Metaphor: ReFantazio
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The details of Metaphor: ReFantazio, including the world and its characters up until just after Heismay (to limit my workload). Try to avoid taking about story stuff, it may start getting weird. If anyone knows how to recap the story, please tell me and I’ll put it in the bot.
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53 entries · scan depth 2 · budget 512 tokens
- #1Humans
Keys: Humans, human
Untmown monsters with bizarre forms unlike any natural beast. Their bodies hold immense amounts of volatile magla, and they rampage through their surroundings indiscriminately. Despite their berserk nature mar king little sign of intelligence, they can wield advanced magic beyond the grasp of all sentient beings. Many aspects of their biology and ecology remain a total mystery. They are often abstract and disturbing, often having large humanoid faces.
Given their unnatural physical resilience, large Specimens can wipe out entire armies. Although there have been sightings of humans since antiquity, actual encounters are incredibly rare, and they have long. been dismissed from being any real threat. However, recent years have seen them appearing with more rapid frequency across the Crown's lands, which has the people uneasy.
- #2Fairies
Keys: Fairies
Fairies are small Intelligent lifeforms that originated separately from the eight tribes. Fairies are magical beings whose lives are dependent on magic itself. Their wings are organs of magical conveyance, making them float naturally, so they only flap them to stabilise themselves in the air. They are only a few inches tall, and have unremarkable humanoid bodies besides their dragonfly-like wings
Fairies can also sense the presence or absence of magla around them through their five senses. It's a skill that can be shared among fairies and, with training, can even be shared with people for short periods of time. In ancient times, this skill was called "Fae Sight" and was quite prized- it's been told that even kings sometimes took fairies with them on their journeys. Though different sexes exist, it is difficult to visually discern as their appearance does not change with age.
Fairies do not have a fixed lifespan. It is determined by their strength of will to accomplish something, such as a goal or mission, and as such, fairies can live over one hundred years. Conversely, a loss of motivation can cause even young fairies to enter a lethargy not unlike sleep, and they eventually fade away.
- #3Magic
Keys: Magic
A general term for the technique that consumes power to cause phenomena that bend the laws of nature. It has a wide range of applications, from modest use in daily life to destructive power in war. However, as magic igniters, which require a state permit for ownership and use, are required for people to be able to use magic, many cannot wield magic.
- #4Magla
Keys: Magla
A technical term for magic power that serves as the basis for magic. There are varying amounts in all things found in nature, including people, plants, and animals. Because magla sometimes crystallizes in areas of high concentration, some scholars theorize that magla may be physical particles too small to be seen with the naked eye. When seen, they often take the shape of blue geometric sparkles in the air akin to suspended snowflakes
- #5Magla Crystal
Keys: Magla Crystal
A crystallised cluster of magla that forms naturally in places where high concentrations are left to fester, though scholars have recently developed methods to create them artificially. The color of the crystals depends on the formation process and its impurities. High purity, natural crystals are indispensable in producing high performance igniters. As a result, some value them higher than gems and precious metals. Areas where crystals are abundant are often claimed in the name of the Crown as mining sites.
However, people have long whispered that magla crystals are dangerous to those who deal in them. Such statements are largely regarded as hearsay because there was little evidence to support it, but recently even the State Army has grown more cautious with them as reported incidents are on the rise.
- #6Magic Igniters
Keys: Igniters, Magic Igniters
A tool that acts as a conduit for magic power, without which, people cannot perform magic. To own or use them, one must obtain a permit from the kingdom by passing a test -with some exceptions, such as those serving in the state army. Igniters can be costly depending on power and specifications, and purchasing them is akin to buying land or housing. They often take the form of simple wearables, like necklaces or bracelets, but wands and held versions do exist.
The expense is so great, buying more than one igniter would be difficult even with the entire lifetime income of the average commoner. In order to prevent accidents and crime, the Crown Theocracy and the Magic Association have exclusive production rights of igniters. Unauthorized production is considered a serious offense, though not unheard of.
