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- #1Imperial
Keys: Imperial · Secondary: , Mortal, Human, Sentient Race, Mortal Plane
Designation- Sentient Classification- Mortal
Physical characteristics Average height- 4 ft - 6 ft Skin color- Pale to Dark Hair color- Black, Brown, Blond, Auburn, Red, green, purple, blue Gray, white etc Eye color- amber, blue, brown, gray, green, hazel, red Average lifespan- 50 - 80
cultural characteristics Home of origin- Unknown Language - Imperial Low, Imperial Standard, Imperial High
Humans commonly referred as "Imperials" is Athrunial's most numerous and political dominant sentient species, whom have colonized all corners of Athrunial at some point due to their constant urge to expand their minds and increase their power. Humans have a unquenchable hunger for acquiring knowledge, power and satisfying their curiosity, making them a race whom's become known for exploring, conducting war and pushing all known boundaries for knowledge which has made other sentient races, more often than not, wary over them. Due to their social nature, many human have came together to form their own civilizations over thousands of years to establish their own bastions of safety, allowing one to live in a city joined by others and allowing one to study their chosen art in relative peace, seeing strength and power in numbers. Although weak compared to other species found on Athrunial, Humans are so adaptable, they able to adapt to any environment in a dozen or so generations and due to them being able to learn any trade imaginable, Humans can be found anywhere, engaged in many trades and performing many different jobs, such as a monster breeder all the way to a soldier or an alchemist. Humans are best considered the jack of all trades, being notable for being able to learn all types of trades but will never be true master of a trade compared to a race whom has specialized in one certain field.
Biology and appearance
Physiology and Diversity
Humans are bipedal humanoid being with a one hundred and eighty degree vision with a front, a back, a left and a right. Much like other humanoids, they have a head with two eyes and two ears, neck, torso and four limbs, two arms with hands and two legs with feet. Humans are warmblooded creatures, having to constantly maintain a body temperature of ninety eight degree through the usage of their bodies energy which in return is supplied by eating and drinking. Humans are omnivores, opting to eat either meat from other creatures or plant life to sustain their body.
Despite their base humanoid form, humans vary greatly in appearance to the point it is extremely rare to find another whom looks similar in appearance unless one was related by blood. Humans could be tall as a Rominian or small as a Gnome, males are often slightly taller than females but that isn't always the case. Humans are often skinny and slightly built like a Laetannian however due to a human's lifestyle, one could be completely muscled or rather be large or fat. Humans grow hair on their head which can grow outwards or towards and can be long or cut either for personal preference or for other reasons such religious reasons. Facial hair on a male's face is common however body hair was common on all genders.
Humans have three genders
Male - distinguished by their testicles reproductive organs and a penis
Female - distinguished by their reproductive organ known as a vagina and having a pair of breasts on their torso for nursing their young
Hermaphrodite - a rare gender with a human with reproductive organs of both males and females
Life cycle and reproduction
Humans reproduced sexually through sexual intercourse with a male and a female to produce offspring. After a male and female have sexual intercourse, the female will remain pregnant for nine months commonly before giving birth which can take anywhere from a few minutes to over a day or a number of months due to certain circumstances which can also lead to the death of the female as well during child birth. Once the child or children are born, the female better known as a mother will usually look after the baby, feeding it milk from other animals or milk produced from their breasts for a few years. A mother would raise their children anywhere from their fifth teen to twenty years. Once they were of age and matured, the child were expected to find their own way in life and eventually find a life partner as well. Commonly , a human would live anywhere from fifty to eighty years due to their body's makeup however due to one's culture or society, a human could die far younger than expected.
Personality and Traits
Just as with their appearance, humans can vary greatly in personality depending on how one was raised and the culture and society they were raised in. No matter their personality, it is common for all humans to have a unquenchable thirst for learning and gaining knowledge as well as increasing their power as well as being very materialistic.
Powers and Abilities
As stated before, Humans are extremely adaptable for a species through normal means, able to adapt to an environment over many generations of breeding. Humans are able to learn all trades from all types of combat to all schools of magic however due to their frail bodies, genetic makeup and limited life span, A Human will never be a True Master compared to another race who specializing in one trade
Society and culture
Humans society and culture varies greatly due to the fact Humans have colonized all parts of the known world. Such societies and cultures are product of a human's environment however being of human origins, one's society and culture was capable of transforming extremely quick in response to new or other conditions which often explains why most human civilizations varied greatly from each other usually.
- #2Laetannian
Keys: Laetannian · Secondary: , Mortal, Human, Sentient Race, Mortal Plane
Biological classification Designation- Sentient Classification- Mortal
Physical characteristics Average height- 5 ft - 7ft Skin color- Pale Hair color- Varies Eye color- Varies Average lifespan- 100 - 200
cultural characteristics Home of origin- Bermon and Laetannias Language - Imperial Low, Imperial Standard and Imperial High
"Clad in heavy armor from head to toe and blessed by the Goddess of Prophecy herself, these courageous and selfless Knights are the final guardians of Humanity and Athrunial, they are our saviors of our last resort."
- A Sister of the Holy Church to a traveler
Laetannians commonly refereed to as "High Imperials" are a magically created race of augmented and blessed humans whom were originally created by the Divine Being, Arch Seraph Lendira to be the ultimate warriors of humanity, to be the defenders of a last resort during the Time of Endings, a cataclysmic event where the Deadra Lords and their Deadra will once again walk amongst the mortal plane and wage a near apocalyptic like war, all in an attempt to take what they desire, to achieve world domination or the very destruction of the world itself in order to be free from they perceive as a never ending curse. Created some time after the ending of the Dark Ages but before the Age of Cinders on the peak of Mt.Helena within the lands that would later be known as Laetannia, the Divine Being, Arch Seraph Lendira, better known as the Lady of Prophecy, began her preparations for what she described as her final, last desperate plan to save humanity and all mortal life on the Mortal Plane. Using her original Champion, the first Grail Knight whom battled Necris to save Athrunial as her inspiration, Lendira used her divine power to create the first set of augmented humans that would later be known as Laetannians. These humans that Lendira had created would be almost superhuman in nature, having been blessed by Lendira to have secondary sets of organs, their bones would become strong as steel as well as a few other blessings however the most important note in their construction, was that Lendira had indoctrinated these mortals to have the mindset of her original Champion, to hold his ideals and beliefs above all else. From there, Lendira aided the first Laetannians in the founding of "The Holy Kingdom of Laetannia" and took her place as it's guardian's and true ruler from above to carefully groom the Laetannians into the ultimate warriors of humanity, hoping to produce Grail Knights similar to her original Champion so that the Mortal Plane may still have a chance at succeeding at keeping the forces of Corruption at bay, time will only say.
Biology and appearance
Physiology and Diversity
Essentially human in many ways, Laetannian looked identical to a baseline human with similar features however unlike baseline humans and Rominians, Laetannians always had pale skin and were thin, it was nearly impossible to find a Laetannian with dark skin or be overweight unless it was a mutation or caused by corruption. Interior wise however was a completely different story, while it was true Laetannians do have the same basic anatomy of a baseline human, Laetannians were created with the sole intention of battling and slaying the Deadra in battle, because of this, a Laetannian had a number of unique features amongst their race including a
Secondary Heart - in the case of the original failing in a situation, the secondary heart would take it's place as well as pumping adrenaline into the original, allowing a Laetannian a rush of temporary energy on the battlefield.
Bones of Steel - the skeleton or the bones within the Laetannian become incredibly strong, so strong they are comparable to the strength of steel. The rib cage will become fused as a solid bone/steel plate, allowing the Laetannian to take a far greater amount of damage than any other human could possibly hope for.
Nacelle Gland - Located somewhere in the Cerebral cortex of the brain, The Nacelle Gland allows Laetannian to function normally for far longer than any human without sleep. Through the use of this gland, half the mind of a Laetannian can rest while the other half continues to function however the downside that while a Laetannian can go without sleep for a week and function normally, Laetannians require far more sleep than regular humans after staying awake for long period of times to the point a Laetannian may have to sleep for a week afterwards after staying awake for so long.
Grail Gland - Another gland located within the brain, this gland allows for a Laetannian suppress certain emotions such as fear and jealously for clarity of the mind before battle. With this, a Laetannian knight will never flee from battle out of fear.
Secondary Lungs - similar to the secondary heart, a Laetannian has a second set of lungs in case the original fails then this set can take over. These secondary Lungs work in congestion with the original lungs, allowing a Laetannian to gasp for more air and allowing for one to hold their breath far longer than regular humans.
Life cycle and reproduction
Due to a Laetannian having a far more advanced body than regular humans, it takes a Laetannian far longer to give birth with the gestation period taking anywhere from a year to two years before the infant is fully developed. Once a Laetannian is born, it will take nearly twenty five years for them to reach physical maturity due to their bodies having to spend a considerable amount of time growing their secondary organs as well as the time needed for the rib cage to fuse into a solid plate before strengthening itself comparable to steel. It should be noted that despite popular belief, Laetannian's reach sexual maturity at about at about fourteen years of age with fully developed reproductive organs. Mentally, Laetannians age much faster than other mortal races due to them being magically created to be super soldiers by their creator. As a result, they reach their mental maturity at about twelve to fourteen years of age when Laetannian men begin their training as Squires. Those whom are not part of the noble class such as merchants and commoners are freely permitted by Lendira to reproduce whenever and whoever as long as they are not members of the Noble, Grail or Celestial classes. To reproduce however, Laetannians must be married and have a stable income of some sort. Those of the Noble class are highly encouraged to only marry and reproduce with the strongest, most skilled and most intelligent in an attempt to produce the next generation of Laetannia Knights whom will be stronger, faster and more intelligent than the last and hopefully, a few can join the ranks of the fabled Grail Knights of legend.
Personality and Traits
As expected of a Laetannian, it is almost impossible for a Laetannian to not be of a noble nature due to them receiving this mindset upon birth and the eventual uprising most are born into. Laetannians are noble beings whom are fanatical in nature, upholding the codes of chivalry and justice above all else, even at the risk of death. Being instilled into their minds at birth, Laetannians cannot be persuaded of their core beliefs and as a side effect of this, Laetannians are proud, unyielding and prideful to the point of stubbornness, making it impossible for non Laetannians to persuade a Laetannian to abandon their ideals and beliefs.
Powers and abilities
Laetannians in general are quite similar to baseline humans and other sub-races of humans in terms of genetic abilities and the ability to learn and understand. Being human like, Laetannians are capable of learning of any trade or any method of battle however due to their bodies anatomy having second sets of organs, stronger bones within their body and wielding a far more advanced mind over baseline humans, Laetannians are capable of suppressing certain emotions to allow one to not be effected by emotions such as fear and sorrow. There advanced mind also allows a Laetannian to operate far longer than any regular human without sleep. Their biggest blessing however is their physiology which allows most Laetannians to live much longer than other humans. With second sets of organs and bones comparable to steel in strength, Laetannians make excellent warriors, able to charge into battle and take far more damage than any mortal couls. They are able to receive wounds that would kill lesser men and women and continue to battle as if they weren't wounded at all. Such blessing come at a steep cost however as Laetannians have almost no potential to unlock the usage of energy to the point only one in a hundred thousand will ever have the potential to wield magic and even If they do, they will never be as powerful as other magic users of other races since their body does not generate as much spiritual and physical energies.
Society and culture
Laetannians were a warrior like race like other races however unlike other sub-races of humans like the Rominians whom were violent and uncivilized in their society, Laetannians lived by the Laetannia's code of chivalry. Every Laetannian was expected to be honorable in their every day life, to be selflessness to oneself and to others as well to their duty, they were to be courageous and vigilant on and off the battlefield, to bring justice and order and to show humility. Due to their origins and creation, all Laetannians were born to have the same ideals and beliefs, fanatically believing in the "Greater Good", the founding philosophical concept of Laetannia. Their ideals and beliefs made them excellent Knights and some of the most loyal and honest servants one could find.
Besides their martial strength and ideals whom they cling onto tightly, all Laetannians are known to be highly religious beings, reserving a great amount of time to pay homage and respect to the Lady of Prophecy, the Arch Saint as well their respects to the fallen Heroes of Laetannia. It should be noted that Laetannians only worshiped the Lady of Prophecy due to the role she played in their creation as well as the Arch Saint due to his contributions not only to the founding of Laetannia but the world as well. With all that in mind, a Laetannian will never worship another Divine Being, even one of Aeadrain origins. Their worship of the Lady of Prophecy and the Arch Saint was so important to a Laetannian, every Laetannian was fanatical in nature when it came to their worship of the two. Such extreme dedication is often viewed by other races as extreme brainwashing or even indoctrination however to those whom are Laetannian, this is far from the truth as Laetannians don't expect one from the other races or one that don't live in their society to understand how they function or why they do the things they do.
Relics
The Holy Grail - Without a doubt, one of the most powerful artifacts in the history of the world, the Holy Grail is a legendary artifact considered purely myth by the vast majority of humanity but to those within Laetannia, they know otherwise. Said to be imbued with the blood of the Lady of Prophecy along with the Light of the Arch Angels, those whom drink from it are said to gain near immortality, able to live hundreds, possibly several hundred years as well as many other gifts such as as the gift of eternal young to being granted the strength of a Divine Being. The Holy Grail is said to only appear those whom are the most worthy, those with pure, noble hearts. Grail Knights are the result of those found worthy to be able to drink from the Holy Grail. When a Questing Knight of Laetannia proves himself worthy of becoming one of the Lady of Prophecy's champions, the Questing Knight will be presented with the Holy Grail by the Lady of Prophecy herself. Once this Questing Knight drinks from the Holy Grail, they will be forever changed by it's power as they become a champion of the Light, one of the fabled Grail Knights of legend.
Caliburn, The Exalted Grail Sword - Considered the most powerful sword on Athrunial, this legendary sword was originally wielded by the Lady of Prophecies original Champion, the First Grail Knight whom used it's great strength and power to wound Necris. After their climatic battle, Caliburn disappeared along with Warrior Hero of Time although some believe the Hero Warrior tossed his blade into the realm of Avalon before his death. For those whom believe the legendary blade still exists in the Mortal Realm however, legend speaks that If a mortal would find Caliburn, it's would grant it's master with fabled power never seen since it's first wielder still walked.
Excalibur - the noble golden sword of victory and protection, said to be one of the legendary fragments of Caliburn
Arondight - The unfading blue light sword of the Lady of Prophecy, said to be one of the legendary fragments of Caliburn
Clarent - The radiant, royal crimson sword, said to be one of the legendary fragments of Caliburn
Galatine - The unbreaking silver sword of duty and commitment, said to be one of the legendary fragments of Caliburn
Courechouse - The holy white sword of healing, commonly referred to simply the "Holy" sword, said to be one of the legendary fragments of Caliburn
The armor of St.Asselyna - The Armor of the very first female Grail Knight, Aesselyna. Crafted out of Dragonite ore and imbued with runes before finally being blessed by the Goddess of Prophecy, this suit of relic armor is considered one of, if not the most greatest suit of armor ever created. With it's divine protection against traditional and magical attacks, only the strongest of beings were capable of causing any damage to Asselyna while she donned this piece of armor. After Asselyna had chosen to voluntarily sacrifice herself to the eternal flame, It was said her armor was put on display within the Grail Cathedral within Villede 'la desse where thousands of pilgrims would come to pay homage and respect to the remains of the first female Grail Knight.
Olyndicus - The legendary silver lance used by the first Grail Knight during his many quests and his famed battle with Necris, it is believed Olyndicus broke when the Warrior Hero of Time landed one last strike with Olyndicus. The very impact caused the lance to break but the strike of the lance was so immense, it managed to make a crack in Necris very being, allowing him to use Caliburn to inflict heavy wounds upon Necris. Half of this legendary weapon resides within the Grail Cathedral within the Laetannia capital while the other half has been lose to time although some believe the upper portion of the lance still resides within one of the many bones of Necris himself.
Rhongomyniad - Known by many titles such as the "Sigil of Light", the "Tower of Light", the "Lightbringer", the "Light's Destruction" and as the "Holy Lance of Protection" by a handful of High Priestesses dedicated to the Arch Saint of Laetannia, Rhongomyniad is commonly thought of and referred to as the sigil that acts as the anchor point for the mystical realm of Avalon that keeps the realm from breaking apart as well as keep the bridge between it and the mortal realm intact through how, is not known. It has also been heavily suspected to be the true form of Olyndicus, the Arch Saint's lance, before much of it's original power was removed in dedication to maintaining Avalon, leading to Olyndicus taking on a far more simple appearance in the form of a basic, silver lance as compared to the highly ornate, Aeadrain designed, white, silver, golden lance that is Rhongomyniad. Lastly to note is the legend of the lance itself. Kept alive by the few High Priestesses that have wholeheartidly dedicated themselves to the Arch Saint, the legend speaks that in the mist of the most dire of all situations where reality itself is threathened, for one who is pure of heart, one that wields a rightous cause and one whom wields Olyndicus, may present themselves before Rhongomyniad within Avalon. If they are found worthy, Olyndicus shall be reforged into it's original form, Rhongomyniad, when it was wielded by the Arch Saint himself but they too shall be reforged. By choosing to sacifice themselves and by extension, their humanity to wield Rhongomyniad, they are reborn as a Heroic Divine Spirit, one, that by wielding Rhongomyniad, has been given authority to act the Divine Hero of Light, transforming themselves into a being similar to the Arch Saint himself. Now reborn as a Divine Hero of Light like the heroes of old, this individual has manifested as a immortal Hero with divine like power, whom, has been tasked with protecting all of reality itself, using the light invested in them by the Arch Saint and the Aeadra to better serve as the ultimate protector of order.
Avenel Great Shield - A blessed great shield wielded by the legendary Grail Knight, Avenel. Golden in appearance with a blue, fire like aura engulfing the outer portions of the great shield, it is said that the great shield is capable of absorbing nearly any type of damage, physical or magical and reflect It back towards the caster.
The Great Helm of St.Crispian - A great helmet worn by the former High King of Laetannia, Crispian. Magical in nature, this great helmet allowed the former High King to see in the dark as If it was day time. It is also granted the High King the ability to sense and detect magical users nearby, granting him a sixth sense of sorts for tracking magic users down and eliminating them.
Veil of Prophecy - Originally worn by Lavena Cervini whom became the first Arch Priestess of the Grail. It was said she was gifted this holy veil by the Lady of Prophecy after she was chosen by her Lady to lead her people down the spiritual path. The Veil of Prophecy is said to share the same power as their Lady whom imbued it, allowing it's user to see into the future or rather, a possible future. The Veil of Prophecy is held by the Arch Priestess whom uses it as a symbol of her office.
The Ariturri Boots - Originally created and worn by the Grail Knight, Danaus through unknown means. With these powerful greaves, the Grail Knight was able to traverse on the surface of water without consequence and was said to move twice as fast on foot when walking or running.
Chrysaur - nicknamed the "Godslayer", created by the Grail Smith, Sethian, Chrysaur was a mysterious sword crafted by forbidden means, it's blade imbued by the raw powers of the Light and the Darkness. Such power granted it's wielder such control over the Light and Darkness that those whom wielded It were able to cause a unspeakable amount of destruction and death. It's power was so great, Chrysaur had the power to not only strike down a Divine Being like deity but absorb their soul as well and add it to it's power, furthering increasing it's power. Created to only be wield by the fabled Grail Knights of Legend, Chrysair was wielded by many Heroes of the past, using it's sacred power against the Deadra and the Vyreadra until the blade itself became no more one day. Chrysaur was considered lost until a planewalker by the name of Rainerius found the hilt of the blade and returned It to Laetannia, gifting it to an Aeadra Valkyrie for safe keeping. Despite the blade having a mind of it's own and only materializing towards those it finds worthy, It has remained in the Grand Grail Cathedral of Laetannia since it's return by the Aeadra Valkyrie.
The Gauntlets of St. Naya'il - Aeadrain Guanlets worn by St. Naya'il during her battle with an Archdeadra of Tasesren, It is said these gauntlets grant the user incredible strength, granting them the strength of a Elder Divine Being.
The Spear of St. Fernandius - A spear created out of Mithril that was wielded by St. Fernandius during his time as a Man-At-Arms, his spear was renown for being imbued with powerful protective runes that would aid the user in deflecting Yin type attacks.
Firebrand - The long sword wielded by St. Anastasia during her time as the Templar High Lord, Firebran is a well known for being crafted out of Dragonite Ore as well as imbued with powerful fire runes, granting firebrand control over the element of fire. There is also the fact that despite Firebrand being wielded by St. Anastasia with one hand, Firebrand holds blade similar in length to a claymore or a great sword.
The Lioness Helm - The Great Helmet worn by St. Lisseut, her helmet is notable for holding a similar shape to a lionesses head as well as being the color of a silver, light blue color despite being made out of adamantium. Similar to the great helmet of St. Crispian, St. Lisseut's helmet was also imbued with magical energies, granting her and any user whom would don her great helm the ability to not only see in the dark as If it was daylight but also the ability to breath underwater and provide resistance to poisons.
The Cowl of Love - Originally owned by St. Neo, the cowl of love is a leather mask that partially covers the face, covering from the tip of their mouth to their forehead. Said to be imbued with powerful magic, the Cowl of love does what it name implies, grants the wearer the ability to sense love from a person and If that love they hold either for themselves or for another is sincere or true. The Cowl also grants the wearer with heighten charisma as well greatly increase the disposition between the wearer and those around them. As a result, those whom wear the mask are often able to persuade others to their side of thinking.
The Armor of St. Guiscard - A full set of armor created out of Mithril that was once donned by St. Guiscard, his armor was noted to have been imbued with powerful holy water found within Galasea's sacred grotto, granting it considerable protection against corruption as well as those whom would employ Yin magic as a caster.
Celadon Magi Blade - A unique weapon used exclusively by St. Claudia, taking the form of a hybrid weapon in the shape of a ebony staff with one end taking the form of a magical rod with a emerald colored crystal imbued into into the of the staff while the other end formed in the shape of a long blade similar to long sword however due to it's length, it's blade length is similar in length to a claymore's blade. There is not one but three sword like hilts, one at the base of the staff's blade and two in close proximity to each other in the center of the staff itself. As the Celadon Magi Blade has been wielded by St. Claudia, even in the current day, It true capabilities are unknown but many speculate it to be a weapon of the Divine Beings. From those whom have seen St. Claudia in battle, becoming something of a Serra Aeadra, she has been witnessed battling even the strongest of foe's with ease and for those fortunate enough to see her summon her power forth using her weapon, It is something that only be described as a power of the Elder Divine Beings. How she obtained this weapon is unknown but one thing is clear, it's power seems to have no end and It's blade? It's divinity is unmatched by no other blades other than the ones of fabled ones of legend such as the legendary Caliburn.
The Heavenlyfall Shard - An Aeadrain Great Longsword currently wielded by the Serra Aeadra, Oaralia, it is an ancient weapon from ages past, once wielded by many Seraa Aeadra before Oaralia during the Aeadra's darkest times. It is one of the last, true examples of a proper Grailmril weapon. As a result, it is a weapon unmatched in strength in durability. Compared to mortal weapons, the Heavenlyfall Shard is the ultimate weapon, able to outright ignore the effects of corruption and mutation or deflect such power that would do so with ease to being the ultimate conductor and amplifier for the Light. With the Heavenlyfall Shard's control over the light, It's command over the Light surpasses the power of even it's wielders. It's power is so great, many believe, It's strength is only surpassed by the Archangels of old. As a more practical weapon such as a blade, there is no question this is a true weapons of the heavens, having it weigh as much as feather and it's strength, flexibility and the sharpness of it's metal is unmatched. Than If one were to take into account it is a weapon of magical origin, it is a weapon that is nearly immune to assaults that are magical in nature and the blade itself, it is a blade that never degrades or weathers down from damage inflicted by those of the forces of darkness.
Notable Laetannians
The Nameless Warrior - Known by many titles such as the "Arch Saint" of Laetannia, the "God Hero of Time", the "Hero God of Chivalry and Honor", for those whom know the truth, the "The Nameless One" as well as many more, the Nameless Warrior was the legendary warrior whom became the first Grail Knight, the first mortal champion of the Divine Being, Arch Seraph Lendira. Battling the Supreme Being of all Creation, Necris and defeating him at the cost of his humanity, he is responsible for saving the Mortal Plane and all mortal life on Athrunial. Although his tale, the tale of a mighty knight clad in shining armor doing battle with the God of Creation to save the world takes many different forms throughout the world, It is has without a doubt, became the most romanticized piece of mythology within the modern world with the legend itself being common knowledge despite the masses considering It nothing more than a old tale that holds little, If any truth to it. After his fall and disappearance from history as the Nameless Warrior, the Divine Being, Arch Seraph Lendira used him as her inspiration for her last plan, desperate plan to save humanity from itself as well defend the Mortal Plane from the Deadra Lords and their Deadra. In the creation of Laetannia, she Adopted the ideals and beliefs of her first Grail Knight and made them the culture staple of the Kingdom's existence, hence making him the progenitor of Laetannia's "Code of Chivalry" and Laetannia's concept of the "Greater Good" to some extent, the Nameless Warrior is highly. For his sacrifice as well as not wanting his tale to be forgotten, the Divine Being, Arch Seraph Lendira crowned the Nameless Warrior as the Arch Saint of Laetannia, the most favored and most important of all the Saints of Laetannia. As a result, despite the circumstances that followed after his fabled battle with Necris, the Nameless Warrior is venerated and worshiped just as highly as the Lady of Prophecy herself within Laetannia with some even believing his cult even outweighs her. This might true as hundreds of thousands, possibly millions, not only within Laetannia but across the very world venerate and worship as the God Hero of Athrunial under different alias and forms. There is almost no living soul today that knows the true fate of the First Grail Knight other than those whom personally serve him such as the Angelian Guard and the Abyss Knights of Aklator as well as the oldest of the Vyreadra High Lords, that in the Supreme Being of Creation's final moments, he used the last of his power to curse the God Hero whom had defeated in battle, corrupting the God Hero of Order into the progenitor of all the Vyreadra. Today, he still yet lives at the center of the world as the Vyreadra's supreme King and maker what he does or what he plans is unknown. For those whom know the truth, there is only two fates that await such a being, either he be reborn as the God Hero once more and lead Athrunial in one final battle against the forces of Darkness or to morph into a true avatar of the Darkness and take the Mortal Plane for his own.
Asselyna - Known as "Saint Asselyna", the "Queen of Knights", the "The Maiden of Avondance" and as "The First Lady of the Eternal Flames", Asselyna was the first female Grail Knight in Laetannia's history. It is said in the most ancient of sacred texts that Asselyna was the only child of the Laetannia Duke, Gauchier le Cler of Avondance yet however due to the fact she was a daughter and not the son her father had always wanted, Asselyna was never groomed to take her father's position as ruler of the city nor their noble house when her father would pass on. Despite the destiny she was to have, her life would change forever during the opening stages of the first Storm of Darkness when her father was called to serve under High King, Naudin to combat the Vyreadra. It was during one of the opening skirmishes of the war, during the battle of Crimson Peak that her father and the majority of Laetannia's forces under the High King had been slaughtered in battle. With Laetannia near defenseless, the country fell into disarray and chaos as the Vyreadra began to ravage the countrysides of Laetannia. When the Vyreadra finally assaulted the white city that was her home and was about to overwhelm it's defenses, given no choice, Asselyna used her influence take command of Avondance's remaining forces and through her actions as a inspiring figure, choosing to lead the men and women of Avondance in the defense of the city by example, she managed to inspire them to great feats of courage and sacrifice and through, they managed to save their home. After the battle ended and Avondance was safe for the moment, It was said she collapsed in the middle of the street and yet when she awoke several hours later, the young Maiden Knight proclaimed she had received a vision from the Divines, the Lady of Prophecy and the Arch Saint during her slumber. Now fueled by a religious fever to save her homeland from the Vyreadra even if it costed her life, the Maiden of Avondance gathered her Knights and her Men-At-Arms and marched to battle the Vyreadra where ever they would appear and defeat them. In the years that would follow, she would prove numerous times on the battlefield she was a true daughter of Laetannia, going to great lengths to defend the innocent and the weak. Her most famous exploit as a young Maiden Knight would be the battle of Lalier pass where she and a small force of Laetannian Knights managed to single handily delay a Vyreadra invasion by a number of weeks through a few days of clever fighting. Soon after, Asselyna would became famous throughout the realm for leading her Knights into battle where victory was thought to be impossible and yet despite all that, Asselyna would not only beat the overwhelming odds in numerous engagements but bring victory after victory for Laetannia as she and her Knights slowly began to pushing the Vyreadra back towards Aklator. During her crusade against the Vyreadra, the Maiden Knight would rise to join the ranks of the fabled Knights of Laetannia during the siege of Busseroux when the forces of Laetannia are helplessly outnumbered by the Vyreadra and their legions of the undead and Deadra l. Despite situation worsening by the moment and many losing their lives, Asselyna and her Knights stood their ground even as the city was about to fall. Refusing to abandon the hundreds of thousands that called Busseroux home, Asselyna countless examples of selflessness and courage convinced the Lady of Prophecy to offer her the Holy Grail, to grant the young Maiden Knight a portion of her own power. Although hesitant a first, firmly believing she wasn't worthy of such power, Asselyna eventually accepted Lendira's offer and after her transformation into a Pseudo Divine Warrior of the Light, she inspired the men and women into greater feats of courage and sacrifice, leading them into the heart of the enemy. With her Pseudo Divine strength and through the inspiration of her people, they managed to smash Vyreadra's unity. In the final portions of the battle, Asselyna battled the Archdeadra, Drachnux in single combat and despite being mortally wounded from leading the men and women of Laetannia into the heart of the enemy, she managed to defeat the Archdeadra and banish him back to the realms of Hell where he came from. For the remainder of the first Storm of Darkness, Asselyna would continue to lead her Knights in battle for many more years until the first Storm of Darkness would come to a close. Following this great conflict that shook Laetannia to it's core, Asselyna would give up her position as Duchess of Avondance to fulfill her duties as a Grail Knight. Disappearing without a trace after forfeiting her tittle, It was said she traveled to the Temple of the Eternal Flame within Aklator and offered up her own soul once she heard the soul of one of the previous Lords of the Sacred Flame had finally been consumed by the Eternal Flames.
Avenel - Known as the "The Dragon Knight" of Laetannia for riding the Dragon, Vuryahkaal into battle. Avenel was a famed Grail Knight whom was known for participating in the The Bermon War as a Royarch of Laetannia's High King Naudin up until the first Storm of Darkness where he served as a Grail Knight of the Lady of Prophecy and as a adviser to St. Asselyna before reaching her ascension as Grail Knight himself. Avenel's last appearance was during the Great Slaying of the Flames where he spent several years chasing after Vuryahkaal in an attempt to slay him before nearly doing so on multiple occasions It was revealed to the Grail Knight that Vuryahkaal was somehow being controlled by the Vyreadra, specifically one of true power, one that was most likely either an ancient Vyreadra High Lord or the Vyreadra King himself. By employing almost the entirety of the Light invested into him by the Lady of Prophecy, Avenel managed to sever the connection between Vuryahkaal and whomever was controlling Vuryahkaal. Afterwards, through some means, whether through some form of taming or companionship, Avenel managed to either befriend or tame Vuryahkaal and make him his personal mount. Some years following this final battle, Avenel and Vuryahkaal were never seen again.
Danaus - Known for fighting in complete silence, Danaus was a Grail Knight that appeared during the Heinrich Crusade whom became responsible for slaying the traitorous High King, Heinrich II in battle during the later portions of the siege of Pugueux with the assistance of the Vyreadra whom was known as Cestra. Following the razing of Pugueux and the burning of the former High King's corpse as to prevent him from raising from the dead, Danaus along with a retinue of Questing Knights arrest Cestra before making their way to Camahaloth where they will decide her fate. From there, Danaus and his Questing Knights were greeted by none other than the Lady of Prophecy herself whom offered Danaus the crown of Laetannia however for unknown reasons, the Grail Knight declined such a honor before breaking his silence and giving his Lady one of Laetannia's greatest enigmas in Laetannia's history.
"Such an honor to picked by my Lady and Creator to be the one, true ruler of my homeland.....yet I cannot.....I walk a different path from the rest of my brothers and sisters......I must walk down this dark path alone, such darkness does not allow me to hold the crown nor will I corrupt such a position with said darkness. What I must do and commit myself too requires me to walk in the darkness alone....It may result in my death but death is nothing compared to the salvation that awaits me at the end."
After speaking his mind, he kneeled before his Lady and asked of her to show mercy to the Vyreadra, Cestra whom had turned against the former High King and instead aided him in his battle against the battle. Wishing to respect her Champion decision and request, the Lady of Prophecy her Champion's decline of the title of High King as well as allowing the Vyreadra, Cestra to be spared at the cost of being forced to live the remainder of her life within a cell in the deepest parts of Camahaloth for the remainder of her life. Immediately afterwards, Danaus left Camahaloth and seemingly vanished without a trace soon after. Since that day, no one knows the truth or why Danaus spoke such words or lived the way he did however some believe Danaus was either a Vyreadra himself, seeing it as the ultimate shame and dishonor while others believe he had done something else in his life to bring shame to himself and the title of Grail Knight. In the current day, Danaus has been the only Grail Knight to decline the title of High King.
Guesclin - renown as "Guesclin the Black Knight of Northmoor", Guesclin was a legendary Knight whom rose to prominence during the Second Storm of Darkness when, despite being partially corrupted during his duel, he drove out the Vyreadra Lord, Boleslaus and his forces out of Alcberde with the aid of Alcberde's Warrior Queen, Mavia and her Knights. Considered a prime model of Laetannian knightly virtures and one with skills that were often described as "heroic" like, Guesclin was a famed Knight even before the beginning of the Second Storm of Darkness, being responsible for winning dozens of tourney's including the Grail Joust when he challenged the Grail Knights, Grosvenor, Severin and Estienne to single combat and bested them, the only Laetannian to ever do so in Laetannia's history. Due to his partial corruption from the Vyreadra Lord, Boleslaus dark magic, Guesclin gained his nickname from his silver plated armor and his brown hair being turned ebony black, something he considered a scar or a badge of honor of sorts. For most of his life however, Guesclin dedicated his life to the defense of Thrymir during the Second Storm of Darkness, partaking in many battles against the Vyreadra, leading countless Warriors into the frey. After spending countless years waging war against the Vyreadra, Guesclin became such an expert of dispatching Vyreadra that, along with his closest followers, he formed his own knightly order dedicated to the hunting and destruction of the Vyreadra, the Black Keepers. Guesclin met his tragic end in 5E 1120 during the second invasion of Alcberde at the defense of Amberoux. A disastrous defense from the start with most of the defending force dead from the Onyx virus unleashed by the Vyreadra, Amberoux was quickly overwhelmed and most of it's surviving citizens were slaughtered. Knowing Alcberde's Queen must survive at all costs for the survival of Alcberde Itself but with no more horses but their own, Guesclin and the Black Keepers surrendered their Laetannian Steeds to the now aged Warrior Queen, Mavia and her last remaining guards so they could escape the hellscape that was now the city of Amberoux. As Queen Mavia escaped the doomed city through one of the city's abandoned gatehouses, Guesclin and the Black Keepers remained behind to stall the Vyreadra long enough for the Queen to escape and to protect the last of Amberoux's people whom had taken refuge within Amberoux's castle palace. Refusing to leave, to abandon these people to their fates, Guesclin's banner flew high over the castle palace as Guesclin led a desperate yet pointless defense with the Black Keepers fighting to the last to bide enough time for the Queen to escape and protect those in need. Despite the onslaught, despite being severely wounded and bloodied but more importantly alone now, Guesclin was the last one to fall in battle but not before he mortally wounded his arch nemesis, the Vyreadra Lord, Boleslaus with the last of his strength. When Amberoux was later retaken during the later parts of the Second Storm of Darkness by Queen Mavia's granddaughter, Queen Caelia, Guesclin's banner, now torn and bloody still stood at the top of the castle palace. For his selfless sacrifice and dedication to the defense of her people, Guesclin was declared a Saint by Queen Caelia and even after nearly half a century had passed after his death, Guesclin is still highly venerated as a Saint, being viewed by the masses as the embodiment of Chivalry while in the now rebuilt Amberoux, Guesclin is venerated as a national Hero and a great historical figure in their history.
Orderic - Known by many names such as "Orderic the Great" and as "Orderic the Uniter" was the first Grail Knight of Athrunial after the passing of the Arch Saint and was the first High King of Laetannia. Unlike his successors that would come after him, Orderic was not a Laetannian or a High Imperial, in fact Orderic was a Thrymiran whom had gained Lendira's favor during the closing days of the Dark Ages for walking a path similar to the Arch Saint. Much like the Arch Saint's past, Orderic life before becoming a Grail Knight and High King is largely unknown besides a few surviving documents stating the first High King had at some point in his life been a "Holy Knight" of the Holy Ruvelia Empire's Knightly Order, the Order of Riyuthaa. When the Holy Ruvelia finally collapsed and subsequently most of the Order of Riyuthaa went with it, the survivors, including the High King were absorbed into the remaining mortal forces of order. From there, It is said Orderic proved himself in battle countless times until he was considered a true Hero of humanity. Such praise allowed to him raise the ranks of the mortal's remaining forces until he found himself as one of their leaders. As a field commander, Orderic fought valiantly against the Deadra and saved as many as he could. Everything was well until the fabled battle of Aldheria where on the eve of the battle, one of Orderic's most trusted friends and advisers, Eohric revealed he had been corrupted by the Deadra after losing himself to temptation. Outmaneuvered and holding the knowledge of Orderic's battle plans, Orderic and his forces were slaughtered into many with few surviving the ordeal.
Eohric's treachery wasn't discovered by Orderic until It was too late but despite that, Orderic refused to abandon the people of Aldheria and instead swore vowed he wouldn't falter nor retreat until the city and it's people were spared from death. Despite knowing full well he would most certainly die in battle against the Deadra, Orderic and those whom felt the same way remained behind until dawnbreak. Just as the Deadra came over the horizon as dawn broke, as Orderic stood over the weathered walls of Aldheria, he was awe stricken when suddenly out of the clouds came a beautiful Aeadra donned in a white clock. Appearing before him, the Aeadra that would refer to herself as Lendira offered him a chalice of her own blood imbued with the light of the Archangels, telling the Holy Knight that If he firmly believed It was his fate to die in battle protecting those from the forces of the Deadra Lords, than he was to drink from the Holy Grail. Hesitant as like all great warriors that would come after him to take his place as one of her faithful, after a few moments of hesitation, Orderic drank from the Holy Grail. His body transformed, his body became that of the Aeadra, one that possessed strength of the Divine Beings of old and the Light that flowed through him was no more different than the Serra Aeadra themselves. Rejuvenated and wielding the presence of a Divine like Being now, Orderic used himself as a great figurehead of inspiration as he departed from the company of the Lady of Prophecy and lead those whom stood with him into battle. Inspiring them to unspeakable feats of courage and wielding the strength of a Divine Being, Orderic and his forces eventually managed to defeat the Deadra and save the city of Aldheria from destruction after Orderic fought and slew the Deadra Lord, Tehlendrel in single combat. Immediately after the battle was won, Orderic now a Grail Knight, surrendered his position and instead choose to walk in the footsteps of the Arch Saint, to live a life of solidarity as he traveled where ever the wind would take him and battle the Deadra no matter where they grew in strength. During the final battle of the Dark Ages to seal the Deadra back into the realms of Oblivion once more, Orderic famously battled alongside Sigismund the Valiant and his Rominians, aiding them tremendously greatly in battle against the Deadra. While Orderic and the companions of Sigismund fought to distract the Deadra, Sigismund famously dueled the Patron Deadra Lord of Knowledge, Valaso and defeated him, forcing the ancient Deadra Lord to flee into the realms of Oblivion to save himself.
Following the time after the end of the Dark Ages and the death of Sigismund, Lendira summoned her Champion before her and tasked him with guiding the people of Laetannia under the guidance as their High King in preparation for the coming darkness that would came again in the future. Without any hesitation or doubt in his mind, Orderic accepted his role, thus with the power invested to her by the heavens, the Lady of Prophecy crowned her second Grail Knight as High King of Laetannia. Under his rule, Orderic laid the foundation of a great and powerful kingdom of chivalry and honor as well as launch a crusade into the heart of Laetannia to rid his country of the Greenskin menace. Despite being aged, Orderic led with distinction and honor as one should of his rank in the many battles he would lead his Knights into. Orderic and his Knights fought hard to bring peace and stability to Laetannia. Despite taking decades, Orderic and his Knights finally managed to destroy the last of them in one final pitch battle but not before aged Grail King dueled Warlord, Rashunid-Malis and slew him in single combat at the cost of losing one of his legs to a mysterious yet vile poison. After his crusade ended and peace was secured, Orderic spent the remainder of his life in seclusion, preferring to prey and reading scripture. On the day of his death, he was found lifeless in a kneeling position within the Grail Cathedral of Laetannia within Villede 'la desse. It seemed he died with a smile.
Lavena of Cervini - Commonly referred to as "Saint Lavena", Lavena of Cervini was originally one of Orderic's closest companions who had survived the ending of the Dark Ages and became the first Arch Priestess of the Holy Church of Laetannia. Following her ascension, she ruled over the Holy Church of Laetannia for nearly four centuries, leading the Holy Church during the Orderic Crusade, the Bermon War, the First Storm of Darkness, the Arzu War and the Great Slaying of the Flames as well as the one whom guided the four High Kings of Laetannia, Orderic, Odin, Naudin and Tyrloc with her council. She was also responsible for founding the military arm of the Holy Church, the Templar Order with St. Anastasia sometime after the ending of the First Storm of Darkness. After her passing of being several centuries old, Lavena was put to rest in the Grail Cathedral of Laetannia and was immediately declared a Saint by High King Tryloc.
Naudin - Known as "Naudin The Preserver", was a Grail Knight and the third High King of Laetannia. Naudin is best remembered for saving Laetannia from complete destruction during The Bermon War where the Wood Elves had thrown Laetannia into chaos after the second High King of Laetannia, Odin had been killed in battle with his beheaded head being delivered to the capital. After a few years of political infighting, the Arch Priestess, Lavena Cervini had crowned the Grail Knight, Naudin as High King of Laetannia and through a number of quick, decisive battles that were won by Laetannia, Naudin was able to drive the Wood Elves out of Laetannia before singing the treaty of Bertelis where Laetannia wouldn't be able to colonize past the Ryreva river in the Bermon Forests but would allow Laetannia to traverse through their lands without consequences as long as they had no I'll intentions. Following these events, Naudin ruled Laetannia for one hundred and thirty years, using his time rebuilding and developing Laetannia into a powerful medieval kingdom. In 5E 300, Laetannia was caught completely off guard when the Vyreadra were able to bypass the mountain fortress city of Rothley through unknown means and laid sieges to the countrysides of Laetannia. Naudin was forced to quickly put together a force of Knights to combat this new threat by drafting many Knights from the Dukedoms however soon after he was able to form a force of Knights to combat this new threat, Naudin's force was completely massacred at the battle of the Crimson mountains where the majority of his force were comprised of young, inexperienced and eager Knights wishing to prove themselves. Breaking rank to charge into the enemy lines in hoping of gaining glory, many of Naudin's Knights died and the ones who followed orders were soon slaughtered as well since Naudin and his force wasn't able to maneuver well in the mountain pass due to the pass being narrow. Due to these actions, Naudin's force of Knights were almost completely destroyed to the last with Naudin himself almost dying in the chaos. Naudin was forced to retreat back into Laetannia and recover as well as begin to strategize his next move while he was forced to watch Laetannia be destroyed from the inside out. The next four years turned into a Guerrilla war for Laetannia as they were forced to perform hit and run tactics to hold off the Vyreadra however this only delayed the inevitable and Terashec. Naudin was forced into a confrontational battle with a Vyreadra or allow the capital to burn. The end result was a long and bloody battle but in the end, High King Naudin was slain in battle against by the Vyreadra Lord, Hendina.
Tyrloc - Was a Grail Knight and was the fourth High King of Laetannia after High King Naudin had been slain in battle at the battle of Terashec. High King Tyrloc was responsible for saving Laetannia from complete destruction from the Vyreadra Invasion at the cost of Villede 'la desse, Lajaumont and Coussia being sacrificed for the necessary time he needed to organize a new military force High King Naudin had gotten killed at the battle of Terashec High King Tyrloc had led a number of successful campaigns against the Vyreadra using unconventional warfare by Laetannian standards where High King Tyrloc employed large amounts of longbowmen and elven mages from Renneon to whither down the enemy from elevated and secluded positions before using his reserves of footmen to finish the job. High King Tyrloc's method of warfare made him unpopular amongst the Knights for Laetannia since they viewed him often relying too much on dishonorable methods to win the battles instead relying on the Knights of Laetannia for honorable combat however they could not argue with his results which arguably won the war for Laetannia after many years of fighting defensive battles. Despite High King Tyrloc saving Laetannia from complete destruction, he was widely overshadowed by the Laetannian General and later Grail Knight, Asselyna whom was widely popular and cherished by Laetannia as it's true savior and Hero, so much so many Laetannian's wished to the High King to vacate his position for Asselyna however luckily for him, Asselyna refused. High King Tyrloc's later rule after the Storm of Darkness was minor at best and was noted for doing nearly nothing during The War of the Embers.
Crispian - Known as "Crispian the Crusader" and "Lionhardt" was a Grail Knight and was fifth High King of Laetannia after the demise of High King Tyrloc. High King Crispian was responsible for the Aklator Crusade some thirty years into his rule, where he had begun a sixty three year crusade against the Vyreadra within Aklator in hoping of destroying the Vyreadra once and for all in an effort to save Laetannia and all of Athrunial from the coming darkness that lurked in it's mountains. High King Crispian was also known to have continued many of High King Tyrloc's polices in reconstruction of Laetannia far after his death in an effort to prepare for Laetannia for Crispian's grand crusade the darkness. During the Aklator Crusade, High King Crispian became widely renowned for leading many Laetannian Knights personally into battle and fighting on the front lines, earning him much praise and recognition from his Laetannian brothers and sisters however his this way of life eventually led him to his death some forty seven years later when his force assaulted the Vyreadra capital within Aklator. During the massive siege of the Vyreadra's capital, High King Crispian led a number of Grail Knights into battle a number of times before eventually being forced to do battle with the Vyreadra King and the Supreme Being known simply as the Nameless One when his slumber was disturbed. The result was a short yet fierce battle between two warrior gods however in the end, the High King of Laetannia proved no match for a Supreme Being whom was originally the first Grail Knight. High King Crispian's death forced the Laetannia forces to withdraw to the battle due unrest and confusion as well as the higher hierarchy in shambles.
Theudis - Known as "Theudis the Vigilant" was the son of High King of Laetannia, Crispian and was the sixth High King of Laetannia after his father along with the majority of his forces had been slaughtered at the Siege on the Vyreadra's capital by the Vyreadra King. High King Theudis is noted for being the only High King in Laetannia's history to have never achieved the status of becoming a Grail Knight yet was successful at ruling his people and leading the Knights of Leatannia in battle. After the Siege on the Vyreadra's capital had failed with the death of his father with the majority of his forces, Theudis was chosen to lead his people by the remaining nobles of Laetannia after no Grail Knights could been located, having most likely died during the Siege on the Vyreadra's capital. Although the High King proved to be a capable commander in combating the Vyreadra in the coming years, the forces his father had lost at the Vyreadra's capital proved to be detrimental to the continued crusade so much so that within three years after his coronation, Laetannia was forced out of Aklator and put on the defensive as the Vyreadra King, wanting revenge for the death of his daughter, Niaherra, unites the Vyreadra and begins a unholy crusade of his own against Laetannia. Put on the defensive with minimal forces at his command, the High King and his forces were forced into a defensive war of attrition for nearly thirty years, being forced to rely on guerrilla warfare to hold back the Vyreadra yet despite the High King efforts, It eventually proved useless as the realm continued to burned until only the great cities themselves still stood. when Laetannia's remaining forces were eventually pushed back to the capital, High King Theudis most notable exploit during his entire reign was leading the defense of Camahaloth during it's siege by the Vyreadra under the direct command of the Vyreadra King himself.
Over the course of a single year, the High King lead the defense of Camahaloth heroically, leading the largest gathering of Grail Knights in history in open battle against the Vyreadra in attempt to stall their assaults on the walls numerous times to leading the defense of the very walls itself. Not once did the High King ever falter in his position as the inspirational leader the people of Laetannia needed in their during hour. During the final assault on the walls of Camahaloth where the capital of Laetannia was about to be overwhelmed, the mortally wounded High King was leading the men and women into the thickest of battle, fighting the two Abyss Knights, Vosif and Yuliya alone when suddenly over the citadel of Camahaloth, a massive portal took form. Within moments of that portal suddenly appearing, Camahaloth was blinded by a holy light when the Lady of Prophecy herself, donned in her golden Valkyrie armor suddenly appeared out of the heavens leading an army of Aeadra Valkyrie and thew themselves into the battle against the Vyreadra. Using the appearance of their Lady to his advantage, the High King inspired the men and women to fabled heights of bravery and sacrifice and in doing so, through the sacrifice's of many, the High King and his forces slowly pushed back the Vyreadra from the walls when Camahaloth's legendary Dragon Knights finally took to the field and began to force their way past the Vyreadra. Summoned before the greatest of the Grail Guardians, the High King submitted himself to the Captain of the Lady's Dragon Knights and after receiving his orders, the High King aided his Lady and her Dragon Knights in the counter attack that ensued, leading the forces of Laetannia in open battle one last time against the Vyreadra. Caught off guard by the appearance of not only the Aeadra but the Arch Seraph herself as well as the appearance of her Grail Guardians, the Vyreadra were thrown in absolute chaos as they were besieged on all sides and without their creator and ruler to lead and inspire them, having taken the liberty to battle the Divine Being of Light himself. Eventually the Vyreadra were defeated and massacred in battle when their creator and ruler fled from the battle with his personal forces after something occurred during his duel with the Divine Being of Light. With their creator and ruler gone, the High King and the forces of Laetannia managed to secure victory and rout the Vyreadra.
Over the span of forty years afterwards, Theudis would led Laetannia in numerous battles to eliminate the Vyreadra remnants and arguably succeeded after a lengthy campaign to push the Vyreadra remnants back into western Aklator. For such a warrior king, he would not meet his end in battle but by the blade of assassin in 5E 622. After defending the city of Vauvre from the undead, during the victory feast held in his honor as well as the Knights whom fell in battle, the High King was assassinated by the Vyreadra assassin, Lahmia during the middle of the feast. Despite the best efforts of several Templar Orders and groups of Questing Knights, the Vyreadra assassin was never captured and executed for their crimes. A few days after his assassination, the late High King was laid to rest within his own mausoleum at Heroes Valley per request. A day of mourning was held the next day for one of Laetannia's greatest heroes.
Marianne Larmaret - Commonly referred to as the "Queen of Sorrows", Marianne the "Flash" as well as the "Second Lady of the Eternal Flames", Marianne Larmaret was the Duchess of Avondance, a Grail Knight famed for her reflexes even amongst the ranks of the Grail Guardians as well as Laetannia's first High Queen. Coronated quickly after the assassination of the late High King during the Vauvre victory feast, the High Queen continued High King Theudis's crusade against the Vyreadra in the honor of the former High King's as well as wanting to please the nobility despite the fact, she wished do the opposite and instead wanting to focus on reconstruction efforts. Bound by her honor, the High Queen of Laetannia waged war against the Vyreadra for ten long years, leading her Knights into battle in numerous engagements. With her divine like reflexes and combat prowess, she and her Knights eventually pushed the remaining Vyreadra remnants back into eastern Aklator after the recapturing of Drassons. Following the great siege of Drassons and it's walls occupied by Laetannian forces once more, despite the blowback she would receive from the nobility of Laetannia, she ended the crusade that had started well over a century to save the realm from imploding upon itself due to the resource drainage the crusade had on the realm. As the realm slowly began to recover and prosper over the span of several decades, the High Queen used what the country could spare in the reconstruction effort to rebuild Laetannia after centuries of near constant warfare. These dreams of a reconstructed Laetannia became crushed when the Arisen Crisis occurred out in 5E 700 when the undead across the realm began awakening from their slumber and began their terrifying assault on the living without warning. Within days, the entire country became overwhelmed by the undead as they ravaged the countrysides, laying entire villages and town to ruins worse, consuming those whom made It their home. Before long, the realm's greatest bastions of safety became the only safe heavens in a sea of the Undead. Cut off from each other and under siege by the countless legions of the Undead, the High Queen was forced to watch from the capital as her country began to burn. Without food or proper hygiene, hope seemed lost to the High Queen and the entire realm until a group of Grail Knights leading a large force of Holy Thrmirian Equites appeared and proceeded to smash the bulk of the undead long enough for Laetannia to mount a counterattack on the undead as well as formalize a military alliance with the Holy Thrymirian Empire.
For a single year, Marianne the "Flash" united her people into a mighty force and by using herself as a divine figure of inspiration, the Knights of Laetannia under their High Queen smashed their way through the legions of the undead, determined to save their homeland at whatever cost. This was not to last however. At the beginning of the new year, out from the dead came the Canine Red Pox disease, a disease that couldn't be stopped by any means other than the High Priestesses of the Lady with their divine healing. Out of time and not enough of the Lady's chosen Priestesses to spread their Light, the Canine Red Pox disease ravaged the realm to it's core. Within only two years of fighting against the ocean of the undead and combating the Canine Red Pox disease, three fourth's of the realm's entire population laid dead. It was only after this horrendous loss of life did the Kingdoms of Thrymir finally mobilize their entire armies to combat the undead legions within Laetannia, eventually coming to the realization that without the Holy Kingdom, the world may be plunged into a war It has never seen nor prepared for. With a combined allied force comprised of over several dozen armies, the armies of Thrymir alongside the Knights of Leatannia under High Queen Marianne march on the oceans of the undead within Laetannia for nearly twenty five years and after many sacrifices and the bravery of so many, Laetannia eventually freed from the curse of the undead and the Canine Red Pox disease. This was not a gesture of the heart however as after the undead and the Canine Red Pox disease were finally no more, As payment for their services and manpower, the Thrymirian Kingdoms forced the High Queen of Laetannia into submission to sign the Ostendbonfie treaty, forcing the realm of chivalry and honor into a permanent militarial and provisional alliance with the Thrmirian Kingdoms. Angered by this outcome that they, the chosen protectors of the world had to submit themselves to a collection of weak medieval kingdoms in Thrymir, firmly believing they were above such things since It was they whom spent every day fighting the evil's of the world so that the rest of the world wouldn't be force to and consumed by the darkness. Besides the people of Laetannia, many foreign powers criticized High Queen Marianne for allowing her country to be sacked and taken advantage of by the Kingdoms of Thrymir. Despite everything that transpired, the Knights that served under her stood by their High Queen, holding her in high esteem. To them, she couldn't be at fault for the High Queen was only performing her duties the best she could during a impossible situation. No matter what the others believed, It soon became too much for the depressed and honor stricken High Queen, having believe she was at fault, to have failed her people during one of their darkest times. The guilt she had within her own heart and the blame casted on her became too much and after coming to conclusion she was past redemption, the High Queen vacated her position and made her way to the Templae of the Eternal Flame. As a way to repent, she offered her soul to the eternal flame, dearly hoping that by sacrificing her very essence, she would find redemption in past death.
Mathilde - Commonly referred to as the "First Inquisitor" and as the "Inquisitorial Mother", Mathilde was the third Arch Priestess of Laetannia during the reigns of Laetannia's first High Queen, Marianne, the traitorous High King, Heinrich II and Laetannia's second High Queen, Lisseut as well as holding the honor of not only controlling the Holy Church but the entirety of Laetannia during the during the Heinrich Crusade, a time where the seat of Laetannia sat empty. Besides for being the sole Arch Priestess in the history of Laetannia to have controlled the entirety of the realm at one point, Mathilde is also responsible for founding the Seeker Inquisition in 5E 870 at the onset of the Heinrich Crusade, tasking it's original members to investigate, locate and destroy any disturbances within the realm at a time where the Vyreadra could be anywhere at any time. Mathilde spent over two centuries as Laetannia's Arch Priestess, leading the Holy Church during the Arisen Crisis, the great Jassaydin invasion of 5E 736 and of course, the Heinrich Crusade after she had discovered the High King, Heinrich II had been transformed into a Vyreadra. Personality leading the Templar Order into battle against Heinrich II and his Vyreadra, Mathilde waged war for ten long years, leading numerous Templars and the Knights of Laetannia into numerous battles such as the siege of Vauvre, the battle of Vollenlen and of course, the final battle of the Heinrich Crusade, the siege Pugueux from the top of her massive Grail Wagon, the "Hammer of Light", acting as an Avatar of the Lady towards her people, using her her divine like control over the Light to heal those in need as well as act as a great figurehead of inspiration.
Heinrich II - Referred to only as the "Arch Traitor" of Laetannia, Heinrich II was a presumed Grail Knight, the Count of Vauvre and the seventh High King of Laetannia whom inherited Laetannia from the first High Queen of Laetannia, Marianne after she sacrificed herself to the eternal flames nearly a century be forehead. Much like his predecessor, Heinrich II continued the late High Queen's early policies, wishing to continue Laetannia's reconstruction efforts after the chaos that had occurred in the past centuries. For forty years, Heinrich II made great strives in his endeavors to make the realm prosper once again but for all that progress, instead of ruling fairly and justly as a true Grail King would, he was one whom ruled with Iron fist, a person that favored cutthroat politic's and ruthless tactic's and ethic's to achieve to his goal. In fact, compared to centuries past, despite bringing great wealth and resources to the realm, the people became nothing more than a cog found in a machine as their High King worked them to near death while he, their glorious High King indulged himself in the seven deadly sins, from eating excessively to himself sleeping with his maids and servants to him taking his anger and wraith on all those from the west, from the Thrmiyian Kingdoms. Such a lifestyle eventually warranted a investigation by non other than the Arch Priestess herself and what she found startling at the very least. Following the High King through Camahaloth one night under the guise of a Maid, the truth was revealed when Mathilde discovered a Vyreadra den within the heart of Laetannia with the High King himself enjoying the den's festivities. When Heinrich II was caught red handed by Mathilde covered by the blood of the dead, he along with his Vyreadra companions were forced to flee for their lives through the catacombs of Camahaloth however before he could escape, he was confronted by Mathilde herself. Forced to do battle with the Arch Priestess of Laetannia to escape, a climatic duel by two the ensured until there would only be one left. After a long and intense duel between two divine like beings, the High King managed to eventually escape with his life after risking to causing severe damage to Camahaloth from the inside out.
Now a fugitive on the run, with the aid of his Vyreadra servants and companions, he would make his way to Vauvre, his former fiefdom and after being welcomed by the nobles of his former fiefdom, not knowing what had occurred already, Heinrich II would transform them as well as a portion of the populace into the vile Vyreadra. Within weeks of his escape, him and his entire city of Vyreadra would be welcomed by Mathilde and her army of Templar and Knights, resulting in a massive yet bloody siege. Despite the massacre that would play out during the battle on the side of Order, eventually Mathilde and her forces would win out when they finally breech the walls of the city. Knowing defeat was imminent, Heinrich II would throw the last of his forces against the Templars and Knights of Leatannia as a guise while he secretly escaped the city. Afterwards, the traitorous former High King and the Priestess would play a game of hide and seek for a decade. Mathilde would spend all her resources in locating and chasing down Heinrich II to a specific location and besieging it, only for him to have never been there to begin with or he already managed to escape her grasp. This would come to a end during the final portions of the siege of Pugueux where just as his forces were about to be overwhelmed by Mathilde and her forces, Heinrich II and his closest servants had slipped out the city and had managed to reach the end of the city's borders when he walked directly into a trap set by his servant, Cestra. Now cornered by a force of Laetannian Questing Knights led by the Grail Knight Danaus, Heinrich II was given no choice but to fight for his survival. Despite his combat prowess as a Vyreadra Knight, him along with his Vyreadra are eventually slain in battle and to prevent his resurrection, after he was bested and slain in battle by the Grail Knight, Danaus, his body was burned completely and utterly with holy fire.
