion bracket and is always improving.
Stromism in simple terms is the creation of a perfect body, perfect mind, and a perfect unity between the two to create the means to perform feats otherwise deemed supernatural or magical. A true Stromist can not only pull from his own source of body, mind, and spirit but also from his ancestors and relatives, calling forth their passed strength to increase their own, or speed, mental capacity, and so on. Some extreme Stromists, such as in the case of Iao, even have a mental link with their living family and not just the dead.
Some notable and common feats of the stromist is body enhancement to help leap incredible distances, lift unliftable objects, create massive amounts of will and restraint, call forth the spirit to enhance your body, and even add force to your own voice. Some Stromists can even grant their own power to another, or even in extreme cases call forth fallen Stromist ancestors to fight side by side as a shade.
A Stromist shies away from dulling their senses and therefore tends to not drink alcohol or take substances. However, a classic Stromist exercise is to attempt to heal ones own wounds or strains through sheer will, to which the masters even succeed, having taken such tedious control over every inch of body, mind and soul. This perfect control over perfect balance couples with the ability to absorb and release further powers allows for a wide variety of enhancements, making the options near limitless in regards to the body, spirit and mind. A great example (albeit one not attained by anyone else as of yet) is Iao’s own warriors slumber, to which he does not hunger, thirst, or age, and while fast asleep, he is completely aware of his surroundings at all times and in complete control of himself.
A fun side effect of Stromism is that as an added bonus to your own discipline, you can also gain extra power from the cumulative generations of Stromists in your family before you, as they are able to grant your their own Stromist spirit and strength. This leads to many specialized Stromist soldiers painting thanks to their ancestors on their shields.
Iso-Yesterday at 12:50 AM
PASSED DOWN FOR GENERATIONS
Lich Khan-Today at 1:53 PM I now picture Iao running into battle, and before clashing, countless children who had lived and died come back as ghosts at his side. aLovingFather-Today at 1:53 PM He is never without an army Lich Khan-Today at 1:53 PM Bad ass
you could hypothetically (as a powerful master of Stromism) get your throat cut open while meditating and using your will, keep your blood from spilling and close the wound. It's a common test for masters to cut themselves in various places while in deep meditation to practice body will Also a test for lesser Stromists is to ingest a lot of alcohol and using will, sober yourself Stromism is a pretty open field.
Abilities:
Absorbs the strength and martial ability of each defeated enemy, his mere presence empowers his army beyond human means.
Lich Khan-Today at 1:09 PM Having to be emotionally unattached. Plus having few children running around. Kind of lonely but at least his has the Shadow Hand. aLovingFather-Today at 1:10 PM Was that a masturbation joke? Lich Khan-Today at 1:10 PM No... But I can see how one would think that. aLovingFather-Today at 1:10 PM Kind of lonely but at least his has the Shadow Hand. Lich Khan-Today at 1:10 PM That's the organization of his spies and assassins XD aLovingFather-Today at 1:10 PM Who jerk him off apparantly Lich Khan-Today at 1:11 PM The closes thing he has to children/family. aLovingFather-Today at 1:11 PM THAT'S SICK
The military of the north functions through a few different branches and levels of command. Due to the Empire’s restrictions on the Archon’s ability to control an Exarch’s military, the northern forces can accurately be split into two main categories, the Archon forces, and the smaller but at the freedoms of the Exarch to organize*, Exarch forces. In the North, the Exarch forces while at the will of the Exarch by coincidence most of them use a legionnaire system. Further information on Exarch armies in the north should be found under the appropriate Exarch page, and the remainder of this will be about the Archon forces of Iao.
Despite free will laws on an Exarch’s right to form whatever military force they wish to organize for the good of the realm, Iao’s court does have a minister of Overseeing, who reports on Exarch armies to the court, discusses organization and even provides advice from higher offices to the Exarchs.
The Iaon Military is broken into three branches not counting the Exarch branch: The Stromist Vanguard, The Iaon Auxillaries, and The Iaon Navy. Every branch is lead by a General who answers to Ai, except for the Stromist Vanguard which is headed by Ai nad has their own generals.
Assimilation forces
The branched military works alongside a propaganda and good of the state force. This force is an agency under the Minister of Propaganda and is responsible for spreading the news of victories, the great rule of Iao, and other things that shed the Empire in a great light as well as Iao. Another duty of the PaGotS task force is to convert foreign powers and assimilate foreign citizens both before and after wars.
Assimilation forces are often sent to foreign areas pre-war to avoid war in general and often provide very tantalizing offers to citizens, nobles, and tribal leaders, if they were to join the Empire without a fight, such as an indeterminant tax break for a select period, bonus’, a payoff, or other social benefits. Assimilations forces often recruit for the military straight out of foreign areas known to have troubles with another, and often advise them and use them for the upcoming war to lessen the use of Imperial troops if they can not outright just assimilate the area first. It is very much a carrot and stick policy, whereas those who comply to assimilation are subject to various benefits and stability (higher up even keeping offices), while those who defy the assimilation tend to face drastic punishments and could even lead to war.
Each assimilation through war and battle is unlikely to ever be the same, as Iao and his son Ai are careful in planning the best way to take a place through assimilation tactic and ultimately all out war far before the foreign power knows what’s going on. A clever example was when the Propaganda task force sent out two treatises of benefits (in return for assimilation) to two neighboring tribes. Iao knew one tribe would not take the deal, and he knew the other one would be hesitant if the first tribe didn’t take it. So the day after the treatises were sent, the defiant tribe was obliterated in a sudden ambush, giving the second tribe the right about of push to make the deal. Not all assimilation practices end up being violent, but some do. To win a war without fighting is extreme excellence in warfare in the eyes of Iao, and if that fails, minimize input but obtain maximum output where necessary.
The Stromist Vanguard
Contrary to popular belief in the actual fighting tactics of Iao, not every war and not every battle is fought with a massive army, in fact, the Stromist Vanguard is a prime example of the use of small numbers to take big victories. They can often be described as a special operations force broken down into specialized units, all of which are Stromist. They can take many forms and are perfectly adaptable to most situations, as Iao prefers his entire military to be, knowing not every battle is the same. Whether he is using them as the hammer in a hammer and anvil tactic alongside larger armies, or using their increased mobility due to small size to sneak far behind the front and attack from an angle never expected, or as a powerful ambush tool to in essence assassinate an entire unexpecting warband headed by the one leading the resistance. In every sense of the idea, they are the perfect blade for chopping off the head of the snake, or being the final straw on the camels back, to even just being the single tool used to snuff out any flame of resistance.
When a big bad army is needed however, and sometimes it is when small tactics fail, the vanguard can quickly link together to form an army that could block out the sun due to a unique rank and file system that does not sacrifice utility for specialization while maintaining the unique specialization that the vanguard is known for.
The Rank and File System
The rank and file system is a very unique feature of the Stromist vanguard and from it revolves numerous ranks and organization features. The entire system revolves around a rotation system, which starts at recruitment.
At recruitment the soldier to be is inspected and tested by councillors who are usually Dusk rank, meaning they are honorably retired soldiers who chose to remain in the Vanguard as councillors, trainers and to aid in other helpful mentor positions. The inductee is tested on many things both physically, mentally and spiritually to determine the inductees starting branch, or the branch they will begin their career in, once recruited and given one out of seven of the branches to start out in, they are known as Dawn rank, or rotation zeroes. The following rules about the rotations and ranks applies to six out of the seven branches, excluding the Staff of Mercury which has it’s own system outside of the Rank and File System (except for this inductee testing stage) which will be touched upon in it’s own segment.
A dawn begins their journey as a rotation zero in one of the seven branches, for the sake of simplicity we are going to assume they started out in one of the six regular branches (excluding Staff of Mercury, the only nonregular branch), the six regular branches are the Avil of Eden, Hammer of Jupiter (formally known as the allied cavalry), the Suns of Mars, Shades of Pluto, Saturn’s Rangers, and the Fallen Stars.
Each branch has its own sizes for basic units but follows the same organization pattern. The Dawn/Rotation Zero joins a party, or the smallest workable unit in the branch, such as the ten person parties of the Anvils of Eden which make up a larger group which in turn make up a larger group and so forth. A basic party consists of Dawns but also higher ranks, such as rotation ones and rotation twos, rotation twos and up (or appointed by merit) are called Advisors and play an important part in the rotation system as each party has at least two Advisors and one Lead Advisor (the superior ranking leader of the party who reports to the Commander (Rotation 10 at least or appointed by merit) [Commanders lead ten parties in something known as a Battle Unit])
A rotation is a rank achieved by being either rotated to another on of the six branches or promoted directly up in your own branch through the sheer ability you bring to your party. You are deemed ready to move onto the next branch (or up if the branch you are currently in is deemed your niche) by the advice of your advisors when the councillors come to evaluate you every year, that or you are promoted due to merit. Most Vanguard Soldiers have fought in many if not all six branches before getting a niche declared, as in to say, declaring the branch they are most suited in to continue promotion specifically for that branch.
Example: A soldier is inducted into the Stromist Vanguard and after passing his tests the councillors deem he is most fitted to start his rotation as a Sun of Mars. He joins his party under the command of a Rotation four Lead Advisor and two Rotation two Advisors, he himself being a Dawn Rotation Zero accompanied by another Dawn Rotation Zero and five Rotation ones.
After a significant battle his fellow Dawn is merited by bravery and sheer skill to be Rotated automatically to rotation one and to remain in the Suns of Mars since he is too valuable in the branch (rarity for rotation 1-6), meanwhile a year is up for one of the Rotation ones and by the advice of the advisors and decision of the Councillors he is to remain a Rotation one and remain in the branch until he improves on his flaws.
A year has passed and the initial soldier, a Dawn Rotation Zero is ready for his evaluation. By the praise of the advisors the councillors agree it is time to rotate the Dawn, earning him rotation rank one and his movement to the Hammer of Jupiter. Having the skills of a Sun of Mars he quickly merits himself a Rotation and rotates to the Anvil of Eden. then eventually to the Shades of Pluto, then the Saturn’s Rangers and the Fallen Stars, until he has rotated across all branches. He may now (as Rotation 6 Cycle 1 [Cycle is achieved by completing full rotation across all branches] by the resume of his record choose the branch he was most fitted in to become niched (this can be revoked later on) or he can opt to try for Cycle 2. This happens every completed cycle.
A cycle 5 is known as a Eclipse and are the bane of all enemies of the nation. Being a master in every branch five times over, an Eclipse tends to go on to be a General under Ai himself or opts to be a wrecking machine called for personally when the going gets tough. Often a Cycle 5 is allowed to keep his Golden Eagle he rode with in the Fallen Stars. A great example of an Eclipse is Ai and his half Brother Errocas, who both rose so quickly through the rotations by merit they both achieved full rotation 30, cycle 5 in less than thirty years, in fact at such an unnatural rate Errocas is only 24, six years younger than the allotted time for someone to naturally become Full rotation cycle five eclipse.
A quick rundown: A dawn joins a party with at least two advisors, they all are lead by a Party Leader, or head Advisor who answers to a Commander who leads ten parties, Commanders answer to a Lieutenant who controls ten commanders, a lieutenant answers to a general who controls five lieutenants, all General answer to Ai, there is a total of seven Generals.
Anvil of Eden
It is important to note that while the Stromist Vanguard is indeed named after the crushing amount of Stromists present in the branches, it is not strictly for Stromists and so long as an individual can reach the branches criteria, the councillors don’t care how you got there for the most part, be it through Stromism, pure skill and genius, or another magical potential. This of course means that some branches are easier on and more accepting of non Stromists than others, while some are near impossible to be apart of while not a Stromist and certainly near impossible to rotate in.
The most common branch that non-Stromists rotate to, and the most common starting branch or Stromists and non Stromists alike is the Anvil of Eden, seconded by the Hammer of Jupiter.
The Anvil of Eden is the most common starting branch and consumes a large amount of rotations as the branch is a staple to any confrontation. The branch focuses on a large variety of scenarios but it can be whittled down to a few basic (and general) functions: Confrontation (large/small/open/closed/defense/offense/siege/besieged), Logistics (be it building forts or taking them down), and backbone fighting (taking the brunt of assaults and defenses). Like all Branches the Anvil’s have aspects and specialities that make them different and unique from the rest and add certain skills to any cycled soldier. The Anvil soldier focuses on cohesion with others as well as battle adaptability in an open confrontation, meaning the troops work close together in a variety of battle scenarios that tend to be open conflict. Because of these criterias and scenarios the troops have to meet they have some functions up their sleeves.
Similar to the legion system, the Anvil’s do have a column and rotation based (cohort) fighting style for large open scale battles, complemented with maneuverable thrusting swords, large shields, and armor piercing javelins, despite this, that’s where the similarities end.
Due to the party system, the parties can be linked and unlinked accordingly and to the appropriate size of the battle to the tens of men, and including in their cohesion and formation training is a flexible adaptability training. In this specialized training by the councillors the troops learn to not only effectively use their legion kit, but one other to improve adaptability in case the face of the war changes to remain always on top in open battle.
The first kit being the legion kit, the second being an assault (nicknamed the Hero's assault) kit, where each soldier is armed with a favored weapon to fight unmatching for the duration of the battle to better increase chances of disrupting new enemy formations and scoping weaknesses, battles in the assault kit are normally short and reserved for testing armies where the legion kit would most likely fail. Due to increase training and stress on perfection, the assault kit works wonders with types of battle formations the legion kit is incapable of such as blob and dissolve tactics of sundering tight enemy lines. Luckily the training of both kits are so similar that only the added stress of learning tactics and formations a regular legion wouldn’t learn is the only added factor to the lengthy training of a good Anvil soldier.
In addition to these two open battle kits, the Anvil’s are also responsible for building fortifications (just another reason for their name) in between battles and logistic strategy points. This allows for fortified retreat as well as quick recovery, not to mention the added bonus of having workable forts in enemy territory. Because of their quick ingenuity in building, this cohesive force is also very well suited for building engines and other tricks to take down enemy fortifications.
A lot is requested from an Anvil, including amazing march times, quick logistic resupplies and the ability to rotate mid battle. However, this all scratches the surface as they are still Stromist Vanguard and therefore have more requested of them.
In line formations the front lines of the Anvil’s quickly remind their enemies who they are, as the Stromist powers favored by the Anvil’s are the community powers and shared strength. Stromist energy flows like a river through the ranks of the Anvil’s, hardening the skin, strengthening the bone, steeling the resolve, and pumping the muscles full of energy. The more Anvil’s channeling energy, the larger the effect to the point that from the enemy point of view, they indeed face a massive Anvil of Stromist Perfection. During Assault kits, the weapons even seem to benefit as their wielders begin to channel wild Stromist energy into the weapons for brutal effects. Some fallen tribes even claim that during assaults and legion advances, powerful thunderous claps boomed from the Anvil’s as they marched forth, disrupting enemy lines with waves of energy, knocking over tribesmen before the clash even happened, and out right instilling a great fear as Iao’s name was chanted over the explosive sounds. Should Iao himself be in the battle bed with his Anvil’s, the collective Stromist power tends to be devastating and perhaps not even walls could stand at the sheer power.
In short, both armies of tightly trained soldiers, hordes of scattered champions, and tall city walls have fallen before the ever changing, ever adapting face of the Anvil’s and their mighty power to always be one step ahead. Another point to be made is that this is simply only the first branch of Seven.
Hammer of Jupiter (formally the Allied Cavalry)
Suns of Mars
Shades of Pluto
MORE TO ADD
The Shades of Pluto are a very special branch that sees most of its new recruits being pulled from the Anvil of Eden and Saturn’s Rangers (and vice versa). Not described in the Rank and File section is a very special cross training regime all branches go through in which valor victorians of other branches as well as their councillors and dusks go into different branches to teach niche and specialized soldiers skills from other branches to further help the elite advantage of the Vanguard, especially when Niches out do Cycles as they normally do. This is important because the Shades of Pluto are not only some of the largest cross branch trainers alongside the Suns of Mars, but also the branch that works very closely with most other branches.
The Shades of Pluto specialize in fighting fights on battlefields completely unexpected or hardly fought on, for example, at night. Using Stromism the Shades of Pluto are trained in night vision and night combat, and doubly trained in flanking and urban combat. Because of smaller unit sizes, the Shades of Pluto often either attach to a larger unit as specialized arms in case of need, as counter moles in other branches, or undergo special missions required of small units with a specialization in urban or infiltration warfare.
Some common tasks the Shades of Pluto often see are leading night time raids, counter attacking besiegers, sapping, maintaining the integrity of other branches (counter-spies and counter-moles etc) disrupting cities and siege defenders, heading unexpected assaults (such as on encamped armies) as well as tidying a city, fortress, or region so that by time a larger army comes through, it will be an easy conquest.
Because of their need for discretion and small sizes, the Shades of Pluto often train their bodies to limit sounds and unnecessary movements, as well as hone their senses to supernatural levels along side their ability to fight ferociously in single quiet combat.
A very famous use of the Shades of Pluto was when months before a targeted city was besieged by Iao, the shades quietly swelled the municipal ranks with their own as sleeper agents while running nighttime raids on figure heads that would create the most unification among the enemy. The night the siege began, the Shades sprung into action and on a moonless night lead an all out invasion of the city, both the element of surprise, the careful pruning, and the strict advantage the Shades had in the dark all came down at once and toppled the confused enemy who hadn’t a chance to even see what had hit them before the flag of Iao was being hung over the keep’s gates.
In short these highly trained commandos are equipped with the skills and tools necessary to disrupt and kill from the inside out and pave the way for the other branches. These specialized troops are renown for their ability to destroy any organized resistance in the form of fortification or encampment, and when that fails, they can at least fight where no ordinary soldier can see. A Shade of Pluto is often compared to a snake with the head of a lion, quiet and waiting, and when the time is right, it strikes with the ferocity of any champion warrior. With the Shades of Pluto around, that group of merchants you just let in might have actually been a full scale assault in a simple blank package.
Saturn's Rangers
The Fallen Stars
One of the more unique branches of the Stromist Vanguard is the Fallen Stars, starting rotation of Iao’s son, Jericho. The Fallen Stars are unique in that they work both high in the sky and on the ground, but never start on the ground. This is considered the most dangerous branch to rotate into and save a few amazing exceptions, no non-Stromist has ever rotated through it at the branches full potential.
In the branch there are three primary jobs, those that ride in comets as per described in the next section (usually by non Stromists), those that pilot the Great Golden Eagles, massive creatures large enough to pluck a wyvern from the sky and eat it in a gulp, and then there are the Fallen Stars themselves.
The Eagles are important to note as they are massive both in size and importance. While their combat capabilities are not questioned, the Fallen Stars opts to keeping them out of the line of fire due to how rarely they breed and produce more eagles. They are given a pilot who is usually a Fallen Star in training or a non Stromist trying to cycle through, and often protected in flight by accompanying comets, and by sheer altitude. The birds tend to fly over key points at extreme heights, to the point the pilots tend to wear thick winter clothes, even in hot battle zones, and while the pilot stays on the bird's neck to pilot, and comets cover the flanks, the Fallen Star(s) ride on the back.
As the bird flies above the key point, be it a battle zone, a city, or any other area that is required of the Fallen Stars, the special soldiers on the back jump off from the bird. Most people do not start in the Fallen Stars and fewer still ever become the soldier named the Fallen Stars right off the bat due to the nature of the job. These soldiers are to use all their stromist ability as they plummet from unimaginable altitudes, causing bright colored streaks through the sky as they fall.
As they approach the ground their abilities reach paramount and a pure spiritual blast of their will explodes around them in a bright white flash, saving them from the deadly collision and causing mayhem and panic in the drop zone. These specialized troops are then tasked with (if they dropped into the middle of enemy ranks) glorious single combat. As much as the Anvil’s fight side by side, these air dropped soldiers are trained to use weapons such as flame lashes and long swords to aid them in a fight of numbers against them. Due to the extreme tasks of the Fallen Stars, successful ones are known to be some of the most terrifying single warriors to ever face, if you even orientate yourself after their impact.
In short these troops are used to disrupt enemy lines, fortifications and otherwise spread panic and death. Should you be fighting Iao’s Stromist Vanguard and notice streaks in the distant sky, know that whatever the streaks pointed at is already Iao’s.
Comets
The Iaon air troop branch of the military is unique indeed. While most nations and factions ride around on massive wyverns and griffins, the Iaon Military has a unique ace up their sleeve: creatures known as the Comets.
What is best described as green man sized blobs, Comets are a unique creature found floating above massive meadows or small forests in bobbing swarms. By some unknown means these permeable blobs float above the local flora, undergoing autotrophic processes such as photosynthesis (at such a rate that allows an exothermic body temperature. The strange creature has two noticeable features on what is otherwise a blank blob of strange flesh: a anterior cap and a posterior mouth.
Their anterior is armored with a super thick calcium bone cap used for self defense as well as for ramming (flight speeds reaching over 60 mph). When ramming does not work the creature usually resorts to it’s namesake feature, and completely ignites in flames as it flies around like a tiny comet.
The second noticeable feature is the posterior mouth, a strange cavity used to digest soft rocks and rotting corpses or otherwise bone piles through the use of highly acidic acids produced as a mucus in the stomach cavity past the mouth cavity. It is clear the comet used to be carnivorous before slowly beginning to rely on autotrophic means of energy, and the mouth cavity has become vulnerable to a few exploits sought out by comet riders, the unique soldiers who climb inside the comets and wear them as flaming flight suits in battle: and that is the exposed nerve endings.
By climbing into a tamed comet’s mouth the pilot is in control of the comet entirely by stimulating the nerves present in the mouth cavity, giving the pilot control over flight and the self defense flame mechanisms. In large battalions the comets are usually armored more on the anterior crest while the pilots flood the skies and even skillfully weave through trees and close to the ground in swarms of comets, leaving the enemy bewildered and obliterated all in one.
The Staff of Mercury
Lich Khan - Today at 11:32 PM I assume if a band of zombies attacked a garrison that had some of Iao's children there he would not take that sitting down? aLovingFather - Today at 11:33 PM Well, actually he'd take it laying down Lich Khan - Today at 11:33 PM XD
Holdings Name: Doma Type: Doma is also known as the bullseye city or the ringed hill, as it in actuality is a massive green hill surrounded by pastures one one side and extends all the way to the shore on the other. Around the base of the hill is the city of Doma (which then stretches to the shoreline) and at the very peak past the Stromist gardens is the Tower of Iao. This was once the site of a major tribal community as well as a massive battle.
Culture: Doma has a very jingoist society but also extremely cosmopolitan due to the melding of various cultures both conquered and assimilated through peace. From Southern Heartland, to Far west and cold north, you can find every culture available to the Empire mixing here in an explosion of art, theatre, music, food, and other pleasantries. Here Iao is hailed as the king of the North, and even the bringer of unity to his greatest fans who flock around his statues to discuss politics.
Kids here run free, but only after morning lessons at the Gymnos, where the rich hire tutors for their children to be well versed in rhetoric and even strategem, while the poor settle for public speakers, yamming about theories and philosophies. All of which however, as welcome to train with the city guard in physical regiments.
A famous attraction of Doma are the riddle houses, personally sponsored by Iao. Here you can unwind with any mix of fine cuisine and take part in casual board games and riddles with those of similar intellect.
Feasts are common among all classes of the city, and districts often throw elaborate parties to celebrate one of the many holidays admiring one of Iao’s victories and steps towards unity. Physical displays, dances, games and challenges are abound in these festive times and only matched by their intellectual counterparts!
Description: The main ring around the hill is the oldest district and split into a north, west, east, and south, with a long expanse coming from the eastern district to eventually link the city with its shoreline ports. This expanse houses five more districts up unto the shore and goes on for miles. Around the original four districts (the ring districts) is a stout wall with accompanying bastions that was an improvement from the previous settlements defenses while the expanse districts remain open and ever growing. While lacking in notable feats of fortifications, the city instead funnels most of its money into local social programs, infrastructure and in the local economy, making it a very desired place for both workers and northern businessmen to take residence. (not counting the flocks of locals who prefer the security provided by the city and its personal champion, Iao.)
The hill itself is privately owned by Iao, and it is dotted with government buildings and barracks making it heavily guarded, with only guests by invitation allowed up into the Stromist Gardens (past the barracks). The Stromist Gardens is a massive maze of plants that lead up to the tower, and it is said that only one of Iaon Blood can pass these trees and only in the correct order if uninvited.
The tower is grand and can be seen from far away. It is a plaster white and extremely thick and well decorated with the symbols of Iao. Not many know what it looks like inside but this is where Ai and the slumbering Iao reside.
To the west is a massive expanse of farmland and pastures, where farmers are overjoyed in the great demand of their products in the city to the east and the food supplied compliments the fishing ports. Surprisingly, the most lucrative trade going on in Doma isn't so much done with other established cities of the Empire, but rather with the locals, who now have a faucet to the luxury of the Empire (from imports) as well as a secured way to save items and money in municipal banks, food storage, and many tradesmen and tools. Its very north location makes it one of the sole faucets of these securities and luxuries for miles, reducing competition incredibly and boosting local economy.
Laws: (What are the unique tenets or laws you have established in your province?) Military: (What kind of system does your hold use to raise troops? What about their training? What kind of units could you call on? Remember this is grimdark high fantasy, So if you want pegasus knights or wyvern riders go for it.)
"I understand. Illyrica is your home, and Lady Izalith your queen. Your trade was good, and you were taken care of. Your Exarchs defended you, and the Archons ruled you justly. You did not need my patronage. But now, you come to me and say, 'My Archon, give me strength, give me power.' But you don't offer piety. You don't ask on your knees. You don't even think to call me Great-Father. Instead, you stand before my throne and demand my favor."
N A M E
Kuth Irkalla
T I T L E S
Archon of Blood Great-Father, the Dragon in the East, Lord of Sheol, the Red Worm, King of Thieves and Whores, Murder-God Bhaal
T Y P E
Archon
R I V A L
Kabius Grim, the Archon of Shadow, serves as Kuth's primary rival in the twisting, internecine politics of the Empire. Each man considering himself to be a master of secrecy and subterfuge, they constantly endeavor to outdo one another other otherwise gain some sort of advantage over their rival. Though the scale of their conflict is often hidden from the public eye, it can be quite bloody at times; Kuth has made a tradition out of sending Kabius the head of every one of his spies he finds in his private court. On a deeper level, Kuth realizes that the Archon of Shadow is among the greatest obstacles to his own ambition, and would see the man removed from the equation at his earliest opportunity.
A P P E A R A N C E
Kuth seems to many like a man from another world, so uncanny is his appearance. A long, tapering head, his features presenting an exotic beauty. His slanting eyes are crimson red, their gaze ancient and brooding. His form is slender, yet wiry; lithe and predatory like a hungry wolf. His flesh is the color of bleached bone, and his long, flowing hair is the color of pure snow. His unnatural coloration resulted from his unholy communion of the Dark Ones, which corrupted his form and prolonged his life well beyond mortal means. His garb of choice is usually obsidian armor or ebony robes, both of which fashioned to designs no longer found in this world.
P E R S O N A L I T Y // D R I V E
Kuth strikes many as a man out of time, his moods and actions out of place among the other Archons, Exarchs and other rulers. Most view him as little more than a vicious tyrant, ruthlessly disposing of those that oppose him, and crushing any resistance to his rule. Those that know him more personally understand that he abides by a personal code of honor, though it is alien and antiquated enough to be almost inscrutable by the standards of this era. While on the surface he appears flighty and mercurial, this masks a tenacity that would rival that of a starving hound. He delights in dark decadence and long-planned revenge in equal measures, and generously shares the pleasures of either with his confidants. A shrewd manipulator and a cunning deceiver, it is a dangerous thing to assume Kuth's intentions, as one almost assuredly only thinks what he wants them to think. Despite his evil reputation, Kuth values loyalty above all else, greatly treasuring those of his blood, and those who have spilled blood in fealty to him.