The time needed to cast magic depends on the user's skill, but can also be slightly impacted by the capabilities of the igniter itself. While using an igniter while sedentary poses little problem, activating an igniter while moving is difficult, and it is thus advised to use them cautiously.
- #7Gauntlet Runner
Keys: Gauntlet Runner, Runner
Often called "runners" as shorthand. A general term for magic powered, semi automated vehicles designed for traversing the wastelands, and either overcoming or circumventing local wildlife threats and magical phenomena. Traveling the wilds on foot or even in a lightly armed carriage has historically been incredibly dangerous, making any long distance trips a lite threatening risk.
However, as cities and countries grew, so too did demand for resources, many of which required transport in large quantities. The gauntlet runners filled the niche of an armed, sturdy vehicle that could help with transport and land development. There are smaller runners roughly the size of an armed carriage with a simple deck addition, but it's more common to see models that walk on legs" with an internal living area comparable to a modest house. They look similar to a seafaring ship, but have large mechanical legs on either side to “run” across the land.
Legs are more common in their design than wheels partly because of their versatility on all manner of difficult terrain, but more-so because adopting the remains and skeletons of large monsters as is is more cost effective and stronger than artificially creating all the components necessary. There are also Searunners and Skyrunners, which fare the sea and sky respectively, though the latter is extremely rare
- #8Archetypes
Keys: Archetypes
A mysterious power that a lucky few has awakened to. Shining magla engulfs the entire body, transforming it into a giant figure reminiscent of a hero. It seems to be a sort of magic, but clearly not the same kind as the igniters issued by the army. Everything about it deviates from what is commonly known of magic. They often take common fantasy roles such as “knight”, “seeker”, “theif”, “comander”, “mage”, etc…
- #9Kingdom of Euchronia
Keys: Euchronia, kingdom, United Kingdom of Euchronia, Kingdom of Euchronia
A union of allied kingdoms. Spans the Kingdom of Euchronia, the Principality of Oceana, and the Principality of Montario-Euchronia being the suzerain, with its king holding authority over all three kingdoms. The original King Hythlodaeus was this united nation's first ruler, and is often referred to as the founder king.
The continent is surrounded by fast running currents, and ships can only set anchor from the southern inland sea, where the otherwise swift currents are less violent. As a result, there have been few invasions from overseas and the three countries have achieved long histories.
The capital of the kingdom is Grand Trad, the largest city in the kingdom, located in north central Euchronia The most widespread religion is Sanctism, established as the state religion under the reign of the most recent. monarch, King Hythlodaeus V.
- #10Royal Capital Grand Trad
Keys: Capital, Royal Capital Grand Trad, Grand Trad, Royal Capital
The nation's largest city: capital of both the Kingdom of Euchronia and the united kingdoms at large. Also referred to as the Royal Capital, being the home of the palace and seat of the royal bloodline. Known for its solid ramparts, a sight which has long been emblematic of the city itself. However, when the massive Regalith Grand Cathedral was built, the building's grandeur became the new symbol of Grand Trad. The Grand Cathedral looks like an upside-down prism, though it is damaged due to the attack. It is a large and busy city with many different businesses. Along with wealth, however, comes slums and homelessness
- #11Halia
A mountain village governed by House Haliaetus, the family of Leon Strohl. Not wishing to partake in the extravagant lifestyle of most nobles, Strohl's parents were modest in their governance and considerate to their people. However, when a human suddenly attacked seven years ago, the village was reduced to ruins after petitions for the State Army's aid went unanswered. Strohl's parents lost their lives saving their son and their people Today, the village remains uninhabited, no trace of its former self remaining. It was a peaceful town nested within green grass and flowers
- #12Martira, Old Castle Town
Keys: Martira, Old Castle Town
A town southwest of Grand Trad off the main road. Developed from a town originally formed around Kriegante Castle, a military stronghold of the Annex-War. The town's distance from the main road gives it a sense of isolation, and (some say) a certain gloom. One of Euchronia's closest towns to the Oceanan border, which made it a corner stone of Euchronias defence against Oceana during the Annex War. The area near it is mostly desert, so the greenery it does have is yellowed and worn.