Alicia Ehrhard - Known as "The First inquisitor of Darkness" was the Arch Priestess of the Grail whom was Mathilde's successor. Alice Ehrhard became renowned for discovering the High King of Leatannia, Heinrich II as a Vyreadra and and ruthlessly hunted down the former High King after taking control of Laetannia and beginning a crusade to hunt down the former High King.
Nilus Abbergenien - Famously known by many titles such as the "Hero King of Laetannia", the "Grail King of Grail Kings", the "Grail Knight of Destiny", the "Prodigy Child", and as the "The Sword Saint of Laetannia", Nilus Abbergenien is the most favored of the Lady's Grail Knights as well as the ninth and current High King of Laetannia. Undoubtedly the most famous of all the High Kings of Laetannia, Nilus Abbergenien is widely renown for a great many things such as being the descendant of one of the legendary heroes of St. Tryanna, Athruis Abbergenien, making him the first High King to not be not of Laetannian origin as well as being the youngest High King in the history of Laetannia. There is no doubt however that the young High King of Laetannia is most famous not only in Laetannia but the very world itself for leading the combined allied forces during the Second Aklator Crusade against and battling the Vyreadra King himself for the sake of the world itself. Although the High King is ultimately defeated in his titanic battle against the Vyreadra king, he manages to impress the Vyreadra King so much, the High King manages to form peace with the Supreme King of the Vyreadra as well given the honor of being granted the knowledge of when the gates of Oblivion are to open once more. Since that day, along with his closest companion, the current Arch Priestess, Alessia Vesalius, the two have worked tirelessly to prepare Leatannia for the fabled "Promised Day", the day that begins the end of the world.
For the life the young High King held onto before his ascension to the throne is relatively unknown as his origins remain a mystery and most of his early life is unknown as well. The earliest records of his existence is his discovery during the invasion of Daniela by the than Grail Knight, Guilliman whom served High Queen Lisseut as her closest adviser and bodyguard. Taking the orphan that would become the future High King as his Squire, Nilus would train under Guilliman and at times, the High Queen herself for many years and unlike many others of his age, Nilus would find himself tested through the the fires of battle countless times, choosing to fight on the front lines alongside his Master and Mentor against the Vyreadra, proving all to see he was a true descendant of the legendary hero, Athruis Abbergenien when he slayed the Vyreadra Lord, Hellfred in single combat during the Neheilla Crusade. After being Knighted for the slaying of Hellfred by his mentor and Master whom was now the High King, Nilus Abbergenien became famous for taking on the Questing Vow within the same day as being Knighted and departing shortly afterwards with his closest companion, the Laetannian Priestess, Alessia Vesalius. As a Questing Knight, Nilus Abbergenien and his companion, Alessia Vesalius would become legendary figures in Thrymirian history as the two would travel amongst the region of Thrymir over the years, battling the forces of evil no matter where it would appear. It wouldn't take long for the Questing Knight to gain a reputation similar to the Grail Knights of legend, a white Knight whom appeared at the most crucial moment and throwing himself into the thickest of battle, fighting to the absolute last for the survival of all. With the aid of Alessia, the young Questing Knight would seek out and slay many Vyreadra Lords in single combat in the many battles they would traverse together.
Despite everything they would accomplish together, Athruis Abbergenien and Alessia Vesalius would prove themselves in one final trial of fire as true servants of the Lady of Prophecy during the Battle of Aldeburgh. Despite their combined prowess as servants of the Light, the Thrmirian army protecting he city was routed in the field and were forced to flee the battle, leaving the city's and it's few defenders fate in the hand of the Vyreadrea whom were encroaching on the city. Although tired and hopelessly outnumbered ten to one, Athruis and Alessia decided to remain behind with the rest of the surviving defenders even If they knew this would be the sight of their deaths. In their minds, just like the Arch Saint did so long ago as well as their brothers and sisters do now, Athruis and Alessia refused to leave these people to their fates, knowing it was their duty to protect them no matter the risk. Overheard by their words of dedication and determination to hers and the Arch Saint's belief, the Lady of Prophecy was so touched by their words that she descended from the skies and appeared before them and granted them her divine light. Offered the Holy Grail, Nilus drank from the holy chalice and was forever changed, transformed into a legendary Grail Knight while Alessia was imbued with the holiest light from her Lady, transforming the young Priestess into a powerful divine like Sorceress control over the Light. Given the power needed to protect everyone, leading the surviving Aldeburgh Knights into the heat of the enemy, Nilus tore his way through the Vyreadra and the Deadra until he found himself standing before the Archdeadra, Wraxerrith while Alessia used the Light invested in her to protect the city with powerful light barriers, heal those in need and even spite those with powerful holy magic. In the end, mustering all the strength they could, Nilus managed to defeat and banish the Archdeadra back to the realms of Obivion at the cost of his life and Alessia, using her divine like control over the light, she managed protect the people of Aldeburgh and keep the Vyreadra at bay before meeting her end after she drained every ouch of energy out of her body.
Touched and sadden greatly by their sacrifice, the weeping Lady of Prophecy appeared before their bodies with her Aeadra Valkyria and resurrected the two only mere moments after their deaths, unable to permit such Heroes to join her yet when they still had much to do for she had destined them for something greater than what they were now. While the young Grail Knight slumbered on the ground, Alessia found herself awaken in the presence of her Lady and her Aeadra Valkyrie. Upon coming to the realization she stood in the presence of her creator, Alessia immediately kneeled before her Lady as to show her respect. The conversation they would have is unknown but in their final moments together, the Lady of Prophecy would appoint Alessia as the next Arch Priestess of Laetannia before taking her leave of the Mortal Realm with her Aeadra Valkyrie. For those whom fought on the other side however, just the presence of the Divine Being of Light was enough for them to flee for their lives, not wanting to do battle with the Patron Divine Being of Light and her ever avenging Aeadra. Afterwards, from the moment Nilus would awaken from his presumed grave, they would be welcomed back as true heroes destined for greater things and treated such. When word began to spread like wildfire throughout the realms of Thrymir and Laetannia that two heroes not only held off a entire Vyreadra invasion near single handily but were resurrected by the Divine Being of Light herself whom than appointed one of the two Heroes as her next Arch Priestess, many, especially those of their brothers and sisters began to believe they were the Lady's true chosen champions, to be the Heroes whom were destined to save the world from the Vyreadra but those whom were their brothers and sisters, there was no doubt in their mind they would be the ones to lead Laetannia in their darkest hour, fabled promised day. Despite the reputation they would gain, the two would continue their duty for a time before they would return to the side of the High King whom would welcome with open arms.
Joining the combined allied force during the The Guesclin Crusade and later the Second Aklator Crusade, Nilus and Alessia would fight alongside Guilliman as he, the High King of Laetannia would lead the combined allied forces against the Vyreadra in Alberde than later Aklator until he is fatally wounded after an assassin attempt on his life. On his deathbed, with the last of his strength, the dying High King appoints Nilus as his successor. After his Master's passing, not wanting to see their lives work go in vain, Nilus swears a oath on his honor to avenge his Master and High Queen Lisseut's deaths and to destroy the Vyreadra no matter the cost. Although not a single soul questions his ascension to the throne as Laetannia's next High King, many would question his right to lead the combined allied forces due to his lack of experience, at least compared to the former High King. Forced to rely on his council's closest advisers, the Arch Priestess of Laetannia and the Serra Aeadra, Oaralia, after lengthy discussions and debates, the two managed to persuade the other leaders to allow the young High King to continue act as the leader of the combined allied forces. In the numerous battles and years that would soon follow afterwards, the young High King would prove to be no master strategist like his Master and Mentor, subsequently leading to much loss of life however the young High King would prove himself as a true warrior King when he personally lead over one hundred thousand Laetannian Knights during the battle of Dragmass Peak when he near single handily slew the Abyss Knights, Gilander, Hilderic and Vyreadra High Lords, Aeleharon and Malferoth with the aid of Alessia in single combat. Nilus would spend several years leading the combined allied forces into smashing the last of the Vyreadra's armies and their defenses through numerous pivotal battles. When Nilus and his forces of Order finally reached the Vyreadra capital at the center of the world, he immediately wasted no time and began his assault on the capital that would mark the final battle of the Second Aklator Crusade. As the largest and bloodiest battle in modern history would unfold over he span of a year, Nilus would follow in the footsteps of his predecessors and lead his Knights into one, final battle to determine the fate of the world. The losses were high and the sacrifices were many but the young High King persisted as he threw himself into the battle. He would bravely lead the charge into the unknown and slay all those whom would stand against him, determined to defeat the Vyreadra no matter the cost. Such bravery and skill would led to the deaths of many Vyreadra Lords and even Abyss Knight by the High King's sword that over time, the young High King would become the ultimate figure of inspiration, the ultimate Hero Warrior of Order in the eye's of those whom fought alongside him and witnessed him enter battle upon his steed with his sword, lance and shield in hand.
When the assault finally entered it's final phase as the combined allied forces were about to overwhelm the capital's, everything changed when the Vyreadra King himself suddenly appeared before his subjects. Using his presence as inspiration, the Vyreadra King led his forces in a counter attack, forcing the young High King and his Knights to meet them in open battle. Despite the numerous charges the young High King would lead into battle against the encroaching Vyreadra, no matter how many would perish from his his lance or sword, the amount of time It took for the Vyreadra under the leadership of their King and Creator to smash the bulk of the combined allied forces was behind astonishing. As Nilus watched the slaughter of his forces by the hands of the Vyreadra, he soon came to the realization that without drastic action, everyone would be killed or worse, captured. Determined to make sure that would never happen, with his sword, shield and lance, Nilus led his Knights in one final, glorious charge into the heart of the Vyreadra, hoping to end the slaughter of so many with one final strike even If it meant paying the ultimate cost. Comprising of Knights from the lowly Squire to Paladins to even Grail Knights, the Knights of Laetannia protect Nilus as they tear themselves through the heart of the enemy. Although many of the Knights are lost in the final charge, sacrificing themselves to make sure their High King reaches his target. After cutting their way through numerous Vyreadra and even a portion of the Vyreadra King's personal forces, the young High King and his survivors stand before the Divine Being of Divine Beings. For the sake of the world, for the sake of those whom still live, the young High King, Nilus Abbergenien challenges the Vyreadra King to single combat. Intrigued by the Grail King's request, the Vyreadra King accepts his challenge and just like that, only moments after their fabled duel begins to determine the fate of the world, the world around them comes to a stand still as the hundreds of thousands become awestruck as they watch two Divine like warriors clash. The battle between the two only last minutes but in that time, despite the best effort of the young High King, It becomes evident to all the Vyreadra King cannot be stopped by conventional means as in the end, even the prowess of the Grail King of Grail Kings isn't enough to defeat such a being. Although the Laetannian High King, Nilus Abbergenien was ultimately defeated in the end, the bravery and the demonstration of his martial skills impressed the Vyreadra King so much, the unholy being that was the Vyreadra King healed the High King of his wounds before offering him a deal. In exchange for sparing not only him and all the survivors present as well as stopping his Vyreadra from warring against the civilized world, he would agree to leave Aklator and never return. Nilus agreed to his demands however before he and Alessia could depart, the Vyreadra King revealed to them the near future, telling them to prepare for what was to come, that the Time of Ending was fast approaching. In their last moments of conversation, the Vyreadra King hints at a even greater danger than even the Patron Deadra Lords, a great darkness that looms over the horizon that only he and he alone can only prepare for and war against.
Honoring the agreement between himself and the Vyreadra King, after the combined allied forces disband with the ending of the Second Aklator Crusade, Nilus and Alessia led the remainder of their force back to to their homeland, revealing just how much work laid before them. Since their return from the battlefield some thirty years ago, both Nilus and Alessia have worked tirelessly around the clock in the reconstruction and development of their homeland in an attempt to prepare Laetannia for the fabled "Promised day". While Alessia continues to this day to strengthen the Holy Church as a whole and expand it's influence around the world in an attempt to reveal the truth of the new future, Nilus has spent the remainder of his life as Laetannia's High King, using his influence and power to reconstruct what what was lost in centuries past as well as construct the foundations of many fortresses and future cities, he has worked tirelessly to formulate a peace between his homeland and Jassaydin with some success to him ever increasing the military might of Laetannia, firmly believing It is better to have too many Knights than not enough. If that wasn't enough, in his spare time with Alessia, Nilus has began training his own Squire, Lanseloet, which of whom he plans to install him as the next High King of Laetannia after he proved himself to their Lady.
High King Nilus and Alessia with their blessed Knights returned to Laetannia and began redeveloping and preparing Laetannia once more for when the day the seals that hold the Gates of Oblivion close will fail and the Deadra will be free.
Alessia Vesalius - Known by a few tittles such as "Saint Alessia", the "Divine Enchantress", the "Queen of Laetannia" and as the "Grail Queen", Alessia is the current Arch Priestess of Laetannia whom is responsible for rebuilding the Holy Church as well as aggressively spreading it's influence all over the four corners of the world following the events of the Second Aklator Crusade in an attempt to prepare humanity for the fabled "Promised Day". Despite being well known as the greatest healer and caster of the Light throughout the world as well as an ever dutiful servant of the Lady of Prophecy, she may be best known not for those things but the unbreakable relationship she shares with the High King of Laetannia, Nilus Abbergenien. Being his closest companion to his majesty, It is widely theorized by the masses of Laetannia that the Arch Priestess and the High King are in a romantic relationship as evident by the abundance of time they spend together, whether It is for the realm itself or the training of Lanseloet, whom some believe is the result of their union. Despite these "claims", the two have on multiple occasions proclaimed their relationship is platonic, albeit a unbreakable one similar to the union of marriage.
Gilbert - Known by many tittles such as the "Lady's Wraith", the "Dragon Captain" and as the "Sword of Camahaloth", Gilbert is the Captain of the Grail Guardians and by extension, the Dragon Knights of Camahaloth. Although almost nothing is known about his past as a mortal, Gilbert, Captain of the Grail Guardians is arguably the oldest, living warrior within Laetannia's history, having appeared over six hundred years ago during the Siege of Camahaloth in 5E 581 from the top of his Aeadric Dragon, Koraidovraw when he led his fellow Dragon Knights into battle against the Vyreadra. Despite his age however, the effects of time have had no effect on him for like the rest of his siblings, he has became a everlasting immortal much like the Aeadra he serves. For his combat prowess, he remains a steadfast warrior of the highest tier whom's skills are second to none. Since the day he has chosen to walk amongst those whom have been touched by the Holy Grail and aid the current Arch Priestess by the word of his Lady, he has aided Laetannia greatly in the slaying of many evils and those whom would pose a threat to Humanity and as one of the Lady's most favored servants, her spirit always watches keeps a vigilant eye over him, ever making sure his life will not be taken until the fabled "Promised Day" arrives, the beginning of the Time of Ending.
Hilaire Chaboche - A descendants of the Grail Knight, St. Asselyna, Duke Hilaire Chaboche is the Duke of Avondance and is the Master and Mentor to his Squire, Aziral Ausserre of the Ausserre noble family.
Caradoc Mouschard - Commonly referred to as the "Duke of the Forest, Caradoc Mouschard is the Duke of Laetannia's western capital, Boutancourt.
Ignatius - Commonly referred to as the "Knight Sovereign of Lajaumont" Ignatius is a Grail Knight of Laetannia as well as the proclaimed "King" of Lajaumont by it's people.
Genevieve - One of the Arch Priestesses chosen Priestesses, Genevieve is a High Priestess of the Holy Church as well as the undisputed leader of the city of Etreux.
Alsatia Maissoneuve - Known as the "Heavenly Smith", Alsatia Maissoneuve is a member of the Grail Class of Laetannian society, having been touched by the Lady of Prophecies light as well as one of Laetannia's Royal Smiths, one of the few smiths in the entire world that holds the knowledge on how to to create and work with Grailmril, highly refined Adamantium that has imbued with vast amounts of light energy, magical runes and magical seals. Besides her duty as one of the fabled Royal Smiths of Laetannia, she is currently rules over Vauvre with the assistance of her apprentice, Silivia and her bodyguard and lover, the Grail Knight, Gaheris.
Mordred - Known famously as the "Dark Slayer" within Laetannia and as "Marduk, the Knight of Slaughter" by the Rominians of the Kraymvirk Wastes, Mordred is a Grail Knight of Laetannia as well as the joint ruler of Caillouet which of whom he shares rulership of the city with his lover, High Priestess, Melisende. A firm believer in the Arch Saint of Laetannia, even more so than the Lady of Prophecy herself, Mordred has dedicated himself to following in the path of the Arch Saint, traveling anywhere and everywhere to combat where ever great evil grows in strength. Due to this belief, Mordred has found himself many times within the southern Kraymvirk Wastes battling the Rominian hordes that seek to invade the south as well as those act on the orders of the Deadra Lords. Such fighting has gained him reputation amongst the many Rominians of the Kraymvirk Wastes. Given the name "Marduk" by a Rominian Warlord before being executed by the Grail Knight, many Rominians have came to view him as a cold blooded warrior of great martial skill while a few have came to see the Grail Knight as a minor Ancestral God of Slaughter and Murder, having slayed hundreds of great warriors and Clans single handily. Perhaps the greatest of Mordred's feats is his duel with he Ancestral Goddess, Raava whom he managed to only survive the duel but managed to fight her to a standstill. In Leatannia, he is viewed as a true reincarnation of the Arch Saint despite his title, being a steadfast warrior of great skill whom seeks to be a "True Knight" of not only Laetannia but the world itself.
Melisende - One of the Arch Priestesses chosen Priestesses, Melisende is a High Priestess of the Holy Church as well as the joint ruler of Caillouet which of whom she shares rulership of the city with her lover, the Grail Knight, Mordred.
Galahad - Known as the "Perfect Knight", Galahad is a Grail Knight of Laetannia and is the Duke of Rothley, the capital of northern Laetannia which is responsible for protecting the northern border of Laetannia as well as eliminate any threat in the Kanika desert to the north.
Gullvella - Commonly referred to as the "Northern Queen" of Laetannia, Gullvella is the Duchess of Rothley, the capital of northern Laetannia which is responsible for protecting the northern border of Laetannia as well as eliminate any threat in the Kanika desert to the north as well as the loving wife of the Grail Knight, Galahad.
Aaltric Misthausen - Aaltric Misthausen is the Duke of Ordiham.
Mariana de Andrada - Mariana de Andrada is the Duchess of Ordiham and wife to Aaltric Misthausen.
Emmillia Khemalla - Emmillia Khemalla is the Duchess of Chorley.
Cristobal Guillen - A member of the Grail Class, one whom has been touched by the Lady of Prophecies Light, Cristobal Guillen is a Grail Abbot and undisputed leader of the city of Redemund.
Artus Guyon - Artus Guyon is the Count of Argenhelm
Cardin Rallart - Cardin Rallart is the Baron of Ebonymere
Gerhardt Barbatos - Commonly known as the "Deadra Slayer" of Laetannia, Gerhardt Barbatos is a Grail Knight of Laetannia and Duke of Revmira as well as the founder and leader of the Barbatos Knights, Laetannian Knights specializing in battling Deadra.
Prozza Gythuia - Known as the "Silver Queen", Prozza Gythuia is the Countess of the small but powerful trading city of Gythuia.
Hermen l'Extrac - Hermen l'Extrac the "Brave" is the Baron of Vinnoit.
Colletta Poucelle - Colletta Poucelle is the Baroness of Nosirion.
Urien - Known as the "Watcher of Darkness", Urien is a Grail Knight of Laetannia and is the fortress Commander of the massive adamantium fortres, Drassons.
Merlina - Known as the "Unrelenting Flame", Merlina is the Squire of the Grail Knight, Urien and is a Squire Sergeant stationed within the massive adamantium fortres, Drassons.
Gavril van Strijen - Gavril van Strijen is the Duke of the small trading city of Colonau.
Quennell Guesdon - Quennell Guesdon is the Duke of Northmoor.
Glacia - A High Priestess of the Holy Church, Glacia is the undisputed leader of the Nun dominated church town, Roassis.
Barristan - Barristan is a Grail Knight of Laetannia as well as Duke of Mairoux.
Brienne - A Grail Knight of Laetannia, Brienne is Duchess of Mairoux and is the loving wife of Barristan.
Ganiff Regnier - Ganiff Regnier is the Duke of Draguillon.
Bertilak -Known as the "Myrtle Knight", Bertilak is a Grail Knight of Laetannia and the joint ruler of Perizen, which of whom he shares rulership over Perizen with his lover, one of the Lady of Prophecy's chosen Priestesses, the Eeldrain High Priestess, Neliverra.
Neliverra - A Eeldra, Neliverra is a High Priestess of the Holy Church of Laetannia as well as the joint ruler of Perizen, which of whome she shares rulership with her lover, the Grail Knight, Bertilak.
Conrrard du Mesnil - A Laetannian Paladin, Conrrard du Mesnil is the joint ruler of, which of whom he shares rulership over Lorence with his wife, Petronilla du Mesnil.
Alma'de Marcel - Alma'de Marcel is the Baroness of Claluire.
Serafina - The Eeldrain High Oratresses of the entire Oratory organization, Serafina is one of the three individuals whom governs Laetannia's Eeldrain city of Londortharl.
Eleonora -A High Priestess of the Holy Church, Eleonora is one of the three individuals whom governs Laetannia's Eeldrain city of Londortharl.
Baldwin - A Grail Knight of Laetannia, Baldwin is one of the five individuals whom governs the city of Galasea.
Galles - A Grail Knight of Laetannia, Galles is one of the five individuals whom governs the city of Galasea.
Michault - Michault is the Duke of Galasea and is one of the five individuals whom governs the city of Galasea.
Eleannora - A High Priestess of the Holy Church, Eleannora is one of the five individuals whom governs the city of Galasea.
Heloise -A High Commendatrix whom's been touched by the Lady of Prophecies Light, Heloise is one of the five individuals whom governs the city of Galasea.
Nadia La' Maeva - Head of the Maevea noble family, Nadia La' Maeva is the Baroness of Ren de Maeva.
Gwenael Gerard - Known as Gwenael Gerard the "Hammer", Gwenael Gerard is the Baron of the castle fortress, Guillaume.
Estienne Chardin - Estienne Chardin is the Baron of the ancient city of Alembencania, which is responsible for watching and maintaining the Fernande highway that connects eastern and central Laetannia.
Severus Sadoul -known as the "Black Prince" and as the "Spell Slayer", Severus Sadoul is the Count of Inverloch.
Elderic Chauveau - Head of the Chauveau noble family, Elderic Chauveau and his family are the leaders of Dolores.
Galrich Girault - Known as "Racherheardt", Galrich Girault is a Racheroskr Grail Knight of Laetannia as well as the Count of Anvardlot and Headmaster of the Alterrian Knights.
Catherina - Known as the "Tigeress of Josselin", Catherina is a member of the Grail Class, one whom has been touched by the light as well as the Head Chevaleresse of the Chevaleresse Order and the overall leader of Josselin.
Alceste Belanger - Alceste Belanger is the Baron of the fortress, Falaise.
Christella Juilanna - Known as the "Grey Warden", Christella Juilanna is the Baroness of Susacinoo Castle.
Cecilie Ghislaine - One of the High King's most favored of all his Royarchs, she is currently supervising the construction of the massive fortress, Ren de Vitrierre.
Oriana - A High Priestess of the Holy Church, she is currently supervising the construction of the massive fortress, Ren de Vitrierre alongside the Royarch, Cecilie Ghislaine.
Aurelien Vasseur - Aurelien Vasseur is the Count of Avignon.
Alexandra - Alexandra was a Grail Knight of Laetannia whom was credit with winning the very first Grail Joust of Laetannia.
Ganelon - One of the fabled "Grail Generals", Ganelon was a Grail Knight during the First Storm of Darkness whom is responsible for founding Galasea alongside his four brothers.
Fortesque - One of the fabled "Grail Generals", Fortesque was a Grail Knight during the First Storm of Darkness whom is responsible for founding Galasea alongside his four brothers.
Bertrand - One of the fabled "Grail Generals", Bertrand was a Grail Knight during the First Storm of Darkness whom is responsible for founding Galasea alongside his four brothers.
Geoffroi - One of the fabled "Grail Generals", Geoffroi was a Grail Knight during the First Storm of Darkness whom is responsible for founding Galasea alongside his four brothers.
Niholas - One of the fabled "Grail Generals", Niholas was a Grail Knight during the First Storm of Darkness whom is responsible for founding Galasea alongside his four brothers.
Bedoier Barthelemy - The former Count of Argenhelm, he is remembered for his exploits during the Arzu War such as him leading Laetannian forces to victory at the Ramalaan plains to the razing of the Jassaydin city of Al Adruya. Bedoier Barthelemy would eventually meet his end during the battle of Fakeeh Shrine by a stray arrow.
Agneza - A former High Commendatrix of the Templar Sisterhood, the Daughters of the Heroes Cross, Agneza is remembered for slaying the Rominian Warlord, Ruggeth in single combat.
Severin Devereux - A former Duke of Villede 'la desse, Severin Devereux is famed in Laetannia history for leading Laetannian forces during the Severin Crusade and defeating the Jassaydin forces in numerous engagements. His most well known exploit is the destruction of the Jassaydin capital, Hamabanna as well as the execution of their Caliph Sultanate, Haitham al-Samad.
Hildura - A Grail Knight during the First Aklator Crusade, she is remembered for slaying a Vyreadra Dragon at the cost of her own life. After she dying of her wounds, she was returned to her Grail Chapel near Caliborne where she was put to rest. The severed head of he Vyreadra Dragon was hanged over the main doors to her chapel while it's scales and plates were used in the construction of a purified Dragonite suit of armor.
Elecelina - A former High Commendatrix whom was touched by the Lady of Prophecies Light, she is remembered for defeating the Vyreadra Strigoi Lord, Vowlath in single combat before sealing him away in the Ingemar Codex within Gudule Peak.
Aleron Auradou - A former Count of Ordiham, Aleron Auradou is remembered for leading Laetannian reinforcements during the Vyreadra's siege of Drassons, forcing the Vyreadra to abandon the siege when Aleron Auradou and his Knights arrive.
Luciferus La'Syrasse - Better Known as the infamous "Red Deadra" and as the "Blood Deadra", Luciferus La'Syrasse was originally the Grand Master of the Knights Templar Order, the Knight Preservers of the Lady during the First Aklator Crusade before It was completely destroyed by Abyss Knight, Valgardis and his Vyreadra Knights. One of the handful survivors, Luciferus was brought before the Vyreadra King as a offering yet instead of being consumed by their all powerful King, he was instead turned into a Vyreadra by none other the Vyreadra King himself before being released into the world as a rampaging monster. So great was his power, soon after his release, he was able to nearly destroy the Two Templars Orders, the Templars of St. Oudine and the Sisters of the Holy Fire near single handily. In the service of the Vyreadra King, he would on wage war with Laetannia numerous times, leading legions of the undead, Deadra and Vyreadra Thralls until his eventual defeat a near century later at the hands of numerous Laetannian Knights.
Tavian Reniex - A former Baron of Laetannia during the First Aklator Crusade, he was killed during the battle of Vouththas against the undead and the monstrosities of Aklator.
Urkulant Clarissia - A former Baron of Laetannia during the First Aklator Crusade, he was killed during the battle of Vouththas against the undead and the monstrosities of Aklator.
Marshell Lalandei - A former Baroness of Laetannia during the First Aklator Crusade, he was killed during the battle of Vouththas against the undead and the monstrosities of Aklator.
Coralie Tisseot - The former Countess of Etreux during the First Aklator Crusade, she was killed during the battle of Vouththas against the undead and the monstrosities of Aklator.
Garlord Duhamel - A former Baron of Laetannia during the First Aklator Crusade, he was captured during the battle of Vouththas and was never seen again.
Noel Chartier - A former Baron of Laetannia during the First Aklator Crusade, he was captured during the battle of Vouththas and was never seen again.
Rosemaria Veuillet - A former Baroness of Laetannia during the First Aklator Crusade, she was captured during the battle of Vouththas and was never seen again.
Huffroy - The former Abbot of the Monastery Templar Order, The Order of the Holy Ash as well as a member of the Grail Class, he is known for mortally wounding the "Red Deadra" before dying during the battle at Kreygerd.
Nirisur Angarwen - A former Templar Marshal whom led a massive Templar force during the First Aklator Crusade, he was defeated in battle by the "Red Deadra" before being offered up to the Vyreadra King within Aklator.
Minrenna de'Vaurcirassa - Famously known as the "Crimson Slayer", Minrenna de'Vaurcirassa was a Templar Marshal during the First Aklator Crusade whom is credited for slaying the "Red Deadra" during the siege of Goldula.
Raphaelle - A High Commendatrix during the First Aklator Crusade, Raphaelle was of the six Templar High Commendatrix's whom defeated the Abyss Knight, Athatherac and his forces during the siege of Vauvre.
Elisabeth - A High Commendatrix during the First Aklator Crusade, Elisabeth was of the six Templar High Commendatrix's whom defeated the Abyss Knight, Athatherac and his forces during the siege of Vauvre.
Maryvonne - A High Commendatrix during the First Aklator Crusade, Maryvonne was of the six Templar High Commendatrix's whom defeated the Abyss Knight, Athatherac and his forces during the siege of Vauvre.
Lucienne - A High Commendatrix during the First Aklator Crusade, Lucienne was of the six Templar High Commendatrix's whom defeated the Abyss Knight, Athatherac and his forces during the siege of Vauvre.
Brigitte - A High Commendatrix during the First Aklator Crusade, Brigitte was of the six Templar High Commendatrix's whom defeated the Abyss Knight, Athatherac and his forces during the siege of Vauvre.
Josette - A High Commendatrix during the First Aklator Crusade, Josette was of the six Templar High Commendatrix's whom defeated the Abyss Knight, Athatherac and his forces during the siege of Vauvre.
Jacques Baillieu - A Grail Knight during the First Aklator Crusade, he is remembered for slaying the Greater Deadra, Drer'och during the battle of Liedrada at the cost of his own life.
Lahhel - A former Grand Abbot of the Monastery Templar Order, the Enlightened Brothers of du Sang, Lahhel is best remembered for slaying the Greater Deadra, Kurlah at the cost of his own life during the battle of Bertelis.
Osanna - A Paladin of Laetanna during the First Aklator Crusade, Osanna is remembered for aiding the High King in slaying the Vyreadra Lords during the Fall of Vinitharius.
Miyellia - A former High Priestess of the Holy Church during the First Aklator Crusade, Miyellia is remembered for aiding the High King in slaying the Vyreadra Lords during the Fall of Vinitharius.
Sigibert - A former Templar Paladin during the First Aklator Crusade, Sigibert is remembered for aiding the High King in slaying the Vyreadra Lords during the Fall of Vinitharius.
Regana - A former Templar Paladin during the First Aklator Crusade, Regana is remembered for aiding the High King in slaying the Vyreadra Lords during the Fall of Vinitharius.
Baptiste - A former Templar Paladin during the First Aklator Crusade, Baptiste is remembered for aiding the High King in slaying the Vyreadra Lords during the Fall of Vinitharius.
Abel - A former Templar Paladin during the First Aklator Crusade, Abel is remembered for aiding the High King in slaying the Vyreadra Lords during the Fall of Vinitharius.
Anatole - A former Templar Paladin during the First Aklator Crusade, Anatole is remembered for aiding the High King in slaying the Vyreadra Lords during the Fall of Vinitharius.
Marius - A former Templar Paladin during the First Aklator Crusade, Marius is remembered for aiding the High King in slaying the Vyreadra Lords during the Fall of Vinitharius.
Oydella - A former Templar Paladin during the First Aklator Crusade, Oydella is remembered for aiding the High King in slaying the Vyreadra Lords during the Fall of Vinitharius.
Wilfrid - A former Templar Paladin during the First Aklator Crusade, Wilfrid is remembered for aiding the High King in slaying the Vyreadra Lords during the Fall of Vinitharius.
Edgar - A former Templar Paladin during the First Aklator Crusade, Edgar is remembered for aiding the High King in slaying the Vyreadra Lords during the Fall of Vinitharius.
Rodolphe - A former Templar Paladin during the First Aklator Crusade, Rodolphe is remembered for aiding the High King in slaying the Vyreadra Lords during the Fall of Vinitharius.
The Hermit Knight of Herluin - A legendary Grail Knight of Laetannia of the past, the hermit Knight of the ruins of Herluin is a famous figure in Laetannia history, highly renown for his martial skills even amongst the Grail Knights, he has been made famous by the people of Laetannia for his slaying of the greatest of beasts and evils from the world such as the Archdeadra of Oblivion, the ancient progenitor of destruction, the Dragons to the Vyreadra High Lords of Aklator, he is considered a Knight with no equal other than Grail King himself or perhaps the Grail Guardians. As for his reasoning for living and his early life, almost nothing is known about this sacred hermit as his name has been lost to time and whatever family he had died long ago, the only thing most are certain is his duty to forever watch over the ruined great cathedral of Herluin but as for why? None know. Despite that however, many travel to the ruins of Herluin from the lowly pilgrim to even the Grail Knights of today to pay their respects to the aged hermit Knights and to bless him with many offering he need to survive for he never leaves his post unless his skills are truly necessarily. For the villages around Herluin however, he is almost treated as Divine Being of Protection as well as the Lady's wraith and as thanks, many choose to serve the Hermit Knight in some way while others travel to the ruins of Herluin to repay their savior with offerings and various other things he could possibly need.
Lucus - A highly renown Royarch during the First Aklator Crusade known for his slaying of countless Vyreadra in battle. much like the many other Heroes of the High King's army, he was slain during the final portions of the first siege on the Vyreadra Capital by the Vyreadra King himself.
Raimond - A Paladin during the First Aklator Crusade whom was touched by the Lady of Prophecies Light, he defeated and banished the Greater Deadra however unable to escape the Greater Deadra's grasp, Raimond was dragged back into Oblivion along with the Greater Deadra during the first siege on the Vyreadra Capital.
Gautier - A Grail Knight during the First Aklaor Crusade, he is famous for slaying Niaherra, a Lilam, one of the daughters of the Vyreadra King with several Grail Knights at the cost of their own lives during the final portions of the first siege on the Vyreadra Capital.
Laurent - A Grail Knight during the First Aklaor Crusade, he is famous for slaying Niaherra, a Lilam, one of the daughters of the Vyreadra King with several Grail Knights at the cost of their own lives during the final portions of the first siege on the Vyreadra Capital.
Oudia - A Grail Knight during the First Aklaor Crusade, she is famous for slaying Niaherra, a Lilam, one of the daughters of the Vyreadra King with several Grail Knights at the cost of their own lives during the final portions of the first siege on the Vyreadra Capital.
Tristram - A Grail Knight during the First Aklaor Crusade, he is famous for slaying Niaherra, a Lilam, one of the daughters of the Vyreadra King with several Grail Knights at the cost of their own lives during the final portions of the first siege on the Vyreadra Capital.
Salomon - A Grail Knight during the First Aklaor Crusade, he is famous for slaying Niaherra, a Lilam, one of the daughters of the Vyreadra King with several Grail Knights at the cost of their own lives during the final portions of the first siege on the Vyreadra Capital.
Quentin - A Grail Knight during the First Aklaor Crusade, he is famous for slaying Niaherra, a Lilam, one of the daughters of the Vyreadra King with several Grail Knights at the cost of their own lives during the final portions of the first siege on the Vyreadra Capital.
Mahaut - A Grail Knight during the First Aklaor Crusade, he is famous for slaying Niaherra, a Lilam, one of the daughters of the Vyreadra King with several Grail Knights at the cost of their own lives during the final portions of the first siege on the Vyreadra Capital.
Lynette - A Grail Knight during the First Aklaor Crusade, she is famous for slaying Niaherra, a Lilam, one of the daughters of the Vyreadra King with several Grail Knights at the cost of their own lives during the final portions of the first siege on the Vyreadra Capital.
Agnessa - The last High Commendatrix of the Templar Sisterhood, The Convent of the Crimsion Rose, she along with nearly one forth of her order were captured by the Vyreadra during the battle of Vekelsson. Untouched by their Vyreadra captives, Agnessa and her surviving sisters transported to the Vyreadra capital where they were offered up as offering to the Vyreadra King himself.
Mariella - Known by many tittles such as the "Priestess of Hope and Sacrifices" and as the "Summoner of our Lady's will", Mariella was the second Arch Priestess of the Holy Church whom's most famous exploit was her sacrifice along with the others whom were touched by the Light in a ritual during the Siege of Camahaloth where she and the others sacrificed their very essences to create a stable portal to the Heavens, allowing the Lady of Prophecy and her Aeadra to travel to the Mortal Realm and do battle with the Vyreadra. Due to the selflessness action of Mariella and all those whom followed her during that time, they are credited for being just as responsible for saving the world as much as the Arch Saint when he still lived.
Gamet Sarazin - Grand Master of the Knights Templar, he is remembered for defeating the Abyss Knight, Vaeinis in single combat with the aid of several Templar Paladins.
Evelania - Known as the "Red Witch of Goldula", Evelania was the noble daughter of the Count of Goldula before her kidnapping by the hands of the Red Deadra. After she was raped many time over, she was transformed into a second generation Vyreadra before becoming his wife. The opposite of her vile husband, Evelania is a Master Sorceress of the dark arts whom is quite well known for her ability to summon the undead and the Deadra to do her bidding.
Aranion Cyrasse - The former Templar High Lord during the Jassaydin invasion in 5E 736, he is remembered for holding off the Jassaydin forces for a time at the border before being defeated and executed by Caliph Sultanate, Seltrizaar Sahalaha during the Second Battle of Almawades.
Galowen - A Royarch of High Queen Marianne, he is credited for saving Laetannia forces at the Second Battle of Almawades when he arrived on the battlefield with one hundred thousand Knights. Although he is killed in battle battling the Caliph Sultanate's Wyvern, his death leaves such a impression on the Caliph Sultanate that he withdraws his forces to Jassaydin lands over the border.
Germain de Rappiot - A former Baron during the Jassaydin invasion during the eighth century, Germain de Rappiot is famous for insulting the wife of Sultan Nizaar el-Kalba, forcing the Sultan to launch a preemptive strike assault on Germain de Rappiot's position. Laying a trap for the Sultan, the Laetannia Baron was not only able to kill the Sultan in single combat but destroy much of his force as well, leaving Jassaydin even more weakened.
Lydia Leblanc - A noble lady whom survived the initial assault of Estielix, she is famous for defeating and banishing the Archdeadra, Scelitias back to the realms of Oblivion at the cost of her life with the aid of the Royarch, Hercule.
Hercule - A Royarch of High Queen Marianne, he is famed for leading a Laetannia force against the Jassaydin forces at the ruins of Estielix with Lady Lydia Leblanc and defeating and banishing the Archdeadra, Scelitias with the aid of Lady Lydia Leblanc at the cost of their lives.
Lock Le'Laurens - A former Grand Master of the Knights Templar Order, The Ashen Knights, he is remembered for coming coming to the defense of the Jassaydin town, Husad against a Vyreadra Clan and slaying the Clan leader, Athriath at the cost of his own life.
Poncellet de Bar - A former Baron, he is remembered leading Laetannia forces during the battle at Zeunic Valley with the Templar Sisterhood, the Order of the Valorous Sisters of Light against Jassaydin forces. Along with nearly the entire force, Poncellet de Bar is killed when the Jassaydin unleash the power of one of the fabled Necron Stones on the forces of Laetannia.
Sophtalia - A High Priestess of the Holy Church, she is famous for leading the defense of Artalos with only one hundred Templar Paladins against a Jassaydin force of ten thousand led by Sultan, Dradruth el-Rahaim for six days and six nights. Although the Templar Paladins were eventually defeated and killed in battle, Sophtalia herself was captured and brought back to Hamabanna where she is currently displayed as a prized propaganda trophy of war. Despite popular belief, the High Priestess is still alive to this current day even after four centuries of captivity.
Larngest - A former Grail Knight, he is remembered well for leading ten thousand Questing Knights into battle against Rajab el-Wahab Jassaydin's forces and his hordes of Deadra after the The Knights Templar Order, the Order of the Celestial Manticore had managed to stall the Jassaydin forces at the borders for four days.
Galowen - A Royarch of High Queen Marianne, he is credited for saving Laetannia forces at the Second Battle of Almawades when he arrived on the battlefield with one hundred thousand Knights. Although he is killed in battle battling the Caliph Sultanate's Wyvern, his death leaves such a impression on the Caliph Sultanate that he withdraws his forces to Jassaydin lands over the border.
Honnoree - Known as "Dragon Slayer Honnoree", A wandering Templar Paladin whom was touched by the Lady of Prophecies Light, Honnoree is remembered for leading her Cult into battle during the defense of the Celestial Gates against the Dragon, Shaankaaldwiin. In the battle that would follow, the Grail Templar Paladin and her entire group of warriors were slain in battle but not before she and and her cult were able to fatally wound the Dragon. Impressed by her valor and determination, Shaankaaldwiin somehow resurrects Honnoree and grants her a portion of his own soul before dying of its wounds. Despite popular belief, she still lives, traveling around the world seeking the greatest threats of humanity and vanquishing it.
Thecia d'Allee - A former Baroness, she is best remembered for her raids against Jassaydin as well as her victory against Sultan, Shabaan el-Barakat and his forces.
Iseult Girard - A former Duchess, she is famed for leading the Knights of Laetannia into battle against the Deadra during the assault on Villede 'la desse in 5E 874 as well as her victory at Drexvalt where she not only defeated the Vyreadra but razed the Vyreadra stronghold to the ground in 5E 877.
Rinne Ruillieres - A former High Commendatrix of The Templar Sisterhood, the Divine Heroine Circulate, she is famous within the Celestine Empire and the southern Kraymvirk Wastes for stopping the First Devouring of the World with several important figures. Unlike many others, she would survive the battle against the Ancestral God, Valacaurd during the battle at the Varpiroth ruins and would go on to build a joint convent with the Ancestral Conclave of Makt and the female members of the Serra Paladins in the southern Kraymvirk Wastes.
Mical - A former Grail Knight whom is famous within the Celestine Empire and the southern Kraymvirk Wastes for stopping the First Devouring of the World with several important figures. He is eventually killed in battle alongside a few other Grail Knights against the Ancestral God, Valacaurd during the battle at the Varpiroth ruins.
Virgal - A former Grail Knight whom is famous within the Celestine Empire and the southern Kraymvirk Wastes for stopping the First Devouring of the World with several important figures. He is eventually killed in battle alongside a few other Grail Knights against the Ancestral God, Valacaurd during the battle at the Varpiroth ruins.
Perrin - A former Grail Knight whom is famous within the Celestine Empire and the southern Kraymvirk Wastes for stopping the First Devouring of the World with several important figures. He is eventually killed in battle alongside a few other Grail Knights against the Ancestral God, Valacaurd during the battle at the Varpiroth ruins.
Aeliza - A former Grail Knight whom is famous within the Celestine Empire and the southern Kraymvirk Wastes for stopping the First Devouring of the World with several important figures. She is eventually killed in battle alongside a few other Grail Knights against the Ancestral God, Valacaurd during the battle at the Varpiroth ruins.
Aalthen - A former Baron, his defeat at the hands of Sultan, Ghaali el Eltrazz allowed the Jassardin forces to raid and raze the towns of Calmaria, Aesthix and Yofael to the ground.
Ninette - Known as the "Second Priestess of Sacrifice and Hope", Ninette was the fourth Arch Priestess of the Holy Church during the Second Storm of Darkness when the Vyreadra invaded the region of Thrymir. Following in the footsteps of St. Mariella, Ninette is famous for performing the same ritual her predecessor her had during the Siege of Camahaloth. By sacrificing her essence along with the countless others of the Holy Church whom had been touched by the Lady of Prophecies Light, she managed to open a portal to the Heavens, allowing a Aeadra Valkyrie force led by the Serra Aeadra, Oaralia to appear and join the forces of Order against the vile Vyreadra.
Alberea Gaiant - A former Grand Master of a Knight Templars order, he is remembered for leading his forces against the forces of Sultan, Abdul Haleem al-Begum at the Jalali ruins within Jassaydin before being captured by the corrupted Valorous sisters of Eldina when both sides are nearly destroyed by he power of their fabled Necron Stone.
Eudon - A Grail Knight during the Second Storm of Darkness whom is credited with defeat and slaying the Vyreadra High Lord Sorcerer, Zaellax and the Abyss Knight, Arakar with two other Grail Knights during the Battle of Eilviryn.
Lucretta - A Grail Knight during the Second Storm of Darkness whom is credited with defeat and slaying the Vyreadra High Lord Sorcerer, Zaellax and the Abyss Knight, Arakar with two other Grail Knights during the Battle of Eilviryn.
Hecelina - A Grail Knight during the Second Storm of Darkness whom is credited with defeat and slaying the Vyreadra High Lord Sorcerer, Zaellax and the Abyss Knight, Arakar with two other Grail Knights during the Battle of Eilviryn.
Gwenael Chaboche - The former Duke of Avondance and great grandfather of Hilaire Chaboche, Gwenael Chaboche is famed for coming to the defense of Helmfirth with his Knights during it's darkest hour and stalling the Deadra long enough for the city to be evacuated at the cost of his life and the lives of his men.
Florentin of Redemund - A Grail Knight and Count of Redemund during the Second Storm of Darkness, Florentin of Redemund is noted for leading a minor Cursade of his own for several years against the Vyreadra and being rather successful due to his adoption of using unconventional warfare. The height of his crusade would be the death's of several key Vyreadra Lords such as the Vyreadra Strigoi High Lord, Gorgon as well as his forces reclaiming several key locations within Dolvanas. He would eventually meet his end during the defense of the Asingard city of Syardis when his forces are wiped out to the last man defending the city from the Abyss Knight, Orusula and her forces.
Dorotheee - A Paladin during the Second Storm of Darkness, she is remembered for defending the Lietuuif Grand Cathedral with her Questing Knights against the forces Abyss Knight, Orusula and driving them off.
Morfran - A Royarch under High Queen Lisseut and a Grail Knight during the Second Storm of Darkness, Morfran is famed for defeating the Archdeadra, Nyraris at the cost of his own life during the Siege of Halinard.
Acelin of Caillouet - Known as the "Protector of Aurendale", Acelin of Caillouet is a Grail Knight and former Count of Caillouet during the Second Storm of Darkness whom is responsible for defending and stalling the Vyreadra's invasion of Midenhiem long enough for it's many people to flee to safety. Following the battle of Aurendale with the death of Midenhiem's Duke and Councilor Niheles Le"Pentis at the hands of the Abyss Knight, Arakar, Acelin of Caillouet forfeited his title as Count of Caillouet and took vows to protect Aurdendale for the remainder of his life as a Grail Knight after failing to prevent the death of the late Duke whom was his close comrade and friend. Since that day, Acelin of Caillouet has stood ever vigilant over Aurdendale, ready to slay any of those whom bring harm Aurdendale or it's people.
Juste Gouays - A Man-At-Arms Marshal during the Second Storm of Darkness, Juste Gouays is renowned for coming to the defense of the Alberde city of Leiuuara with Men-At-Arms force. Although the entire force is nearly destroyed in the battle, they manage to defeat the Greater Deadra, Krurdrez and drive back the Vyreadra.
Ebrulf - A Grail Knight during the Second Storm of Darknes, Ebrulf is famous for slaying the Vyreadra High Lord, Sahildr at the cost of his own life when he and his oath sibling, the Rominian Grail Knight, Faegneth pierce their Lances into the Vyreadra High Lord just as they galloped over the side of a cliff during the invasion of Daniela.
Helvissa - A High Priestess of the Holy Church, she is noted for leading the Templar Sisterhood, the Daughters of the Grail Hero from atop of the Grail Wagon, the "Bastion of St. Rapine" during the Jassaydin stronghold of Abaque. Due to her prowess over the Light and the protection of her Grail Wagon provided, Helvissa and the Sisters of the Daughters of the Grail Hero storm and capture within only two days of fighting.
Clorinda - A Grail Knight of humble origins similar to St. Asselyna, Clorinda served the High King during the Second Storm of Darkness as one of his personal Champions. She is highly renowned for dueling the Abyss Knight, Vilannual to a stand still while the High King battled the Vyreadra King for the fate of the world.
Racial Statistics
When a new character is created using this race, that new character will receive the following buffs and debuffs
Vitality - 1,500(Expert)
Endurance - 1,500(Expert)
Laetannians cannot use the following masteries, Sprysical release, Fire Release, Water Release, Earth Release, Wind Release, Lighting Release, Melody Release, Shizen Release, Yang Release, Yin Release, Yin-Yang Release, No Release, Shiringu Release, Keifuto Release, Nekuromanshī Release or Akuma Release unless blessed by a Divine Being, a Dark Lord or a Supreme Being
Adrenaline Rush - By employing their Secondary Heart's ability to pump adrenaline into their body, the Laetannian player's attribute masteries, Willpower, Attunement, Endurance, Strength, Athletics, Acrobatics and Reflexes are temporary increased by one tier as well as the Laetannian Player temporary gaining 15% Stamina and Mana for two DM cycles. When rolling to activate the ability, there is only a 10% chance It will activate and the Laeatannian player may only roll to use the ability once per five DM cycles. Laetannian Players whom become permanently wounded with one of their hearts becoming non functioning, they no longer have access to this ability.
Laetannians can stay awake twice as long than all other mortal races at the cost of requiring more sleep than most other mortal races
Laetannians automatically pass all "fear" checks up to the Supreme Being tier
Laetannians may not be "Evil" under normal conditions unless tainted or corrupted by a dark caster or a dark attributed being however a Laetannian may perform acts of evil If it fulfills a higher purpose If they truly believe It will do good in the near or far future
- #3The Holy Kingdom of Laetannia
Keys: Laetannia, Holy Kingdom of Laetannia · Secondary: , Kingdom, Lendira, Laetannia, Holy Church, Laetannian
eneral information Organization type- Divine Theocratic Enlighten Monarchy Head of state- Divine Being, Arch Seraph Lendira
Head of government- High King and the Arch Priestess of the Holy Church Commander-in-chief- High King Executive branch- High King Religious branch- Arch Priestess of the Holy Church
Societal information Capital- Camahaloth Official languages- Imperial Low, Imperial Standard, Imperial High and Aeadrain Currency- Crown
Sentient races- Laetannian(abundant) Kathlis(abundant) Human(common) Canarr(common) Rominian(uncommon) Eeldra(uncommon) Mynataurus(uncommon) Centidae(uncommon) Kimya(uncommon) Racherdenian(uncommon) Leepanaru(uncommon) Aeadra(rare) Llamerian(rare) Gringerian(rare) Wyldra(rare) Vulpess(rare) Weldra(rare) Chita(rare) Deldra(very rare) Hellsune(very rare) Akagari(very rare) Racheroskr(very rare) Lukian(very rare) Darmarian(very rare) Jingsune(very rare)
Official religion - Grailism Official state religious organization - The Holy Church
Historical information Date established- 5E 50 Founder- Divine Being, Arch Seraph Lendira, Grail Knight, Orderic and Arch Priestess of the Grail, Lavena Cervini Era's- Fifth Era
Without a doubt one of the most mystical and holiest places within the entirety of the world of Athrunial, Laetannia is known as an aeadric kingdom of chivalry and heroes where both Humanity and the Aeadra work and live in complete harmony as they abide by the "Greater Good", a philosophical concept where everyone, regardless of class, race or occupation works together in creating a near perfect utopia in preparation for what they call the "Promised Day", a vile event where the Deadra Lords and their Deadra will be free from their prisons from within the realm of Oblivion and will march upon the mortal realm for the first time in a millennia.
History
(Intermediate Era - Unofficial period between the end of the Dark Ages after the final battle and the beginning of the fifth Era, the Age of Cinders)
Very Late IE - The very first Laetannians are created by the Divine Being, Lendira from the top of Mt.Helena and proceed to settle the surrounding lands that would later become Laetannia
Very Late IE - The ancient fortress, Camahaloth situated on Mt. Helena is rebuilt by the Aeadra as the future capital of Laetannia
Very Late IE - Caliborne is founded
5E 1 - Villede 'la desse is founded
5E 25 - Avondance is founded
5E 50 - The Holy Kingdom of Laetannia is founded with the founding of Lajaumont on the Galldina lake
5E 50 - The Divine Being, Lendira's second Grail Knight, Orderic is crowned as the very first High King of Laetannia with his companion, Lavena Cervini crowned as the first Arch Priestess of Laetannia
5E 51 - The Orderic Crusade - Commonly referred to as the "First" holy crusade of Laetannia, begins with the High King leading the first generation of Knights in a fifty year military campaign against the greenskin hordes that have infested the heartlands of Laetannia.
5E 53 - St. Anastasia slays the Orc Warlord, Drurokk in single combat during one of the many battles of the Orderic Crusade
5E 55 - The Holy Church is officially founded by St. Lavena and her Priestesses
5E 56 - St. Anastasia takes on the Questing Vow and disappears from Laetannia
5E 60 - Boutancourt is founded
5E 61 - St. Anastasia is presumed killed defending a city within Dovanas against a massive winged creature
5E 85 - Etreux is founded
5E 100 - The Grand Grail Cathedral of Laetannia is constructed within Villede 'la desse
5E 100 - The Orderic Crusade comes to a end in one final battle after the High King battles and kills the great Greenskin Warlord, Rashunid-Malis in single combat. Following this, Laetannia is free from the Greenskin menace.
5E 109 - Vauvre is founded
5E 121 - Rothley is founded
5E 127 - Ordiham is founded
5E 140 - Chorley is founded
5E 161 - The first High King of Laetannia, Orderic is found dead within the Grand Grail Cathedral of Laetannia in a kneeling position while smiling. His eldest son, Odin is crowned the second High King of Laetannia soon after.
5E 161 - Caillouet is founded
5E 162 - the first Grail Joust of Caillouet is hosted in the honor of the late High King of Laetannia. The Grail Knight, Alexandra is the winner of the first Grail Joust after defeating the young, newly crowned High King in a duel.
5E 166 - The Bermon War - War breaks out between the Weldra and the Laetannians when Laetannia expands into the Bermon Forests
5E 167 - High King Odin is killed at the Battle of Gideona Valley
5E 169 - Redemund is founded over the ruined city of Realia
5E 170 - The Grail Knight, Naudin is crowned High King of Laetannia
5E 175 - The Bertelis treaty is signed between Laetannia and the Weldra of the Bermon forests. The Bermon Forest becomes exclusively owned by the Weldra however in exchange, they grant Laetannia free passage through their lands as well as provide high quality wood in exchange for large quantities of food.
5E 190 - Busseroux is founded
5E 204 - Argenhelm is founded
5E 238 - The Eeldrain city, Londortharl joins the Holy Kingdom of Laetannia
5E 240 - Alembencania is rebuilt over it's former ruins
5E 277 - Draguillon is rebuilt over it's former ruins
5E 290 - St. Asselyna is born
5E 296 - Revmiria is founded
5E 300 - The Storm of Darkness - The Vyreadra within Aklator under the command of the Vyreadra High King, The Nameless One invades Laetannia under unknown pretenses.
5E 301 - The Laetannia forces under High King Naudin are massacred at the battle of Crimson Peak
5E 305 - The siege of Villede 'la desse - The High King's entire Knightly force is destroyed to the last man with High King Naudin himself killed in battle after his duel with the Vyreadra Lord Viscard however the chaos that ensured allowed Villede 'la desse to mount a counter attack led by St. Lavena and drive back the Vyreadra.
5E 305 - The Grail Knight Tyrloc is crowned High King of Laetannia
5E 307 - The first siege of Avondance - The Vyreadra are defeated at the siege of Avondance when St. Asselyna arises from her maidenhood to assume command, inspiring not only her people but the Knights of Avondance as well to great feats of courage and sacrifice during the siege. In the ensuing battle, she proves herself to be a true daughter of Laetannia when she personally leads several dozen Questing Knights into battle against the Vyreadra Lord, Lothaire and defeats him. Afterwards, she is made a honorary knight by the surviving knights of Avodance.
5E 309 - The Asselyna Crusade - St. Asselyna, now the ruler of Avondance, launches a military campaign of her own to drive out the Vyreadra out of Laetannia and force them back into the mountains of Aklator
5E 310 - The defense of Redemund - St. Asselyna and her knightly forces arrive just in time and drive back the Vyreadra long enough for Redemund's force to launch a counter attack of their own
5E 311 - The massacre of Lajaumont - the Vyreadra unleash a massive Deadra horde on the city. Within hours, the city's defense's crumble and the Deadra managed to breach the walls, slaughtering, devouring and raping all those in the city. St. Asselyna and her Knightly Forces as well as countless other Laetannian Forces eventually arrive at the sacked city and wage a invasion of their own on the city with the intention of taking the city back from the Deadra. The result was one of the bloodiest battles within Laetannia's history as tens of thousands died liberating the city, street by street.
5E 312 -The first siege of Drassons - With the aid of the Grail Knight, Leondegraunce, the Vyreadra Fortress, Drassons falls to St. Asselyna's Knightly forces
5E 317 -The first siege of Busseroux - The Vyreadra and their Deadra are defeated at the Siege of Busseroux when St. Asselyna drinks from the Holy Grail and morphs into a Grail Knight. With her new found power, she manages to banish the Archdeadra, Drachnux back into the realms of Oblivion.
5E 318 - St. Asselyna is canonized as a living Saint of Laetannia by the Holy Church
5E 320 - St. Asselyna and her Knightly forces begin pushing back the Vyreadra back west towards the Aklatorian mountains after a number of skirmishes results in the deaths of numerous Vyreadra Lords.
5E 321 - The first siege of Londortharl - St. Anastasia mysteriously appears during the defense of Londortharl on top of her massive, white Manticore and aids in the defense of the city from the Vyreadra invasion. The Vyreadra forces eventually withdraw
5E 322 - The Anastasia Crusade - St. Anastasia leads many crusaders in a military campaign of her own against the Vyreadra
5E 323 - The undead assault on Argenhelm - Argenhelm is besieged by the undead. With the arrival of High King's Tyrloc forces, the city is eventually able to withstand the legions of the undead
5E 328 - The first siege of Vauvre - Vauvre is besieged and sacked by the Vyreadra after defeating High King Tyrloc and his forces in open battle
5E 329 - The Vyreadra are successfully pushed back into Aklator's eastern mountains by St. Asselyna and her Knightly forces
5E 329 - Galasea is founded by the five Knights, Ganelon, Fortesque, Bertrand, Geoffroi and Niholas initially as a Grail chapel after finding a sacred grotto on the edge of Aklator's eastern mountains
5E 330 - The Storm of Darkness ends, Grail Knight Asselyna surrenders her position as Duchess to Lady Isolde.
5E 331 - St. Anastasia is coronated as a Living Saint of Laetannia by the Holy Church
53 331 - The Templar order, the military arm of the Holy Church is founded by St. Anastasia and St. Lavena
5E 331 - St. Asselyna Travels to the Temple of the Eternal Flame and sacrifices her soul to keep the eternal flame going
5E 333 - The Templar Order of the Celestial Manticore is founded by St. Anastasia
5E 347 - The Arzu War - Jassaydin's Caliph Sultanate, Kharaul Ral Al-Yousuf declares the Holy Kingdom of Laetannia the "Land of Heretic's" and wages a holy war on the intention of eradicating It from the face of the planet.