Nothing less than the complete domination of Illyrica is Kuth's goal, and he fully intends to usurp Izalith and depose the other Archons in doing so. Whether the Mother Night herself knows of his intentions is debatable, but this does not so much as give him pause. Already Kuth's influence seeps into the mainland like a poison, his unholy brood and clandestine agents positioning themselves in noble courts and positions of power.
H I S T O R Y
Sheol, also known as the Black Isle, is a large island that sits across the waters of the Dragonthroat from Nachesh. Before the Disjunction, it was home to a small nation of sorcerers and warlocks who worshiped the Ancient Ones and performed dark rites and rituals in their names. As the War of the Heavens wrought destruction across the world, the small magocracy that thrived on Sheol was utterly destroyed, leaving behind nothing but the ruins of their obsidian temples and palaces, and a small colony of the Ancient Ones' vile brood. It was thought by all that the native peoples of Sheol had been made extinct, but in truth, a single man survived.
Kuth Irkalla tells little of past prior to the Disjunction, explaining vaguely that he was a lesser noble, a warlock that served in the court of one of Sheol's sorcerer-lords. In the centuries between the fall of his people and his own rise to power, he lived as a savage in the wasted ruins of his homeland. He practiced foul and forbidden magics to ward away spirits and demons, and drank the blood of the Dark Ones that remained from the War to extend his own life in absence of his people's curative elixirs. These desperate measures corrupted Kuth's very flesh, turning his form bone-white and turning him into a creature less than human. So twisted was he that food could no longer sustain him, and he was forced to subsist on the warm blood of living creatures.
In time, civilizations rebounded and people returned to Sheol. First explorers, then settlers, then merchants and traders, and finally outlaws and fugitives. Outside of the influence of the then-fledgling empires, Sheol became a haven for pirates, smugglers, and all manner of other scoundrels. Organized crime flourished like a weed in Sheol's ports and shipyards, and before long the island had become a pseudo-nation of thieves and killers. Kuth did not lament this development, as he saw it as little more than human nature in its purest form. Though he had forsaken the Ancient Ones as gods, Kuth still adhered to their malevolent ways, and sought to take back Sheol for himself.
Court politics in Old Sheol taught Kuth much of how to gain power and influence, and the self-described lords of New Sheol were ill-prepared for the level of violence and barbarity he was willing to demonstrate. Killing his rivals and taking their assets for his own was practically his first course of action. However, to curry favor one must give as well as take, and in seeing the people of Sheol as his kin and his ward, Kuth founded the reputation of the "Great-Father," the secretive crime-lord who could grant nearly any desire, but often at a terrible price. Under his watchful eye and swift hand Sheol grew into a small yet burgeoning empire in its own right; one that attracted the attention of the Mother Night, Izalith.
When the mighty armies of Illyrica came to port on Sheol, they met no resistance. Their soldiers were welcomed with women and drink, and Izalith and her Archons were invited to treat with the island's lord. The man they met was merely a puppet ruler hastily instated by Kuth, and served as a front as the Great-Father made his own demands. Wise Izalith saw through this guise with ease, but indulged Kuth by continuing to parlay with Kuth through this proxy. The "lord's" demands were easily met, as he would swear fealty to Illyrica and the Mother Night, meeting her needs for men or coin when asked, in exchange for Sheol's complete autonomy and its Archon's unquestioned authority. The puppet was granted the title of Archon for the brief months that he was alive to bear it, and after an unsurprisingly quick coup, the Great-Father ruled the Black Isle in earnest.
Though little had changed beyond a crown being placed upon his brow, Kuth now wielded the power of an Archon through the Mother Night's favor and the legend of the Great-Father. Determined to shape his home into a true nation, he founded the order known as the Coven. Equal parts crime syndicate and secret police, the Coven's innermost ranks were formed by Kuth's dozens of offspring, which he had imbued with both a portion of his unnatural power and his cursed blood. Generations of descendants formed the bulk of the order, who infiltrated every port, city, gang, business, and criminal enterprise on Sheol. Any organization that was host to the Coven was under the Great-Father's "personal" protection, but was forced to pay tribute. Thieves paid in coin, slavers in flesh, and any who refused were purged. Particularly loyal supplicants could undertake a covenant of blood, and become members of the Coven themselves.
Sheol was as much a den of sin and lawlessness as ever before, but now under the direct and utterly legal control of the Great-Father. The foulness of Sheol was hardly contained to only it, and crime often spread to coast of Nachesh like a dark stain. Similarly, Kuth's influence hardly stopped within his own borders, and both members of his Coven and other agents under his control lurked within the domains of other Archons, as well as Lesmiana. To say that this corruption was tolerated by Kuth's fellow Archons and lesser Exarchs would be a dramatic overstatement, and many have made attempts to depose Kuth or otherwise restrict his influence. He has reacted to such attempts with a swiftness and ferocity that few are prepared for, and a handful of Exarchs have "abdicated" by his order. There have even been occasions when other Archons have had their noses blooded, both figuratively and literally, after attempting to infringe upon his enterprises.
A R M A M E N T S
The Sanguine Throne: The literal seat of Kuth's power, the Sanguine Throne is a hulking structure of shimmering, translucent, ruby crystal. However, the throne is not carved from any sort of mineral, as it is actually formed by an incalculable quantity of blood that is kept in a perpetually-frozen state by magical means. Traitors to the Archon and other political criminals are traditionally executed by ritual exsanguination, and their blood is added to the Sanguine Throne. Beyond serving as a symbol of Kuth's might and cruelty, the throne is a locus of hemomantic power, and Kuth can use it to amplify his blood magic to truly staggering levels.
Yammu, Blade of the Black Isle: An artfully crafted bastard sword, forged from a mysterious obsidian metal, and designed by artisans that no longer live in this age. With great effort and expenditure, Kuth was able to recover and reforge this blade from the ruins of Old Sheol, and it now serves as one of his primary symbols of office. Tempered in the black flames of chaos, Yammu's very essence is antithetical to life, and wounds inflicted by it become virulently necrotic as its victims' flesh surrenders to the void.
Mysteries of the Void: An unholy and heretical tome of Kuth's own authorship, Mysteries of the Void is an encyclopedic amalgamation of Kuth's knowledge of the Ancient Ones, Vilespawn, Antediluvians, the War of the Heavens, and the Disjunction, all of which he lived to see with his own two eyes. Many additional secrets have been mined from the past through mystic meditation, and Kuth has dutifully inscribed them all in this grimoire's pages, using the very blood of Dark Ones as ink. While the book's existence is antithetical to Izalith's law of Forbidden Knowledge, Kuth keeps its existence hidden through psychic blocks, defended by magic booby-traps, and the tome itself is written in the dead language of Old Sheol, of which only the Archon of Blood and the inner circle of his Coven still speak.
Zephon, the Storm of Chaos: The only one of his artifacts that Kuth does not keep for his own personal use, Zephon was commissioned as the "successor" sword to Yammu, and was ensorcelled by the Archon of Blood himself. While it was forged by more mundane, earthly metals and methods, it is inscribed with hundreds of runes that serve as the source of its power. Each rune binds a chaotic spirit that Kuth personally summoned and enslaved, thus making the blade host to a veritable legion of faeries, demons and devils. Each rune that is invoked infuses the spirit's power into the blade, but also releases the spirit's consciousness, which can easily influence the sword's wielder. Thus as more runes are invoked, the weapon becomes incrementally more powerful, but the wielder also is put at greater risk of being overcome by the spirits within. Deemed too dangerous to trust to one of his subordinates, Kuth had Zephon locked away within his personal vaults.
M O U N T
Though Kuth will most usually travel by more inconspicuous means, when riding to battle or making a show of force, he takes up the reigns of Apollyon, his undead draconic steed. While Apollyon's physical form is comprised of the bones of an ancient dragon lord, the creature is truly a chaotic spirit that has been summoned and enslaved by Kuth, and bound to the dragon's bones. A powerful magical entity in her own right, Apollyon is capable of magic-induced flight, and can conjure powerful curses and poisons to destroy the foes of her master slowly and painfully. While she is intelligent, prideful, and utterly malevolent, Apollyon has something of an obscene infatuation with Kuth, and eagerly submits to his demands.
D I S C I P L I N E
The discipline formed by Kuth's status as an Archon is known by several names: blood magic, hemomancy, sanguimancy, and so on. These titles are largely descriptive, as the discipline focuses on the manipulation of blood, flesh, and bone. Most who wield it are born with their powers, as it is most common among Kuth's direct descendants, but it can also be granted to outsiders that join the Coven. The only other practitioners are the small priesthood that exists on Sheol, who use its powers to heal members of their congregation and to venerate their Archon. Blood Magic can be used to many ends, including raising mindless undead servants, inducing rapid decay, creating structures of biological matter, mending wounds or curing disease, and siphoning away the strength and vital energies of others. More powerful practitioners, such as those in Kuth's inner circle, can induce entropy in inorganic matter, turn flesh to ash, and take hold of living matter to turn their enemies into fleshy puppets.
A B I L I T I E S
Kuth has been an accomplished magician for centuries, and has a wealth of knowledge and experience gained from his considerable lifespan. He masterfully commands such primordial forces as darkness and chaos to tear apart his enemies or imbue himself with unnatural power. Raising the dead is child's play for him, and he is no stranger to summoning and binding spiritual entities from realms unseen. Magics of the mind are also well within his domain, as he has been known to read thoughts, dominate the weak-willed, and peer through space and time to spy on his enemies and learn forgotten secrets.
Even without his mystic powers, Kuth is a master of deception and manipulation. Adept in playing the emotions and motivations of others to suit his needs like so many stringed musical instruments, he is often embroiled in several staggeringly complex plots at any given time. Lending to his skill in politicking is his considerable knowledge of history and economics, which he has brought to bear in developing Sheol as a province of the Empire.
While he has some knowledge of swordsmanship and fencing, Kuth was never much of a warrior, and his skill in arms is rudimentary at best. A common man would still have nearly no chance of overcoming him in hand-to-hand combat, however, as his body is so imbued with mystic power that his strength and speed are both inhuman.
Raise Null Components: A completely exsanguinated corpse, a few drops of the caster's blood, incantation in Old Sheolan Casting Time: Five minutes Range: Touch Duration: Until the death of the Null Effect: A corpse is raised as the caster's servant, completely obedient to their mental commands, but is no more intelligent than a feral beast when left to its own devices. It has no magical abilities, and is only as powerful as it was in life, undead status aside. Still-fleshy corpses lose all hair, fur, feathers, etc, and a membrane of flesh grows over their eyes, giving them a distinctly faceless appearance.
Decompose Components: Life energy of the caster, incantation in Old Sheolan Casting Time: A few seconds Range: Touch Duration: Instantaneous Effect: Induces spontaneous decay organic material, which can induce necrosis in flesh, wilt living plants, or rapidly decompose dead matter.
Bloodblade Components: A pint of the caster's blood, incantation in Old Sheolan Casting Time: One minute Range: Self Duration: Concentration Effect: The caster slashes their own wrist, and the blood that issues forth in the shape of a scimitar in the caster's hand. While not particularly strong in construction, its cutting edge is supremely sharp, like a hyper-pressurized jet of water.
Flesh Knit Components: Life energy of caster or target, incantation in Old Sheolan Casting Time: Variable depending on extent of injury Range: Touch Duration: Instantaneous Effect: Damaged or wounded flesh spontaneously regenerates, but the process is imperfect as magic "compels" the wound to heal; the target experiences excruciating pain, and heavy scarring is common.
Vampire's Bite Components: Incantation in Old Sheolan Casting Time: A few seconds Range: Touch Duration: Instantaneous Effect: Upon contact with the target (either skin to skin or through a medium such as cloth or metal) the caster siphons away the life energy of the target, draining their physical and magical potency and supplementing their own until their bodies naturally restore or readjust.
Mortify Components: Life energy of the caster, incantation in Old Sheolan Casting Time: A few seconds Range: 10 feet Duration: Instantaneous Effect: Hundreds of years of decay are forced upon the target in a single moment; a living creature struck by the spell has its flesh turned to ash, usually killing it instantly
Unmake Components: Life energy of the caster, incantation in Old Sheolan Casting Time: One minute Range: 15 feet Duration: Instantaneous Effect: Either a single target or all matter in a radius is subject to severe, accelerated entropy. Flesh turns to dust, metal rusts, water evaporates, and the heat is sucked out of the air. Can be used to accelerate the expiry of enchantments or the consumption of magic energy.
Bloodthrall Components: Blood of the caster, life energy of the caster Casting Time: One minute Range: 50 feet Duration: Concentration Effect: The caster strikes the target with a string-like tendril of their own blood, which becomes invisible and incorporeal as the spell takes hold. The target's body then comes under the thrall of the caster, who can move their limbs, face, etc by mental suggestion. More advanced casters can force their target to speak, or control their involuntary processes such as their breath or the beating of their heart.
T H E C O V E N
"Beauty walks arm in arm with the beast tonight."
The scions of the Great-Father himself, who bear his cursed blood in their veins. The Coven are Kuth's eyes and ears, his hands and tongue, his fangs and claws. Wherever the will of the Great-Father is to be done, the Coven will be there to carry it out. Widely-spread and loosely-organized, their numbers are difficult to ascertain, but they are thought to exist in the hundreds, if not thousands across all of Nachesh. The only practitioners of Kuth's discipline of Blood Magic, as only the Archon's blood can unlock the secrets of the disipline. The myriad offspring of the Red Worm organize themselves into a caste system, a series of numbered "Broods," determined by the number of generations separating oneself from the Great-Father. Those who are not born into the Coven, instead joining it by supplicating themselves in loyalty to the Archon of Blood, undergo a profane ritual known by such names as the Blood Kiss, the Covenant, or the Sacrament of Sheol. This transfuses the blood and power of the Great-Father into them, but they are still seen as the bottom-most "Bastard Brood" by the inborn members of the Coven.
Established early in Kuth's reign, the Coven served as a formalization of his prior underworld connections and alliances. As he had no adult blood relatives at the time of his asencion to Archon, all of the founding members of the Coven were converted through the Blood Kiss, though almost none remain to this day. Members of the Coven serve a wide variety of roles in service to the Great Father, from his closest advisers, appointed rulers of Sheol, courtiers and emissaries to other Archons. These more prestigious positions are generally reserved for Kuth's children and grandchildren, though it is well-noted that the only member of the Coven that is an Exarch joined by undertaking the Covenant. Lower-ranking members are typically criminals of all manners and classes, exert Kuth's most direct influence.
N I R G A L
Nirgal Irkalla, Kuth's third-born son, is perhaps the highest-ranking member of the Coven, the Great Father and Lady Margeux aside. He serves the Great-Father as vizier, his formal title being Prince of Maweth, a position he assumed from his eldest brother following the Ivory Dragon's betrayal. While he is assisted by a variety of advisers and lesser members of the Coven, he is responsible for much of the governance of Sheol itself, as well as administration of the Coven both within the Black Island and abroad. While many (quietly) consider Nirgal to be a smug bureaucrat and a heartless sycophant, Nirgal is none the less a skilled administrator and politician, and his position in the hierarchy of the Coven is well-kept.
S I B A R I
Born into the Second Brood, Kuth's grandchildren, Sibari Irkalla is the eldest daughter of the Great-Father's firstborn son, Kishar. Having been born into such great prestige, great expectations were placed upon Sibari, which she endeavored to live up to. Seeking to join the ranks of the Blood Host, Sibari was still undergoing her martial training when Sheol was beset by the Betrayal of the Ivory Dragon. She was kept close to her father's side for her own protection during the ordeal, but this backfired when the Ivory Dragon slew personally slew Kishar, and took Sibiari's right arm as she attempted to fight him off. Crippled and joining all of Sheol in mourning as the Betrayal subsided, she was appointed as steward to the Archon of Blood by her sympathetic grandfather; a position she has loyally fulfilled for nearly forty years.
A L U
A boy of merely sixteen years, Alu Irkalla is Kuth's Third Brood descendant, and is grandson to Nirgal Irkalla. Alu was born into pedigree and prestige, the purity of his blood well-noted to be above average for his Brood. A child of Sheol post-betrayal, the paranoia and politics endemic to the Coven's upper strata are quite familiar to him, and he has learned much from closely observing his family members navigating such matters. Excelling in his studies, his grandfather requested that Kuth allow Alu to become his steward, thus allowing Sibari to retire or move on to a different position, with hopes that Alu could gain enough experience to potentially succeed Nirgal as Prince of Maweth. While Sibari objected being removed from her position, Kuth allowed Alu to study under her, with the possibility of working as her alternate or underling for the time being. Alu, having no say in this, is terrified of the prospect of working so closely with the Great-Father, and is greatly anxious over being singled out and separated from his peers.
S E V E N H O S T S O F L O T A N
"Seven heads with seven names, Bear the weight of seven sins, Wear the marks of seven scars."
The governmental military forces of Sheol, as developed and funded by the Archon of Blood himself. So named for the legendary ancestor-beast of Old Sheolan myth, Lotan the Forever Worm, a primordial seven-headed serpent whose corpse forms the very island of Sheol itself. Given the relatively small size and low population of Sheol, the Seven Hosts were each designed to be a self-contained elite force that could operate with minimal support, and could individually fulfill a specific role. While there was always the intention to have a total of Seven Hosts, they were not all developed simultaneously, nor are they remotely equal in size and prestige. From the elite praetorian guard of the Blood Host, to the condemned madmen of the Dread Host, the Sons of Lotan are unified in the sheer destruction that each Host can bring to bear on the battlefield.
T H E B L O O D H O S T
"Honor and glory to the heirs of Sheol. By the blood of our fathers, and for the blood of our sons."
The oldest and most prestigious of the Seven Hosts, the Blood Host serves as the personal guard of the Great-Father, and any other persons or places he deems worthy of their protection. Also called Sanguine Guards, the Blood Host's membership is more exclusive than that of any other host, as it only accepts members of the Coven. Those born into the Coven may spend their entire lives training in arms and blood magic, aspiring to one day join the Blood Host's ranks. Mighty warriors that pledge themselves to the Great-Father may undertake the Covenant and thereby become a Sanguine Guard. The politics and paranoia that plague the Coven are nowhere to be found among the Blood Host, as they consider consider all who are found worthy to join them to be equal.
Originating as Kuth's small circle of trusted guards prior to his ascension to Archon, Kuth considered inducting his closest guards as members of the Coven to be a convenience for himself, as they would then be permitted to accompany him to secretive meetings. As the Coven grew and Kuth's power grew with it, myth and ritual began to surround those worthy enough to guard the Great-Father, and in time the first of Host of Lotan was established to formalize the organization. Members of the Coven may submit themselves as aspirants at the Host's temple in Maweth, whereupon they are subjected to numerous trials meant to test their prowess in arms and their loyalty to the Great-Father. Few survive these rituals, which are conducted over the course of a full year, but those that succeed are inducted as neophytes to the Host. Neophytes are then assigned a true Sanguine Guard as a mentor, to train them in the Host's secret techniques of blood magic and martial skill. Once their mentor deems them worthy, the neophyte is considered a Sanguine Guard in full, and a formal ceremony marks their ascension to the Blood Host. As a highly diverse Host, there is little uniformity among the Sanguine Guards, besides their heraldry and their signature crimson cloaks.
C A L I S T A R
Calistar Mephis, the Third Brood descendant of Kuth's daughter Goethe, is the Herald of the Blood Host. His title is a designation of honor among the warrior brotherhood of the Sanguine Guards; the Herald is first among equals, held up as an exemplar of the prowess and loyalty that the Blood Host demands from its members. Calistar's early years were spent in the pre-conquest North as the Coven representative for a band of mercenaries and poachers on the northern frontier. As the Conquest of the North took place, Calistar's skill in arms hard-won from years in the unforgiving North earned him a measure of prestige among his fellow soldiers, and he was eventually appointed the leader of a larger mercenary force. As the campaign concluded, Calistar returned to Sheol at the personal invitation of the Great-Father to partake in the trials of the Blood Host. After successfully completing them, he was graduated to a true Sanguine Guard with unprecedented speed. His appointment to Herald, an honor considered long-due by his brothers in arms, followed his defeat of a rogue War Hydra in single combat after it came loose from its bonds in a war convocation in Maweth.
T H E S T O R M H O S T
"Do not be taken alive."
The second-oldest of the Seven Hosts, the Storm Host is both the most numerous among them, and the most alike to a conventional military force. Serving as Kuth's private fleet, the Storm Host draws its ranks from the most vicious pirates that have come to call Sheol their home. Recruited from the many privateer fleets that port in Sheol, many supplicants for the Storm Host are offered up by their crew for their excessive blood-lust and cruelty. After a trial period of torturous indoctrination, these marauders become known as Black Corsairs, and are placed in the service of ship captains hand-picked by Kuth for their prowess at sea, icy hearts, and loyalty to Sheol.
The Storm Host's duties are numerous and integral to the goals of the Coven and the Great-Father himself. While privateer fleets uphold general responsibility for the defense of the Black Isle, the Storm Host is held above them as a constant threat of what would befall them should they turn against the Great-Father. Adept in boarding actions as well as amphibious assaults, they further augment their lethality by employing wizards to conjure storms to capsize their foes, or summon terrible beasts from the deep sea. The Storm Host is most infamous for the destruction and slaughter it leaves in its wake, as those they do not kill they take as slaves to be worked to death on their ships, or to serve as blood-cattle to the elite of the Coven. The unluckiest of their captive are kept as torture-toys to slake the blood-lust of the Black Corsairs in times of peace.
With similar origins to the Blood Host, the Storm Host originated with the first merchant lords that allied with Kuth as he was made Archon. Realizing his need for a private fleet in the event that the privateer fleets were bought out, he gathered his most loyal allies and planned the construction of the Black Corsair fleet alongside them. The Host's temple was constructed on the rocky, storm-battered eastern coast of Sheol, far away from the most prosperous ports on the island. Here the storm wizards could study and train, Black Corsairs could undergo their trials of indoctrination, and slaves could be herded and shuttled off to wherever they could be sold.
L O K H I R
Lokhir Bloodhook was born at sea, and as far as he knows, he will die at sea. The Graelings, his ancestors, were always people of the rivers and seas, and it has been no different for Clan Bloodhook for generations. Lokhir was thought to be a scrawny, sickly boy, with no business on a ship. However, his talents were not in rigging sails or pulling oars, but in listening and speaking to the sea. He had an inborn talent for magics of the storm and sea, and could commune with the beasts that lurked below. By the time he was given command of his father's ship, he was infamous on the waters for capturing vessels without ever boarding them. His successes continued until he attempted to take a peculiar, large, black vessel, not realizing that it was the flagship of the Archon of Blood, the Forever Worm. To his credit, he came closer than any before or after to taking the ship, even managing to slay its captain, but he was defeated in single combat in by the Great-Father himself in his quarters. The Great-Father was impressed, and deemed that if he desired the ship so badly, he could have it. After a period of indoctrination, Lokhir was made captain of the Forever Worm, a position of envy and prestige among the Storm Host. Acting as the hand of the Great-Father at sea, Lokhir could not be happier. The Great-Father's word was permission to steal, permission to kill, permission to do anything.
T H E D E A T H H O S T
"I am wrath. I am judgement. I am the mercy of the end."
Every so often, a ship belonging to the Storm Host will make drift into the port of Maweth in the dead of night, with sails as dark as the moonless sky. It disgorges its cargo in utter secrecy: processions of men gagged and bound in irons march solemnly from the docks to the bone-white temple of the Death Host. Each is a condemned man; killers, pirates, mercenaries and other such scum that have been captured and tried by the courts of the Empire. Some are lucky enough to be merely executed. The unlucky are brought to Sheol. In the catacombs beneath the temple of Death, blood-mages of the Coven work foul magics to transform these men into monsters. Their very bones burst out of their flesh to form armored plates around their bodies. The iron of the blood is infused into the bone to give it the strength of heavy metal, and they are given weapons shaped from the bones of their predecessors who have fallen in battle. The process is invariably lethal, and most often drives the victims insane. However, this is not the end of their ordeal. Their souls are caught by fell magics, and anchored to their transformed bodies to animate them into twisted mockeries of armored knights. Thus the Dullahans are born.
Upon the completion of their transformation, the Dullahans are kept locked in crypts for a year's time, made to listen to sermons and choirs in the temple above at nearly every waking hour, and forced to lie in stillness in the dark as they cannot sleep. They emerge from their caskets as dutiful soldiers, their minds so broken that they cannot think of anything but to serve the Great-Father. The Dullahans are warriors unlike any other; naught but souls fused with heavy armor. They need not eat, breathe, or sleep, and they have no vital organs to puncture or cut off. Their bodies and weapons are infused with the essence of death, giving them preternatural strength and lethality. They can only be stopped by the destruction of the armor that binds their souls, a task easier said than done. With years of warfare and service, the Dullahans begin to develop personalities of their own, and forge new identities for themselves. These champions of the Death Host can demonstrate surprising intelligence, though their loyalty is still unwavering.
The Death Host originated as an experiment, a collaboration between Kuth and his second-born son, Samyaza. Also known as the Ivory Dragon, Samyaza was an expert and experimenter in the realm of blood magic, and devised many strange and frighteningly powerful applications for it. He attempted to put these efforts at innovation to use in making a legion of tireless, mindlessly-loyal, virtually indestructible warriors. The experiment was such an enormous success, that as the Death Host was formally established, Samyaza was elevated to a status nearly equal to the Great-Father himself. Even after the Ivory Dragon's betrayal, the Death Host continues to be built from the bodies and souls of the Empire's condemned criminals, though many exarchs are loathe to send men to suffer from what they see as Kuth's debauched cruelty.
T H E W R A I T H H O S T
"We are the nightmares that torment you. Embrace the call of the infinite."
Building on the successful experiment that was the Death Host, Samyaza and Kuth worked closely together on the development of their next experimental force. In secret they took in young children, typically orphans or the children of political criminals, and hired masters of martial arts and espionage from the nations such as Ryo in the far east to train them. The children were divided into pairs, and each pair was made to live, work, and train together in perfect tandem and cooperation. When they came of age, each pairing had one of the partners ritually killed, and the dead partner's soul was anchored to the living body of the other. Thus they became two souls in one body, the terrifying creations known as Ghostblades.
Both living and dead at once, Ghostblades can access the myriad of spectral powers commanded by the incorporeal undead. To walk through walls and speak with the dead is trivial to them. To become one with shadow and see the twilight between life and death is a matter of course. Some even claim that they can cut the threat that binds a living soul to this world. Despite their prowess as spies and assassins, Kuth could not use the Wraith Host to hunt down and kill his wayward son after his betrayal, as his knowledge of their methods was too great, and his powers surpassed their own.
V O S K
Mirko Vosk came into the service of the Great-Father at the inception of the Wraith Host project. In his home country of Dimir, he was spymaster to the Empress until the royal family was deposed, and Vosk fled the country. After the Betrayal of the Ivory Dragon, Vosk was one of the few masters of the Wraith Host that remained loyal to Kuth, and was rewarded justly. He was inducted into the Coven, and was appointed grand-master of the Wraith Host. Since gaining the power of Blood Magic, Vosk has used it to his advantage, and has devised techniques of rapidly and precisely reshaping his own flesh to assume the identity of other people, thus making him an all-the-more dangerous agent in his own right.
T H E R U N E H O S T
"My blade hungers."
As the Great-Father and the Ivory Dragon collaborated on the decade-long experiment that would become the Wraith Host, the Archon of Blood researched other avenues and sources of power. The practice of binding ghosts for their power led him to postulate on the potential benefits of binding chaotic spirits. Working diligently, he devised a means of summoning such entities and encapsulating them in a "controlled seal" in the form of a rune, which could release the captured spirit in increments so as to tap into its power but keep it bound. His first experiment, the runeblade Zephon, he regarded as a failure. Its power was immense, but it was virtually impossible to wield. He refined his concept, eventually only binding singular, specific chaotic entities, and from these experiments the Rune Host was born.