The relatively flat terrain affords the castle's watchtower a clear view of the town's environs. Any movement or mobilisation from Oceana was thus immediately observed, making it impossible to launch a surprise attack on the town-especially as the war predated the invention of the swift, powerful gauntlet runners of modern fame. However, its timelas the keystone of Euchronia's front lines has long since passed into history.
- #13Principality of Oceana
Keys: Oceana, Principality of Oceana
One of the Kingdom of Euchronia's three constituent countries, occupying its westernmost lands. The Oceanan capital, Port Brilehaven, is the largest trade port in the kingdom. Owing to a history of extensive sea route trade with civilians and pirates alike, it's been known for its powerful navy since before the Annex War, and a rich culture centered on its warriors of the sea.
- #14Port Brilehaven
Keys: Port Brilehaven
The capital of the Principality of Oceana, and the kingdom's largest port. Home to Oceana’s famed navy, the most powerful maritime force in the kingdom. Known for being a bustling trade hub and having a free, broad-minded atmosphere. Of particular note is its seaside coliseum, a major source of local entertainment and a cultural touchstone.
It's believed that there are substantial magla deposits on the ocean floor near the shoreline, the effects of which have distorted nearby terrain to the point that it seems to defy the laws of nature. However, as the sea is deep-and excavating seafloor crystal remains a practical near impossibility, the natural wonder is mostly regarded as a tourist destination: full of tantalizing prizes that lie just out of reach.
- #15Principality of Montario
Keys: Principality of Montario, Montario
One of the Kingdom of Euchronia's three constituent countries, occupying its easternmost lands. The Montarian capital, Altabury Heights, is a mountain city commonly blanketed in snow occupying much land held sacred to Sanctism. Infamous for its cold climate, Altabury's many prominent roussainte and clemar noble houses boast a hearty resistance to the chill. They enjoy a more direct political influence over Montario than other countries' aristocracies tend to wield. Currently ruled by a rhoag lord,
- #16Senate
Keys: Senate
A council of sages who assist the king with political affairs, formed upon the unification of the three kingdoms. It consists of five members; the prince of Montario, the prince of Oceana, the royal army's general, the head of the Crown Theocracy, and the head of the igniter consortium. The offices are held by different individuals but have no set term, and while each member is theoretically equal in rank and voice, the influence of the Crown Theocracy has been increasing for decades.
More specifically, ever since Forden took the office of Sanctifex and Sanctism became the state religion, Forden effectively became the Senate's primary speaker and representative, tilting the power balance.
- #17Tournament for the Throne
Keys: Tournament for the Throne
A large scale tournament, where prospective candidates compete to gain the approval of the people. The winner of this popularity contest will then be crowned king. The Crown Theocracy proclaimed themselves to be the organisers after the invocation of the royal magic by the previous king; the stated purpose is for candidates to prove their worth by completing tasks while visiting the three capitals of the United Kingdoms.
The first task is to bring the head of a beast to Port Brilehaven
- #18Elda Tribe
Keys: Elda
he ninth tribe, distinct from the commonly known eight tribes, they are condemned by the Sanctist Church! for inheriting "a dangerous magic heretical to the teachings of the Church". Their population is so small that to even see one in public is rare, and they face greater discrimination than any other tribe. In fact, many outside the main cities don't believe they exist.
Each of the eight tribes possess unique physical traits making them recognisable at a glance, such as the clemars horns or the roussaintes' long ears. The elda tribe, however, bears no such distinguishing feature, and thus are regarded as inferior beings.
- #19Clemar Tribe
Keys: Clemar
The clemar tribe composes the largest population in all the allied kingdoms. Their most distinctive features are the horns which grow on both sides of their head. They can vary in size, shape, and color. Clemars have a broad diversity of facial and body types, which has essentially made them average. The Euchronian royal family are clemar, and members of this tribe hold a majority of important positions within the government, leading many clemars to internalize the belief that they are the kingdom's most preeminent tribe.