5E 348 - The battle of the Ramalaan plains - the Jassaydin forces are massacred in open battle by the Knights of Laetannia under the command of Count Bedoier Barthelemy of Argenhelm.
5E 348 - Guillaume is founded
5E 349 - The Razing of Al Adruya - After a lengthy warning, the Knights of Laetannia under the command of Count Bedoier Barthelemy raze the Jassaydin city of Al Adruya as a method psychological warfare. After the razing of Al ADruya, even with minimum causalities, the war intensifies greatly with Jassaydin as It becomes engulfed with anger over Laetannia's latest action in the war.
5E 350 - Dolores is founded
5E 351 - The siege of Sadahela - The Knights of Laetannia under the command of Count Bedoier Barthelemy are routed and forced to fall back to the border after being ambushed by a horde of Deadra in Jassaydin
5E 353 - The clash at Fakeeh Shrine - Both sides take heavy causalities, Count Bedoier Barthelemy is killed in battle by a stray arrow
5E 355 - The siege of Hamabanna - Jassaydin's capital, the Laetannian forces under the command of High King Tyrloc face off against the personal forces of Jassaydin's Caliph Sultanate, Kharaul Ral Al-Yousuf. Both sides take heavy casualties and after a bloody duel, Caliph Sultanate defeats the Laetannian High King in single combat yet allows him to live due to the honor and his Knights had portrayed during the battle. As a gesture of good faith, both sides sign the Hasan Alniya peace treaty.
5E 364 - The Templar Sisterhood, the Daughters of the Heroes Cross combat the Rominian Horde under Rominian Warlord, Ruggeth's command on the borders of Alcberde. With the aid of the Alcberde Knights, the Daughters of the Heroes Cross along with the Knights of Alcberde manage to stall the horde long enough for the main Alcberde army to arrive. During the battle, High Commendatrix, Agneza slays the Rominian Warlord, Ruggeth in single combat.
5E 373 - The Great Slaying of the Flames - A dragon by the name of Vuryahkaal heavily damages the cities of Vauvre and Caliborne and destroys the castle town of Evelion
5E 380 - The Great Slaying of the Flames finally ends after the Grail Knight, Avenel manages to defeat Vuryahkaal and through mysterious means, is able to gain the Dragon as a mount. It is later revealed Vuryahkaal was controlled by some higher Vyreadra although whether the culprit was the Vyreadra King himself or one of his top Vyreadra High Lords is unknown.
5E 388 - The Knights Templar order, the Order of the Valiant Shields launches a crusade into the Kraymvirk Wastes and attempts to destroy any Rominian horde nearing the borders of the Celestine Empire.
5E 399 - After years of waging war against the barbarians of the north, the The Knights Templar order, half of the Order of the Valiant Shields is nearly wiped out by the Warriors of Clan Daruka after gaining the attention of their leader, the Ancestral Diviness, Raava. For their demonstration of skill in battle, the Ancestral Goddess allows the most worthiest of the Templars to leave unharmed.
5E 413 - Northmoor is founded
5E 426 - The Knights Templar order, the Order of the Blessed Spirit march within Daniela and assaults a Deadra Cult dedicated to the Deada Lord, Uzumai. The Order of the Blessed Spirit takes severe losses when a portion of the Deadra Cult ritually summons members of the Palatine Guard and proceed to slay any Templar within sight. The cult is eventually destroyed at the near cost of the entire Templar Order. The survivors are later adopted by Daniela and the survivors form a new Knights Templar Order, the Mardi Paladins.
5E 439 - Mairoux is founded
5E 440 - St. Lavena dies, High Priestess Mariella becomes the second Arch Priestess
5E 441 - The Second Arzu War - The Jassaydin forces launch a surprise invasion on Eastern Laetannia
5E 441 - The siege of Busseroux - caught completely by surprise, Busseroux is quickly overwhelmed and sacked, resulting in over eighty percent of it's population murdered through ritual sacrifice.
5E 441 - The siege of Alembencania - unable to prepare for the Jassaydin forces in time, Alembencania's defenses fall quickly and the city is sacked however due to the burning of Busseroux, majority of Alembencania's citizens were able to flee the city before the siege began
5E 442 - The massacre at Lajaumont - unable to prepare for the Jassaydin force in time, Lajaumont's defenses are decimated quickly by the Jassaydin forces however during the final moments of the siege, several groups of Grail Knights, two of which from the ranks of the "Grail Generals" of Galasea, suddenly appear on the battlefield through a portal and smashes the Jassaydin forces to pieces. After only a few hours of fighting, the Jassaydin force is almost completely destroyed and are forced to fall back to Busseroux.
5E 443 - The Severin Crusade - With the support of the people and the Holy Church, Duke Severin Devereux of Villede 'la desse launches the "Severin Crusade" with one of the largest Laetannian armies in history, marching with more than two hundred thousand Knights, three hundred thousand Men-At-Arms and fifty thousand Templars.
5E 443 - The liberation of Busseroux - Laetannian Forces under the command Duke Severin Devereux of Villede 'la desse massacre the Jassaydin forces at Busseroux and liberate It, freeing It from Jassaydin occupation.
5E 444-445 - The Great Burning - After a serious of gruesome events playing out on the border, Laetannian Forces under the command Duke Severin Devereux of Villede 'la desse march for Jassaydin. Through a dew decisive battles near the border, Laetannia smashes the majority of Jassaydin's forces and proceeds to burn countless towns and villages before razing the holy city of Nuzhiyah completely to the ground.
5E 446 - The Nuzhiyah Massacre - Enraged by the destruction of the spiritual capital of their homeland, over one million people throw themselves at the Laetannian force in Nuzhiyah. The end result is the bloodiest battle in Jassaydin history as hundreds of thousands die by the blade.
5E 446 - The Monastery Templar Order, the Order of the Lumieres Light defends the town of Masun from the Jassaydin infidels however after several hours of heated combat, the town is eventually overwhelmed and the surviving monks of the Lumieres Light are either captured and tortured or flayed alive on a cross. Their flayed bodies are later proudly displayed outside the town.
5E 447 - The destruction of Hamabanna - Laetannian Forces under the command Duke Severin Devereux of Villede 'la desse assault and raze the Jassaydin's capital to the ground as well as execute Jassaydin's Caliph Sultanate, Haitham al-Samad. The second Arzu War comes to a close as Laetannian forces leave Jassaydin in ruins. a peace treaty is never signed.
5E 459 - The Templar Sisterhood, the Sisterhood of Mahelty combats Jassaydin forces under Zaamil al-Bangura on the A'amra plains on the border and defeats them in open battle with minimum losses. The captives whom do not convert to the "Greater Good" are executed.
5E 463 - Colonau is founded
5E 470 - High King Tyrloc of Laetannia dies
5E 471 - The Grail Knight, Crispian is crowned High King of Laetannia
5E 494 - The Knights Templar order, Exaltation Templars defend the city of Clothair within Odetta from a corrupted Wyvern and manage to drive It away from the city at the cost of nearly one fourth of the order.
5E 500 - The Aklator Crusades - A holy crusade to destroy the Vyreadra and their King begins as High King Crispian leads a massive Laetannian force into the Aklatorian mountains
5E 501 - Laetannian forces are victorious at the Battle of Gelvira Pass after the Grail Knight, Hildura manages to slay a Vyreadra Dragon at the cost of her own life. After the end of the battle, several dozen Pilgrims return Hildura's body as well the the corpse of the Vyreadra Dragon to her Grail Chapel located outside of Caliborne where she is laid to rest while the bones that made up the Vyreadra Dragon is hung within the chapel itself while it's severed, preserved head hangs above the main doors of the Grail Chapel. The Vyreadra Dragon's scales and plates on the other hand are used in the construction of a entire Dragonite suit of armor being purified and blessed by a High Priestess. To this day, It remains the most powerful artifact of Hildura's Grail Chapel.
5E 502 - The Templar Sisterhood, the Daughters of the Grail Hero assault the Vyreadra Stronghold at Gudule Peak. After several days of intense fighting, High Commendatrix, Elecelina ascends to grailhood and defeats the Vyreadra Strigoi Lord, Vowlath in single combat before sealing him away in the Ingemar Codex. The Ingemar Codex is later sealed away within the stronghold before It becomes encased by a number of powerful magical barriers.
5E 504 - The siege of Drassons - Vyreadra forces under the command of the Vyreadra Lord, Himneroth attempt to capture their former fortress, Drassons however after sixty two day siege, Vyreadra Lord, Himneroth and his forces are forced to abandon the siege when Laetannian reinforcements under the command of Count Aleron Auradou of Ordiham arrive.
5E 509 - The siege of the undead City of Melusine - High King, Crispian and his crusading force charge into the ruined undead City of Melusine and battle it out with Lord Himneroth and his Vyreadra forces, resulting in massive Laetannian causalities. Despite the lost of life, victory is won by Laetannia when the Order of the Celestial Manticore arrives on the battlefield and pushes back the Vyreadra. During the final stages of the battle, St. Anastasia slays Vyreadra Lord, Himneroth in single combat.
5E 514 - The Knights Templar order, the Knights Preservers of the Lady is completely destroyed in battle by the Abyss Knight, Valgardis and his Vyreadra Knights. The Grand Master of the Knight Preservers of the Lady, Luciferus La'Syrasse is captured and is brought before the Vyreadra King himself. Rather than execution, the Vyreadra King turns the Grand Master into a first generation Vyreadra before letting him loose.
5E 515 - The Red Betrayal - Let loose within Aklator without control over his never ending thirst, the former Grand Master now turned Vyreadra, Luciferus La'Syrasse runs rampant throughout the land and slaughters everything in his sight. He is eventually tracked down by the Templar Orders, the Knights Templar order, the Templars of St. Oudine and the Templar Sisterhood, the Sisters of the Holy Fire within the heart of Aklator. With a complete lack of self control over himself, Luciferus La'Syrasse rips his way through both the Templar Orders and proceeds to create a river of blood. By the end of the battle, both Templar Orders are nearly destroyed with the survivors tortured, killed and raped. Some are untouched and brought back to the Vyreadra Capitals as offerings to the Vyreadra King. Pleased by his offerings, the Vyreadra Kings grants him the red colored sword known as "Mercyslayer". Luciferus La'Syrasse later gains the title of "Blood Deadra" from amongst the ranks of the Templar Orders.
5E 517 - The horror of Vouththas - After taking shelter within the ruined city after a number of skirmishes with the Vyreadra, the undead appear from the shadows of the ruins and rise from their unfortunate graves during the middle of the night to assault the Laetannian force gathered within the city. Caught off guard completely, the Laetannian force takes massive causalities with most of it's lords slain in battle such as Baron's, Tavian Reniex, Urkulant Clarissia, Marshell Lalandei as well as Countess Coralie Tisseot of Etreux. Others share even worse fates as a few nobles such as Barons Garlord Duhamel, Noel Chartier and Baroness Rosemaria Veuillet are captured and dragged away into the darkness, never to be seen again. Despite taking heavily loses, the survives are eventually able to overcome the undead and escape with their lives.
5E 518 - The Red Deadra assaults the Kreygerd ruins occupied by Laetannian forces. The Monastery Templar Order, The Order of the Holy Ash manage to defend the ancient ruined stronghold successfully against the Red Deadra however within a single night, nearly half of the occupation forces is destroyed once the Red Deadra summons legions of the undead from amongst the ground within the stronghold. Although the Order of the Holy Ash is nearly wiped out to the last man, choosing to remain behind to give the rest of the Laetannian force a chance of escape, the Order's Grand Abbot, Huffroy manages to mortally wound the Red Deadra before dying.
5E 519 - The Red Deadra with legions of the undead assault the Templar base of operations within Aklator, Iodberta under the guise of a thick fog during the middle of the night. In the chaos that follows, the fighting strength of several Templar Orders is severely reduced while others are completely destroyed. During the final portions of the battle, the Templar Marshal, Nirisur Angarwen is defeated in battle against the Red Deadra but is not killed. Like before, he is dragged away and offered up to the Vyreadra King as a offering. Pleased, the Vyreadra King grants the Red Deadra a suit of plate armor created out of Velthisis.
5E 520 - The slaughter of Amalgard - Forced into combat with the Vyreadra forces under the command of the Vyreadra Lord, Aleyda, High King, Crispian and his crusading force is routed after the Vyreadra lure thousands of Vydrekren onto the battlefield, slaying many of the High King's Knights as well as severing injuring others. After the High King is severely wounded in battle by countless Vydrekren, the High King and his forces fall back to the ruins of Talglodia.
5E 526 - The blooding of Drassons - Using the supreme magic of the Vyreadra King, the Abyss Knight, Athatherac launches a surprise attack on the fortress Drassons when the Vyreadra King opens a massive portal outside the fortress. Drassons falls quickly afterwards and the vast majority of it surviving defenders are killed, devoured or made into cattle. The capture of Drassons leave the Laetannia vulnerable.
5E 521 - The siege of Goldula - The Red Deadra assaults the small city of Goldula with legions of the undead, hordes of Deadra and an army of Vyreadra Thralls. the Red Deadra nearly succeeds in capturing the city until a massive Templar Force under the command of Templar Marshal, Minrenna de'Vaurcirassa appears. With over two dozen Templar Orders, the Red Deadra's armies are slain with the Vyreadra himself defeated in open battle after days of fighting. The Red Deadra is presumed killed in battle when his body is nearly torn in two.
5E 526 - Siege of Vauvre - With the Abyss Knight, Athatherac at the front, the Vyreadra launch a massive assault on the city and nearly succeed in seizing the city until the arrival of twelve crusading Templar Sisterhood Orders. At the cost of nearly all the crusading Templar Sisterhood Orders, the Vyreadra force is destroyed and Athatherac himself is defeated at the hands of six Templar High Commendatrixa's, Raphaelle, Elisabeth, Maryvonne, Lucienne, Brigitte and Josette. The six Templar High Commendatrixa's would later go on and form a new crusading Templar Sisterhood Order from the survivors of the destroyed Templar Sisterhood Orders, The Sisterhood of the Martyr Roses
5E 528 - The Knights Templar order and the Templars of la Ligue are bested in battle at Syagrius pass by the Vyreadra and are captured. Many are tortured and killed while others are forced to fight to the death within the Vyreadra's capital arena for the Vyreadra nobility. Those few Templar captives whom impress the Vyreadra nobility are not only kept alive but turned into Vyreadra themselves.
5E 533 - Battle for Liedrada - The High King, Crispian and his crusading force march for the Aklatorian human city of Liedrada however while en route to the city, they are forced to engage the Vyreadra's human forces under the command of Degare Aedilhum. After a prolonged battle, the High King and his forces manage to defeat Degare Aedilhum's at the cost of one eighths of his forces including the sacrifice of the Grail Knight, Jacques Baillieu whom dies shortly after his duel with the Greater Deadra, Drer'och.
5E 536 - The Monastery Templar Order, the Enlightened Brothers of du Sang manage to defend the ruins of Bertelis from a Vyreadra force mostly consisting of Deadra. The Grand Abbot, Lahhel manages to defeat and banish the Greater Deadra, Kurlah at the cost of his own life.
5E 539 - Fall of Vinitharius - With the full support of the Holy Church, The High King's crusading force is swells considerably in numbers as the many Templar Orders of the Holy Church flock eagerly to the High King's banner. With tens of thousands of Templars now at his command, the High King marches on the Vyreadra Adamantium fortress, Vinitharius. Within days, the siege turns into a full scale battle as many Vyreadra leave the safety of the walls to launch a series of counter attacks on their attackers in an attempt to break the siege by eliminating the Laetannian Templar casters functioning as magical artillery. Aided by legions of the undead, Deadra and the powers of their dark casters, the battle of Vinitharius becomes a bloodied one as thousands die during the ensuring battle. After days of intense fighting however, Vinitharius falls to the forces of Laetannia after the Vyreadra Lords, Vicelin, Atacinus and Nevelona are slain in battle by the High King himself, the Paladin, Osanna, High Priestess, Miyellia and Templar Paladins, Sigibert, Regana, Baptiste, Abel, Anatole, Marius, Oydella, Wilfrid, Edgar and Rodolphe.
5E 542 - Battle of Siclandus Point - while the High King's force advances inwards, towards the capital along the Siclandus Pass, the High King and his forces are forced into battle when they are ambushed by hordes of Deadra and a large Vyreadra force. Beaten back by the Templars, the battle eventually ends after the defeat and banishing of the Greater Deadra, Vueh'uath and the defeat and capture of the Vyreadra Lord, Quintella by the Hermit Knight of Herluin before being dragged back to the homeland.
5E 546 - The siege of Ostergoth - High King, Crispian and his crusading force launch a surprise attack on the ancient Aklatorian human fortress city, Otstergoth while Degare Aedilhum and his forces travel south to combat Countess Sauvanne Baudelaire of Boutancourt, not knowing It is a diversion by the main force. Out maneuvered and outgunned, Aklator's human forces desperately hold out for several days before being overrun by Laetannian forces. Following the battle, the vast majority of the survivors are executed.
5E 546 - The battle of the Cynric woodlands - To halt the Laetannian advance heading towards the Vyreadra capital, Degare Aedilhum and the remains of his human forces ambush the High King's crusading force within the Cynric woodlands. Caught in between themselves and the corrupted horrors of the Cynric woodlands, the battle become a bloody massacre as both forces are picked apart from the monstrosities that live within the cursed forest. After nearly two days of fighting, the battle comes to a close when the Royarch, Lucus slays Degare Aedilhum in single combat. His death shatters what remains of his force's moral, causing the vast majority of them to flee for their lives.
5E 547 - The first siege on the Vyreadra Capital - Mustering over seventy percent of Laetannia's total military might and over ninety percent of the Holy Church's Templar Orders to his banner, High King Crispian launches an all out assault on the Vyreadra Capital with the largest assembled force in history at the time, resulting in one of the largest battle within the history books. Leading from the front, High King Crispian leads Laetannia in the second bloodiest battle in history as he repeatedly throw's his forces against the top ground portion of the capital. Over the next several weeks, over two hundred thousand Laetannians lose their lives as the High King leads them into battle against not only the Vyreadra and their human worshiping servants but their countless legions of the undead as well as numerous Deadra Hordes under their command. Countless Heroes rise and fall during the battle as they sacrifice themselves in the hopes of destroying the center of the darkness once and for all such as the Grail Paladin, Raimond whom managed to single handily defeat the Greater Deadra, Trandeth before being dragged into the realms of Oblivion by the Greater Deadra. Other examples include the Grail Knights, Gautier, Laurent, Oudia, Tristram, Salomon, Quentin, Mahaut, Lynette whom manage to slay Niaherra, a Lilim, a Greater Deadra of the Vyreadra King at the cost of their own lives. Eventually after a number of weeks sieging the walls and leading the Knights of Laetannia in open battle, High King Crispian and his forces finally manage to break down the gates and a portion of the capital's walls, allowing his forces entry into the top ground city of the capital. Much like battles of the past within Aklator, fighting within the city becomes a horrifying sight as tens of thousands die, fighting street to street, pushing the Vyreadra King's force back. After nearly a week of fighting that could only be described as a bloodbath, High King Crispian and his forces fight their way into the inner sanctum leading to the Underground Necropolis that is the Vyreadra's true capital and the home of the Vyreadra King himself. With the High King, two dozen Grail Knights and countless other Heroes leading the charge, the Laetannian forces manage to break the bulk of the Vyreadra forces and force them back to the Aossídhe Gates, the final gateway that leads into the Underground Necropolis itself. Arriving some time before the final battle would begin, the Lilim, Niaherra appears before the remaining Vyreadra and assumes command. When the final battle begins, The High King and his forces are caught completely off guard when they are bombarded by powerful magic and are assaulted from nearly all sides. Despite the setbacks and taking heavy causalities, the High King rallies his forces and makes for one final charge towards the Aossídhe Gates. In the chaotic battle that follows suit, the High King and the Heroes of Laetannia smash through the Vyreadra's final defense line and manage to slay the remaining Vyreadra Lords as well as Niaherra herself at the cost of several dozen Heroes. A few minutes after the forces of Laetannia were finally victorious in clearing the inner sanctum and now had entry to the Underground Necropolis, there was still one obstacle left before them. Appearing before the Aossídhe Gates, they were greeted by the Vyreadra King himself. Awoken from his slumber due to the death of his daughter, the Vyreadra King becomes overwhelmed by his anger and proceeds to slaughter nearly the entire Laetannian force single handily, using his anger and sorrow to empower himself. In a last ditch effort to save the men and women under his command, High King Crispian and the surviving Heroes remain behind to bide enough time for the remaining forces to escape. In their sacrifice, the High King and the last surviving Heroes of Laetannia manage to hold off the Vyreadra King long enough for what remained of the High King's forces to escape with their lives. Unable to escape themselves, every Hero that stands with the High King such as St. Anastasia are either killed or captured and dragged away until the wounded High King himself stood alone. Challenging the enraged Vyreadra King to single combat, the High King battled the Vyreadra King in one final showdown and yet despite the prowess of the King of Grail Knights, after a rather short yet intense duel, the High King was cut down as If he had never been anything more than a peasant in strength compared to the Divine that was the King that led all the evils in the world.
mmm 5E 547 - The former High King of Laetannia's son, Theudis is crowned High King of Laetannia and in the honor of his father, he continues the Aklator Crusade despite the lost at the Aklatorian capital.
5E 548 - The defeat at Vekelsoon - The Templar Sisterhood, The Convent of the Crimsion Rose is defeated in open battle during the battle of Vekelsson. With nearly half of it's order destroyed and corned, few escape the capturing of the Order by the Vyreadra. High Commendatrix Agnessa and nearly one fourth of the surviving sisters of the order are brought back untouched to the Vyreadra Capital and offered up as offerings to the Vyreadra King.
5E 550 - Due to the massive losses at the Aklatorian capital, after only three years of skirmishes, Laetannia is forced out of Aklator
5E 552 - Defeat at Drassons - Under the command of over thirty Abyss Knights, the Vyreadra forces smash the defenses at Drassons and recapture their old fortress once again
5E 553 - 5E 579 - The Vyreadr King's Crusade of Terror- United by the Vyreadra's King and his Abyss Knights, the largest Vyreadra army assembled at that time pours into Laetannia as retribution for Niaherra's death and begins their crusade of Terror. within a few years, hundreds of thousands lie dead as the Vyreadra under the command of their King ravages Laetannia's countryside and proceeds to kill, corrupt or torture any individual they come across. In under thirty years, Laetannia in it's weaken state is nearly brought to it's knee's, only the largest and most powerful of all the city states within Laetannia hold out.
5E 580 - 5E 581 - The Siege of Camahaloth - The penultimate battle of the the Aklator Crusades and the Crusade of Terror. Determined to destroy Laetannia once and for all, the Vyreadra King mobilizes his Vyreadra armies as well as his personal forces for his siege on the capital of Laetannia, resulting in a year long, massive engagement between Laetannia and the Vyreadra that would decide not only the fate of Laetannia but indirectly all of mortal life on Athrunial. Despite the overwhelming combat prowess of the Vyreadra and especially those of the Vyreadra King's personal forces, the fortress of Camahaloth manages to hold out. As to prevent the fall of the political capital of Laetannia, the surviving city states of Laetannia send their remaining forces at the cost of their own safety. Upon entering the chaos that was the battle of Camahaloth, the reinforcements sent to the capital are almost entirely wiped out to the last man in open battle. Even the largest gathering of Grail Knights in history isn't enough to turn the tide of battle as nearly every man and woman whom has been touched by the Grail sacrifice themselves to hold off the chaos. All hope is seemed lost when Camahaloth is brought to the verge of falling when the majority of Camahaloth's defenders lay dead or severely wounded. In Camahaloth's final moments however, the Arch Priestess, Mariella, the entirely of her High Priestesses as well as many of those touched by the light manage to complete their ritual by sacrificing their very lives. By sacrificing their very essence as well as the light they were blessed with, the Arch Priestess and her volunteers managed to open a stable portal to the Heavens over Camahaloth. Led by the Lady of Prophecy herself in her golden armor, Lendira and a small Aeadra force comprising of a dozen Serra Aeadra and thousands of Aeadra Valkyrie suddenly appear out of the portal and throw themselves into the battle and are eventually able to push back the Vyreadra back. With Lendira's blessing, the Grail Guardian Dragon Knights appear and lead the surviving warriors of Laetannia into the battle to aid their Aeadric allies in driving back the enemy. In the counterattack that ensures, Lendira battles the Vyreadra King or rather, the Nameless One for the fate of Laetannia however shortly after their intense and emotional duel begins, the Nameless One loses his mind over the traumatized events of his past and flee's the battle. With the lost of their King, the Vyreadra King's personal force withdraw immediately afterwards, leaving the Vyreadra armies to their own devices. Without the Vyreadra King or his elite forces to guide them, the Vyreadra forces break down as confusion, panic and infighting for power begins within their ranks. Afterwards, the majority of the Vyreadra armies are destroyed with the survivors routed. Following the end of the battle, Lendira and her Aeadra not assigned in the Mortal Realm return to the Heavens and close the portal behind them.
5E 581 - The High Priestess, Mathilde is selected by the Lady of Prophecy herself to be the third Arch Priestess of Laetannia
5E 582 - The Battle at Heroes Valley - Luring a portion of the routed Vyreadra forces into Heroes Valley, the combined forces of Villede 'la desse and Avondance under Marshal Varden manage to surprise attack and destroy the Vyreadra force nearly to the last man.
5E 583 - The Battle at Evergania - Nearly half of the surviving routed Vyreadra forces are destroyed at the ruins of Evergaina by High King Theudis, his Royarchs and his force comprising mostly of Templars and a small amount of Knights
5E 584 - The entire Knights Templar order battles a force of one thousand Vyreadra Knights on the Gervaise plains near the western Aklatorian mountain range. Despite nearly eighty percent of the Knights Templar being killed in battle, the Knights Templar manages to secure victory when their Grand Master, Gamet Sarazin manages to defeat the Abyss Knight, Vaeinis in single combat with the aid of several Templar Paladins.
5E 585 - 5E 622 - The Valerius Crusade - High King Theudis launches a massive crusade to push the Vyreadra back into Aklator using Laetannia's remaining forces. Despite initial setbacks, over the span of forty years, the bulk of the Vyreadra are slowly pushed back west into the eastern Aklatorian mountain ranges however small Vyreadra forces and warbands still remain in hiding, performing guerrilla tactic's and using legions of the undead and hordes of Deadra to do their bidding.
5E 622 - The siege of Vauvre - Caught off guard by countless legions of the undead suddenly appearing before the city of Vauvre, High King Theudis scrambles to assemble a force to reinforce the city of Vauvre while it lays under siege. Although High King Theudis and his forces are able to reinforce the city in time and are eventually able to destroy the bulk of the undead, High King Theudis is later assassinated by the Vyreadra assassin, Lahmia during the victory celebration.
5E 623 - The Duchess of Avondance, Grail Knight, Marianne Larmaret is crowned the first High Queen of Laetannia.
5E 626 -The siege of Moliva- The Knights Templar Order, the Order of the Celestial Manticore battles the Vyreadra at the defense of Moliva. After several days of fighting, the siege comes to a close when the Templar Sisterhood, the Daughters of Senestre arrive.
5E 629 - The recapture of Drassons - Led by High Queen Marianne, Laetannia lays siege to the Vyreadra's final foothold, Drassons for nearly two months before the Vyreadra, now desperate to fulfill their needs, met them in open battle. The Vyreadra are eventually defeated in battle with the slaying of the last of the Vyreadra Lords by the hands of the High Queen herself and the fortress itself falls quickly afterwards. Any survivors found afterwards are either executed on the spot or dragged away for interrogation.
5E 630 - High Queen Marianne ends the Aklator Crusade in favor of rebuilding the realm after one hundred and thirty years of war.
5E 641 - The Knights Templar Order, the Knights of the Ancient Light battle a powerful necromancer and his legions of the undead at the Ordere river. The Templars are eventually defeated and are forced to withdraw when the necromancer flee's into the sunken ruins nearby.
5E 657 - With the aid of the Templar Sisterhood, the Valkyrie Daughters of Laylah, the rebuilt Knights Templar Order, the Knights of the Ancient Light throw themselves into the necromancer's ruins once again. After fighting legions of powerful undead, the necromancer is eventually slayed in battle. After the battle, the Templar Sisterhood, the Valkyrie Daughters of Laylah sinks the ruins completely into the swamp to prevent the ruins from being used again.
5E 666 - The Red Deadra raises from his grave outside Goldula and kidnaps the Count's daughter, the Maiden, Evelania. He proceeds to rape her repeatedly before turning her into a Vyreadra. After her transformation, the Red Deadra takes her as his wive. Immediately after the kidnapping, the Knight Errants of Goldula give chase in the hopes of killing the former Templar Grand Master.
5E 671 - The Knights Errants of Goldula under the command of Questing Knight, Garnier Erarnd manage to locate the Red Deadra's hideout within western Laetannia and assault it. With the blessing of the Lady of Prophecy, the Knight Errants and their Questing Knight manage to smash the Red Deadra's legions of the undead and nearly defeat him in battle. In the battle's final moments, he is rescued by none other than his wive, Evelania when she summons a horde of Deadra led by a Greater Deadra. They use the Deadra as decoys while they escape their stronghold.
5E 683 - The Red Deadra and his wife, Evelania manage to enter the safety of Aklator despite the best efforts of several Templar Orders.
5E 694 - The Knights Templar Order, the White Lions are nearly wiped out while battling a large group of Giants during their crusade into the Kraymvirk Wastes.
5E 700 - The Arisen Crisis- Through unknown means, the undead awaken throughout Laetannia and begin laying siege to the entire realm
5E 701 - Over fifteen Templar Orders are destroyed by the near infinite legions of the Undead as they march across the realm of Laetannia. Monasteries that are overrun by undead are either destroyed or contained by powerful magical barriers.
5E 702 - Still recovering from the Aklator Crusade, High Queen Marianne forms a military alliance with the Thrymirian Kingdoms
5E 703 - The Canine Red Pox disease breaks out when the undead transmit the disease to it's victims, the end results in hundreds of thousands, possibly millions dying
5E 705 - Unable to stop the legions of the undead or the spreading of the disease efficiently enough, nearly seventy five percent of Laetannia's populace dies
5E 706 - With the destruction of the Holy Kingdom of Laetannia in sight, the Thrmirian Kingdoms sends the majority of their military forces into Laetannia to combat the legions of the undead as well as send provisional and medical aid. The Thrymirian Kingdoms and Laetannia begin a cooperation projection to create a cure for the disease.
5E 709 - The Monastery Templar Order, the Paladins of Rousseau manage to hold off the legions of the undead at their small city long enough for the citizens to be evacuated before being overwhelmed and consumed by the undead
5E 715 - The Templar Sisterhood, the Templar Sisters of Caliborne manages to defeat a large undead horde along with it's Elder Lich within the Aconite forests near Caliborne with the help of the Men-At-Arms of Caliborne
5E 719 - The Knights Templar Order, The Scythal Knights raze the ruined city of Rousseau after eliminating majority of the undead within the city
5E 723 - The Knights Templar Order, The Scythal Knights successfully repel a undead invasion of Avondance at the cost of nearly three fourths of their order
5E 729 - The survivors of the Templar Sisterhood, the Valkyrie Paladins of the Divine Sun are nearly wiped out fighting a massive undead cult within the heart of Laetannia. The survivors are later adopted by Avondance and soon rebuild their order.
5E 730 - With the militarial, provisional and medical aid granted to Laetannia by the Thrmirian Kingdoms, the legions of the undead are eventually destroyed and a cure for the Canine Red Pox disease is found. As payment for their services and manpower, the Thrymirian Kingdoms force High Queen Marianne to sign the Ostendbonfie treaty, forcing Laetannia into a permanent militarial and provisional alliance with the Thrmirian Kingdoms.
5E 731 - High Queen Marianne surrenders her position as High Queen before traveling to the Temple of the Eternal Flame and sacrificing her soul to keep the eternal flame going, all in an attempt repent for her failures. With the throne empty and no Grail Knight in sight, Arch Priestess, Mathilde becomes the defacto ruler of Laetannia.
5E 736 - The Invasion of Laetanna - The largest Jassaydin force in history under the command of Caliph Sultanate, Seltrizaar Sahalaha invades Laetannia on the intent on crushing It once and for all.
5E 737 - The Battle of Almawades - The largest Templar army in history led by Templar High Lord Aranion Cyrasse combats Caliph Sultanate, Seltrizaar Sahalaha's forces near the battle. Despite overwhelming causalities, Templar High Lord Aranion Cyrasse manages to stall the enemy force and begins to fortify the borders.
5E 738 - The Second Battle of Almawades - With nearly one million forces now at his command, Caliph Sultanate, Seltrizaar Sahalaha throws his forces at Laetannia's borders and nears overwhelms the Templar forces stationed on the border. In the battle that follows, the Jassaydin force's with their massive numbers eventually overwhelm the defense lines at the border. Templar High Lord Aranion Cyrasse is eventually defeated,captured and executed by Caliph Sultanate, Seltrizaar Sahalaha in combat before turning his forces to slaughter the remaining Templar Survivors and any heretic's in the region. Towards the climax of the battle, Caliph Sultanate, Seltrizaar Sahalaha and his forces are caught completely off guard when a Laetannian Knightly army of over one hundred thousand led by the former High Queen's Royarch's smash into his rear lines. Unable to reorganize or outmaneuver the Knights of Laetannia, Caliph Sultanate, Seltrizaar Sahalaha's forces take massive causalities before they are able to formulate a counterattack. The battle intensify's as both forces fight viciously for nearly two days. The battle comes to a close after the Royarch Galowen manages to defeat and nearly slay Caliph Sultanate, Seltrizaar Sahalaha at the cost of his own life after slaying the Caliph Sultanate's Wyvern mount. Impressed by the Knight's determination, his commitment to his duty and his battle prowess, as a show of mutual respect between warriors, Caliph Sultanate, Seltrizaar Sahalaha withdraw's his forces to the border.
5E 739 - Nizaar Skirmish - Disobeying the Caliph Sultanate's orders, Sultan Nizaar el-Kalba launches his forces at the border after he receives a insult towards his wife and daughter by Baron Germain de Rappiot. The battle is short lived as Sultan, Nizaar el-Kalba challenges Baron Germain de Rappiot to single combat and Is slayed shortly afterwards. His forces are later slaughtered to the last man with any survivor later being executed or ransomed off.
5E 741 - The siege and destruction of Estielix - Motivated by their fanatical belief in their religion, Sultans, Mahdi el-Saleshai and Saqr al-Shaer ride at the head of their armies and launch a surprise assault on the border, destroying and burning down any villages in their path before laying siege to the Laetannian stronghold, Estielix. Using the hundreds of Laetannian captives that were left alive as well as tens of thousands of willing, fanatical worshipers of their religion, they are ritually sacrificed to summon the Archdeadra, Scelitias whom than proceeds to assault Estielix. With the power of a Archdeadra at their side, Estielix is not only captured but completely destroyed in a single night with only a handful of survivors able to escape. When one of the survivors, Lady Lydia Leblanc manages to reach the border forces under Royarch, Hercule's command, the Royarch immediately mobilizes a portion of his forces and launches an assault on the Jassaydin forces at the ruins of Estielix. A battle unfolds at sunset and after the battle drags into the middle of the night, the Jassaydin forces are eventually defeated when both Royarch, Hercule and Lady Lydia Leblanc sacrifice themselves to defeat and banish the Archdeadra back to the realms of Oblivion. Inspired by their deaths, the Royarch's knightly forces slaughter the Jassaydin's forces completely and utterly without a thought of their own safety. When dawn arrives, both forces are nearly wiped out but Laetannia reigns victorious as the few Knights of the Realm still standing prepare to transport the corpses of their brothers and sisters back to their birthplace.
5E 742 - Determined to end the bloodshed, Caliph Sultanate, Seltrizaar Sahalaha withdraw his forces completely from the border. Although this upsets the people greatly, support for waring against Laetannia lessen considerably. This does not stop the more zealot and aggressive nobility from launching raids and invasions of their own against Laetannia.
5E 744 - The Knights Templar order, the Light Eagles launch a crusade into Jassaydin. After numerous raids and burning of many infidels, the order is eventually repelled and forced to fall back to the border.
5E 758 - The Knights Templar Order, the Knights of St. Kernartic defeat the Rominian Clan, Skulvina in open battle near the borders of Ivalice. Those whom do not surrender are killed or flayed alive, others are brought back to the Holy Church and are converted to the "Greater Good" or killed.
5E 762 - The Jassaydin town of Husad becomes under attack by the Vyreadra Clan, Endha. The Knights Templar Order, The Ashen Knights come to the defense of the town and battle the Vyreadra Clan for several hours to determine the fate of the town. Clan, Endha is eventually routed by the Templars of the Ashen Knights after their Grand Master, Lock Le'Laurens defeats and slays the Clan Leader, Athriath at the cost of his own life. Afterwards, civil disorder breaks out within Husad as the people fight amongst themselves. Some choose to leave the town with the Ashen Knights, viewing them as heroic warriors while others view the Templars and it's sympathizers as infidels that need to be purged. To prevent destruction of the town, the Ashen Knights eventually withdraw but not before taking heavy causalities from Sultan, Fawz el-Ahsan's ranged forces. the next day, Jassaydin forces raze the town of Husad and kill anyone in the city.
5E 764 - Lajaumont is flooded after a terrifying wet season
5E 776 - The Laetannian stronghold, Trela is attacked by the Anand Warriors of Jassaydin and falls under a single night. After rescuing Nuhla Al-Yousuf, the last descendant of Kharaul Ral Al-Yousuf, the Anand Warriors slaughter the remaining captives within Trela before withdrawing.
5E 781 - The Templar Sisterhood, The Convent of Truthful Wraith are defeated in open battle in Yurnu by multiple Bestial-Kin Clans after chasing a Deadra Cult into the Yurnu Jungles. Many of the survivors are killed and eaten however a small portion of the survivors are kept as living trophies or as breeding cattle. A hanful of survivors manage to break out of their captivity and reach civilization.
5E 783 - After hearing the tragedy of the Convent of Truthful Wraith, The Knights Templar Order, The Saint Protectors of St. Serenity march for Yurnu and attempt to free their Sisters. Despite their best effort, the Saint Protectors of St. Serenity are only able to locate and destroy a few Bestial-Kin Clans and save a few dozen of the Sisters from the Convent of Truthful Wraith.
5E 786 - Laetannian Knights under Baron, Poncellet de Bar battle Jassaydin forces at Zeunic Valley with the Templar Sisterhood, the Order of the Valorous Sisters of Light, however after several days of fighting, almost the entire force is destroyed when the Jassaydin's find an ancient artifact within one of the ruins within the Zeunic Valley and uses It's vile magic on the Laetannian force. A portion of the Sisters of the Order of the Valorous Sisters of Light manage to escape with their lives and report their finding to Camahaloth. Shocked by the discovery of one of the fabled stones of ancient power, Arch Priestess, Mathilde adopts the remaining Sisters as her own and tasks them with finding the location of the Stone before Jassaydin is destroyed by it's power.
5E 798 - Lajaumont is rebuilt and expanded upon with highly complex drainage systems, canels and dams of sorts in place to prevent flooding once again
5E 800 - The Battle of Artalos - refusing to abandon the people to Artalos to their fates, one hundred wandering Templar Paladins and the High Priestess, Sophtalia remain behind to defend the mining town from Sultan, Dradruth el-Rahaim and his force of ten thousand. The Templar Paladins are eventually killed but only after six days of combat. Those whom are captured are granted a warriors death. As for High Priestess, Sophtalia, she is captured alive by the Sultan and taken back to Hamabanna where she is displayed as a prized propaganda trophy of war. Despite popular belief, the High Priestess is still alive to this current day.
5E 807 - The Knights Templar Order, the Seraph Knights assaults a Deadra Cult dedicated to the Patron Dark Lord, Valaso within Revendyil and eliminates all it's members. Those whom are not killed in battle are tortured for any information before being flayed alive.
5E 809 - Chapter House, the Valorous Sisters of Eldina infiltrate the Jassaydin stronghold, Muscalah and assassinate Sultan, Awni al-Gaber after It is revealed he's been corrupted by the fabled stone. The sisters than fight their way out after they are unable to locate the fabled stone of power.
5E 820 - The Knights Templar Order, the Order of the Celestial Manticore are forced into battle when Sultan, Rajab el-Wahab and his hordes of Deadra attempt to invade Laetannia. The Order of the Celestial Manticore manage to stall the enemy for four days at a steep cost of nearly one third of their order. The battle comes to a end when the Grail Knight, Larngest arrives on the battlefield with a few thousand Questing Knights.
5E 829 - The Grail Knight and Duke of Vauvre, Heinrich II is crowned High King of Laetannia
5E 830 - While traveling through the Kanika Desert to locate a Dark Champion, the Knights Templar order, the Protecteurs of Usiel call off their search when they see the Racheroskr kingdom, Burmecia in ruins. The Protecteurs of Usiel attempt to keep order but due to the majority of the population viewing them as foreigners and possibly invaders in disguise, the Templars soon pull out of the city when they are assaulted repeatedly by the masses.
5E 833 - The Wandering Grail Templar Paladin, Honnoree and her cult of Templars and Questing Knights defend the Celestial Gates from the burrowing Dragon, Shaankaaldwiin when It's slumber Is disturbed. In the climatic battle, the Grail Templar Paladin and her entire group of warriors are slain in battle but not before fatally wounding the Dragon. Impressed by her valor and determination, Shaankaaldwiin somehow resurrects Honnoree and grants her a portion of it's own soul before dying of its wounds.
5E 839 - Laetannian Knights under Baroness, Thecia d'Allee raid the city of Matrooth while Sultan, Shabaan el-Barakat is away
5E 844 - Baroness, Thecia d'Allee and her Knights ambush Sultan, Shabaan el-Barakat and his Jassaydin forces within the Paars forests and succeed in diverting his attention away from the mining town, Ralus. Baron Bastien du Bois and his Knights raid the town for their precious ore's before joining battle with Baroness, Thecia d'Allee and her Knights. Sultan, Shabaan el-Barakat and his forces are wiped out to the last man.
5E 849 - The Knights Templar order, the Knights Chalice defend Clan Usaka's ancient city of Nagagusue within Maja from a massive Mazoku horde. Although most of the Templars lose their lives in the defense of the city, the Knights Chalice manage to defend the city long enough for Clan Usaka reinforcements to arrive. Following the battle, the surviving members of the Knights Chalice are adopted as honored warriors and aid is given to them in rebuilding their order. The Survivors choose to remain in Maja and dedicate themselves to finding the source of the Mazoku. the Knights Chalice is eventually reformes into the Tenpura Onikoroshi or better known as the Demon Slayers of Maja in the west.
5E 857 - The small Laetannian City of Herais is razed and destroyed by Jassaydin forces while Countess, Alys de Spire and her Knights are away aiding the Monastery Templar Order, the Brothers of St. Karnaris in battling a Deadra Cult and their Deadra.
5E 865 - Chapter House, the Valorous Sisters of Eldina infiltrate the Jassaydin Temple, Shahait and manage to locate the fabled stone of power, revealed to be one of the mythical Necron Stones of legend however before they can escape, those whom come into contact with the Necron Stone are corrupted. Such corruption results in the destruction of the Jassaydin Temple as the pure Sisters battle their counterparts. The Necron Stone and a few of the corrupted Sisters disappear.
5E 868 - The Tenpura Onikoroshi slays the Maioku, Onio in Numata Valley and carve up his body to be used as powerful materials in the creation of anti-deadra weapons.
5E 870 - The Heinrich Crusade- Heinrich II is revealed to be no Grail Knight but in fact a Vyreadra in disguise. Upon learning this, Arch Priestess, Mathilde leads a massive Templar army accompanied by local Knight volunteers and proceeds to siege Vauvre. As the battle escalates however, It's revealed Heinrich II had converted his men into Vyreadra when they are able to hold back the Arch Priestesses forces at bay, using their immense physical strength and their ability to wield powerful magic's. This turn of events turn the siege into a massacre as the Arch Priestess and her forces are unprepared to face a powerful Vyreadra force. Despite that however, even after taking heavy causalities, with determination and the heroic's of the men and women under her command, the Arch Priestess and her forces manage to break their way into the city after weeks of intense fighting. Although the fighting in the city is horrifying, the Vyreadra are eventually defeated but not before Heinrich II disappears.
5E 870 - The Seeker Inquisition is founded by the Arch Priestess, Mathilde and St. Thibaud whom go on as it's first High Lord Seeker
5E 871 - The assault and destruction of Vollenlen - Arch Priestess, Mathilde's Templar army moves north towards Kanika and proceeds to burn the entire area near Vollenlen after It is revealed to be occupied by the undead and Heinrich II's Vyreadra servants. Days later, Arch Priestess, Mathilde and her Templar army lays siege to the Vyreadra city stronghold, Vollenlen and completely destroy it after firing powerful light imbued spells into the city before sending her Templars over the walls using her massive Grail Wagon, the "Hammer of Light" as a powerful and protective landing platform.
5E 873 - The battle brothers of the Monastery Templar Order, the White Guardians of Faith Locate a Vyreadra den under Lajaumont with the assistance of the Seeker Inquisition and proceed to destroy It. Despite heavy causalities, majority of the Vyreadra are killed and those whom manage to escape, flee the city.
5E 874 - The deadra assault on Villede 'la desse - Deadra hordes pour out of portals that suddenly appear around the city of Villede "la desse after the city's main protective wards are found gone or destroyed. With it's standard defenses, Villede 'la desse manages to hold out for twelve days before the Deadra hordes manage to breech the outer portions of the city through unknown means and begins to slaughter, rape and raze everything they can get their hands on. Eventually Arch Priestess, Mathilde's Templar army and the Knightly forces of Avondance under Duchess Iseult Girard are able to arrive in time and prevent the Deadra from breaching into the inner sections of the city. After several weeks of fighting, eventually the Deadra are defeated and the portals they came from suddenly disappear. The Vyreadra later take credit for the event that had played out. This only motivates the people even more to do more for the cause.
5E 877 - The destruction of Drexvalt - Duchess Iseult Girard and her forces lay a successful two month long siege on the Vyreadra stronghold before meeting them in open battle. Despite taking heavy causalities from the enraged and desperate Vyreadra, they are eventually outmaneuvered and destroyed by Duchess Iseult Girard and her Knights. Drexvalt is later captured and razed to the ground after any survivors, whether Laetannian or Vyreadra are hanged and flayed alive over the ruined walls of Drexvalt.
878 - The capture of Pugueux - Heinrich and his Vyreadra lay siege to the newly built fortress city of Pugueux while Count Einhard Galyth and his forces are away. As a result, Pugueux falls within days of the siege and the newly created city becomes a unholy, cursed place of great sin and debauchery as the Vyreadra devour, rape and drink the blood of the city's populace to their heart's content.
5E 880 -The siege of Pugueux- After spending two years mustering the necessary forces to take Pugueux, Arch Priestess, Mathilde and over two dozen powerful nobles combine their forces and march upon the city with the largest force assembled since the Aklatorian Crusade and lay siege to the city. After nearly two months of attrition and order within the city beginning to break down completely between the people of Pugueux and the Vyreadra, Heinrich II throws his remaining forces into the battle, hoping to use them as a distraction while he escapes the city with his life. During the final stages of the battle however, just as Heinrich II and his bodyguards are reaching the end of the city's borders, his plans are foiled when It is revealed his subordinate, Cestra leads him into a trap. Met by a force of Laetannian Questing Knights led by the Grail Knight Danaus, a battle ensues as both forces collide. The battle comes to a eventual end when the Grail Knight Danaus with the assistance of Cestra slays the traitorous former High King in combat and burns his corpse as to prevent him from rising from the grave. Afterwards with the death of Heinrich II and the razing of Pugueux, the Grail Knight Danaus and his surviving Questing Knights arrest and escort Cestra to Camahaloth where she is locked up to decide her fate. It is after this the Lady of Prophecy herself appears before her Grail Knight and offers him the Laetannian crown, which he declines before giving her one of Laetannia's greatest enigmas in history. Respecting her Champion's decision as well as granting his Champion's request, Cestra is spared the fate of death by being flaying alive at the cost of being forced to live the rest of her life within a magically imbued dungeon cell in the deepest parts of Camahaloth.
5E 885 - The Grail Knight, Lisseut is crowned High Queen of Laetannia
5E 899 - 5E 920 - The First Devouring of the World - The Templar Sisterhood, the Divine Heroine Circulate led by High Commendatrix, Rinne Ruillieres and several groups of Laetannian Questing Knights led by Grail Knight, Mical allies with the Ancestral Conclave of Makt and the five Rominian Clans, Clan Hjorbrimul, Clan Daichi, Clan Taungarian, Clan Duraka and the Sovereignless when the Ancestral Divine, Valacaurd awakens from his slumber and leads his massive cult of followers, the World Devourers in a do or die invasion of the civilized lands of the south. The allied forces clash with the World Devourers in a number of battles in the southern Kraymvirk Wastes however even with the combined might of the Ancrestral Divines, Fenrira and Raava and the most skilled warriors of the Kraymvirk Wastes, the World Devourers manage to force their way down south into the Celestine Empire. Despite the warnings given to them by the Divine Heroine Circulate, the Celestine Empire is caught by surprise and as a result, the northern portions of the Celestine Empire burns as tens of thousands are slaughtered and whole cities destroyed. The Allied forces desperately attempts to hold back the World Devourers to no anvil while the men and women of the Celestine Empire are forced into guerrilla warfare to keep the World Devourers at bay. The First Devouring of the World worsens considerably when the Ancestral Divine, Valacaurd makes a pact with the Patron Dark Lord of Chaos, Malice. Through the sacrifice of tens of thousands, the Ancestral Divine, Valacaurd manages to summon a Greater Deadra of Chaos and massive hordes of Deadra to join his war. With his new allies, the Celestine Empire burns as a whole as the World Devourers continue to ravage everything in their wake. The First Devouring of the World comes to a end during the battle at the Varpiroth ruins nearing the border of Ivalice and Alcberde. Joined by the Archduchess of Ivalice, Hosokawa Kurama, her head Celestial Knight, Astelan, the entirety of the Celestial Knights as well as a force of over fifty thousand Ivalice Knights, Alcberde's Queen Martina and her force of one hundred thousand and lastly the Divine Being Celestine herself and her Serra Paladins, the Allied forces manage to stern the tide of battle and hold back the warmongering warriors of the World Devourers despite overwhelming odds. In the great chaos that unfolds, one of the greatest battles between good and ill plays out as the Heroes of the combined forces battles against the Ancestral Divine, Valacaurd and attempt to stop him by any means. The Grail Knights, Mical, Virgal, Perrin and Aeliza are killed in battle against the Blood Divine, High Commendatrix, Rinne Ruillieres is mortally wounded after attempting to shield one of Freya's Shaman's from one of the Blood Divine's monstrous attacks, both Ancrestral Divines, Fenrira and Raava are severely wounded fighting the Blood Divine directly, the Divine Being, Celestine is severely fatigued and weakened after using up the vast majority of her divine power healing the wounded and providing powerful abilities to the allied forces and lastly, the many Shamens of the Ancestral Conclave of Makt die fighting alongside the others in against the Blood Divine or using the last of their mana healing the wounded. In a last ditch effort, many of the surviving Shamans perform an ancient ritual despite standing in the face of death itself. Pulling their combined life essences together, the remaining shamans ritually summon the Atua of Darkness, Vulkene at the cost of their own lives. After arriving on the battlefield and seeing the chaos done by the Ancestral Divine, the Atua of Darkness immediately erupts his power in a spectacular show of power as the very planet begins to rumble as a effect of his power. Powerful shock waves, Earthquakes, tsunamis occur all over the planet as the Atua of Darkness unleashes his power in a similar fashion to the Vyreadra King himself. When the Atua of Darkness finishes his rupture of power, a titanic battle ensues as the Blood Divine and the Aeadra's Atua of Darkness face off in a duel not seen during the days of the Dark Ages. Although the Atua of Darkness is unable to slay the Blood Divine due to being the embodiment of rage and murder, he is however able to defeat the Blood Divine through employing a number of powerful blitzkrieg and hit and run strategies by forcing the Blood Divine to over exert himself during his duel. As a result, in the end, after over exerting himself, the Blood Divine eventually withdraws to his slumber in his own realm, leaving his forces to their own device. Without the guidance of the Blood Divine, the World Devourers begins to crumble as the many warlords begin to fight amongst themselves for power. The Remnants are eventually are swept aside by the Allied Forces with the wounded and tainted healed by the Divine Being, Celestine with the power she can muster. After his duel, the Atua of Darkness seemingly vanishes into thin air.
5E 920 - Fairrisce is founded
5E 921 - The Templar Sisterhood, the Divine Heroine Circulate led by High Commendatrix, Rinne Ruillieres builds a joint convent in the southern Kraymvirk Wastes with the Ancestral Conclave of Makt and the female members of the Serra Paladins.
5E 936 - The Laetannian towns of Calmaria, Aesthix and Yofael are raided and burnt to the ground by Sultan, Ghaali el Eltrazz and her forces after defeating Baron, Aalthen and his Knights in battle.
5E 944 - The Knights Templar order, the Griffins of Faith are ambushed on the Brulgron Highway while on their way to the Racheroskr city, Thastrust and are forced into battle with Clan Mosscreech, a band of corrupted Racheroskr. Clan Mosscreech is eventually defeated but the survivors manage to capture a Templar Paladin before escaping.
5E 947 - St. Mathilde dies, High Priestess Ninette is appointed by the Arch Priestess council to be the fourth Arch Priestess of Laetannia
5E 950 - The Knights Templar order, The Knights Crusader battle the Greater Deadra, Khidijos and it's Deadra within Taliliyah after managing to break free of from it's imprisonment and killing the summoners. After a prolonged battle, Khidijos is eventually defeated and sealed away in the golden blade, Kiruno before the blade itself Is sealed away somewhere in Taliliyah.
5E 952 -The battle at the Jalali ruins- The combined might of several Templar Orders battle the Deadra forces of Sultan, Abdul Haleem al-Begum at the Jalali ruins within Jassaydin. The Battle comes to a immediate end when both sides are simultaneously wiped out by the appearance of the corrupted Valorous sisters of Eldina and their leader wielding the Necron Stone. The survivors of both sides are forced to work together as they fight for their survival. After fighting waves upon waves of Lesser Deadra, the corrupted Valorous sisters of Eldina make their leave of the battle but not before capturing Grand Master, Alberea Gaiant.
5E 979 - The Knights Templar order, the Celestial Justicars mysteriously disappear while patrolling the edge of Aklator's eastern mountain ranges. They are last seen fighting hordes of the undead. The Holy Church eventually comes to the conclusion the entire order was destroyed in battle or were been captured by the Vyreadra.
5E 980 - Gythuia is founded
5E 1000 - The Second Storm of Darkness - Led by the majority of the Vyreadra High Lords of the Vyreadra King's personal council, the Second Storm of Darkness begins as near immeasurable waves upon waves of Vyreadra flood out of the Aklatorian Mountains from the west and begins their campaign of terror against Humanity in an attempt to take the world for their own. Caught completely by surprise, the Kingdoms of Thrymiria are thrown into absolute chaos as the largest Vyreadra force in history marches through the lands and destroys everything in their wake. Unrest and civil panic spreads like wildfire throughout the entire region as millions lay dead in the initial assault and without the Kingdom's militaries able to respond to the threat in time, contact between the various kingdoms is initially completely lost. By the time contact is made with the region by the other empires several weeks later, anarchy has completely consumed the entire region as the Vyreadra continue to sweep amongst the lands and various cults begin rising to power within the region. When news finally reaches Laetannia after several weeks of silence from the region, High Queen Lisseut mobilizes the largest Laetannian military force in history to meet the Vyreadra forces head on in battle with the intention of forcing them back back into Aklator. Due various conditions however, High Queen Lisseut's force is unable to march immediately. As the initial invasion worsens within Thrymiria, tens of thousands of magical users begin to die as their minds are corroded from the overwhelming dark energies unleashed by the Vyreadra during their assault on humanity as well the dark storms beginning to form over the region, causing hundreds of thousands to begin to die or worse, mutate into monstrosities. The people's belief in countering the Vyreadra crumbles with each passing day as the Vyreadra ravage the land and kill, torture or rape anything they come across, eventually towns and cities begin swearing fealty to the Vyreadra Lords in return for protection, little do they know they become little more than glorified cattle for their Vyreadra overlords. As the initial invasion reaches the end of it's initial stages, the Vyreadra bring even more chaos to the region when they begin to raise the dead from their slumber and unleash enormous Deadra hordes on the remaining populace in the region.
5E 1001 - The siege of of Eilviryn - Exalt Yavandir mobilizes the largest weldra military force in history and proceeds to join Laetannia on It's marches for Thrymiria under the command of it's High Queen. On the border between the Bermon forests and the region of Thrymiria, The High Queen and her forces engage in one of the largest battles in history as she and her the Knights rush to the defense of the Weldrain city of Eilviryn when It is discovered to be under siege by not only hundreds of thousands of undead and Deadra but nearly a hundred thousand Vyreadra as well. With the aid of Exalt Yavandir and his forces, Laetannian forces under the command of High Queen Lisseut eventually manage to drive back the Vyreadra, the Deadra and the undead from Eilviryn after nearly two weeks of intense fighting after the High Queen herself, her bodyguard Guilliman and the Grail Knights, Eudon, Lucretta and Hecelina manage to defeat and slay the Vyreadra High Lord Sorcerer, Zaellax in combat and drive back the Vyreadra King's personal Knight, the Abyss Knight, Arakar from the field however before he can be hunted down, he is able to escape by means of teleportation.
5E 1002 - The battle of Helmfirth - Elements of High Queen Lisseut's military force under the command of Duke Gwenael Chaboche of Avondance break off from the main force when scouts being news of Helmfirth being under siege by a massive horde of Deadra. Unable to mobilize the entire army in time, Duke Gwenael Chaboche and his Knights rush ahead to the defense of the city where they make a stand against the Deadra. Although Duke Gwenael Chaboche and his Knights are eventually wiped out to the last man, their sacrifice buys enough time for the people of Helmfirth to evacuate to safetly.
5E 1003 - The battle of Lesvyre - Ambushed by the Vyreadra within the Lesvyre Valley, the High Queen and her forces are forced to fight their way through numerous fortification and traps before being confronted by a numerous Vyreadra force consisting primarily of Vyreadra Knights. Meeting them head on in a series of Knightly charges, both sides take massive causalities before the Vyreadra are forced to retreat after Weldrain reinforcements arrive. Mortally wounded from dueling a Vyreadra Knight, the High Queen is forced to retire from the front lines for several months.
5E 1005 - Despite the combined efforts of Laetannia along with several Kingdoms, Dolvanas eventually falls to the Vyreadra and is nearly completely destroyed, Laetannian forces under High Queen Lisseut fall back to the borders of the Holy Thrmirian Empire
5E 1009 - The destruction of Iraratra - The Vyreadra rampaging throughout the lands results in the assault of the ancient city of Iraratra located on the Holy Thmirian Empire's borders. With the assistance of Laetannia's High Queen and her forces, the Holy Thrmirian Empire led by their Imperial Dragon Knights manage to combat the Vyreadra on near equal footing. After days of fighting however, Laetannia's Knightly forces and the Holy Thmirian Empire's Imperial Dragons are pushed back and nearly wiped out to the last man when a small group of Abyss Knights seemingly appear out of nowhere with a retinue of Vyreadra Knights at their command. With the appearance of such Divinely, unholy warriors, The Holy Thrmirian Empire withdraws it's forces with only it's surviving Imperial Dragon Knights choosing to remain behind. Along with the Holy Thrmirian Empire's remaining Imperial Dragon Knights, Laetannia continues to fight on for several more days, refusing to let the city burn. As a consequence, over one hundred knights lose their lives attempting to turn the tide of battle in their favor before being forced to withdraw as the High Queen slowly loses the forces she needs to combat the Vyreadra. After being forced to withdraw, Iraratra is caught in a massive explosion shortly afterwards before being revealed to be nothing more than ruins. Over two hundred thousand people lose their lives in the explosion. The remaining Imperial Dragon Knights swear fealty to High Queen Lisseut.