Raised from a young age, similarly to the Wraith Host, the candidates for the Rune Host spent their lives training in swordsmanship and in magical theory. When their training was deemed complete, they were offered their runeblade, which would then be soulbound to them in a delicate ritual. If they survived the binding, they would be officiated as Twilight Knights. Empowered by the demonic entity trapped within their runeblade, the Twilight Knights wielded eldritch power with terrifying control. By calling upon the hunger of their blades, they could serve as anti-magical assassins, the spirits they wielded devouring mana insatiably. While the chaotic energies had been reduced to a manageable level by the advanced runes that Kuth had devised, the power is still too great for a human body to withstand, and so every Twilight Knight is doomed to have their body gradually deteriorate and eventually fail under the strain of their runeblade's power.
T H E D R E A D H O ST
"I crave the few earthly pleasures left to me. The sweetness of battle. The sour taste of blood. A bitter death."
After the Betrayal of the Ivory Dragon, Kuth continued to explore the possibilities he touched upon while forming the Rune Host. The damned men given over to him to become the Death Host were vetted and weeded, as the Great-Father sought only the most vicious and heartless killers for his next project. Rather than bind a ghost to a body, or a demon to a blade, he decided to seal a demon within a living man. He offered up the flesh of his condemned men to the entities of the Beyond, who eagerly accepted the offering and possessed their mortal bodies. The resulting abomination, called Forsaken, was little more than a savage beast in the shape of a man; a mindless whirlwind of destruction that could do nothing but obey the whims of the chaotic spirit that dominated it. Their flesh, twisted and mutated to accommodate the superhuman power of their inner demons, and their minds broken beyond all repair.
Kept bound in heavy chains deep beneath the Temple of the Dread Host, these howling, ravenous monsters are deposited onto battlefields in crates, which are then unlocked remotely by magic. The released Forsaken need no prodding to dive headlong into battle, cleaving apart all in their path with maddened cries. As the demon under their skin cares not for their mortal host, they will keep fighting until they can no longer move, whereupon the demon will be released to wreak further havoc upon the enemy with its tainted magics. Such is the lasting destruction the Dread Host brings that Kuth only releases them when in utterly dire need, or to permanently deny a strategic area to an enemy.
T H E B U T C H E R
As the Conquest of the North wore on, a particularly troublesome foe was a thorn in the side of Kuth's modest forces for some weeks. The commander of a Varg warband, a half-giant cannibal known only as "the Butcher" had managed to destroy an entire cohort of Dullahans, and killed and eaten two members of the Blood Host. With a concerted effort directed by Calistar Mephis, the Butcher was eventually cornered and defeated. At Kuth's insistence, his life was spared and he was detained, eventually returned to Maweth to become one of the Forsaken. As Kuth suspected, the enormous man reacted much differently to demonic possession than the rest: he was able to overpower the demon within him, stealing its strength and maintaining control over his own body. This proved to be a negligible difference, as the Butcher was more than enough of a monster prior to having one live inside of him. As he is kept chained beneath the Host's temple, he is silent among the cacophony of the other Forsaken's cries. The rare occasions where he has been released upon the enemy always end with him willingly turning himself back over to the Great-Father, his body adorned with new, grisly trophies.
T H E R A V E N H O S T
"Bhaal! Bhaal! Blood and souls for my Lord Bhaal!"
Few events shaped the history of the world as the Great Disjunction did. Many nations and peoples were wiped from the face of the world, but from their ashes rose just as many. In the long-distant years when the Ancient Ones and their Vilespawn ravaged the world, tribes of Northmen fled south by sea to escape the destruction they wrought. These many refugees landed at the north-most tip of an ancient island that had been known as Sheol. They settled there, hoping to be free of the monsters they had escaped. They were not so lucky. As they contended with the creatures that lurked on Sheol, they fled into the Nightfall Mountains, establishing their hidden villages and mountainside settlements where they could be better defended. They were forced to adapt to their new home quickly, and over the course of hundreds of years they became rugged survivors and fierce warriors. So the Raven Tribes were born, taking their name from the Dire Ravens that lurk among the Nightfall peaks.
The Archon of Blood discovered these tribes shortly after his ascension. So secretive and hidden were they that he had no idea of their presence despite sharing the island with them for five centuries. His first instinct was to wipe them out, and remove a rogue faction from his homeland. However, the Raven Tribes were spiritual folk, having wielded their native magics to ward of Vilespawn. The mythology of their long-lost homeland had blended with the myths that the ruins of Old Sheol had inspired in them, and so their religion had become something unique. Without ever intending to, Kuth had near-perfectly matched the description of the god of war in their pantheon, known to them as Bhaal the Murder-God. The Raven Tribes pledged their allegiance to the man they saw as the divine made flesh, and Kuth accepted their servitude by founding the Raven Host and building the temple for their host high upon their sacred mountains.
The Raven Host is made up of hunters, trackers, scouts, tribal warriors and shamans. Having spent hundreds of years battling and surviving against legions of Vilespawn, they are a ruthless and pragmatic people, though steeped in ritual and tradition. The greatest warriors among their number are the Blackwings, mighty hunters that have tamed the Dire Ravens of the Nightfall Mountains for use as mounts in battle. The Raven Tribes view Kuth as their personal war god, and so when he calls them to battle, from their perspective it is at once a holy war and a divine calling.
W H I T E W I T C H E S
"The sins of the White are yet unforgiven. May we be cleansed through the penance of our sacrifice."
When the Betrayal of the Ivory Dragon was at the verge of its eventual failure, the closest conspirator the Ivory Dragon himself turned herself in to the Great-Father. The woman was known as Koshka, the White Witch, and she was the daughter of the Ivory Dragon. So great had become her grief and despair that she sought mercy and forgiveness from her grandfather, the Archon of Blood. When the Ivory Dragon fled Sheol and became the Pariah, thus ending his Betrayal, Kuth did not spare Koshka's life, but rather than purge her lineage, he ordered that all of her descendants be punished for her crimes until the end of days. They would be a symbol of what it meant to betray the Great-Father, and the suffering that awaited the disloyal.
And so the order of White Witches was founded. Partly made up of the daughters and grand-daughters of White Witch Koshka, and partly of the girl-children of political criminals and other traitors, they are form a religious order within the heart of Maweth. Each one either a born or inducted member of the Coven, they practice strange rituals of Blood Magic that are some of the only remaining links to the Ivory Dragon's bizarre perversions of the discipline. Every one of the Witches undergoes a hemomantic ritual to reshape their bodies to more closely resemble the original White Witch, thus maintaining their symbolic appearance. They are further indoctrinated with a number of strange ascetic rituals, including frequent sensory deprivation. The White Witches perform a number of duties in their penance, including personal attendance to high-ranking members of the Coven, marriage and funerary services in the city of Maweth, and several public festivals of flesh-sacrifice and flagellation over the course of the year. The only Witches that are ever permitted to leave Maweth unaccompanied are the Red Witches, a sub-order dedicated to hunting down and killing the Pariah.
N I C O
Nico is the current White Speaker, the de facto leader of the White Witches. The White Speaker is a position assigned by merit, specifically one's skill in the esoteric blood magics of their order. The unique position designates the White Witch that serves the Great-Father personally, as equal parts handmaiden, concubine and whipping-girl. Nico, unlike most, was an orphan in the streets of Maweth that was taken in by the White Witches, and raised under their auspices. The unseen potential they sensed in the girl quickly came to the surface in her talents in blood magic, as she was the first White Witch in decades to master what was thought to be a lost ritual: the Story of the Prince of Swords.
R E D W I T C H E S
"Kill the Pariah. Slay the Pariah. Destroy the Pariah."
The Red Witches are three White Witches customarily chosen for their loyalty to the Great-Father, their strength of body, and their independent natures. They travel together, scouring the world for the Pariah in hopes of tracking down and killing him, thus avenging their entire order. It is said when the Pariah is finally killed, the White Witches will be forgiven and their order will be disbanded. To this end, the Red Witches spend years training with the Blood Host, to their point where they could be considered honorary Sanguine Guards, and are given strange relic-weapons passed down through the order for generations.
However, the Red Witches have not come close to killing the Pariah in nearly forty years. Each time they actually manage to track him down, the result is usually their deaths, whereupon a new trio of Red Witches must be trained and sent out to reclaim their ancestral arms before beginning the hunt anew. Their hunt is considered a symbolic effort by most outside of their order, but the White Witches have great faith in the current generation of Red Witches. Considered the mightiest trio yet, the White Witches hold out hope that with these three their servitude may end within their lifetimes.
A Painting of Kalon within his meditation chamber. ”This is how you shall know me: The stars shall fall from the sky, and the ocean shall swallow the world, before Kalon keeps not his word. And my word is thus: You shall suffer for your transgressions.”
Name: Kalon Titles: The Observer of Falsehoods, Lord of the Tithing, Guardian of the Sacred Oath, Grand Cleric of the Order of the Justicars Type: Exarch
Loyalty: Soraya, Archon of Change
Opinions:
The Archon of Shadow, Kabius Grim: The very hand of Mother Night. I do not know Old Man Grim well, but he has been a dutifull servant of our Empress for as long as she has been an Empress of anything. He has more than earned all of our respect
The Archon of War, Iao: I will admit, I don't much care for Iao's bluster, but I would be a fool to be blinded by it. The man is powerful, intelligent, and loyal, and I respect him.
The Archon of Blood, Kuth Irkalla: He has turned his dominion into a safe harbor for the sorts of people who would violate societal order, and is the last remnant of a people who worshiped the Ancient Ones. I will trust whatever plan Mother Night enacted in making him an Archon, but it should come as no surprise that I do not like him.
The Archon of Change, Soraya: Ah, yes, my... noble liege. She is an endless source of frustration for me. She has been entrusted with the responsibilities of one of the highest positions in the land, and she regularly disregards them. And I have to deal with it. It's infuriating.
Manuel Skleros: Slime. Scum. A blight upon the land. He twists the rule of law to serve his own selfish desires, and it sickens me to my core. Enough. I will speak of him no more.
Lysvita: Her heart, at least, is in the right place. She believes that the rule of Law should serve the common interest, but is far too lenient. If the Law is not enforced, then it has no power—it is no more than words on parchment. And if Law has no power, than what purpose does it have? What good can it do. She vexes me. Nevertheless, I would be lying if I said I did not have a certain fondness for her.
Vadigar: Much as myself, he saw the sense in kneeling to Mother Night. He has been distant from the seat of his power overlong, but I understand it serves the purpose of unity—which is worthwhile. He is young, like many of the Northern Exarchs, but I think I might grow to like him.
Manius Quinctilus Dolabella: He is flawed. He is too taken with his own perceived superiority. He is too weak of spirit; he should be able to validate himself without the aid of others, and he should be able to take some measure of respectful criticism, let alone the absence of a compliment. Yet he is both loyal and capable. He is also still young—perhaps a decade or two in his current position will do him well.
Sergius: An honest servant. Loyal. Competent. I respect him.
Margaux d'Bois: Her foremost loyalty is, not to Mother Night, but the the Archon of Blood. I know little else about her, but I find this deeply concerning
Appearance:
Kalon is not the largest of Izalith’s servants, but his is nevertheless an imposing figure, with a height well above the malnourished common-folk, and a bulk to match. Many are the rumors about the horrid grotesquerie he must have hidden behind his mask, but truthfully his face is rather unremarkable—dark hair, dark eyes, and pale skin from wearing his mask—The Observer of Falsehoods—at all times. The face of the mask is bare of any feature—save a pair of slits through which Kalon sees, though what lay through them is shrouded in darkness—so that the polished silver reflects light. He only ever removes it in private.
His head rests deep within the cowl of his cloak, which is made from a heavy, thick, cloth and a small trim of white fur. Beneath the cloak, Kalon will, when fulfilling his duties as Exarch, be dressed as if for battle. Above the waist, this means a thin cloth tunic, for comfort, overlaid with an iron hauberk, in turn overlaid with a padded linen gambeson. Beneath the waist, his tunic and part of his hauberk hang down below the gambeson, covering a portion of his thighs, while iron greaves and leather boots protect everything from the knee down—any exposed skin between the two is protected from irritation by yet more linen, but here too thin to provide much in the way of protection. His hands bear moderatle thick linen gloves.
Personality and Drive: Kalon’s worldview is one of strict, hard lines; Loyalty, obligation, duty, and reverence are the fundamental forces of society. At the center is the state, the beating heart of society that is defined by society—that is, the state is the thing to which the people of society are loyal. In return for loyalty, the state is obliged to provide certain protections to the people, in the form of Law. To ward against the transgression of Law, and thus the harming of the people, agents of its enforcement are endowed by the state with the power to wield the power of the state upon any transgressors, but are bound by duty deal honestly on the state’s behalf—what Kalon would call the Sacred Oath. To those agents who do not themselves transgress their duty follows the reverence of a grateful populace.
But some such agents do transgress their duty: Graft, Abuse, and Betrayal. Kalon harbors an unmitigated hatred for any person who transgresses their duty in any of these ways, especially betrayal, to the point that it in large part defines his identity. That is to say, while he can govern without constantly screening for traitors, and while he can enjoy a multitude of pleasures both worldly and spiritual, always in the back of his mind lurks an unabating fury, ready to emerge and exact a tithe of retribution from any who violate their Sacred Oath.
Knowing all this, it may not be entirely surprising to learn that Kalon does not desire personal advancement for his own sake. Instead, what he seeks is to see the order of the Law spread to the whole of the world, with all deviations purged, under the aegis of Mother Night.
History (I would suggest that, if you’re reading these parts out of order, you at least read the first paragraph of the previous section before this one, as understanding how Kalon conceives of legitimate governance will be of use.):
Kalon did not begin life as a citizen of Mother Night’s empire—and, in truth, the empire had not itself existed for very long at all. He was born, instead, as the eldest son of a family of high status in what is now the far south of Illyrica. He was educated in the numbers, in language, in war, in law, and in governance, in the expectation that he would rule. Time passed without incident. Kalon grew from a boy into a man, and he was given the responsibility of managing some of his family’s land—chiefly, he oversaw the growth and sale of myriad crops. As these responsibilities grew, his own personal status in his land did as well, and he gained a reputation for fair and honest dealing. His father led their family from a place of prominence to a place of leadership. All the while, the shadow of Mother Night loomed as Illyrica expanded.
Suddenly, there was a shift, as his father fell ill, and ultimately died, leaving Kalon as head of the family. Now he was not only respected, but sought after. People wanted to know his views on matters of policy. Rapidly, the most pressing matter of policy became Illyrica. They had not yet declared war on those lands, but their expanding borders were coming ever closer, and it was becoming very clear that the Illyrican advance would be more than could be stopped.
A council of the most powerful people in the land was called, and as the head of one of the leading families of the realm, Kalon was summoned to the great Fortress-City of Sanc Tevor. The council immediately devolved into petty squabbling over hair-brained schemes and personal pride. It infuriated Kalon, who himself had already settled on what he believe to be the necessary course of action, but was afraid to speak it aloud. Eventually, he had enough.
He stood before those assembled, and put forward a motion that they swear fealty to Mother Night.
The cacophony that filled the room was magnitudes beyond what it had been moments prior.
Once the room had settled, he was able to explain himself. He asked them a question:
“What is our purpose here? What is the purpose of this Council? What is the purpose of the State?” their purpose, he told them, was to protect people—the peers, vassals, and employees of those assembled. The inevitable war could have two conceivable outcomes: they would be conquered, or they would not. However, they would not be able to resist being conquered. Even the most sensible plan they had devised, forging an alliance with the untouched realms to the south, beyond the mountains, was ultimately meaningless, because the entire rest of the world could not surpass the armies and personal power of the assembled Archons and Exarchs of the Empire. No matter what they did, their land would become Mother Night’s.
But if they bent the knee, if they swore fealty, that same inevitable result would come to pass, yes, but it would do so without the many costs of war. There would be no blighting of the land, no blood, no crops left fallow, and the soldiers who would otherwise die in their defense would live on. It was a hard-fought argument. There was shouting, and slamming of fists. He was called a coward, he called his interlocutors spoiled children. There was a very real possibility that it the Council would rule against his proposal. He had made his piece with that, and if that were the case, he was prepared to fight to the last for his homeland.
“That man is a traitor!”
And it all began to fall apart, even if Kalon did not quite understand why. It was the foremost purpose of the state to preserve the well-being of the populace, and his proposal was very clearly devised with that in mind. Even if the others disagreed with him, he didn’t see how what he said could be constued as treason. He began to explain as much, but the other man, a relatively minor landowner, shouted him down. The rest of the room was whipped up into a frenzy. Another voice, Kalon couldn’t make out who exactly, demanded that he should be banished. It was a blur, but another voice said they should divide his property amongst themselves. All this was agreed to.
Kalon stormed out of the room. He did not know where was going, but he had to move had to think.
And he saw. It was him who had been betrayed. Betrayed for petty greed. He was filled with a great and terrible resolve. He would take it out of their flesh–
No. No, move too quickly, and it will look like a coup. Move to quickly, and he’ll find himself mired in civil war. More too quickly, and it will all be ten times worse than what he had been trying to avoid.
But the resolve hung in his chest like a stone weight. They had made a mockery of the law for their own petty greed, and had tried to unmake him in doing so. So, he decided that he would let them. They would strip him of his lands. They would feast on his crops. They would melt down his plows. They would profit and make themselves fat on his bounty, and then…
Months passed. They seized his lands. Cast down his family. Taken what wealth he could not carry. They wore his clothes, ate his livestock, and grew crops in his earth.
But there was one thing missing. An eternally unblemished blade longer than his forearm, lashed to a haft of unbreaking wood. They scarcely knew what it was, but they wanted it. It had borne several names while in the hands of his family, but in his exile he renamed it That-Which-Is-Due, for it was the manner by which he would extract a tithe from those who had betrayed their purpose.
When the day had arrived, he pulled his hood about his ears, tucked his weapon into a bag underneath some crates in a cart, and drove into Sanc Tevor with a horse.
This day there was another council. Today they prepared for war. But today was different. Today the Council that had assembled was one that had cast aside all pretense of duty or honor, and had abused their power for their own betterment. Today the Council that assembled had surrendered its legitimacy. Save for one—but they had banished him.
He rode into city, lashed his horse to a post, grabbed his bag, and set off for the fortress where they would be assembled. Where they were no doubt squabbling even now. He drew That-Which-Is-Due from his bag, and planted the blade in the ground. He drew something else from the bag: A polished silver mask, unmarked save for two eye slits, and placed it on his face. Today, he labored not for his own sake—that which had been taken from him was either consumed or spoiled—but for the eradication of treason. He took of That-Which-Is-Due, and began his work.
Allies of his, who were waiting in the city, gathered up the supplies in his cart, and began setting the city on fire. Allies of his in the city guard led people outside the city walls. Kalon stormed the fortress, the blade of That-Which-Is-Owed igniting into a ghostly flame, which with every cut would first sever flesh, and then forge it together unnaturally that it would never properly heal. The guards loyal to the council fled before him. He reached the council-room, where the traitors were panicking. Wordlessly, he plunged the blade of That-Which-Is-Due into their table, and held it there until it caught fire. In this way, he set many things in the room alight, and the Councilors fled. He pursued. When they exited the building, they found the guards loyal to him waiting. They were all hurried out of the city. The fortress was truly blazing by the time he emerged. When he exited the walls of the city, it was clear that little would remain. All of the traitors looked on him, and they despaired.
One-by-one, he forced the traitors, who now were clapped in irons, to kneel before those who watched the city bun. One-by-one, he plunged That-Which-Is-Due into their backs, and held it there until they caught fire. One-by-one, they burned. Sanc Tevor burned for three days straight.
Kalon sent a rider to the capital of Mother Night’s Empire. All of the leadership of their southern neighbors had proven themselves unfit to rule, the messenger said, save one. And Kalon was not interested in a war he could not win. Thus, as soon as he could be assured that the region would not implode on his leaving, he would depart for the Capital to swear his fealty to Mother Night, if she would have him.
For his foresight and competence, Kalon was made Exarch of his homeland
Armaments:
The Mask that Kalon wears. In form, it is a single piece of smooth, reflective silver that curves around his face. It bears the same name as his foremost title, and this is because it has grown with him. At the Burning of Sanc Tevor, it was little more than an expensive slab of metal. But today it is something greater. Foremost, the reflective surface of the mask gathers light into his vision, allowing his view o be wholly unobstructed by the mask itself. Second, it filters breathable air out of whatever the wearer is currently surrounded by, be that a cloud of poison, or even water. Third, and this particular function occurs without enchantment, fighting someone whose face is effectively your own image, as happens when their actual face is covered by a reflective mask, is unsettling, and can throw off less experience opponants.
A blade half-again the length of Kalon’s head, affixed to a haft that reaches from his shoulders to the ground, with a circular jutting out where blade meets staff to catch enemy weapons. The blade and disk appear to be made from bronze, but never tarnish or dull, and the haft is made of some unknown wood as hard as iron. In truth, this weapon’s precise history is unclear, save that it is very old. When he was young, Kalon was told that it had been passed down his family line since the War in the Heavens, but it has had no especial effect during those instances where he has used it to battle Vilespawn. When—shortly before becoming a vassal of the Empire—he inquired with a master of laws within the Empire as to whether or not was Antediluvian in origin, which would warrant immediate action, he was told that it was not. What power it does possess is thus: at the wielder’s command, the head of the spear effuses a ghostly silver flame. This flame serves two functions. First, it acts as one would expect fire to, and can set things alight (though with naturally colored flame) and cauterize flesh. Second, the light of the flame immediately dispels illusions. Kalon has never (knowingly) used it in the presence of the work of the Archon of Shadow, but would not be surprised to learn that it would prove resistant.
Abilities: Kalon is possessed of a great number of more mundane abilities—hard-earned skill with both the ordinary longsword and That-Which-Is-Due, understanding of multiple languages, mathematical acumen, and so on—owed either to his privileged education or the long hours of practice he has taken over his tenure as an Exarch, but he still possesses a some considerable magical ability.
His foremost magical power is that he can mentally communicate instantaneously with those sworn to his service. In most instances, he will limit this to his most senior of subordinates—his Steward, the Captains of the Guard and of the Garrison, and so on, and even then he keeps it inactive when not in use —but it extends to every person beneath him in the chain of command, over unlimited distance, and until such time as they ae no longer in his service. The sole caveat is that he requires the full name and rank of the servant in question to open the connection, and it would likely behave rather strangely if he had two or more servants of the same name and rank. Additionally, any one of them could communicate with him in the same manner in a moment of crisis, allowing him to be instantly alerted to the problem, with the ability to do this deriving from their link to Kalon, but the power required to do so drawing from the area they are in.
In addition, he makes use of magic to apply and redirect mechanical forces. This can take the form of a shockwave as something of a standard attack, but Kalon has trained to use this magic to reduce the impact of blows that land on his person. It has is limits, of course—it would be a drop in the bucket compared to the full force provided by an attack from the Archon of War, for example, and using it too frequently is a good way to leave his preset location mana-starved—but it is more than enough to turn a solid strike from most foes into the equivalent of a glancing blow, which his armor is more than enough to handle.
Also, over his time as the ruler of Sanc Valatir, he has learned how to ride griffins, as his servants in the Tithing do, though he does not currently possess a mount.
Sanc Valatir
”The Fortress of Great Tiran Pass”
Type: In the most technical sense, Kalon has been entrusted with a significant portion of the Tiranine Mountains to control and defend. In practice, given the accessibility of most of the landscape and the locations where people are actually present, he governs the fortress-city of Sanc Valatir.
Culture: Sanc Valatir is an old city. Founded sometime after the War in the Heavens, and has guarded against invasion from south of the Tiranine mountains since before the rise of the Empire of Mother Night, and, unlike most other such fortifications within the Empire, it is unblemished by having been brought into the fold. In all its long history, it has played host to countless warriors, and it has never fallen to invasion. Its people, at least those who could afford to, have always been proud of that fact, even after having been brought to heel by Kalon. They have a strong identity as a center of martial power, which Kalon has seized upon in public statements by calling its inhabitants “The Gatekeepers of the Empire.”
Largely as a reaction to the significant Vilespawn populations in the unpopulated portions of the mountains, the citizens of Sanc Valatir take ritual purity very seriously. This began when trading posts began cropping up around the original fortifications, where people would conduct purity rituals in nearby hot spring. As the settlement became a city, walls were built around the hot spring, and a combination bath house-temple was built on top of it, which the city’s Exarch entrusts to the “Priesthood of Waters,” who are loyal to him. As a result of all this, the populace of the city has largely taken well to the worship of Mother Night, who takes upon herself tohe duty of keeping the last of the Ancient Ones in the world imprisoned.
Its people are mainly the stock of what Is now southern Illyrica, the city having been founded by those living on the north side of the Tiranine mountains, but it has a notable minority of emigrants from the northern marches of Lesmiana, and the inhabitants have adopted a handful of practices from south of the mountains. A majority speak the native tongue, including the city’s own dialect and that of the region immediately north of it, and those of Lesmianan heritage speak their own natve language, but everyone knows at least enough Illyrican to get by—enough to ask for directions or conduct a basic business transaction. The city’s criers make their announcements first in Illyrican, then the local dialect.
There is a small contingent of the upper class, and some tradesmen, who harbor a distinctly anti-Illyrican sentiment, and who see Kalon as having betrayed their people. However, as he cracked down on official corruption and dishonest trade practices immediately on taking control of the city, and has dealt harshly with any who would violate his prohibitions on the same, the Exarch enjoys a good reputation among his citizens For this reason, and the aforementioned zeal for the worship of Mother Night, any anti-Illyrican sentiment is kept hidden.
The city’s standard is a golden Griffon in profile, rearing up on its hind legs, talons raised, facing left, with a black spear behind it pointing from the bottom-left corner to the top-right, all over grey field.
Description: Sanc Valatir enjoys a position on the eastern side of the Great Tiran Pass, the largest pass through the Tiranine mountains, and one of those which remains open during winter. In addition to its prodigious lifespan, this has made it into a bustling, 52,000 strong metropolis. The city’s water needs are primarily filled by an aqueduct that carries in water from a reservoir east of the city, and which is only accessible by passing by the city itself. All citizens have free access to any of the city’s public fountains, which are distributed roughly evenly throughout, and fed by bronze piping. Its foodstuffs are imported from the prosperous grasslands to the north.
The city is surrounded by great walls, with internal walls dividing it into four wards, the oldest of which is Old Valatir. That which is today called Old Valatir was once, long ago, the full extent of Sanc Valatir, back when it only existed as a fortification to guard the GreatTiran Pass. While there are some who reside here—chiefly belonging to people who own land on the Imperial side of the mountains—Old Valatir has largely become an administrative center. Here are the granaries for the Exarch and his subordinates, military or otherwise; the barracks for the city garrison, known commonly as the Mountain; the Eyrie, the command center and “stable” of the Tithing, Kalon’s griffon-mounted personal enforcers and elite troops; and the Valatirine Sanctum, the Palace-Fort that serves as Kalon’s primary residence and as the nerve center of his dominion—this is where the business of governance, both by Kalon and those he employs to share the burden with, is done. The buildings in this part of the city are all made of stone, but whereas the residencies display a measure of the opulence afforded by the wealth of their residents—chiefly in the form of large, publicly visible gardens—all of the civic buildings are bereft of any adornment. All are multiple stories tall, though this additional height naturally plays a different role in the residencies than the civic buildings.