Clemars value freedom and dislike illogical restraint. They enjoy cultivating discussion, but do not always consider the situation or appropriateness of doing so, which occasionally leads to conflict. However, some studies suggest this disposition is what drives them to seek governmental positions and other important offices.
- #20Roussainte Tribe
Keys: Roussainte
One of the most populous tribes of the united kingdoms, second only to the clemar. Long, pointed ears ending in dark furred tips are their most distinguishing feature. They often boast excellent physiques, which has given them superior martial prowess. Roussainte women are stronger than most men of other tribes. Many inevitably work in the military and often hold key offices. They are considered as influential as the clemar, and the two tribes are sometimes called the "prevailing tribes".
Many roussainte pride themselves on outperforming others in strength. While this can be perceived as a self disciplined competitiveness, on the flip side, there are many with a belligerent temperament, obsessed - with proving superiority in any situation.
- #21Eugief Tribe
Keys: Eugief
Small in stature at around two and a half feet tall with bat like wings and ears. They also have very large sclera-less eyes and three fingers on each hand. Due to their singular appearance and low population, as well as their strong night vision derived from their nocturnal nature and keen hearing, it's not uncommon for them to be perceived as unnerving, and they often become targets of discrimination. Most eugief live modest lives at the bottom of the social hier archy with Few positions of status
With their natural agility, some are able to make a living as warriors. Most eugief however, prefer farming to hunting, making them a tribe that is warm in nature that values harmony. The flip side of this is that they are often indecisive, second guessing themselves out of concern for what others want. This has lowered their relative status in the world.
- #22Nidia Tribe
Keys: Nidia
Characterized by their large and exceedingly vibrant iridescent eyes and hair, members of the nidia tribe lack the conspicuously notable features of other tribes. They are known to be gregarious and talented at flattery. Many have left their hometowns to make a living- some making a name for themselves as both compelling and strange figures.
Colonies comprised wholly of the nidia are rarely known to exist in any part of the kingdom, making them a mysterious tribe in some ways.
- #23Paripus Tribe
Keys: Paripus
LIA tribe recognisable by bestial ears and a tail. There are many variations in their hair and skin colors, including cold colored skin not seen in other tribes. They are physically adept and often honest with their emotions, giving them a reputation for hedonism, for better or for worse. They are drawn to parties and festivities, and while this happy-go-lucky charm is often to their credit, it can also be seen as recklessness. They have a humanoid body type, besides the ears and tail.
Due to this stereotype, they are looked down upon by other tribes which prevents them from securing a foothold in politics despite being nearly as populous as the roussainte and clemar tribes. The discrimination. against them is especially obvious in large cities.
- #24Ishkia Tribe
Keys: Ishkia
A tribe recognisable by their two avian wings, as well as their almond eyes and long eyelashes. Once is places in between their shoulder blades, while the other is on their sides on their hips. Though the fewest in number of the eight tribes, they have a reputation for their intelligence, giving them a strong presence in bigger cities. Many find higher status in intellectual labour, such as scholars and sanctors and the like, making it not uncommon for ishkia to be wealthy.
Due in part to their regal stature, the ishkia are commonly admired. However, the act of speaking down on others has been ingrained in their nature for some, making it just as common for them to be resented, Incidentally, their avian-like wings are purely cosmetic. Though they are able to move them to a small degree, they have no structure; they're actually just clusters of feathers. Those who aren't fond of the ishkia latch onto this deficiency of flight to ridicule them.
- #25Rhoag Tribe
Keys: Rhoag
A tribe whose members have longer lifespans, some living more than twice as long the average of other tribes. They age at the same pace until adolescence, spending the remainder of their lives in middle and old age. Perhaps as a result, the rhoag tribe conjures images of the elderly in many minds.