5E 1011 - The battle at the Medard Plains - A massive Vyreadra army under the command of Vyreadra Lords, Athanasius, Griselda and Draven are ambushed while en route to Revendyil by High Queen Lisseut and her combined forces, culminating in a massive battle on the plains. With the upper advantage in open battle, despite their enemies superior combat prowess, the Knights of Laetannia manage to smash through the ranks of the Vyreadra and force them to route. During the final moments of the battle, Vyreadra Lords Griselda is slain in battle and Athanasius is captured by the ploy of Draven whom uses them as a distraction while he escapes.
5E 1019 - 5E 1028 - The Florentin Crusade- Grail Count Florentin of Redemund and his Knights break off from the main Laetannian force and begin a crusade of their own and through a number of battles using unconventional warfare over several years, Grail Count Florentin of Redemund and his Knights manage to inflict severe losses on the Vyreadra force as a whole, having been responsible for slaying over several important Vyreadra figures such as Vyreadra Strigoi High Lord, Gorgon. Eventually the Grail Count and his forces manage to reclaim several key locations within Dolvanas, forcing the Vyreadra forces to withdraw from the region.
5E 1031 - The duel at Lietuuif - The Abyss Knight, Orusula and her Vyreadra Knights raid the Lietuuif Grand Cathedral within Midenhiem, seeking a long lost, powerful artifact for the Vyreadra King however before they are capable of locating said artifact, they are stopped by the Laetannian Paladin, Dorotheee and her force of Questing Knights. Eventually the Vyreadra Knights are forced back when the Questing Knights of Laetannia manage to overwhelm them and their Paladin, Dorotheee manages to duel the Abyss Knight, Orusula to a stand still.
5E 1034 - The siege of Halinard - Led by High Queen Lisseut and her entire force, they rush to the defense of Halinard within Asingard when word reaches the High Queen the city is sieged by one of the largest Deadra hordes in history. For three weeks, the Knights of Laettania throw themselves in open battle against the Deadra in an attempt to keep them from the walls however due to the overwhelming numbers of Deadra at the Vyreadra's disposal, they are eventually able to overwhelm the defenders of the city and break through the city's defenses. The city is deemed lost after days of street to street fighting until one of the High Queen's Royarch, Morfran drinks from the Holy Grail and ascends to become a Grail Knight. With the emergence of a great hero, Morfran inspires the men and women of not only Laetannia but the city as well to greater heights of bravery. The Deadra are eventually pushed out of the city and the battle comes to a close after Morfran, now a Grail Knights battles the Archdeadra, Nyraris and manages to banish him back to the realm of Oblivion at the cost of his own life.
5E 1039 - The massacre at Syardis - the Asingard city holding over one million refugee's from amongst all over the region is assaulted by the Vyreadra under the command of the Abyss Knight, Orusula and is completely destroyed after Grail Count Florentin of Redemund and his Knights are wiped out to the last man defending the city. When High Queen Lisseut's forces arrive at the ruined city, they find every single body within the city to be drained of their blood, including the lifeless body of the Grail Count whom's body is found hanging from the side of a ruined wall.
5E 1039 - With the destruction, razing or capture of most of it cities, Asingard is considered a lost cause as the Vyreadra continue to overrun the region, eventually the militaries from other Kingdoms pull out. High Queen Lisseut and her forces are the last to pull out after spending several weeks looking for survivors.
5E 1040 - The invasion of Midenhiem - Led by a formation of Abyss Knights under the command of the Abyss Knight, Arakar, a large force of Vyreadra Knights invade Midenhiem as revenge for the deaths of several members of the Angelian Guard several years ago by Midenhiem's former King. While the newly crowned, young King of Midenhiem, Stephane is away waging war elsewhere with his army of Knights, a massive portal suddenly appears before Midenhiem's capital, Lionhelm and becomes besieged by the Abyss Knight, Arakar and his forces. In the span of a single night, Lionhelm's defenders are slaughtered to the last man and the fortress city itself is captured with most of it's occupants either captured or hanged over the walls of the city. The captives of Lionhelm, mostly servants, wives and daughters of the nobility, are taken back to the Vyreadra Capital where their fates are decided by the Vyreadra King himself. The Abyss Knight, Arakar and his forces bring true chaos to Midenhiem in mere weeks as the Vyreadra Knights of Aklator raze, destroy, pillage and slaughter everyone and everything. Only the families of the nobility are spared death as they are shipped back to the capital for judgement by the Vyreadra King himself. When word finally escapes Midenhiem of the atrocities performed by the Vyreadra two months later, a combined force of Leatannian Knights under Grail Count Acelin of Caillouet and Midenhiem Knights under Duke and Councilor Niheles Le"Pentis of Aurendale rush to the defense of Midenhiem. Despite the overwhelming combat prowess of the Vyreadra Knights, the combined might of the Knightly forces under Count Acelin of Caillouet and Duke and Councilor Niheles Le"Pentis of Aurendale manage to hold off the Vyreadra forces long enough for the remaining populace of Midenhiem besides those in Aurendale to flee the region and find safety in Alcberde. The invasion of Midenhiem comes to a end during the defense of Aurendale itself. In the heart of the dukedom, the forces of Aurendale under it's duke as well as the majority of the Knights of Laetannia are wiped out to the last man. the severely wounded Duke and Councilor Niheles Le"Pentis of Aurendale is eventually slain in battle by the Abyss Knight, Arakar himself yet moments after their duel ends, for showing the true spirit of a honorable warrior, a "True Knight", the Abyss Knight, Arakar withdraws his forces from Aurendale and Midenhiem as a token of respect between warriors. After the battle, the Grail Count, Acelin of Caillouet forfeits his title as Count and vows to protect Aurdendale for the remainder of his life as a Grail Knight for failing to protect Midenhiem and the late Duke of Aurendale. When word reaches King Stephane of the death of his councilor and closest adviser several weeks later, Duke Niheles Le"Pentis of Aurendale is proclaimed a national hero of Midenhiem and is given the title, the true "Knight Protector of Midenhiem". Due to the massive damage done by the Vyreadra, Midenhiem is eventually abandoned by the allied forces and left to it's own devices.
5E 1044 - The invasion of Yngvi - The Vyreadra High Lord, Raphael Von Vadoll leads his massive Vyreadra army accompanied by legions of the undead and the Deadra in a invasion of Yngvi and begins to wreck havoc amongst the lands, slaughtering all in their path and razing whatever village, town and city they come across. Within a year, the fires of war completely engulf the region as it's people are butchered and their homes destroyed. Multiple attempts by the other Kingdoms, especially Laetannia attempts to aid Yngvi in the defense of their region however the Priesthood of Ygnvi outright forbids aid, refusing to accept help from what they perceive as "Heretics".
5E 1046 - Refusing to accept aid from the other kingdoms they perceive as "heretics" and unable to man a proper a defense themselves of their region, Yngvi is completely destroyed with the majority of it's population dead or captured and used as cattle by the Vyreadra. The majority of the higher Priesthood is spared at the cost of being used as prized cattle by the Vyreadra nobility with the most insulting and highest ranking ones being shipped back to the Vyreadra capital as gifts for the Vyreadra King.
5E 1046 - The Kingdom of Burmecia sends militarial aid to the Thrymiria region with Duke Lyonese personally leading their forces
5E 1047 - The invasion of Odetta - The Vyreadra High Lord, Raphael Von Vadoll leads his massive Vyreadra army accompanied by legions of undead and Deadra and proceeds to invade Odetta after the destruction Yngvi. With the combined forces of the Thrmiria Kingdoms, Laetannia, the Weldra and the Racheroskr, the Vyreadra invasion of Odetta initially comes to a stand still after several key battles. This is eventually rectified however when Vyreadra High Lord, Raphael Von Vadoll and his forces are reinforced by Vyreadra High Lord Dabrilla accompanied by the Abyss Knight, Arakar and their massive Vyreadra force. In the weeks that follow, the invasion of Odetta becomes a blood bath as hundreds of thousands die in the fighting across the border. The invasion comes to a close after two months of fighting when a large meteor that failed to burn up in the atmosphere, crashes upon the battlefield. The explosion from the impact causes kills tens of thousands as both sides are caught in the explosion. Over half of Thrymiria's combined fighting force is completely wiped out in the explosion while the Vyreadra lose two thirds of their entire force. In the chaos afterwards, tens of thousands still found alive in the radius of the crater of the Thrymiria's combined fighting force begin to mysteriously die without cause. With severe losses to her forces, High Queen Lisseut withdraws her forces to Alcberde in an attempt to regroup and formulate a new strategy against the Vyreadra.
5E 1048 - 5E 1061 - Without the full might of the combined militarial forces from the other Kingdoms, Odetta is torn apart as the Vyreadra, now recovered from the invasion, quickly overrun the countrysides of the region and proceed to kill, torture, rape and capture any those found in their way. One by one, the cities of Odetaa begin to fall as the Vyreadra throw sheer numbers of the undead, Deadra and horrifying monstrosities at the walls of their cities. Many are destroyed or captured with some even being used as breeding grounds. Of the onslaught brought on by the Vyreadra, only a few cities are able to escape the onslaught without the aid of the other Kingdoms.
5E 1062 - 5E 1072 - The Odetta Crusade - Riding at the head of a three hundred thousand strong Knightly force, Arch Priestess Ninette reinforces High Queen Lisseut and her ever shrinking forces. Replenished with new troops, High Queen Lisseut launches a new crusade and marches upon the lands of Odetta once again, determined to save Odetta from it's destruction. Over the span of ten years, through a number of pivotal battles, the High Queen and her forces as well as forces from other kingdoms are able to break the momentum of the Vyreadra armies and prevent the destruction of Odetta at the cost of a few hundred thousand troops. With enough breathing room, the surviving nobility of Odetta is once again able to march alongside the allied forces and aid them in driving back the Vyreadra.
5E 1073 - After battling a unified enemy, the Vyreadra forces begin moving north, west and south in an attempt to weaken the allied forces
5E 1073 - The siege of Lieuuara - A Deadra army controlled by the Vyreadra High Lord, Maraitha lays siege to the holy city of Leiuuara within Alberde. After several days of conflict, Vyreadra High Lord Maraitha's Deada forces manage to breech the walls and proceed to massacre the populace unlucky enough not to reach the safety of the city's castle or one of the fortified cathedrals in time. The siege eventually comes to a end when a large Laetannian Man-At-Arms force under the command of Marshal Juste Gouays come to the defense of the city. In that chaotic battle that would follow, the Men-At-Arms defeat the Deadra and banish the Greater Deadra, Krurdrez at the cost of almost the entire force. Afterwards the men and women of the Laetannian force are honored by both countries with Juste Gouays being canonized as a Saint by of Alberde and Laetannia.
5E 1075 - The battle at Meraudia - Vyreadra High Lord Dragkoth leads a massive Vyreadra army into Eljudnir to claim one of the legendary swords wielded by one of Saint Tryanna's Champions rumored to be located in one of Eljudnir's ruins near the border. After spending weeks searching ruins on the border as well as burning and pillaging any village or town on the border, Vyreadra High Lord Dragkoth and his force are forced to combat the combined armies of Eldjudnir at the ruins of Meraudia. After days of intensive fighting, Vyreadra High Lord Dragkoth secretly sneaks away as in an attempt to continue his search. Without the leadership of one of Vyreadra King's personal advisers, the Vyreadra army quickly falls apart and is destroyed. The death toll for Eljudnir is so high, the Kingdom is later not able to muster a proper defense against the Vyreadra.
5E 1079 - The maelstrom of Dardariel - Alberde's religious capital of Dardariel is completely destroyed when a enormous maelstorm of pure dark energy suddenly appears from the skies and proceeds to devastate the very land itself, tearing the city to pieces and killing over two hundred thousand people. Afterwards, meteorites comprised of pure dark energy rains down from the sky and begins to corrupt the nearby area as to ensure not a living, pure soul can enter the ruins of the once holy city.
5E 1085 - The razing of Ecthrois - High Queen Lisseut and her forces assault the Vyreadra fortress, the "Dark Fortress of Ecthrois" within Odetta. In the year long siege, the High Queen has her Men-At-Arms fire off tens of thousands holy bolts and her blessed Priests/Priestess fire off thousands of powerful holy magic spells into the fortress itself with the High Queen herself meeting the Vyreadra head on in open battle who leave the safety of the fortress. Eventually with the arrival of the "Divine Chalice of Immolation", the personal Grail Wagon of the Arch Priestess, Ninette, the Knights and Templars of Laetannia manage to overwhelm the fortresses walls and fighting within the fortress soon begins afterwards. The battle comes to a end after the Vyreadra Lord, Avanath is slain in battle by several Templars. In the aftermath, the dark fortress is destroyed completely and the area cleansed by the blessed Priests/Priestesses.
5E 1094 - The defense of Lyradent - A Vyreadra force under the command of Vyreadra Lord Kharack emerges from the Lyradent forest and proceeds assault the Alberde city of Lyradent while occupied by Laetannian forces. The city initially holds off his assault however a week of laying siege to the city, Vyreadra Lord Kharack and his forces manage to take the city's walls when he uses the corpses of the undead he summoned to bridge a stairway between the ground and the walls. Chaos ensues in the streets as the Vyreadra pillage, rape and destroy while fighting the forces of Laetannia within the city. The siege comes to a end during the siege of the city's keep itself where the wounded Vyreadra Lord Kharack is killed by the Arch Priestess, Ninette.
5E 1096 - 5E 1102 - The invasion of Wyrd - Reappearing nearly fifty years after his defeat during the invasion of Odetta, Vyreadra High Lord, Raphael Von Vadoll invades Wyrd from the south east with a Vyreadra force twice the size of his original and yet despite his overwhelming numbers, the Vyreadra High Lord finds great difficulties in penetrating Wyrd's exterior defenses. After a series of pivotal battles over the course of several years, the Vyreadra High Lord and his force eventually withdraw from Wyrd and seemingly disappear into thin air after the Battle at the "Baldurion Gates". In the battle that follows, the Vyreadra are eventually outmaneuvered by the Knights of Wyrd and their Vyreadra High Lord is nearly killed when he becomes separated from the main force and is forced to engage a small Laetannian force under the command of Grail Duke, Galahad of Rothley and his Knights.
5E 1103 - The undead across Alberde awaken from their graves and trend against the lands, causing mass panic and confusion as entire villages, towns and even a few cities are overwhelmed and seemingly destroyed or abandoned by the living. Eventually the undead mass into a single horde and head for the city of Nerlynna. Before they reach the city however, a massive Laetannian force consisting of Knights of the Realm led by the Grail Knight, Ignatius arrives in time and proceeds to charge into the heart of the horde. Despite taking many causalities, the Knights of Laetannia are able to destroy the bulk of the horde, sparing the city of Nerlynna of a undead assault.
5E 1106 - 5E 1120 - The invasion of Daniela - Led by the Vyreadra High Lords, Raphael Von Vadoll, Maraitha, Dragkoth, Ragvar the Red, Gyan the "Black Knight", Sahildr, Vorgarag and Helldora, the largest Vyreadra force in history marches on Daniela with the intention of making the region a breeding ground for the Vyreadra and their King. Countered by the combined armies of the entire Thrymiria region along with the armies of the Racheroskr and the Lukians as well as the entire Laetannian force, the invasion of Daniela becomes one of the most bloodiest conflicts in history as millions die holding off the Vyreadra in the numerous battles that would unfold on the border of Daniela. The conflict becomes a war of attrition as the Vyreadra are dragged into a near twenty year trench war as the allied forces dig themselves in. Despite the unspeakable death toll on the allied forces of Thrymiria, the heroic acts of countless men and women eventually drive back the Vyreadra. In the twenty years that would follow since the beginning of the invasion, the greatest feats of bravery by the allied forces would be the downfall of many Vyreadra Lords. At the cost of her own life, Daniela's warrior Matriarch, Neheilla and her personal Knights manage to slay Vyreadra High Lords, Raphael Von Vadoll at the battle of Thyaitius. The Vyreadra High Lord Sorceress, Maraitha is nearly killed by a dozen of Templar Paladins and is forced to flee for her life during the battle of Trora. During the defense of Nelessia, the severely wounded Lukian Aspect Avatar of War, Eledrac manages to slay the Vyreadra High Lord, Vorgarag in single combat before being forced to withdraw due to his injuries. The Vyreadra High Lord, Sahildr is presumed killed in battle with the Two Grail Knights, Ebrulf and Faegneth when the two Grail Knight's blessed lances pierced her body, sending not only her but the two Grail Knights as well off the edge of the cliff, sending them to their deaths during the battle at Aphid pass.
5E 1120 - The siege of Amberoux - A large Vyreadra force under the Vyreadra Lord, Boleslaus assaults the Alberde city of Amberoux and quickly wipes out few of the city's defenders. Despite penetrating the walls and causing chaos within the city, they are halted at the castle palace. The Vyreadra Lord and his Vyreadra are forced to battle the Grand Master, Guesclin and the Laetannian knightly order, the Black Keepers. Despite being wiped to the last man defending the castle palace from the Vyreadra, their sacrifice allows Queen Mavia of Alberde to escape the city. Decades later when the city is finally taken back by the Vyreadra, Guesclin is made a Saint of not only Alberde but Laetannia as well.
5E 1120 - The Onyx Outbreak - Unable to break through the defenses of the allied forces and gain the upper hand in the invasion of Daniela, the Vyreadra horde unleashes the Onyx virus within Thrymir, killing nearly twenty percent of the regional population and wrecking havoc on the allied forces. While the Vyreadra take no losses, Nearly half of the entire Laetannian force under High Queen Lisseut falls victim to the plague with the High Queen herself becoming so weaken by the Onyx virus, she is forcibly removed from command by a small group of Grail Knights and is escorted back to Laetannia. At Villede 'la desse, the aged and now sickly Grail Queen is bed stricken for a week. On her death bed, the dying Grail Queen selects her closest adviser and bodyguard, the Grail Knight, Guilliman as her successor. After her death, all of Laetannia mourns the lost of their High Queen and when word reaches Thrymiria, the Kingdoms of Thrymiria do the same, mourning the lost of a great hero. Using the death of the former High Queen to his advantage, the newly crowned High King, Guilliman sparks a religious fever never seen within Laetannia as nearly every man, woman and child takes up arms against the Vyreadra in the hopes of avenging the late High Queen and saving the world from destruction.
5E 1121 - The Ninette Council - Believing a "true" holy crusade is needed to end the Second Storm of Darkness once and for all, the Holy Church under Arch Priestess, Ninette orders her council as well as all those in the clergy touched by the light to return to Villede 'la desse. From there, similar to what occurred over five hundred years ago, the Arch Priestess, the majority of the High Priestesses and those touched by the light within the clergy ritually sacrifice themselves in a massive ritual summoning to create a stabilized portal to the Heavens. Blessed by the Lady of Prophecy herself, an army of Aeadra Valkyrie's led by the newly christened Serra Aeadra, Oaralia appear out from the portal and swear fealty to High King, Guilliman. In return, the High King uses the Aeadra's fealty as a means to persuade the Eeldra to join the defense of Thrymiria as part of his new, crusading force.
5E 1121 - 5E1125 - The Neheilla Crusade - With arguably the most powerful army in history with the Aeadra, Eeldra, Racheroskr and the Lukians found within the ranks of the High King's combined army, High King, Guilliman launches the Neheilla crusade with the intent of driving the Vyreadra out of Daniela's borders once and for all. Over the course of just four years, through a number of brilliant strategies and employing the other races within the combined army to their strengths, High King, Guilliman pulls off a number of miraculous victories while simultaneously keeping causalities to a minimum. Eventually the combined forces under the High King push the Vyreadra off Daniela's borders and smashes the heart of their forces at the battle of Cathetel. With the losses of several key leaders such as the Abyss Knights, Vyigoth and Lanarlynx , Vyreadra High Lords, Guarinot and Fraevhar, the Vyreadra forces begins to splinter off into many, smaller forces that flee in several directions throughout Thrymiria.
5E 1126 - The Villede 'la desse Council - A synod of the remaining High Priestesses commences in Villede 'la desse to pick the fifth Arch Priestess however before a decision can be made, Lendira, the Lady of Propechy herself appears before her remaining High Priestesses and informs them that the decision will be left to her, leaving the Holy Church without a centralized leader.
5E 1126 - 5E 1127 - The Niheles Crusade - Leading the combined allied forces, High King, Guilliman invades the near abandoned lands of Midenhiem and quickly sweeps all the splintered Vyreadra groups within the realm. Within nearly a year, Midenhiem is nearly free of the Vyreadra and their taint.
5E 1128 - 5E 1131 - The Tacitus Crusade - With Midenhiem secured, the combined allied forces invade Odetta and proceeds to smash the remaining Vyreadra Strongholds. When the Vyreadra Stronghold, Tahsarith falls to the Aeadra, the vast majority of the Vyreadra within Odetta go into hiding. The next three years turns into a war of guerrilla warfare as the Vyreadra employ ambush, diversion and hit and run tactics. Eventually this fails and the remaining Vyreadra flee Odetta to Alcberde after the Vyreadra High Lord, Fivbertus is found and slain under the city ruins of Halkteth by the Aeadra.
5E 1132 - 5E 1137 - The Amadeus Crusade - Caught by the surprise of the combined allied forces's invasion, The Vyreadra forces within Eljudnir fail horribly at mustering a defense initially as the combined allied forces cuts it's way through eastern Eljudnir and begins destroying the numerous Vyreadra strongholds within the region. Six months into the invasion of Eljudnir, the numerous scattered Vyreadra forces are united under the banner of Vyreadra Lord, Onesimus and wage a counter attack on the combined allied forces, turning the region into a river of blood as tens of thousands are slain on both sides. Through a series of lengthy battles however, the Vyreadra are eventually pushed back towards Yurnu where they decide to make their final stand at the ruins of Ealagota. Nearing the verge of defeat after several days of combat, the Vyreadra Lord, Onesimus activates his final plan of Resurrecting the remains of a dead dragon within the heart of the ruins. Despite gaining a tremendously powerful mount and causing mass destruction to the ranks of the combined allied forces, the Vyreadra Lord and his undead dragon are unable to turn the tide of battle and are eventually brought down by the Serra Aeadra, Oaralia, ending the Vyreadra threat within Eljudnir.
5E 1138 - 5E 1153 - The Guesclin Crusade - Led by the Alberde's young warrior Queen, Caelia, the combined allied forces storm southern Alberde on the intent of driving the remaining Vyreadra from Thrymiria. Despite Alberde's many cities holding out against the Vyreadra armies, the Guesclin Crusade becomes the longest and bloodiest crusade yet within the Second Storm of Darkness as the combined allied forces are forced to cut themselves through the seemingly unlimited legions of the Undead and Deadra employed by the Vyreadra. Through fifteen years of bitter fighting that cost over three hundred thousand lives, the combined allied forces eventually manage to defeat and slowly push the rampaging Vyreadra and their monstrosities up north into the grasslands of the Celestine Empire. Throughout the entire crusade, the Battle of Aldeburgh and the retaking of Amberoux undoubtedly becomes the most prominent events for the people of Alberde, especially their Queen. During the battle of Aldeburgh, the Vyreadra manage to tear through the majority of the city's defenders quickly by the usage of mutation through vile dark magic and the usage of Deadra. In the end however, the city is saved when the Questing Knight, Nilus Abbergenien drinks from the Grail and the Priestess, Alessia Vesalius is appointed as the fifth Arch Priestess of Laetannia by the Lady of Prophecy herself after they choose to heroically sacrifice themselves alongside a few others in defending the city long enough for the populace to escape with their lives. Now empowered by the divine light, the now Grail Knight, Nilus Abbergenien manages to defeat and banish the Archdeadra, Wraxerrith while the Arch Priestess, Alessia Vesalius manages to hold back the Vyreadra with her power long enough for her companion to defeat the Archdeadra in combat. Despite losing their lives in defending the city, the Lady of Prophecy is so touched by their sacrifice, she resurrects them from death and proclaims them as her divine champions. As for the retaking of Amberoux, fueled by a religious fever to avenge the people of Amberoux and especially Guesclin, the Laetannian Knight whom fought all the way to the end to protect the people of Amberoux and allow the Queen's grandmother, Queen Mavia escape the city, Alberde's young warrior Queen, Caelia personally leads her forces alongside a contingent of Aeadra Valkyrie's in a assault on the ruined city of Amberoux. After several days of brutally fighting the Vyreadra street to street, house to house, they eventually take back the city. During the assault on the castle palace, Queen Caelia, now mortally wounded during her duel with the Vyreadra Lord, Boleslaus receives aid from Guesclin, now a Grail Spectre, at the last presumed moments of her life. With the aid of the Grail Spectre, Caelia is able slay the Vyreadra Lord with the last of her strength. After the battle, Guesclin is declared a Saint of Chivalry within Alberde and is canonized by the Holy Church of Laetannia as a Saint as well for his sacrifice and dedication not only to the Lady of Prophecy's ideals but to the defense of Alberde's people as well.
5E 1154 - 5E 1170 - The Second Aklator Crusades - Referred to as the "Caelia" Crusade by Alberde and sometimes as the "Guilliman" Crusade by the Kingdoms of Thrymir. With the majority of Thrymiria now free from the Vyreadra, the Lukian Aspect Avatar of War, Eledrac and his Lukians, Duchess Lyntoria and her Racheroskr, Serra Aeadra, Oaralia and her Aeadra and Eeldrain General, Uidathur with his Eeldra as well as several other important figures and their armies under the banner of Laetannia's High King and his forces, High King Guilliman proclaims the beginning of the second great Aklatorian Crusades to destroy the Vyreadra within Aklator and marches his combined forces east to Aklator's western mountain ranges. With the combined might of over a dozen armies, the largest army in history under the command of Laetannia's High King marches east and proceeds to steamroll whatever Vyreadra resistance is left in eastern Thrymiria through numerous skirmishes and battles as they make their way across eastern Thrymir. Forcing their way into Aklator, the combined forces besiege the Gates of Dedkleith, a massive black fortress owned by the Vyreadra that guards the mountain pass into the heart of Aklator. After a bloody two month long siege, the Lukian Aspect Avatar of War, Eledrac and his Lukians manage to break through the black fortresses aerial defenses and open it's gates. With the gates down, Laetannia's High King personally leads the charge into the black fortress. After intense, bitter fighting erupts within the black fortress for three days and three nights, the the Gates of Dedkleith finally fall with the deaths of the Vyreadra High Lords, Mafar and Karass. With the road to Aklator now open, the combined allied forces march into Aklator unchallenged. Using the lessons learned from the first Aklatorian crusade led by the former High King of Laetannia, Crispian, the combined allied forces under the command of High King, Guilliman smash the Vyreadra in numerous offensives as they slowly make their way to the Vyreadra capital, using the environmental dangers, the monstrosities that dwells within Aklator as well as unique strategies and tactic's to give them to their advantage. Despite the overwhelming victories won by the combined allied forces, the Second Aklator Crusade temporary stalls when the Laetannian High King, Guilliman becomes fatally wounded after his camp is infiltrated and nearly destroyed by a powerful Vyreadra assassin. On his deathbed with his dying words, the dying High King proclaims his squire, the Grail Knight, Nilus Abbergenien as his successor as High King. Despite being young and inexperienced compared to the late High King, the young High King with the aid of the Serra Aeadra, Oaralia and his closest companion, the Arch Priestess, Alessia Vesalius, manages to persuade the combined allied forces to allow himself to lead for the remainder of the crusade. Shortly afterwards, the Racheroskr Clan, Taltaur marches directly for Aklator and swears temporary fealty to the High King for the remainder of the crusade. As the combined allied forces continues their crusade under the the leadership of High King, Nilus, those Racheroskr whom show exceptional valor and honor are ceremonially knighted as Knights of Laetannia whom would later go on to become the founder members of the Alterrian Knights. Although the young High King proves to be no master strategist like his mentor, subsequently leading to massive bloodshed and causalities on both sides, the young High King proves his worth as a true warrior King when he personally leads over one hundred thousand Laetannian Knights during the battle of Dragmass Peak when he near single handily slays the Abyss Knights, Gilander, Hilderic and Vyreadra High Lords, Aeleharon and Malferoth with the aid of the Arch Priestess in single combat. After spending several years smashing the last of the Vyreadra's armies and their defenses through numerous pivotal battles, the combined allied forces under the Laetannian High King finally reach the Vyreadra capital at the center of the world and proceeds to siege it with every man, woman and child at their disposial, resulting in the second siege on the Vyreadra Captital, without a doubt the largest and bloodiest battle in history. Forced to fight anything and everything from the Vyreadra themselves, Aklatorian Imperials, the Vyreadra King's personal servants to the undead, the monstrosities of Aklator and their Deadra, millions seemingly die and countless heroes rise and fall as the combined allied forces faces off against the largest vyreadra army in history. Through the heroic sacrifice of countless individuals in the span of a single year, the combined allied forces eventually manage to shatter the Vyreadra's resolve when they are forced back to the walls of the city. Just as the defenses of the capital were about to collapse, the combined allied forces were stopped in their tracks immediately once they were greeted by none other than the Vyreadra King himself. Caught completely off guard by the sudden appearance of the awaken Divine Being of all Divine Beings, the Vyreadra King unifies his broken forces, especially his personal forces such as the Angelian Guard and the Abyss Knights and launches a counter offensive on the combined allied forces. Under the leadership of their King and maker, the Vyreadra, now blood frenzied and fueled by their religious fever to prove their worth to their King, throw themselves completely and utterly at the combined allied forces with no regard for their own safety. In the aftermath, despite the overwhelming causalities on the Vyreadra and the other servants of the Vyreadra King's side, the combined allied forces of "Order" are eventually massacred. When the entire force is on the brink of being destroyed, in an effort to save those still alive, the Laetannian High King, Nilus Abbergenien challenges the Vyreadra King to personal combat. The Vyreadra King accepts the Grail Knight's challenge and a duel with between two warrior Divines begins. The battle between the two only last minutes but in that time, It becomes evident to all the Vyreadra King cannot be stopped by conventional means as in the end, even the prowess of the Grail King of Grail Kings isn't enough. Although the Laetannian High King, Nilus Abbergenien is ultimately defeated in the end, the bravery and the demonstration of his martial skills impress the Vyreadra King so much, he heals the High King of his wounds before offering him a deal he couldn't refuse. In exchange for sparing not only him but all the survivors present as well as promising to stop his children from wagging war against the civilized world, he would need to agree to never wage war on Aklator ever again. Although he was hesitant on the matter initially, in an attempt to save those under his command, The Laetannian High King agreed to the Vyreadra King's. Before he could depart with his Arch Priestess however, the Vyreadra King revealed the near future, citing them to prepare for the "End Times". In their last moments of conversation, the Vyreadra King hinted at a even greater threat that only he and he alone could prepare for and face.
5E 1175 - Granted land in Laetannia by the Laetannian High King for their service in the final stages of the Second Storm of Darkness, the Alterrian Knights begin construction of the fortress that would later be known as Anvardlot on the southern border of Laetannia.
5E 1177 - Jassaydin forces under Sultan, Hamdaan el-Kamal raze the Laetannian town of Ceranae and proceeds to capture majority of the town's populace. The Men are forced into physical labor as slaves while the women and children are ritually sacrificed to their Divine Being or sold into slavery.
5E 1178 - The clash at Abdulla Heights - Laetannian forces under Crusader King, Godfrey the "Gallant" battles Sultan, Hamdaan el-Kamal and his forces at the Abdulla Heights and manages to outmaneuver him. Sultan, Hamdaan el-Kamal is later executed by the Crusader King after he refuses to tell the remaining people of Ceanae are located. After the execution, the Crusader King and his Knights raze the countrysides near the border looking for the people of Ceanae but to no anvil.
5E 1180 - The burning of Seerul - Crusader King, Godfrey the "Gallant" and his Knight attack the small city of Seerul while the city's Sultan and his forces are away after finding out the remaining survivors of Ceranae are located in the city. Unintentionally, the city burns as the Knights of Laetannia fight their way through the peasant mobs to reach where the slaves are located. They are eventually able to rescue the people of Ceranae at the near cost of Seerul.
5E 1181 - Crusader King, Godfrey the "Gallant" and his Knights face off against Sultan, Mukhtaar al-Rashid and his forces after being ambushed. Despite taking losses, The Crusader King and his Knights are victorious when the The Templar Sisterhood, the Daughters of the Grail Hero arrive.
5E 1188 - The Templar Sisterhood, the Daughters of the Grail Hero accompanied by High Priestess, Helvissa assault the Jassaydin stronghold of Abaque using the Grail Wagon, the "Bastion of St. Rapine" and manage to capture the stronghold only after two days of fighting. Abaque's Lord, Sultan Azeema al-Samad is captured in the fighting and is later brought to Busseroux.
5E 1191 - The Templar Sisterhood, the Divine Heroine Circulate battle mercenaries, Orc's and Pigmen in a desperate attempt to save as many people as possible from the great betrayal of the Serra Paladin, Vaulter in the northern portions of the Celestine Empire.
5E 1192 - Within Villede 'la desse, the Monastery Templar Order, the Brothers of Purification manage to locate and destroy a Deadra cult dedicated to the Dark Lord, Tasesren.
5E 1192 - Anvardlot is completed
5E 1195 - The Knights Templar order, the Knights of the Asura Cross are defeated in battle during the defense of Alogalus by Jassaydin forces under the command of Sultans, Abdul Hai al-Khatib and Haashid al Azhid. Majority of the captives are tortured and boiled alive however a few manage to escape.
5E 1196 - Sultans, Abdul Hai al-Khatib and Haashid al Azhid and their forces pillage and raze the countryside of Laetannia on the border, raiding numerous villages and hamlets. Most are either slaughtered or captured as slaves. Before the Crusader King can move to repel the invaders however, both of Sultan's Abdul Hai al-Khatib and Haashid al Azhid forces manages to withdraw to the safety of their borders.
5E 1199 - The massacre at the Malek Plains - Laetannian forces under Crusader King, Godfrey the "Gallant" and his wive, Crusader Queen, Florine the "Beloved" march their forces under the guise of night and proceeds to smash the combined armies of several Sultans in the middle of the night. Caught completely by surprise, the Jassaydin forces occupying the Malek Plains are quickly wiped out with one fell swoop when the Knights of Laetannia charge directly into their unguarded camps. In the mass panic that ensue's, majority of the Sultans are killed, resulting in a power gap between the nobility of eastern Jassaydin.
5E 1199 - The founding of Optimus and it's Knightly Order, the Guardian Knights of Optima - With the Crusader King, Godfrey's success at Malek Plains as well as it's integration into the kingdom, Laetannia's High King create's the county of Optima and grants Xullus de Vere, a newly christened, landless Knight of the Realm, the tittle of Count of Optima, thus giving birth to the Optima noble house. Soon afterwards, the noble house of Optima as well as the county of Optima is renamed as the Optimus noble house and as the County of Optimus after it's first Count makes the prospering town of Optimus as the county capital. After his marriage to Lucia Ardenvell, the heir of the powerful Laetannian noble house, Ardenvell situated in Daniela, Count Xullus Optimus founds the Knightly Order, the Guardian Knights of Optima and begins construction of the Primus Citadel, a fortress monestary, sending the newly founded county into a economical crisis. Some time later, the Count's wife, Countless Lucia Ardenvell is made Regent of the county of Optimus as her husband begins the purging of his land of any remaining Jassayadin forces as well as any remaining heretic's left in the area.
Geography
Located near the center of the world, Laetannia rests within eastern Athrunial, sharing borders with Aklator to the west with it's eastern mountain ranges bordering Laetannian's vast grasslands. To the north, Laetannian borders the dead, lifeless deserts of Kanika while to the south, Laetannia share's it borders with the flourishing grasslands of Taliliyah. To the southwest, Laetannia borders the homeland of the Weldra, the massive Bermon forests while to the east, lay's Jassayadin's massive grasslands. Lastly to the south east, Leatannia share's it's small borders with Tanji's Savannah's. Similar to the other regions located in Eastern Athrunial, Laetannia is almost completely comprised of grasslands and small forests with the occasional occurrence of valley's and small mountain ranges.
Notable Locations
Camahaloth
Situated on Laetannia's only notable mountain range which sits at the very heart of the kingdom itself, Mt.Helena, Camahaloth is an ancient fortress of unfathomable age that has been rebuilt many times throughout the ages. Camahaloth in it's current iteration is a Adamantium fortress that was rebuilt at the dawn of the Age Of Cinder by the Divine Being, Lendira that would function as the seat of power for her newly created kingdom. As a result of this, Camahaloth is the seat of the High King and technically the Arch Priestess of the Holy Church as well as the living quarters of the Lady of Prophecy herself when present in the mortal world. Built on top of a mountain, constructed out of the strongest metal in existence, Adamantium, protected by magical barriers and magical runes imbued into the Adamantium as well as protected by Aeadra Valkyire and the Lady of Prophecy's select chosen mortals such as the Grail Guardians, Camahaloth is considered one of the greatest fortified locations in the world to the point It is considered nigh impenetrable, even by the other Divines that can inhabit the mortal realm. Despite the overwhelming belief that Camahaloth's sole purpose is to be the political capital of Laetannia, in truth, It's true propose is to stand as one of the mortal realm's final bastions of hope in the case the worst possible scenario comes true, the fall of the mortal realm by the hands of the Dark Lords and their legions of followers.
Caliborne
Located at the base of Mt.Helena is Caliborne, the castle town of Camahaloth that functions as it's trading hub as well as a place to accommodate traveling pilgrims whom have came to pay their respects to the High King as well as the town's true purpose. Built in the honor of the Arch Saint of Laetannia and named after his fabled sword, the legendary Caliburn, the castle town is dedicated to the veneration and worship of the Arch Saint of Laetannia with many religious orders and knightly orders making up the majority of the diversified population. Undoubtedly the most important aspect of the castle town however is the massive statue of the Arch Saint. Situated in the center of Caliborne, It functions as great shrine to all those whom travel there to pay their respects. The statue's origin is quite the story however. Mysteriously appearing one day during Caliborne's construction, many initially came to the belief It was a gift granted to them by the Lady of Prophecy herself, showing her approval of their actions however this soon changed when the Questing Knight, Sir. Ghent kneeled before the great statue. As the Questing Knight preyed for guidance, a Grail Spectre donned in ornate, white armor, wielding a golden sword appeared before him and challenged the young Quest Knight to battle. Although initially startled by the sudden appearance of a wraith, Sir. Ghent accepted the challenge and did as the Grail Spectre asked, resulting in a brief but intense honor duel between two knightly warriors. After several minutes, when Sir. Gent proved to be the honorable victor by not striking down his defeated opponent, the Grail Spectre revealed Itself to be none other than the Arch Saint himself. Although their conversation has been lost to time, legend says that when Sir. Gent defeated the spirit of the Arch Saint, he blessed the young Questing Knight, declaring he was indeed worthy of becoming a Grail Knight of the Lady of Prophecy and following in his footsteps. Afterwards, the spirit of the Arch Saint disappeared as quickly as he came into the statue that stood before them. Since that day, the Statue, now a shrine, has became famous over the millennia for acting as the last trial given for Questing Knights whom seek to become Grail Knights. Set in place by Sir. Gent, the Questing Knight's last trial was made into an ancient tradition by the Grail Knights that came after Sir. Gent. Despite popular belief however, when Questing Knights present themselves before the shrine, they are not always tested in the same way Sir. Gent was tested. Rather than a honor duel, the Questing Knight is often granted a trial unique to him or her. Since every trial unique to the one whom wishes, It is unknown what the trial entails but one thing is always known. The trial always put the Questing Knight against their greatest weakness, whatever that might be. Those whom pass are imbued with the sigil of the Arch Saint which will be imbued somewhere on their equipment or on their body. Those whom fail however, due to having a sinful heart are turned to stone, granting the world and all those whom wish to walk the path of the Arch Saint that only those those with a pure hearts may step forward. Lastly, It is said that every one hundred years, the Lady of Prophecy herself appears for the shrine and weeps for the lost of her original champion. A far more depressing belief by some have came to the conclusion that the real reason their Divine appears before the shrine every one hundred years is so she can catch a glimpse of her original champion herself.
Villede 'la desse
Known throughout Athrunial by it's many different titles such as the "City of Truth", the "City of the Divines", the "Golden City" as well as countless others, the holy city of Villede 'la desse is the spiritual, cultural and economical capital of Laetannia as well as one of the largest, If not the largest mortal city on Athrunial, housing well over one million souls within and around it's walls. Built as a testament to show their dedication and loyalty to the Lady of Prophecy's beliefs by her own people, Villede 'la desse exists to represent the power and economical wealth of the "Greater Good". By this extension, Villede 'la desse represents the possibly of a true utopia through the belief of the Greater Good, a doctrine that explains that when individuals unite under a benevolent, singular purpose, to put aside their differences and work together for a greater cause other than for themselves, true utopia is not only a dream or a idea but a very real possibility. To further represent this to those outside their lands, Villede 'la desse is a sprawling city of monumental size that had became immensely prosperous with near, non exist poverty or crime. As a result, those whom live within or around the walls of the city enjoy arguably, the highest state of living on Athrunial as the enjoy the freedoms from prosecution, good employment with a purpose, free education through the city's numerous guilds, access to the greatest health care, via by the services of the Lady of Prophecies blessed Priestesses, near free housing and high quality living for the homeless, the near abundance of high quality food and commodity goods for it's citizens, the opportunity to join one of the many knightly orders or the Holy Church itself, safety from most internal and external threats etc, as well as other positive points one would want. Moving on the city itself, as It's many titles would suggest, Villede 'la desse is and continues to be built to the highest standard possible, using only the most finest materials in the world in it's construction and combined with the city's Gothic Architecture that comprises the entirety of the city itself, it's unique beauty is unmatched. This not only extends to the cathedrals dedicated to the Lady of Prophecy but every structure, ranging from the lowly house to the fortress cathedral itself that sits in the center of the city. As for the inner working of the city however, being the very heart of Laetannian culture, one can easily find the coat of arms of noble families hanging from residences and businesses, those infatuated with Laetannia's code of chivalry, their Grail Knights as well as the Arch Saint and the Lady of Prophecy whom are the progenitors of the Laetannian way of life. Despite being a culture icon to it's people and it's kingdom however, Villede 'la desse also sits as the spiritual capital of Laetanna as thousands of massive, sprawling cathedrals, monasteries, convents, temples and shrines can be found throughout the city's districts dedicated to the Lady of Prophecy and to the Arch Saint. It is due to this spiritual significance that despite the city being governed traditionally by a Duke, in reality, Villede 'la desse has fallen under the control of the Arch Priestess of the Holy Church and her inner circle whom make the city their seat of operations. Because of this as well as many other factors such as boosting a monstrous economy and a massive military force, Villede 'la desse is arguably the most powerful city state in the world. A significant portion of Villede 'la desse's economical power is it's tourism. From those of the religious to those whom wish to learn more about the Laetannian way of life, tens of thousands to hundreds of thousands flock to the bustling metropolis every year. Militarily, Villede 'la desse is one of the most heavily fortified locations in the world, only failing beyond the political capital of Leatannia, Camahaloth in terms of defenses. For strength, Villede 'la desse houses more than one hundred thousand Men-At-Arms and roughly twenty thousand Knights of the Realm as well as numerous clergy warriors under the military arm of the Holy Church. In terms of the city's defenses, Villede 'la desse was built in the shape of a pentagon with massive, thick, external white walls and fortified spiral towers while the city itself is divided into countless thick walled, distinct districts, all separated from one another through highly fortified gatehouses and walls that surround each district in an effort to deter a hostile invasion for as long as possible besides. To compensate for the massive main street that leads directly to the fortified cathedral palace that sits at the center of the city, through presumed magical means, the main street is capable of lowering it's elevation into the ground before being replaced by thick walls identical to the district walls which raise out of the ground to cut off the invaders. At the center of Villede 'la desse sits the massive fortified cathedral palace itself that functions as the seat of power within the city. Essentially a city in it's own right, the fortified cathedral palace is in all actuality comprised of thousands of religious structures sowed together nearly as one structure, attached to each other by conventional means or by sprawling structures built right over, using the structures on below as foundations. Due to the fortified cathedral palace's purpose, it is inhabited by the highest ranking of Laetannian society, being comprised of the highest ranking members of the Holy Church as well as the Knights of the Realm whom have taken vows to protect the city. As a defensive structure, the fortified cathedral palace is near impenetrable, being constructed almost entirely out of adamantium imbued with magical runes, protected by countless magical barriers as well as being unreachable by conventional means. Protected by a massive exterior adamantium wall, the adamantium wall's main gatehouse, elevated some one hundred feet high into the air, can only be reached when the final portion of the main street is elevated into the air to connect to the gatehouse and even If one were to gain entry to the gatehouse, one would fall to their death shortly afterwards as on the other side of the gatehouse sits a one hundred feet drop, leading to the acres of grass that sit between the exterior adamantium walls and the the fortified cathedral palace itself. To gain entry into the fortified cathedral palace, one must walk across a physical magical barrier that functions as a long bridge as the fortified cathedral palace's entrance is elevated high into the air, parallel with the gatehouse. Villede 'la desse is currently under the control of the Arch Priestess, Alessia Vesalius and her High Council whom comprise of Royarch, Cornillia, High Lord Seeker, Belisa, Grail Templar High Lord, Delrin, Grail Captain, Gilbert of the Grail Guardians, Knight Commander, Constantin Derocles, Duke Nathanael Touchard as well as a dozen other High Priestesses and other religious members of the highest ranks selected personally by the Arch Priestess herself.
Avondance
A famous city often referred to as the "Knight Maiden" city, Avodance is one of the oldest and largest of all the cities within Laetannia that is famous for being the birthplace of the first Grail Knight, Asselyna and the first High Queen of Laetannia, the Grail Knight, Marianne as well as housing an absurd amount of female knights, many whom aspire to follow in their footsteps. For this reason, Avodance is widely renown for attracting tens of thousands of women of all classes and races whom flock to the city each year to join one of the many female knightly orders that take residence in the city. Famous examples include the second High Queen of Laetannia, the Grail Knight, Lisseut, the Equite of the Holy Thrmirian Empire and a descendant of the Champion of Saint Tryanna, Bradamante Abbergenien and the Grail Knight, Clorinda. As a result of this, over the span of centuries, Avodance's culture has morphed around the veneration of the greatest of all female Grail Knights and to much lesser extent, the Arch Saint. Due to this veneration, Avodance's overwhelming population is primarily female and due to this, over half of Avodance's total military forces are primarily female. This also leads into many of the occupations within the city being be primarily dominated by women. Majority of the female population however tends to be knights in knightly orders or Sisters and Nuns in the service of the Arch Saint. As with tradition, Avodance is ruled by the descendants of Asselyna with the current ruler being Duke Hilaire Chaboche.
Boutancourt
Located on the south western border Laetannia shares with Bermon, Boutancourt is a fortress city tasked with protecting the border from Aklator forces and the trade networks between Laetannia and Bermon. Due to it's close proximity to the border with Bermon, Boutancourt is is a wealthy trading city whom benefits greatly from the wood trade as well as the thousands of pilgrims, travelers and merchants that make their way to Laetannia every year through the Casaru Highway that extends through the city itself. Boutacourt is currently ruled by Duke Caradoc Mouschard.
Lajaumont
Famously known by many titles such as the "City of Love and the Arts", the "Queen of the Galldina" and as "Sentai Mora", Lajaumont is a massive city said to be built upon the ruins of an Aeadrain city that dates back to the Age of Creation, hence explaining the remnants of a "golden" city that lies underneath and around Lajaumont with countless rebuilt adamantium towers, bridges and temples still standing to this day amongst the more modern structures found in Lajaumont. Located in south eastern Laetannia, directly north of Redemund, Lajaumont nearly sits on the large Galldina lake with nearly half of the city "floating" on the Galldina lake through a networks of hardened canels, traversed by barges that separate the artificial island segments connected by countless adamantium bridges that function as anchors of sorts. Besides for it's unique, architectural romantic charm and it's beaches that run along the Galldina lake, Lajaumont itself is known for being very bright and beautiful, having it's numerous buildings painted in every color of the rainbow and it's people matching equally, often wearing highly decorative, beautiful, colorful clothing to go with the atmosphere of the city. Perhaps the most beautiful aspect of the city is the Sentai Mora point, a public great hall that houses a statue of every Grail Knight that has ever existed that leads unto an artificially created plateau overlooking the Galldina lake which is said to be romantic at dawn and sunset. Lajaumont is also a city that prides itself on the arts. This largely in thanks to tens of thousands flock to the city every year, to either relax and indulge or to prove themselves as a crafter. Common crafts and tend to be painting, singing, jewelry and clothing creation etc. Along with that, Lajaumont has also became famous for it's mastery in cuisine that inspiration from all cultures. Due to this, Lajaumont is arguably the number one tourist destination in the world as thousands upon thousands flock to the city, granting Lajaumont great wealth and prestige. Because of this great wealth and prestige, Lajaumont is ruled over by one of the very few Kings that are subservient to the High King of Laetannia, King Ignatius, the Grail Knight with the assistance of his daughter, the Warrior Princess, Altria. Besides having a King for rulership, Lajaumont is unique in it's government. Instead of an absolute monarchy like most city states that make up Laetannia, Lajaumont is instead ran by a "Parliament" that is comprised of three councils, one being ran by commoners, one by the nobility and those whom have been touched by blessed. The Parliament was created in recent years by King Ignatius as to give all, regardless of class, a say in the governing of Lajaaumont. As a result of this, the Parliament primarily aids the King in the day to day operations of the city as well as aid in the creation of new laws and other important actions that would effect the city.
Etreux
Located in south western Laetannia, Etreux is a large temple city known for being comprised almost completely of temples, cathedrals, convents and shrines dedicated to the Lady of Prophecy and the Arch Saint of Laetannia. Etreux also boosts a large number of clergy members of the Holy Church that serve as the personal servants of the Lady of Prophecy herself, making the city a highly popular tourist location to visit, especially for the sickly and severely wounded whom can have their physical and mental wounds healed at no fee. Currently Etreux isn't ruled not by a Laetannian noble but by one of the Lady of Prophecy's chosen Priestesses, High Priestess, Genevieve.
Vauvre
Located on the massive Lisle plateau in western Laetannia that borders the Aklatorian Mountain ranges, Vauvre is a massive city responsible for mining and supplying Laetannia with precious metals such as Iron, gold and silver. Vauvre is most famous however for the small adamantium mine underneath the city, making Vauvre one of the few locations outside of Aklator to have access to adamantium. Due to Vauvre's access to various metals, Vauvre is one of the most productive cities within all of Laetannia, providing Laetannia a near immeasurable amount of wealth and metals for the commoners as well as the Knights of Laetannia. As a side note, due to Vauvre's abundance of metals, Vauvre holds a considerable amount of crafters, specifically metal workers such as jewelers and blacksmiths within in the city. It's not uncommon for many of these crafters to aspire to make something worthy a Grail Knight would be proud of owning. Vauvre is currently ruled over by the Royal Grail Smith, Alsatia Maissoneuve with the assistance of her apprentice, Silivia and her bodyguard and lover, the Grail Knight, Gaheris.
Caillouet
located in the central grasslands of Laetannia, Caillouet is a small city in the shape of a massive colosseum dedicated to the veneration of the Arch Saint of Laetannia with many monasteries and Knightly Orders taking residence there however Caillouet is most famous for it's massive jousting Colosseum which is used to host the "Grail Joust", a festive jousting tourney held once a year that pits the Grail Knights of Laetannia against one another in a battle of skill and determination. Considered a holiday within Laetannia and arguably the largest event within Laetannia under normal circumstances, hundreds of thousands of Laetannians and countless people of other cultures flock to Caillouet to witness these Pseudo Divine Being Warriors battle it out in the name of honor, prestige and to continue to prepare themselves for the Promised Day. This event is so big, even the High King, the Arch Priestess of the Grail and even at times, the Goddess of Prophecy herself will attend this festive joust to see the results. During other times of the year, Caillouet often runs many lesser jousting tourney's all year long for the regular Knights of Laetannia. While they are not as popular as the "Grail Joust", many still flock to the city to watch for entertainment and to watch any upcoming Knight move up in society prove their worth. Currently Caillouet is ruled over by the Grail Knight, Mordred and one of the Goddess of Prophecy's chosen Priestesses, High Priestess, Melisende whom have dedicated themselves to the Arch Saint of Laetannia.
Rothley
The most northern city and capital in Northern Laetannia, Rothley is a Laetannian city in the form of a massive fortress designed to protect Laetannia's northern borders from all threats as well as function as a outpost to neutralize nearby threats within the Kanika Desert when needed. Currently Rothley is ruled over by the Grail Duke, Galahad, the "Perfect Knight" and his wive, Duchess, Gullvella, the "Northern Queen" of Laetannia.
Ordiham
Commonly known as the "Brass City" due to the brass colored stone used in Ordiham's construction, Ordiham is a large city located in Laetannia's central grasslands which is responsible for growing much of Laetannia's agriculture and husbandry needs. Being the capital of agriculture and husbandry within Laetannia, Ordiham houses hundreds of farms and ranches on the surface and thanks in large to the Lady of Prophecy's blessing and her servant's usage of their blessings, Ordiham remains one of the few locations in the world to be able to construct and maintain farms and ranches underground by the usage of magic in the form of blessings. Ordiham is currently ruled by the Duke, Aaltric Misthausen and his wive, Duchess, Mariana de Andrada.
Chorley
Located on the southern border shared with Taliliyah, Chorley is a massive trade city that sits on the Bizelleve trade route into Laetannia and Taliliyah, granting the city control over what exports and imports are sold between the two countries. Due to it's position on the border, Chorley is one of the wealthiest cities in Laetannia, thanks in large part due to the exportation of wool, wax and it's red wine which are highly valued commodities in Taliliyah and in other countries located on the Bizelleve trade route. Unlike other city states that make up Laetannia, Chorley is unique in the sense that Chorley is ran similar to a constitutional monarchy where the sovereign of Chorley shares power with two parliaments, one ran by the nobility and Knights while the other is ran by commoners. Currently Chorley is ruled by Duchesss Emmillia Khemalla.
Redemund
Built on top of the ancient city, Realia that was destroyed during the Dark Ages, Redemund is the ancestral seat of many, unknown past Kings whom governed the large stretch of land that is now south eastern Laetannia as well as the land that now belongs to Tanji and Taliliyah. In it's current state however, Redemund is a large city dedicated to the protection and safeguarding of all Knowledge amassed by humanity. As a result, Redemund houses many monasteries, libraries, workshops, observatories and universities dedicated to the scholar and archaeologist pursuits. Redemund is currently governed by the Grail Abbot, Cristobal Guillen.
Busseroux
Commonly refereed to as the "Crusader Kingdom" and as the "Errantry Kingdom" by the eastern powers in eastern Athrunial, Busseroux sits on the border with Jassayadin and is the capital of eastern Laetannia which sits responsible for protecting Laetannia from all eastern threats. Due to it's role in protecting Laetannia, Busseroux is famous throughout eastern Athrunial for fending off numerous invasions set by Jassayadin throughout the ages as well as launching many crusades of it's own to drive back the Jassayadin forces from Laetannia. Because of it's role and the constant invasions it is involved in, Busseroux undoubtedly holds one of the greatest military forces within all of Laetannia, boosting a standing military force of over seventy thousand with the vast majority of it's force comprised of Knights. Unfortunately, due to the slow rate on how many Knights become Knights of the Realm at any one time, many of Busseroux's Knights are Knight Errants, young Knight whom are eager to prove themselves to their family, their homeland and of course, to the Lady of Prophecy herself. As invasions escalate and crusades are launched into Jassayadin to push their forces back, countless Squires and Knight Errants travel to Busseroux from all across Laetannia to take part to prove themselves, resulting in Busseroux gaining one of it's nicknames, the "Errantry Kingdom" as well as it's other nickname, the "Crusader Kingdom" due to the sheer amount of crusades that are waged in response to Jassayadin's contant aggression. Currently Busseroux is ruled over by the Crusader King, Godfrey the "Gallant" and his wive, the Crusader Queen, Florine the "Beloved".
Argenhelm
A small city located west of Avondance, within the Avodance county under the rule of Count Artus Guyon, Argenhelm is famous for being the birth place and burial of the first Eeldrain Grail Knight, Eldryun whom managed to single handily slay a enormous Orc horde and it's Warlord, Malgugh at the cost of his own life, saving Argenhelm from destruction. For his heroic sacrifice, Eldryun was made Argenhelm's patron Divine Being since his death and is still highly loved by the people even to this day.
Ebonmere
A small town located in central Laetannia under the Caillouet county, ruled by Baron Cardin Rallart, Ebonymere is well known for it's large quarry of ebony deposits as well as the lush, green prairie's that surround the town.
Revmiria
Located in eastern Laetannia, Revmiria is a small yet renowned city for being the home of the Barbatos Knights, a knightly order that specializing in combating Deadra. Led by their Duke and founder, Gerhardt Barbatos, the "Deadra Slayer", the Barbatos Knights have became famous in the last century due to their involvement in the previous crusades against Jassayadin, using their great martial skills and extensive knowledge in deadra slaying to help drive back the Jassayadin.
Gythuia
A merchant city located in eastern Laetannia within the Busseroux county under the rulership of the ambitious Countess Prozza Gythuia, Gythuia is a up and coming merchant city that has enjoyed great prosperity from the eastern trade routes despite Laetannia's relationship with the east. It is due to this prosperity as well as the ambition of the city's Countess, Prozza Gythuia that Gythuia seeks to became the new capital of eastern Laetannia through as of now, it's only effective weapon is the city's control over the eastern trade routes that run through eastern Laetannia.
Vinnoit
A large farming town in western Laetannia that sits south of Vauvre, Vinnoit is a substantial provider in providing the entire Vauvre county of the food It requires to sustain the utopia it supports. Vinnoit currently sits under the control of Baron, Hermen l'Extrac, the "Brave" and the Extrac noble family.
Nosirion
A large fortress town in northern Laetannia near the border within the Rothley county, ruled over by Baroness, Colletta Poucelle, Nosirion is in all essentially, a large training ground to train new Man-At-Arms as well as the training of Squires by their Knights.
Drassons
A massive adamantium fortress that was originally constructed during the first Storm of Darkness by the Vyreadra to allow the safe passage of their forces into western Laetannia through the guarding of one of the few mountain passes that led into both regions, Drassons was later lost during in 5E 312 when the Laetannian Hero, Asselyna launched her crusade into Aklator. With several thousand of her Knights under the command of the Grail Knight, Leondegraunce, Asselyna's forces were able to capture Drasson when Leondegraunce and the Knights under his command smashed right through the Vyreadra forces to pieces in open battle. Since the end of the Storm of Darkness, Drassons was rebuilt and expanded upon to be one of the largest and most fortified of all fortress within Laetannia and perhaps the world as many consider It a near indestructible fortress that cannot destroyed. Due to it's importance, Drassons holds the largest Man-At-Arms force within Laetannia with a force of over thirty thousand as well as several thousand Knights, many descendants of the Knights whom served under Asselyna and Leondegraunce whom have taken oath's of vigilance over Drassons until It's destruction. Currently Drassons sits under the watch of the Grail Knight, Urien, the "Watcher of Darkness" and his Squire, Merlina, the "Unrelenting Flame".