Beyond the gates of Old Valatir is a small enclosed plaza, the other end of which has yet more gates on the other end, which open to the Velvet, the next ward of Sanc Valatir. The Velvet Road was the first official expansion on the fortification of Old Valatir, and has people of all sorts living here. The fine homes of the landowners spill out from the gates of the plaza, clustering alongside the inner walls of Old Valatir and the eastern wall of the city. In the center, and along the northern and western walls of the ward, are the residences of a great number of tradesmen, which often incorporate their workshops into their structure—usually, as space is premium in a walled city, with the residential space built atop the workshop. Additionally, most of the administrators under the employ of Kalon live within this part of this ward. The South Wall of the Velvet Road is known throughout the city as being a place some of the city’s poor can find shelter outside of the Crag, and here they live in multi-story tenements. Most buildings in the Velvet Road are made of wood, though a handful of the wealthier residences in the northeastern end are stone. The tenements of the South Wall are in the greatest disrepair of any in the ward, but none are in any danger of collapse. The homes of tradesmen are the shortest of them all, as the tenements were built tall by their owners to fit as many as they legally could, and the wealthy wanted as much space as they could. In contrast, the tradesmen of the district could not afford to build especially large homes, especially with the resources needed to build and maintain their workshops.
Exiting through the gates on the Velvet Road’s western wall, one enters the next of Sanc Velatir’s wards, the Baths, located just outside the Gate to the Velvet Road, which plays host to Sanc Valtir’s Grand Market, and the Great Baths, for which the ward is named. The Grand Market rests just outside the gates to the Velvet Road, and plays host to all the merchants who come to Sanc Valatir, which rests on the largest primary overland trade route between the Illyrican heartland and the city states of Charce. North of the Grand Market are the Great Baths, the largest bathing complex in the known world. The Great Baths are built on top of an active hot spring, which has been harnessed by various engineers within the city to feed into the Great Bath’s central pool, which is large, hot, and full of steam at all hours. Furthermore, the Great Baths serve as a sort of temple, where people ritually cleanse themselves of impurities, symbolically restoring bathers to a spiritual state from before the Disjunction. The Baths contain the city’s largest altar to Mother Night, situated in its own room. Several rooms around the hottest (“The Chamber of Steam”) contain smaller pools of water, and the Baths’ upper floors house the Priesthood of Waters and their administrative center. West of the Grand Market are the city’s main storage, the General Warehouse. The remainder of the ward is taken up by the workshops of more tradesfolk, whose homes are much the same as those in the Velvet Road. The main gate into and out of the city is in the Baths’ western wall.
Finally, through a gate in the northeastern wall of the Baths, and one in the northwestern wall of the plaza between Old Valatir and the Velvet Road, is the Crag. The Crag is the youngest of Sanc Valatir’s wards, and it was incorporated on the orders of Kalon forty years ago, with the expansion of the walls taking seven years. The denizens of the Crag are largely the working poor, either practitioners of less profitable trades or unskilled laborers. The people here live either in ramshackle huts thrown together on relatively short notice, or in multi-story tenements. The streets in this ward are, by law, wider than those in the other wards, as a means to hamper the spread of a fire should one be fostered in what are, compared to the rest of the city, rather cramped conditions.
Beyond Sanc Valatir, Kalon’s dominion consists largely of territory uninhabitable to significant numbers of intelligent races. Aside from a handful of registered hermits, the only habitation outside the walls of Sanc Valatir are those forces stationed at the two other, lesser mountain passes—the Lesser Tiran (Solutir, in the local speech), and the Wend (Akatir)[the latter of which is technically a strip of land between the mountains and the sea, but still falls within Kalon’s dominion]—who dwell in their stone fortifications. Each of these are guarded by the Sanc Kalutir and the Sanc Akatir, respectively, fortresses which each hold a commanding position over their respective charge, has had the surrounding woodland cleared out.
Laws: Befitting its master, Sanc Valatir has a significant number of laws on top of those of Mother Night and the Archon of Change, and those standard prohibitions on things like murder and theft. Of especial note are the Right to do Business, and the Fine of Service. The Right to do Business is the right of a person to sell goods or practice a trade within the walls of Sanc Valatir. It is the natural status of any person to possess this right, and it is only revoked for those originating in a region with which the Empire is at war, or who have had the Right revoked. The Fine of Service is a measure for when a person found guilty of committing a crime cannot afford to pay their fine at all, or cannot do so without starving themselves. In these cases, the guilty party is pressed into some form of service for the city without pay—if they know a trade, than they perform that trade, if not than they can perform one of a myriad of tasks which do not require skill—until they have worked off what they owe.
Of course, Sanc Valatir has a number of less important laws. Here is a sampling.
No person shall, in the process of creating any baked good, cut their flour with chalk. Additionally, no seller of flour shall cut their flour with chalk. Any guilty party shall owe the city a fine…
Should, during or after the construction of a domicile, that domicile should collapse in whole or in part, and it should be determined that the collapse was due to negligence on the part of the carpenter, the domicile shall be repaired or reconstructed at the carpenters expense, or else shall pay reimburse the injured party should they decline the services of the guilty party. Additionally, the guilty party shall owe the city a fine…
All persons practicing a trade within the bounds of the city shall join a trade guild. All members of a trade guild shall imprint upon their creations a mark, registered with their guild, which identifies the object as having been created by them. Violators shall owe the city a fine…
…Additionally, repeat offenders shall, at the discretion of the city, have their Right to do Business revoked for a period…
…Additionally, should a trade guild or any members of a trade guild conspire to violate this or any other law governing the practice of their trade, all members involved in the conspiracy shall be immediately have their legal right to do business within the city revoked indefinitely, and any members of the guild leadership involved shall be lose their positions. All conspirators shall owe the city a fine…
The General Warehouses of the City shall at all times contain a sufficient quantity of food to sustain the population of the city for five months time at full rations. All remaining space within the Warehouses shall be leased to persons possessed of the Right to do Business. The cost of the lease, frequency of paymeny, amount of space, and all other factors shall be negotiated by prospective lessee and the Warehouse Manager…
Military: After the Burning of Sanc Torval, one of the first actions that Kalon took to secure the region, to prepare for his impending oath of fealty, was securing Sanc Valatir. The fortress city holds a strategic position overlooking the Great Tiran Pass—Valatir, in his mother tongue—which is the largest such pass through the Tiranine Mountain range. Should an opposing force attempt to pass through without taking the city, it would be child’s play for the defending forces to fall upon them from the rear.
Sanc Kalutir and Sanc Akatir each are protected by walls of approximately twenty-feet in height, and eight feet thick (approximately six meters tall and two-and-a-half meters thick), topped with crenellations, allowing defenders to rain arrow-fire down on any ground-based attackers. Entry into each fortress is through a single gatehouse, either side of which is flanked by a tower an additional seven feet, (approximately two meters) taller than the wall, with a handful of more towers of similar height dispersed throughout the walls. Each garrisons enough men to form several lines within the confines of their passes should they need to.
Sanc Valatir itself is protected by walls that are approximately thirty-two feet high and twelve feet thick (approximately nine-and-three-quarters meters, and three-and-a-half meters, respectively), with the internal walls all being of the same dimensions. The walls are divided into sections by a number of towers dispersed throughout—two to each gate between wards, two flanking the gates into the city, and another twenty-two towers spread throughout the city’s interior and exterior walls, which divide them into sections that can be more easily defended should one section fall during an attack. Similarly, the internal divisions of the city by the internal walls allow the garrison to fall back to still-held ward should any of them fall to invaders. All walls are topped by crenellations on both side, allowing defenders to rain arrow-fire down on any ground-based attackers, be they outside the city or in.
Additionally, all fortifications are shielded from scrying.
The primary military forces within Kalon’s domain are conscripted from the city of Sanc Valatir itself. Given the nature of the duties of the garrison, their training primarily focuses on defending the region’s extensive fortifications, which involves use of bows and throwing spears, as well as close-quarters sword-fighting on walls and in towers. That said, they do undergo regular drilling on fighting in formation, so as to actually be able to defend against an army that attempts to just walk past the city.
Of especial note are the Exarch’s personal unit of griffin mounted cavalry, the Tithing, who number one thousand warriors. The Tithing maintain positions at a number of the military installations throughout Kalon’s dominion, with the largest easily being the Eyrie in Sanc Valatir, with their presence at the nearby Lake Vala (the source of Sanc Valatir’s water) being second. Their in-battle capabilities are discussed at greater lengths in the relavent section of their sheet.
The Tithing
Size: Thirteen Hundred Sixty (1360) Total Members, One Thousand (1000) Griffin Mounted Cavalry, Three Hundred Sixty (360) Logistical/Support Personnel [Slaves]
Hierarchy and Culture: The official leader of the Tithing is the Lord of the Tithing, a rank which has been held by the Exarch Kalon since the group’s inception seventy years ago. However, the day-to-day business of running the organization falls to whoever holds the rank of Sky Captain, which at the beginning of our story is a man named Cirile Kalaster. Beneath the Sky Captain are five lieutenants, each of whom commands a two hundred-man group called a Loft. Each Loft is divided into ten groups of twenty men called “Wings,” and each Wing is commanded by a Prefect. Each mounted soldier is called a “Rider,” and when in the air, Rider-Griffin pairs are simply referred to as Riders. Of the logistical/support personnel, each Wing is assigned four slaves responsible for the care of five griffins each. They are treated rather poorly by the Riders, and are occasionally killed and partially eaten by their charges. An additional four slaves are assigned to each Wing to tend to their equipment and their meals.
Though the five Lofts are all officially equal—as in, no Lieutenant can claim authority over another, nor over any of each other’s troops, under normal circumstances—membership of the “Loft Valatus,” which is stationed in and around Sanc Valatir, is the most prestigious. Of the Prime Loft, the three Wings stationed within the Eyrie in Sanc Valatir (the “Eyrian Wings”) are the most prestigious of all. Two of the other Lofts are assigned to the two other passes (including the coastline) through the mountains (“Loft Kalutus,” “Loft Akarus,”) such that they and the Loft Valatus cover an unbroken stretch of area without overlapping. The remaining Lofts, the “Loft Anterius,” and “Loft Osterius” are assigned specifically to the southern border with Lesmiana. While the ‘territories’ of the three interior Lofts form shorter, broader bands when drawn on a map, the Loft Anterius’ and Loft Osterius' form long, thin bands laid end-to-end stretching across (and overlapping with) each of the three others.
In times of peace, up to five Riders can be on leave in the city at any given time, at which time they can either reside within the Eyrie or their own homes. In time of social unrest, anticipation of war, or war itself, this maximum drops to three, and leave for all Riders is less often.
Advancement in the Tithing is understood in two ways—transfer into the Loft Valatus (and the Eyrian Wings), and acquiring higher rank. As it is responsible for protecting the region’s only major settlement and largest trade route, the Loft Valatus is composed of the best Riders that the Tithing has to offer, and admission is a testament to one’s skill. Those Riders who show ingenuity, and prove themselves eminently capable of thinking around the problems posed by aerial combat, are marked as candidates for promotion, and added to a list of suitable candidates for the event that a position as a Prefect should open up within the Tithing. Candidates are not required to accept offered promotions, and face no reprisal should they decline. Similarly, the Sky Captain maintains a list of Prefects that might be suitable for the challenges of commanding an entire Loft should a position as Lieutenant open up, and the Lord of the Tithing selects a new Sky Captain from among the Lieutenants should the old one die or retire. Advancement is strictly meritocratic, and the Exarch Kalon harshly punishes any behavior contrary to that rule with immediate expulsion.
Reasons for joining the Tithing are varied. Some are the sons of wealthy merchants seeking adventure, others are born to poor laborers and seek advancement in society. Admission is based on how suited an applicant is to the demands of a Rider, which—as even few of Sanc Valatir’s wealthy class actually keep griffins, and only very rarely teach them how to ride—are largely class-neutral. As the number of positions within the Tithing are limited, they are highly sought after by those with Sanc Valatir who wish to enter military service. Training his extensive, covering how to ride a Griffin in the air, on any of the terrain presented by the Tiranine mountains—mountainsides, woodlands, valleys, etc.—as well as how to transition from the air to the ground, and vice versa, should the need arise. Weapons training primarily focuses on use of the mace and the spear while mounted, with a lesser focus on the use of both while on foot.
Aside from the Eyrian Wings, each Wing is stationed within their own tower constructed within Kalon’s dominion, to which supplies are delivered over-land on a regular basis. Riders do not, generally speaking, have much interaction with non-military personnel while not on leave, even those stationed within Sanc Valatir. Camaraderie is nurtured within individual Wings, though the necessarily close quarters of those on-duty have been known to cause tensions on occasion, though this rarely, if ever spills over into operations. Of especial note, however, is the bond between Griffin and Rider, which, as a result of Riders being paired with their mount from the start of their training, tends towards being exceptionally strong.
Goals: The Tithing is charged with defending the air-space of Kalon’s dominion, and with apprehending enemies of their Exarch, Archon, or Empire within their territory. However, they do this at their Exarch’s command, and could feasibly switch to a more offensive role if it was commanded of them.
Specialization: War. Specifically, they are a division of elite, Griffin-mounted cavalry.
History: The Tithing was founded seventy years ago by the Exarch Kalon, but its roots go back further. Sanc Valatir has a history of Griffin-mounted Cavalry units, several of which have been founded and dissolved in recorded history. There arelegends about Griffin-mounted Cavalry from what are now the Tiranine mountains having fought in the War in the Heavens, but these are unconfirmed at best.
Starting from when he seized control fo the region, and took Sanc Valatir for his capital, he knew that he wanted to embrace this tradition himself. His preparations began with construction of the Eyrie—the central headquarters of the Tithing—which ran concurrently with the rearing of young Griffins. Once the Griffins had neared sufficient maturity to be trained, a large recruitment drive began, and the Tithing was born.
No invasion has come from the south, so the patrols of the Tithing have gone largely without incident over the years. During each of the Empire’s invasions since it was established, the Tithing has contributed a half Loft’s worth, two Wings from each ordinary Loft, to the invading army.
Military Capabilities: The Tithing consist of a single, standard unit: the Rider. The Rider is dressed in a heavy gambeson, which functions both as protection against enemy weaponry and the cold, and is strapped to their mount with leather in multiple places, as are one mace and one spear. Each Rider is issued a bronze helmet, lined with linen, which has been enchanted to allow them to breathe at high altitudes, and to protect their eyes from high-speed winds. Given the impossibility of communicating at high altitudes, individual Riders have a much higher degree of autonomy in the maneuvers they use to carry out their assignments than most soldiers. Riders carry enough food to survive off of for three days without rationing for themselves and their mounts. These Griffins can also carry, in addition to their standard load of Rider and equipment, a load of approximately one hundred seventy pounds (a little under 80 kilograms) in its talons. However, the greater weight limits their endurance, so weights approaching their maximum can only be carried for short distances. Each Griffin is equipped with a type of harness designed to fit their head, a type of saddle that directs the legs of the Rider forward, and out of the way of the wings, and special, hardened leather barding to protect its underbelly and flanks. With only their standard load—that is, not carrying anything in addition to their Rider and their equipment—Griffons average about twenty miles per hour (about thirty-two kilometers per hour), with a redline (max, non-diving) speed of approximately seventy miles per hour (just over one hundred ten kilometers per hour) and a diving speed of one hundred fifty miles per hour (approximately 240 kilometers per hour). Tese Griffins are capable of flying up to eight leagues without rest with a standard load, assuming their average traveling speed, but tire much more quickly at higher speeds. Griffins eat a diet consisting entirely of meat.
In terms of battlefield tactics, Riders can serve as effective scouts on locations where scrying spells are blocked, and can utterly demolish disorganized infantry. In the thick of battle, one especially favored tactic is to lift an enemy into the air and drop them on their allies, which is especially effective against cavalry. Additionally, they can engage enemy formations by dropping large rocks on them, or swinging around and landing on their back line and tearing into them with talons and beaks.
Griffons are the historical predators of horses, and so their appearance and the sound of their cries, so their presence disrupts enemy ground-cavalry and chariots.
Warcry: “Death Descends!”
The Priesthood of the Waters
Size: Eight Hundred Sixty (860) Total Members—Two Hundred Fifty (250) Standard Temple Priests, Four Hundred Sixty-Three (463) Standard Priory Priests, Fifty (50) Lay Members, Ninety (90) Archivists, Five (5) Members of Leadership (Exarch, High Priestess, Steward of the Waters, Archcurate, Grand Archivist)
Members of the Priesthood of the Waters can be divided into a number of categories. On the broadest level, they can be divided between clergy and laity. Clergy are the “full” members of the order, who have taken oaths and vows, and who carry out ministerial works and conduct their unending fight against the Vilespawn. The lay members are far fewer in number, and consist of any person officially affiliated with the Priesthood who have not taken any vows, and are not being trained for a position which would require them to take vows. Lay members complete various tasks that the clergy either lack the time to complete themselves (as they are too busy performing the Priesthood’s essential functions), or that they are prevented from completing by their vows. Perhaps the most important tasks carried out by the Priesthood’s lay members are those that involve interacting with the outside world, as members of the clergy rarely leave their Priories when not hunting Vilespawn as a means of maintaining ritual purity. Strictly speaking, all lay members are considered to be lesser in rank than the clergy, even the Lay Vicars, who are those lay members entrusted with the responsibility of representing members of the clergy to the public at large, but much of the clergy is thankful to the lay members for the services they provide, and often form strong friendships with them.
The bottom rung of the clergy are the Novices, fresh recruits seeking fulfillment, glory, pursuit of extant zeal, to serve society, revenge upon the Vilespawn for some past atrocity, improvement of station and means, or any other sort of motivation. People of all sorts have joined the Priesthood of the Waters, and no matter their age or background, those seeking full membership of the clergy begin here, as Novices. Novices are instructed by their superiors in the various tasks required by the clergy, consisting of lessons of scripture, mace training, the fundamentals of clerical magic, and a handful of other skills. Once their instructors have deemed them prepared, usually after some form of examination, the Novice is promoted to the rank of Acolyte. The Acolyte is the lowest ranking of clergy, but as a position requiring a swearing of vows it is still a full, clerical position. Acolytes take unto themselves the full duties of the clergy, though in a somewhat more limited capacity due to their limited abilities. Acolytes can serve the religious needs of most non-member laity they encounter, are of sufficient ability with clerical magic to mend minor injuries, and accompany larger groups of their fellows when hunting smaller some varieties of Vilespawn. The Acolyte is still considered a rank for those still learning, and in addition to continuing to hone their extant skillsets are introduced to tracking creatures in the wild—with an emphasis on tracking Vilespawn, naturally, but the skills involved are more broadly applicable—and various forms of water-based magic drawn from the regional deity Akaeron. Additionally, should an Acolyte show aptitude for other styles of magic which is not divinely inspired, and there is a member of the Priesthood trained in its use who can reasonably instruct the Acolyte fairly regularly, then they will be trained in its use. If the Acolyte’s abilities are particularly potent, then a tutor may even be brought in from the outside.
When an Acolyte is judged to have acquired the requisite skills and knowledge—that is, capacity to heal moderate wounds and cure some illnesses, an acceptable understanding of their liturgy, a minimum capacity with divinely-inspired water magic, and the capacity to fight and kill Vilespawn as part of a group—they are elevated in rank to a Brother or Sister of the Priesthood. Most members do not rise above the position of Canons Regular, commonly termed as Brother or Sister, and it is thus this ranks responsible for most of the Priesthood’s business—especially the killing of Vilespawn, especially since a hunting party may include no fewer than two Brothers and/or Sisters per Acolyte. Naturally, Brothers and Sisters continue to hone their abilities throughout their lives, and there is some specialization. A Brother or Sister wishing to specialize in the healing and cleansing aspect of their clerical arts, for example, is made as Canons Agir; one specialized in their divine water magic is made Canons Akar; one who specializes in directly fighting Vilespawn, physical combat and tracking, is made Canons Fer; and one who specializes in some form of arcane magic is made Canons Ver. All of these positions are, hierarchically, the same as Canons Regular, and serve chiefly as a means of identifying practical abilities, and as such are bestowed once abilities are honed. That said, if a Brother or Sister chooses not to specialize, then they will remain Canons Regular with no ill effect of any sort
In most cases, above the various Canons is a Prior, who leads the Priory at which they live. The Priory System is the modern organizational structure of the Priesthood, and the Priory itself is their basic organizational unit—the only portion of the Priesthood which varies significantly from the Priory structure is their temple, the Great Baths of Sanc Valatir, which shall be discussed momentarily. The Priors themselves hold a chiefly administrative position, organizing hunting parties and raid on Vilespawn dens, as well as managing various reports and requests from nearby settlements. Priors rarely see combat themselves, but nevertheless maintain the same minimum standard as the Canons.
The headquarters of the Priesthood, the Great Baths of Sanc Valatir, functions a little differently. Yes, there are still Lay members, Lay Vicars, Novices, Acolytes, the various Canons, but the Great Baths also serves as the Priesthoods Temple, and as such it has far more members present than any individual Priories, both for its own protection and to manages the various duties of worship incumbent on running a temple. It is dedicated to the god Akareon, the Tirani reflex of the Keeper of Winds, who is worshipped chiefly as a god of fertility and prosperity, who brings the rains that bring the crops. To the Priesthood—who not only do not grow crops, but are based in a temple where it is impossible to crow crops—Akaeron is a god of resounding fury, whose torrents and gales laid low countless Vilespawn and scattered their spirits into disarray, casting them back into the Shattered Waste. There is, of course, one minor caveat: the Keeper of Winds died during the War in the Heavens. The Great Baths are actually built on the site of his demise, and their sacred spring is said to be a font of what remains of his power, still guiding his living servants in the use of the tulval in his service. The room which this font feeds into is restricted to the members of the Priesthood ranking Acolyte or above, Exarchs, Archons, agents of Mother Night, and a list of pre-approved civilians. The reminder of the public are free to use any of the other baths in the massive complex.
Water from the spring plays a large role in the rituals of the Priesthood. It is collected into a reflecting pool, deeper in their Temple, where they meditate. They take their oaths naked and immersed in it. On High Holy Days, they are permitted to drink it. Bottles of it are shipped out to the Priories for them to fulfill their functions. The person responsible for entrusted with managing this most sacred of treasures is known as the Steward of the Waters. The Steward of the Waters is, historically, the third-in-command of the Priesthood.
The People of the Temple themselves—the Novices, Canons, and so on—are chiefly managed by a person bearing the title of Archcurate. Before the rise of the Priory system, the Archcurate was the center of the Priesthood’s various outposts, and today retains some of that function in addition to serving as the Prior of the temple. However, it is still a valuable position, as the Archcurate is the effective second-in-command of the Priesthood, and has a say in appointing new Priors when the old die or are forced to retire.
Beneath the Temple, far from public sight, is the Temple’s storehouse of Vilespawn Taint, which is the largest known to the Priesthood to exist in the whole world. It is known, occasionally, as the Archive of the Enemy. It is managed by a number of Archivists, who regularly inspect its halls for damaged containers, and securely add all new taint brought in by the Priesthood to the collection. Individual Priories have their own underground storehouses, each run by Archivists. The Archivists themselves are members of the Priesthood, and serve as the last line of defense against any threat attempting to breach their Archives. As a whole, the Archivists serve under the Grand Archivists, who resides in the Temple, and officially delegates leadership to various “Chief Archivists” in the various Priories. The Grand Archivist does not have an official role in the leadership Priesthood, but in many ways functions as an unofficial “forth”-in-command.
Above all of these, however, is the High Priestess of Akaeron, the effective leader of the Priesthood. The High Priestess has absolute authority over the various functions of the Priesthood, but (sensibly) delegates to her various underlings. Historically, the High Priest or Priestess simply was the leader of the Priesthood, but eighty years ago the Exarch Kalon inserted himself at the top, simply using the title “Exarch,” which itself has religious connotations in addition to the political. However, he has largely delegated the task of running the Priesthood, maintaining the historical chain of command as the effective chain of command.
It Is worth noting that, while the Priesthood is dedicated to Akaeron, its priests have been permitted to worship Mother Night since they became subject to her laws. As the figure who protects Ethica during the Long Night, this is seen as appropriate by all and sundry.
The Priesthood maintains Priories in Lonassa, Makau, Steia, near Thulthar, and in a number of larger villages around the south.
Goals: The Priesthood of Waters serves the Exarch Kalon, and follow his commands, but generally serve to minimize the threat that Vilespawn pose to civilization. There is not a person among them who would not like to see the Vilespawn eradicated, but none honestly believe that such a goal is feasible in their lifetimes, if at all.
Specialization: The purpoe of the Priesthood of Waters is to kill Vilespawn first, and serve as priests in their communities second. To these ends, they are trained as clerics of the dead god Akaeron, from whose power they are guided towards clerical healing and purification, as well as magical control of water. In addition, all members are trained in the use of blunt objects in warfare, usually some form of mace, which inhibits the spread of taint by not making Vilespawn bleed.
Nearer to the time of its founding than today, when it was little more than a small number of buildings clustered around the walls of the original fortress, Sanc Valatir had considerable problems with Vilespawn. What would eventually become the Priesthood of the Waters began as a loosely organized militia dedicated to protecting the burgeoning settlement from the Vilespawn threat. It did not remain a militia for long, as it gained the support of both the Captain of the fortress’ garrison and the regional lord, who paid for the militia to become a full-time fighting force. They regularly enlisted the aid of clerics, who would cleanse the warriors of Vilespawn taint after their battles, and even go over their kills to capture the taint at the source.
While all this was going on, a clerical order was being built around a natural hot spring of considerable size not far from the settlement. It has been forgotten what drew people to it, but once it began it only picked up momentum. More often than not, it was the clerics of this order whose aid was enlisted by the above military order. In time, the clerics, and their sacred spring, came to be associated with combating the Vilespawn, and cleansing their taint.
As both grew, it was proposed that the two orders should become one, which would provide the services of both. It was eventually decided that the warriors would all train in the clerical arts, and that the clerics could receive martial training if they so wished, but would not be required to (the position of the non-combate cleric has been phased out by the time the game begins). They decided to name themselves the “Priesthood of the Waters,” in reference to the spring which had become central to the majority of their religious rituals.
Once the warriors had also become trained clerics, they were able to regularly travel much further afield, as all members of any traveling groups could now reliably be expected to be able to defend themselves. They began setting traps in the wild for larger and more dangerous Vilespawn in the wild, and even conducting raids on smaller Vilespawn dens—usually involving some manner of trickery, like flooding or partially collapsing a system of caverns. As merchants traveling through the Great Tiran Pass spread word of them, requests for aid against Vilespawn trickled in both from their kinsmen to their north and Charce to their south. After some debate, it was decided that they would send aid.
Successfully filling these foreign requests caused their reputation to grow further still, especially from their north. They established outposts, what would eventually develop into the modern Priory system, in the settlements of their northern kin so that they could respond more freely, and their reputation grew further still.
Sanc Valatir, in time, expanded to encompass the center of their faith, the spring, and it was decided that, now that it was protected by the city walls, their place of worship would be expanded into a proper temple, so that they might service the laity of the city. At its heart is the “Chamber of the Waters,” where the hot water rising up from down below fills a vast, rectangular pool, and the air is filled with steam from boiling pots of the same water tucked beneath holes in the stone tiling of the floors, which are tended to by the various non-warrior priests within the temple, most often the Acolytes. There are other chambers as well—there is one containing a reflecting pool which is often used for meditation, there are two other pools to of lesser temperatures than that in the Chamber of Waters to allow for supplicants to more easily adjust to the hot water, there is a large underground chamber where the essences collected from various Vilespawn over the course of the Priesthood’s history are stored, there is the housing of the priests, the offices of the Priesthoods leadership, and several others. Each room was built to serve some function, be it practical or spiritual.
When the Empire of Illyrica began to grow on the horizon, the Priesthood was not especially concerned. Mother Night was no ally of the Vilespawn, and they saw no reason to make themselves enemies of hers, so they had resolved that they would conduct themselves as they had, regardless of whether they did it as citizens of Illyrica or not.