In a seniority-based society, rhoags often hold high positions due to their longevity. They place great value in eventually passing down their knowledge and purpose, so much so that they're known to remember favors as well as hold grudges for three generations. Though many rhoag have unique markings on their face, they are not born with them-they are a form of traditional make up. They also have ever so slightly pointed ears
- #26Mustari Tribe
Keys: Mustari
A tribe recognizable by a half-lidded third eye on their forehead. They don masks and wear culturally significant attire, which many among the other tribes find unsettling. Though their population isn't necessarily low in number, the mustari are hard to come by, as most live in the Virga Island archipelago. As they believe in a unique faith, they are often targets of persecution outside of the island, denounced as "pagans”.
The eye on their foreheads is often called their third eye, capable of perceiving magla, which is invisible to the naked eyes of most tribes. However, how clearly they can see the magla depends on the individual. For some it is vague, while others can see it more clearly than fairies, perceiving even the magla's quality and density.
- #27Halfblood
Keys: mixed, Halfblood
Children born to parents of two different tribes. Halfbloods often inherit physical attributes of both tribes., though often not wholly. While it is theoretically possible for any of the tribes to bear offspring together, conceiving a child between differing tribes is less viable than within the same tribe, therefore they are few in number. Even in metropolitan areas with diverse populations, those with mixed heritages are rarely to be seen.
Halfblood children are often ostracised from both tribes they hail from, due to their "unnatural” appearance. The typical characteristics they would otherwise inherit from each tribe can be underdeveloped, leading to smaller wings for a halfblood ishkia, or a singular horn for a halfblood clemar. They are greatly misunderstood generally isolated from others, and face unjust societal disdain.
- #28Gallica
Keys: Gallica
A fairy who accompanies the elden boy on his journey, doubling as his chaperone for his special mission. Her diminutive size excludes her from participating physically in battles, but her special fairy traits allow her more proficiency than the elda boy when it comes to sensing magla and knowing magic. Though she can become heated when her personal values are tested, she is a reassuring travel companion.
Gallica tried to stay resolute as the protagonist’s chaperone, but as he gets involved in unexpectedly intense battles, she begins to doubt her role in the grand scheme of things. However, with the fairy's unique ability to deflect anxiety, she does her best to help the protagonist in whatever way she can.
She is a small 3 inch fairy with short ginger hair, blue eyes, pointed ears, and a yellow sleeveless leotard with blue cartoon flowers printed all along it
- #29Strohl
Keys: Leon Strohl da Haliaetus
Leon Strohl. A young man of the clemar tribe met at the Recruitment Centre in Grand Trad. A genial youth who values justice with a good head on his shoulders. He comes from a noble family but seems to have complex circumstances that led him to enlist in the army, typically a commoner profession. Though new recruits grumble at being ordered to refer to each other by their surnames in order to prevent overfamiliarity, Strohl doesn't seem to mind.
The son of the noble family of Halia, a village that was destroyed by a human. Now that he has lost his home and family, he has only his pride to redeem himself from the shallowness of his past self.
Strohl has fluffy white hair, grey eyes, and two small black inward-facing horns framing his face. They are quite unremarkable. He also wears a yellow long coat and a cravat. He is 5’11. His Archetype is the Warrior. He is fairly young
- #30Hulkenberg
Keys: Eiselin Burchelli Meijal Hulkenberg
Eiselin Hulkenberg. A roussainte lady knight met in Grand Trad. Once a member of the royal knights, she served the prince alongside Grius. Although the prince was formally declared dead, she believed that he survived the attack and searched for him alone. Given her social status, she was called by her family name during her travels, which she has become completely accustomed to, to the point that she introduces herself that way.
Hails from the Hulkenberg family, one of the most prestigious noble families in Montario, While her father and brothers rose to prominence in the world of politics, her youth was marked by merit not with her wits but her martial prowess, leaving her a black sheep among her family. In order to achieve success on her own, she overcame her family's opposition and went on to pursue a career as a knight, but after failing to protect the prince, she has been too ashamed to return home.
She has long bright red hair, the standard long ears of the roussainte tribe, and blue eyes. She is notably tall at 5’10. Her Archetype is the Knight. She is fairly young
- #31Heismay
Keys: Heismay Noctule.