Colonau
A small trading city situated in south western Laetannia on the border of Bermon, Colonau is notorious for it's extensive trade dealings with the Weldrain domain, granting Colonau a fair amount of rare commodities only found in Weldrain society such as rare and powerful herbs capable of healing some of the most naturally dangerous diseases in the world to even small amounts of Elinera ink, a black ink imbued with nature energy that is used in in their facial tattoo's they considered sacred. Colonau is currently under ruled over by Duke Gavril van Strijen.
Northmoor
A small city situated in northern Laetannia under the control of Duke Quennell Guesdon, Northmoor is a small city known for it's many Iron mines which is responsible for supplying most of Laetannian's northern cities with the Iron they need to produce steel. The headquarters of the Laetannian Knightly Order, the Black Keepers is also located here as well.
Roassis
Located in south western Laetannia under the control of the High Priestess, Glacia, Roassis is a large church town that has taken the form of essentially a humongous convent. As a result of this, Roassis's residents are almost exclusively Sisters and Nuns dedicated to the Lady of Prophecy and the Arch Saint of Laetannia. Besides for the occasional Knights of the Realm and Questing Knights being given temporary residence in Roassis and pilgrims passing through, Roassis is essentially a Nun dominated society where the Nuns and Sisters perform other duties other than their religious duties such as farming, construction, smithing and even militarial duties that require the protection of Roassis.
Mairoux
The largest city in northeastern Laetannia, Mairoux acts as the ever vigilant eye of the north eastern border, watching carefully for any possible Kulug Mal Steppe invasion of Laetannia. Despite it's remote location from the rest of Laetannia, Mairoux has boosts a impressive military force consisting of fifteenth thousand Knight's and thirty thousand Man-At-Arms behind it's walls. Mairoux is fairly ruled over by the Grail Duke, Barristan and his wive, also Grail Knight, Grail Duchess, Brienne.
Fairrisce
Located in Eastern Laetannia near the central plains, Fairrisce is a young but highly renowned city similar to Lajaumont, being famed for it's Danielan like society, being primarily dominated by fashion with it's people wearing the newest, most appealing and most decorative clothing, the arts where beautiful music can be heard throughout the city and art where the city streets are decorated with the most beautiful statues and murals one can create. Undoubtedly though, Fairrisce is most renowned for it's passion for romance. Commonly refereed to as the "Forbidden City" and as the "City of Heirs" by Leatannians, Fairrisce is notorious for providing exclusive Concubine like services to Laetannian nobles and commoners whom wish to have heirs, common reasons being there wives cannot bear children or they do not hold a romantic relationship with their spouse. Due to this "service", Fairrisce is commonly seen with mixed eye's by Laetannians with some whom see it as a necessary but acceptable evil while others condemn the practice altogether while some have no issue with it at all. As a result, in some locations such as Avondance, It is considered past shameful for those whom travel there for the city's exclusive "service" and are condemned for it while in other locations such as Lajaumont and Northmoor, it is considered a normal and acceptable practice. As If that wasn't enough, Fairrisce holds the distinction of being ruled over by the Igance bloodline, A purified, Matrilineality Deldra bloodline noted for their fair, olive like skin tone and their natural pink, light purple like hair. Fairrisce is currently governed by Fairrisce's Queen, Benedice and her four daughters, Euphemia, Helene, Gisselle and Ines as well as her two Generals, Oudia and Leonois. Oddly enough, the Ignace bloodline are fanatic's in their worship of the Arch Saint of Laetannia despite the Grail religion not playing a pivotal role in the city.
Draguillon
Located in north western Laetannia, on the edge of the Aklatorian mountain ranges sits Draguillon under the control of Duke Ganiff Regnier, a small city that was built over a massive ruined city of the same name that dates back to the Dark Ages. Despite the city's small stature and insignificance to Laetannia's higher goals, Draguillon remains a renowned tourist and archaeologist location for the massive city ruins that lay beneath the current city due to the fact that despite being explored for centuries, only ten percent of the underground ruins of Draguillon have actually been explored. This is in large part due to the numerous spirits and undead that still roam the ruins. In the world of archaeologists and historians however, Draguillon's mysterious fate remains one of the most heated debates within Laetannia as many believe the city was destroyed by the Deadra while others believe witchcraft or the power of a Divine Being was responsible for the city's destruction. No matter what the reason is, as long as Draguillon's lost souls continue to hunt and mercilessly kill any intruder that treds deeper into the underground ruins, It seems Draguillon's fate will never be known.
Perizen
A small town in north eastern Laetannia, Perizen is renowned for the small grotto situated behind a waterfall near the town that is said to be blessed by the Lady of Prophecy herself. Why It was blessed or it's purpose is not known however the people of Perizen firmly believe the grotto is a sacred place to Laetannian's Questing Knights whom often journey to the sacred grotto to be tested in their purity to prove themselves worthy to the the Lady of Prophecy and the Arch Saint. It is also widely believed to be a place where heroic Knights go to die as evidenced by the many heroic spirits that watch over the sacred grotto. Although highly aggressive against intruders, especially those whom with i'll intent or those whom have became corrupted, the heroic spirits of the grotto are known to be passive towards aspiring Knights and Heroes whom travel to the sacred grotto. In such situations, these heroic spirits often take up the mantle of becoming elderly mentors, granting those whom seek it, their guidance and wisdom. Unlike other locations in Laetannia, Perizen is not ruled by a noble but by the Grail Knight, Bertilak, the "Myrtle Knight" and his lover, one of the Lady of Prophecy's chosen Priestesses, the Eeldrain High Priestess, Neliverra.
Bridgegarde
A small cattle town located in south eastern Laetannia that sits at the top of Dumnonia valley, granting Bridgegarde access to the Velicka River down below as well as it's protection, Bridgegarde is renown for the Tintagel bridge that connects both sides of the valley over the Velicka River, allowing safe passage. Ancient in nature, the ancient stone Tintagel bridge is said to be well over a thousand years with some stating It to be over two thousand years old due to marking being imbued on it's stone blocks that date back to the Age of Fire, making It one of the oldest mortal structures still in existence If true. Despite being in a despaired state, due to it's superb stone construction, many believe the Tintagel bridge may survive another millennia or two before It needs to be replaced. Bridgegarde is currently ruled over by the Rominian Baroness, Jehannetta l' Rallart.
Lorence
Situated in southern Laetannia, Lorence is a large town specializing in breeding and training of Laetannian warhorses. As a result, Lorence provides much of the southern region of Laetannia with the horses It desperately needs for it's Knights. Lorence is currently ruled over by the aged Laetannian Paladin, Conrrard du Mesnil and his wive, Petronilla du Mesnil.
Claluire
A small but wealthy town located in north eastern Laetannia, Claluire is widely renown throughout Leatannia and the Thrmirian region for the fine rosei wines and cheeses they produce and export which has became highly sought after commodities in the Thrmirian region. Claluire is ruled over by the Baroness, Alma'de Marcel with her assistant, Basch'la Lugria.
Londortharl
A large city of Eeldrain origins located in south western Laetannia on the border with Bermon, due to it's origins as originally being a Eeldra colony founded during the Eeldra's early colonization efforts into Bermon and southern Athrunial, Londortharl still retains a high population of Eeldra whom are now fully dedicated to the Lady of Prophecy and the Arch Saint of Leatannia. With Londortharl being the spiritual capital of Laetannia's Eeldra, Londortharl is comprised primarily of religious structures with hundreds of churches, cathedrals, shrines, convents and monasteries making the bulk of the city under the control of the Eeldrain religious organization, the Oratory. Similar to the Racheroskr's Oya Arcania organization, the Oratory is a Eeldra magocracy organization that governs all spiritual matters within Londortharl as well as the teachings and training of the clergy in normal spiritual teachings as well. Those whom are considered worthy may be trained in the art of Yang magic. Although the Oratory follows the Holy Church and Grailism almost Identically, the Oratory's Priestesses are referred to as Oratresses, High Oratresses and the leading High Oratress whom functions as the leader of the Oratory, one whom is always a personal servant of the Lady of Prophecy. When the leading High Oratress is in the company of other High Oratress, she is referred to as the "Divine" Oratress. Besides the title changing, the leading High Oratress is aided by a council of High Oratresses of her choosing to help aid her in her governing of all things spirituality although in actuality, in most circumstance's, besides the position meaning mostly ceremonial in nature, most High Oratresses of these position often simply oversea the training of future Oratresses. Ruled from the Oratory's massive white, marble tower, Domdaniel, Londortharl is currently ruled jointly by the Royarch Knight, Lanseloet, the Eeldrain High Oratresses, Serafina and the Laetannian High Priestess, Eleonora.
Galasea
A large fortress city built into the side of a mountain surrounding a large grotto imbued with Yang energy in north western Laetannia bordering the Aklatorian mountain ranges, Galasea sits on one of the very few mountain passes that allows safe passage to and from Aklator however that isn't the primary reason of Galasea's existence. Built during the first Storm of Darkness, Galasea was constructed when five Grail Knights referred to as the "Five Grail Generals", Ganelon, Fortesque, Bertrand, Geoffroi and Niholas discovered a large grotto at the edge of the Aklatorian mountain ranges. Believing It to be sacred grounds blessed by the Lady of Prophecy, the five Grail Knights abandoned their crusade against the Vyreadra and instead settled the land where the grotto sat, initially building a Grail chapel to watch over the grotto. Eventually over time however as word spread throughout the lands that a holy grotto blessed by the Lady of Prophecy had not only been discovered but was protected by five Grail Knights, many flocked to the grotto to get a glimpse of the fabled Grail Knights as well as be able to walk amongst the sacred ground blessed by their Lady of Prophecy. By the ending of the first Storm of Darkness and the death's and/or the disappearance of the five Grail Knights whom discovered the grotto, Galasea, the chapel had been transformed from a single building into a city that became dedicated to following in the footsteps of the Grail Knights whom founded Galasea by watching the sacred grotto they had discovered. Due to Galasea's scared grotto being one of the few yet most powerful locations in the world imbued with Yang energy, those who are allowed entry and bath within it's holy water are said to be cured of any illnesses with even a select chosen being lucky enough to be blessed with youthfulness or stopping the effect of aging for a number of years, sometimes even decades. It is due to these properties the sacred grotto has became a highly sought after tourist location as tens of thousands each year flock to the city for the grotto's healing properties yet due it's importance, the grotto is protected and maintained by a large number of Templar Sisters. Only those who are truly dedicated to the Lady of Prophecy may enter the sacred grotto. Those with evil intent or those whom hold malice in their hearts are slain on the spot. As a result of it's spiritual nature, Galasea is similar to other spiritual cities within Laetannia, housing hundreds of churches, cathedrals, shrines and convents to the point the overwhelming majority of the specialized population are members of the clergy with the vast majority of them being Sisters, Templar Sisters, Templar Paladins and a unusual amount of Questing Knights. Militarily, Galasea holds arguably one of the largest military forces within Laetannia, If not possibly the largest with roughly thirty thousand Man-At-Arms, twenty thousand Knights, thousands of Templar's and a unknown amount of Questing Knights, all of which are deployed to protect the mountain pass that leads into Leatannia from Aklator and by extension, the grotto. Following in the footsteps of the five Grail Knights whom founded Galasea, the city is ruled fairly and justly by the direct descendants of the five Grail Knights,their families as well as the Galasea's High Priestess and the leader of the Templar's in Galasea through a council with it current members being the Grail Knights, Baldwin and Galles, Grail Count of Galasea, Michault, the High Priestess, Eleannora and lastly the Grail High Commendatrix, Heloise.
Ren de Maeva
A large Revendyil architecturally inspired castle recently built by the Maevea noble family in north western Laetannia, Ren de Maeva is one of the largest castles in the region with it's purpose being the protection of the grasslands that sit just behind one of the few mountain passages that connect Aklator and Leatannia. Ren de Maeve is owned and ruled over by Baroness Nadia La' Maeva.
Guillaume
A large stone castle fortress to the east of Leatannia, located near the border, Guillaume is one of the largest castles responsible for watching the border. Guillaume is currently under the control of Baron Gwenael Gerard the "Hammerer".
Alembencania
A large ancient fortress city built during the Dark Ages, Alembencania is situated inwards of eastern Laetannia with it's primary purpose being the watching and maintenance of the Fernande highway that connects eastern and central Laetannia. Alembencania is under the control of Baron Estienne Chardin.
Inverloch
A fortress located in southern Laetannia, known for it's many magical runes imbued into it's stones that make up it's walls, Inverloch is one of the few fortresses in the region that aids in it's protection. Inverlock is currently over watched by Count, Severus Sadoul, known as the "Black Prince" and as the "Spell Slayer".
Dolores
A merchant town fortress situated in eastern Laetannia, on the Fernande highway and controlled by the Chauveau noble family, Dolores functions as a small hub of trade as well as performing the same duties as Alembencania.
Anvardlot
Occupied and owned by the Racheroskr under the Alterrian Knights, Anvardlot is a massive white city fortress in southern Laetannia that only finished constructed in 5E 1192 after years of construction. Granted to them by the High King of Laetannia for their service during the final stages of the second Storm of Darkness, Anvardlot is the headquarters of the Racheroskr Knightly Order, the Alterrian Knights as well as functions as the home for most Racheroskr that live within Laetannia. A hybrid of Racheroskr and Laetannian architecture, Anvardlot is renown for it's many large, sprawling towers connected together by white stone bridges as well a numerous underground quarters that rival in size to a small city held together by underground tunnel roads. Since it's conception, Anvardlot is ruled over by the Racheroskr Grail Count, Headmaster of the Alterrian Knights and Grail Knight, Galrich Girault "Racherheardt".
Josselin
Commonly referred to as "Maiden Caste" and as the "Isle of Ladies", located in western Laetannia on top of a small mountain overlooking the Aelrie lake that surrounds the fortress monastery in all directions, Josselin is a highly renowned location known for being the headquarters of the Chevaleresse Order, an all female order of Knights comprised entirely of widows whom have lost their husbands and/or family as well as orphans and wanders. During peacetime, Josselin is notable for functioning as a neutral party/neutral grounds for feasts for when the nobility wish to speak politics and to present their daughters whom have came of age and are now marriageable. In this regard, the women of Josselin function as protectors and Chaperones to the daughters of the nobles, watching over their virtues and making sure no ill suitor attempts anything dishonorable. They take this duty so seriously, it is not uncommon for a chevaliere to severely wound or even outright kill one whom tries to take a young Maiden's virtues. During wartime and times of preparation, Josselin is tasked with defending Laetannia from their enemies with their Knights they referred to as chevaliere's. Josselin and the Chevaleresse Order is ruled over by the Chevaleresse council led by the Head Chevaleresse, blessed with the Grail, Lady Catherina, the "Tigeress of Josselin".
Falaise
A large fortress in western Laetannia, Falaise is notable for it's extremely large courtyards which are employed as jousting fields to allow Knights within the region to train. During long periods of peacetime, Falaise is also renown for holding some of the largest seasonal festivals within the country. Falaise is currently controlled by the Baron Alceste Belanger.
Susacinoo
Sometimes referred to as "Susanoo Castle" by foreigners, located in south eastern Laetannia near the bank of the Tengu river, Susacinoo is a large castle noted for it's extensive moat system that extends into multiple moats around the Castle as multiple layers of defense. The largest castle tasked with defending the region, Susacinoo is responsible for maintaining and guarding the local roads as well as the highways that leave out of the city. Susacinoo is currently ruled over by the Baroness, Christella Juilanna the "Grey Warden".
Ren de Vitrierre
A massive citadel fortress inspired by Revendyil arhitecture, Ren de Vitrierre is currently under construction in northern Laetannia under the orders of the High King and the Arch Priestess of the Holy Church. Ren de Vitrierre's true purpose is unknown however from the construction seen so far, Ren de Vitrierre in it's current state holds extensive defensive and fortification technology just discovered. Ren de Vitrierre's construction is currently being over seen by the Royarch, Cecilie Ghislaine and High Priestess, Oriana.
Avignon
An ancient fortress town located in north eastern Laetannia on top of a number of steep hills that over watches the Kulug Mal steppe grasslands on the border, Avignon is notable for having four outer walls surrounding the the steep hills it occupies as well as a large force of fifteenth thousand Man-At-Arms that protect it's walls from any steppe invasion. Ruled over by the Vasseur bloodline since it's conception, Avignon is currently under the control of Count Aurelien Vasseur.
Ren de Sigolene
A large Revendyil architecturally inspired castle recently built in south western Laetannia on the border with Bermon, Ren de Sigolene has became renown in recent years for it's numerous spires that reach high into the air until it seems as If the tops have been consumed by the clouds. Ren de Sigolene is responsible for keeping the local portion of the Tremaux highway safe and maintained for it's traders and travelers. Ren de Sigolene is currently being looked over by the young Lady, Lucina Augustin, the daughter of Baron Lionel Augustin as her father wages war on the eastern borders of Laetannia with Jassayadin to rescue his wive, Baroness Sumia.
Heroes Valley
Commonly referred to as the "Heroes Graveyard" by those outside of Laetannia and far more rarely as the "Grail Valley" by those within Laetannia, Heroes Valley is one of the most sacred locations within all of Laetannia, being the resting place of Laetannia's many Heroes of the past and the future. Great tombs and statues of these heroes lay throughout the valley whom are which are protected by Aeadra Valkyrie's whom have taken vows of protection and silence and/or those whom were originally a companion of a fallen hero whom have committed the remainder of their life guarding over their resting place. Despite popular belief, amongst the fallen heroes of the past, some are in fact Grail Knights whom had chosen in life to be burial in Heroes Valley rather than being entombed within the great Grail Cathedral of Laetannia. Being a sacred location dedicated to the greatest heroes of Laetannia other than the Grail Cathedral of Laetannia, tens of thousands, possibly hundreds of thousands of pilgrims make a pilgrimage to the valley each year in an attempt to pay their respects to the fallen heroes as well as to get a glimpse of the aeadric warriors of the Lady of Prophecy whom stand ever vigilant.
Government and politics
Laetannia is a feudalistic kingdom governed in the form of a Divine Theocratic Enlighten Monarchy. At the top is the Lady of Prophecy, the Divine Being, Arch Seraph Lendira herself whom is the undisputed ruler of all Laetannia as it's absolute monarch however due to her duties as the Chief Deity of the Asura Council which governs Aelthuan, the realm of the Aeadra, she is in all actuality, essentially a great figurehead whom has distributed her power and influence upon her two most favored mortal Champions, the High King and the Arch Priestess whom have been instilled with the necessary wisdom and knowledge needed to rule and steer her people down the correct path. In Leatannia's hierarchy of power directly below the Lady of Prophecy, It is the High King of Leatannia and the Arch Priestess of the Holy Church. Commonly referred to as the "Grail King" whom is the true ruler of Laetannia, holding absolute power militarily and politically, he shares the burden of rulership with the Arch Priestess of the Holy Church whom in return, holds absolute power in all spiritual matters. Due to the nature of their positions, The High King and the Arch Priestess are treated as divine symbols nearly to the point they are almost seen as Divine Being's. In the eye's of all Laetannian's, they are the only ones capable of ruling justly and faithfully in the name of the Lady of Prophecy. Anyone less is considered a usurper with little exception. Unlike other feudalistic, hereditary kingdoms where rulers pass on their tittle to their heirs upon death, Laetannia is more elective in nature. Upon the death of the High King and/or Arch Priestess, the new High King and/or Arch Priestess will be personally selected by the Divine Being, Arch Seraph Lendira herself without question from her people. In the case that she does not appear however, the Grail Knights of Laetannia will journey to the capital of Camahaloth where, once assembled, they will elect the next High King from amongst themselves where as in the case of the Arch Priestesses, all the High Priestesses within Leatannia will convey a summit at Villede 'la desse and elect the next Arch Priestess from their numbers. Only those whom have been directly touched by the grail may lead Laetannia as the Grail Knights and the High Priestesses of Laetannia are the chosen servants of the Lady of Prophecy herself, therefor by ancient tradition and the words set by their Lady, they are the only ones fit to rule and lead her people.
With Laetannia's society being a feudalistic state ran by aristocrats with the High King at the top, in exchange for granting titles and territories or land by the High King whom rules indirectly majority of the time, these individuals whom are now vassals takes oaths of obligation in the form of taxes, following kingdom polices and military service whenever required. In doing so, as long as these vassals fulfill their obligations to the High King, these vassals are permitted to do whatever they wish with their land within reason however If one is deemed unfit or corrupted, they will be immediately removed by force with the land going to their heir or directly back into the hands of the king. Below vassals or nobles in direct control of mass lands is the local lords, often knights or nobles with little power that have sworn fealty to the High King's direct vassals in exchange for their own piece of land they own and manage at the expense of their vassal. As with the High King and his direct vassals, these Knights or minor nobles pay taxes and provide troops for military matters when needed and in exchange, they may do whatever they please within reason within their lands. Below even the lesser nobility and the Knights of Laetannia are the local administration staff that aid nobles of all tiers of power in managing their lands, their families and their military. These include the rare Castellans which functioned similarly to a mayor for powerful nobles that controle cities however for a number of reasons, Shire Reeves are far more common, essentially trusted men and women of their nobles whom functioned as foremen's, making sure projects in their lands or more specifically, their village or town are completed. Along with them, nobles would often have Constables, trusted men and women, often veterans or commoners that were in charge of local military matters such assigning patrols and providing protection.
Ranks of Laetannian Society
For simplicity and easier understanding, the ranks of the nobility, military and the religion of Laetannia's religion will be combined into one list down below. If one or more ranks is in the same tier as another rank than that rank is equal to whatever rank that is in it's tier. The solid lines below separate each tier of society within Laetannia.
The Lady of Prophecy, the Divine Being, Lendira - As the founder and true leader of Laetannia, she holds absolute power over all her subjects, even the High King and the Arch Priestess must bow to her will without question.
The Arch Saint of Laetanna - Known by countless titles throughout the entire world, he is the original Champion and Grail Knight of Lendira whom saved the world from destruction at the presumed cost of his own life. He is without a doubt, the greatest warrior to ever exist in Laetannian society to the point, even in death, as the progenitor of their way of life, he is considered the only equal to the Lady of Prophecy as Laetannia's "Arch Saint" , being the "Hero Divine of Chivalry and Honor". Loved by his people beyond the point of rationality, his veneration is equal in power to the Lady of Prophecies own worship to the point hundreds of thousands dedicate themselves to his ideals and ways of life as well as continue to fight in his name despite having presumably died over a thousand years ago. There are almost no living souls that knows the true fate of of Lendira's original Champion and even If they did, they would would never speak of it for It is a tale of great sorrow and shame.
The Celestials - The cast that represents the chosen Aeadra servants of the Lady of Prophecy herself, the celestial cast comprises almost entirely of Lendira's personal servants, the Aeadra Valkyrie, aeadric female warriors of light whom exist to fight off the evils of the world and destroy the darkness wherever it can be found at any cost in the hopes of stopping the influence of the Deadra Lords once and for all. Although they are exceptionally rare on Athrunial as a whole, Lendira's Aeadra Valkyrie can be found relatively easily in Laetannia guarding over the most sacred, holy grounds dedicated to their Lady or watching over the graves of great heroes whom fell in battle protecting Laetannia such as the fabled Grail Knights of legend. Such holy graves are watched over as to prevent one with ill intention from interrupting a fallen hero's slumber, something they rightly deserve. Despite being famous around the world for their divine like beauty and wielding a set of warrior skills to match, the Aeadra Valkyrie's are the most prominently known for being the eternal companions of the fabled Grail Knights of legend. They follow in the footsteps of their Lady when she aided her original Champion, the Arch Saint in his quest, aiding him in his battle against the forces of darkness and aiding him in his search for the necessarily power to defeat Necris and save the world. whether selected by their Lady or just created for the newly cemented Grail Knight in question, The Aeadra Valkyrie is a companion for life to the Grail Knight in question, acting primarily as their battle companion against the darkness as well as their holy adviser and guide at times. From the concept of betrayal being unthinkable to the two often being able to understand each other without speaking, able to read and understand's each other thoughts and being able to predict the other's movement out of habit and subtle movement, the bond between an Aeadra Valkyrie and her Grail Knight are immensely strong. So strong they are that they are often considered unbreakable as their divine duty brings them together. Indeed the bond between the two is so strong, It is not uncommon for an Aeadra Valkyrie to fall in love with her Grail Knight and become his lover for the rest of her life, becoming his wive and being the mother of his children, provided she receives her Lady's blessing for their union. An Aeadra Valkyrie's love for her Grail Knight knows no bounds so when the worst possible outcome occurs, she will never love again and If by chance, her lover is slain in battle, the forever grieving Aeadra Valkyrie will guard his resting place until either she or her lover's body is no more. Some time afterwards, the Aeadra Valkyrie's love and grief she had for her lover will turn into pure rage, transforming her into a Serra Aeadra, an Aeadra whom embodies war, one whom is eternally consumed by the rage she holds in her heart to avenge her lover's death. From that moment onward, being an avatar of war that exists solely for vengeance for her lover's death, the newly christened Serra Aeadra will repeatedly wage war, especially those whom killed the love of her life until she herself no longer draws breath, preferring to die to be alongside her lover than to live a lonely and depressing existence.
High King of Laetannia - Blessed by the lady of Prophecy herself and chosen from the ranks of the pseudo divine being Grail Knights, The High King is the is the undisputed warrior king of Laetannia, being the physical manifestation of honor and the code of chivalry as well as being blessed with the wisdom and knowledge to rule fairly and justly. In practical terms however, due to the Lady of Prophecy's constant and long absences from power, being away for many years at a time, the High King of Laetannia holds absolute power in the absence of her presence.
Arch Priestess - Blessed and chosen by the Lady of Prophecy herself, the Arch Priestess is the spiritual representation of her lady's will and much like the High King, besides for being her closest servant, she holds absolute power in all spiritual matters when her lady is absent from power. Chosen servants of the Grail - The undisputed ruling class of Leatannia since it's conception, these individuals are the personal Champions of the Lady of Prophecy, having became the physical manifestation of her will, they exist to spread her influence and when times of great turmoil occur, they fight in her name using the powers invested into them by their Divine Being. Being courageous individuals whom have have proven themselves worthy to the Lady not only in spirit and purity but in nobility and humility as well, those whom have been touched by the Grail are seen as living icons, living Saints infused with the power of the light entrusted to them by their Lady. As a living Saint of Laetannia touched by the Lady's powers, living Saints enjoy great lifespans that spans hundreds of years, possibly several hundred and remain eternally youthful for the majority of their lives. A living Saint will only begin to age physically upon reaching the final decades of their life. Besides their much extended lifespans and remaining youthful for majority of their life, those touched by the Grail are blessed with many more gifts such as mastery over the light, allowing them to heal, see into the future like their Lady, one may be granted a golden aura that wraps around their bodies, protecting them from corruption and the darkness or If one would join the ranks of the fabled Grail Knights of legend or simply be blessed a warrior, they may be blessed Pseudo Divine Being strength, speed and endurance and their weapons may be imbued with a portion of her own power. The arrival of any of those touched by the Grail, especially a Grail Knight will be greeted by the masses as a massive celebrity or even as a Pseudo Divine Being to those of the greatest of her servants. From there, those in the immediate area, no matter the rank in society will often hold festivals, parades and feasts in their honor and It isn't considered unusual within Laetannia for the people to crowd the streets, trying to do whatever in their power within reason to be even given a glimpse of the individual or If there lucky, they may even be able to touch them or be able to speak with them. Servants of the Grail, especially Grail Knights command respect and awe no matter they go or those of any rank in their presence, even the High King himself is not above another Grail Knight. Besides their status as living Saints, they are always the talk of the Kingdom and is common talk for the people to tell tales of their paragon like exploits and earthly virtues. It is a common topic for the Living Saints to be compared to the ones of the past and that of the Arch Saint. Although they are not Divine Beings, the Saints of Laetannia are venerated so highly, there is an entire deity pantheon dedicated in their name. Following the examples of the fabled Grail Knights of legend, those of the Grail are the fearless, tireless, know no despair, Champions of the Lady of Prophecy whom will continue to perform their duty to the last of their breath and If one of them were to fall into battle, the people of Laetannia, whether as nobles or commoners, will do whatever in their power to secure their body even at the cost of themselves and those around. The concept of allowing the enemy to decimate a Saint's body is unthinkable and unforgivable to the highest point that such a enemy will be hunted down and eliminated without mercy no matter the cost.
High Priestess - Technically part of the Grail class of Laetannian Society, the High Priestesses are the most numerous of the Lady of Prophecy's blessed servants whom function similar to a Cardinal and as a Bishop to various degrees whom directly aid the Arch Priestess in all spiritual matters of the state through the Lavena council as her personal advisers of choice and when needed, elect a new Arch Priestess from their ranks when the current one dies. It is common sight however for High Priestesses to be the head of her own autonomous religious establishment such as a convent or a cathedral or take over a position over governorship of the local area's under the control of the Holy Church. Far more rarely, a High Priestess can be seen as an adviser to a local lord and/or during dark times, High Priestesses can be even seen leading the defense's of cities as inspirational figures or joining one of the many knightly armies of Laetannia into battle and aiding them against the darkness and healing those in need. Seen as a divine hero by the masses, a High Priestesses presence alone is enough inspire the men and women of Laetannia around her to greater heights of bravery and nobility in the face overwhelming danger. The sight of a High Priestess being slain much like any other touched by the Grail will throw the nearby army into complete disarray as they they become overwhelmed with vengeance, using their now eternal anger to cut their way through the enemy to secure her body and put it to rest.
High Lord Seeker - Technically part of the Grail class of Laetannian Society, the High Lord Seeker is the leader of the Seeker Inquisition that is attached to the military arm of the Holy Church, which of whome oversea's all Seeker activities as well as function as it's representative. Although Autonomous from the rest of the religion's organization, traditionally the High Lord Seeker has been a member of the Arch Priestesses council in an attempt to spread their influence as well as destroy any corruption within Laetannia.
Templar High Lord - Technically part of the Grail class of Laetannian Society, the Templar High Lord is the leaders of the Templar Order within the military arm of the Holy Church, which of whom oversea's all Templar Order actives as well as function as it's representative. Being the military arm of the Holy Church, the Templar High Lord works hand in hand with the Arch Priestess through her council in an attempt to further protect everything deemed important by the Holy Church.
Royarch - Famously known as the "Knights of the Round" by those inside and outside of Laetannia, the Royarchs are the personal Knights of the High King of Laetannia as well as his closest advisers and companions. Being the personal knights of the High King himself, the Royarch's are one of the most skilled groups of Knights on Athrunial. Their skill in battle is only surpassed by the fabled Grail Knights of legend themselves. As one of his most trusted representatives, the Royarchs aid their High King in all political and military affairs by using his word as law. To do this, every single Royarch is entrusted with his authority. Royarchs often journey throughout the lands of the nobles and those of the hostile lands to keep the peace and when needed, lead Laetannian forces into battle as a Vanguard General or Champion. Carrying themselves similar to Grail Knights, the sight of a Royarch commands respect and awe by their allies as one of the most skilled and honored of all Knights within the lands and for those whom are unfortunate enough to battle them, their presence alone is often enough to force the enemy to flee or surrender before battle is even joined. Despite being comprised almost entirely of non blessed Laetannians, The Royarchs are heroic warriors of the highest tier and by the masses, especially those of the pragmatic mindset, commonly view them as the true pinnacle of honor and chivalry, the highest position a normal mortal Knight can possibly achieve.
Templar Grand Master/ Templar High Commendatrix/Templar Grand Abbot - subservient to the Templar High Lord, Templar Grand Masters are the leader of the Templar Orders that make up the Templar military arm of the Holy Church and are known to commonly run it's day to day activities. During times of turmoil, the Templar Grand Masters are known to come together in a council, possibly the Templar High Lord as well to discuss matters of great importance. Templar Grand Masters leads Templar Knight Orders, Templar High Commendatrixs lead Templar Sister Orders and Templar Grand Abbots lead Templar Monasteries.
Templar Lord - Templar Grand Masters that have been granted land by a Noble or being allowed to govern their land in their absence. More often than not however, the noble in question will be removed from power due to failing in their duties and will be left in the hands of the Templar Grand Master or another Templar of similar high rank will be promoted to govern the land.
Templar Marshal - A wartime only rank within the Templars, a Templar Marshal is a General of Templar Order armies during wartime.
Lord Seeker - similar to the Templar Grand Master, the Lord Seeker is responsible for the running and maintaining of a inquisitor Chapter House.
Priestess/Priest/Abbot/Abbess - Are the spiritual leaders of their religious structures with Abbots in charge of Monasteries, Abbesses in charge of Nunnery's and Convents and lastly Priestesses and Priests in charge of spiritual structures such as Churches, Cathedrals and Shrines.
Commendatrix/Abbot General - A wartime only rank a Abbess or Abbot takes the mantle up during a Crusade, they lead their monasteries and convents during wartime as holy warriors.
Inquisitorial Seeker - Commonly referred to as Inquisitors, Seekers are the eye's of the Holy Church that function as field agents of the Holy Church that seeks out the truth through any means. They're primary duties are to seek out any corruption or darkness influenced area's or a person within Laetannia or the Holy Church's property and cleanse them of such corruption or darkness. If that is not possible however, Seekers have the authority to arrest or eliminate anyone, regardless of any political, militarily or spiritual position, providing they have substantial evidence in the name of preserving stability of the realm.
Deacon/Sister Superior - A ordained minister of a religious structure such as a Church, Cathedral or a Shrine, they are below the Priest/Priestess, a Deacon is a rank for men while Sister Superior is for women.
Templar Commander/Seraphim Celestine/Abbot Captain-General - Field Commanders of the Templar Orders, they are the most senior officers of a Templar Order, second only to the Grand Master/Templar High Commendatrix/Templar Grand Abbot. They are often in charge of large detachments and fortified structures belonging to the Holy Church. Templar Commanders leads Templar Knight forces, Seraphim Celestine lead Seraphim Sisters and Abbot Captain-Generals lead monastery forces.
Templar Captain/ Abbot Captain/ Seraphim Superior - senior officers of their Templar Order, they are in charge of smaller detachments and units. Templar Captain leads Templar Knight forces, Seraphim Superior lead Seraphim Sisters and Abbot Captains lead monastery forces.
Seraphim - sometimes referred to as the "Ebony Sisters", the "Daughters of Death" and as the "Maiden Disciples of the Arch Saint", the Seraphim are the elite sisters of Templar Sisterhood Orders. Experienced, ferocious and unyielding warriors in combat, they led to inspire others to higher feats during battle and causing dread towards the enemy. So famous they are in their fanatical worship of the Arch Saint, their worship of the Divine Hero makes past unbreakable in combat and will gladly die in the name of their Arch Saint rather than flee, especially when the lives of innocents are threatened or a great evil looms over.
Templar Paladin - Hardened veterans, Templar Paladins are the elite Templars of the entire Knights Templar, they command respect and awe similar to the fabled Grail Knight of legend, albeit to a far less extent. Besides being high trained, experienced and disciplined, Templar Paladins command the light similarly to the Priestesses of Laetannia however instead of using it's holy power to heal the sickly and wound deadra with their light, they use it as their Lady's divine wraith to smite her enemies.
Templar Palatine-At-Arms/ Palatine Superior/ Palatine Abbot - A unified rank utilized by all Templar Orders, they are in charge of leading Palatines, veteran warriors of their Order.
Palatine - A unified rank utilized by all Templar Orders, Palatines are veteran spiritual warriors
Templar Sergeant/ Sister Dominion/ Deacon-At-Arms - the lowest officer rank, they lead squads into battle
Sister Superior - Experienced sisters second in command of squads
Knight Templar/ Templar Sister/ Templar Brother - Knights in the service of the Holy Church, they serve as the backbone of the military arm of the Holy Church, serving as bodyguards to those of high rank such as Priestesses, protecting locations of spiritual significance and more rarely, they wage war as holy crusaders and aid in Inquisitorial matters that requires martial abilities.
Brother/ Sister - a member of a spiritual organization such as a Monastery, Nunnery, Convent, Church, Cathedral,Shrine and in castles serving Nobles in spiritual and educational matters.
Novitiate - A brother/sister in training whom has yet to take their vows as a Brother, Sister or a Nun. This rank applies for both regular Orders and Monk/Sister Templar Orders.
Neophyte - Commonly referred to as a "Templar Squire", Neophyte are senior Initiates whom have completed majority of their training under their mentor and are nearing the completion of their training.
Seeker Apprentice - An apprentice of a Seeker, the lowest rank of the Seeker Inquisition
Initiate - A youngling whom has just begun down their path to become a Templar
Royal Consort - Spouse of the High King/Queen of Laetannia
Royal - The royal family of the High King/Queen of Laetannia
King/Queen - A exceptionally rare noble rank that that has only been granted twice in the history of Laetannia's existence, sometimes referred to as "Archduke/Archduchess", the title of King/Queen is the highest hereditary title a noble can ever hope to potentially achieve. Unlike other titles, the title of King/Queen are only granted under the most unusual of situations when a vassal gathers an absurd amount of influence. Such a example is Duke Godfrey whom managed to not only launch a successful Crusade into western Jassaydin but was able to secure a large amount of suitable, fertile lands for future countys, earldoms and duchies. Being a King/Queen that controls a small kingdom worth of land, they are above even dukes/duchesses, making them only subservient to the High King himself.
Duke/Duchess - The highest ranking noble rank a person can attain as well as the highest hereditary title under most circumstances, Dukes control Providences/Regions or have multiple cities, locations etc under their control. Under normal circumstances, Dukes and Duchesses answer only to the High King.
Paladin - Knightly Heroes in Laetannia society, Paladins are Knights of extreme skill whom have performed great deeds either off or on the battlefield, often leading their lesser brothers and sisters into battle acting as Vanguards or having defeated a particularly powerful foe such as a great monster or a enemy Champion. To the people of Laetannia, Paladins are viewed as lesser celebrities worthy of respect and admiration and despite their age or rank, they are seen equality as wise warriors. Indeed just like the Royarch's and the Grail Knights, the people of Laetannian tell tales of heroic Paladins charging into battle, slaying monsters like wyverns and charging into the fray of a battle, slaying countless foes and the enemy champion before finally dying of their wounds. Despite popular belief outside of Laetannia however, Paladin is not a rank but a ceremonial title gifted to any Knight of Laetannia by the High King himself, the Arch Priestess, a High Priestess or by a Duke/Duchess whether they be a Knight Errant, a Knight of the Realm, a Duke or even a Grail Knight. During times of peace, Paladins act as advisers and help the courts keep the peace between the realm and other Kingdoms while during times of war, Paladins often function as Vanguards and Champions of Laetannian armies and sometimes more rarely as in the case of the High King, they may function as elite bodyguards. In Laetannian society, it is usually tradition for a Paladin of an army during war to carry their banner.
Count - Controls a large county
Earl - Controls a vast amount of small counties that equals in power to a Count
Baron - Controls a small county or town
Knight of the Realm - Veteran Knights whom make up the bulk of Laetannia's Knightly forces, Knights of the Realm are minor nobles, usually Barons in the service of far more powerful nobles such as Counts, Earls and Dukes whom in exchange for granting them ownership of their own land and allowing them do what they please within reason within their domain, they provide taxes in the form of military service and support and at times, wealth and/or supplies. Much like the higher ranked nobles, they are required as well by traditions set by their Lady that those in power must protect the innocent and weak within their lands, especially those whom work the land and make it prosperous. In Laetannia society and those of foreign lands, the Knights of the Realm are the cultural icon Laetannia, being viewed as heroic, super human chivalric Knights of honor whom embody the Code of Chivalry above all else.
Household knight - A Knight of the Realm whom personally serves a Lord or his family, Household Knights function as loyal bodyguards and as officers to his Man-At-Arms. Unlike regular Knights of the Realm, Household Knights do not own land of their own or hold any political power.
Hedge Knight - Similar to a Household Knight, Hedge Knights are landless Knights of the Realm whom spend majority of their life for one reason or another, traveling place to place, offering their services to local Lords and places of authority.
Questing Knight - A individual whom has taken the "Questing Vow" to prove themselves worthy to their Lady of Prophecy. A Questing Knight is a "White Knight", a hero whom has forsaken all their titles, land and possessions in the hopes of proving themselves as a "True Knight" of Lendira, following in the footsteps of the Arch Saint. By abandoning everything precious to them, the Questing Knight is set forth on the path of the "Hero", forever forced to journey throughout the lands, performing good deeds in the form of the defending the weak and innocent to battling the greatest of evil's in the world. There is only two fates that await a Questing Knight of Laetannia. They are to either fall in battle performing their duty to the last of their breath Or if they are found worthy, the are allowed to drink from the holy grail and ascend to the ranks of the fabled Grail Knights of legends. A true hero, a Questing Knight will do no wrong and will never ask for a reward or compensation, they are the true definition of what It means to be a hero. Despite popular belief, any individual of either noble or otherwise common birth of Laetannia may undertake the Questing Vow despite it traditionally being a tradition by the nobility, specifically the Knights of Laetannia. Although it is accepted in Laetannian society, It is frowned upon for anyone but a Knight of Laetannia to undertake the vow. Taking such a oath should never be taken lightly as when one takes the vow, they can never take it back. Until the moment where the person proves themselves worthy to their Lady, that individual is considered dead as far as society is concerned and while Questing Knights are highly respected and can be viewed as minor celebrities at times, the vast majority of the time however, they are viewed as faceless exiled heroes. As for why one would undertake such a vow, there are many reasons. Some may have a strong urge to protect the weak and do what is right, following in the footsteps of the Arch Saint and become a "True Knight" in every meaning of the word while others may wish to prove themselves a true servant of their Lady. They may also undertake the Questing Vow in an effort to repent for any past Sins they have committed for even the Knights of Laetannia are only human and do make mistakes.
Marshal - Commonly referred to as a "Man-At-Arms Marshal", Marshals are the most senior and highest ranking of all Man-At-Arms, functioning similarly to a General, being in charge of maintaining and leading their men under their command.
Seneschal - A Marshal or a Captain second in command under a army's Marshal, the Seneschal performs the more day to day activities such as handles movement and formation of new units, governing local garrisons etc
Constable - Trusted men and women of local Lords, they often aided their Lord and the Man-At-Arms officers in military operations in the form of advisers.
Man-At-Arms Captain - Senior Man-At-Arms officers in charge of large formations of Man-At-Arms as well as could function as as a garrison Commander or a Commander of a fortified location.
Dame - a title of nobility granted to a woman of noble birth, usually wives of nobles or daughters who have not been trained in the ways of knighthood yet fight and manage fortified locations.
Lady/Maiden - A honorary title of nobility granted by a Noble higher in power or those of noble birth or those directly related to a noble family but hold no lands or political power.
Castellan - Essentially a Shire Reeve, Castellans function similar to a Mayor to a large town or city with multiple Shire Reeves working under them in the name of their Lord.
Man-At-Arms Sergeant- Commonly referred to as "Sergeant-At-Arms", Man-At-Arms Sergeants are Veteran Man-At-Arms officers in charge of a large squad of Man-At-Arms or a important location.
Knight Errant - Squires whom had just been promoted to knighthood. Despite the completion of their training and being knighted, due to their inexperience and their fanatical belief to prove themselves to be worthy of what It means to be a Knight, Knight Errants must first prove they are intelligent as much as they are skillful on the battlefield as well demonstrate what it truly means to be a true Knight of Laetannia. To prove themselves, many Knight Errants join the crusades to the east, some attempt to become Templars, some join another Noble's army while others journey on the open road as hedge knights. The reality however is that the fates of many Knight Errants are to fall in battle, usually from over eagerness, overestimating their abilities, seeing themselves as "invincible" or underestimating the enemy while there are a few whom just are never truly able to grasp the concepts of honor and chivalry. For this reason, Knights Errant by tradition do not hold any titles or powers. While extremely rare, Knight Errants can be landed nobles however such things are frowned upon heavily by their family's until they prove themselves worthy by becoming a Knight of the Realm.
Man-At-Arms - The standard rank and file soldiers of Laetannia, they make up the bulk of Laetannia's armies as It's primary front line unit. Drafted from commoners or "normal" men and women by their local Lord, they are trained and equipped at the expense of their Lord, functioning as career long soldiers and guards for their castle, town, village, city etc. Essentially normal soldiers, Man-At-Arms, unlike Knights, focus and train on all aspects of combat, especially with longbows and polerarms and despite not being Knights or that of nobility or even being considered Warriors of Honor, at least by Laetannian Knights anyway, Man-At-Arms are still highly respected for their service and self-sacrifice to the protection and ideals of Laetannia by the people of Laetannia.
Shire Reeve - Trusted servant of a local Lord, they are administration staff or servant that help govern small pieces of lands, villages or town.
Squire - An apprentice in the service of a Knight of the Realm in their second phase of training to obtain Knighthood. As a Squire, they are taught a magnitude of combat skills such as using the sacred lance and fighting on horseback to being able to perform simple duties as a noble in training. There is no universal training regime per say however, every Squire is usually trained differently by their Knight of the Realm on what they think is best. As a result, although many Knights of the Realm are skilled in both combat and in the noble courts, there are "Specialized" Knights of the Realm whom specialize in one aspect whether that be a Knight of the Realm being a master of intrigue. combat or something in between. In times of peace, Squires often act as courtiers and attendants but during times of war, it is common when able for Squires to function as shield, armor, flag bearers, running important messages, maintain their Lord's weapons and armor and during rare occurrences, they will often fight alongside them or with other Squires. The training of a Squire has no set time limit per say but the average is five to ten years. If a Squire is deemed a failure or for one reason or another such as cannot afford their own equipment, whether it be their own coin or the coin of their families, lack the ability to fight or lead or perhaps show's little honor or interest in the code of chivalry than these Squire's will remain Squires for the rest of their lives. In this regard to those whom still serve a Lord militarily as lifelong Squire's are commonly known as "Squire Sergeants" and as "Man-At-Arms Squires". They are equal in rank to a normal Man-At-Arms Sergeant although rare, one can be promoted. Most Squires that live as normal soldiers are often trainers for regular soldiers or are Sergeants in a Lord's Man-At-Arms army.
Ministerialis Servant - Commonly referred to as the "Gentry" class, ministerialis servants are commoner households that have sworn oath's to directly serve a noble house via servitude. As such, they handle all mundane duties that is required to maintain a noble house while those in power handle more important matters. Though ministerialis servants cannot leave the service of their noble house without the explicit permission from the head of the noble house, ministerialis servants are permitted to own land, most times within their noble house's domain, run their own businesses and marry whom ever they please under most circumstances. Being sworn house hold servants, ministerialis servants also enjoy a higher state of living, have the protection of their noble house as well as having much higher chances of gaining knighthood and becoming household knights. Lastly to note that in the rare chance a ministerialis servant temporary find themselves in position of power even higher than that of a Shire Reeve, that ministerialis servant is considered a member of the nobility through social means. The status of their temporary social nobility depends entirely on how much responsibility they have been given.
Page - An apprentice in the service of a Knight of the Realm during their first phase of training to obtain Knighthood. Beginning their training at the age of seven, Page's learn the basic forms of combat and proper etiquette for a noble to know however due to their young age, Page's act as their title would suggest, acting as attendants and messengers. The training of a Page often last several years until they reach the age of eleven although it's not unheard for Pages to be older before becoming Squires.
Commoner - The common person that makes up the vast majority of the population, they are the men and women that handle the day to day operations required to keep the homeland going. As such, all those whom do not serve a noble directly are within this category. Examples are vocational workers, farmers, merchants etc.
Exile - Individuals whom have banished from the entire realm or a particular region for performing heinous crimes, usually political in nature. Exiles can be of any rank and are immediately stripped of all their possessions, title and even honor. When a individual is exiled and receives the marking of a "Exile" on their body, the Exile in question has three days and three nights to leave the realm in question before, If caught, are killed upon sight and as far as society is concerned, that person is already dead. Exiles that manage to escape, often live shallow, miserable lives for the rest of their days in nearby realms as they're shunned and ignored heavily, forcing Exiles to migrate to other countries in the hope o living a better life.
Economy
Being a kingdom comprised primarily of grasslands, Laetannia is renowned for exporting a magnitude of high quality, large quantity's of agriculture crops such as wheat, barley, oranges, strawberries, corn, beans, tomatoes, grapes, cabbage, sugarcane, onions, apples etc as well as prepared agriculture goods such as fine cheese's, various types of bread, milk, fruit juices, wines, honey etc. Besides for agriculture, Laetannia is a known animal husbandry exporter as well due to the mass amount of large ranches that can be found in Laetannia's near endless grasslands that consist of tens of thousands of livestock ranging from pigs, goats, sheep, cows and even domesticated elk which produces large quantities of high quality cotton, meats, eggs etc. Laetannia star exporter is by far is it's Llamrei/Gringolet warhorses employed by the Knights of Laetannia. The finest breed of Horse in the world, they are stronger, faster and far more enduring than any horse of any other breed could possibly wish for. The Llamrei breed is of Aeadra origins, being the descendants of Llamrei, the Lady of Prophecies white mare she rode during her one hundred year journey alongside her Champion on top of his own horse, a mighty, black stallion named Gringolet. While Llamrei exists still to this day, Gringolet met his end during his Master's duel with the Supreme Being of Creation, refusing to leave his Master's side after charging into the heart of the being that seeked the destruction of the world. The Llamrei breed itself is broken into two sub variants, the mares of the breed are referred to the Llamrei due to their white coats and being extremely nimble and agile while the stallions are referred to as the Gringolet due to their black coats and being extremely strong and enduring. Due to the Llamrei's immense value as war mounts, Llamrei are are exported to other nations at the cost of small fortunes that would easily break a lesser noble family's income. As a result of this, only the wealthiest of nobles and knights are able to afford one. For reasons unknown however, to the disappoint of most nobles, the Llamrei can and will only breed in their ancestral homeland that is now Laetannia. It is not known If this is magical in nature or If the horses simply refuse to. Due to this reason as well, Laetannia has became wealth for offering their services of breeding and training foreign nobles and knights of their Llamrei warhorses, even more so If they only have one. Lastly Laetannia is a known exporter of precious metals such as Iron, various forms of steel as well as being as the sole exporter of adamantium, the most durable spawning metal in the world. Because of it's extreme rarity, Laetannia is offered great fortunes for it's limited exportation of it's adamantium.
Education
Due to Laetannia being a feudalistic like state, there is no official educational system. Most of the people of Laetannia follow in the footsteps of their parents, often being raised and trained in the same vocation to take up the family business. With every noble being the sovereign of their own plot of land essentially, the infrastructure of the various lands differ greatly depending on many factors. Some nobles may construct various schools and learning institutes while others will dismiss certain vocations entirely in favor of military service. Commonly nobles with little power or wealth or those whom live on the borders will often dismiss education in favor of having a larger garrison of troops with said noble only having a Ivalice like General School that teaches basic subjects such as reading, writing and basic math. At the opposite end however with powerful nobles owning vast amounts of land or those sit in control of a city, there may be many General schools and countless Guilds of numerous different trades that are willing to take apprentices. Of course, these education choices are for the commoners. For those of noble birth, boys are expected to become Knights in some regard and girls under most circumstances are expected to become Lady's in waiting although a girl, If desired to be trained, may be trained as a Knight although girls are often encouraged to become mothers to raise the next generation of Knights.
Types of education
Child School - Commonly referred to as a "General School" by foreigners, a Child school is similar to the General Schools found in Ivalice where children of commoner birth are sent to at the age of five to fifteenth years of age to learn how to speak properly in Imperial Standard, learn how to read, write and basic mathematics's as well as the basic proper social behavior when in the presence of the nobility. Child Schools are often ran by Nuns whom maintain the facility and teach.
The Guilds - In most of Laetannia, there are no schools that teach vocations, in it's place are Guilds that specialize in certain vocations that are ran by Masters of the trade. Similar to a Knight and a Squire, Masters or Journeymen of the guild will take on apprentices and teach them the craft. There is no set training period.
Monasteries/Convents - Highly religious facilities comprising of monks, sisters and nuns whom have abandoned their old lives in favor of dedicating their lives to the Lady of Prophecy and the Arch Saint by entering in their service as ever faithful, fanatical servants. Besides their religious duties, for those whom have not taken cloistered, solemn vows, these brother monks and sisters are known for performing higher vocations than guilds such as the social sciences, writing and keeping records of history, concept of physic, equations, geometry, algebra as well as other advanced studies. Outside their Monasteries and Convents where they perform charitable work and offer their services to the commoners and nobles alike, they are known for being philosophers, alchemists, historians, scientists,mathematicians, physicists, engineers, inventors, astronomers as well as simpler jobs such as carpenters, nannies and nurses.
Military enlistment - Unlike other countries, Laetannia holds no official military training establishment, in it's place is the military forces of the nobility. To enlist in the military, one may either enlist into the military garrison of their local noble as a Man-At-Arms in which they will spend several months in rigorous training before becoming a Man-At-Arms. To become a Knight on the other hand, one must locate and persuade a noble or a Knight of the Realm to take them under their belt as their Squire. After several years of training, the Squire in question will be knighted as a Knight Errant.
Society and culture
A holy feudalistic kingdom of chivalry and honor guided by the active hands of the Lady of Prophecy and protected by her Aeadra servants, her Aeadra Valkyrie and her chosen mortal servants, the fabled Grail Knights of legend, The culture and society of Laetannia revolve solely around Laetannia's origins and the reasons of it's founding. Knowing of the Deadra Lord's imminent return and the probable chance they would likely succeed in conquering the mortal plane, Lendira devised a plan of a last resort in the hopes of saving humanity and all sentient life in the mortal plane, to create an Aeadric like Kingdom comprised entirely of super human warriors whom would defend humanity and the mortal plane against the Deadra and their Deadra Lords at any cost. Knowing she would need men and women like her original Champion If the mortal plane had any chance of surviving the imminent Deadra invasion that would come in the future, she decided this Aeadric Kingdom, the kingdom that would later be known as "Laetannia" would exist to take the greatest warriors of her newly created kingdom and forge them through the countless fires of battle and war to create the greatest warriors humanity had to offer, to make them humanity's first and last line of defense, These warriors would later be called Grail Knights, the Lady of Prophecy's divine wraith and protection made manifest, to meet the greatest foes of humanity on the fields of battle and deliver divine retribution no matter the cost all in attempt to defend the innocent and the helpless. In this regard, at the dawn of the fifth era, using her original Champion, the very first Grail Knight, the Arch Saint as inspiration, she summoned her divine like power to create the very first beings that would create her kingdom, designing them to be super human in nature, to be stronger in body and mind. Blessed with many gifts and instilled with the mindset of her original champion, these fearless super human warriors would go on to be able to counter any threat, to be equals to the Deadra on the fields of battle and off, during times of peace and preparation. With the mind of the Arch Saint whom embodied Honor and Chivalry above all else, she knew her super human warriors would be able to rule fairly and justly over her newly created people yet despite that, to make sure corruption could never become a possibility and take over the minds of her people, to ensure the Dark Lords couldn't foil her plan of a last resort, she first summoned her greatest mortal Champion since the passing of the Arch Saint and upon finding him worthy of taking up the mantle, she transformed him into a Grail Knight before crowning him as the first High King of Laetannia. After the coronation of High King Orderic by the hands of the Lady of Prophecy herself, she made a declaration to her people to ensure Laetannia's High King had been instilled with the proper knowledge to rule fairly and justly. She made the declaration that only the greatest of her Grail Knights could sit upon the throne as her people's High King, one whom was granted divine right by the Lady herself for a Grail Knight not only represented her ideal's but the spirit of the Arch Saint. To aid her Grail King in leading her new realm and to ensure corruption could never take seed, she wasted no time in creating a religious organization in the form of the Holy Church. Led by her Arch Priestess, the female counterpart to the Grail Knight whom would be selected by her Lady to become High King, the Arch Priestess would be the spiritual leader of her people in the form of being the leader of the Holy Church that would exist to spread her influence and ideals of the Arch Saint along with the responsibility of finding any darkness throughout the land and destroy it.
From Laetannia's origins stemming from the original Grail Knight battling the Supreme Being of Creation to save the world from destruction to it's very founding by the Lady of Prophecy centuries later, Laetannia's society and culture revolves solely around it's origins and the reasoning behind it's founding. As a result, Laetannia was built from the ground up to stand as a holy kingdom of chivalry and honor, to house legions of super human warriors whom would stand united against the darkness as the reincarnations of the Lady of Prophecy's original Champion as her personal warriors, to be her sword and shield against the Deadra and their wicked overlords, the Deadra Lords as well as to protect the weak and innocent. They were to live by the same ideals of the progenitor of their way of life, the first Grail Knight whom died to make everything possible, to be noble in heart and humble yet courageous, unyielding and self sacrificing at the same time. Since it's conception, due to the importance of the duty they been given by their Lady, every man, woman and child that lives within the realm knows and understands the reasoning behind their existence. Knowing this and knowing the importance of their task, the men and women of Laetannia come together for the "Greater Good", the founding philosophical principle of Laetannia where everyone within the land, regardless of class or occupation work together to create a prosperous, near perfect utopia in the hopes of preparing Laetannia for the notorious "Promised Day", the day that marks the return of the Deadra Lords and their hordes of Deadra. To prepare for such a day, Laetannian society is split into six distinct social classes that focus on separate vocations and duties that aid in creating the prosperity required to prepare itself for the Promised Day.
Social Classes of Laetannia
Celestial Class - The highest social class within Laetannia, the Celestial Class is comprised entirely of Aeadra whom are in the service of the Divine Being, Lendira, most of whom are her personal Aeadra servants, the Aeadra Valkyire, the lifelong companions of the Grail Knights and the protectors of the holiest locations within Laetannia.
Ascension Class - A unofficial class that comprises the High King and Arch Priestess of Laetannia, they are the direct representations of her will and are her closest mortal Champions. Considered near equals, If not equals to the royals whom rule Laetannia are the Saints of Laetannia, fabled heroes whom were touched by the Grail whom fought and died to protect Laetannia and It's ideals, they are revered and venerated as Pseudo Divine Beings of War after the Arch Saint of Laetannia and the Lady of Prohecy, so much so there is an entire Pantheon of these fabled heroes of legend.
Grail Class - The highest social class mortals can achieve within Laetannia, those of the Grail Class like the fabled Grail Knights of Legend are mortals whom have drank from the Holy Grail itself or have been blessed by the Lady of Prophecy's divine light. They are the undisputed leaders of Laetannia whom use their newly found power and wisdom to guide Laetannia true, using the light invested in them by their Lady.
Spirit Class - Comprised entirely of those whom have dedicated themselves to Lendira through entering her service as a spiritual servant of the Holy Church, they are the Priestesses, Monk's, Nuns, Sisters, Templars whom have dedicated themselves to extending and maintaining her influence, to spread the truth of their Lady's words not just throughout the realm but the entirely of the world. Their duties do not stop there. Being servants of humble and noble origins, they perform charity and aid the unfortunate through many different vocations. They also use their influence and wisdom to keep the peace and for those whom wield the heart of a noble warrior, many become Templars and Seekers whom seek out the darkness and destroy It before It can take root.