But then came the destruction of Sanc Torval. The great walled city has been home to their oldest Priory, and the largest store of Vilespawn essence known to them outside that beneath the Great Baths. Initially, they were deeply concerned that these essences had been released to wreak havoc on the world again, and that their fellows had died in the fire. These fears proved ungrounded, however, as the masked man Kalon was conducted into Sanc Valatir by their Brothers and Sisters from the Sanc Torval Priory, with the entirety of the essence store in tow. The priests and lay vicars spoke of how a contingent of Kalon’s men had come to ensure their safety and that of their dangerous cargo before, during, and after Kalon’s act of destruction, and how they had done so on his orders.
It was with this in mind that the Priesthood of the Waters publically supported the city swearing fealty to Kalon, and eventually Mother Night through him. With their reputation within the city, this support won the city over to Kalon’s side. When he was made an Exarch, he took Sanc Valatir as his capital, and inserted himself into the top of the leadership of the Priesthood. This caused no small amount of consternation in many, but it quickly became apparent that he had little interest in actually interfering with their work, save for pushing them to expand further into the Empire, and at making them provide a place for worship of Mother night in their Priories and their Temple.
Military Capabilities: The standard military “unit” of the Priesthood of the Waters is the Canons Regular, who is trained in the use of a mace, the clerical arts of the god Arkaeron, and some measure of skill in tracking. When out hunting Vilespawn, they move in hunting parties of no less than three, and as many as seven. When purging a Vilespawn den, their numbers may be even higher. They are equipped with one iron mace to use as a weapon, and a round iron shield for defense. The shields are generally smaller than might otherwise be the case for soldiers, to allow for greater mobility in the potentially difficult terrain they may encounter Vilespawn in. For armor, each Canons Regular is provided with a set of gambeson and riveted mail. Additionally, Priests are issues a runic pendant capable of catching a fleeing Vilespawn spirit that passes to close for the wearer, but which cannot serve as a container indefinitely. Some Priests specialize in physical combat and tracking, and are known as Canons Fer. Some Priests specialize in the healing and cleansing aspect of their clerical arts, and are known as the Canons Agir. Some Priests specialize in the water magic gleaned from their fallen god, and are called Canons Akar. All specialized individuals are superior to the Canons Regular in their chosen area of focus, but the Canons Regular is superior in the other two.
Additionally, at any time, approximately ten percent of the Combat forces of the Priesthood at any time are Acolytes, who are lesser trained versons of the Canons Regular.
Also, the Priesthood trains primarily to fight Vilespawn, and while many of those skills may carry over to one-on-one duels, far fewer correlate to appropriate skills for battlefield tactics. Their discipline matches or surpasses almost any soldier, but they would need considerable training to be battlefield-ready.
Critically, they are spread very far out, amongst the Great Baths of Sanc Valatir, and their various Priories. It is not realistically feasible to muster them all into one location.
Warcry: “Akaerono dollak sollot!” (“Akaeron’s fury lives in us!”)
Appearance: The harsh and varied climates in which Vadigar has spent the last thirteen years have aged the Conqueror in the West beyond his years. The typically pale skin of the Borian people is tanned and leathery from a years of exposure to wind and sun on his campaigns. On his current campaign, Vadigar generally wears only light trousers and a celemworm-silk shirt, as the Shattered Wastes are too hot for heavy clothing. He is almost always seen wearing a cuirass of ringmail, with a plate on the chest embossed with the Night Mother's rose silver-gilt upon it. A red cape of true silk, frayed and tattered, is clasped around his wide shoulders - a cherished gift from the Archon of War that Vadigar is seldom seen without. Vadigar's sun-grayed hair is kept short and his face closely shaved in the imperial fashion. The long, silky horsetail he once wore in keeping with Borian tribal tradition has not been seen since Vadigar swore fealty to the Night Mother.
History: Vadigar is perhaps the newest of Izalith's servants. Born to Vescar, a tribal lord of the Borian hinterlands, Vadigar had nearly reached manhood when two legions of the Night Mother crossed the River Khad with the intention of claiming Boria for Izalith's already-massive dominion. Vescar committed his tribe into an alliance with the other Borian tribes in order to repel the incursion. Vescar, aware that this was going to be a savage and protracted conflict from the beginning, brought his son Vadigar and his daughter Helkha to ride out with him and his tribesmen so that they might be educated in the ways of leadership and warfare.
The Narzad, the ruthlessly-effective light cavalry of the Borian tribes, proved successful at harassing and weakening the lumbering legions of infantry hailing from the Motherlands. In these early skirmishes with the Night Mother's forces, Vadigar was permitted by his father to ride out and accompany the Narzad javelin-throwers. This proved to be a very formulative time for the young tactician; Vadigar was able to see firsthand how small numbers could, with appropriate application of force and superior strategems, could disperse even large numbers of enemies.
The initial forays against Izalith's legions were effective in delaying a major incursion into the Borian tribelands, but in the second spring of the war with the Night Mother, eight legions under the command of the Archon of War arrived to put paid to Boria's resistance and make loyal subjects of the restless hillfolk of the North. The Night Mother's invasion had begun in earnest.
The Night Mother's armies at last began to gain ground, conquering the more hospitable southern reaches of Boria and forcing the tribes to retreat into the windswept foothills of the Crown of the North. The Borian tribes continued to ride out to harangue the Night Mother's legions. But with a strong contingent of archers and the powers of the Archon, the Borian riders were now taking substantial casualties with each raid. It was during one such raid that Vescar took an arrow to the clavicle that ended his life. Vadigar took command of the tribe and took it upon himself to resume his father's war against the Archon and the Night Mother.
Emboldened by the death of Vescar, the Archon of War sought to capitalize on the demoralizing effect of the dead chieftain and led 5,000 of his men from his fort in the south of Boria against the tribes. The Archon attempted to cross the River Khad at a shallow stretch deep in forest, hoping to catch the tribes off guard during their funerary rites. Instead, it was the Archon that was caught off guard; Vadigar had intercepted the legions and met them across the banks of the river. Among the trees, the Archon's archers could not fire effective volleys, but the Borian javelinmen were perfectly capable of skewering the Night Mother's infantry as they waded across the Khad. Were it not for the Archon's terrifying powers, the Borians would have killed the Night Mother's forces to the last man. Humiliated, the Archon and his survivors were forced to fall back and retreat south. Having avenged his father in some small measure, Vadigar returned to his camp to mourn Vescar's death in earnest.
During the funerary rites on the following day, Vescar was laid out upon a funeral pyre. As the pyre burned, a bolt of lightning struck the burning wood, completely scattering the pyre. Vadigar and Helkha were astounded, for the lightning bolt had come from a clear, sunny sky. Where the roaring pyre had burned only minutes ago, only a circular heap of coals and ashes remained. The wooden logs of the pyre - still burning, had been cast out such that they pointed toward the burning cinders. Vadigar and Helkha, upon inspecting the scene, found the remains of the pyre much resembled a symbol of the sun - a circle with rays radiating outward. A black, fire-scorched sun.
For the rest of the day, Vadigar and Helkha consulted with the priests, attempting to determine what this portentous occasion signified. Satisfied by none of the answers given, Vadigar and Helkha discussed the day's happenings all through the night themselves amongst themselves. They could only come to one conclusion that made any sense to them: the destruction of Vescar's funeral pyre was the work of the Night Mother, her black sun symbol created from the ruined funeral pyre was meant as a sign that Boria owed fealty to to Izalith.
The other tribal leaders were naturally dismayed by Vadigar's conclusion. Vadigar and Helkha were able to persuade a modest few that the destruction of the pyre was a miracle meted out by the Night Mother. Most, however, had assumed that Vadigar and Helkha had lost their minds. The disagreement broke out into a civil war among the tribes between those who supported Vadigar and Helkha, and those who would not suffer the perceived turncoat in their midst.
After the stinging defeat at the Battle at the River Khad, the Archon of War was delighted to hear of the infighting among the Borians. He sent emissaries to Vadigar's camp, congratulating his turn toward the Night Mother and offering assistance in making the rest of the Borians submit. Vadigar thanked the Archon for his offer, but denied his help. For he knew that if the Borians were to ever accept the way of the Night Mother, it would have to be brought to them by one of their own - not a foreign invader.
After a series of defeats against Vadigar, the hostile Borians at last came before him and announced their wish for peace in the Boria. They knew that even if they could destroy Vadigar and his forces, they would not be able to oust the Night Mother's legions stationed in the south of the realm. They knew Vadigar to be wise and gracious, and knew that peace struck with him would be far more agreeable than surrendering to the Archon. With that, Boria was pacified, and Vadigar went before Archon of War to officially swear fealty to the Night Mother.
Pleased with Vadigar's conversion, the Archon name Vadigar an Exarch and Master of Boria. Recognizing his battlefield prowess, the Archon selected Exarch Vadigar as his general, and sent him to lead his campaigns in the various wars throughout Ethica. Vadigar's skill as a tactician was made clear after several great victories on foreign battlefields. After three years of ceaseless campaigning, the Archon of War offered his celebrated Exarch some time to rest and tend to matters within his wards in Boria. Exarch Vadigar thanked his Archon for his reassignment back home, but petitioned his lord for an alternate assignment. Vadigar wanted to expand Izalith's sprawling empire. He offered instead to traverse the Erg Sea, the trackless expanse of desert in western Ethica, and conquer the fabled lands on the other side in the name of the Night Mother. The Archon of War was pleased with this request; he named Helkha as Regent Master in Boria and gave Vadigar his blessing to carry out his conquests in the far west.
Nearly ten years later, Exarch Vadigar finds himself in the extreme northwest of Ethica, beyond the Erg Sea at the foot of a great mountain range. Here he has encountered a depauperate, sparsely-populated land inhabited by a people who have only heard legends of Izalith. They speak of the Djaam: an empire beyond the mountains ruled by powerful sorcerers who draw their power from a moon god they call Rabal. Determined to put paid to this heresy and bright the Night Mother's rule to this exotic land, Exarch Vadigar forms an army to vanquish the Djaam. But a thousand leagues separate Vadigar from Izalith and her empire, and it has yet to be determined if she has any power over this strange land.
Armaments:Malperkh - A fearsome pole-mounted glaive. Malperkh was crafted in the Borian tradition and wielded in battle by Vadigar's father Vescar. The Archon of War graciously offered to have the weapon imbued with powerful enchantments befitting of an exarch's weapon. Vadigar kindly declined his Archon's offer, for he felt that a blade that ended the lives of so many of the Night Mother's loyal servants should never receive Izalith's blessing. Abilities: While Vadigar possesses superb tactical acumen, he is not blessed with the great powers that his peers have been bestowed with. With so much of his life spent in foreign lands, Vadigar has not been afforded the opportunity to visit the Night Mother and partake in the Rituals of Imbuement from which most of the exarchs gained their powers.
Type: Exarchial desmesne under the vassalage of the Archon of War
Culture: The Borians are a primitive and insular people compared against the more cosmopolitan folk of the Motherlands to the south. Few people from the south come to this sparse, remote land. With such little guidance, the transition from the old ways of the Borian people to the new realities of Imperial society has been slow and awkward. The tribal lords of the hill country have simply become Imperial Baronets, peasant rituals are directed to Izalith now rather than the old gods. The masters and names may have changed, but life is much the same as it always has been for the denizens of Boria.
Description: Boria is a windswept realm in the rugged northwest of the empire within the dominion of the Archon of War. Up until thirteen years ago, this was ruled by a fractious confederation of mounted herdsmen. Exarch Vadigar has been charged with commanding the wards of Boria, but on the account of his constant absence, the Exarch chose his sister Helkha to serve as Regent of Boria in his stead. While Vadigar wages war against foreign adversaries, Helkha has had the unenviable task of transforming the tribesmen of Boria into a functioning feudal society like those seen in the Motherlands. Stewardess Helkha's rules Boria from Eskar, a small town in the south of the realm situated on the confluence of the rivers Khad and Isna. While Eskar, with it's small fortified keep, boat jetties, and smattering of craftsman's shops make for a convincing simulacrum of a minor imperial town, Boria is culturally distinct from the rest of Izalith's Empire once one leave's Eskar's immediate environs.
Military: In times when the Archon of War demands levies for his numerous wars abroad, Stewardess Helkha can reliably call upon the Narzads of the hill country to heed the call. The Narzads - perhaps the finest light cavalry in the land - are effective at softening infantry formations with withering javelin volleys and can inflict surprisingly-powerful charges despite being lightly-equipped and armored. In times of more urgent need, the baronets of the hill country are able to provide levies who fight rather well despite being untrained peasants on the account of their upbringing in a relatively inhospitable land and clime.
Titles: Legate of the VIIth, Dux Noricum, Magister Militum Manius, Exarch Manius, Imperator Manius, Nordicus
Type: Exarch
Rivals & Allies: Manius maintains a good working relationship with his fellow Legate in the North, Sergius.
Appearance: A man of average appearance, Manius nevertheless stands tall and strong thanks to his decades of training and dedication to Stromism. Like any self-respecting nobleman, Manius takes pride in his appearance. Keeping his hair short and face shaved. Years in the field have given his skin a healthy tan and a series of scars that he proudly display as proof of his martial prowess.
Loyalty: The Archon of War
Personality and Drive: A loyal servant of the Empire, Manius is nonetheless determined to make a name for himself while leading the armies of the Empire against the Mother's enemies. The war in the North provided him the chance to achieve exactly that. And though his eagerness for battle and glory oftentimes led to his forces being outmaneuvered and outsmarted by the tribesmen, the victories outweighed the defeats and by the end of the war, Manius had been awarded authority over a section of the new province. Now he seeks to prove his worth by ruling these lands in an exemplar manner. Bringing proper civilization and subduing the savages.
Born in the Empire's aristocracy, Manius believes himself superior to the "common pleb". And though he recognizes that once in a while the "rabble" may exceed his expectations (the war giving him many examples of that) that is more of an exception than the rule. Likewise, he's a firm believer of the superiority of the Empire's people and culture over that of the lesser peoples.
Manius however, also has a deep need of validation. The Exarch needs to have his deeds and achievements recognized by others. Those who fail to do so, as far as Manius is concerned, are committing a slight against him. Likewise, refusing to give him the respect he thinks he deserves or disrespecting his honor is also another grave insult. And Manius is one for holding long grudges.
History: A scion of the noble Quinctilius family, Manius was raised in the Capital, where his family held business and estates, to believe in duty, loyalty and honor. But also to seek the glory both for himself, the Empire and his clan. Lessons that he took to heart. Dedicating himself fully to learning the finer arts of command, rulership, philosophy and other cultural pursuits fit for a noble of his standing. Likewise, as any good Stromist, Manius worked to hone his body in preparation for a future serving the Empire.
When he came of age, Manius joined the Legion. Proving himself a competent commander and using his family's influence to rise through the ranks. When the War in the north started, Manius had risen to be the right hand man of Gnaeus Publius Macceallum, the VIIth's commander. And when he was killed in an ambush in the early stages of the war, Manius took command of the Legion. Leading them into victory after victory (and the occasional defeat).
At the war's end, Manius and his men were granted lands in the new province. Turning their old fort into a proper city and starting the struggle to civilize the neighboring barbarians
Armaments:
: An enchanted spatha, the sword is an ancient heirloom of the Quinctilius clan. Its unbreakable blade is able to slice through flesh and armor alike. It's also able to shine bright like the the sun on the battlefield, acting like a beacon for the Exarch's soldiers.
A golden, jeweled scepter. It gives the bearer an aura of charisma and authority, making it easier to dominate weaker minds.
A suit of enchanted iron armor commissioned by Manius himself upon his promotion to the rank of Legate, the Armor gives the Exarch increased protection against combat damage and a particularly strong shield against frost and lightning damage.
Abilities: Manius' abilities are focused on bolstering the strength and will of his men. Despite being a mighty warrior, the Exarch has decided to sacrifice some of his personal power in favor of sharing it with the Legionaries under his command. Ensuring that in battle his men are able to fight beyond the limits of normal humans.
Name: Titus Septimius
Type: Warrior/Commander
Appearance:
Personality and Drive:
Titus is above everything, a man defined by his duties. His duty to the Empire, his duty to the Legion, his duty to the Exarch and his duty to the Goddess. He's an obedient man, mindful and accepting of his place in the world, for it is as it things should be.
Despite his dutiful nature, Titus is not a dour or joyless man. He craves and prizes the companionship and camaraderie of his fellow soldiers, Titus spends his free time at the taverns, drinking and making merry with his fellow Legionaries. Who are like brothers to him. And carries out his duties with a smile on his face and a melody on his lips, for serving the Empire brings as much as joy to him as any drink or woman could.
Like most others in the Empire, Titus looks down upon the savages and barbarians standing in the path of civilization.
Background:
The son of a butcher and his slave, Titus grew as a half wild child in the streets of the Capital. Life for Titus was fair, certainly lacking in luxuries and excess. But at least he never starved and could count on a job in his father's butchery, even if under his half-brothers. But then again, the boy never had any problems obeying his betters.
Disaster struck however, his father's butchery burned down in a blaze that consumed part of the city. And although the family's patriarch still had enough means to provide for his family and start his business back from scratch, Titus was one mouth too many for that plan to work. And so he was cast out.
Lacking any kind of formal education or contacts that could help secure his future, the young man joined the Legion. There, his natural subservience was transformed into loyalty to the Empire and strict discipline instilled into his personality.
It was during the War in the North that Titus really rose to prominence. Proving himself to be a dutiful servant, skilled warrior and competent (if not entirely creative and bright) leader. Three qualities that were held in high regard by the new Legate of the VIIth. He rose through the ranks, eventually becoming Manius' right hand man when he single handedly saved the Exarch from an ambush by traitorous chieftains pretending to surrender.
Armaments:
Thinking about giving him just normal equipment
Skills: There are few in the VIIth who can match Titus' skills with the gladius or the pilum. In battle the Primus Pilus acts as an anchor and bulwark to his fellow soldiers. Outside of the field, Titus has also learned a great deal when it comes to leading and organizing men. His humble origins allowing him to relate more easily to the common soldier and years of experience giving him a good head when it comes to making do with what supplies are available.
Type: A city built out of the VII's original fort and the surrounding lands. Ruled by Exarch Manius in the Empire's name.
Culture: The city is inhabited by the Legionaries, their families, an increasing number of Imperial settlers and assimilated tribesmen. Outside of the citadel, where the military aristocracy lives, an interesting mishmash of Imperial and Northern influences has developed.
The surrounding lands however, are mostly covered by thick woods, tundra and the occasional Northmen village. Nevertheless, the Empire is working hard to bring civilization to these outlying territories. Mostly through massive construction works and planned resettlement.
Description: The Colonia is a planned city. Or at least the area inside the walls is. As it originated out of a Legionary fort, the blocs and sections are neatly organized. The streets are wide and paved. The market rests in the shadow of the Citadel, a strong stone fortress where the Exarch and the other officers (the city's upper nobility) live. Wealthy merchants and bureaucrats live around the Citadel. Temples and a theater are also located close to the Citadel. And the city also counts with a sewer system and baths.
Beyond the stone walls of the city, the Colonia is surrounded by a semi-chaotic mess of huts, houses and workshops built by the arriving immigrants and tribesmen. Living inside the walls is a privilege limited to the Imperials. And as such, the local Northmen have to make do outside the protection of the stone walls. More recently, the Exarch has ordered the construction of a tall wooden palisade around this area.
Beyond this second wall are the farms, rural estates and woodland that feed the city. Many of these owned and lived in by veteran legionaries, their families and slaves.
The rest of the region is seeing increasing levels of development as the Legion's engineers and their slaves cross the land building roads, outposts, aqueducts and new villages to house Imperial settlers
Laws: The Laws of the Empire are the laws of the region. Enforced by both Legionaries and their local allies.
Military: As a military colony of the VIIth. The Colonia can field the entire Legion and its auxiliary units made up of local allied tribesmen. Most of the manpower comes from volunteers (both Imperial citizens and local natives as Legionaries and Auxiliaries respectively) who receive their equipment from the Legion's stocks.
Training is strict, standardized and demanding. The Legion has high standards and even the Town Watch is expected to be a little better than the norm. Equipment is provided by the Exarch, who by his own laws, owns and commands the military industry in the District. Thus ensuring that the troops are always well supplied and equipped.
Besides the Legion, the VIIth district also fields a Town Watch force. Whose training and equipment is far inferior to that of the Legion. Local tribal chieftains can also be called up to muster their own forces to support the defense of the region.
Faction
Name: The VIIth Legion "Nordica"
Size: 5000
Hierarchy and Culture: There is a strict military hierarchy within the Legion. From the lowest Legionary to the Legate himself, everyone has his own duties and obligations to the cause. Obedience is enforced by strict disciplinary measures and the men are pushed to always strive to be at their absolute best for the glory of the Mother and Empire.
Organization-wise, the VIIth is organized at its lowest level with centurias of 80 men. 10 centurias make up a cohort. The First Cohort fields twice the normal number of men and is composed of the best Legionaries of the VIIth. While the last two cohorts are composed of Nordheimer auxiliaries. Battle mages are organized in their own independent unit.
Goals: Serve the Empire, pacify the North.
Specialization: The VIIth, like the rest of the Imperial armies is able to carry itself well in both pitched battles and sieges. The continued fight against the Nordic rebels however, has also forced the Legionaries to adapt develop counter-tactics to their hit and run style of fighting.
History: The VIIth traces its history back to the time before the Mother. Claiming to be founded by Julius Quinctilius Massa, centuries before the rise of the Empire. The Legion gained prominence and glory in the neverending wars that plagued the land before the Mother came. Eventually being destroyed in one of those nameless conflicts.
The rise of the Empire however, saw the Quinctilius and other likeminded clans managing to lobby for authorization to field and arm an army out of their own pocket for the War in the North in exchange for political favors and influence in the South. The new Legion was named after the semi-mythical original VIIth, already giving the new Legionaries a tough legacy to match.
The new VIIth, fortunately, proved more than a match for the armies of savages arrayed against it. Earning glory and praise in the battlefield and being bestowed with the cognomen "Nordica" to record their successes against the Northmen.
Military Capabilities:
Following the Imperial standard, the VII's major component is heavy infantry. Legionaries armed and protected by iron organized in 10 cohorts supported by a cavalry, a mage and an auxiliary cohort.
In battle the Legionaries are the anchor of the Legion. The Legion usually deploys in three lines, with the youngest troops at the front (hastati), followed by the veterans (principes) and then the elite (triarii). The lines themselves are left with gaps. With the second line standing directly behind the gaps of the first and so on. Skirmishers are deployed in front of the main infantry body and retreat through the gaps once the skirmishing is done.
Before battle is joined, the first line closes the gap and presents a solid line to the enemy. If they prove unable to break the foe, the maniples maneuver to open the gaps and let the principes move forward to engage the enemy while retreating to reorganize and rest. If even then the enemy resists, the principes repeat the same maneuver, letting the triarii engage and either break the enemy once and for all or allow the Legion to retreat in good order.
Maneuvering is a vital part of the Legion's tactic. Each men is drilled incessantly on his proper place inside the formation and what is expected of him in battle.
Legionaries in the field.
Key Cohors (Cohort) - 300 men Cohors Primus (First Cohort) - 600 men Cohors Auxilia (Auxiliary Cohort) - 600 men Cohors Equites (Cavalry Cohort) - 400 men Centuria (Century) - 100 men Contubernia (Mess Group) - 10 men
Legio VII Nordica
Legatus' Guard Legatus Impera Manius Quinctilius Dolabella, Commanding Tribunis laticlavius Caius Possena, Executive Praefectus castrorum Julius Quinctilius Brutus, Veteran Advisor Tribuni angusticlavii Coriolanus Fulves, Aide-de-Camp Tribuni angusticlavii Gnaeus Gentilius the Younger, Aide-de-Camp Tribuni angusticlavii Marcus Licinius the Elder, Aide-de-Camp Tribuni angusticlavii Sergius Antoninus, Aide-de-Camp Tribuni angusticlavii Marius Commodus, Aide-de-Camp 40 assorted heavy cavalrymen.
I Cohors (Cohors Primus) Pilus Primus Titus Septimus, Commanding I Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia II Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia III Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia III Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia IV Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia V Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia VI Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia
II Cohors Pilus Prior Faustus Trajanus, Commanding I Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia II Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia III Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia
III Cohors Pilus Prior Claudius Scipius Flavianus, Commanding I Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia II Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia III Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia
IV Cohors Pilus Prior Lucius Licinius, Commanding I Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia II Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia III Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia
V Cohors Pilus Prior Marius Gentilius Varus, Commanding I Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia II Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia III Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia
VI Cohors Pilus Prior Septimus Possena, Commanding I Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia II Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia III Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia
VII Cohors Pilus Prior Aemilius Laurentius, Commanding I Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia II Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia III Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia
VIII Cohors Pilus Prior Atticus Ciprianos, Commanding I Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia II Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia III Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia
IX Cohors Pilus Prior Gaius Trajanus, Commanding I Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia II Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia III Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia
X Cohors Pilus Prior Augustus Antonius Lepidus, Commanding I Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia II Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia III Centuria I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia
Cohors Auxilia Pilus Auxilia Marianus Brutinius, Commanding I Centuria aut. Sagitarii (Archers) I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia II Centuria aut. Sagitarii (Archers) I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia I Centuria aut. Vigiles (Levy Spearmen) I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia II Centuria aut. Vigiles (Levy Spearmen) I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia III Centuria aut. Vigiles (Levy Spearmen) I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia IV Centuria aut. Vigiles (Levy Spearmen) I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia
Cohors Equites Pilus Equites Arminius Vinicius, Commanding I Centuria aut. Equites (Cavalry) I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia II Centuria aut. Equites (Cavalry) I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia III Centuria aut. Equites (Cavalry) I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia IV Centuria aut. Equites (Cavalry) I Contubernia II Contubernia III Contubernia IV Contubernia V Contubernia VI Contubernia VII Contubernia VIII Contubernia IX Contubernia X Contubernia
Lady of the Ruby Isle, Matriarch of the De'Bois Family
Type:
Exarch
Rivals&Allies:
Ally to those as commanded by the Great-Father, Kuth Irkalla. Personal disdain towards the Archon of Change and Exarch Lysvita
Appearance:
Lady Margaux De'Bois shares the same trait as all those who have taken the Blood Kiss, namely the piercing red eyes showing their fealty and total existence to the power of the Great-Father, Kuth Irkalla. On an individual level, Margaux is strikingly beautiful in her own right, a trait of the selective pool of nobility marrying amongst one another. She has long auburn hair, reaching past the small of her back. Margaux stands a little over five feet and eight inches, and while she is by no means a tall woman, she stands over many of the females under the dominion of the Great-Father. Her skin is pale, though perhaps not as pale as the Great-Father, owing such a relatively passable complexion to her long family lineage. Last, Margaux's physique is akin to all those who have received the Blood Kiss, lithe, and with almost a predatory like animal visage.
Loyalty:
Loyal vassal of the Archon of Blood, Kuth Irkalla
Personality and Drive:
“We owe everything to the Great-Father. To defy him, is to invite death and damnation unto thyself. I serve the Great-Father without reservation, for he is all. Service unto the Coven till the Great-Father releases me.”
- Margaux De'Bois.
Unwavering loyal, is the best description of Margaux De'Bois. First and foremost of who Margaux is as an individual, is her unquestioning fealty to the Great-Father. Perhaps more than most, Margaux understands that all she has, her power, wealth, and station, are because the Great-Father allows her such things. In return, she offered up her undying service, in this life and the next, as all who live within the domain of the Blood Archon should. Furthermore, Margaux places integrity above everything else, aside from her loyalty to the Great-Father. To invite dishonor through lying, and by extension, lacking integrity, is to invite dishonor and besmirchment unto the Great-Father, and such a crime is most reprehensible.