Heismay Noctule. A member of the eugief tribe and former knight who the party met outside Martira. A notorious man, he was long wanted for a series of kidnappings before it was revealed hed been set up. Like all members of his tribe, he is extremely sensitive to sounds, and can detect many odd, scant noises his companions cannot.
Because of the paripus unintentional involvement in the loss of his son, Heismay sometimes unknowingly turns his prejudices against the Magnus brothers, who were unrelated to the incident. He himself is troubled by-these thoughts he feels he has no control over.
He looks like a standard eugief with white fur, bright red eyes, and large ears. He stands at roughly three feet, and wears a black pointed poncho. His Archetype is the Thief. He is a bit younger than middle-aged, though it’s hard to tell outside of his deep and mature voice
- #32Neuras
Keys: Neuras Corax
Neuras Corax. A genius engineer of the ishkia tribe, he can singlehandedly manage all things gauntlet runners, from planning to maintenance to piloting, and was contracted to build the prince's gauntlet runner before the prince vanished. He comes from a noble, highly respected family with a stately mansion in Grand Trad but, as he shows absolutely no interest in social status Tor family prestige, is dismissed by his family as an unmanageable oddball.
Despite his pedigree, his appointment to build the prince's runner was solely based on merit, not his social standing. Since then, Neuras has retained a strong sense of gratitude toward the royal family. Unfortunately, as both the prince and king met successive, suspicious ends, Neuras was unable to repay their favor, which burdened him greatly.
He is the party’s pilot of their Gauntlet Runner
He has dark skin and is rather lanky with white hair and wings. He has a white mustache connected to his sideburns as well as round glasses perched on the end of his nose. He is fairly old, around middle aged
- #33Grius
Keys: Arvid Grius,
Arvid Grius. A veteran rhoag warrior and resistance member alongside the protagonist and Gallica. He infiltrated the ranks of the army and has been working as a covert operative. Gallica was entrusted with delivering secret orders to him.
His real name is Arvid Alces, but he goes by Grius for his work as an operative. He once caught the attention of the royal palace as a skilled mercenary and was appointed the prince's swordsmanship instructor by the former king. As he was considered to be part of the prince's personal guard as part of his duties, he also helped give fundamental training to young knights. After the prince fell victim to the curse, Grius disappeared with him. He secretly returned to the capital in search of a way to break the curse. He is now dead after a failed assassination of Louis due to the Kings magic restraining him.
In the northern fort, he was sometimes appointed to positions of command due to clear experience that separated him from the other soldiers. However, he lost all of his men in the human attack. The weight of those losses makes him decide to handle Louis personally, rather than appoint the protagonist or Strohl despite their qualifications.
- #34Hythlodaeus V
Keys: former king, Hythlodaeus V
The Kingdom of Euchronia's former king. Prior to his assassination by Louis, he arranged for his death to trigger "the royal magic", which prompted a competition for the throne's succession in which every member of the kingdom was eligible, thus ushering in a time of unprecedented turmoil and uncertainty.
His early reign was marked by substantial efforts to uphold his high-minded ideals, but his authority gradually diminished over the years. After the prince was attacked and presumed dead, he became an empty. husk of his former self, and stopped participating in politics. That he would prepare an elaborate, bizarre magic spell in secret -completely defying his style of reign until then came as a complete shock to his subjects, further adding to the disarray.
- #35Forden
Keys: Aestivum Forden
Aestivum Forden. The 78th Sanctifex of the Sanctist Church, the state religion of the united kingdom. He holds the highest authority within Sanctism and, as such, is the leader of the Crown Theocracy, Despite hailing from the rhoag tribe (rather than the more common clemar or roussainte tribes), he enjoys a broad base of support. In the turmoil following the sudden death of the previous king, many view him as something of an interim king, given his position as the leader of the moderate faction.
- #36Sanctoress Joanna
Keys: Joanna Calendula
Joanna Calendula. A rhoag woman serving Martira. Although she's a sanctoress, she's more flexible than those in Grand Trad, in that she doesn't often impose strict doctrine onto others. She is grieved by the continued disappearances of her people, and is so concerned that she elected to use her own private funds instead of taxpayer money to place a higher bounty on Heismay.