Nobility Class - Comprising of the nobility whom govern the lands of Laetannia and the Knights whom exist to protect Laetannia and possibly fill the ranks of the Grail Knights, every son of the nobility class is destined to become a Knight of the Realm and to die in battle defending Laetannia from all threats, especially against the Deadra Lords and their Deadra, where as the majority of the maidens of nobility are destined to become mothers of future generations of Knights and be the Lady's of great wisdom to their house and family although women whom show potential in being warriors may be trained as a Knight without discrimination or prejudice as some of Laetannia's greatest warriors have been women. Besides being warriors, by the word of their Lady, every individual of nobility is expected to rule over their lands fairly and justly with no exceptions and are expected to shield their people from danger from any threat and to aid them during times of hardships such as times of droughts and cold winters. If a noble is incapable of ruling his lands correctly Or has given in to the temptations of man, they are to be removed from power, whether voluntarily or by force either by the people, their Men-At-Arms or by the Knights that serve under them. Although a commoner under normal circumstances can not become a nobility, one may be able to join by becoming a squire of a Knight of the Realm or being granted a noble title or a piece of land to manage under a noble.
Guardian Class - Comprised almost entirely of men and woman of commoner birth whom have entered military service under a noble such as a Man-At-Arms or as a Squire whom never finished their training or decided to decline their vows to join the Knighthood, these men and women make up the bulk of Laetannia's fighting force, acting as the guards of cities, towns, castles and as the common soldiers within a Laetannian Army, focusing on all matters of combat, including the unhonorable Longbow in which Men-At-Arms are famous for using. Despite a Man-At-Arms not being a member of the Knighthood or even considered warriors of honor by the words of the Laetannian Knights, they are still highly respected for their service and the role they play within Laetannian society.
Commoner Class - Comprising of those of common birth, the commoners provide the more mundane and vocational work of Laetannia such as farming, building, crafting, breeding etc. Much like the Guardian class, despite being the lowest in Laetannian society and not being of noble birth, the commoners are still highly respected for the service and the role they play within their society and much like the rest of those in Laetannia, they enjoy a high standard of living, arguably the greatest in the world as Laetannians never go without and danger is almost non existent.
The Code of Chivalry and the concept of Honor
Being a holy kingdom of chivalry and honor inspired by the actions and ideals of the Divine Hero whom saved the world from destruction, Laetannia's society and it's culture is governed almost entirely by these two codes of conduct to the point, Laetannia would cease to exist as a whole without them in place. The origins of the original Code of Chivalry is unknown but many Laetannian historians believe their way of life originated from the the Holy Ruvelia Empire, a kingdom renowned for it's many Knights that existed during the Age of Fire to sometime during the Dark Ages before it was destroyed by presumably, the Deadra. This theory is backed up by the extremely rare fact that the Arch Saint in his youth was a Templar warrior of the Glaucous Templars within the holy city of Keyathia during the Dark Ages, a holy military order of the Holy Ruvelia Empire. Due to such a past, Laetannia's core belief's and it's way of life is diverged from the Arch Saint of Laetannia's own modified version of the code of chivalry which came to fruition due to his past experience as a Templar than as a Hero before finally becoming the first mortal Champion of Lendira as her first Grail Knight.
In the simplest of terms, the code of chivalry and the concept of honor is a way of life as well as a system of laws that all within the Realm, even those of common birth must strive by as they live out their lives. The code does not only dictate's one behavior such as showing humanity and being generous as well as helpful to the less unfortunate, be of noble character and show kindness, to be courageous and of self sacrifice during times of great need, to be respectful and loyal to those in power and to your elders but society as well with the choices they will have to make as well. The people of Laetannia, even those whom are not Knights or those not of noble birth are expected to aid those in need, especially those weaker then themselves. They are to obey their Lord or Sovereign under normal circumstances unless they are deemed unworthy of their seat of power than they must be removed by force, whether It be the people or the very Knights that serve the Lord in question. Every man, woman and child of the realm is expected to live a life of honor and by extension, bring honor to their Kingdom, especially their Lady whom is the one true, Divine Being of the world. When needed, every individual is expected to be a person of great bravery, to put aside everything and do what is right, even at the stake of their own lives regardless of social class. To deny them rescue or to refuse to aid them during their time of need is considered one of the greatest evil's a person could do just as performing activities like stealing or performing murder. It also goes the other way around for a person of the realm, no matter their social upbringing, unless they are a child, they are expected to aid those in stopping those whom would break the law whenever possible. Most important to the men and women of Laetannia, especially a Knight of the Realm is their honor and the words they speak. In Laetannia, a person is forever bound to their honor and their word. Those whom lie or break their word or prove dishonorable are considered worst than scum in Laetannia society. Although many outside the realm would find this mindset or way of living to be downright ridiculous or too idealistic, every man and woman within the realm see It no different than If they were in the presence of their Lady. With all this in mind, a Laetannian almost always lives in the moment, always choosing the most honorable and correct decision. To them, what matters most is what they do now and not necessarily what occurs in the future due to their decision. While such decisions take time for others to make, Laetannians see it as a simple matter that doesn't require much, If any thought.
To a noble, to a Knight of the Realm especially, they are held to a much higher standard than the commoners to the point the the code of chivalry and the concept of honor is something sewn into their very being as they are to be the reincarnations of the Arch Saint of Laetannia, to be warriors with unsurpassble valor and honor in the face of overwhelming danger yet show compassion and humility to those off the fields of battle. Instilled with this mindset from near infancy, almost every Lord of the land and the protectors of the realm, the Knights are fanatical in their belief in the code of chivalry and being honorable at all times. This is partially due to the Lords and Knights wishing to prove their worthiness and their respect to the Lady of Prophecy, to show they are worthy descendants of the Arch Saint of Laetannia and are fit to carry on his legacy as the rightful defenders of humanity. With this in mind, despite popular opinion outside their realm, the nobles and especially the Knights of Laetannia are fair and just in all things they do compared to the corrupt and power hungry nobles of other empires. Seeing themselves as the true servants of their lady and by extension, humanity, the nobles and Knights, sworn by their oaths of loyalty and driven by their unbreakable, religious fever, work tirelessly toward completing the main duty of their people whether that be as governing their lands and helping those in need or to march off to war whom would destroy everything they have built. With compassion and humility granted to them by their Lady and the courage and bravery they show on the battlefield no matter the size or danger, the Knights of Leatannia are warriors unmatched in bravery and valor, willing to go to the ultimate heights in destroying the darkness and delivering justice to the evil no matter the cost If it means paying the ultimate sacrifice, for If the Knights of Laetannia were ever to fail in their sacred duties, one day the world may no longer exist.
The Knightly Vows of Laetannia
Within Laetannia and the Laetannia's Code of Chivalry, everyone in the realm follows one of the Code of Chivalry's Knightly Vows of Laetannia regardless of social Class. As explained above, these vow's are integral to the Laetannian way of life where they dedicate one's actions in their day to day activities. While the Laetannian knightly vows are similar to one another, each one is unique in it's own way.
The Common Vow - The vow all commoner's live by
To serve the Lady of Prophecy and venerate the Arch Saint without question To serve the Greater Good without question To serve your lord,sovereign and superiors with honor To perform your duties and vocations without question and to provide them to your lord, sovereign and superiors with honor To serve militarily during times of great peril To aid those less unfortunate than yourself and aid those in their time of need To show's one noble word and character To show respect and loyalty to those in power and towards those with great experience To remove any great evil from power when needed To do no wrong doing against the people
The Vow of the Guardian - The vow a Laetannian take when they enter military service under a noble, becoming a Man-At-Arms
To always be loyal to your lord and sovereign, even during times of great peril To always obeys the orders of the nobility and the knights To never abandon your duty or post To always be the masters of all forms of combat besides that of the lance To answer the call of war when summoned
The Knights Vow - A vow every Knight of Laetannia takes upon being knighted
To be of noble heart and always stand by your honor To always defend the innocent and the weak To always seek the darkness and the evil of the lands and deliver justice To never leave your back to the enemy and fight to the last to defeat the foe, even at the cost of your own life unless for tactical cause To never lose faith in the Lady of Prophecy or break your vow's dedicated to her To never betray your comrades in any situation To govern fairly and justly To always defend their subjects and aid them during their time of need To always wage war from the top of his steed with his lance and sword in hand, ballistics's is the way of the coward To never draw his blade or lance against his fellow Knights except in trial of combat when their honor is at stake or within a tourney To never allow himself to be captured under any means, one must perform "Anaretem", ritual suicide To accept that Laetannia's Code of Chivalry and the concept of Honor is everything to a Knight and without it, one is no knight
The Questing Vow - A vow taken by a individual of Laetannia, usually a Knight or a Templar whom seeks to prove themselves to the Lady of Prophecy
To always be pure of heart, noble in character and stand by your honor even If leads to your death To surrender the common pleasantries of a man, to surrender all his possessions besides his tools for to conduct battle to the less unfortunate and to surrender all titles of nobility and lands to his family To never stay in the same location for long unless required by the duty of their vow To defend the domains of Order and those of the innocent and weak without cause To always be the bane of the Darkness and the evils that has seeped into the land To always accept a challenge with honor from those of great evil to personal combat To never flee from battle under "any" circumstances, to retreat or surrender is the way of the coward To give yourself completely and utterly to the Lady of Prophecy and to never yield in your search to prove your worthiness not only to her but in the spirit of the Arch Saint as well, to do anything else is considered the ultimate heresy To the sinned, one may find redemption through death on the battlefield by fighting as a "True Knight"
The Grail Vow - the sworn vow of those whom have been chosen by the Lady of Prophecy to become her personal servants
To be a chosen servant of the Lady of Prophecy, I will serve her with all my heart, body and soul until I am no more To follow in the footsteps of the Arch Saint as his reincarnation, I will never yield in my duty as a beacon of the light To preserve what is sacred not only to our Lady but everything that stands for order within the mortal realm to protect what is exalted and those whom stand for order as well as the light For those whom threaten with their great evil or darkness, I will never yield in my never ending duty to destroy them For the holy light invested in me by the Lady of Prophecy and guided by the spirit of the Arch Saint, my holy wraith will know no bounds
The Vow of the Spirit - A vow taken by those whom enter the Grail religion as one of it's spiritual members
To surrender myself to the Lady of Prophecy and the Arch Saint completely and utterly To surrender all my possessions, lands and wealth to the less unfortunate or to the holy church, doing so will set me free and allow me to perform my duties to my Lady, to show veneration of the Arch Saint and to serve others in need To surrender my chastity to my Lady and the Arch Saint for their love is ever divine and ever knowing To follow my Lady's will and the spirit of the Arch Saint through the guidance of my superiors without hesitation To spread the love of my Lady and the legacy of the Arch Saint To live a life of labor and moderation To always be pure of the heart and the soul To live with my brothers and sisters within the holy church To forever search out the will of my Lady and the Arch Saint through my duty as one of their servants through prayer, reflection and dialog with others To forever stay with my brothers and sisters unless commanded by the will of my Lady or by the spirit of the Arch Saint
The Solemn Spirit Vow - A vow taken alongside the regular Spirit vow by the spiritual members of the Holy Church whom wish to exile themselves from civilization to better serve their Lady and the Arch Saint
To better serve my Lady's will and the spirit of the Arch Saint, I shall never leave the home of my brothers and sisters To always spend the remainder of my life in prayer, reflection and dialog only with my brothers and sisters Upon taking the solemn vow of my Lady and of the Arch Saint, I may never leave the holy church or the service of my Lady or the Arch Saint unless they will it
The Vow of the Templar - A vow taken by those whom become Templars
To surrender myself to the Lady of Prophecy and the Arch Saint completely and utterly To surrender all my possessions, lands and wealth to the less unfortunate or to the holy church, doing so will set me free and allow to perform my duties to my Lady, to show veneration of the Arch Saint and to serve the holy church To follow my Lady's will and the spirit of the Arch Saint through the guidance of my superiors without hesitation To live with my brothers and sisters within the holy church To forever stay with my brothers and sisters unless commanded by the will of my Lady or by the spirit of the Arch Saint To always be loyal to your Superior and especially the Holy Church of the Grailism Religion To always obeys the orders of the Holy Church without question To never abandon your duty or post To preserve what is sacred not only to our Lady but everything that stands for order within the mortal realm To always be the masters of all forms of combat besides that of the lance To be of noble heart and always stand by your honor To always defend the innocent and the weak To never leave your back to the enemy and fight to the last to defeat the foe even at the cost of your own life unless for tactical cause To never lose faith in the Lady of Prophecy or break your vow's dedicated to her To never betray your comrades in any situation To always defend the ever faithful of the Holy Church For those whom threaten with their great evil or darkness, I will never yield in my never ending duty to destroy them To serve the light always and To always seek the darkness of the lands and deliver justice To never draw his blade against a fellow Templar To accept Laetannia's Code of Chivalry and the concept of Honor as the way of one's life below their service to the Holy Church, for without it, they are no Holy warrior
The Vow of the Seeker - A vow taken by those whom become Seekers
To forever seek out the truth, even in the most unexpected of places To follow my Lady's will and the spirit of the Arch Saint through the guidance of my true superiors without hesitation To always be pure of the heart and the soul and always stand by your honor To always be loyal to the Holy Church of the Grailism Religion To never abandon your duty or post To preserve what is sacred not only to the Lady but the Arch Saint as well To always defend the innocent and the weak against the darkness as well as the corruption It brings to the lands of order To never lose faith in the Lady of Prophecy or break your vow's dedicated to her For those whom threaten with their great evil or darkness, I will never yield in my never ending duty to destroy them
Family life and Houses
Since the kingdom's conception at the dawn of the fifth era, by the degree of the Lady of Prophecy herself, The people are expected to value their family, friends and neighbors above all else beyond performing their duty towards the "Greater Good" of Laetannia. From a early age, the children of families are expected to follow in the footsteps of their family or enter a vocation as to best prepare themselves to serve the Greater Good and the Lady of Prophecy. Unlike other countries, family members are expected to stay together in a large family of sorts, especially young teenagers and young adults until they are either marry or are forced to leave to educate themselves further with their vocation. In Laetannia, Marriage is a sacred bond between a man and woman that cannot be broken by any means, making divorce near impossible unless the spouse's life is in jeopardy. In that case, the accused spouse is arrested by the Holy Church and is interrogated to see If there's any truth to the accusation. If what they find is true than the accused spouse will either be rehabilitated If possible, If not than the accused spouse will be exiled from the Land with nothing but the clothes on their back. Retaining on the topic of marriage, any form of adultery is considered illegal and will result in the individual being exiled from the land. The only exception is when a noble is attempting to attain a heir to lead the house. Although it is an accepted practice in the eye's of the Lady when one of the leaders of a house is infertile, It is often extremely frowned upon for the Lord of the house to have a concubine to produce heirs or to seek out a "service" for a woman that would be willing to have his child.
While most of the kingdom's people live together in large families to optimize their effectiveness in aiding the Greater Good, powerful families and those of noble blood live in houses, a head family controlled by a lord or Lady in the case of the nobility, whom are supported by multiple other families that function similar to servants. To differentiate a House from a normal family, a House is a powerful family that is usually in the ownership of fair bit of land, wealth or property or in the case of the king, the right to rule over their land and the people within it within reason. Houses usually follow the same rules as normal families but to a much higher extent as the value of their family members increase in value. Every member of a house is expected without question to carry on their House's name in a respectable manner as well as their house's dedicated profession. It is forbidden for House members to leave under normal circumstances unless given permission as social interaction with non House members can become rare as Houses educate their own children and family members through their own instructors and mentors. Marriage is extremely sacred to a House with the very idea of divorce itself being worse than death itself. A Maiden of a House is expected to provide for their family in the form of marrying a suitor of another House which in return will provide ties and alliances. This is especially evident in noble Houses that pride themselves on making Knights of the Realm where the Maiden in question, is expected beyond reasoning to marry only the strongest Knight in an attempt to produce a next generation of Knights that will be stronger than the last. Although a Maiden does have the freedom of choice of picking her soon to be spouse, picking a suitor simply out of love alone is usually frowned upon by her House even If understanding of her feelings. There is also the choice of a Maiden being trained in the ways of Knighthood provided she has a nature ability for it or the personality to match and willing to learn. It is not unusual for a Maiden with rowdy or manish like traits to become Knights although ones of the refined, elegant and dignified are a different story altogether. One last important note is the topic of inbreeding. Due to certain results in other countries, inbreeding within the main family of the House is forbidden although one may marry someone from one of the support family or someone whom is distanced enough in blood relation.
One's Honour and Family Honour
Due to Laetannia being the home of modern chivalry, One's honor as well as the honor of their family or House is valued very highly in Laetannian Society. To most, it represents how well a person, a family or a House conducts themselves in society. People are expected to keep their word and be honest, to be foretelling yet kind. Someone of a family or House that cannot act or does things less than what's considered "noble" are considered to have no honor or a horrible person no better than a thief or a murderer. In this case, such a individual, family or House is considered dead in the eye's of a society and If they are not exiled, they are usually shunned, forcing them to live in poverty or in extreme shame. With this in mind, while the people can do what they wish within reason of their part of society, they are always encouraged to bring honor upon themselves and their family or House, especially If they are of noble birth. If a person was to lose their honor, In all likelihood, they would never redeem themselves or gain their honor back unless they vowed on the Lady to take the oath of the Questing Knight or became a person of the Holy Church.
Honor Duels and Tourney's
Honor Duels and tourney's of martial skill are common place in Laetannia to the point tourney's have became the kingdom's national sport as well as a staple for functioning as a justice system of sorts. Where as one may challenge another to a honor duel, sometimes to the death over important disputes such as political claims, honor duels and duels in tourney's are famous primarily for disputes regarding one's honor such as when one feels they have been dishonored in some regard or feel they must defend themselves and their honor from another, especially by the nobility. Between the Knights of the Realms, to settle their disputes, the two warriors will clash against each other on horseback with lance and shield hand until one of them are thrown off their horses. As for non Knight combatants whom seek to defend their honor such as Templar's and Man-At-Arms, they will meet their opponent in a large open field, often a enclosed arena that has been designed to be fair to both parties on foot.
A tradition that dates back to the duels between the mounted warriors of the Holy Ruvelia Empire, tourney's and the duels within them are grand events of martial skill that span over several days alongside festivities with the main event always being the jousting tourney between the nobility. Considered awe inspiring to watch two Knights of Laetannia battling each other on horseback with lance and shield in hand, the tourney's of Laetannia are renown across the world for drawing thousands, possibly tens of thousands of spectators of all social classes not only from the kingdom but from the entire realm as well. Tourney's are countless in Laetannia, being held repeatedly in many locations within the realm to primarily keep the skills of the Knights sharp although at times, politic's may play a factor such as a noble wanting to boost his wealth or to remove a fellow noble from his throne. The primary reason the Knights of Laetannia enter tourney's is to not only keep their skill sharp and to bring honor to themselves and their families but to also prove their worth to the Lady of Prophecy and the Arch Saint of Laetannia as well as the prize for those whom win the tourney. What this could be is unknown although typically the prize of a tourney may be wealth although It isn't considered unusual for the winner to receive weapons, armor, rare or well trained mounts or even a item of power, perhaps the hand of a fair maiden or in the rarest of prizes, a noble title or a piece of land. Due to their nature, tourney's is a tradition only practiced by the nobility although those of not amongst the ranks of the Knights of the Realm are permitted to join the duels/mock battles on foot. It is also not unheard of for Knight Errants and Hedge Knights whom are often landless to travel the lands and join the tourney's as a way of life. Although slightly frown upon by the nobility, it is nonetheless an acceptable way of life for those without a title or lands of their own.
Arguably the most romanticized aspect of a tourney is a tradition just before jousting duel is about to begin. Just moments prior to the beginning of the joust or tourney, a Knight will often stroll through the grounds of the jousting arena upon their steed, asking for a Maiden/Lady or for the most bold, multiple Maiden's/Lady's sitting in the crowd with their families as a token of affection or favor, usually in the form of a piece of clothing such as a scarf, handkerchief or a blanket however It may be more intimate items. If the Maiden/Lady(s) accept, the Knight will mount their token upon the tip of their lance as a sign of accepting her affection or token. Traditionally this is seen as good luck charm when in reality some Knights, lucky enough to gain the attention of a fair Maiden or Lady from a powerful family may gain a token of magical power, granting him an advantage in combat. Knights whom are victorious are bound by their honor to wed the Maiden/Lady If they are single and If they took tokens from multiple Maidens/Lady, they are to wed the one with the least amount of wealth or lowest social standing. Despite what popularity and honor that can be given to the Maiden or Lady in question, giving certain types of tokens to a Knight or a Knight's actions can be at times be seen as embarrassing or shameful by others in the form of lewd remarks, their selected knight losing or sometimes being called out as a cheater If in regard to her token was magical in nature. Otherwise, finding a husband at a tourney for a young Maiden, a Lady in Waiting or for a widow of a fallen noble or Knight is a well accepted tradition within Laetannia as many young Maidens and Lady's in Waiting dream of heroic white knights swooping them off their feet with their white stallions and living a life of romance and adventure. To prepare for this, It is common for such women to bring multiple tokens with them to the tourney, guaranteeing a future husband, even If one of her selected Knights are to lose, her chances will be much higher If she gives her tokens to more than one Knight. Now despite popular belief, especially for those outside of Laetannia, female knights are not only able to permit in the tourney but give tokens of affection as well to male knights they wish to wed. This is not a uncommon tactic for female knights of lower standing whom wish to climb the ranks and gain more power.
When it comes to the rules of the tourney, most tourney have their own rules however there are a few national rules that must be followed at all times. They include the following
- Unless a honor duel to the death, all weapons must be blunt or non threatening
- During a tourney's duel, both individuals must be near equal in skill if possible
- During sparring mock battles on foot, all teams must be of equal numbers and of similar skills to ensure every team and individual has a fair and just chance of winning.
- Competitors may never strike another opponent from behind
- Competitors may not target fatally wounded area's or aim for a spot where their opponent's armor has fallen off or been damaged
- Competitors may no longer fight after being disabled, critical injured or in the cases of jousting, may not continue to fight after being dismounted
- A Knight may not target the stallion or mare of his opponent
- Competitors may not use magical equipment or the light divine power invested in them by the Lady or by the false Divine Beings under normal circumstances
General point system for a Joust Action |Point Striking the chest|1+ Striking the shield| 2+ Striking the Head| 3+ Breaking an opponents lance| 1+ Disabling your opponent| 1+ dismounting your opponent| +3 defeating your opponent in the first round| 2+ Taking more than three rounds to declare a winner during a joust| -2 Missing your opponent| -1 Aiming for your opponents mount| -2 Aiming for an opponents disabled limb such as a broken arm| -2 Aiming for an opponent's body in which their skin/unprotected body is revealed or where their armor has fallen off| -2 Killing your opponent| -10 Using magical equipment to gain an advantage over your opponent| -5
Religion
As the creator and founder of the Land of Chivalry, It is without a doubt the Divine Being, Lendira, more commonly referred to as the "Lady of Prophecy" and as the "Grail Diviness", is the patron Divine Being of Laetannia. With the exception of the Arch Saint whom paid the ultimate price during the final days of the Dark Ages, Lendira is the only Divine Being worshiped in Laetannia. Widely considered as the Ultimate Divine Being of Order, she is the Patron Divine Being whom embodies the aspects of "Light, Purity", Hope" and the "Future" in the form as a great Seerer, able to prophesie the future or more accurately, a possible, true future out of thousands of "false" futures. she is also the Patron Divine Being of the Aeadra Valkyrie and the Grail Knights of Laetannia with some even considering her to be a patron Divine Being of true warrior heroes. A Divine Being of a noble yet a kind hearted demeanor, she is exceptionally loved by the people of Laetannia beyond the point of fanaticism to the point she is viewed as the one, true Divine Being of the Land. With the exception of the Arch Saint, all other Deities are considered false. As the creator and founder of Laetannia, the founder of their principles, the "Greater Good" and the modern iteration of the "Code of Chivalry" as well as the Chief Deity of the mythical Aeadra whom has been granted the sacred duty of protecting the mortal plane from the Deadra and their Masters, the Deadra Lords, she is highly romanticized in Laetannian literature, always being depicted as a motherly like Divine Being of Order and the Light, usually being depicted as the one, true creator of all and the defender of the light, taking the form of a majestic and beautiful long, blonde haired like sorceress. She is often depicted as helping those in need, healing the sickly and the elderly, guiding her people, especially Knights down the correct path, answering the prayer's of her servants. There is even the uncommon depiction of her sealing an ancient gate of Oblivion with the use of her golden staff. More rarely is her romanticized depiction in Laetannian literature where she is depicted as the Warrior Divine Being of Light, taking the form of a beautiful long, blonde haired Valkyrie in golden armor, fighting alongside her original Champion as she leads her Aeadra Valkyrie and the forces of Order against the forces of evil in one final, great battle. Despite her depictions in Laetannian Literature, in the minds of her people, especially her Knights, she is always romanticized as the perfect image of Laetannian womanhood, a noble and kindhearted maiden yet one of courage, duty and sacrifice, she is what every Laetannian aspires to be, love and serve without doubt or hesitation. With that in mind, the Lady of Prophecy and by extension, her original Champion are the heart and soul of Laetannia, being it's motherly figure and defender of not just their way of life but all of life as a whole. Throughout Laetannia, The Lady of Prophecy has many locations sacred to her such as the many cathedrals, convents and monasteries that house her many servants whom have dedicated themselves to her completely and utterly and yet, they are not the only locations. Indeed, the graves of past heroes such as the resting place of a Grail Knight is one of the holiest place to their Lady, so much so, two pair of Aeadra Valkyire will stand forever guard over the resting place of one of the Lady's chosen champions until the grave itself or her is no more. Perhaps the most sacred locations to her Lady is the few, rare sacred groves that hold mythical healing pools of power that are accompanied by the ancient spirits of her fallen Champions that stand guard over the groves, waging battle as powerful wraiths when one of evil intent approaches. Often, spiritual structures such as Grail Cathedrals or Grail Abbeys will be built around the sacred grove to better protect it from harm for those whom wish to use it for evil purposes. These places are always protected by at least one Grail Knight and several other members dedicated to her. Even for the normal people of the realm, when in or near the presence of such sacred locations, they are overwhelmed with the urge to protect such a location from any threat, taking this sudden, temporary duty tremendously seriously. As a result, this often leaves such places crowded with it's true defenders having to turn people away in order to better protect it.
Although the Lady of Prophecy is the creator of the modern iteration of the Code of Chivalry as well as the one whom made it one of the founding principles of her people and their realm, it is the Arch Saint of Laetannia in which the Code of Chivalry is inextricably linked with, for the Laetannian Code of Chivalry is the set of ideals that was followed by him while he still walked amongst the living. In comparison, the Lady of Prophecy is only linked to the Laetannian Code of Chivalry due to her unbreakable link she share's with her original Champion, the first Grail Knight whom she greatly cared and respected. Why the Code of Chivalry is so important to not only the Lady of Prophecy but the entire realm is because of it's origins and the Lady's wishes of wanting to reforge humanity into her likening, to reforge them similarly to her original Champion as well to keep his legacy alive, to have his tale and sacrifice be remembered for all time not just by her but all of humanity to leave the possibly that perhaps one day, humanity will learn from it's past mistakes. Indeed the tale of the Nameless Warrior being chosen by the Lady of Prophecy as her first Grail Knight is without a doubt, the most romanticized piece of literature within all of Laetannia by far with his later exploits being one of the most romanticized pieces of literature around the world, especially his fabled duel with the Supreme Being of Creation himself for the fate of the world. Wanting not only her warriors but her people to be just like him, to be pure of heart and noble yet courageous and self sacrificing in the face of overwhelming danger, the Lady has made her original Champions ideals the stable of the Laetannian lifestyle. As a result of this, for those whom truly prove themselves to be reincarnations of her original Champion, she grants them her blessing in the form of the Holy Grail itself, a golden chalice said to hold the Lady of Prophecy's own blood imbued with the light invested in her by her own Lady, one of the mythical Archangels of legend. To be able to drink from this legendary artifact of power means the divine favor of the Lady, to become one of her divine, chosen servants destined to follow in the same footsteps as herself or for those whom are truly reincarnations of the First Grail Knight. Such individuals are transformed into the physical manifestation of her divine wraith and protection for they are forever changed into a fabled Grail Knight of Laetannia, without a doubt her most favored of all servants, even higher than that of her Aeadra Valkyrie for they have done the impossible and became the greatest of humanity could ever possibility become. Throughout the corners of the world, the fabled Grail Knights are known as the divine protectors of the Light, the greatest mortal warriors to ever exist, If one could even describe one as a mortal still. To live their lives solely to seek out the darkness and destroy It as the divine protectors of the world has been their sacred duty since the first Grail Knight of Laetannia was blessed. Being viewed as the ultimate paladins in shining, white armor, they are highly romanticized in Laetannian literature to the point they only falter in popularity to the Lady of Prophecy herself but to the world? They are the knights romanticized by the many, whether it be a child, a fair Maiden wanting to be swooped off her feet by prince charming to the weak and innocent. Indeed, the fabled Grail Knights are known to do just that as well, to storm a entire castle and release the weak and innocent from peril, to protect a Maiden's honor at all costs to challenging a Dark Champion to single combat. Whether by guarding places sacred to their Lady or charging head first into battle to do what is right, a Grail Knight's duty is never over until they draw their last breath in the world.
While the Lady of Prophecy and arguably the Arch Saint are the Patron deities of Laetannia as well it's national symbol that watches from the clouds of the Heavens, It is the Holy Church of the Grailism religion that spreads the word of their Lady and reaffirms the people's faith in their Lady and the Laetannian way of life. The national religion of Laetannia, the Holy Church of the Grailism religion, commonly known as the "Cult of the Lady", the "Grailism Church" and ths "Ladies Clergy" is the state official religious organization of Laetannia dedicated to the administration of the worship and prayer of the Lady of Prophecy and the Arch Saint. Founded by the Lady of Prophecy herself and led by her second closest mortal servant, the than Arch Priestess, Lavena Cervini, the Holy Church of Laetannia functions similarly to the Catholic Church in the real world, choosing to show their love for their Lady and the Arch Saint as well as venerate past spiritual figures of significance of the Holy Church through intense prayer and mass with the Holy Church also holding a similar organization structure to the Catholic Church with their roles, such as the role of the Arch Priestess of Laetannia having a similar role to the Pope, the High Priestesses of Laetannia playing their roles similar to Archbishops and Bishops found in the Catholic Church and Priests and Priestesses playing similar roles to those found in the service of the Catholic Church. At the top of the Holy Church's hierarchy is without a doubt, the Arch Priestess, the most favored of all the Lady of Prophecy's female mortal servants who serves as one of the two direct representation of her will. The Arch Priestess is the undisputed leader of the Holy Church of Laetannia and is traditionally, the High Priestess of Villede 'la desse, the spiritual capital of Laetanna. Holding her position until her death, the Arch Priestesses being the chief administrator of the Holy Church, her duties includes representing her Lady's Holy Church as the joint ruler of Laetannia, sharing the throne with the High King acting as it's spiritual leader. While the High King focuses on military and political matters, It is the the Arch Priestess whom work closely with the High King to monitor and maintain the faith of their Lady towards their people and If need be, declare a Holy Crusade when a threat arises. Due to the close relationship the Arch Priestess has between herself and the High King, she is sometimes refereed to as the "High Queen" of Laetannia, especially when the people of the realm believe the two are involved romantically. Though the Arch Priestess is a member of the clergy and has sworn a vow of Chasity, It is not completely unheard of for their Lady to bless a marriage between her chosen servants If requested. Returning to her duties at hand, due to the vast amount of duties of the Arch Priestess has, the Arch Priestess is accompanied by a council comprising of High Priestesses and other spiritual members of the Holy Church of her choosing to aid her in performing her duties. Despite being the spiritual leader of the Holy Church and arguably the High Queen of Laetannia, the Arch Priestess does at times, hold grand liturgies like important rituals, ceremonies, masses etc. Such examples would be the coronation of a High King, the blessing of a new religious order, the Priestess of a funeral of a Laetannian hero such as a Grail Knight etc. She also holds the power to appoint any spiritual member of the Holy Church into any position and despite popular belief, she is actually allowed to travel, usually to maintain and spread the influence of their Lady's faith and the influence of the Holy Church. Below the Arch Priestess in power are the High Priestesses, the most numerous of her Lady's favored servants whom function similarly to a Cardinal and a Archbishop. For the High Priestesses whom are members of the Arch Priestesses Council, they aid the Arch Priestess in all her spiritual matters and when needed, elect a new Arch Priestess once the one in question has passed away without their Lady choosing a successor. If given the power from their Arch Priestess, the High Priestesses of the council may invite members of the Holy Church into the council although this is a rare action. For those outside the council, these High Priestesses often run the more day to day activities of the Holy Church, often being assigned to govern regions under the control or influence of the Holy Church. It is common sight however for High Priestesses to be the head of her own autonomous religious establishment such as a convent or a cathedral. Far more rarely, a High Priestess can be seen as an adviser to a local lord and during dark times, High Priestesses can be even seen leading the defense's of cities as inspirational figures or joining one of the many knightly armies of Laetannia into battle and aiding them against the darkness and heal those in need. Commonly seen as a divine hero by the masses, a Priestesses presence alone is enough inspire the men and women of Laetannia around her to greater heights of bravery and nobility in the face overwhelming danger. Unlike other spiritual roles, one cannot rise to the role of High Priestess, only Priestesses whom have personally selected by their Lady in the form of receiving her divine blessing may become a High Priestess as one of her chosen. Below the High Priestess is the standard Priestess, Priest, Abbot and Abbes whom are which the spiritual leaders of Holy Church establishments with Priestesses and Priests being the leaders of Churches, Cathedrals and Shrines, Abbots are the leaders of Monasteries and Abbesses are the leader of Nunnery's and Convents. Equal in power in terms of their position, a Priestess, Priest, Abbot and Abbess are often the most senior members of their religious establishment whom were elected by their brothers or sisters for the position once their former has moved on or has been for one reason or another, transferred. The Arch Priestess and High Priestesses have the power to appoint a new leader of a religious establishment or replace one If need be. Below even them are the Deacons and Sister Superiors, ordained ministers of their religious establishment whom aids their leader in running their establishment and during prayer and mass. They are often senior members of their establishment like their superiors. At the bottom of the hierarchy of the Holy Church are the brothers and sisters whom have taken their vows and have became full members of the Holy Church. They make up the bulk of spiritual members within Churches, Shrines, Cathedrals, Monasteries, Convents and Nunneries. While Churches, Cathedrals and Shrines can be mix gendered, Monasteries are exclusive to Monks or brothers where as Convents are exclusive to Sisters and Nunnery's are exclusive to Nuns, sisters whom taken solemn vows to seclude themselves from the rest of the world in favor of prayer and Mass dedicated to their Lady and her original Champion. All the way at the bottom are the Novitiates, the brothers and sisters whom have yet to take their vows and become full members of the Holy Church. As trainee's under the guidance of a Novitiate Master, a full member of the Holy Church, Novitiates is a rank for prospectives whom spend anywhere from five to ten years in preparation and training prior to taking the vow of the Spirit and joining a Order, becoming a full member of the Holy Church. Anyone of any age or occupation may join the Holy Church by simply speaking to the spiritual leader of one of the many orders of the Holy Church however due to the utmost importance to one's purity and their duty and dedication to their Lady and Arch Saint, it is tremendously encouraged to join at a young age, usually around the ages of ten to twenty years of age and be of a virgin. Despite popular belief outside the Holy Church, the Holy Church has no issue's with widow's or those with children joining the Holy Church.
Amongst the Holy Church and the Grailism Religion is the pantheon Sainthood of Laetannia, a pantheon of diverse pseudo divine like beings that are highly venerated as religious icons recognized by the Holy Church for having dedicated themselves and their very lives to the faith, their Lady and the Arch Saint and as a result, being one of the chosen, the Saints of Laetannia enjoy eternal peace and happiness within the realm of their Divine. Much like the fabled Grail Knights, the Lady of Prophecy and the Arch Saint, All Saints, regardless of their importance are prominent figures in Laetannian culture and be found anywhere, even in locations where the influence of the Holy Church is minor. The names of such important heroes can be found nearly anywhere from entire sections of a city being dedicated to them to one finding holy scriptures and painting of one within one's house. Their veneration is so high, entire days are dedicated to them in the form of great feasts and holy masses. The reasoning behind this can vary greatly as besides for the fact that those whom live in the realm are religious by nature, the Saints of Laetannia are highly diverse compared to the ones found in other countries such as Ivalice. There are many Saints of different vocations and different social classes whom have performed many noble services in the name of their Lady and the Arch Saint. Some devoted themselves to the service of the poor and sickly, some stood for their faith in other lands and were heavily persecuted for it, others endured great hardships in their trials to prove themselves while others showed a warm loving heart willing to forgive. There are even Saints whom became canonized as a Saint for their writing and thinking. The most common Saints however are the ones whom were warrior Heroes of the faith, ones whom fought and died for the Lady such as her Grail Knights, which of whom are all Living Saints. To those living in the realm, especially toward those they can relate to or bring inspiration to their lives, they are seen as the prime examples on how one should live in the faith. Due to this veneration, many of these Saints have became patrons of certain occupations, causes and emotions, causing those of the faith to often prey for their guidance and aid. One tradition amongst the people of Laetannia set forth by Saint Berengere is the ceremony that takes place when a child reaches juvenile hood. When they reach the age of ten, a ceremony of admission and adoption into the faith of their Lady and the Arch Saint occurs. During this ceremony, their bodies are completely baptized with blessed water, the juvenile than in question picks picks a confirmation name out of the many Saints, one they can relate to or look up to besides the Arch Saint, which is forbidden since he, like his Lady looks over all his children equally as well as the fact his name has been lost to time itself. This is done since it is believed the Saint in question will look over the new member of the Holy Church and aid them during their times of need. The road to become a Saint of Laetannia however is a long and arduous one and those of only the greatest of character may be canonized as one. Generally a Saint can only be canonized by the Holy Church itself through the Arch Priestesses council whom will spend a great amount of time investigating and evaluating the candidate's life choice's and any material they had written to justify their heroic virtue to the Holy Church and especially to the Lady of Prophecy and the Arch Saint of Laetannia. Once this is done and there is proof the candidate lived a live of virtue considered sacred to the Holy Church, their Lady and their Arch Saint, there must be proof they performed a miracle in the name of the Holy Church, their Lady or their Arch Saint or have already been personally blessed by the Lady of Prophecy or possibly her Arch Saint. Once this is confirmed, the candidate in question than becomes canonized during a lengthy mass conducted by the Arch Priestess herself or by one of her chosen High Priestesses If need be. For those whom have been personally touched by the light of the Lady and still live such as the fabled Grail Knights of legend, they are automatically canonized as living Saints. Knowing this and the fact the realm is governed and watched over by the Lady of Prophecy's chosen, there are hundreds, possibly thousands of living Saints that have existed since the very conception of Laetannia, making living Saints far more common than one might think. Besides a candidate being able to be canonized by the Holy Church, a candidate may also be canonized by the High King or Arch Priestess of Laetannia without going through the lengthy time the Holy Church would do. This is due to the two being the Lady of Prophecy's most favored Champions and their word is that of the Lady itself. Lastly, one may become a Saint by the people themselves. Although rare, the Holy Church will submit itself to the faithful If enough believe one is worthy of sainthood. The time can vary greatly in this regard on how quickly is canonized as a Saint. The Holy Church may perform it's usual inspection of the candidate's life like any other candidate but depending on the circumstances, the Holy Church may canonize the candidate almost immediately although this is a rare action taken by the Holy Church as they wish to make sure only the worthiest become Saints.
The Laetannian Saint Pantheon
Essentially a subservient religion of the Grailism religion itself in the form of a pantheon of Saints recognized by the Holy Church, the Arch Priestess and the High King of Laetannia. As explained up above already, the pantheon comprises entirely of Saints, pseudo divine like beings that are highly venerated for their faith and love of the Holy Church as well as their faith in the Lady of Prophecy and the Arch Saint. In spite of the fact that they are no where as venerated as the Lady of Prophecy and her original Champion, their veneration is still commonplace in Laetannia and can be found in almost all places of Laetannian culture in some regard. To the men and women whom live in Laetannia, amongst the Paladins, the Royarch's and those chosen by the Lady of Prophecy as her chosen warriors, they stand out along with other individuals as shining beacons of the Light and as true followers of the "Greater Good" and the "Code of Chivalry" and are considered to be some of the greatest members of humanity has ever produced. Amongst these noble souls that stands out the most is without a doubt, the Arch Saint of Laetannia himself. Canonized by the Lady of Prophecy herself at the founding of Laetannia as it's first and greatest Saint due to the great contributions and sacrifices he made throughout his life, as the progenitor of Laetannia's "Code of Chivalry" and Laetannia's concept of the "Greater Good" to some extent, there is no doubt his veneration matches the Lady's own worship and is considered the only equal to their Lady not only in Laetannian society but the faith as well. The love and inspiration the people have for their Arch Saint is unbreakable as the Arch Saint has became a staple part of Laetannian culture and the faith itself. Entire cities, castles, cathedrals, shrines and many other locations and structures have been built in honor the Arch Saint. Much like the Lady, for those whom dedicate themselves to his ideals, pledging their very hearts and souls to his service in the hope of becoming like him, such followers know no bounds when following in his footsteps. The tale of the Arch Saint is so well known throughout the world, his veneration reaches all corners of the world under different names and appearances but one thing always remains the same, he is the Hero Divine of Time, the Divine of Chivalry and Honor whom made the ultimate sacrifice to perverse the world, to prevent it's destruction at the hands of it's creator, the supreme being of Creation itself, Necris. Below you find the names of individuals whom gave everything for for their faith in the name of the Lady of Prophecy and the Arch Saint of Laetannia, individuals whom have been tested through the trials of fire, whether it be to combat the darkness or the persecution of their faith. The choices these men and women made throughout their lives were in the faith and will of their Lady and the Arch Saint. They may not be equal to the Divine Being of Light whom stopped the Darkness from destroying the world through the ages or be the ultimate Paladin whom made the ultimate sacrifice but nonetheless, these men and women are worthy of veneration for the honorable and noble deeds they did not only in the name of their Lady or the Arch Saint but in the name of humanity self.
Renowned Saints of the Laetannian pantheon of Saints
The Arch Saint - Commonly known by other titles such as the "Hero Divine of Chivalry and Honor", the "Hero Divine of Time" and far more rarely as the "Hero of time" and as the "Nameless Warrior", The Arch Saint is the head Saint of the entire pantheon due to being the original mortal champion of the Lady of Prophecy as the very first Grail Knight. Responsible for saving the world at the cost of his own life, the ideals that made up his Code of Chivalry became one of the founding principle's of Laetannia and is believed his lifestyle had contributed to the creation of the Greater good. His true fate is only known by a handful on Athrunial.
St. Asselyna - Known by many titles such as the "Maiden of Avondance" and as the "Queen of Knights", St. Asselyna is arguably the most venerated female Saint within Laetannia due to her primary position as the Patron Saint of all female knights as well as sharing the position of Patron Saint of Avodance with St. Marianne. Originally a maiden of noble birth, she rose up to become a Grail Knight and led the Knights of Avondance during the first Storm of Darkness. After driving back the darkness with her forces through countless campaigns, she voluntarily sacrificed herself to the holy flame in an effort to prevent the planet from destroying itself.
St. Magallia - The Patron Saint of humility and perhaps one of the most influencing Saint within the last two hundred years, St. Magallia is a highly renown Grail Abbess Saint known throughout the four corners of the world, especially in Thrymiria for the incredible amount of charity work she did during the second Storm of Darkness where she aided the sickly and wounded that suffered at the hands of the great famines that took form at that time.
St. Abraham - A Saint of the faith itself, originally a Laetannian exile for living a life of excess and debauchery such as taking the virtues of a noble maiden and functioning similar to a prodigal son. At some point, St. Abraham realized the error's of his ways and gave himself to the Holy Church. After countless trials and tests to prove his faith to his Lady, St. Abraham eventually became a priest of his own parish and after spending many years living a life of poverty and devotion, his exile was forgiven when he was touched by the light of his Lady. Inspired by the light gifted towards him, St. Abraham spent the remainder of his life in the lady's service, wandering the lands, spreading her name and love for the people of Athrunial. During this time, he was known to have written over one thousand holy scriptures of the Grailism religion, discussing many topic's and philosophies found within the world.
St. Eldyryun - the first Eeldrain Grail Knight of Laetannia, Defeating a humongous orc horde at the cost of his own life, his lone death prevented Laetannia from being destroyed from the inside out.
St. Armelle - A Saint of the faith often associated with war, a Seraphim sister of the Templar Order of the Victorious Saint during the Second Storm of Darkness, St. Armelle was captured by Yngvi soldiers after being injured in battle and was taken back to the fortress monastery, Galsirak where she was repeatedly tortured for her faith. Refusing to convert, she was tortured for many days and night until her body was nearly broken. When the day of her execution finally came to make a mockery of her faith, she was tied up to a cross in the middle of a nearby town and was burnt alive but as If a miracle occurred, miraculously when the fire die down, St. Armelle's body was surrounded by a golden aura. Upon seeing this holy scene, a riot broke out around in the middle of the town and within seconds, a number of sympathizers came to St. Armelle aid, untying her and aiding in her rescue. After she managed to return to her Order, using the holy light as her divine guide, she took no rest as she lead her fellow Seraphim sisters in the Second Storm of Darkness until it's conclusion at the final battle within Aklator. Sometime afterwards after being canonized as a living Saint of the Holy Church, she became a Grail Abess of her own Templar Order, the Sisters of the Victorious Lady.
St. Cripian - Known as the "Crusadering Saint", a Patron Saint of Divine Wraith and protection, St. Cripian was the fifth high King of Laetannia and a Grail Knight. St. Cripian is famous for waging a near sixty year crusade of extermination against the Vyreadra in an attempt to free the world from their taint and nearly succeeded. St. Cripian met his end during the final battle of the crusade when he and his forces nearly invaded the true capital of the Vyreadra when St. Cripian was forced to duel the Vyreadra King himself in order to save those whom hadn't escaped the massacre caused by the Vyreadra King. The death of St. Cripian allowed what remained of his forces to escape to the surface without incident.
St. Ysabeal - A Patron Saint of History and the future, St. Ysabeal was a renown historian Sister whom was known to have studied scriptures and holy locations of the past, especially those whom relate to the Arch Saint and written her finding in the form of many, many books, a portion which has unfortunately been lost to time. Famous for her visions as well, St. Ysabeal is famous for one vision during her youth when she was able to see into the future and predict the burning of Vauvre. Despite this knowledge, no one believed her vision until the city was assaulted and sacked by the Vyreadra during the first Storm of Darkness.
St. Naya'il - A Patron Saint of Protection and Wraith. an Aeadra Valkyrie of the Lady of Prophecy herself and live long companion of Grail Knight, Geffrin, she and her Grail Knight traveled throughout the world in an attempt to fulfill their duty to their Lady. They traveled for centuries, defending the weak and innocent and seeking out the darkness where ever It grew in strength. This eventually came to a end in the lands of Neveroth when her Grail Knight passed away of poison after battling an Archdeadra of Tasesren. Overwhelmed with great grief and anger, St. Naya'il fought and defeated the Archdeadra, banishing it back to the realms of Hell before soon dying afterwards of her wounds.
St. Danaus - A Grail Knight that appeared mysteriously in the ninth century, St. Danaus is famous for slaying Heinrich II in combat with the assistance of the Vyreadra, Cestra, thus ending the Heinrich Crusade as well as declining the position of High King for unknown reasons before disappearing without a trace soon afterwards. The enigma in which he gave to the Arch Priestess, Mathilde is considered by many to be one of the greatest enigma's within Laetannia's history.
St. Thibaud - A Saint of the faith, St. Thibaud was appointed the first High Lord Seeker of the newly created Seeker Inquisition by Arch Priestes, Mathilde during the Heinrich Crusade. Originally a Imperial member of the Imperial Divines, It was said while he was traveling the roads, his horses ignored his orders to stop and instead threw him off, sending him down a hill where he hit his head against a boulder, rendering him unconscious. In his unconscious state, he heard the words of the Lady of Prophecy whom spoke of the "truth". Upon learning such truth, he awoke to find himself blind. Realizing the error of his ways and finding the lost of his eye's as punishment, he immediately traveled to the nearest city containing a church of the Holy Church and joined the faith. After his joining and despite being blind, St. Thibaud committed himself to the faith, burying himself in the scriptures of the truth and spending great amounts of time converting those whom were ignorant like him. In his later years, he eventually became a zealot of the faith, spending the vast majority of his time hunting down heretic's and believers of the Darkness and converting them. It was due to this work that he eventually gained the attention of the Mathilde and was asked to be one of the co-founders of the Seeker Inquisition. He spent the rest of his life afterwards leading the Seekers in their never ending search of the darkness within the lands.
St. Lavena of Cervini - A Saint of the faith, born as a Imperial sister of the Imperial Divines, St. Lavena went on to become one of the co-founders of Laetannia itself as it's very first Arch Priestess as well reforming the Lady of Prophecy's clergy into a proper religious organization some time after the formation of the kingdom. Her origins unknown, St. Lavena was a true servant of the Lady, living for over four hundred years, serving the first four High King's of Laetannia, Orderic, Odin, Naudin and Tryloc. Shortly after her death, she was canonized as a Saint by High King Tryloc.
St. Guilliman - Known as the "Grail Protector", a Saint of protection and sacrifice, St. Guilliman was a Grail Knight whom served alongside the second High Queen of Laetannia, St. Lisseut as her closest companion, acting as her closest adviser and bodyguard for nearly a century. After being designated as her successor while she laid on her deathbed, St. Guilliman was coronated as the eighth High King of Laetannia. In the honor of St. Lisseut, St. Guilliman launched a crusade into Thrymiria during the second Storm of Darkness and through a brilliant campaign with clever usage of his Knights, St. Guilliman managed to not only, almost single handily save Thrymiria from complete destruction but was able to push back the Vyreadra threat into the mountain ranges of Aklator as well. Before he could launch one final crusade against the Vyreadra however, through unknown circumstances, St. Guilliman was poisoned and died shortly afterwards but not before electing his squire, St. Nilus as his successor whom carry on his burden and end the second Storm of Darkness in his honor.
St. Samuel - A Patron Saint of Carpentry and Masonry associated with humility, born into the order of the Fellowship of the Immortal Kingdom, St. Samuel became a brother at the early age of ten and gave himself over to the acts of poverty soon afterwards. At fifteenth, he traveled throughout the realm and aiding those in need. It was during that time, he found his passion in carpentry and masonry, aiding those in need with the local lords in constructing homes and hospitals. Over time, his skills in construction became so renown, the Holy Church took the Monk and had him aid the greatest builders of his time in the construction of various cathedrals and churches. Near the end of his life, St. Samuel was responsible for reconstructing portions of outer Villede 'la desse after it was raided by the Vyreadra during the first Storm of Darkness. To this day, some of his greatest structures still stand to this day, including portions of the fortress palace of Villede 'la desse and countless Catherdals. St. Samuel met his end at the age of one hundred and twenty when he fell from the scaffolding on the side of Chereau Notre Dame Cathedral while carving into the stone. Despite his body drained of life after his body came into contact with the ground, It was perfectly preserved as If he was simply sleeping. Seeing this as a blessing of their Lady, the Holy Church canonized the elderly man as a Saint and laid him to rest within the Chereau Notre Dame Cathedral after it was completed. To this day, his body has stayed preserved and can be viewed within the catacombs of the Chereau Notre Dame Cathedral.
St. Claudia - A living Saint depicted as an Aeadra being that embodies wraith, protection and guidance for the lost and known by many titles such as the "Sister of the white flames", the "Light Bearer", the Arch Saints "Holy Wrath" and referred to as "Ariolara" by the Deadra of Oblivion and the Vyreadra of Aklator, St. Claudia is a massively powerful crusading Sister in the service of the Arch Saint whom has dedicated her life to following in the footsteps of the Arch Saint despite not being a Grail Knight or one whom believed to not have been touched by the Holy Grail. Easily over three centuries old since her canonization as a Saint along with her sisters like St. Emeline, St. Claudia is famous throughout Laetannia and the Holy Church for mysteriously appearing at the most desperate hour of a force of Order when they are about to be overrun or destroyed and lending them her great power. Eternally young, able to regenerate from even the deadliest of wounds, being incorruptible in body and soul and being a true master of the light that wages war just as skillfully as a Grail Knight, St. Claudia's combat prowess are considered by many to be second only to the High King of Laetannia himself. Throughout history where she has appeared as a great warrior of light, her feats in battle have became so formidable, she has been privileged to be one of the few mortals in the world to gain a title, "Ariolara" from the Deadra and Vyreadra. Roughly meaning divine wraith, she is one of the few mortals the Deadra and Vyreadra coward before, fearing her divine like control of the light and her skills as a warrior. Where this great strength comes from is one of the greatest mysteries of the Holy Church. While It is true she is a living Saint, a person that has been touched by the light, to be pure in heart and body behind reasonable doubt, many of the High Priestesses including the Arch Priestess view her light "different" than the light that resides within themselves. Something that is difficult to explain and borderline impossible to explain by those whom can't cast, many, including the Arch Priestess believe she has somehow been touched by the Arch Saint's own light although how this is possible is unknown. Due to the fact the Arch Saint had sacrificed himself over a millennia ago to protect the world from destruction, the Holy Church has came to the conclusion that St. Claudia had somehow found one of his great artifact's that held a portion of his own light and embodied her own body with his light. It is the only theory the Holy Church is willing to believe or accept. While St. Claudia is known for her Grail Knight like combat abilities and her mastery over the Light similar to a High Priestess, If not the Arch Priestess herself, St. Claudia is notable as well for helping those in need and leading people down the correct path through leading them in the form of a vision, multiple If needed.
As for St. Claudia's life after she was canonized, for a time, she lived the life a normal sister but as time went on, It seemed some great power had different plans for her. To begin with, after her canonization, having been heavily drawn to the sisterhood after her sister's death, St. Claudia joined the Holy Church under a unknown order. Despite excelling in her studies and eventually taking her Spiritual vow, granting her entry into her order as a full sister, St. Claudia had a rather difficult time adjusting to a passive, quiet life when she dedicated herself in the honor of the Arch Saint whom was primarily a warrior in life. Believing her true duty to the Holy Church was to the Arch Saint whom she sworn herself to, she departed from her order amongst a few other's whom had felt they had the same calling only after a year after taking her vows. Once she and her sisters were on the road, they traveled for some time until they found themselves at a keep of a local lord. Using the Holy Church's influence over one of the lords of the realm, she and her sisters acquired the weapons and armor of Laetannian's mounted warriors, It's Knights before moving on. Over the span of several years and guided by the visions of the Arch Saint, St. Claudia and her sisters traveled throughout the kingdoms of Athrunial, using the divination of their Arch Saint to guide them towards those whom were in great need of their their strength as well as locations of great evil. Although St. Claudia would lose many of her sisters in battle against the great evils of the world, great fame would come to her and her sisters as she would lead them into the thickest of battle against the enemies of the Holy Church. From slaying entire Deadra cults to stopping Rominian clans and defending the innocent from the dangers that were present in the world, St. Claudia and her sister's exploits would eventually become tales of legends in the eye's of many, being depicted as heroine crusaders whom came to the defense of the innocent, aiding them during their darkest hour, all in the service of he Arch Saint. With such fame, came a large number of followers and with such a large number of followers whom seeked to join them, St. Claudia decided to return to Laetannia to form a order of her own. Upon returning to Laetannia, St. Claudia and her followers marched to Camahaloth and requested the crown to allow her to form her own religious order dedicated to the Arch Saint as well as aid her in the construction of their headquarters. Unable to deny the Living Saint of her request, the crown agreed and within a year, St. Claudia's monastery was completed in Caliborne, therefor allowing her to form her own crusading religious order of sisters, the Sisterhood of the Flaming Light. St. Claudia would spend the next two decades personally leading her order into many battles until one day. While resting within her quarters within the order's monastery, It is said she received a vision from the Arch Saint. Upon receiving this vision from her lord, she seemingly departed the monastery without a word alongside nothing but the robes she wore. With that, she seemingly vanished from the order with her last sighting was by a sister of the monastery whom saw the living saint trending over a hill during sunset in the distance. She would not be seen for well over a century until the death of the High Queen, Lisseut during the Second Storm of Darkness. Just as the sisters of the Flaming Light were about to be overwhelmed during the battle of Calantha by the Vyreadra, suddenly a white colored portal suddenly appeared before them. Stepping through the portal revealed a young St. Claudia surrounded by a fiery white aura. Blessed with Aeadric like wings, donned in golden armor and wielding a sword surrounded by a similar fire like her aura, the young St. Claudia inspired her sisters to greater feats of battle. Leading her sisters once again, St. Claudia threw herself into battle and with the aid of the divine powers she had been gifted, she quickly tore through the Vyreadra forces and slew their Vyreadra Lord with ease, causing the Vyreadra to rout out of fear. Disappearing as quick as she came, St. Claudia would appear countless times afterwards, appearing whenever when a force of order was about to be overwhelmed or when innocents were about to be slayed by evil and destroy them with her holy power. In other times when she would appear in the dreams of the misguided in the form of a vision or when she would appear during times of peace, she would always depict herself as a beautiful, fair maiden with long, icy blonde hair in a celadon green colored sister habit wielding a ebony, emerald crystal staff.
St. Malchio - St. Malchio is a Patron Saint of humility and one of the faith revered in the Holy Church for his exploits in Taliliyah where he traveled to the land and attempted to convert the people of Taliliyah to the faith. St. Malchio's devotion to the faith was so strong, he even dared the merchant families of Taliliyah to a trial of fire to test their strength in their faith. Naturally, they all declined St. Malchio's trial however determined to prove them wrong, St. Malchio bare noting but the rags on his back, entered a fire pit bare footed and laid down. The nobles of the merchant families had expected the man to burn to death but surprisingly after a few minutes, St. Malchio arose out of the flames unharmed. Amazed by the miracle they had witnessed, nearly half of the merchant families submitted themselves to the faith of the Holy Church while those in denial, allowed him and the people of his faith to preach amongst their cities unhindered. St. Malchio spent many years afterwards living in poverty while he continued to spread the faith . During his later life when his sight left him, St. Malchio retired to central Laetannia where he took it upon himself to look after orphans at a orphanage, hoping to remove the hatred from their hearts. On his deathbed, amongst all things he asked of his servants, St. Malchio asked of his followers to look after the children of Laetannia and aid them in walking down the correct path. And so it was, shortly after his death and his canonization by the Holy Church, his followers founded the Order, the fellowship of St. Malchio to follow in his footsteps.
St. Oceane - The Patron Saint of animals with association with the faith itself , St. Oceane was a sister of the Holy Church known for her ability to to speak, understand and calm nearly any animal including even the fabled Wakinyan thunder birds and the Aeadrain Drakes that slumber underneath Camahaloth as well as her devotion to a life of poverty. The origins of St. Oceane as well as her gift are surrounded in complete mystery however believe she was already blessed by their Lady or by one of the false deities prior to her joining the Holy Church as a juvenile.
St. Orderic - Co-founder and first High King of Laetannia, Orderic was the first Grail Knight of Laetannia and the second Grail Knight of the Lady of Prophecy after the death of the Arch Saint. As the first High King, St. Orderic led Laetannia during it's early years, laying the foundation for future generations that would come such as the construction of it's many cities and fortresses as well as leading the Knights of Laetannia on the field of battle against the Orc menace that covered the region at the time. Determined to make Laetannia a true realm worthy of their Lady, St. Orderic waged a near constant war on the Orc's until finally, after decades of hard fighting, he managed to destroy the last of them in one final battle but not before his duel with the Warlord. Though he managed to slay the great beast, such a victory came at a cost, having lost his leg to poison when the great beast managed to break his guard. Though he survived the battle after the amputation of his leg, It seemed to have changed the aged Grail Knight. Upon his return to his throne, St. Orderic spent the final years of life in seclusion, often preying and reading scripture. On the day of his death, he was found lifeless in a kneeling position within the Grail Cathedral within Villede 'la desse. It seemed he died with a smile.