Margaux is a singular individual, a woman that looks not to the past nor the future, but rather the present. Her every move and action is done in order to ensure that the Great-Father retains his rightful rule over Sheol, and whatever else he deems needing to be done. This is not to be confused with Lady De'Bois being mindless or without her own desires, but simply put, the Great-Father comes first, and one shall always serve without question. On a personal level, Margaux enjoys gardening, tending to a modest rose and vegetable garden within her Chateau, wine-making from the island vineyards, and last, she enjoys swimming in the waters of natural hot springs of the Ruby Isle.
History:
Lady Margaux De'Bois was born eighty seven years ago, on the night of a great lunar eclipse which the likes have yet to be seen since. Her parents were among the former rulers of Ruby Isle, in truth little more than a petty duke and duchess in the service of a petty king. Roughly one hundred years ago, when the Great-Father came to power, systematically taking over the land of Sheol, the petty king of Ruby Isle rose up to fight alongside his mainland allies. His name and heraldry have been lost to time and the crushing defeat he suffered. Seeing a chance for greater power and salvation from the unstoppable might of the Great-Father, the De'Bois family did not come to the calls of vengeance from the remaining nobles, and instead swore fealty to the Great-Father. Duke and Duchess De'Bois sold out their short sighted former allies to Sheol's new master, Kuth Irkalla. As most of the former estates were brought to ruin, their loyal servants enslaved and put to work within the island's ruby mines, the De'Bois's rose in power, from petty dukes to robber barons, overseeing one of the main prisons within the domain of Sheol, the ruby mines.
Yet, even though the short sighted enemies of the Great-Father had been defeated, they did not go down without one last fight. On the eve of Margaux De'Bois fourteenth birthday, a massive prison right ensued, wherein the remnants of the Ruby Isle's former rulers and their armies sought their vengeance. As the rabble of agitated criminals broke free from the mines, scattering to the wind as Sheol military forces began purging these fools unworthy of even being slaves now. But, this riot and breakout was all a diversion, for once the dust and blood had settled, the Baron and Baroness De'Bois were found dead, slain in the commotion by enemies of the Great-Father. While a few dead prisoners were found on the estate, signs pointed to outside help, to those from the mainland who would seek the demise of the Great-Father and his servants. Margaux was left without her family, having seen the slaying of her parents herself, by masked vermin who snuck in through a servants passage and murdered her parents. It was in this time of utter darkness and despair, that the loving and guiding hand of the Great-Father pulled Margaux from oblivion. It was Kuth Irkalla, the Blood Archon, who took sympathy unto this young woman. The Great-Father adopted her, inducting her into the Coven, and granting Lady Margaux the power to carry out revenge upon those that had wrong the Great-Father and his servants.
After her parents were laid to rest, Margaux set out to purging those within the ranks of her family's household who were found to be complicit in the murder of her parents. No traitors to the De'Bois family, and far more transgressing, traitors to the Great-Father, would be allowed to walk unpunished for their crimes. Of the eight individuals found to have taken part in the conspiracy, all were handed over to the Great-Father himself for their final judgement. Margaux knew such cowardly and traitorous filth must be made example of, and only by the show of the Great-Father's power could such lessons be taught to the rest of Sheol. Margaux reveled in the screams of the condemned, knowing such cries of anguish were but a gift and privilege of the Great-Father. Curiously, the outside puppet masters were never identified, the contacts having either been murdered in back alley muggings, or far beyond the reach of the Coven, for the time being at least.
As time moved ever onward, Lady Margaux set to increasing production quotas on the island, ensuring a continuous supply of high quality rubies for the Coven, and for the Great-Father. Perhaps the greatest quality of these rubies, aside from their use in the adornment of clothing, armor, and weapons, was their use for enchanting. Yet for Margaux, this was not enough. Realizing that acquiring money and mundane power would not be enough, Lady De'Bois began to delve into the dark arts of Blood Magics and Necromancy. As a member of the Coven, she was able to access the tomes and stacks of the Great-Father's library, an invaluable resource in her many years of self taught magical study. By the end of the first decade, Margaux was able to proficiently raise the dead, and hold them together and upright for many hours, if not days.
By the end of four decades of arduous and ceaseless study, Margaux had developed sufficient ability and skill to safely cast four spells within the tomes of the Dark Arts. Only a fool would believe they could ever surpass the skill of the Great-Father, but to Margaux, this small feat was just another way of showing her devotion to the the Blood Archon. For it was he who gifted those of Sheol with the ability and mastery over blood and death, and only through him and his will, could one advance over time. With the gifts of the Great-Father now bestowed upon Lady Margaux, she returned in earnest to her island home, using her new dark powers to further increase ruby mining production, namely in now using the dead to mine such minerals in the more dangerous veins.
The past has been written, and now the present brings deep seeded rivalries and disdain to all those who would dare oppose the Great-Father. Those of the mainland were no doubt complicit in the deaths of the De'Bois forbears, along with who knows how many other clandestine deaths and acts of sedition. Margaux carries out the will of the Great-Father without question or hesitation. Within the last seventy years, she has caught her fair share of spies and traitors, always turning them over to the Great-Father through his forces at Fort Irkalla. Duty render unto the Great-Father is its own reward, and in the end, the Great-Father always gets his due, so Margaux found it best to pay early, and pay often. For now, Margaux continues her duties, mining rubies, and practicing her dark arts to become a stronger weapon for the Great-Father.
Armaments:
The Ruby Runefang – A divine gift from the Great-Father, the Ruby Runefang is a symbol of power and status for those that rule over their respective regions within the dominion of the Blood Archon. This particular Ruby Runefang has been passed down for generations within the De'Bois family, a testament to their unwavering loyalty to the Great-Father. Wounds caused by the blade burn and cause great pain, and should those wounded by the blade survive, the process of healing is long and leaves a terrifying scar, a reminder to those who dare stand against the indisputable will of the Great-Father.
The De'Bois Family Armor – An old and antiquated set of armor, forged long ago by the Great-Father, it imbues the user with an increased defensive ability, namely in the armor being able to ward off the first blow that would mortally would the wearer of the armor. This ward save only works once per day, afterwards it must be prayed over and have at least fours hours of energy channeled into the item..
Abilities:
While not as skilled as some of the older Exarchs within the Coven, Lady Margaux De'Bois has taken the time to not only teach herself, but actively practice these dark arts to ensure that she was constantly becoming a more powerful and useful weapon of the Great-Father. She chose to delve down the path of Necromancy and Blood Magic, hungrily reading the dark tomes written and penned by the Great-Father himself. After decades of hard work, ceaseless study, and a little bit of luck, Lady Margaux De'Bois could proudly claim she was able to cast a handful of spells without fear of miscasting or worse.
Raised Dead: Components: 4 magical energy of the caster or 2 life energy of the caster, incantation in Old Sheolan Casting Time: 15 seconds Range: 60 meter area of affect. Duration: As long as the caster wills it, or until the death of the undead creature. Effect: Those who were once dead find their bodies raised at the beck and call of the caster. Their flesh or bone energized with dark magics to the will of the necromancer. These automatons serve as fodder like infantry, primarily the zombies, but skeletal warriors tend to be a bit more useful and hardy in combat.
Invocation of the Great-Father: Components: 9 magical energy of the caster or 5 life energy of the caster, incantation in Old Sheolan Casting Time: 20 seconds Range: 200 meters, allies only Duration: 20 seconds Effect: The spell grants regenerative powers to the allies of the caster, first healing those who are wounded, and then resurrecting the fallen. The Invocation of the Great-Father hearkens back to the dread syllables of the Great-Father himself, causing a surge of dark magic to steal the life from the very earth around the affected, and healing them of their wounds, once that is completed, if time and power remain, it reanimates the fallen, bringing them once more into the world of the living.
Curse of Years: Components: 12 magical energy of the caster or 6 life force of the caster, incantation in Old Sheolan Casting Time: 30 seconds Range: 40 meters, affecting a 200 meter area of affect. Duration: 30 Seconds Effect:The caster spits out an ancient curse, causing her enemies to age at an incredible rate - their hair turning white and skin shriveling up. This spell is a Hex, affecting a fifty foot circular area, aging all those within it well beyond their true years. They become old and feeble, truly old men who are now vulnerable to attack and unable to defend themselves.
Gaze of the Great-Father: Components: 6 magical energy of the caster or 3 life energy of the caster, incantation in Old Sheolan Casting Time: 40 seconds Range: 250 meters Duration: Instantaneous Effect: Bolts of Dark Magic leap from the caster's eyes, withering flesh and blackening the bone beneath. The caster channels the very withering gaze of the Great-Father, projecting his all seeing gaze, piercing through the armor their enemies, burning and withering them to charred bones and seared flesh.
Opinions:
WIP
Holdings
Names: The Ruby Isle, towns of Port Dracus, Fort Irkalla, Adoith, The Crimson Mines, and the De'Bois residence, Chateau Rubis.
Type: The main residence of the De'Bois family is a modest castle, compared to the major fortifications of the main island of Sheol, but on the Ruby Isle, it is the largest fortification around, and serves as the bastion of power for the island's ruler.
Culture: The culture of the Ruby Isle is no different than that of the mainland people of Sheol, save the economy of the island revolves around the profitable ruby mining industry, from mining, refining, and finally export to Greater Sheol itself. The only real noticeable difference of the Ruby Isle citizenry is there somewhat more “law-abiding” nature, if one could call it that.
Description: The Chateau Rubis, or for those less versed in the finer language of Sheol, the Ruby Castle, stands as the primary bastion of power and control over the Ruby Isle. Built approximately two hundred and twelve years ago, upon the ruins of a the former island's petty kings castle, Chateau Rubis stands as a stark reminder of the consequences of all those who would dare stand against the rightful power of the Great-Father. The castle stands surrounded by water on all sides, only accessible from an exterior parade ground across a small narrow bridge. The parade ground itself is accessed via three narrow bridges that cross the lake.
Description: Port Dracus serves as the only way on and off the island, at least through sanctioned means. The port allows the easy and expedient berthing, loading or unloading, and departure of trade ships that serve the greater purpose of the Great-Father. The port and town are split it two, the eastern side catering to trade vessels and more “lawful” enterprises, a safe place to walk during the day, and at night, well, enough guards tends to scare off any scum. The western edge is the home to the locals, a dark a dreary place that seems to be rotting away and sinking into the very ground upon which it is built. Tales tell of dark forces and creatures that roam the streets, but if you want to find something that is not supposed to be sold or found, well, if one is daring or foolish enough to brave this dark local, then the riches could be yours.
* Town north of item 6 is the Western Part, and the bad part of town. *
Description: The Crimson Mines is what you would expect from a mining operation, clean, orderly, efficient. Furthermore, due to the nature of the mining operation, this town has the most law and order on the whole island, save when Lady Margaux De'Bois pays a visit to the other holdings on the Ruby Isle.
Description: Fort Irkalla is the main encampment of governmental Sheol military forces. The encampment houses the main bulk of sanctioned military might on the island, and ensures a firm grip upon the island by the Great-Father. While Lady Margaux has a degree of automy, she is still, and always will be, a loyal servant to the Great-Father.
Laws: All laws and edicts are directly mandated from those of the Great-Father. Few, if any deviation exists. Margaux De'Bois rules with a firm, but just hand, deferring to the Great-Father when protocols demands such.
Military: Margaux De'Bois maintains a small private militia upon the island, comprising of roughly three hundred men at arms and the like, whom are called the Crimson Reavers. Armament differs slightly amongst the men and women of this personal militia, though swords and spears are the main weapons used. A few higher ranking Crimson Reavers maintain horses as mounts, and along with Lady Margaux, form a small shock cavalry unit should the need ever arise where mounted troops are needed. But, such forces pale in comparison to the well trained and equipped forces of the Great-Father, and they are seen as auxiliary forces for the military of Sheol.
Some rumors say that Lady Margaux De'Bois is capable of raising a small army of skeletal spearmen and swordsmen, along with zombies from the freshly slain in battle.
Exarch of Sorcery Flameweaver, Sentinel of Makau, Witch-King of Makania, Magister
Type
Exarch
Opinions
Appearance
The Witch-King is, surprisingly enough, not that tall. In fact he stands a mere 1.70m. Meaning he doesn't really tower over people. Generally, he keeps his hair in long strands. though he does tie them down in times of war and battle. While not traditionally handsome, there is something about his sharp features that still make him interesting.
Loyalty
Soraya, Archon of Change
Personality and Drive
Alexander of Makau seeks magic. Lots of it. He transformed Makau from a common city to a place unseen in history. The cheer amounts of magic it attracts is still not enough for Alexander. He assumes that he is as strong as he is magically powerful. So it is obvious he gathers the magical relics and arcane knowledge. A great many treasure hunters are welcomed at his court and many mages who pledge themselves to him in service can live free in Makau. Of course, magic is created primarely by the glyphs and used by the many guilds. Thus Alexander also constantly tries to gain knowledge of every Exarch and Archon's glyph and spells.
History
Alexander was born into the house of Eberth. A noble family of Makau. Eberth has always supplied the ruler of Makau with a steady stream of statesmen, successful merchants, wise advisors, gallant knights and powerful sorcerers. Being born as the second in line, Alexander's destiny was written before he even lived. As second son he'd have to pledge his services to the city. Either as mage, adviser, merchant or knight. From a young age he was taught how to write, read, work with numbers and how to fight with a wooden sword. When he became old enough, he was taught his first glyph. When all was said it done, it became quite clear that the little boy had an aptitude for magic. Enough so, to send him abroad to a mages guild.
The young boy studied till late and trained harder than ever. Being from nobility had its advantages but then again, most who could pay the tuition were noblemen's children. So Alexander was raised between his own kin. With every passing year his knowledge increased. Eventually, he graduated in the top 3 of his year and returned to Makau, to serve the heir of his family and his brother. But fate seemed to have other plans. Even though the house of Eberth voted against it, the city of Makau bowed before the Night-Mother. It plegded its forces, its taxes and its people to her service. Liking it or not, Alexander became a servant of the Empire.
Which had rather disastrous consequences. As Makau was not within nor particularly near the Night-Mother's borders. Soon her rivals marched towards the mighty city. The House of Eberth was called to serve in battle. Thus Alexander and his brother prepared themselves on the walls. Yet, when the looked at the horizon, a sea of men came towards them. It had appeared that the border-states disliked their current allegiance to the Night-Mother and wanted to send a message.
The war was a long one. First, it started as a few skirmishes outside the walls. But quickly Makau's troops had to seal themselves behind the great gates and prepare for the inevitable siege. At dawn, the men with ladders marched forth and the rams were brought towards the gate. With frantic hatred the attackers started hammering on the walls. When one ladder was thrown off the wall, two others rose up. The Heir of Eberth was slain in the first assault but took over a dozen enemy soldiers and two heavily armored warriors with him. Still, this invoked a hatred for the besiegers into Alexander that no blood could quench. The fight turned personal.
The attackers were repelled and that night, Alexander started his experiment. Usually, mages used mana to conjure certain elements like fire or water and then use that. However, outside the walls in the fields, a great many flames burned. Instead of summoning forth fire, Alexander reached out with his magic and started weaving the fires together. What first started as embers and small patches of dry grass burning grew into a sea of uncontrollable fire. Or so the attackers though, as they were holed up in their camps. But the Flameweaver was not yet done. As the people of Makau saw the orange glow over their walls, they came out into the night to see what was happening. With every passing minute, the fire grew greater. Alexander, eventually, pushed forth a gust of wind. Aiming for the camp but barely reaching it. But it didn't matter. The fire followed the air. The sea of fire formed a tidal wave of flames. The attackers, feeling safe so far away suddenly had to run for their lives. The camp was consumed and everything, bone and tent, was reduced to ashes. Thus Alexander gained the title: Flameweaver.
But with that one victory, the small and almost insignificant city of Makau sent forth a ripple through the resistance against the Night-Mother. A great many warlords thought to make the city scumb and reap the glory for it. So over the years, Alexander could not rest. Instead, he was forced to grow more powerful as he battled mages and armies. Sending forth his iconic firestorms and summon lightning to destroy siege towers. The fields before Makau were fed with blood and corpses. Yet the city remained. Eventually, the Empire conquered the surrounding lands and gave a great portion to the long-standing ally. The lands of Makania were created and finally, the Sentinel of Makau, could rest.
With the annexation came new duties. Mostly those concerning Makau. No longer was Alexander expected to fight as often as he did. Yet he had witnessed the power of magic and it fueled his desire. Though all around him, he saw it being squandered at petty guilds and (in as a secret opinion) by incompetent Exarchs. Thus he raised Makau, the city of a hundred guilds. First only a few, minor guilds sought refuge within the magic city's walls. Eagerly pledging fealty to the Exarch in return for protection. As the center for magic grew, so did the many guilds there. When not blocked by an Exarch or Archon's influence, guilds placed their headquarters in Makau.
Now, with a strong magical economy to fuel him, Alexander sets out to establish himself as the official head of magic within the Empire.
Armaments
The Flameweaver's Gauntlet
The Flameweaver's Gauntlet started as a standard issue gauntlet for any mage or wizard fighting for Makau. Because of their limited number, the gauntlet was made from the harder-to-get iron. With the purpose of protecting the mages. When Alexander's older brother died, a warrior managed to shatter the mage's staff. That night, Alexander still managed to weave the fires. As he manipulated the fires, the wild energy started to lash out. Using his gauntlet, Alexander managed to capture the fires. In the process, all cloth was burned away from the gauntlet. Leaving only the iron. Still, even without its leather binders, the iron remains on ones' hand until consciously taken off. The Flameweaver's Gauntlet enhances the fiery magics of the wielder. Turning simple bolts of fire into explosive balls of searing flames and a pyromancer's blast becomes a wave of conflagrating heat. But the myth says that its powers goes beyond that. The more fire the caster uses in combination with the gauntlet, the fiercer the flames on it become. Some say that when the flames encase the wielder's whole arm, fire no longer needs glyphs and spells to heed its command. The truth behind this has never been tested as the Exarch of Sorcery keeps the gauntlet encased and sealed off in the Vault.
The Orb
Simply dubbed the orb, this seemingly useless clump of iron with random drawings upon it is more than meets the eye. How, exactly, Alexander got the Orb is a mystery to this day. One nobody managed to rob him from. Even when exactly the Orb came in his possession is a rumor mill on its own. Some claim they saw him play with it before he was a teen. Some claim he only got it when he rose as ruler of Makau. Others say they saw him forge the object from the metal of the besiegers and quench it in the blood of his enemies (obviously some stories are exaggerated but Alexander seemingly doesn't care about the misinformation). Only a handful accounts of the Orb's function exist as the witnesses of its workings can be counted on one hand. They say that, when activated, the orb reveals itself not to be one clump but hundreds of small pieces that start expanding from its core and moving around. Eventually light will fill the area marked by the expanding pieces. With one's finger they can write letters in light, suspended in mid-air. Questions can be asked, maps shown and knowledge stored. However, one account states that the information contained within the Orb is nor omnipotent. Instead, Alexander commonly writes his own knowledge into the orb. When it comes to offense, the Orb seems to have an inbuilt countermeasure that only two thieves have suffered. Both claim that upon touching the orb, only a few parts moved and a strange creature of light appeared before them. It asked their name. One answered truly and was then blinded by blinding light. The other didn't answered and was blinded and deafened.
Abilities
Alexander is first and foremost an exceptional mage. In fact, the many years he fought on the battlements of his fair city made him a master of destruction and a true force to be reckoned with. Aside from that, he possesses the various skills to be a wizard (reading, writing, math, etc). These days he mostly focuses on the economics of Makau. Fueling the various schools and guilds so in turn their taxes grow substantially. Which in turn fuels the growth. While far from the best economic, Alexander is doing a fair job at it.
However, those who walked among Alexander will start to understand why they call him the Exarch of Sorcery. It is in his presence that all mages feel a tingling feel in the air. As if the very winds are charged and the earth desires to move under your feet. Magic is abundant around him and those that wish him no harm will have access to a larger pool of mana which recharges even faster. Added above that, spells seems to be far more potent around him. A key reason why Makau never fell.
Name
Lady Korri of Makau
Type
Ambassador & Diplomat
Appearnce
Beautiful, radiant, sweet. Those are the words used to describe Lady Korri. She's commonly dressed in blue and white robes and keeps her black hairs tight. Yet even with this dress style, she is a woman who demands attention when she enters a room.
Background
Born among the same family of Alexander, Lady Korri was destined for a great many things. Much like Alexander she is a sorceress. Wielding the powerful powers of magic words, hands and signs. So as a child she, too, was taught how to harness her magical powers. Just like her cousin, Alexander, she was tasked with the defense of Makau. From upon the walls she swiftly gained the name: Ice Queen. A reference to her aptitude in ice magic. A great many besiegers were pierced by her spikes. But as the red ice melted, Korri hated the sight. She wasn't a killer and never wanted to be one. When, finally, the sieges were lifted for good and their land was annexed, Lady Korri confined herself to her chambers at first.
After a few years, her parents finally convinced her to come out. But she did so in a dramatic way. She went out towards the many farms and neighboring cities. Lands that once were sworn enemies now had to either bow before her cousin or swear off any hostility. With a heavy heart, she witnessed first hand the destruction brought by the wars. Farmers were poor and starving. Children uneducated in even the basest of skills. She listened to their stories and wrote them down. So they'd never be forgotten. Within the cities she talked with former leaders. Former enemies. She generally asked them way and they generally answered in the same way: they saw Makau as a danger. A Night-Mother fortress in the middle of their lands. Worse, its harbor connected to some new city on the other side of the lake. Makau had to fall.
Armed with new knowledge she marched towards her cousin and explained the situation. Either they could be apethic towards their neighbors and farmers, or they could talk and work out the still existing issues. Thus began long years of negotiation. The farmers asked for the least: simple tools and a chance for their children. But they did put up one demand: no more war on their lands. Their neighbors were harder to 'tame'. A strong of diplomatic missteps followed Lady Korri for a long time. But she learned from her faults and the now existing trade agreements are the fruit of her hard work.
Armaments
Grail Grail is a gryff (a swan-based hippogriff and Lady Korri's trusted mount. She gained her from a city major to the north as a gift and sign of goodwill during the negotiations. One of the customs among the people there was to drink from a grail when a compromise was made. Thus came the name Grail. Over the years the two somewhat bonded. Making Grail fiercely loyal to Lady Korri. (Mount)
Book of woes First a common arcane tome many mages use, Lady Korri used hers back when she was still the Ice Queen. But since then rarely used the spells within. On her travels, she lacked parchment or blank books. So she used her tome to write down the woes and worries of the people. As well as the accounts of anger and hatred of their former enemies. Initially, those that were against her started to call it the book of woes. In a rather mocking way. But as Lady Korri's influence as Ambassador grew, so did the knowledge of her book. These days she still uses it to take important notes. If your problems are written in this book. You can be assured that it will be answered. (Enchanted-level object)
Auroch's Hourglass The ancient mage Auroch was paranoid and convinced that his rivals would stop at nothing to get his magical research. Despite the fact that he was an average mage at best. Yet, as so often happens, paranoia drove him towards greatness and then madness in rapid succession. But in that short flare of greatness he made Auroch's Hourglass. An object that would confine all light and sound to circle (or rather an orb) with a diameter of 10 meters. From the outside people see a black orb. Inside nothing seemed to have changed. But people inside the orb cannot communicate with people outside. Or the other way around. One can walk through the orb though. (Enchanted-level object)
Skills
Lady Korri used to be a very skilled mage. She did not get the title of Ice Queen without reason. However these days a talented mage could probably beat her. Instead, Lady Korri focusses on peaceful negotiations and diplomatic solutions. As a pacifist, she believes that the Empires years of conquest could be to an end. Further, she can read, write, do math and write a few beautiful poems. Lately, she has ben teaching herself the finer points of economics.
Name Artificis y Elysium
Size 2.000 active members, including apprentices & novices
Culture The Artificis y Elysium, or commonly named: Elysianites, are a guild of magical craftsmen. Most have followed an education in magic at one of the many sanctioned Guilds within the Empire. However, for one reason or another, they decided to leave said guild in favor for the Artificis y Elysium. Within the guild magical skill is still valued. However, within the guild everyone focuses on creation and alternation. Alchemy and geomancy are two disciplines are almost all Journeymen within the guild have learned for example.
Novices are taught the bottom basics like writing, reading, magical theory and many other courses. One can advance from novice to apprentice upon completing an exam. Once you've received a sufficient grade, a novice must request an apprenticeship at one of the few masters. A master is under no obligation to accept any novice so it is the novice's task to make it worth his while. Apprentices work with but mostly under the master at their creations. Though generally, they won't get the subtle tasks. Upon completion of the apprenticeship, they become a Journeyman. This caste forms the workhorse of the Guild. Journeymen work in team on construction projects, together with a handful of adepts. Examples of projects are: the construction of a mansion or creating a fort in the cliffside. One becomes an adept when they have participated in several projects and gains the blessing of a Master. Who, in a way, takes you under his wing then. Adepts continue to work on projects. However, they are tasked with the finer points like sculpting statues or making sure the wooden floor is exactly right. Not everyone gets the chance to rise up to Master. Those who do generally created a masterpiece. A work of art. The Council of Masters, seated by the Grandmaster, will judge the art and choose whether or not to make the adept a Master. Masters are true artists. Generally having studied many disciplines. They produce the most beautiful pieces of art one can imagine. Though, obviously, it costs quite a bit. A grandmaster is chosen once every 10 years from among the masters. Grandmasters rarely produce a piece or work on a project. They are generally concerned with the administration of the Guild. However, in rare cases and with lots of gold (forget money, you need chests of the shiny stuff) a Grandmaster may be convinced to make a piece. The result often takes up the better part of 2 years. But it is well worth both the time and expense.
The Elysianites have a close bond with Alexander. Even though the Magister was never a member of their group, he has become a patron of their Guild. Offering various projects and opportunities. Alexander does so because for he enjoys the idea. Instead of using magic to destroy or ward off, it is used to create. Of course, outside projects give Makau a hefty boost of taxes and creates even more influence for the Exarch of Sorcery. It is simply enough a mutually beneficial relationship that continues to pay off.
Goals As for most Guilds, the initial goals are rather straightforward: to general profit and grow the Guild simply to generate even more profit and spread out their influence.
There is, however, a deeper philosophy as well. Elysianites, at leas the ones that hold on, seek to create beauty and try to grasp perfection.
Specialization They specialize in various magical studies with one common point: each study is focused on creation or alteration. Further, the guild is specialized in the construction of various buildings (citadels, towers, fortresses, walls, etc) and the Masters have a special, artistic touch that can either be employed to make a palace absolutely stunning or craft a piece of art unrivaled by any other common artist.
History There have always been artists amongst the various guilds within the Empire. Alchemists that created lamps instead of dragonfire bombs or naturamancers that make perfect hedges. Ironically, in a rather war-fueled world, these crafters were ridiculed for their will to create. As the Guilds started to flock towards Makau, a great many different mages discovered a common interest: to create beauty. They searched support and it come from the most unexpected corner: Alexander. Who had heard of their plans. From early on he was a patron and a great help for the little guild that, rather surprisingly, grew explosively. With no direct competition, the Guild started racking in money. After many years it developed into what it is now. A powerful player within the city that starts to spread its influence.
Military capabilities Almost none. Ancient knowledge is not yet forgotten and the interesting art of Golemancy can be used to make warriors. However, many Elysianites will prefer to stay away from any fighting. They could be used as engineers technically. But still, don't expect it to happen unless they truly have to.
Warcry N/A
Note For those well versed in some ancient language, the name might sound rather familiar. It literally translates to Worker/Artist of Paradise. Yes, the Guild is rather vain.