The Lady of Martira and true criminal behind the series of kidnappings that rocked the town. She went mad with resentment after the old traditions dictated her halfblood child be put to death, but her wits returned after hearing from Heismay, who also lost his child for senseless reasons. She offered to be the "head" brought to the Exhibition in place of Heismay, who would be cleared of his false accusations. The group trusted her to come to the Exhibition on her own, which she did, to her credit.
- #37Louis
Keys: Louis Guiabern
Louis Guiabern. A clemar royal army officer of great renown who managed to become nobility at an exceptionally young age. He possesses extraordinary skills as both a warrior and an archmage, but even more highly regarded arehis capabilities as a military strategist, for which his superior insight and grasp of psychology set him apart. His faculties as a young soldier were so shrewd that his own allies came to grow; wary of him, calling him a "monster in the making".
He prizes rationality above all else, strictly adhering to a policy of appointing officers by their capabilities alone, without regard for tribe or origin. As a result, senior officials accuse him of trying to undermine tradition. However, he now wields an influence far beyond a typical officer, and many believe he will be the youngest person ever to be appointed the army's highest ranking position of general.
- #38Maria
Keys: Maria Alces
Maria Alces. Grius's young daughter, part rhoag, part ishkia. She lives at the Hushed Honeybee Inn in Grand Trad, where Fabienne takes care of her. A cheerful and lovable girl, she helps out in the inn at night, but is often discriminated against for being "halfblood", resulting in a lack friends her own age. She is roughly around 6 years old, and a total sweetheart
- #39Fabienne
Keys: Fabienne Vulpes
Fabienne Vulpes. Proprietress of the Hushed Honeybee Inn, a tavern and inn located in the backstreets of Grand Trad. A beautiful paripus woman of good character. She had a common-law marriage with Grius and thinks of his child Maria as her own.
- #40Batlin
Keys: Albus Batlin
Albus Batlin. A clemar man who works as a crier for the Crown Theocracy, Most criers prefer rhetoric that venerates and strengthens the authority of Sanctism and the royal family, but Batlin is the opposite, prioritizing the provocations of the people, as though commentating on a sport.
Though highly admired amongst the townspeople, he drew the ire of the Crown Theocracy for his roguish methods. However, when the royal magic made what-amounted to one's popularity the sole factor in succession, the Crown Theocracy pivoted, suddenly assigning Batlin the monumental responsibility of heading Sanctism's public relations as the Tournaments official crier. He is basically a reporter
- #41Mage
Keys: Mage
A general term for those who have good command over magic. Formally, it refers to those who have achieveda national qualification to professionally use magic. However, as many commoners have difficulty discerning those who are formally qualified, this catch-all term rose to prominence.
- #42Fortune Teller
Keys: Fortune Teller
One who makes a living by forecasting the weather with high accuracy. As they use a staff that senses the flow of magla in the air, many end up being from the mustari tribe. Knowing what the weather will be like is vital not only to farmers but for travelers as well, as heading out into the wilds in inclement weather is often fatal. It is said that masters of the craft can use a divine relic to manipulate the flow of magla and bend the weather to their will.
- #43Wandering Scholar
Keys: Wandering Scholars
Academics in various fields ranging from magic and magical beings, to igniter development and gauntlet runner engineering, to the history of the Old World. Many studied at the Mage Academy, but when the Crown Theocracy forced its closure, surviving scholars hid themselves from the Church and began studying independently. Apparently, young students of means mostly continue their studies by roaming the land and visiting their mentors.
- #44Slave Classes
Keys: Slave Classes
A class of people considered so low across the kingdom that no one can be born into it, rather, it is a restriction on citizenship, imposed as a form of punishment for crimes. The criminal becomes the legal property of another for a fixed sentence, and during this period, any action that leads to a slave's death, participation in additional crimes, or even self harm, will result in the owner being charged.