St. Guiscard - A Patron Saint of Knights and one of the faith, A Questing Knight of the Louviers noble family, St. Guiscard was originally a Knight of the Realm whom felt he had a higher calling in life, that being serving the Lady of Prophecy personally. To not only prove to himself but to his Lady and the Arch Saint that he was one of pure heart and noble in character, St. Guiscard took the Questing Vow and departed his family manor in Redemund after renouncing his claim of his noble heritage as well as any possessions to the less unfortunate that were not his weapons or armor. Living the life of a warrior hermit for over thirty years, St. Guiscard traveled throughout the realms of the civilized lands and even the lands above, doing whatever he could to aid those in need or those less unfortunate then himself. A warrior of justice and honor, St. Guiscard fought in many battles against the forces of the darkness, fighting with all his might to drag the world's evil into the light and bring peace and prosperity to the land. This came to a end during a pitch battle on the borders of Alcberde where he was narrowly killed in a duel against a Champion of the Deadra Lords. Though he survived the ordeal, being rescued by a group of Alcberde Knights and brought back to Trinrion Castle in Alcberde, with nearly all his bones damaged to various degree, he was bedridden for nearly a year. During that time period, he spent his free time laying near the window in his castle quarters in heavy prayer, often in doubt of his life. It was during these sessions he began to receive visions from the fabled Arch Saint, reminding the Questing Knight that despite being broken in body, he was still strong in spirit and although he could no longer serve in the traditional role as a warrior of the faith, there was still much he could do in other roles. Unable to let go of his knightly heritage, It took many visions but eventually near the end of his recovery, he realized the errors of his way and seeked to continue to serve his Lady, albeit in a different way. Following his recovery, St. Guiscard traveled to the Arch Saint's Notre Dame Great Cathedral within Caillouet, spending nearly entire day confessing his sins to Petenilla, the High Priestess of Caillouet. Afterwards, now pure as one could be, he laid down his armor, his longsword, heater shield and lance before the great stature of the Arch Saint and departed, leaving with nothing but the clothes on his back as a symbol of his abandonment as a Knight of Laetannia. Marking a new time in his life, St. Guiscard lived the life of a commoner as he made a pilgrimage throughout the realm, paying his respect to the holiest locations within the realm and spending several hours in prayer. At the end of his pilgrimage, he returned to Villede 'la desse, feeling it was time to aid others and to aid himself, he joined the Order of the Imperishable Soul as a monk, spending several years in intense study before leaving the Order of the Imperishable Soul as a Priest. Once again, he traveled for a bit throughout the realm, aiding anyone in his travels in any spiritual needs. As he traveled throughout the lands, seeking to aid those whom have been blinded by the truth or lost their way, people became drawn to the priest, awed by his words and the truth he spoke of and as well as where he came from. By the time he had reached Etreux, he had gained a cult of followers, ranging from commoners to aged knights whom went through similar circumstances to other brothers and sisters of the faith. Wanting to make his teachings official, him and his followers founded the Grand Order of the Lady and the Knight outside the city where he spent the remainder of his life, teaching those of his tale from his heroic origins to becoming a humble priest of the Lady.
St. Oskar - A Rominian Saint of the faith, St. Oskar was originally a warrior of Clan Taungarian until one fateful day, as he was fighting raiders, he was wounded and left for dead. He was captured and tortured for several weeks until the group in question was discovered by the local Lord. A battle ensured and within minutes of the attack, the raiders laid dead and the captives released. Severely weaken due to malnutrition, St. Oskar was forced to recover in the nearby town, forcing him to rest in a bed for several days. In that time, St. Oskar began questioning his belief in his Ancestral God, why wasn't he saved? Why did the lord of his will do nothing? Was he no longer a worthy servant? Many more question ran through the injured warrior before he finally recovered and when he did, with his resolve shaken, immediately departed the town. After leaving, he wandered aimlessly, following whatever road would take him, he eventually stumbled into the city of Ingros. With his resolve shaken and unable to face whatever reality that was in his head, he lived a life of great poverty, living the life of a beggar and a thief. After nearly a year, during a midday stroll, he stumbled across a large, ruined pillar of a once large cathedral. Irresistibly drawn to the large pillar for some reason, St. Oskar climbed the large pillar with nothing but his hands and once he was on top, he immediately had a desire to meditate and so when he did, It brought comfort to his heart. Not wanting to lose this comfort, for thirty days and thirty nights afterward, St. Oskar would return to the large pillar each day and meditate until on the thirty first day, while meditating as usual, he received a vision of the Lady of Prophecy, reminding him the importance of faith and speaking of the salvation that waited for him If he only became her servant and believed the truth she spoke of. Desperate to feel whole once more but wanting to prove himself worthy of the salvation of the Lady of Prophecy spoke of, St. Oskar made a vow of stability, to never leave his large pillar until he deemed himself worthy. For the events that would come later, St. Oskar would become a legend when he lived the remainder of his life on top of that pillar, often in deep meditation and prayer. In the forty years that come and pass, St. Oskar would eventually come to be known as a wise hermit to the populace of Ingros. It would eventually come commonplace for the many commoners and pilgrims to pay their respects to the hermit and ask the wise man of advice they needed in exchange of food. When St. Oskar finally passed away at the age of seventy five after he failed to do prayer one morning, his body was found laying on top of his pillar perfectly preserved and clean. To preserve his body, he was laid to a rest at a local church within the city until one of Laetannia's High Priestess entered the city a few weeks later, petitioning the Duke to construct a chapel in St. Oskar's honor. Financially supported by the Holy Church, a small chapel next to St. Oskar's pillar was constructed and almost immediately afterward, his body was put on display behind the alter in the main hall of the chapel and to this day, his body still remains, perfectly preserved and clean.
St. Marianne - Known as the "Queen of Sorrows" and as "Marianne the Flash", A highly venerated Patron Saint of Protection and Sacrifice as well as the dou Patron Saint of Avodance with St. Asselyna, St. Marianne was the first High Queen of Laetannia and a legendary Grail Knight known for her divine like reflexes, even amongst the ranks of the Grail Guardians, is credited for ending St. Cripian's holy crusade against the Vyreadra as well as ruling Laetannia during it's darkest hour, the Arisen Crisis that nearly brought Laetannia do it's knee's. Following such a disaster, after feeling great guilt, firmly believing she had failed her people during their greatest time of need and believing in her heart, body and soul that she was beyond redemption, St. Marianne exiled herself from her homeland and traveled to the Temple of the Sacred Flame and voluntarily sacrificed herself to the Sacred Flame in an attempt to repent for her mistakes. Despite foreign powers and historians viewing St. Marianne as a incompetent ruler, she is loved by her people, especially those in Avodance where she ordinates from. She is often a inspiring example to female Knights despite the actions that led up to her self exile and death.
St. Tryanna - Commonly known by many titles such as the "White Lady of Light", the "Preserver of the Light" and as the "Star Lady" as well as many more, a honorary Saint of Laetannia, St. Tryanna is a legendary and mystic figure in Laetannia literature, telling the tale of a mortal woman that came from the sky and rose to become humanity's salvation. With her many unnatural gifts such as her divine like charisma, strength and wisdom, she united much of humanity during the Dark Ages and arguably led the largest mortal army in the history of Athrunial, the Army of Light against the Deadra in the hopes of driving them back into the realms of Oblivion. During the height of her power, St. Tryanna controlled largely what remained of humanity and had eight warriors that would become her legendary champions, one of which was the Arch Saint during his youth before he met the Lady of Prophecy. Eventually however things became disastrous as after St. Tryanna had somehow located and acquired the legendary Necron Stones that were created by the Being of Creation and gifted them to her Champions to use against the Deadra, the supreme power was too much for them to handle. Out of all St. Tryanna's Champions, all but one fell to such power with the Arch Saint being the sole one that refused to use such power, even for the most noblest of reasons. As a result, soon after they received such power, the seven Champions were either killed out of corruption, died in another manner or morphed into a entity of darkness. Some choose to sacrifice themselves while they still retained a portion of their humanity in an attempt to use the stone's power for one last good deed while others became corrupted by it's power. One even allowed themselves to morph into a Deadra Lord. As for St. Tryanna herself, her fate wasn't much better. After the lost of nearly all her Champions but one and the battlefields intensifying, eventually her army was withered down by the near endless hordes of the Deadra until one final pitch battle occurred where the entirety of the army of Light was shattered and St. Tryanna herself became fatally wounded. The final fate of St. Tryanna is unknown but many have came to two conclusions. The first is that In her final moments as her body began to dissolve into balls of light, she rejoined the heavens as many believed she came from or two, wanting to watch over her last remaining Champion, the future Arch Saint of Laetannia, to guide him down the correct path against the Darkness and the Deadra, imbued the last of her life essence, her soul and mind into his very being, refusing to allow her last Champion to fail. For those whom go with this theory, they still believe she may yet still exist in this world in some form of a spirit that watches over the Arch Saint from beyond the grave.
St. Emeline - A Saint of the faith, a young maiden of the Affre noble family, St. Emeline was a crusader of unique circumstances. Born to a Lady Louise Affre and her husband, Baron, Evrard Affre as their first daughter, St. Emeline would become the eldest of several daughters by the time her life would change forever. Initially St. Emeline lived the normal life of a noble maiden however due to being a woman, she was quickly discarded to be heir of the family once her husband died or prove incapable of leading the family. Over the countless years as St. Emeline grew, her parents continually attempted to have a son yet were met with the opposite of success, instead St. Emeline's mother gave birth to seven daughters, Lise, Belisa, Laetitia, Caroline, Fiona, Marine and Claudia. Some time after Claudia came to the age of one, unable to handle the reality he may never have a son for a heir, St. Emeline's father fell into depression for a time before being found in his study one night dead, having taken his own life in the form of silting his own throat. With the death of her husband, St. Emeline's mother, unable to handle the stress or the same reality her husband came to, Lady Louise Affre broke down and went psychologically mad. In her fit of maddening rage that came soon after, she ordered her men to seize her daughters excluding her eldest and throw them in the dungeons to be tortured and raped as punishment for not being born as a man before they were to be killed. Upon finding out her mother was truly lost and what she was planning to do with her sisters, St. Emeline went to her father's study and armed herself of their family's sword. From there, after she confronted her mother and slew her in cold blood before breaking into the dungeon and rescuing her sisters. Afterwards, fearing for their lives, after having slain her mother and several guards, St. Emeline and her sisters fled not only their home but the entire county, not wanting to persecuted for murder. During one night while she slept near her camp's fire, in her dreams, she was met by a warrior donned in white plate armor surrounded by a golden aura, besieging her to aid those whom were in circumstances similar to her own sisters before fading away. Immediately awaking from her dreams, she was met with the same faces from her sisters. When St. Emeline told her sisters of her dream with some white knight, they were all astonished, surprised when every single one of them expressed having the same dream. Upon this realization It was a vision from the Arch Saint or at least what they believed, St. Emeline and her sisters took vows of dedication in the name of Arch Saint of Laetannia and decided they would rescue their brothers and sisters whom sat in dungeons, having been ill persecuted for their faith or for something they haven't yet done. Spending many years on the road traveling throughout the Thrymiria region after this revelation, St. Emeline and her seven sisters would break into many camps, jails, dungeons and rescue those whom were imprisoned for unjust reasons or for those whom were being prosecuted for their faith in the Lady. Over time as they became more famous, they eventually gained followers of their own, women of similar circumstances whom have been touched by the same light and wished to do good. St. Emeline and her sisters were even eventually trained in the ways of knighthood by female knights whom joined their cause however not everything would go their way. Eventually as they waged war against those whom imprisoned their brothers and sisters, It would become inevitably that their own blood would be spilled. Over time, one by one, St. Emeline's sisters fell to the sword trying to save as many as they could, even St. Emeline herself was not spared from such a fate. During a skirmish to rescue a group of sisters from a corrupted lord, she was struck down by an arrow for her youngest sister, Claudia, throwing herself in the way of the arrow to save her sister from death. Dying in her sister's arms, Claudia used her newly found wrath against the corrupted lord's men, killing them in a unquenchable fit of rage before she saved the sisters locked up in cages. Afterward, Claudia returned to her homeland with her sister's body and upon returning to their original home, she buried her under an ancient apple tree. When Claudia's whereabouts were discovered by the Holy Church soon after entering Laetannia, she was quickly found, arrested by the Seeker Inquisition and brought back to the spiritual capital of the Holy Church, Villede 'la desse. From there, she was interrogated and tested of her purity to see what she spoke was the truth. When the truth was revealed that not only her but her sisters were touched by the Arch Saint's light, they were all immediately canonized as Saints. St. Claudia would live on as a living Saint and continue her original task her sisters started, even in the current day. After becoming a sister of the Holy Church, St. Claudia would go on to form her own crusading sister order, the Sisterhood of the Flaming Light.
St. Tyrloc - Known as the "Unhonorable Savior" by the Knights of Laetannia, St. Tyrloc was the fourth High King of Laetannia and a Grail Knight of Laetannia. Elected as the fourth High King of Laetannia shortly after St. Naudin had been slain during the defense of Villede 'la desse, St. Tyrloc became responsible for pushing back the Vyreadra back into the Aklatorian Mountain ranges during the first Storm of Darkness at the cost of his own Knightly honor, being forced to perform unconventional warfare with a large force of longbowmen. Although universally disliked by the Knights of the Realm despite saving Laetannia from destruction, the Holy Church honor's his sacrifice and his duty to the Lady during one of Laetannia's darkest hours.
St. Neo - The Patron Staint of Love, a Grail Priest of the Holy Church, St. Neo was a renown member of the Holy Church, being responsible for writing countless scriptures and preaching the importance on the concept of love and happiness, firmly believing the emotions, love and happiness was a source of great strength, especially between those whom shared a powerful bond with one another. Known as a truly kindhearted and compassionate individual in life, St. Neo was known for marrying lovers under the power of the Holy Church as well as finding love for those whom couldn't find It as he traveled the lands preaching his teachings. Sensing the near end of his life at the age of four hundred and eighty three, St. Neo traveled to the central point of the world, Aklator and voluntarily sacrificed himself to the holy flame, feeding his very essence to the holy flame in an effort to prevent the planet's destruction.
St. Baldoin - A Saint of the faith, St. Baldoin was a young monk said to have had received visions from the living Saint, St. Claudia, directing him to a piece of land just outside Caliborne and tasked him with the duty of digging. Accepting the living Saint's request, St. Baldoin went to work digging a hole. For three days and three nights, St. Baldoin continually dug with nothing but his hands, never stopping in his duty until on the last day of his sacred duty. After removing a large rock while digging, St. Baldoin was astonished when crystal clear water began sprouting from underneath the ground. Quickly, his entire hole was engulfed by the water and before he knew it, the immediate vicinity around him turned into a small lake. After he swam to to the bank to save himself, he was further amazed by the sight of his hand, specifically his fingers had been completely healed from his prior work. Realizing he had just created a Grail Grotto, a sacred place to the Lady of Prophecy, St. Baldoin immediately made a pilgrimage up Mt. Helena and kneeled before High Queen, Lisseut within Camahaloth, requesting her aid in building a Grail chapel around the sacred Grotto he had created. Accepting his request, with the aid of the Grail Queen of Laetannia, St. Baldoin built the Clerico chapel around the sacred grotto and became it's priest, spending the remaining of his life watching over the holy grotto alongside the shoulders of Grail Knights whom come and go.
St. Naudin - The Patron Saint of Protection and Sacrifice, known as the "Preserving Saint" and as the "Knight Preserver", St. Naudin was the third High King of Laetannia and a Grail Knight of Laetannia. Responsible for saving Laetannia from complete destruction during the Bermon War after the second High King, Odin had weaken Laetannia through his inexperience as a king and as a warrior. Having lost the bulk of Laetannia's Knightly Armies to the Weldra including the life of the High King, Laetannia was in near chaos for nearly three years until the Grail Knight, Naudin appeared mysteriously as most Grail Knights do. Almost immediately crowned by St. Lavena herself, St. Naudin waged a successful campaign against the Weldra, quickly driving the Weldra from the grasslands of Laetannia back into their forests. Upon coming to the realization of their way's, St. Naudin offered a peace between themselves and the Weldra, offering his nation to vow to never again wage war against Bermon. On the terms Laetannians couldn't settle past the Ryreva river on the outskirts of the eastern Bermon forests, the Weldra agreed to the Bertelis treaty. as a gesture of friendship and honor, St. Naudin proposed the Bertelis trade, in exchange for their high quality wood, Laetannia would provide the Weldra with large quantities food to better feed their people. The Weldra accepted and to this day, the Bertelis trade still exists, providing great wealth and rare materials between both nations. Following the Bermon War, St. Naudin led Laetannia for over a century, rebuilding the kingdom and once again, bringing great prosperity to the realm before the darkness, before the Vyreadra appeared. Caught completely off guard by the Vyreadra invasion that was to later be called the first Storm of Darkness, Laetannia quickly found itself besieged from nearly all corners of Laetannia as the Kingdom didn't have a strong Knightly army at the time. Forced to put together a force of Knights, mainly comprising of young, unproven nobles, St. Naudin's forces were quickly devastated by this new threat before being completely massacred at the battle of the Crimson mountains with St. Naudin himself being nearly killed in battle. Forced into hiding to regroup his forces, he along with his knights were forced to watch as the Vyreadra ravaged the countrysides of Laetannia. No longer having the numbers to combat the Vyreadra directly, St. Naudin and his Knights were forced to perform guerrilla warfare to in attempt to save the villages and towns not yet burned to the ground. It wasn't until the siege of Villede 'la desse itself did St. Naudin finally decide to step out of the shadows. Unwilling to allow the spiritual capital of Laetannia be destroyed, St. Naudin and his force of Knights charged into battle against the Vyreadra outside the city and despite being destroyed to the last man, fighting through the hordes of the Vyreadra to reach their lord, St. Naudin's duel with the Vyreadra Lord Viscard disrupted the Vyreadra forces outside the walls long enough for Villede 'la desse to mount a counter attack led by St. Lavena and drive back the Vyreadra. Although St. Naudin and his Knights would pay the ultimate sacrifice with their lives, their sacrifices would ensure the survival of Villede 'la desse and the million that called it home. As a Saint, St. Naudin is often represented in Laetannian literature as a ideal Knight to strive to, to be a Knight of heroic actions, having to make choices for the benefit of others at the cost of your own, even your life If need be. In the Holy Church, he is revered as a courageous Saint of no bounds, having the made the ultimate sacrifice to protect his people from the forces of evil and to ensure their survival into the future ages that are to come.
St. Anastasia - Known as the "Inferno Champion", the 'Inferno Mother", the "Inferno matriarch" as well as many more titles, St. Anastasia is the Patron Saint of Templar Paladins as well as a Saint of the faith and one often associated with female Templars as well as the first Templar High Lord of the Templar Order. One of the very first Laetannians created by the Lady of Prophecy at the dawn of the fifth era, St. Anastasia was amongst one of the first maidens to become a Knight of Laetannia and shortly after proving herself in battle against the Greenskins, she became the personal follower of St. Orderic and St. Lavena. How she became the follower of the first High King and the first Arch Priestess was simple. Throwing herself into battle under the banner of multiple lords during St. Orderic crusade against the Orc's of Laetannia, Anastasia became a legend in Laetannia during one ferocious battle. Despite her unit being routed, St. Anastasia charged into the enemy lines without fear or a worry in the world about her own life, using her white lance to smash her way through the waves of Orc's until she located the Orc Warlord, Drurokk. She challenged the Warlord to single combat and slew him in a near instant, forcing the entire Orc horde to trample in chaos. From that point on, St. Anastasia would come to be considered a true prodigy in warfare by many despite her young age and within Laetannian society. She would eventually become famous for her impressive martial skills as well as her violent, hot headed zealot like personality and belief in the Arch Saint. Upon proving herself on the fields of battle, St. Anastasia almost immediately became one of St. Orderic's personal Knights during his crusade against the Orc's, fighting alongside the High King himself during countless battles against the Greenskins in his crusade however after St. Anastasia refused his offer to become one of his Royarch's due to her religious belief in the Arch Saint, she would also become St. Lavena's personal protector on the battlefield. In the time St. Anastasia spent protecting the Arch Priestess, the two became close, eventually forming a mother, daughter relationship and due to that relationship, St. Anastasia's strengthened her faith in the Holy Church and her belief in the Arch Saint to the point It became became unbreakable. Sometime later, It would become due to this belief in the Arch Saint that she would abandon her old life and take on Laetannia's Questing Vow, to prove to herself she was a "True Knight" of Laetannia, one that truly followed in the footsteps of the Arch Saint. After she departed Laetannia with nothing but her warhorse as well as her weapons and armor, It was said she traveled for many years throughout the corners of the world aiding those in need and defending the innocent. Her last sighting was in 5E 61 within Dolvanas when she was last seen defending a city from a massive winged beast and was presumed killed by it. This was proven false when a young St. Anastasia mysteriously appeared in 5E 321 during the defense of Londortharl upon a massive white Manticore and aided the defenders in the defense of the city against the Vyreadra. Following the battle, believing St. Anastasia was a Grail Knight of the Lady of Prophecy, Londortharl submitted itself to her command. With her newfound power, St. Anastasia took many of Londortharl's spiritual warriors whom held similar ideals as her and launched a crusade of her own against the Vyreadra. With her crusaders, St. Anastasia came to the defenses of many sacred locations of the Holy Church over the remaining span of the first Storm of Darkness, providing a crucial service to the Holy Church during one of it's greatest times of needs when the Knights of Laetannia were no where to be found. After the Vyreadra were defeated and forced back into their mountain holds within Aklator, It was only than was the truth was finally revealed of St. Anastasia's sudden appearance. Much like St. Claudia that would come much later in history, when St. Lavena finished her tests of purity of St. Anastasia after she had willingly submitted herself to the Holy Church, the Arch Priestess would become astonished that despite St. Anastasia being engulfed by the "light" just like herself and the countless other chosen servants of their Lady, St. Anastasia's own chosen divinity seemed to be differ in nature, humming or feeling different than her Lady's warm touch. Still, being eternally young. wielding the light and the strength comparable to a Grail Knight as well as fighting for the same ideals, It was clear to St. Lavena she had been in fact blessed by a being similar to her own Lady. Despite the unusual circumstances of her blessing, due to her purity of heart and unyielding duty to the Holy Church and Laetannia, St. Anastasia was canonized by St. Lavena shortly after she discovered the truth. It was also around this time that St. Anastasia advocated the founding of a Knightly Order or a military organization that would function as the military arm of the Holy Church that would protect what was sacred to the Grailism religion as well as seek out the darkness and destroy it as holy warriors at any cost. Having similar thoughts, St. Lavena agreed to St. Anastasia suggestion and thus, the Templar Order was born with St. Anastasia as it's very first High Lord. As the Templar Order's first High Lord, St. Anastasia would spend the remainder of her life building the order and leading her Templars into countless battles through the wars and crusades that would come after such as the War of Embers to the Aklator Crusades. Once Again, St. Anastasia was presumed killed in 5E 547 during the assault on the Vyreadra capital when nearly her entire force of Templars were killed. Choosing to stay behind along with the High King and the other Laetannian heroes to stall the Vyreadra King long enough for the survivors to escape with their lives, she was not only crippled and defeated in battle against the Vyreadra King but captured as well after the High King along had been slain. With a select few others whom were fortunate enough to survive the onslaught, she was dragged away into the depth's of Aklator and was never seen ever again. Despite her fate, many believing she was executed or worse, consumed by the Vyreadra King himself, some believe St. Anastasia is still alive and is simply abiding her time for when Laetannia enters it's darkest hour, that she will finally appear and aid her people through the final age of darkness.
In modern Laetannian literature, St. Anastasia is often romanticized as a Grail Knight mounted on her manticore, often appearing during one's darkest hour and saving those from the darkness at the last moment. In spiritual text's and within the Holy Church, St. Anastasia is viewed and venerated as the fiery tempered, holy mother of all Templars of the Templar Order as well as one of the Holy Church's wrathful spirits. Although the origins of her power are unknown, many of the Priestesses of Laeatannia believe she had been touched by the Arch Saint in some regard like St. Claudia although how is a heated debate between those of the faith. she is often compared to St. Asselyna, being great female warriors and leaders of men and women of Laetannia during it's darkest hours and yet while St. Asselyna is viewed as a calm and collected warrior, St. Anastasia owns a personality comparable to a Rominian, a zealot, hot headed, violent warrior. One that can be agreed on however is that while St. Asselyna may be considered one of the most skilled swordsmen in the history of Laetannia, many agree that St. Anastasia had exceptional, almost unnatural skill in mounted combat, being regarded as one of the most skilled mounted warriors within the entirety of Laetannia's history with only a few being considered her equal.
St. Lisseut - Known as the "Lioness of Laetannia", St. Lisseut was the second High Queen of Laetannia and Grail knight during the Second Storm of Darkness. In her early reign that lasted over a century, St. Lisseut is noted for ordering a number of minor crusades against Vyreadra holdings within Laetannia left over during Heinrich II's rule and destroying them. When the Second Storm of Darkness broke out in 5E 1000, St. Lisseut mobilized the entirety of Laetannia and marched for the Thrymiria Kingdom. Determined to halt the Vyreadra advance at nearly any cost, St. Lisseut personally led the Knights of Laetannia into numerous battles for over century until her death in 5E 1120. Greatly weakened from the Onyx virus unleashed by the Vyreadra, St. Lisseut was forcibly removed from command by a small group of Grail Knights and was escorted to Villede 'la desse. As a now, aged and sickly woman, after a week of rest, on her death bed, the dying Grail Queen selected her closest adviser and bodyguard, the Grail Knight, Guilliman as her successor before passing on. Her death left a great impact on the people she served alongside as well as those she fought to protect. After her death, the death of the second Grail Queen was mourned not only by those in Laetannia but all of Thrymiria as well, being remembered as a great hero queen who should never be forgotten.
St. Fernandius - The highly venerated Patron Saint of Men-At-Arms, St. Fernandius is a legendary figure in Laetannia history, said to be the Imperial Man-At-Arms that sacrificed his life to save St. Mariella during her confrontation with the Vyreadra Abyssal Lord, Matahar during the defense of Caliborn. Although the exact details have been lost to time due to the circumstances that would follow shortly afterwards, legend says that during the chaos, St. Fernandius witnessed the duel between Arch Priestess, Mariella and the Vyreadra Abyssal Lord, Matahar, one of the personal servants of the Vyreadra King himself. The duel only lasted minutes but It quickly showed whom was the superior combatant. When St. Mariella was about to be overwhelmed and slain by the Vyreadra during the climax of their duel, St. Fernandius immediately threw himself directly in front of St. Mariella in the hopes of shielding her from danger. As the consequence for his actions, St. Fernandius was treated to a fate worse than death itself as his soul was first torn to pieces before finally being obliterated a few moments later. With his sacrifice however, he gave St. Mariella the opening she needed. Summoning a massive beam of pure light that shot down from the heavens, Matahar was torn nearly to pieces as his body was smited by the Lady of Propecy's divine wrath when the massive beam of pure light crashed into the earth and engulfed his body. Afterwards, having remembered the lone Man-At-Arms that had made the ultimate sacrifice so that she could live, St. Mariella immediately canonized St. Fernandius on the sport and declared him to be equal of any Grail Knight, having made the ultimate sacrifice with honor. Since that day, St. Fernandius has stood as the patron Saint of all Men-At-Arms, embodying what It means to be a Man-At-Arms, to be a defender of the realm whom is willing to make the ultimate sacrifice when needed.
St. Mariella - A Saint of the faith whom is renowned for making the ultimate sacrifice, St. Mariella was the second Arch Priestess after St. Lavena had passed on in 5E 440. Though St. Mariella is a significant figure in Laetannian literature for her duel with the Vyreadra Abyssal Lord, Matahar during the defense of Caliborn due to the birth of St. Fernandius, she is most famous for being a prominent figure in Grailism theology for orchestrating and performing the ultimate sacrifice during the battle of Camahaloth. In the presumed final moments of the battle over Laetannia's capital, after the vast majority of it's defenders laid dead or dying, St. Mariella and the surviving High Priestesses as well as any of those whom had been blessed perform and complete the ritual to summon a permanent, stable portal to the heavens. With their sacrifices, Camahaloth is saved when the Lady of Prophecy herself appears with her army of Aeadra Valkyrie and Grail Guardians mounted on Aeadra Dragons, resulting in one final battle. In the end, thanks to the sacrifice of St. Mariella and all those blessed by the Lady, The Vyreadra King and his forces are defeated and Camahaloth, and by extension, all of Laetannia is saved.
St. Meletta - A Saint of the faith and a High Priestess of Laetannia, St. Meletta was a true servant of the Lady of Prophecy whom was captured, tortured and slain in Asingard for defending her faith, her cathedral and her parish's followers. It is said that once she was captured and tortured for a great many days, she said nothing, showed no emotion and shedded no tears during her captivity. On the day of her execution, she died without regret or remorse.
St. Guesclin - Known as the "Black Knight of Northmoor", a Saint of Knighthood, St. Guesclin was a highly renown Knight of the Realm during the Second storm of Darkness, becoming legendary for defeating the Vyreadra Lord, Boleslaus in single combat and driving out the Vyreadra out of Alcberde with the help of it's forces despite becoming partially corrupted. A highly renowned Vyreadra Slayer and founder of the Knightly Order specializing in slaying Vyreadra, the Black Keepers, St. Guesclin met his end in Alcberde at the defense of Amberoux when he and his Black Keepers remained behind to defend those whom had taken shelter within the city's castle palace as well as distract the Vyreadra long enough for Alcberde's Queen and her personal guard to escape the city. While in Laetannia, St. Guesclin embodies Knighthood and is viewed as a example all Knights should aspire to be, In Amberoux, Alcberde however, St. Guesclin is considered a national hero loved by the masses and is highly venerated as the embodiment of Chivalry within Alcberde society to the point of obsession.
St. Alessia - Known commonly as the "Divine Enchantress", unofficially as the "High Queen of Laetannia" and as the "Grail Queen", A living Saint and one of the Lady's most favored Champions of all time, St. Alessia is the Current Arch Priestess and close companion to the current High King of Laetannia, Nilus Abbergenien
St. Nilus - Known by many titles such as the "Grail King", the "Hero King of Laetannia", the "Grail Knight of Destiny", the "Prodigy Child", "Nilus the Honored", the "Sword Saint of Laetannia" as well as more, A Living Saint and one of the Lady's most favored Champions of all time, St. Nilus is the ninth High King of Laetannia whom is responsible for uniting many of the mortal races together against the Vyreadra and driving them back into the Aklatorian mountain ranges during the final years of the second Storm of Darkness before becoming legendary in the eye's of his people for surviving his fabled duel with the Vyreadra King himself during the final battle. Since that time and his truce with the Vyreadra King himself, he has spent the last remaining decades with St. Alessia in preparation for the "End Times" that is soon approaching.
The Templar Order
Commonly referred to as the "Knights Templar" and as the "Paladin Order", the Templar Order is the military arm of the Holy Church that serves to protect the Holy Church itself, locations deemed sacred to the Grailism religion as well as tasked alongside with the Seeker Inquisition to mercilessly hunt down any corruption or evil that takes seed within Laetannia and destroy it. During times of great crusades, especially when a great darkness looms over, often the Templar Order's many orders will march alongside the Knights of Laetannia, aiding them in their never ending quest to rid the world of it's evil's and the darkness it creates. Far more rarely, a Order or in some cases, multiple orders may launch crusade's on their own, waging vicious wars against the corrupted and those controlled by the darkness until they are destroyed. There are even some Templar Orders whom exist solely as a crusading force, spending the entirely of it's existence continually crusading throughout the world in the hopes of destroying the world's corruption and it's evils.
Organisation and Hierarchy of the Templar Order
As the military arm of the Holy Church, the Templar Order falls under the jurisdiction of the Holy Church and as a result, the Arch Priestess has complete authority over the Templar Order, allowing her to take control of the entire arm at will and may do whatever she wishes with the Order. The overall leader of the Templar Order is the Templar High Lord whom functions as the Templar Order's highest commander as well as it's spiritual figure. As the representative and figure head of the Templar Order, the Templar High Lord often sits on the Arch Priestesses chosen council alongside the High Lord Seeker and her chosen High Priestesses to aid her in governing the spiritual matters of the land. While subservient to the Arch Priestess of the Holy Church, In normal Laetannian society however, the Templar High Lord is only subservient to the High King himself and the Lady's personal servants from the heavens, the Celestials. Those directly under the Templar High Lord in terms of power are the many Templar Grand Masters, High Commendatrix and Grand Abbots whom take on the mantle of being the spiritual leaders of the many Templar Orders that make up the Templar Order. Although the Templar Order itself is a singular organization with a centralized ruling body, the military forces It controls is separated into many orders, structured similarly to a religious Knightly Order found in Laetannia and the kingdoms that make up the Thrymiria region. The Orders that make up the Templar Order are structured into three types of Templar Orders, they are the following...
Knights Templar order - Led by a Templar Grand Master and Comprised entirely of Knights whom had joined the Holy Church or those whom were born into the Order or adopted, a Templar Order functions almost identically to a normal spiritual Knightly Order found outside the Holy Church. Knights Templar Orders make up the bulk of the Orders within the Templar Order itself and function as the "standard" template for future orders. The Templar Knights are by far, the most renown of the three types and are considered the staple of the Templar Order. By far, the most commonly seen warriors of the Templar Order are the Knights of Knights Templar Orders. Commonly, Knights are usually referred to as "Knight Templars", "Templar Crusaders" or simply "Templars". Majority of Knights Templar orders dedicate themselves to the Lady of Prophecy, often seeing themselves as her warriors.
Templar Sisterhood/ Templar Convent Order - Led by a High Commendatrix and comprised entirely of warrior Sisters or Nuns whom have dedicated themselves to ridding the world of the world's darkness and corruption through the fires of battle, Templar Sisterhoods are notoriously rare, the rarest of the three types of Orders and yet their zealot and fanatical nature on the battlefield makes them unmatched on the battlefield, granting them a near notorious reputation as fierce and unyielding warriors. Unlike the two other types of Orders, any young woman or female child may join or be adopted by a Templar Sisterhood as long as they are Maiden's whom still have their virtues as every sister is expected to surrender her chastity only to the Arch Saint alone for his love and guidance is ever divine and ever knowing. With every sister dedicating herself to the path of a holy warrior whom follows in the footsteps of the Arch Saint, they forever seek out the corruption of the world and the darkness that has seeped into the lands and destroy it. Every single Templar Sisterhood is dedicated to the Arch Saint of Laetannia and most crusading Templar Orders are in fact Templar sisterhoods. Despite their warrior like mentality and way of life, Templar Sisterhoods are surprisingly the most spiritual in nature of all Templar Orders, preferring to remain in prayer and mass throughout the entire day when not waging war and even when they do, It is not unusual for them to conduct rituals and prayer before, during or after a battle. Perhaps the biggest example of their dedication to the Arch Saint are the Grail Wagons themselves, massive ornate metal wagons pulled by over thirty horses that function as shrines of worship and at times, the command post of their forces.
Monastery Templar Order - Led by a Grand Abbot and comprised entirely of Monks, Monastery Templar Orders are known to be the most passive of the three, preferring more civil vocations similar to a regular Monastery Order of the Holy Church. As a result, during war or times of great crusades, Monastery Templar Order's often function as the primary defensive forces of the Templar Order, preferring to defend locations of importance as garrison forces and If needed, fortify and maintain such locations. As a defensive force, the brothers of Monastery Templar Orders are famous for their accuracy with longbows and defensive weapons such as pikes and spears, so much so they are sometimes referred to as the "Marksmen" and 'Executioners" of the Holy Church. Although rare, it is not uncommon for Templar brothers to function as warrior priests for the armies of nobles, providing the men and women with their spiritual needs and keeping morale at a maintained status. Similar to a Templar Sisterhood, any young man over the age of fifteenth may join the Monastery Templar Order however depending on the Monastery Templar Order in question, some Orders may take vows of Chasity like a normal Monastery Order where as some do not, allowing brothers with prior children to join or allow them to have limited sexual activity at the cost of no romantic attachment and If by a chance, It results in the birth of a child, the brother in question is responsible for the care of the child until It reaches the age of fifteenth. Viewing themselves as the true children of Laetannia, the brothers of Monastery Templar Orders do not worship any one figure in Laetannia, instead they show equal veneration between the Lady of Prophecy, the Arch Saint and the Saint Pantheon.
It should also be said that with the exception of the Knights Templar orders, normal brothers and sisters of the Holy Church that inhabit many of Laetannia's religious structures may request to be transferred to the military arm of the Holy Church at any time however unless It is personally approved by the Arch Priestess herself, the spiritual leaders of the Templar Order have the right to accept or deny any individual that seeks to join their order. It also goes the same way for those whom make up the Templar Order. Regardless of Order, a member of a Templar Order may request to transfer to a normal order of the Holy Church by usually contacting the spiritual leader of that order. This is excessively common in older members of the Templar Order whom can no longer fight effectively as the younger members of their Order due to age or injury. Sometimes after waging war for decades, possibly centuries, some of it's oldest member may want to transfer simply for the fact they seek a peaceful life for the remaining time they have left. Now unlike joining a Templar Order upon request, It is unusual for a member of the Templar Order to be denied their request. As for adoption as previously mentioned, the parents of a child or a juvenile may request or "donate" them to a Templar order and If accepted, that child or juvenile will be given over to the Templar Order in question and be trained to become a Knight of a Templar Knight Order or a Sister of a Templar Sisterhood where in likelihood, they will most likely spend the rest of their life in the Order they been adopted by.
As for the Templar Order's themselves, each Order is a self contained, near autonomous military organization that answers only to the Templar High Lord, the leader and representative of the Templar Order, the Arch Priestess of Laetannia, the spiritual leader of the Holy Church and the High King of Laetannia as well, being the most favored mortal servant of the Lady of Prophecy. Much like the Adeptus Knights of Ivalice, being a holy military organization in the service of the Holy Church, any order within the Templar Order has the right to own numerous military installations as well as bear an army of holy warriors of their own. With the power invested in them by the Holy Church, a order of the Templar Order owns the right within Laetannia to temporary seize any stronghold, fortification and any supplies they might require to perform their duties although due to the often defensive nature of most Orders, this is quite rare. Such a action is often only performed by crusading orders whom are usually on the move frequently. The standard organization of a order is quite similar to a Knightly Order however there is no said template for order organization. A order within the Templar Order may organize it's order however it wishes and change the titles of it's ranks. Traditionally at the top is the Grand Master, High Commendatrix and the Grand Abbot whom are the absolute leaders of their order. Despite being highly skilled warriors and generals, usually the deadliest of their order, due to their importance, they often do not take to the field personally, instead usually commanding from the rear where it is safe although it isn't uncommon for the leaders of the more zealot crusader orders to command from the front and wage war alongside their brothers and sisters. To become the absolute leader of a order, one must have a distinguished record and preferably decades of combat and administrator experience for them to be elected as well as shown they have been a true servant of the Lady and the Arch Saint. Some orders take this to a extreme where their order may only be led by one whom has been personally touched by the Lady of Prophecy's divine light or those by the Arch Saint. Such men and women are rare but those touched by the light are viewed as avatar's of war by their brothers and sisters. Once their leader has been elected from a council of the highest ranking officers of the order, the leader of the order often holds the title for life until they pass on or are killed in battle. Only those of senior rank may be elected as the leader of the order although there are exceptions. It isn't uncommon for a order hero to be elected as the leader of the order. Along with the rank of the leader of the entire order, there is also two unique ranks amongst the leaders of a order. The first is the Templar Lord whom are leaders of Templar Orders whom have been granted land by a noble or those whom govern the lands of noble in their absence. A leader of a order may also gain this rank after removing a corrupted noble from power whom are than forced to govern the land until a suitable noble is found to replace them. If there is not a suitable replacement, the order's leader may be granted permanent control over the former noble's land whom than may use it for their order. the last unique rank amongst the order's leaders is the Templar Marshal, the highest rank a leader of a order can receive. A wartime rank employed only during the most dire of times, a Templar Marshal is a leader of a order whom has been chosen to lead not only their own order but countless other Templar orders in the form of one massive unified fighting force with the leaders of other orders subservient to the Templar Marshal. A Templar Marshal is always elected by a council of the orders participating in question and only the most skilled and experienced of all the order leaders are elected to such a position of power whom will than lead the orders for the duration of the crusade. Below the leader of the order are the senior field officers of the order itself, the Templar Commander of Knights Templar orders, the Seraphim Celestine of the Templar Sisterhoods and the Abbot Captain-General of Monastery Orders. Functioning as field commanders as previously mentioned, they are usually in charge of large detachments of their order's forces or commanders of important fortified structures. On the fields of battle, these senior field commanders lead by example, leading their brothers and sisters into the thickest of battle. There skills are second to none, other than perhaps the order's leader themselves or a order hero. Similar to the leader of a order, to become a field commander, one must be a hardened veteran of many battles and shown they are a true servant of the Lady of Prophecy and the Arch Saint.
Alongside the field commanders in rank are the order's champions, the true heroes of the order. Superhuman avatar's of the light, the true champions of the Lady and the Arch Saint, they are the awe inspiring figure of any order force, having proved themselves time after time they are the pinnacle of a order's core beliefs and one of the chosen warriors of the Lady and the Arch Saint. On the fields of battle, the order's champion inspires their brothers and sisters to super human feats of courage as they fight alongside each other and If by chance, a enemy champion or a great threat was to appear, It is the sacred duty of the order's champion to engage and defeat the threat at any cost, even at the cost of their own life. Below the ranks of Templar Commander, Seraphim Celestine and Abbot Captain-General is the Templar Captain of a Templar Knightly Order, the Seraphim Superior of a Templar Sisterhood and the Abbot captain of a Monastery Order. They are by far, the most numerous officers within a order and often make up the officers of most detachment of a order's forces or fortified structures. These officers are often veterans whom hold decades of combat experience to their name and function similarly to the higher ranked officers of their order however due to being lower in the hierarchy of their order, they are considered more expendable and often perform more common duties field commanders cannot be asked to perform. Below the officers of the order are the elite forces of a order, the most skilled warriors at a order's disposal. The first is the highly renowned Templar Paladins, the holy warriors of the Holy Church. The few veterans of hundreds of battles, able to hold off a small army on their own and wielders of the light, the holy Paladins of the Holy Church command respect and awe similarly to the fabled Grail Knights of legend, being viewed as the divine wrath of the Holy Church. Alongside them are the ever fanatical and fear inspiring elite Seraphims of the Templar Sisterhoods. Donned in bitch black religious habit like armor and wielding weapons of great holy power as well as equal in skill to the holy Paladins of the Holy Church, the Seraphim are the never ending, unyielding and ferocious warrior sisters of the Holy Church. So famous they are in their fanatical worship of the Arch Saint, their worship of the Hero Divine makes past unbreakable in combat and will gladly die in the name of their Arch Saint rather than flee, especially when the lives of innocents are threatened or a great evil looms over. To the enemies of the Holy Church, especially towards those whom find themselves in battle against the Seraphims, they are near merciless holy warriors of the Holy Church whom will stop at nothing at purifying the world of it's corruption that has taken form, so much so they causef dread and fear in the eye's of their enemies. Below the Seraphims and the Templar Paladins are the Palatines, a universal rank employed by all types Templar Orders, they are the true veterans of a order and make up the bulk of any order's fighting force. Many function as the lower officers in their order under the title of a Templar Palatine At Arms within a Knights Templar Order, Palatine Superior within a Templar Sisterhood and Palatine Abbot within a Monastery Order while others function as teachers and mentors to the younger members of the order. Below them are the Templar Sergeants of Knights Templar Orders, Sister Dominions of Templar Sisterhood and Deacon-At-Arms of Monastery Orders. Veterans as well, they function as the leader of a squad or multiple during militarial duties. Below even them is the Sister Superior, a unique rank belonging solely to the Templar Sisterhoods. A Sister Superior is a experienced Templar Sister whom functions as the Sister Dominion's second in command and If by chance the Sister Dominion is killed in battle, the Sister Superior will become the new Sister Dominion. At the bottom are the many brothers and sisters that make up the order, they include the Knight Templars of the Knight Templar Orders, the Temple Sisters of the Templar Sisterhoods and the Templar Brothers of the Monastery Orders. They serve as the backbone of any order fighting force as well as functioning as guards to locations deemed sacred or important by the Holy Church or as bodyguards to those important within the Grailism Religion. Unofficial members include Initiates whom have been adopted by a Templar Order and have begun their training and Neophytes, Initiates whom nearing the end of their training and the countless servants whom have pledged their lives to the Order. They aid in the mundane duties of the order including the maintenance of their order building's and performing labor. It should be noted that many Orders do not employ servants as the many brothers and sisters that live in the order prefer to live a humble life of poverty.
The roles of the Templar Orders
Besides for the different types of Templar Order's, there is also the role the order performs within the Templar Order itself. These role's dictate the order's duties and doctrine within the Holy Church as well as their functionally and behavior towards the people and the realm of Laetannia and beyond. While some Templar Orders are formed by famous and renown heroes of the Holy Church and follow their ideals, more often than not, the formation of a new order is often the result of strategic prediction by the Arch Priestess and her council of High Priestess or by the Templar High Lord whom deems It necessary to create a new order on the basis of countering some threat whether external or internal. The different roles are the following...
Guardian - Undoubtedly the most numerous role of Templar Orders, Guardian role orders are created to operate within a specific region of Laetannia under the influence of the Holy Church where their primarily role is to defend area's deemed important or sacred to the Holy Church. Their secondary roles involves them escorting and protecting members of importance within the Holy Church as well as handle the internal affairs of the Holy Church that requires armed force. Unofficially, through clever ploys set by a noble, a Guardian role Templar Order may be founded to bolster a specific region's defense force in the hopes of deterring Laetannia's foes.
Crusade - The rarest and most warlike of all the Templar Order roles, Crusade role Templar Orders are orders that dedicate themselves to combating the darkness and the corruption where ever It can found in the world and destroying it at any cost, even at the cost of the entire order. Due to their nature, Crusade role Templar Orders are always on the move and rarely stay in one location for long periods of time unless resting. Compared to the other orders, Crusade orders are rarely, If ever at full strength after launching a crusade. It should be noted that the vast majority of all Crusade Orders are in fact Templar Sisterhoods whom often view themselves as the right hand of their lady and the true successor's to the Arch Saint's original goal, to destroy the darkness and save humanity. By the masses, they are often considered the Holy Church's divine wrath and by those with a cynical eye, the Holy Church's attack dogs as those commonly found within Crusade role Templar Orders tend to be irrational, fanatical holy warriors that never yield in their sacred duty given to them by the Arch Saint.
Counter - Also known as a "Specialist" Order, Counter role Templar Orders are orders that have created for a specific role such as defending one particular location or a type of foe they excel in killing. As a result, Counter role Templar Orders are often the true masters of their assigned field, often being far more skilled than other, less specialized orders however It is due to this specialization that makes them far less versatile.
Hospitaller - A rare role, Templar Orders of the Hospitaller role are Templar Orders that perform support duties such as functioning as blessed healers, surgeons, caregivers, attendants, advisers etc. often attached to another Templar Order or a Laetannian army during wartime, Hospitaller role Templar Orders function in support roles as they were intended, usually focusing all their efforts on aiding the sickly and healing the wounded. Make no mistake however, just because the members specialize in support duties, does not mean they do not know how to fight. On the contrary, Hospitaller role Templar Orders excel in defensive warfare and are known to be zealots in combat when It comes to defending the sickly and the injured. During times of peace, members of this order are known to aid the communities abroad, aiding them in treating the sick and aiding trough vocational means. Some orders of this role even go so far as acting as important, spiritual advisers to the nobility, aiding them in all matters of spirituality as well as reminding them as where best to place their loyalty.
The Ranks of the Templar Order
Templar High Lord - Technically part of the Grail class of Laetannian Society, the Templar High Lord is the leader of the Templars within the military arm of the Grail religion and oversea's all Templar actives as well as function as it's representative. Being the military arm of the Grail religion, the Templar High Lord works hand in hand with the Arch Priestess through her council in an attempt to further protect everything deemed important by the Grailism Religion.
Templar Grand Master/ Templar High Commendatrix/Templar Grand Abbot - subservient to the Templar High Lord, Templar Grand Masters are the leader of the Templar Orders that make up the Templar military arm of the Grail Religion and are known to commonly run it's day to day activities. During times of turmoil, the Templar Grand Masters are known to come together in a council, possibly the Templar High Lord as well to discuss matters of great importance. Templar Grand Masters leads Templar Knight Orders, Templar High Commendatrix lead Templar Sister Orders and Templar Grand Abbots lead Templar Monasteries.
Templar Lord - Templar Grand Masters that have been granted land by a Noble or govern their land in their absence. More often than not, the noble in question will be removed from power due to failing in their duties and will be left in the hands of the Templar Grand Master or another Templar of similar high rank will be promoted to govern the land.
Templar Marshal - A wartime only rank within the Templars, a Templar Marshal is a General of Templar Order armies during wartime, leading entire armies of Templars during great conflicts.
Templar Commander/Seraphim Celestine/Abbot Captain-General - Field Commanders of the Templar Orders, they are most senior officers of a Templar Order, second only to the Grand Master/Templar High Commendatrix/Templar Grand Abbot. They are often in charge of large detachments and fortified structures belonging to the Grail religion. Templar Commanders leads Templar Knight forces, Seraphim Celestine lead Templar Sisterhood forces and Abbot Captain-Generals lead Monastery Order forces.
Templar Captain/ Abbot Captain/ Seraphim Superior - senior officers of their Templar Order, they are in charge of smaller detachments and units. Templar Captain leads Templar Knight forces, Seraphim Superior lead Templar Sisterhood forces and Abbot Captains lead monastery forces.
Templar Paladin - Hardened veterans, Templar Paladins are the elite Templars of the entire Templar Order, they command respect and awe similar to the fabled Grail Knight of legend, albeit to a far less extent. Besides being high trained, experienced and disciplined, Templar Paladins command the light similarly to the Priestesses of Laetannia however instead of using it's holy power to heal the sickly and wound Deadra, they use it as their Lady's divine wrath.
Seraphim - sometimes referred to as the "Ebony Sisters", the "Daughters of Death" and as the "Maiden Disciples of the Arch Saint", the Seraphim are the elite sisters of Templar Sisterhood Orders. Experienced, ferocious and unyielding warriors in combat, they led to inspire others to higher feats during battle and causing dread towards the enemy. So famous they are in their fanatical worship of the Arch Saint, their worship of the Divine Hero makes past unbreakable in combat and will gladly die in the name of their Arch Saint than flee, especially when the lives of innocents are threatened or a great evil looms over.
Templar Palatine-At-Arms/ Palatine Superior/ Palatine Abbot - A unified rank utilized by all Templar Orders, they are in charge of leading Palatines, veteran warriors of their Order.
Palatine - A unified rank utilized by all Templar Orders, Palatines are veteran spiritual warriors
Templar Sergeant/ Sister Dominion/ Deacon-At-Arms - the lowest officer rank, they lead squads into battle
Sister Superior - Experienced sisters second in command of squads
Knight Templar/ Templar Sister/ Templar Brother - Knights in the service of the Grailism Religion, they serve as the backbone of the Templar Order, serving as bodyguards to those of high rank such as Priestesses, protecting locations of spiritual significance and far more rarely, they wage war as holy crusaders and aid in Inquisitorial matters that requires martial abilities.
Neophyte - Commonly referred to as a "Templar Squire", Neophyte are senior Initiates whom have completed majority of their training under their mentor and are nearing the completion of their training.
Initiate - A youngling whom has just begun down their path to become a Templar
Servant - A servant of whom has pledged a life long service to the order, they aid in the more mundane activities of the order
Recruitment and Training within a Templar Order
The vast majority of Templar Orders adopt children and juveniles from families whom "donate" to the Holy Church or the order in question itself. This is done for a magnitude of reasons but the most prominent one is second and third born children of nobility whom are not destined to lead their noble family or be involved in their family's affairs or politic's in general. These children are often given to the Holy Church to show good faith towards the noble family and the Holy Church. Of course there is always more nefarious reasons such as the family wanting to rid itself of a rebellious child or one whom has brought great dishonor to their family in some regard. Recruitment does not only extent to the nobility, in fact It is more common for people of all classes to be adopted into the order through some manner. While some are adopted by the reasons above, some families send their children away to a order to live a presumably better life, especially If the family in question cannot support a child. It is common as well for orders to adopt orphans, especially ones whom had lost everything, including their loved ones as these children and juveniles often make excellent zealot warriors within their ranks. Being born into a order is not uncommon depending on the order. While some orders forbid marriage and romance, others tolerate the practice while other encourage it. There are always restrictions depending on the type of order and any order policy the order has taken. Monastery Orders only accept juveniles over the age of fifteenth and while Templar Sisterhoods will accept any young girl or woman into their ranks. They will only be accepted If their virtues are still intact. Knights Templar Orders tend to be selective whom they accept, whether as a child or a adult as many of it's members were former Knights of the Realm before joining. It should also be said that any individual can enter one of the many Templar Order monastery's and simply request to join the order and depending on the type and the order itself, they may be immediately accepted or denied membership. As for the members of the Holy Church itself, members may request to be transferred to the military arm of the Holy Church however the leaders of the orders have the right to deny or accept any individual unless It is a request endorsed by the Arch Priestess herself. Members of the Holy Church cannot request to be transferred to a Knights Templar Order however due to those type of orders only accepting former Laetannian Knights or those whom are young.
Once a individual has been accepted into a order, depending on the order itself, they may be placed in a class of Initiates or put into the care of a single Master whom will function as a mentor and instructor, teaching the class of Initiates or the single Initiate in the traditions of the order and the Holy Church to gauge their suitability within the order. Regardless of order or it's traditions, the Initiates will always be brought into the Grailism Religion foremost, being taught of their place within the Grailism Religion as well as the traditions a individual of the Holy Church must know. Once the Initiates completes their training over the span of several years, they first go through the confirmation ceremony where they pick the name of a saint and adopt It as their own, taking their confirmation name as a middle name. Following that, they are taken to a spiritual structure such as a Church or Cathedral where they are baptized in the nude within a pool of holy water by a Priest or Priestess. Once the baptizing is completed, the Initiate is accepted into the Holy Church as a full member of the Holy Church. This is not the end of their training however. Once a Initiate is a member of the Holy Church, they will immediately return to their Order where they will continue their training. Whether it be a class of Initiates or a Initiate with a Master, the Initiate will spend a minimum of ten years continuing to learn the traditions of their Order as well as begin their military training within the Order. Compared to the training of Men-At-Arms and the Knightly Squires of Laetannia, military training within a Templar Order, especially within a Crusading Order is incredibly difficult and harsh to the point many Initiates die during training or become mentally broken and are forced to become Order servants. Besides their intense military training ranging from mastering most types of warfare and the weapons that come along with it, the Templar Orders are notorious for the hundreds of rituals and trials a Initiate must pass, to prove they are strong not only in body but spirit as well, to be able to stand against the horrors of humanity, to be able to withstand the horrors of Oblivion and the corruption it brings. To pass such trials are required for If a Initiative fails even once, they are considered a failure behind saving. What these trials are varies greatly from order to order but common trials range from testing one's will to withstand the power of corruption and temptation to being able to battle a lesser deadra and defeat it without the lost of their own life. Such rituals and trials are set in place due to the Templar Order's belief in creating the ultimate warriors of the light. If the mortal plane is to remain in the hands of mortals after the events of the "Promised Day", those protecting it must reach the pinnacle of what a human can reach or so the Templar Orders and by extension, the Holy Church believes. Those whom survive and pass their training over the span of a decade will travel to the headquarters of their Order and by the end of a several hour ceremony they partake in, they will be Knighted as a Templar of their order after swearing the Templar vow infront of their Order's leader. Once this occurs and the Initiate is now a Templar, there is a tradition amongst some orders perform after the knighting. This tradition often involves destroying the majority of the memories of their past life as well as their original name as to demonstrate their rebirth and loyalty not only to the order but the Holy Church as well. Now as a full member of the order and the Holy Church, the Templar is bound to their order for life and may never leave directly unless they request the Holy Church to transfer them to a normal religious order which is commonplace and considered an acceptable practice, especially for those whom had been permanently injured or have became too old. When death comes to a Templar after a life of faithful service, a celebration is often held in the Templar's honor or If others had died along the same time, a grand celebration will be hold to honor their service and to welcome their souls to the heavens. There is no set tradition however for the many orders. Some may simply hold a funeral service, some may return their body to their loved ones If still alive while a few even offer their souls up to the sacred flame within the sacred temple within Aklator.
Notable Templar Orders
Order of the Victorious Saint - A crusading Templar Sisterhood that became renown during the Second Storm of Darkness after St. Armelle's reappearance. Using her miracle as inspiration for her sisters, St. Armelle led her sisters into battle against the Vyreara until the final battle of the conflict where she became responsible for slaying a Vyreadra Lord in single combat at the near cost of her own life. Following St. Armelle canonization as a Saint of Laetannia, the Order of the Victorious Saint has dedicated itself to St. Armelle's example, becoming specialist in slaying Vyreadra. Despite being situated in central Laetannia, the order is notorious for always being on a crusade within Aklator with it's sister order, the Order of St. Armelle.
Order of St. Armelle - Founded by the Grail Abess, St. Armelle following the ending of the Second Storm of Darkness, the Templar Sisterhood is famous for it's dedication to St. Armelle as well as their combat prowess against the Vyreadra in which they actively hunt down within Aklator with it's sister order, the Order of the Victorious Saint.
Sisterhood of the Flaming Light - A crusading Templar Sisterhood founded by St. Claudia over three centuries ago, the sisters of the Flaming Light are one of the most renown Templar Orders within the world, famous for arriving at the very last possible moment just as a force of order is about to overwhelmed just like their Patron Saint and saving the force of order from being destroyed. Recognizable by their distinct white and celadon green colored sister habit and plate armor, they are a famous crusading Templar Order known to travel throughout the four corners of the world and battle any evils they can find. A final note, the sisters of the Flaming Light are amongst one of the most, If not the most dedicated Sisterhood dedicated to the Arch Saint to the point their worship of the Arch Saint far out weights even their worship of the Lady of Prophecy.
Knights Templar - Known as the "First", the "Holy Sanctum Knights" and as the "Golden Knights", The Knights Templar was the first Templar Order ever created as well as the first Guardian role order. Founded by the first Templar High Lord of the Templar Order, the Knights Templar was tasked with the protection of those touched by the Grail as well as serve as the Holy Church's divine guardians of it's most sacred locations and relic's. Continuing their duties still even to this day, The Knights Templar is amongst the most elite fighting force within the Templar Order and are considered to have no equals besides those found in the Royarch's, the personal Knights of the High King, the fabled Grail Knights of Laetannia, Laetannia's Paladin's as well as perhaps the Questing Knights of Laetannia. Occupied by only the most skilled Knights within Laetannia and recognizable by their golden plate armor, they are seen by the masses as the symbol of the Holy Church's divine protectors, being responsible for the protection of the Arch Priestess and anyone else that has been touched by the Grail. In more recent years however, they have became known for working closely with the Seeker Inquisition in their internal affairs of the realm, becoming known to have hunt down and execute heretic's as well as those whom have been corrupted.