Culture Ruled by the Dragon Princess of Drakestone Ridge, the Drakestone Sorcerers have only recently been created. Her name is Elyria and she was the first to form a bond with a scale egg. Below her are the Drake Lords (despite the Lord part, the title is gender neutral and both male and female Drake Lords exist.). They can be considered as Elyria's disciples as they too have managed to bond with a scaled egg. Below that are the Wyvern Mages. These mages have proven themselves sufficiently that they are allowed to fly a broken wyvern and act as guards of the Drake Lords and their Princess. Novices are the first real rank within the group. Only nobility with magical talents are allowed to enter as novices. To prepare these young people for the sky, they are taught how to ride on Pegasi. But are not allowed to fly them into battle (for multiple reasons).
Servants care for both the rider and the equipment. They make sure Drakestone Ridge is kept clean and serve the various knights, riders and lords. Examples of servants are: normal servants, weavers, blacksmiths, cooks, etc. However, these are still free men and women. Meaning their life cannot be forfeit so easily. While the Wyverns, Drakes and Pegasi are certainly a sight to behold, these people have the common sense not to get too close to them. That's what slaves are for, obviously. Older slaves generally know their way rather well around the Pegasi and the broken Wyverns. However, even they steer clear from the Drakes. Young slaves either become food for the occasional grumpy wyvern or toys for the Drakes. Or they grow old enough to know how to survive in the eryie.
Wyvern mages, when capable in flight and how to handle a wyvern, are given the opportunity to bond with a scaled egg. If a bonding is successful, the Wyvern Knights will gain a new responsibility: taking care for the young drake. They must train the temperamental beast the second it comes out of its egg. Not just so the drake and the rider bond but so he special, magical link is nurtured. This mostly happens under the watchful eye of the Drake Lords and the Dragon Princess. As no bond can be wasted. When the drake reaches adolescence, it must grow acustome to being ridden. Once the drake accepts the rider, he can call himself a Drake Lord. By then the link is fully grown and usable. Drake Lords and the Dragon Princess dedicate their entire life to studying the link and their accompanied drake.
(Note: Even though her title is Dragon Princess, she does not actually ride a dragon. However, as her Drake is the first to have hatched at Drakestone Ridge with a bond, it is the oldest and largest.)
They swear fealty to Alexander of Makau for a multitude of reasons. For one, they know they cannot stand against the entire might of Makau's mages. Secondly allying themselves with Makau offers them a steady supply of potentional drake lords. As most lords are generally from both nobility AND must be magically gifted. Lastly the Exarch of Sorcery is rather willing to aid the Drakestone Sorcerers in both knowledge and funds. Some would dare say that he also fancies the Princess. Though that is not confirmed.
Goals To explore the bond between rider and drake. These is a special connection between a bonded drake and his rider. One that transcends understanding. The Drakestone Sorcerers seek to master this link and its abilities. As well as too revel in the freedom of flying. However, there is a bit of a "dark side" to the Drakestone Sorcerers. One that some mages share. The lust for power. One cannot imagine what it means to ride to a drake. The rush is real and many Drake Lords believe themselves better than the normal plebs on the ground. Some say that the knights desire a good war to fight in. So they may descend from the heavens to burn their enemies.
Specialization Air-to-ground warfare. Drakes are too valuable to pit against each other. Beside, that would create a very dangerous power dynamic for both rider and drake. Thus clashes between drake lords (or even wyvern knights) are strictly forbidden. As aerial combat was out of the question, the lords adapted. They started training to attack ground targets. With either the fiery breathe of their drake, or to rain spells (or arrows) from upon its back. With the magical support from Makau, the sorcerers, mages and wizards upon their drake's back are fairly capable at bringing ruin.
History After the many sieges of Makau, the sudden freedom caused a great many noble families to move out of the city. One such family decided to go into the nearby mountains and let a small mansion be built. Their very young daughter, Elyria, loved to adventure. Many days she went towards the mountain to discover caves and small pathways. Because of her magical abilities, she was taught by a few mages from various guilds from Makau. And so the happy, little family lived their lives. Until she came upon an ancient cave as a teen. The rebel daughter disliked the social requirements demanded from her. Once again she went into the mountains to get away from her pressuring family. Only to enter a cave no-one had ever found in centuries. It was known that there were wild things in the mountains. Griffons, pegasi and wyverns. But the little girl had never seen something like what was sleeping in the cave. A drake, slumbering. Rolled around her nest with a handful of eggs. Curiosity gripped the little girl and for any foolish reason she picked it up. To rather dramatic results.
The drake awoke and Elysia hid herself away behind the rocks. With the egg. A fatal mistake. The drake roared in anger over her missing egg and searched the whole nest up and down. But found nothing. In maddening anger it flew out of its nest. Elysia, scared out of her wits, remained within the nest till nightfall. The drake still hadn't returned so she crawled out of the cave and went back home. She found it burned down. With the corpses of her father and mother not further away. They tried to run but failed. Occasionally she could hear the roar the angry drake in the distance. But then the earth started to shake a little bit. Horses were approaching.
Not to be blamed of any other estates being attack, Elysia hid the egg and played the victim card. Orphaned but heir to a respectable amount of wealth, she went to Makau. A few years later she returned. The drake was hunted down and killed. As it indeed posed a threat to both the city and the farmers. But she found the eggs intact. Even the one egg she hid. Once she found the one that she had hidden, it started cracking. The drake that crawled out would become hers. Using her wealth she made the Elysianites construct a sky-fortress. A place high in the mountain. The Elysianites did outdo themselves and Drakestone Ridge was made. Of course, with the blessing of Alexander.
Many other noblemen and women came to her 'court'. Knowing full well that she had 4 more eggs. She gave all her closest friends a chance yet most could not link with the scaled eggs. Those who did, however, remained at Drakestone Ridge to learn from Elyria on how to handle a dragon. Over the years the group grew and grew. Various measures were taken, like the creation of the Wyvern mages. In the meantime, the Drake Lords realized that their link with the drakes is more than just imprinting. It's magical. A form of Primal magic.
Military Capabilities Drake Lords & the Dragon Princess The common tactic of the sorcerers of Drakestone Ridge is to come down from the skies with breakneck speed. The drake will use its breath of flames to engulf its enemies while the mage ontop casts ice, lightning, wind, fire or any other magic. Some experienced Drake Lords can even command the flames of their drake. Or rather, commune with their drake. The drake in itself is capable enough to bring destruction. A mage on top turn the flying monster into a herald of ruin.
Though, due to the rule that no drake lord or drake should fight another, they fail at aerial combat. Often resorting to frantic spell casting and steep demands from a drake that is not used to attack targets in the air. Also, for any ground attack, it mostly depends on its devastating charge. A drake should never land amid the enemy or many arrows and spikes may start to hurt it pretty badly.
Wyvern mages They act much like the Drake Lords but in a diluted form. Wyverns cannot use their breath to attack so often resort to their claws to pick up enemies. The mages on top are less powerful than most drake lords yet still do a fair bit of damage if allowed to charge again and again and again.
A Black Knight sowing terror and fear
Name The Grave Keepers, the Black Knights or the Priests of Death
Size 1 Ebon Sword, 78 Death Knights, 156 Dread Knights, 458 Black Knights
Hierarchy Ebon Sword Death Knight Dread knight Black Knight ------------ High-Priest Priest Apprentice Acolyte ------------ Servant
Culture For starters, the Grave Keepers do not take slaves. Which makes them almost unique amongst the many orders within Makania. The exact reason for this is rather unclear but due to the order's relatively young age, it is suggested that the first High-Priest saw necromancy as a form of slavery. Thus in a way, slavery was a way of necromancy. Still, accounts differ and some would claim that the duties of a Grave Keeper are too confronting with one's own mortality to leave to slaves. Either way, everyone who enters the ranks of the Grave Keepers starts as a servant. Both the farmer's daughter and the nobleman's son. There has been an uproar about this in the past. But it would seem that the High-Priests have always been resolute on this. A Servant has many duties. From washing corpses and gathering valuables to maintaining their master's equipment. Even in times of peace. He is also trained in melee combat and taught how to read and write. If the servant can stand the service. They are free to leave whenever they want and after they finished cleaning their first murder, a great many servants chose to leave. Which is not a shame.
Servants ascend to the rank of Acolyte when they start showing a deeper understanding of death and a healthy respect for the dead. They are given their ebony armor too. As an Acolyte is also a Black Knight. During peaceful times one remains an Acolyte and in service. An Acolyte's duties aren't so different from a servant but he is being taught by a Keeper of a higher rank as well. What's more important, a Black Knight's magical aptittude is tested. If they prove to be strong, he may ascend to Dread Knight/Apprentice.
An Apprentice aids his master (a Death Knight/Priest) in the funeral rites he performs. He is also taught the deeper, philosophical questions of death and the ending of life (without getting any answers. Keepers are expected to develop those themselves through deep meditation). These questions often lead to the development of certain magical skills.
When an apprentice ascends to priest, he is expected to lead funeral rites and guard the many graveyards of the world. He may offer the last rites of a dying man, assuring peaceful departure. A dark purpose could be to mercifully end suffering. When called upon to fight, a Death Knight will march. Yet after the battle he takes up the black and amethyst priest robes and puts both friend and enemy to eternal rest.
The Ebony Blade is chosen by the namesake's weapon. The Blade is, in fact, a Glaive. The blade seems to almost have a will of its own. Those ill-suited for the ranks seem to barely be able to hold the pole normally. Claiming the weight constantly shifts. While those deemed worth say it is the best weapon they've ever used. The Ebony Blade/High-Priest is the leader of the Keepers. His will is very much the Law.
The Keepers believe that their last rites put a soul peacefully away and allow the body to return to the earth. Where it should be. Their sacred duties are composed of caring for those dying and death. Giving mercy to those in pain, making sure their physical bodies are taken care of while their soul can be in peace. However, they do not trace their roots to these duties (even though it was they do most of the time). They trace their roots to the Grey Knights and have not forgotten their inheritance. They still march for war when they are called upon by their liege. And when they are, it is not the Keepers that march. But the Black Knights.
Goals Some seek merely peace or absolution for all the lives they took. Others desire to gain a deeper understanding of mortality. The general goal, however, is to allow the dead to rest eternally. A lesser known goal is to root out necromancy wherever it may be found. As necromancy in itself is an insult to death.
Specialization War, generally. They serve as shock troops or heavy cavalry. Their fear-inducing powers often break lines and men far earlier in a battle than usual. They are rather well-versed in the absolute slaughter of infantry. When the battles are over, they take up their robes and commence the funerals for all who have perished.
History The Black Knights started as the Grey Company. A band of mercenaries with the ill fate of being in Makau when the first siege happened. They were rather forced to fight, considering the attackers didn't really care who was behind the walls. After the first siege past, over half the company died and the priest had to organize a massive funeral for everybody. In fact, as he went outside, he tried to bury everyone. A few of the Grey Company helped him. They dug the graves, gathered the death, begged for money to buy balms and bandages to wrap the dead up. Some stopped when their companions were put to earth. Others joined the priest. Which is why they got their most important title: the Priests of Death.
Then the second siege came. Once again the remainder of the Grey Company was forced to fight to the dead. But the burials had changed them. Suddenly they did not fear death. Neither did they welcome it through reckless behavior. But not a single member of the Grey Company ever routed from the second siege. Instead they fought with a dreadful aura. Instead of breaking themselves, the enemy around them ran. Claiming to hear the howl of spirits. After the siege, the Grey Company once again turned to their daily duties.
After the third siege, their fame started to grow. As did their power. Claiming weapons and armor from their fallen enemies, they painted it black and wore it in the next attack. Their might did not go unnoticed and a great many noblemen wanted their sons to instill the same terror on the battlefield. Though when the sons joined (after any war out of safety), they entered as servant. Most hated it and left soon after their first corpse balming. Some stuck around and started to understand. Slowly but surely. As their order grew, so did their influence. As peaceful priests they went to nearby villages to bury the dead there too. But they encountered other deathly needs as well. The granting of a merciful death above all. So the priest of the company started making poisons that would send off the sickly, ill and fataly harmed peacefully away.
Eventually, after the fifth siege their name and ranks changed. And after the war, they were approached by Alexander. Who came bearing gifts. Among it was the Ebon Blade.
Military Capabilities Runes The Black Knights do not harness arcane magic in the traditional way. Nor the divine magic (they do use a combination, making them technically sorcerers). Through prayer and arcane magic, they make runes in their armor and blade. Especially the runes on the blade has a specific purpose. Various runes can be used the most common ones are: frost, spirit and death.
Frost runes strengthen armor and make for savage strikes. They sap the energy from those around them. Runes of frost can literally cool the air around the knight and induce frostbite upon wounds. Or send howling, freezing winds towards those who dare stand against them. Frost runes glow a light-blue color.
Spirit runes induce terror and fear in the hearts of the Dread Knight's enemies. They can hear the screeching and howl of long-dead beings clawing at their brains. Clawing at their very sanity. Doubting their resolve. Spirit runes can send entire groups of enemies running and rightly so. For once the dark energy of the spirits is unleashed, death is almost certain. Spirit runes have an amethyst glow on them.
Death runes afflict the enemies body. Initially, these runes will cause infected wounds that continue to bleed, no matter the bandages used. The sickness will spread over the body, eventually claiming the victim in a painful death. However, as the runes grow more powerful, a victim does not have to wait so long for the final embrace. As almost every strike seems to kill. Unleashing the power of Death Rune means delivering Doom to all surrounding the Knight in one, savage eruption of deathly energy. Death Runes have a sickly, green look.
Runic power These runes act as batteries and thus must be charged up. They feed on fear, death and blood. Meaning the more carnage a Knight can deliver, the more power he gathers. As the powers gather, the knight gets passive boons. As said, the frost rune makes his blade strike harder, the spirit rune induces terror and the death rune makes wounds dangerously infected. When fully charged, a full Death Knight with various runes can bring utter mind-wretching destruction to the battlefield. These passive boons and the power charged within the runes can be used to instantly cast powerful spells. Like sending forth a gust of freezing wind or sending spirits to assail the resolve of the enemies around you.
Common tactics The Black Knights generally are within the vanguard of any skirmish. Holding their blades and axes they cleave through the enemy. The longer the battle continues, the more powerful and dreadful they become. Usually using their abilities and aura's to induce terrible fear upon the enemy and force them to rout. Once that happens their trusted steeds are never far. Mounting the horses they chase the fleeing warriors and cut them down.
Warcry Death! See me now!
Magical Cost Grave Sickness Death can be a consuming force, even for the living. The frozen grasp, the maddening howls and the decaying rot do not merely destroy an opponent. They affect the user as well. Making them sickly. Early stages are marked by pale skin and haunted dreams. Later on the eyes recede into the skull. This is mostly when the detachment happens. Dread Knights all suffer from a level of disillusioning towards the world. Suddenly nothing in their lives matter. A great many wives have divorced their husbands due to this inability to care. But the sickness doesn’t stop there. Death Knights, those veterans that have been using the runes for many years, grow ever more distant from civilization. Priests of Death will rarely be seen within cities, often opting to sleep in graveyard crypts or near monuments. When not in combat, a great many Priests look sickly and weak (they are, physically not weaker than before. However, they are far more haunted by passed spirits and memories of corpses). Some lose all sense in their toes and/or fingers after a time of feeling bitter cold (even though they try to warm themselves before fires). They have little concern for the healthy living. If they care for someone, it is when they are dead. Or on its doorstep. In practice this would mean that a Priest would sit still while a village is being raided, uncaring for the many inhabitant. Only after the raid would he go around to mercifully kill those wounded that are too far gone. However, should a raider make the mistake of attacking the priest, the priest will assume the raider forfeits his life and will slay him in an instant. Those so far gone are often marked with sleek, black lines running over their body. While they are generally uncaring towards anything that lives, they do honor their oath to Alexander. Though only him.
Exarch Nobilissimus Errocas, Pride of Severen, Scourge of Atar, Errocas ‘The Black’
Appearance
Errocas’s flesh has a deathly pallor, inlaid with branches of grey-blue veins. His skin clings taught to his bones, giving him a strong jaw and set of cheekbones. The hairs on his head are black, marred by streaks of grey at his temples. Pale blue eyes peer beneath a sturdy brow. Errocas’s build is that of a soldier – solid and well-defined, with rough, calloused hands. His height is not altogether impressive. When clad from head to toe in his plate armor, Errocas is an awesome, and dreadful sight. His armor is lacquered black, and on it cascades thorny roses, the insignia of Mother Night.
Friendships & Rivalries
Allies:
Iao, Archon of War
Rivals:
Loyalty
COUNT OF CADAVERS, ORCHESTRATOR OF ORPHANS, MARQUIS DE MURDER, IAAAAAAAOOOOOOOOO!!!
Personality & Drive
Openness to experience - Mild. Errocas will entertain a wide range of methods at his disposal to achieve results, even if they would be controversial or otherwise nefarious. He has an intense appreciation for art, emotional experiences and romanticism. On the other hand, total euphoria is kept in check by the rigors of a Stromist lifestyle and training.
Conscientiousness - High. Errocas tends to be efficient and organized in his duties as Exarch. He is steady and unrelenting in his pursuit of personal goals. He is particular about the way his possessions are organized, how he writes his letters, how he commands men, and countless minor trivialities. His study of Stromism has instilled him with self-discipline over his body and mind, though this sometimes gives way to stronger bouts of emotion.
Extraversion - High. Errocas is assertive in his interactions with others, seeking dominance above his peers. This desire likely stems from a sense of contention with Iao’s other children; in which Errocas feels he competes for the appreciation of his father and the Empire. His position within Severen’s hierarchy, as well as his reputation nourishes his need for approval.
Agreeableness - Low. Few would use “compassionate” to describe the Scourge of Atar. Errocas does not seek friendship, nor require cooperation. He has earned the ire of many an Imperial officer: “usurping” command of soldiers on unofficial business, disregarding protocol, “blatant disregard” for the well-being of personnel, etc. At the same time, he is feared for his Stromist aptitude and ruthlessness. Errocas makes no attempt to reconcile past grievances. He is, however, popular among the regular soldiery, often fighting among them on the front lines rather than commanding from a post. He embodies the saying, "If you want a thing done well, do it yourself."
Neuroticism - High. Errocas is emotionally impulsive; easily agitated and excited. He responds poorly to criticism and negative stimuli, and will try to challenge, or match perceived slights instead of ignoring them. On the other hand, his accomplishments are a source of pride, and he is easily moved by things of great beauty.
History
Errocas is among the many sons Archon Iao sired prior to falling into his slumber. He is the only son Iao had with the Graeling princess, Dagnija. He was conceived very early in the Empire’s Northern Conquest. Dagnija’s tribe was among those that chose to submit willingly, and its warriors were some of the first Nordheimer auxiliaries to be fielded by the Empire. Errocas’s tutelage as a youth was left to numerous instructors, generals and scholars close to Iao, a roster without regularity on a constant campaign trail. As such, his cycle of teachers gave him advice both redundant and conflicting, much to his irritation. Errocas’s older brothers Ai and Jericho became something of mentors to him outside the lectures, providing him with an opportunity to shed his frustration in sparring. They taught him the nuances of swordplay, how to fight and when to run. And when he lost, they didn’t let him forget it. Between the two, Errocas favored Jericho’s brash, to-the-point attitude. In him, Errocas learned about the world the way things were, not an idealized vision of how they should be. Jericho confided to him what it meant to “be a man.” His disappearance during the climax of the Northern Campaign’s last siege hurt Errocas deeply. Ai, on the other hand was seen as the ‘model child’ of the Northern Campaign. He was everything Errocas felt he could not be, and he envied him for it. Whereas Jericho laid bare the core truth, no matter how ugly, Ai found a way to romanticize his perspective, a “positive spin.” Ai was the untouchable standard, and Errocas developed an emotional distance from his brother. Iao fell into his slumber when Errocas was twelve years of age, one year after Jericho’s disappearance. At twenty years of age, Ai took on his father’s former responsibilities, administrating Severen and keeping the Nordheimer under control. For the next several years, Errocas stayed with his mother and continued his tutelage. This, he thought, was a waste of his potential. Without the routine presence of Iao to guide him, Errocas needed to find his own direction in the web of Imperial hierarchy. As soon as he learned all his mentors could teach, he left for the frontlines in the North. Errocas’s first taste of combat came at age fifteen, under Ai’s Stromist Vanguard. Errocas’s unit was stationed at the fringes of Aesling territory, tasked with putting down separatist revolts and stamping out the Aeslings’ bloody religious practices. On the campaign trail, Errocas befriended Stolas, a soldier not terribly older than himself. Stolas’s brash, to-the-point mannerisms reminded him of Jericho, and they became fast friends in short time. The sights the Vanguard came across during its foray in the North were harrowing. Many ruined settlements bore signs of looting and slaughter; worse still, evidence of blood magic. They found mass graves of whole communities bled dry, idols to the dark gods draped with entrails and painted in gore. The closer to Aesling lands they ventured, the worse it got. The Stromists finally met them in battle in a night raid, orchestrated to disrupt one of their despicable rituals and eliminate a local sect of Bloodfathers. Errocas killed his first man that night, buried his sword hilt-deep in the chest of a howling Nordheimer. The raid was by-and-large a success. Two Bloodfathers had been slain and a sizeable entourage of Aesling warriors went with them. However, Stolas and a few others were lost in the fighting, presumed dead or captured for a profane purpose. Errocas lamented the loss of his friend after the battle, and many of the men were frustrated with Ai’s order not to pursue. He deemed it too dangerous to march into the heart of Aesling lands with so small a contingent. The unit had accomplished what it set out to do. This did not sit well with Errocas, and when a handful of men rumored they’d act on their own to free their comrades, he joined them willingly. The band of rogues snuck out from camp the night after the raid, determined to avenge or save whoever they’d left behind. When they’d reached the Aesling campground, they were mortified by what they saw. The mutilated remains of their companions, including Stolas, were cast up on pikes, hanging from banners, burning on pyres and thrown onto altars. With hatred in their hearts, they descended upon the Aeslings, still asleep and drunk on mead and blood-stupor. The Stromists turned the place into a charnel house, sparing neither the young nor the fairer sex. Errocas’s bodycount nearly matched his age that night. Beyond the experience of campaigning, drills, fighting and killing, the expedition taught him how to hate. As years passed, Errocas rose to prominence as a Vanguard commander. Each year, he grew more and more distant from his brother, Ai. His orders were to be followed, certainly. But he never gave his sibling the pleasure of reading them to the letter. It would be at his discretion how he got things done. As Errocas’s position of command rose to prominence, so did his penchant for brutality. He gave independent Nordheimer a simple offer: Join the Empire or die. He made examples of tribes that refused and avenged insults tenfold. His actions would earn him the moniker, “Scourge of Atar.”
Armaments
The Dustblade - A longsword of black steel enchanted with the power to turn its victims to dust. When the blade cleaves flesh, it spreads a magical infection, causing the body to crumble. The infection is proportional to the bodily damage done (a small nick will only shed the flesh on the surrounding area, while driving the sword through an abdomen will cause a rapid deterioration of the body). When enough damage is sustained, the body crumbles, leaving only a pile of clothing, armor or whatever else was on their person. What becomes of their soul, or essence, is unknown. Only beings of exceptional power, such as Archons or Exarches, have the chance to resist this fate.
Abilities
Stromism - See Goldeagle’s description:
Stromism is a unique discipline that is difficult to acquire without proper training by experienced Stromists, and even then to master it is a rarity, as it does not have a completion bracket and is always improving.
Stromism in simple terms is the creation of a perfect body, perfect mind, and a perfect unity between the two to create the means to perform feats otherwise deemed supernatural or magical. A true Stromist can not only pull from his own source of body, mind, and spirit but also from his ancestors and relatives, calling forth their passed strength to increase their own, or speed, mental capacity, and so on. Some extreme Stromists, such as in the case of Iao, even have a mental link with their living family and not just the dead.
Some notable and common feats of the stromist is body enhancement to help leap incredible distances, lift unliftable objects, create massive amounts of will and restraint, call forth the spirit to enchant your weapon, and even add force to your own voice. Some Stromists can even grant their own power to another, or even in extreme cases call forth fallen Stromist ancestors to fight side by side as a shade.
A Stromist shies away from dulling their senses and therefore tends to not drink alcohol or take substances. However, a classic Stromist exercise is to attempt to heal one's own wounds or strains through sheer will, to which the masters even succeed, having taken such tedious control over every inch of body, mind and soul. This perfect control over perfect balance couples with the ability to absorb and release further powers allows for a wide variety of enhancements, making the options near limitless in regards to the body, spirit and mind. A great example (albeit one not attained by anyone else as of yet) is Iao’s own warrior’s slumber, in which he does not hunger, thirst, or age, and while fast asleep, he is completely aware of his surroundings at all times and in complete control of himself.
A fun side effect of Stromism is that as an added bonus to your own discipline, you can also gain extra power from the cumulative generations of Stromists in your family before you, as they are able to grant your their own Stromist spirit and strength. This leads to many specialized Stromist soldiers painting thanks to their ancestors on their shields.
The Silver Sun, Great Sage of the West, The Great Kaga.
TYPE
Taiyo Kaga is not a member of the Empire, instead he is one of the most influential actors of the Oyama Shogunate, a nomadic nation which heralds its origins to the Great Solar Empire that once used to inhabit the shattered lands of the west, which wanders the Draor Chor Reaches. His role as Shogun, however, does not only grant him great administrative ability, but also due to the darwinian nature of these inhospitable lands, those with power rise to the top. Taiyo Kaga's power and ability could most likely be comparable to those of the Imperial Archons of Illyrica.
RELATIONSHIPS
Taiyo's relationships are few in number. Though their reach does not extend beyond his people, for he sees the uncultured Easterlings with disdain and pity; lacking of the culture and wealth that his people has nurtured for thousands of years. Even cataclysm was not enough to quelch the embers of the Oyaman resolve, and as such he thinks highly of his own whilst looking down on those of foreign lineage.
Taiyo is a surprisingly young man, considering his power and ability, only numbering 31 years of age. Whilst his skin no longer ages, it does disform as time passes, although it can be more compared with a metamorphosis of unknown proportion as opposed to aging. Due to his young age, Taiyo has had few ignorant romances, a broken heart, and friends and family to rely on. The ordinary life of a clan heir was disturbed when suddenly, over night, his body was transformed into what it is today, a living vessel for the might of the sun. His hair bleached immediately, and his sense of mortality was forever discarded.
The bonds of his former relations are still alive, although one-sided. He had a momentary romance with the Solar Empress during his eighteens, only possible due to his Kaga lineage, but has now lead to a forever infatuated Empress desiring the recognition of her Shogun. In times this has lead to anything from dueling to beast slaying, all of which more often than not end in disaster. The Shogun, although, remains unamused.
The Silver Sun has largely discarded any of his former kinships and relationships, instead focusing on his duties and honing his power. The safety of the nation and the people come first, and therefore his power is essential in combating the hellish reality that is the vast Draor Chor Reaches that they had been forced to inhabit since their distant ancestors' exodus from the sun-blessed lands of the now scorched and disturbed shattered west. Although his hatred and envy of the easterlings does still manage to pique his senses, no ill can compare to the dark realms of Illyrica. As such he desires not only the realms of the Easterners, but their heads. The greater civilization deserves the world, and he believes his people, their ancient lineage, are those of the greatest civilization to ever bless the world.
APPEARANCE
Slender and muscular; regular Oyaman build. Similarities with others of his kin end when height is concerned, and whilst his eyes may be slanted and his skin sun-tanned like any other of his people, his eyes themselves would most sensibly be compared with suns and stars as opposed to anything human. His body, whilst well-maintained and fit, seems to crack, as if stone, letting out the supernatural glow of blinding incandescence. Few Oyaman consider him mortal any longer, instead they revere him as the Western Sun; the Silver Sun. After his reverence as the mortal manifestation of the Golden Sun, Taiyo's solar incandescence only grows brighter as the approaching summer beckons, and his power more overwhelming by the passing of winter.