- #45Prince of Euchronia
Keys: Prince of Euchronia
The son and heir to the throne of King Hythlodaeus V. More than ten years ago, a mysterious attack in the royal palace (all but confirmed to be done by Louis) left him afflicted with a deadly curse. The curse took its toll on his body, and though he bravely endured treatment, his recovery was interrupted several years later when he and his closest aides suddenly vanished from the castle without a trace. The king exhausted all possible means to find him, but was ultimately unsuccessful. He was formally declared deceased three years ago, and a royal funeral was held in his honor...
The lingering, malevolent magic sustained by the prince during his assault twelve years ago. At the time of the incident, great minds from all over the country attempted to break the curse, yet none were successful. Those who can see the flow of magla say it resembles poisonous briar vines entwined around the sleeping prince.
- #46Reeve
Keys: Currency, Reeve
The “reeve" is the standardized unit of currency in the United Kingdom of Euchronia. It comes in several denominations marked by size, shape, and type of coin, and ranges in value from large gold coins, to average silver coins, to various copper coins for subunit amounts.
Thel argest denomination of reeve is the Euchronian ingot (or "ingot ), equivalent to 20,000 reeve. It is rectangular in shape, fitted with a special stone to prevent forgery, and rarely seen due to its high value. The Euchronian gold coin (or "gold") equals 5,000 reeve. It is a circular golden coin bearing the likeness of the first king of Euchronia, who is extolled as the Merciful King.
Silver coins come in two variations. The first, called “silver", is the Euchronian silver coin, equal to 500 reeve. It is round in shape and bears the crest of the Euchronian royal family. The second, the Regalith silver coin, is a relatively new denomination equal to 1,000 reeve, and is commonly known as "churchsilver". It was issued by the Crown Theocracy to commemorate both the state's adoption of Sanctism as its official religion and the construction of the Regalith Grand Cathedral. It is the same triangular shape as the Sanctist crest, and serves to reinforce the political power of the Sanctist Church.
Copper coins have been in circulation across all three countries since before annexation and continue to be used today. There is no uniform value for them, and they re mainly used for exchanging nominal amounts too small for silver. These qualities (as well as how rarely they are counterfeit have led to them remaining unregulated. All copper coins are round in shape but feature various designs. The most common coin in circulation is the Euchronian standard, but there are many featuring geography from Oceana and Montario as well.
- #47Sanctism
Keys: Sanctist, Sanctism
A monotheistic religion devoted to the worship of the one God, the Almighty. The religion of majority across the united kingdoms. Its sanctors preach that uttering the prayer "closurei" with one's whole heart will reach God, bringing salvation. It is the state religion, and the Sanctist hierarchy is deeply intertwined with the kingdom's politics. Currently, the Crown Thepcracy is at the heart of the kingdom's political affairs.
- #48Sanctist Church
Keys: Sanctist Church
Churches built throughout the land for Sanctist believers, who come to offer prayer. The St. Fermis Church in Grand Trad, having seen attendance drop sharply after the Regalith Grand Cathedral was built, opened its doors to non-converts and offers paid purification services for holy items and sullied equipment.
- #49Closurei
Keys: Closurei
An archaic word of prayer in Sanctism. Every person in the kingdom, regardless of religious affiliation, is familiar with this solemn oath. It is an extremely ancient word that predates the Euchronian calendar, its exact origins unknown.
- #50Knight
Keys: Knight
A mark of esteem granted, by the Kingdom of Euchroniain recognition of one’s military merit, humanitarian efforts, scholastic achievement, or other noteworthy accomplishments. Those who have been knighted vow to uphold their powers in chivalric spirit, and today, many knights also vow to defend the Sanctist faith, viewing it as an intrinsic part of their noble duty after it was instated as the state religion.
Knights are respected in society and enjoy various privileges to match their high status. However, if any knights conduct themselves in a manner contrary to chivalric values, they are deemed as disloyal to the king and thus heavily condemned. Knights turned criminal are commonly called "fallen knights" and lose all social credibility.
Knights may be armed, but are not necessarily members of the army. For example, royal knights serve! the royal palace directly under the king. They may participate in the army under the king's command, but they are not subject to the whims of the military.
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