LOYALTY
Taiyo, head of the Kaga Clan, officially serves the Solar Empress, the leader of all of Oyama. Due to the changing times however, the Shogun has been able to overrule the authority of the Imperial Family, and as such effectively rules the nomadic nation through martial law. The Imperial Family is therefore largely traditional, although their importance is enormous for the people, as their lineage is one of very few direct links back to the golden ages of the Great Solar Empire. Though very few of the administrators of the current Oyama care much for their past. Instead they see it as a coping mechanism for the people.
PERSONALITY//DRIVE
Most people see Taiyo as an incomprehensible machine, rooted only in duty and purpose, an automation which works tirelessly towards the betterment of the nation, and as such they welcome his power and influence. Taiyo's story is much less about such a noble decree as tirelessly working towards a golden future and more a tale of a star which was cast down from heaven. Whilst others revere him and his power, Taiyo discards his emotions and works ceaselessly so that his thoughts do not conquer him. He feels alien amongst man in a way that only a God cast down from heaven could. It is a lonely sense of superiority which encompasses him, whilst he's seen as a God amongst man by the people, he isn't amongst the heavens where he belongs.
As such Taiyo's ultimate goal is to return to the stars, the stars of which he feels he belongs. But before doing so conquer the East for his patron people, for they took great care of his vessel before his awakening at the humble age of 28. In his few years of having awakened to his true self he managed to unite the numerous lost and defiant Oyaman tribes of the desert wastes. Now the recently united Oyama sets out towards a future where its people are no longer forced to disgraceful caravan life, instead the promise of city life in glorious metropolises and palaces where they belong. The world itself was granted to them by the Golden Sun, after all. The world therefore is all Oyama's to take, so decreed the Silver Sun.
Although much like the river flows; all things are in constant change. Sometimes some rivers dry, and others change course entirely. The motivations of Taiyo may change, his desires could expand, and the promise of power could overwhelm him. Maybe the new Emperor of the Sun has already descended upon the Earth, or mayhap not.
HISTORY
As each warrior comes of age, and that the mantle of protecting the nation falls upon their shoulders, the story of the Solar Empire is placed upon them to carry. The Greatest Empire the world had ever seen lives on through such means, through word of mouth and the passing of generations. The coming-of-age of Taiyo Kaga was no different, and no less special. As he was told of the accomplishments of his ancestors, the might of their nation, and the wealth of their culture, he was brought into bewilderment. As the story concluded, with the death of the Emperor of the Sun, Taiyo was in tears. These would be the last tears that a warrior of the nation would ever shed, for the pain of the nation is greater than the person, and the person is the one to bear and protect the nation; therefore each person must be strong, each warrior must be equal a hundred men, so that even those few warriors may yet carry the nation onwards unto golden dawn.
Taiyo's father was the one who told him the story of the Solar Empire, of the nation which graced the earth with the majesty of the golden sun. In turn, his mother had been the one whom granted him his armour, the armour of which he would wield to carry the nation. It was an heirloom of bewildering origin, one of few direct relics of the golden past. As his father sat before him, the Clan Mistresses would adorn Taiyo the armour of which had just been granted to him on his 18th winter. Although snow was something only found in the dreaming world.
As Taiyo was fully dressed in his battle regalia, the family's ancestral blade was brought into his hands by his father. His father had a stirn look through the entirety of the passing of age ceremony, his face hid his emotions well. Taiyo knew his present duties, however. Now that he is able, for he has trained his entire life under his father and his generals, duties is all that is left of his life. 'The nation, for it is crumbling, needs the stars', said his father as he let go of the blade in his heir's hands, 'become the star of the people, see to it that Silver is all that the future has in store'.
Taiyo would spend many years fighting, protecting, and negotiating with the various enemies of the Oyama loyalist faction headed by his father and the Solar Empress. Some of the time he'd even spend woo'ing the Imperial Court with dramatical displays of swordsmanly prowess, and others times yet he'd spend time practitioning under the various sages within the Kaga Clan's influence.
His times as a Shogunate Heir were spent lacklusterly, only doing his bare minimum duty of protecting the Imperial Horde and its allies. The moments of his coming of age ceremony had all but been forgotten; brought to the back of his head through the pursuits of earthly pleasures. Charming women and impressing his fellow man was all he lived for instead, pursuing arts and poetry, literature and sword-dancing solely to fill an empty void within his heart that he could never properly trace. Several years would have to pass before the now maturing Taiyo would come to understand the meaning of his empty heart, and it would come at the death bed of his father, and the death bed of his ignorance. During the same night of his father, the Shogun's death, an awakening occured within the new Shogun. A slumbering aspect of his self made itself known in the most explosive and aberrant manner possible.
The young, ordinary Kaga heir grew immensely during the course of that single night, not only physically, but also mentally. As if a chain was lifted, or dam was punctured, allowing the endless flow of water; of power, to overwhelm him. The night would be a long one, and the day an even longer. His awakening to new power was abrupt, for as he awoke he was no longer within the Kaga Clan's caravan palace, but in the middle of the desert. His body ached, his joints immobile- He knew the dangers of the desert, vilespawn and treacherous beastlife roam and scavange the lands, eat and massacre anything in their way. Only the power of the Sun's blessed people, the Oyama, could ever have hoped to survive for so long as they have.
Taiyo would spend years roaming the desert, he'd meet travelers and bandits, raiders and loyalists, vilespawn and beasts. His legends recall his ventures in the sands, and the loyalties of which he forged with his fellow kinsmen in the desert wastes. Thanks only to this desert stranding, and his new powers, he was able to reforge Oyama and unite it once more, the formerly divided tribes of the Oyama now prosperous in unity. On his travels he managed to unite and counsel the various tribes through various different means. His newly awakened powers however made even the most distant opponent drop down in awe, as demonstrated when he reduced the mountains of the Kayoma Passage, transforming them into mesa, with one single cut. Other times his wits and wisdom was tested in typical Oyaman battles of poetry, where his excellence was displayed in a different light.
After many years, and the conclusion of the "The Desert Sun", as written by Taiyo's companion and poet Yuri Hamada, Taiyo was reunited with the Imperial Horde and a great festival was held in his honour. The Solar Empress was begotten with joy at his return, as opposed to the reunification of the Oyaman people. As the Empress made the proclamation of unity before all the gathered tribes of the desert, the newly appointed Shogun stood behind her. In that moment, as she finished and the peoples' bliss made the worries of the world inaudible, the Shogun's chest burst open. Unlike what one would typically expect, his flesh was not of typical biologic origin, but rocky and hard. As the new nation watched on in confusion and terror, and the Empress turned around in fear and fright, the opening in the Shogun's chest glowed an incomprehensible incandescence, allowing rays of blinding light shine out into the world. The Shogun's skin began to crack, crevaces covering his entire body, allowing the strange light to encompass more of the land.
The Shogun ultimately collapsed, his body hard like stone and immovable by those whom tried to aide him. The people, however, had a different proclamation to make in light of this new discovery; 'The Silver Sun!' Shouts began faint, but eventually encompassed the entire crowd, an entire nation assembled chanted before the now kneeling and unconscious Shogun, proclaiming his divinity. Everyone was clueless of reality in lights of the events that had occured before them, however, suddenly the seemingly lifeless Shogun was brought back to life as he exhaled an odd, dark smoke from his lungs.
The 'Silver Sun' chants continued for what seemed like an eternity, but few proclaimed something unspeakable, something truly heretical, 'The Emperor of the Sun has descended upon man!' To question the legitimacy of the Solar lineage is not only against the Way of the Warrior, but also punishable by death.
ARMAMENTS
SEKAIOHAKEN - Sekai-o-hakai-suru-ken (世界を破壊する剣), otherwise known as Sekaiohaken, literally translates to "the sword that destroys the world". It is the name of the solar blade which was forged from the very essence of the newly named Taiyo-no-Kami's incadescence. The greatest swordsmith in all of Oyama was granted a piece of the material which had burst out from the Shogun's very chest, and with it he discovered its mineral-like nature. He was able to forge it into a weapon of incomprehensible power, and recently finished it. As of the start of the roleplay, the Sekaiohaken, or World-Shattering Sword, will have been in the Shogun's possession for three days. The sword itself loosely resembles an Oyaman proto-sword design accustomed to the style and handling of the Silver Sun. The sword itself doesn't seem to belong on Earth, carrying with it a very distinct celestial auroma. The sword and Taiyo appear to have a kind of symbiotic connection, allowing the blade to remain fundamentally formless, which allows it to adjusts its proportions to fit Taiyo's style.
FUTSUKO - Futsu-no-otoko-no-ken (普通の男の剣), commonly called Futsuko, literally translates to "the ordinary man's sword". The name itself may be underpowering, however, the deed that it harbours is a thousand fold greater. The newly published "The Desert Sun" speaks of Taiyo's adventures when he was suddenly spirited away into the desert, and this blade is the one which a humble merchant gave him for free in pity of the lonely man wandering the wastes. Futsuko is a classical Oyaman blade of Katana style. The sword itself is not special, but its power and ability is imbued with the very essence of Taiyo. Futsuko is popular with the people of Oyama because the blade itself is analogous to the people; their power when wielded by a great swordsmaster. The power of which they speak of was well explained in the aforementioned epic published and popularized by the Shogun's traveling companion. She wrote, "the three of us stood before the great passage, the mountains towering into the heavens. The Silver Sun grasped the blade's handle, a blade of which seemed worn and old, no more ordinary than the warmth of the desert. Like the passage of the wind, the sizzling of the sand as it flowed across the dune sea, the sword was unholstered, and with a single slice, the Silver Sun sealed it within his scabbard once more. All whilst the great mountains of the Passage crumbled before our very eyes. A single cut, and the towering mountains were reduced to meager hills." It is said that the sword is the manifested spirit of the Oyaman people and carries their manifest destiny.
TEIKONARI - Teikoku-no-yari (帝国の槍), commonly called Teikonari, literally translates to "the spear of an empire" and is one of few heirlooms which remain of the Solar Empire which has long since crumbled into ruin. The sword itself was a gift by the Solar Empress, although less gift and more a chance to gain favour with the Shogun, whilst the weapon itself is powerful, the Empress' attempts at charm were not. As such Teikonari is an exceptional weapon within the Shogun's almost endless armoury, although its exceptionalism grants it certain favour with the Silver Sun, who uses it in battle more often than not. This enlightens the Solar Empress' heart to no avail. The Spear itself is said to have been used by one of the Emperors of the Sun during their reign to not only maintain order, but also rule the nation, because the spear has supposed power to not only create and destroy nations, but also to maintain them.
ABILITIES
Taiyo, in his years of training and battle, has followed the common principles of what is known amongst the Oyama people as the Seven Star Sword Doctrines. These doctrines describe various styles, their pros and cons, but most importantly their founding principles. In Oyama, battle is less chaos and more order, the perfect duel is slanted towards perfect order and finely balanced harmony. Each cut has its own meaning, and each style is comparable to philosophical doctrines. Taiyo was forced to expand on what he'd known from growing up, but also learn wholly different styles, even make several of his own, and expand those, in order to not only conquer the beasts of the desert, but also the minds of the people.
As such Taiyo is a Great Sage, master of all the Seven Star Sword Doctrines, and even conqueror of the Black Sun style, a previously unreachable mastery which effectively makes him a War God in the eyes of Oyama. His skills have transcended all mortal limits, and his abilities not only reinforce his status amongst the people as the Silver Sun, but also expand on it. His swordsmanship seemingly transcending all mortal barriers, cutting through grass, plate, and boulders just the same. All things are laid equal before the Black Sun, death is the only currency of which the Dark Star employs, as such death is the only trade of which Taiyo has mastered. He must conquer the people of the East for they are the schackles of his celestial heritage, and he will use their idol, the Dark Star, in doing so.
Even so, Taiyo's nature remains still uncertain. Is he the mortal manifestation of the Golden Star on earth? Is he the Emperor of the Sun, whom would descend from the skies, or is he just a lonely star, cast down from heaven? Either way, hidden power surges within him, waiting for him to learn the truth of his existence.
EMPIRE of OYAMA
"Ours is a story of changing seasons; our people have thrived and whimpered. Now in this cold, cold winter night we stand rigorously; the spirit of Oyama as inexhaustible as it is rigorous. But even as winter destroys, takes away the bountiful life of the world, it is integral in the rise of something greater. Even now that our people is at its lowest, we stand glorious. Even when all fire has been extinguished, the last flame will be Oyama, and we will revive the world!" - Taiyo Kaga, during the reunification of the 20 Clans.
TYPE
The Empire of Oyama, often referred to as Oyama, is not a holding but a nation. It holds great culture of foreign, dead concepts and virtues. But even as it is a nation, it is no ordinary nation. What holds it together in these changing times is not borders but the rigorous, undying efforts of great men and women; of great warriors. To some this may seem odd, that a nation has to work ceaselessly to even exist, but when your nation is forced into nomadic life during the time of a great apocalypse, few saw any other alternative. Now they have lived nomadically, divided, and weak for many centuries. Their weakness was not in their power, or their warriors, but their division. Even a great sword can be destroyed with a single touch, provided it is sufficiently cracked; Oyama was cracked to the brink after they fled from the Solar Empire which once occupied much of the west, but they are now whole again. The reunification of the Oyaman people under the Sun has just occured, and the Western Sun shines bright. Oyama will manifest its destiny; the golden sun promised them the world, so they shall have it now.
CULTURE
A typical Oyaman caravan.
Oyama is a nation of foreign, alien culture, when looked upon from by the Easterlings. First and foremost a warrior's culture, but great civility and education dominates what should logically be a lawless wasteland. The great clans of Oyama have all very different cultural ancestry and lineage, but the permeating thought is the survival of tradition. Art and poetry, wisdom and wit, all prized aspects of their culture, the people of Oyama entertain themselves not in blood games or in horrific brawls, neither do they spend their money whimsically on gambling or tavern life, instead they play games of wit and smarts, duels where clashing of swords is substituted by the clashing of ideas. With the death of the fabled Solar Empire during the War in Heaven, Oyama, a crown province of the Empire, was forced to exodus. Over the journey to new homes, countless millions died, and many took their lives in spite of promised future. Strenght is priced beyond simply convenience; it is a necessity. The life of a warrior of the sand does not suit this noble warrior's people, but it is a life of which they were forced to adopt. Too weak to invade the east, and impossible to live in the west, they settled the Draor Chor Reaches and have adopted an odd lifestyle of living in mobile palaces and cities built on the back of domesticated wild life. These mobile structures can range in size and scale, with the biggest being the Imperial "City" of Yamano, which is built on the back of a rare breed of Oro, which can most simplest be described as a gigantic form of pack animal. The people of Oyama are indeed a strange ensamble, spiritual yet skeptical, warriors of mind and body yet without the desire to wield their blade at every possible convenience.
Still, if one were to simplify Oyaman culture into a sentence, I suppose it would be this: Oyama is an alien people of warriors; warriors of necessity. What I mean is that Oyama is a warrior's nation, where the power of each soldier is amplified by the desire, duty, and honour of their past. But these warriors are not exclusively soldiers, they are warriors of mind and of body, personifications of necessity. The people of Oyama are wise, so they sharpen their swords, but they'd rather be blissful, so they could sharpen their minds. There are still few within Oyama whom hold their ancient warrior traditions alive, and they became the Great Clans. Chief amongst them are the Kaga, whom hold the Shogunate.
DESCRIPTION
The present Solar Empress during a reconnaissance mission to the Republican border.
The Empire of Oyama is a nomadic nation which inhabits the vast reaches of Draor Chor, but it's origin reaches into the Shattered Western lands. The people of Oyama were once part of a great nation known as the Great Solar Empire, a nation which was founded and ultimately destroyed in the west. It was a nation in which the Emperor of the Sun had not only the Sun's blessing, but also the power to manifest his desires upon the world. Its armies were vast and its influence was massive, but its people were benevolent and wise, but not ignorant enough to discard the blade. It held onto its rigid existence in the world through authority and respect amongst its equal neighbours, and made itself known throughout the world through innovation and enlightened ideas.
Its culture was one of great quality. So great a culture was that of the nation under the golden sun, that it was not afraid of foreign influence, but welcomed it greatly. The Solar Emperors were wise men of both old and young age, and did not discriminate. Its warriors were noble and just, and did not thrust the sword upon those whom had deserved no greater harm than defeat. Prisoners were therefore kindly treated, and innocents were spared. Refugees flooded to the nation, but it welcomed their integration, and allowed them equal opportunity and freedom within its illustrious and expansive borders.
One of these refugees would become the first of the Oyama, and the Oyama would then come to ascend into the very core of the Solar Empire. Upon the death of the first Solar Dynasty, the nation was thrown into chaos. It's once gold-paved streets reduced to broken cobble. After a hundred years of ceaseless war, and the cowardly influence of alien powers, the Solar Empire was later unified when the King of Oyama, Yamato, rose into the heavens, and recieved the blessing of the Sun. The Golden Sun had told him, "Ye are my sons and daughters, ye people of Oyama. Ye deserve the world, so I shall give it unto ye". The people of Oyama then manifested their destiny and ascended from nothing into everything, unifying all the shattered nations under the Sun into one Great Solar Empire. From then on, the power of Oyama could not be questioned, and the newly reformed and reunified Solar Empire could not be conquered, nor could it be defeated.
Thousands of years of peace was however raptured when cataclysm laid waste to the world, and the west was forever destroyed henceforth onwards. The people of Oyama were able to escape, escape in all the frivolity expected from former Emperors and royals now turned into refugees. The golden lifeline survives still, however. The lineage of Yamato lives on in the present Solar Empress, whom is seen as the icon of her people, the power of her lineage still very apparent even almost a thousand years after the destruction of the greatest nation amongst man. However prestige cannot be measured in times of war and strife, or so the present warrior-elite of Oyama believe. The nation is presently governed by 20 Great Clans, Kaga of which is Chief amongst them, and holder of the Oyaman Shogunate. The 20 Great Clans organize and administrate the numerous Imperial Hordes, but most importantly, they direct defensive and offensive efforts. They organize raids, raids of which are done in absolute necessity, and plan future conquests of the Easterlings from within the Great House of Yamano, also known as the Imperial Palace.
LAWS
The life of Oyama is a dangerous one, seemingly always walking side-by-side with annihilation and destruction. Only in recent times, the last few years in fact, has order been restored to the once great nation of Oyama. As Taiyo-no-Kami exclaimed, "We shall be great again", and so they have attempted to become. One thing that remained the same, however, is the laws and systems of the Empire of Oyama, and more importantly, the importance of the Shogunate.
The nation is governed by the Way of the Warrior, sometimes referred to as the Way of the Samurai, and the reason for such is simple. The way, or laws, of the warrior, have always applied for warriors since the rise of the first solar empire. But due to the Imperial Necessity which occupies Oyamas present state of social affairs, most people are considered warriors, with only those too young to fight, or those too old to properly wield their blade, remaining within the Ie, or house, of the Caravans (The Ie is the name of the structure on the back of each pack animal). All criminal acts are solved individually, but through regional courts. These courts can decide on any punishment, but they have to chose amongst one of the punishments available for each path. These punishments are decided upon by the Triumvirs. Most punishments are the same, no matter which path, but depend on severity.
Therefore, due to the divide, there are three laws which govern the nation and three warlords which govern the laws. The laws are often referred to as the Three Solar Paths, and their governing warlords are known as the Triumvirs of Yamano. The first solar path is the Path of Youth. These laws include sections such as "respect those whom are elder" and "learn, for the life of the desert is dangerous and full of evil". The Path of Youth focuses on diligence and respect, loyalty and dedication. To break these laws is an affront to the nation, although the punishment is far more lenient than any of the other paths, but can extend to upwards of death.
The Path of the Warrior, the Way of the Warrior, or the Way of the Samurai, is the path which governs over all whom have graduated from their youth, which means that the moment your might and mettle as a warrior is recognized, you will ascend to these rules and doctrines. The laws of the warrior are mostly moral, such as "they whom have no blade have done ye no wrong" as well as "fulfil your duty until death, only death may set you free from obligation".
The last path, the Path of the Old, is a path which applies for those who have grown too old, too weak, to wield their blade for the betterment of the nation. Instead, they are told to wield their wisdom for the betterment of the people. "wise are ye, so teach others wisdom", "discipline those whom know not wrong from right", and "obliged are ye whom know much, obliged to help those whom require aid" are all excerpts from a few of the tenants of the Path of the Old.
MILITARY
An artist's personification of the Solar Decree of Imperial Necessity.
Oyama is a nation which is governed by the Solar Decree of the 86th Emperor of the Sun, it states: "When times are dark, fret not the winter sun. It may bring the snow, the death of nations, but when times are dark, rally to the strongest men amongst ye. They will be your guide". The Solar Decree is called "Imperial Necessity" and demands the adaptation of its people during times of crisis. This means that any abled body must learn the ways of the sword, every capable blacksmith must forge for the sake of the nation, every carpenter must act for the betterment of the people. The strong, in turn, are obliged to govern and rule the country before all else, forced to forsaken family and ambition. The strong amongst the Oyama are known as the Great Clans, of which there are twenty. These twenty clans trace their lineage through countless generations of warriors, even during their time in the Solar Empire, and have been relied upon to rule and govern Oyama, but most importantly, to rally them together.
Ever since the arrival of the Great Horde to the Draor Chor Reaches several hundred years in the past, the Great Clans had forsaken their sacred duties of protecting the Solar Empress, sometimes speaking of the Imperial Family since the cataclysm as a meager "branch family" of the pure solar lineage. In turn, due to conflicting with the ways of the warrior, the Imperial Horde excommunicated them into the furthest depths of the reaches. So it remained, more and more clans diverging from the Imperial Horde as time went on. In the end, during the reign of Taiyo's father as Shogun, only the Kaga clan remained.
The Way of the Warrior is a doctrine of which governs the people of Oyama, for everyone is a warrior in these dark times.
Even though everyone is forced to become a warrior during times of necessity, the Empire of Oyama employs strict regulation of warfare and how it is performed. By the age of 12, the Art of War is a necessary educational instrument amongst the future generation of warriors, same applies for countless other literary works. By the age of 16, one is expected to have mastered one sword style of the several hundred different ones found within the Seven Star Sword Doctrines, and by the age of 18, one is forced to slay a beast of the desert to prove their worth. Soldiers amongst the Oyama are called Samurai, so effectively everyone is a Samurai. Loyalty and duty are cornerstones of that lifestyle, but their ability as warriors is fathomless. Once one has slayed a beast of the desert, one becomes a Samurai, and are typically gifted the Imperial Medallion, which is supposed to extend the Stellar protection of the Imperial Family unto its people. Samurai are warriors of many skills, and are typically capable of wielding not only multiple weapons effectively at the same time, but also overcoming overwhelming military odds.
Due to various reasons, mainly domestic security, the times where military actions have ranged beyond the protection of the caravans are few. Due to the nature of aging, the warriors of Oyama grow fewer, and thanks to maturity, the Samurai of Oyama grow even fewer in size. Most soldiers are employed in the defense of the caravans and trade routes because they're simply subpar in the Shogun's eyes, with only a retinue of 10 000 contributing to the entire offensive power of Oyama. Although these 10 000 warriors are beyond any other warriors of their supposed equal, for these warriors are the Shogun's own, and study his own warpath. Though they are called the Shogun's Own, they are not necessarily lead by the Silver Sun. Instead they are often lead by one of the Silver Triumvirs of Yamano; powerful Daimyo, otherwise known was warlords, who have devoted their life to Taiyo-no-Kami's philosophy of war.
"To Wage War under the Sun", a book authored by Taiyo-no-Kami, is the military guide to warfare under the Shogun's military.
+ "War is like the equilibrium between sun and moon; harmonious. Without darkness life would have overgrown, and without light life would have never existed. War is necessary for the bud of life to grow beautiful, but balance between loss and gain is vital." - The Shogun's Own, a warband of ten thousand of the mightiest warriors of Oyama, adhere to Taiyo-no-Kami's teachings. As mentioned above, the warpath of Taiyo is a meticulous one, and is decided less by ambition and prize, but more on the ability and power of his people. He is aware of their skills and their ability, and therefore he is aware of the enemy that he is able to defeat, no war is won through ambition, and therefore the Shogun's Own horde fights only when it wants. Through cavalry they are maneuverable; like the wind, they are everywhere yet nowhere. They strike with precision and overwhelming power, they hit the enemy with the impact of a falling star, yet as quickly they disappear into the distance. The condition and severity of Oyama demand the survival of its warriors, and as such the Samurai use decisive and precise strikes to win wars with haste and precision.
+ "The Way of the Samurai is a demanding one, with few capable of bearing the burden of a great warrior. I know first hand the weight of the Sun in the desert, the overpowering burden of carrying it onto new dawn. We are few, therefore we must wage war with our minds, not our brawn; like the cobra we must seem powerful even in defeat. Like the viper we must strike rapid and swiftly. And lastly, like the Python, we must crush our enemies and starve their resistance. We are few, but our power is amplified a thousand fold." - Proper Samurai in the nation of Oyama are of few number and high demand. Their abilities must extend past four sword styles, and they must be able to use any weapon. Their training is constant, and no warrior is ever at their peak, with their skill in a constant state of improvement. Only age may set the warrior's soul free from their shackles of duty, but seldom does age show on these great warriors of the Dune Sea. The Samurai must therefore be strong, to overpower the numerical advantage of the seemingly overpowering obstacle of the Eastern strongholds of both the Republic and the Empire. Each soldier must be capable enough to accurately slice water as it falls from the heavens, and each warrior must be capable of overcoming overwhelming odds. Most importantly, each warrior must fight until death, for only in death does duty end.
+ "Do not underestimate the power of mobility. Even the wind may seem trivial, but it spreads disease and death without equal. We must be like the wind, we must spread the disease of which the Easterlings cannot conquer, a threat that they cannot quell. We must conquer and establish, uproot and plant a new seed of civilization. To do this, to revive the root of the Solar Empire, we must be swift and decisive. A good horse is worth a hundred men, and a good Samurai on a good horse is worth an army." - The power of cavalry cannot be overstated, but its superiority is not guaranteed. Spears can destroy any cavalry charge, and hail of arrows can destroy any immobile force. Therefore one must know the battlefield, and that is what the Shogun's Own have learned to do. The hierarchy and the system of the Shogun's Own is strict, but its stratagems are in constant motion. Horses and Samurai are often used to great effect through the medium of horse archery. Though the beauty of the Samurai is not in their singular doctrines, but in their liquified behaviour. One could compare the Shogun's Own, and the military doctrines of the Shogun himself, to be like the seasons; all of them beautiful, but all of them specialized. One must know what to do during the seasons, and therefore the Shogun's Own must know what to do when their tactics do not succeed. The constant, ceaseless motion of the Samurai's tactics and military thinking allows them great versatility on the battlefield, but it requires great leaders. The generals of the Shogun's Own are therefore nigh-irreplacable.
+ "The power of the bow is forgotten in this age of might and magic. A proper bow, crafted by the best carpenters of Yamano, can be worth more than any mage when put in the right hands. But a Samurai should not be led into a tunnel, their minds must be open. War is order and chaos, we must be the balance; to create order when there is chaos, and to become chaos when there is order. Therefore we must adapt, and therefore no Samurai should favour no single weapon, be it sword or bow; spear or javelin." - Force amplification is a specialty of which the Samurai have learned to master in their times of desperation in the desert, and that concept has been expanded upon further by the Shogun's own teachings on the matter. A proper Samurai does not wield a single weapon, but several, each for their own aspect of the battle. One must be able to adapt to the constant flow of the battle, and a Samurai is someone who is not only capable of adapting, but of overcoming seemingly unbeatable obstacles.