Knights Crusader - Known as the "Second" and as the "Crusaders of the Grail", the Knights Crusader is the second Templar Order created and is the offspring order of the Knights Templar. The Knights Crusader as it's name implies is a small but elite crusading Knights Templar order occupied by members of the Knights Templars whom have dedicated themselves to combating the world's evil and the darkness that has taken root. Unlike the Knights Templar, the Knight Crusaders are known to live a life of poverty and fight alongside the normal men and women of Laetannia.
Order of the Celestial Manticore - A counter Knights Templar order founded by St. Anastasia sometime after her reappearance in 5E 321, the Order of the Celestial Manticore is famous for being the only order of warriors that ride on top of Manticores into battle. Ferocious and powerful in battle, the white manticores of the order and their skilled riders are true masters of the battlefield and one of the few bodies of men and women capable of battling Vyreadra forces on near footing and defeating them. As a result of their combat prowess and their mounts, the Order of the Celestial Manticore is one of the most prestigious Templar orders within the entirety of Laetannia.
Fellowship of the Hallowed Water - A counter Monastery Order situated in Galasea alongside it's sibling order, the Sisterhood of the Resurrected Spirit, the Fellowship of the Hallowed Water is dedicated to the protection of Galasea's scared grotto by specializing in defensive tactics such as holding over the mastery over the long bow and the usage of defensive magic's.
Sisterhood of the Resurrected Spirit - A counter Templar Sisterhood situated in Galasea, the sisterhood share's it's duties of protecting the city's sacred grotto alongside it's sibling order, Fellowship of the Hallowed Water. While their sibling order are considered masters of defense, the sisters of the Resurrected Spirit pride themselves over their mastery of their blades and their usage of the light against the Vyreadra and the Deadra.
Knights of the Ancient Light - A crusade Knights Templar Order situated in eastern Laetannia, the Templars of the Ancient Light are a renown order of zealot warriors made famous for their countless crusades against the heretic's to the east. They are notorious for being merciless in battle, even against children and being coldblooded towards those whom are not members of the Grail religion.
Knights Hospitaller - The offspring order of the Knights Crusader, The Knights Hospitaller is a Hospitaller Templar order attached to the Knights Crusader that tasked with healing the wounded and sickly during and after battle as well as provide medical services to any community they find themselves in. Unlike most other orders, the Knights Hospitaller do not fit into any of the three different types of orders as the Knights Hospitaller accepts all whom wishes to join and is by far, the largest of the rare mix gender orders. To differentiate themselves from their parent order, members of the Knights Hospitaller wear black surcoat armor instead of the white of the Knights Crusader as well as a red grail depicted on their surcoat instead of Laetannia's golden grail.
Sisterhood of the abiding Lady - A Hospitaller Sisterhood Templar Order situated in Avondance dedicated to St. Asselyna and the Arch Saint, the Sisterhood of the abiding Lady is a well known Sisterhood for their roles as spiritual advisers and chamberlains within the noble families of Avondance, going to great lengths to make sure the noble families in question is coherent to the Holy Church, their Lady as well make sure their knightly bloodlines continues to produce Knights of the Realm and possibly, more members for the Holy Church or their own order. Their roles differentiate greatly between the noble families, some are friendly and warm loving companions of a noble family whom simply wishes the best for their family while others can be near cutthroat politicians that control their noble family from behind the scenes, creating marriages, political alliances, deals, keeping the peace between families etc.
The Seeker Inquisition
The Seeker Inquisition also commonly referred to as the "Unsleeping Eye", the "Seekers", the "Templars of Truth" and as the "Holy Church's Inquisition" is a organization attached to the military arm of the Holy Church that operates above the nobility of Laetannia as well as the vast majority of the Holy Church itself, functioning as the Holy Church's law enforcement tasked with rooting any corruption within the realm and eliminating It without remorse or mercy. As a organization that is tasked with guaranteeing the stability of the Lady's realm through any means, the Seekers of the Seeker Inquisition are above the laws of the nobility and the majority of the Holy Church, having been granted exceptional power to perform their duties including the power to detain, interrogate and If provided with enough evidence, even execute those whom pose a danger. As a result of their exceptional authority, they answer to no one, but those touched by the holy grail, the High Lord Seeker and the Arch Priestess herself.
Organisation and Hierarchy of the Seeker Inquisition
As a organization that is attached to the Templar Order that falls under the jurisdiction of the highest authority of the Holy Church, the Seeker Inquisition is subservient only to the Arch Priestess of Laetannia whom has absolute control of the Holy Chruch, the High Lord Seeker which of whom is the organization overall leader and it's representative on the Arch Priestesses council as well as those whom have been touched by the holy grail, especially her Grail Knights which of whom are considered to be incorruptible. Structured similarly to the Templar Order, the Seeker Inquisition is organized into a number of Chapter houses with the Lord Seekers taking prominence over a chapter house, functioning as it's absolute leader whom only answers to the High Lord Seeker. Comprised of Inquisitorial Seekers and countless servants, each chapter house is autonomous as well as the activities of their Seekers. Although each chapter house has a Lord Seeker that functions as it's leader, holding absolute power, majority of the time however, the Lord Seeker is more of a figure head. A Lord Seeker will often only employ their power when their chapter house becomes a point of interest for the local community, a noble or when a Seeker whether in their chapter house or another has became too zealot and has began drawing too much attention to themselves and their chapter house. With this taken into account, the Seeker Inquisition has no true hierarchy or leadership to lead, instead each Seeker is a independent agent of the Holy Church whom has been given the right to freely pursue any leads that will aid them in their duty in ridding the realm of corruption and darkness. As stated already, A Seeker is above the law and is allowed to detain, interrogate and even execute those whom have been found out to be a heretic or as willing allowed corruption or darkness to seep into the realm. Of course, they cannot just do it on a hunch or on circumstantial evidence, a Seeker must have hard, concrete evidence to permanently detain or execute a individual. As an agent of the Holy Church, the citizens, the nobility and the vast majority of the members of the organizations within the Holy Church are held by the creeds of the Holy Church to aid the Seekers in any way they can, whether it be allowing them to sleep in their bed for the night, to giving them equipment, supplies and any intelligence they may require. Denying a Seeker of what they require is often considered a great sin and for those in power, It is quite possible for them to earn the wrath of the Holy Church which can take many forms such as heavily penalizing them political or financially to something far more severe such as stripping them of their tittles and lands and granting such lands to a Templar Order. As a result of their power, Seekers are often feared by the masses and those in power.
Ranks of the Seeker Inquisition
High Lord Seeker - Technically part of the Grail class of Laetannian Society, the High Lord Seeker is the leader of the Seeker Inquisition that is attached to the military arm of the Grail Religion and oversea's all Seeker activities as well as function as it's representative. Although Autonomous from the rest of the religion's organization, traditionally the High Lord Seeker has been a member of the Arch Priestesses council in an attempt to spread their influence as well as destroy any corruption within the realm.
Lord Seeker - similar to the Templar Grand Master, the Lord Seeker is responsible for the running and maintaining of a inquisitor Chapter House.
Inquisitorial Seeker - Commonly referred to as Inquisitors, Seekers are the eye's of the Grailism religion that function as field agents of the Grailism religion that seeks out the truth through any means. They're primary duties are to seek out any corruption or darkness influenced area or person within Laetannia or the Grailism Religion's property and cleanse them of any such corruption or darkness however If that is not possible, Seekers have the authority to arrest or eliminate anyone, regardless of political, militarily or spiritual background providing they have substantial evidence in the name of preserving stability of the realm.
Seeker Apprentice - An apprentice of a Seeker, the lowest rank of the Seeker Inquisition
Recruitment and Training within the Seeker Inquisition
Unlike other organizations within Laetannia, one simply does not join the Seeker Inquisition as the Seeker Inquisition will only accept the brightest and most exceptional of individuals. To be eligible, one must already be a member of the Holy Church in some capacity, preferably a young child just admitted into the Holy Church or a juvenile whom has yet to become full members. Age does not always play a factor however as the Seekers of the Seeker Inquisition always seek anyone with those with a strong, uncompromising belief in the Grailism religion as well as wield a intelligent mindset. Children and juveniles are preferred however as one with a young mind can be easily influenced and indoctrinated during their training under a Seeker. Once a individual has been selected and has accepted the offer to become a Seeker by those whom had found or selected them, they are immediately removed from their previous life in the Holy Church and are taken to their Seeker's chapter house where they will begin their training. To become a Seeker however is a long and difficult path that few succeed in walking down. Over the next decade of being trained by their Seeker Master, each day of their life will become a great trial of arms, being pushed to their absolute limits physically and mentally as they are constantly tested against the greatest horrors of the Mortal plane. Much like the training of a Templar, failure in one's training at any point, especially those against the power of corruption means the ultimate failure and those whom fail in these trials are automatically rejected for their weakness in body and spirit. Once a individual fails their training at any time, they will be returned to the Holy Church for regular duties however in rare instances, especially by the most paranoid of the Seekers, the failed Apprentice in question may be executed as to prevent Seeker doctrine and techniques from leaving the organization. Those whom pass the end of their training however will be taken to a church or a cathedral and undergo a great and lengthy ritual during mass in which they will take the Vow of the Seeker and be baptized once again to signify their rebirth as a Seeker of the Holy Church. As a congratulations of their achievements, every Seeker has their equipment and their belongings blessed and imbued with the energies of the light as a means to aid them on their never ending crusade against heretic's and the darkness that continues to sweep across the land.
Notable Seeker Chapter Houses
Chapter House Numitor - A old chapter house founded sometime during the Heinrich Crusade, Chapter House Numitor was notable for fighting on the front lines of the Heinrich Crusade alongside the Arch Priestess, Mathilde. The chapter house would later became famous during the final portion of the Heinrich Crusade when they defeated and slayed one of the Vyreadra King's Abyss Knights, Valkia at the cost of almost the entire chapter house. The few survivors would live on and have since rebuilt the chapter house, having dedicated themselves to protecting the realm from the Abyss Knights even If they know their resistance is near futile against such beings.
Chapter House Bethel - A notoriously feared chapter house known for their never ending duty in locating heretic's, Chapter House Bethel is famous even amongst the Seeker Inquisition for being merciless to the point the Holy Church has tested their loyalty several times over the span of the chapter house's existence after numerous Seekers of Chapter House Bethel have been responsible for slaughtering hundreds at random times. Fond of torture and slow death, the Seekers of Chapter House Bethel are rather fond of burning heretic's on the cross and removing limbs from heretic's for information.
Chapter House Acadius - Founded sometime during the second Storm of Darkness, the Seekers of Chapter House Acadius are renown Deadra Hunters, famous for banishing Deadra of great power and sealing them away within holy objects. Chapter House Acadius is unique amongst the Seeker chapter houses for employing a large amount of former Questing Knights, Priestesses and Priests.
Chapter House Barbaros - A chapter house founded after the second Storm of Darkness, Chapter House Barbaros has dedicated itself in hunting down anyone influenced by the darkness and especially those wield the darkness as a weapon. As a result, the Seekers of Chapter House Barbaros are renown at hunting down and slaying magic users that specialize in the dark arts. To aid them in battle against such opponents, the Seekers of Chapter House Barbaros employ far larger retinues than other Seekers, usually comprising of Men-At-Arms, Questing Knights or Templars whom have taken vows to serve the Seeker in question.
Chapter House Lazarus - A mostly non combative chapter house, Chapter House Lazarus specializes in exploring ancient ruins in the hopes of locating ancient knowledge and texts from the time of the great war between the Aeadra and the Deadra Lords as well as relic's that associate from that time period.
Chapter House Sericus - A rather large chapter house, it's Seekers monitor the purity of the Holy Church's members and the many Templar Orders as well as limit their power and independence when their powers begins to spawn out of control. For those whom are found "Tainted", the Seekers of Chapter House Sericus are known for capturing these individuals and purifying them although for those whom are considered lost causes, they are often executed or turned into specialized slaves that aid the Seekers in locating others whom have been corrupted or are be influenced by the darkness.
Military
As one of the few countries that have stood united since the beginning of the fifth era due in no small part to their fanatical belief in the "Greater Good", the philosophical concept Laetannia itself is built around as well as their uncompromising worship in the Divine Being, Lendira, the Lady of Prophecy and her original Champion, the Arch Saint, the Holy Kingdom of Laetannia boosts one of the largest military forces on Athrunial, second only to the Chou Empire yet due to the very nature of Laetannia and the guidance they are given by their Lady as well as her divine blessing's, Laetannia indisputably wields the most powerful military force on the planet to the point few would dare challenge the combat prowess of the Knights of Laetannia. As the Kingdom of modern chivalry and honor, Laetannia's military revolves almost entirely around it's courageous and noble Knights whom exist to protect not only the realm but the very mortal plane itself from the ever encroaching darkness that ranges from the realms of Hell known as Oblivion to the vile and twisted monstrosities that are the Vyreadra that seek the domination of the world. Trained from a young age to become life long warriors whom are held to the highest standard, to become warriors like to the Arch Saint, to be selfless Heroes with a pure, noble heart whom lives by their honor as they wage a eternal war against the evil's of the world and the darkness they bring, the Knights of Laetannia are feared and respected throughout the four corners of the world. Amongst all the mounted warriors found in the mortal world, none can stand against the prowess of the Knights of Laetannia and their unyielding, ferocious charges during battle for when a foe is about to beset by a charge set by the Knights of Laetannia, only defeat and possibly death awaits them. The Knights of Laetannia are not equal however as the many Knights that live within the realm are split into seven classifications ranging from the lowly Squire, a Knight in training, eager to prove they are a true son/daughter of Laetannia to the Knight Errant, a Squire whom has been knighted but still has yet to prove himself truly on the battlefield to finally a Knight of the Realm, a veteran warrior of countless battles whom defends the realm from all threats. Above the Knights of the Realms are the Paladins, heroic Knights whom have truly proved themselves to be protectors of the light and as a Hero of humanity. Above even the Paladins are the fabled Royarchs, the Knights of the round table that serve the High King of Laetannia himself. They are the most honored and skilled warriors of Laetannia and is amongst the highest prestige a normal person could achieve in Laetannian society yet they are not the true warriors of legend. Behind even the Royarchs is the Questing Knight, a Knight of any classification whom has surrendered everything to his name but his trusty steed, his weapons and armor, all in the hopes of proving himself to be a true knight in the eye's of the Lady of Prophecy, to be a true warrior like the Arch Saint of Laetannia. For those whom pass such a peerless journey, they become the personal and most favored of all the Lady of Prophecies servants, a legendary Grail Knight. Legendary warriors imbued with divine like power, the Grail Knights are the pinnacle of humanity with each one a true avatar of the light. Said to be the reincarnations of the Arch Saint, to be the ultimate warriors heroes. They are the warriors of legend, romanticized around the world for being white knights of justice, honor and chivalry, to always defend the weak and slay those of evil intent.
Although the martial prowess of a Knight of Laetannia on horseback is impressive to downright exceeding difficult to believe, they are often not alone on the fields of battle for even they can't win a battle on their own. To aid their heightened brothers and sisters on the fields of battle, the lesser men and women of Laetannia march alongside the Knights of the Realm as Laetannia's Men-At-Arms, the versatile and highly trained foot soldiers of Laetannia that fill the many roles of a army. From the dishonorable Longbow to the pike and the claymore, the Men-At-Arms expertise in all forms of ground combat as to provide support to their brethren whom focus on the terrifying charge. Although being a Man-At-Arms does not bring prestige as one would be If they were a Knight of the Realm, the men and women whom become Men-At-Arms provide a crucial role within the realm not only to the armies of Laetannia but to the people as well and as a show of respect for these men and women, they are highly respected for their service and sacrifice. Although valiant and never yielding to the enemies of mortal kind, the Men-At-Arms are not invincible, much less than the Knights of Laetannia and when they are not enough to stand against the greatest of evils, that is when the Templars of the Holy Church stand ready to deliver the divine wrath of the heavens blessed upon them by the Lady of Prophecy herself. Holy Warriors of the highest extent, employed by the Holy Church as their symbol of divine wrath, these men and women have surrendered whatever life they could have before in favor of living a life of purity and sacrifice, preferring to sacrifice themselves to protect the holy light than indulge in the pleasantries of man. Tasked with protecting places of significance relating to the Light as well as acting as ever vigilant crusaders against the darkness, on the fields of battle, Templars are Holy Warriors donned in heavy armor that charge into the heat of battle as great slayers of the Deadra and the Vyreadra. Ever dutiful beyond the point of rationally, a Templar will never sheath his weapon while a enemy of mortal kind still draws breath.
Despite Laetannia's military might, being the most powerful force on Athrunial, Laetannia has no true standing military force. This is due to the fact Laetannia is a feudalistic state and as a result, the armies that make up Laetannian's military is in all actuality the men and women whom have sworn themselves to the service of a powerful noble. Commoners serve as Men-At-Arms, the personal soldiers of the noble in question as well as function as guards for his property and his people. The Knights that make up a noble's forces are the lesser nobles and families that have been granted land and titles by their Lord and in exchange for such land and titles, they are obligated to serve under their Lord during times of great need as Knights. These lesser nobles may have Men-At-Arms and Knights of their own as well. This service also applies to the High King of Laetannia for when Laetannia marches to war on the command of it's High King, all the Lords and the nobles that serve under him are expected to answer the call immediately and muster their forces at a designated location. Once all the High King's vassals and their forces arrive at the designated location, a chain of internal hierarchy is formed with those with the most experience will often act as the senior commanders while those touched by the Grail often act as vanguards or as figureheads of inspiration. Surprisingly despite popular belief, Laetannia's military force involving it's Men-At-Arms do follow a formal set of guidelines for military training and tactic's with each Lord of their own detachment of Men-At-Arms expected to not only know them but be heavily trained in them as well. In fact, the training of Men-At-Arms never ends until they retire and even then, most retiree's often still continue their training to keep their skills sharp. It is due to this training that in the likelihood a noble isn't present, Men-At-Arms are more than capable of acting on their own and while on the fields of battle, Men-At-Arms are more than capable of pulling off complicated and difficult tactic's and strategies comparable to any professional, standing army. Since the Men-At-Arms aren't confined by the Code of Chivalry the Knights of Laetannia follow, this allows every Man-At-Arms to expertise in every type of weapons including the infamous longbow and the claymore at the cost of mounted combat and mastery of the lance, a weapon only to be wielded by a Knight of Laetannia. It is the exact opposite with the Knights of Laetannia. Embodying the code of Chivalry, to be righteous warriors of a pure heart, one that lives by their honor and their duty, the Knights of Laetannia consider it the highest dishonor to wield ballistic or ranged weapons, viewing melee combat as the only honorable method of combat. Because of this, the Knights of Laetannia do not view the Men-At-Arms of Laetannia as true, honorable warriors however due to their necessity, the Knights of Laetannia accept them as a necessary evil and while they can never raise to be like them, the Knights of Laetannia do show a matter of respect for them due to their duty to the realm and their commitment to the Lady.
When war is called and Laetannia is forced to take to the field against it's enemies, Laetannia, despite it superiority in battle, is surprisingly predictable on how it wages war to the point the few foes that have waged war against them have attempted to use their strength's against them as Laetannia continually uses the same strategy in battle majority of the time. The only objective for the Knights of Laetannia under most circumstances is to charge directly into their foe on the top of their steed with their lance and shield in hand in the hopes of breaking them. While the Knights charge into the heart of the enemy, It is the Men-At-Arms that provide support fire for the Knights with their mastery of the longbow and when the times comes the Knights must make a tactical withdraw or regroup to plan their next spearhead, it is the responsibility for the Men-At-Arms to form a defensive line to hold back the enemy until the Knights begin their next assault on the enemy or when the Knights have managed to slip passed the enemy force and has charged them from the rear. If by chance, a Templar Order is part of the battle, the Templars will almost always follow suit after the Knights, joining battle in a glorious charge after the Knights of Laetannia have already weaken them. Templars will stand their ground and attempt to stall the foe long enough for the Knights to charge once again Or If the Templars have began to rip their way through the enemies ranks, they will attempt to steamroll the enemy force with or without the support of the Knights or the Men-At-Arms.
Laetannian Infantry
Yeoman Militia - Are often groups of self trained individuals whom have taken upon themselves to protect their loved ones, neighbors and their community. Although they are commonly found in remote villages and towns where their Lord's influence and power is relatively weak, civilian militia's can be found in cities as well, even when a Lord's influence is at it's strongest. Due to their nature, militia's can be called upon for military service by their Lord at any time as temporary levy troops. The equipment of militia's varies greatly depending on many factors, some may be found with equipment similar to a Man-At-Arms while others may have handmade equipment of whatever they can create or what is available. Traditionally Militia's are a defensive force that will attempt to hold a important location along with Men-At-Arms or provide more mundane duties such as search and rescue and evacuation of citizens. On the battlefield, Militia's often unintentionally become cannon fodder due to their lack of inexperience, training and usually poor equipment.
Pilgrims - Similar to Yeoman Militia's, Pilgrims are the overly zealous and fanatical followers of the Grailism religion and the Lady of Prophecy whom when their way of life is threatened, will gladly join the armies of Laetannia in the hopes of silencing their Lady's enemies. Being fanatic's and therefor, being nearly uncontrollable on the battlefield, Pilgrims are often thrown together into makeshift units of their own before throwing themselves at the enemy without hesitation or fear of death, often resulting in them becoming cannon fodder but unlike the militia's of Laetannia, due to their nature, Pilgrims are excellent at stalling the enemy out and often becoming a unbreakable unit.
Warrior Sisters and Brothers - Not to be confused with those of the Templar Orders whom are the professional, elite soldiers of the Holy Church's military arm, these men and women are the Sisters and Monks of normal spiritual orders that to not relate to the Templar Order yet are often militarial in nature, usually normal orders consisting of Brothers and Sisters whom have a strong desire to protect their order, their homeland and rid themselves of any evil. They are similar to militia's however due to being a order of the Holy Church, such militarial orders are often highly equipped, at least on part with Men-At-Arms and often have some military training, whether by trainers and mentors or by following the rules and guidelines for the Men-At-Arms. With the exception of their leader of their order taking on a new rank, the Commendatrix and the Abbot General, most normal militarial orders do not employ ranks but rather roles instead. On the battlefield, these Brothers and Sisters due to their training makes them far more versatile than militia's due to their training. Most can either function as semi proper defensive forces or when needed, they more or less can fight on the front lines, albeit to a lesser degree. Some orders however are far more fanatical than others and will gladly charge into the heart of the battle similar to Pilgrims, acting as heavier, more skilled combatants capable of stalling out a enemy for far longer.
Household Knights - A Knight of the Realm whom personally serves a Lord or his family, Household Knights function as loyal bodyguards and as officers to his Man-At-Arms. Unlike regular Knights of the Realm, Household Knights do not own land of their own or hold any political power. During times of war when Household Knights march alongside their Lord which is a rarity, most Household Knights will function as senior officers within a Men-At-Arms formation or will be put together into formations of just Household Knights whom will than function as heavy shock infantry, donning their plate armor and wielding clay mores or other two handed great weapons. Far more rarely, they may serve alongside their Lords as bodyguards on foot or If able, on horseback.
Templars - The professional, elite soldiers of the Holy Church's military arm, the Templar Order, these men and women of the Holy Church are tasked with protecting all locations deemed sacred to the Grail religion and the Holy Church as well as act as holy crusaders of the light when a great evil or darkness looms over the realm or in some cases for certain Templar Orders, entire portions of the world. Put through intense physical and mental training for nearly a decade that puts the training of most Laetannian Knights to shame, Templars are put through hundreds upon hundreds of trials to prepare their bodies and minds for the day they must combat corruption and the darkness within the realm and beyond. From being trained to resist the temptation of the darkness and it's corrupting powers to being trained to be skilled as a Knight of the Realm on foot to some Templar Orders even being trained to be able to wield magic, the Templars of the Templar Order are some of the most skilled warriors in the world with some even considering them to be the most skilled warriors within the entirety of Laetannia although the Knights of Laetannia would never agree to such a boast. On the battlefield, Templars often function as super heavy infantry that specialize in eliminating Deadra, Vyreadra as well as any individual whom is corrupted or those deemed evil. Much like the Knights of Laetannia, the Templars are famous for charging into battle and never giving an inch to the enemy. Driven by their faith and devotion to the Lady of Prophecy and the Arch Saint, A Templar will always stand their ground no matter the odds and will do whatever is necessary to destroy whatever evil stands before them. In a way, the Templars are the perfect unit for grinding down enemy formations and stalling enemies that cannot be destroyed outright long enough for their allies to devise a plan although to a Templar under most circumstances, retreat is never a option.
Men-At-Arms - Despite popular belief, the Men-At-Arms is the primary fighting force of Laetannia and makes up the bulk of Laetannia's military force in it's entirety. Functioning as properly trained soldiers and as guards for their Lord, Men-At-Arms are tasked with keeping civil order within their immediate vicinity of their Lord's domain by guarding important locations, arresting those whom break the law, patrolling the local area for threats etc. During times of war when their Lord has been summoned to the battlefield, often the majority of his Men-At-Arms will join him and act as his personal troops until his arrival. Once there, as a Knight, their Lord will join the ranks of the Knights of Laetannia while his Men-At-Arms will be absorbed with the Men-At-Arms of other nobles whom will come to form a unified army with it's own hierarchy and organization. While the Knights of Laetannia charge into battle, the Men-At-Arms will act on their own as a unified force, being led by one of their own. Being thoroughly trained and drilled in military strategy and tactics as well as being trained in most forms of infantry combat, the armies of Men-At-Arms are more than capable of fighting on their own as a independent, semi autonomous unit/army and pulling off complicated and difficult maneuvers and strategies on their own. On the battlefield, Men-At-Arms act as the primary defense force of Laetannia, responsible for defending important locations and holding the line of battle together. While the Knights and other forces advance towards the enemy, the Men-At-Arms will function as support units when not under fire themselves, often firing large volleys of arrows deep into the enemy ranks to soften up their foes before being trampled over by the Knights of Laetannia.
Men-at-Arms Ranks
Marshal - Commonly referred to as a "Man-At-Arms Marshal", Marshals are the most senior and highest ranking of all Man-At-Arms, functioning similarly to a General, being in charge of maintaining and leading a large number of men under their command equivalent to a small army. Due to the nature of the Men-At-Arms, true Marshals are notorious rare with only the most powerful of nobles having one in their ranks. Under most circumstances, a Marshal is often viewed more as a wartime only rank when many Men-At-Arms forces come together to face a powerful threat. Most Marshal's are often Men-At-Arms Captains selected amongst the Men-At-Arms most senior officers in the vicinity to act as their temporary leader until the threat is no more or If there killed.
Seneschal - A Marshal or a Captain second in command under a army's Marshal, the Seneschal performs the more day to day activities such as handles movement and formation of new units, governing local garrisons etc
Constable - Trusted men and women of local Lords, they often aided their Lord and the Man-At-Arms officers in military operations in the form of advisers.
Man-At-Arms Captain - Senior Man-At-Arms officers in charge of large formations of Man-At-Arms as well as could function as as a garrison Commander or a Commander of a fortified location.
Squire Sergeant - Squires whom were never knighted yet remain in the service of a noble, serving as low ranking officers and trainers to inexperienced Men-At-Arms. Squires in the service of a noble are equivalent to a normal Man-At-Arms Sergeant in theory however due to their more advanced training as a former Squire to a Knight of Laetannia, Squire Sergeants tend to be skilled not only in ground combat but mounted combat as well.
Man-At-Arms Sergeant- Commonly referred to as "Sergeant-At-Arms", Man-At-Arms Sergeants are Veteran Man-At-Arms officers in charge of a large squad of Man-At-Arms or a important location.
Man-At-Arms - The standard rank and file soldiers of Laetannia, they make up the bulk of Laetannia's armies as It's primary front line units. Drafted from commoners or "normal" men and women by their local Lord, they are trained and equipped at the expense of their Lord, functioning as career long soldiers and guards for their castle, town, village, city etc. Essentially normal soldiers, Man-At-Arms, unlike Knights, focus and train on all aspects of combat, especially with longbows and polerarms and despite not being Knights or that of nobility or even being considered Warriors of Honor, at least by Laetannian Knights anyway, Man-At-Arms are still highly respected for their service and self-sacrifice towards the protection and ideals of their Lady and by the people of Laetannia.
Laetannian Cavalry
Page - Arguably the youngest that can be found within a Laetannian Army, These Pages are the apprentice's to the many Knights of Laetannia whom have yet to become Squires. Due to their incomplete training as warriors and inexperience, Pages selected to accompany their Lord to the battlefield, often ones nearing the completion of their initial training, are never situated on the front lines, rather they function as scouts and messengers, using their horses to get to them around quickly. Often a formation of Pages will be lead by a single or a number of Squire whom have the correct qualifications as to make sure the Pages do not get themselves killed in combat.
Squire - Young Laetannian men and women under the apprenticeship of a Knight of Laetannia whom have completed their initial training as Pages and have now became the personal servants of their Lord. Squires often accompany their Lord to war with the functionality of being a shield, armor or flag bearer when in their Lord's unit. Due to their inexperience and incomplete training still, most Squires often do not fight alongside their Lord, instead they are often organized into formations of just Squires led by the most senior Squires amongst them. In this regard, formations of Squires with their steeds, lances and swords will act as a skirmishing force, performing hit and run tactic's on the enemy as to confuse and draw them out. Unlike a Knight Errant whom seek to prove themselves on the battlefield, most Squires usually act level headed and follow orders well during war, not wanting to lose their lives before they even become knighted.
Knight Errant - Squires whom had just been promoted to knighthood. Despite the completion of their training and being knighted, due to their inexperience and their fanatical belief to prove themselves to be worthy of what It means to be a Knight of Laetannia, many Knight Errants fall in battle, usually from over eagerness, overestimating their abilities, seeing themselves as "invincible" or underestimating the enemy while there are a few whom just are never truly able to grasp the concepts of honor and chivalry. Knight Errants are always put together in their own formations and are often kept on loose leash's due to the difficulty in controlling Knights Errants from charging into the heart of battle to prove themselves.
Knight of the Realm - Knights whom make the the bulk of Laetannia's Knightly forces, they are battle harden veterans of countless battles whom have proven themselves true to the Laetannian way of life with the knowledge and skill to back It up. On the fields of battle, the Knights of the Realm are the primary cavalry unit of Laetannia and function always as the spearhead of any Laetannian army, using the skill of the lance, the shield and that of their steed to allow them to strike true and break through any enemy. Knights of the Realm are well disciplined, well trained and wield the experience of any true veteran warrior. They will never wage war as a Knight Errant unless under dire circumstances such as a great beast of Oblivion appearing or the lives of countless innocents rides on their decisions.
Questing Knight - A Knight whom has undertaken the "Questing Vow" to prove themselves worthy of the Lady of Prophecy, a Questing Knight is a "White Knight", a hero whom has forsaken all their titles, land and possessions in the hopes of proving themselves as a "True Knight" in the eyes of Lendira by following in the footsteps of the Arch Saint. By abandoning everything precious to them, the Questing Knight is set forth on the path of the "Hero", forever forced to journey around the land performing good deeds in the form of the defending the weak and innocent to battling the greatest of evil's in the world.
Laetannian Cavalry Roles
Knight Sovereign - Always held by the ruler of Laetannia, they are the undisputed military leader of Laetannia and their word is absolute.
Knight Prior - In charge of a entire force of Knights
Knight Champion - The most skilled and honored Knight or a force or regiment, these inspirational figureheads act as a vanguard of their force or regiment, leading their fellow Knights from the front as well as having the honor of challenging any enemy commander or hero to battle.
Knight Commander - In charge of multiple regiments of Knights
Knight Captain - In charge of a single regiment of Knights
Knight Sergeant - In charge of at least one squadron of Knights
Squire Sergeant - Squires put in leadership positions, often the leaders of Squire of Page formations
Laetannian Lords
High Priestess - The most favored mortal, female servants of the Lady of Prophecy. Acting in their Lady's name, they are the spiritual leaders of Laetannia, aiding the Arch Priestess in her duties as well acting as spiritual leaders of their own spiritual orders. During times of war, High Priestesses will often join the defense of a city or one of the countless Laetannian armies preparing to do battle. In this regard, a High Priestess is viewed as a inspirational divine hero, said to be their Lady's will manifest. Her presence alone is enough to restore the morale of the men and women of Laetannia and when the worst occurs, her divine like words inspire the men and women around her to unfathomable heights of courage and bravery. Much like the Priest/Priestess, the High Priestesses are amongst the most powerful casters within all of Laetannia and arguably the most powerful mortal users of the Light. Often wielding divine like healing powers, a High Priestesses control over the light can dramatically alter the outcome of the battle in favor of the children of Laetannia.
Laetannian Lord - A pure warrior general, a Laetannian Lord is a landed Knight with political and militarial power as well as a veteran of many engagements. Laetannian Lords make up the many Commanders of Laetannian forces, either being the Commander of their own personal forces or chosen amongst other Knights to lead others like himself into battle when a great threat arises.
Templar Grand Master/ Templar High Commendatrix/Templar Grand Abbot - Often the greatest warriors of their order, Templar Grand Masters are legendary zealous warriors, able to inspire their brothers and sisters during the heat of combat and with their combat prowess at the helm, only the most skilled of opponents have any chance of surviving against their holy wraith.
Commendatrix/Abbot General - the tittles a leader of a spiritual order within the Holy Church assumes when a spiritual order marches to war against the heretic, the darkness, the mutation. These zealot leaders in their belief will stop at nothing until those against the Holy Church are destroyed.
Man-At-Arms Marshal - The highest rank a Man-At-Arms could ever possibly become in his life long career as a soldier of Laetannia, Marshals are hardened veterans of decades worth of experience, having became masters of warfare long ago. As a leader of war, Marshals are ingenious when it comes to the matter of strategy and tactic's and being veterans of many engagements, Marshals are highly skilled warriors as well.
Grand Master of a Knightly Order - A Knight whom has truly proven himself over the many years by his Lady and the Arch Saint to be a true noble Knight of honor and chivalry, one to be considered a "True Knight". a Grand Master of a Laetannian Knightly Order is a legendary warrior general of unparalleled skill and honor, matched only by the most exceptional of Laetannia and amongst normal humans, a Grand Master can often be viewed as a Pseudo-Divine warrior.
Laetannian Heroes
Priestess/Priest - Leaders of spiritual orders within the Holy Church in service to the Lady of Prophecy and the Arch Saint through the worship of the Grailism religion, these normally passive men and women act as inspirational figures to the Laetannian armies they are attached to, fulfilling the spiritual needs of the men and women as well as functioning as great healers with their control of the light at their disposal.
Paladin - True Knights of chivalry and honor, these Knightly Heroes are warriors whom have performed great deeds either off or on the battlefield, often leading their lesser brothers and sisters into battle acting as Vanguards or having defeated a particularly powerful foe such as a great monster or an enemy Champion. To the people of Laetannia, Paladins are viewed as lesser celebrities worthy of respect and admiration and despite their age or rank, they are seen equality as wise warriors. Indeed just like the Royarch's and the Grail Knights, the people of Laetannian tell tales of heroic Paladins charging into battle, slaying wyverns and charging into the fray of a battle, slaying countless foes before dying after slaying the enemy champion.
Seeker Inquisitor - A Master Hunter of the shadow's and the truth, a Seeker will stop at nothing to destroy whatever corruption they come across as well as learn the truth behind it. Although a Seeker "officially" pales in comparison to a Knight in terms of skill, Seeker are highly skilled warriors with many skill sets and abilities that allow them to operate efficiently in many situations a normal warrior would not.
Rare Laetannian Units
Templar Paladin - The icons of the Templar Orders, the Templar Paladins are the elite fighting force of the Holy Church. As holy warriors, Templar Paladins hold control over the light similarly to a Priestess however while a Priestess uses her control over the light to heal, purify and banish, the Templar Paladins harness their holy power to smite the ever encroaching darkness and the corruption it brings, using the light as their Lady's divine wrath.
Seraphim - Considered by many to be the most skilled warriors of the Holy Church, the Seraphim are the elite, veteran sisters of Templar Sisterhood Orders. Experienced, ferocious and unyielding warriors in combat, they led to inspire others to higher feats during battle and causing dread towards the enemy. So famous are they in their fanatical worship of the Arch Saint, their worship of the Divine Hero makes past unbreakable in combat and will gladly die in the name of their Arch Saint rather than flee, especially when the lives of innocents are threatened or a great evil looms over.
Grail Wagon - Constructed completely out of Mithril but Dragonite and Adamantium as well, albeit far more rarely, and blessed with powerful magical defenses, Grail Wagons are massive holy machines of metal and magic that are near indestructible by common means. A Grail Wagon is many things but as a massive ornate covered wagon employed by Templar Sisterhoods, they are great moving shrines of worship as well as small, moving Convents for a portion of their Sisters. No Grail Wagon is the same and depending on the circumstances of their construction, a Grail Wagon may be small as a commoner house with only one floor to others being the size of a keep and housing many floors, perhaps similar to a Blaise Siege tower. Being great monstrosities of metal, Grail Wagons require large amounts of Gringolet warhorses or some other strong animals to move, usually at least thirty but depending on the size, may be double or perhaps be triple the normal size. During times of war, besides being viewed as great inspirational icons to the faith, Grail Wagons function as command centers and as transports for Templar Orders and for some, they act as highly defensive points for magic casters and ranged units and If by chance, one is lost to the enemy, every Templar, especially Templar Sisters will fight to the absolute last to reclaim such a holy artifact from their foe even If It's nothing more than a smothering wreck. Grail Wagons can also be employed as mobile hospitals of sorts while on the front lines, providing protection to the sickly and the wounded as their illnesses or wounds are treated by the Templar Order's healers and surgeons.
Blaise Siege tower - Considered a variant of the Grail Wagon, the Blaise tower functions as Laetannia's sole siege machine, being employed as a massive, near indestructible siege engine tower tasked with transporting large amount of soldiers and breaching the walls of enemy fortifications by landing troops over the wall using a massive, metal gate as a bridge while others within the tower provide support fire from it's window slits. As with the Grail Wagon, A Blasie tower can function as a command center as well as a small mobile base of sorts and as a long term transporter.
Manticore Templar Knights - Templar Knights of the Order of the Celestial Manticore whom ride on top of white furred Manticores, they are amongst the most powerful armored shock Cavalry within the realm of Laetannia and amongst one of the powerful within the world. With such ferocity and power at their fingertips combined with the martial skill of it's rider, Manticore Templar Knights are noted to be one of the few group of warriors capable of combating the Vyreadra and defeating them in open combat.
Imperial Dragon Guard
Aeadra Chibi - The reincarnations of those whom had passed on and were deemed worthy of not only entering the the Heavens but honored with the opportunity of being able to serve the Aeadra directly. Reborn as an Aeadra equivalent to a Aeadra infant in it's Chibi stage in terms of powers and abilities, These honored mortals now reborn as Aeadra, aid their true Aeadrain brethren in various supportive roles such as acting as messengers and as trusted servants. Although rare on the battlefield, when Aeadra Chibi are summoned to the fields of battle, Aeadra Chibi function as powerful flying support units, often excelling at ranged combat or performing hit and run tactic's from the skies. Though they may not be as powerful or skilled as an Aeadra Valkyrie, an Aeadra Chibi that has chosen to live the path of a Guardian is still more skilled than any Knights of the various kingdoms and empires.
Aeadra Valkyrie - The personal, Aeadric female warriors of the Lady of Prophecy from the heavens as well as the traveling companions of the fabled Grail Knights, the Aeadra Valkyrie are the undisputed divine crusader warriors of the light, ever searching out the darkness where ever It grows in strength and destroying It without mercy or remorse with the aid of their Grail Knight. Being warriors of the heavens, their divine control over the light is amongst the most powerful and their skills in battle are second to none other than perhaps the Grail Knights themselves.
Royarch - The personal Knights of the High King of Laetannia, the Royarch's are one of the most skilled groups of Knights on Athrunial and within Laetannia. There skill in battle is only surpassed by the fabled Grail Knights of legend. Carrying themselves similar to Grail Knights, the sight of a Royarch commands respect and awe by their allies as one of the most skilled and honored Knights within the lands and those whom are unfortunate enough to battle them, their presence alone is often enough to force the enemy to flee or surrender before battle is even joined. Despite being comprised almost entirely of non blessed Laetannians, The Royarch are heroic warriors of the highest tier and by the masses, especially those of the pragmatic mindset, commonly view them as the true pinnacle of honor and chivalry by the rest of humanity that a normal, mortal Knight can possibly achieve.
Grail Knights - Undoubtedly the most favored of all the Lady of Prophecy's mortal servants, Grail Knights are the ultimate warriors, the pinnacle of what a human could possibly become, having became the physical reincarnation of the Arch Saint himself. They are the "True Knights" of chivalry and honor, the Warrior Heroes whom had dedicated their existence to the defense of the mortal plane against the Evils of the world, the Darkness and the corruption that ever encroaches from the vile realm that is Oblivion. They are the holy white Knights romanticized from legends, being noble and courageous Knights whom would valiantly sacrifice themselves for the greater good of all. They are the defenders of the innocent, the weak and many would say peace itself. Holding divine like power and able to live for hundreds of years, possibly several hundred years, these Holy Knights never stop in their never ending quest to hold back the darkness and deliver the divine retribution they so rightly deserve.
Wakinyan Knights - Comprising solely of Grail Knights selected by either the High King, the Arch Priestess of Laetannia or the Lady of Prophecy herself, these Grail Knights have been given the privilege of being able to ride one of the mythical Wakinyans, a enormous white furred, light imbued Thunderbird into battle as their personal mount. Capable of not only controlling the element of lighting but the light as well, a Wakinyan is one of the most powerful mounts in the world, famous for being able to generate massive, light imbued thunderstorms to being able to argument it's own speed to the speed of sound, making it one of the fastest mounts in the world as well.
Grail Guardians - Grail Knights whom have been personally selected by the Lady of Prophecy herself to be her personal guardians while she walks amongst mortal kind on the mortal plane, Grail Guardians are without a doubt, the strongest and most skilled of all Pseudo-Divine warriors of Order found on the mortal plane, being selected amongst the best of the very best of her already exceptional Grail Knights. They are stronger, faster and more powerful than any normal Grail Knight could hope to become and they are everlasting like the Aeadra found in the heavens. With such strength and command over the light, they truly are the closest to being the reincarnations of the Arch Saint himself. To the vast majority of Laetannia however, they will always be seen as nothing more than near myth as Grail Guardians appear even more rarely than even a normal Grail Knight, being rumored to never appear except for on the highest tower of Camahaloth where the Lady of Prophecy herself slumbers while in the mortal realm.
Camahaloth Dragon Knights - Comprising solely of Grail Guardians selected by the Lady of Prophecy herself, they have been granted one of the highest possible honors any mortal could attain while in her service, being granted the privilege to ride one of the legendary Aeadric dragons that are the direct descendants of Wingaandovraw. Although far smaller then their ancestors and most other specimens of true dragons, they still remain a near-world ending force not to be trifled with for an Aeadric Dragon is easily capable of killing many in one full swoop from their massive tail, teeth and claws and If one was to take into account their superb divine like control over the light, Aeadric Dragons are capable of easily causing mass destruction on a near apocalyptic level and the skills of the rider has yet to even be spoken about. Combining the power of a Aeadric Dragon with it's rider and companion, a Grail Guardian, a Grail Knight amongst all Grail Knights, just puts the killing power just that much higher to the point It nearly defies all logic. With it's rider in toe, the Camahaloth Dragon Knights are undisputedly the most powerful and most elite of all cavalry formations within the world to the point a Camahaloth Dragon Knight holds enough power in his hands to burn the world down many times over as well being able to cast down a Divine Being from power, being essentially a Divine Being of War themselves. As a result of this prestige and honor, the Dragon Knights of Camahaloth are not subservient to the High King or anyone within Laetannia. They will only answer to the Lady of Prophecy herself and remains the only force within Laetannia whom will not bow their heads to the High King on the battlefield as a matter of respect.
Grail Spectre - The spirit of a powerful individual touched by the light whom cannot pass on due to some event that transpired in their past life or refuse to pass on for some greater reason. Grail Spectre's live a solitary existence, often spending the entirety of their existence watching over a sacred location dedicated to the Lady of Prophecy or the light although far more rarely, a Grail Spectre may watch over a particular location that was deemed significant in their past life. As guardians of the Lady of Prophecy's most sacred locations, Grail Spectre's act as over protective wraith's whom will defend the sacred grounds with their lives against those whom would taint it yet at the same time, those whom have no ill intent towards them or their sacred grounds become something akin to a cordial, kindred spirit. To pilgrims and lost souls, a Grail Spectre will often grant such individuals their wisdom and knowledge to aid them on their journey and If per chance, they are a Knight, specifically a Questing Knight, Grail Spectre's often take it up amongst themselves to educate them and test them of their worthiness of the Grail.
Holy Revenant - Similar to the Grail Spectre, a Holy Revenant is a former individual whom was blessed by the light yet in their never ending duty or devotion to their Lady, they were killed in some unspeakable manner and because of that, they were unable to pass on to the heavens. Through some sort of phenomenal, they have arisen from their graves as a restless, wrathful undead that refuses to rest until their murderer has been brought to justice and the circumstances of their death have been brought into the light and If by chance, that is impossible, a Holy Revenant will spend the remainder of it's solitary existence fulfilling it's duty in it's past life whether that be guarding a certain location deemed sacred to their Lady or mercilessly killing her enemies. This can often be seen as them hunting particular locations, objects or even people. Although overly aggressive and never yielding to those whom intentionally enter it's path with Ill intent, Holy Revanants are passive towards those whom show respect and for those whom aid them in some manner, they can be surprisingly friendly individuals of wisdom. By the word of the Holy Church however, due to the wrathful nature of the Holy Revenants, the masses leave them be and If by chance one were to run into one, they are to be treated as great beings of respect and not as monsters. On the battlefield, a Holy Revenant is a terrifying force to be reckon with as it relentlessly charges into the heart of the enemy and attempts to kill as many as they can before dying once again, finally freeing their spirit from this world.
Serra Aeadra - The most powerful Aeadra in existence, they are the Seraph Aeadra whom have dedicated themselves to protecting Athrunial and the Mortal Realm through the art of war. They are the Progenitors of all warriors, having originally been given the holy duty by the Creator of all things, Necris to protect Athrunial from all exterior threats at the dawn of time. With their combat prowess comparable to a Patron Divine Being of War, there is no doubt a Serra Aeadra is the most powerful and most skilled of all warriors found in the Mortal Realm and the Realm of the Divines with almost no equals other than perhaps a Patron Divine Being of War or a Champion such as the Arch Saint arising.
- #4The Player Hub Kingdom, Ivalice
Keys: Archdukedom of Ivalice, Ivalice, Player Hub · Secondary: , Thrymiria, Mortal Kingdom
General information Organization type- Enlighten Monarchy Head of state- Archduke
Head of government- Archduke Commander-in-chief- Archduke Executive branch- Archduke
Societal information Capital- Ivalice Official languages- Imperial Low, Imperial Standard, Imperial High and Aeadrain Currency- Gil(Gold) Sentient races- Humans(Extremely Common), Deldra(Uncommon), Rominian(Uncommon), Arachdra(Uncommon), Weldra(Uncommon), Laetannian(Rare) and Eeldra(Extremely rare) Official religion - None
Historical information Date established- 5E 510 Founder- Yumutou Kurama Era's- Fifth Era
Out from within the realm of Thrymir, a region of dying and decaying Human empires, The mysterious and mystic Kingdom of Ivalice remains the only power within Thrymir that continues to progress and advance in society and technology while the rest of the Human Empire's follow what remains of the Thrymir Empire. Second only in power to the Thrymir Empire, Ivalice is widely known throughout the world for being one of the most diverse places of the planet, making Ivalice comprised of most Athrunial's sentient races within their land.This is due to Ivalice's policy of welcoming everyone, regardless of race into their borders without racial prejudice or xenophobia while offering opportunities to advance forward in life. As a result of this, Ivalice is often considered a mystical and bizarre place by many whom visit Ivalice, witnessing all the races of Athrunial work together for the greater good of Ivalice and her people without racial prejudice or xenophobia. With such unification and dedication of it's people, Ivalice's people enjoy a high state of living and as long as it's citizens contribute to society in some manner albeit not nearly as high as the people of Laetannia or Ahisia.
History
5E 510 - Yumutou Kurama, Imperial General of Ivalice has Ivalice secede from the Thrymir Empire remnants
5E 510 - Only weeks after declaring independence, The Thrymir Empire Remnants send a military force to bring Ivalice back into the fold
5E 515 - Ivalice's war of independence ends with the Thrymir Empire Remnants defeated by Yumutou Kurama
5E 516 - Yumutou Kurama is crowned the first Archduke of Ivalice
5E 559 - Ingros is founded
5E 571 - Archduke Yumutou Kurama dies of old age, his son, Mausima Kurama is crowned Archduke
5E 575 - Archduke, Mausima Kurama declares the Bal Crusade into northern Ivalice to destroy the Rominian tribes
5E 590 - After the fighting crosses into the territory of the Celestine Empire, the Eeldra Divine Being, Celestine intervenes in the conflict, transporting the remaining tribes to the Kraymvirk Wastes, ending the Bal Crusade
5E 650 - The Cavalier War begins when peace talks between Ivalice and Alcberde break down
5E 690 - Both King Aeros Tenith of Alcberde and Archduke, Mausima Kurama die during their famous Jue Shi after both inflict fatal wounds each other during their clash at Hiro Valley, thus ending the war.
5E 691 - Mausima Kurama's granddaughter, Izumi Kurama is crowned Archduchess of Ivalice
5E 695 - Ivalice and Alcberde enter a permanent alliance after the Archduchess, Izumi Kurama marrys King Aeros Tenith's grandson, Lefran.
5E 710 - Athelney is founded
5E 725 - Elisinda is rebuilt
5E 759 - Gilramore is founded by Count Siraf of Ingros
5E 786 - Archduchess, Izumi Kurama dies, her son Minamoto Kurama is crowned Archduke
5E 824 - Penkurth and Alverton are founded
5E 855 - The War of the Dukes break out when Archduke Minamoto Kurama is assassinated with evidence that one of the Dukes of Ivalice, Lucianus Fournier of Athelney and Susanne Hilda of Ingros ordered the assassination
5E 910 - Alchberde intervenes in the civil war when disease and starvation nearly destroys Ivalice, thus ending Ivalice's dark ages
5E 911 - Hosokawa Kurama is crowned Archduchess of Ivalice
5E 1160 - Archduchess Hosokawa Kurama dies, her great grandson Katsou Kurama is crowned Archduke
5E 1180 - The Night of Tears event occurs when a ancient yet extremely powerful deadra through unknown means is able to escape it's vessel and unleash chaos on Ivalice. Within one night, the capital city is heavily damaged, Archduke Katsou Kurama and the majority of the Adeptus Knights are killed in battle defending the city. House Kurama's servant, Arisu Rihomi, a elder Celestial Jingsune is able to seal away the deadra into the Archduke's son, Seto Kurama before dying of her wounds. In an attempt to protect Katsou Kurama's son, Seto Kurama from the massive unrest within Ivalice, Seto Kurama,accompanied by a few servants of House Kurama, enters self-exile as the various nobles of Ivalice vy for the throne openly.
5E 1181 - civil disorder and chaos heightens greatly within Ivalice without House Kurama
5E 1183 - Imperial Warlord, Marcanius Arak seizes power in Ivalice and proclaims herself King of Ivalice, civil disorder continues with the majority of people not recognizing the King as their sovereign
5E 1190 - The Jue Shi of Unmei occurs, Seto Kurama returns from his exile and challenges Marcanius Arak to a Jue Shi over the right to rule Ivalice. Faced with no choice, Marcanius Arak accepts the challenge. The result is a relentless day long duel between two powerful warriors with nearly half of the capital destroyed before the Jue Shi ends. Seto Kurama wins the Jue Shi but is unable to execute Marcanius Arak whom is able to flee. Seto Kurama is crowned Archduke soon after his fateful duel.
Geography
With Ivalice being located in the northern most part of the Thrymir region and yet despite it's small size, at least compared to the Thrymir Empire to the south or the Celestine Empire to the north to whom it borders, Ivalice is more diverse than most of the Thrymir Kingdoms, Due to it's position, Ivalice's land is about seventy percent comprised of heavy forests with twenty percent of it's land comprising of deep jungles with the last ten percent comprised of grasslands and plains. To it's east is the Aklator mountain wastelands.
Locations
Ivalice The city the country is named after, Ivalice is the political and cultural capital of Ivalice and is the seat of the Archduke whom rules over all of Ivalice. It is also the home of the Ebony Matrons whom live in the Kurama Fortress as well as the House of Crowns and House of Shields whom live and meet within the city to conduct their business. Ivalice is also the headquarters of the Celestial Knights, the Death Corps and the Adventurer's Guild.
Ingros - Nicknamed the "City of Knights" due to the sheer amounts of Knights found within the city, Ingros is ruled by the Duchess, Velessia Rayvennia and is amongst the second largest city after the capital and is home to the Heavenly Retributors and the Rayvennia Knights as well as the Adeptus Knight's main academy for new trainee's. Ingros is located in the central point of southern Ivalice.
Athelney - Known as the "City of Shi" due to Athelney being the most common location for Jue Shi's and is known for housing the largest Jue Shi dueling Arena within Ivalice, Athelney is the third largest city of Ivalice that is ruled by the Rominian Duke, Sigvard Draco and is the headquarters of the Knight's Council and the military of Ivalice. Athelney is located in northern Ivalice that borders both of Ivalice's jungles and forests.
Dawngrave A small Town north of Ivalice known heavily for it's tourism thanks in large part to Dawngrave functioning as a resort and as a location of interest as well as housing many from Maja. Dawngrave is a heavily inspired Maja town with it's Maja architecture and customs. Dawngrave was built and is currently owned by the Archduke whom uses the town as his personal resort along with the Lioness although it is not uncommon for the rest of the Kurama family to reside there.
Penkurth - A small city ruled by Count Gerlach Lichter, it is located near the the borders of Ivalice that borders the Celestine Empire and is located within Ivalice's thick and dangerous jungles.
Alverton - A small city ruled by Count Mandred Knecht, located in the north western parts of Ivalice's grasslands, Alverton is one of Ivalice's primary food sources.
Elisinda - Known as the "Holy City of Saints", Elisinda is a small city located in southern Ivalice ruled by the High Priestess of Saints, Maghilda Elsina whom watches over the Cathedral of Saints where Ivalice's saints, are laid to rest after their death although other saints have chosen to be buried below a shrine dedicated to them, these shrines are protect and maintained by Priestesses. Elisinda is a popular tourist location for outsiders and is considered a holy city by those living in Ivalice whom consider it an honour as well as their duty to journey to the city and pay their respect to the dead at least once in their life time.
Gilramore - Known as the "City of Hammer and Tongs", Gilramore is A small city located near the border in southern Ivalice that is ruled by Racheroskr Count Thyrus Seimger. Gilramore is a city that focuses on the production of lumber, wooden blanks and other wooden materials as well as the production of smelting common metal items.
Heavens Gate - A massive fortress to the east of Ivalice, located near the base of the Aklator mountain wastes, Heavens Gate was designed, built and manned by the Adeptus Knights to hold off or stall and Vyreadra invasion of Ivalice.
Wind Gate Keep - A heavily fortified Citadel located on the western borders of Ivalice to protect Ivalice from any threat coming from the west
Iredale Keeps - A series of small Keeps located on the southern border of Ivalice to protect the border. Connected by a large wall that extends Ivalice's entire southern border, The Iredale Keeps take the appearance of a large, thick wall. To gain entrance into Ivalice by the south, must enter through many of it's checkpoint gateway's.
Dhushnord - A large ebony fortress located on the borders of Ivalice that shares it's borders with the Celestine Empire, Dhushnord is considered the harshest place within Ivalice to be as the fortress is responsible for holding off any invasion force sent by the Celestine Empire however what is the most dangerous is the constant siege of the fortress by countless Greenskin and Pigmen hordes. As a result, thousands of Adeptus Knights are deployed there and it is here where hundreds die every year from the constant warfare.
Government and politics
In a nutshell, the government of Ivalice is an interlocking feudal state Aristocratic Empire guided by a Enlighten monarch, the Archduke of Ivalice whom instills their knowledge and wisdom to their select chosen of the Knights Council and the Ebony Matrons who perform the day to day activities of Ivalice and although the Archduke can can be seen as a figurehead of Ivalice, the Archduke does have absolute power over Ivalice including authority and administrator power, allowing them to do what they see fit however If one is not worthy of the throne, it is the responsibility of the of the Ebony Matrons and the Knights Council to dispose such filth from the throne until a new Archduke can be chosen.
Below the Archduke of Ivalice is the Knights Council and the Ebony Matrons whom is the second most powerful governing body within Ivalice
The "Ebony Matrons" is a new council that was formed by the "Ebony Duke" whom have been tasked to running the day to day activities of Ivalice such as inacting policies, laws and budgets as well as handling any civil disorder and handling any civil cases in court. The Ebony Matrons are comprised almost entirely by the Duke's wives/consort although this isn't entirely true, distinguished men and women can ascend to the Ebony Matrons although this is incredibly rare and is considered a special honour.
Alongisde the Ebony Matrons in power, The "Knights Council" is a military council comprised entirely of Ivalice's most skilled knights, commanders and generals whom are tasked by the Archduke in preserving Ivalice's peace and security by any means, handling all military operations, it's maintenance as well as it's recruitment. Working in conjunction with the Ebony Matrons, the Knight Council will help keep civil disorder down when needed. Although the Ebony Matrons handle most Judicial duties, the Knights Council has sanction over all civil cases that regards the military and is allowed to take the case into it's own hands without question. The Knights Council can aid the Ebony Matrons with legislative duties and decisions although this quite rare due to the council seeing each other as rivals within Ivalice.
Below the Ebony Matrons and the Knights Council is the "House of Crowns" which is a senate that comprises entirely of Ivalice's nobility that represents their ideals and desired polices along with the "House of Shields" and much like like the House of Crowns, is a senate that comprises entirely of common citizens that represents the ideals and polices for the common people. Both Houses have the power to propose new legislative laws and policies for Ivalice to adopt however both Houses must agree on the law or policy before it can be sent to either the Ebony Matrons if it's civil or the Knights Council if it's militarial in nature.Both House's have their members voted in by the commoners for the House of Shield while the nobles are voted in for the House of Crowns. Every town, city or region within Ivalice can elect a member for each House and can only have one. For both houses, their is no set limit on how long a member can serve for in their respective house although they can be removed or voted out by those whom voted them in or outright removed from power if they did something wrong significantly.
After the four councils of power would be the Lords and Ladies in power, those whom own significant amount of land and wealth whom are usually part of the higher nobility. These nobles can have their own local law and policies which is law until/unless it conflicts with a national law or policy. Lower nobility consists of usually Knights whom are usually of noble birth, are professional, elite soldiers serving Ivalice and usually have little power. Only the most experienced and loyal Knights of Ivalice are given positions of power. Citizens whom have significant amount of wealth may be of lower nobility as well.
At the bottom of the list is the Oproda, children of nobles who hold no power whatsoever, most Oproda's are highly encouraged to make their own place in the world than relying on their name to take them places.
Noble Ranks
Archduke - Always held by the leading member of House Kurama, They have the wisdom and knowledge to steer Ivalice true, as a result they have absolute power over all Ivalice. The Current position is held by Seto Kurama, the "Black Duke" of Ivalice
Celestial Lioness - A rank created by Seto Kurama for his first consort, it is a gateway rank between the ruler and the ruling council, has absolute power in the absence or death of the Archduke. In practical terms, although the rank is mostly ceremonial in nature when in the presence of the Archduke, during times of war, the Celestial Lioness has the capability of controlling Ivalice's entire military similar to the medieval Shogun of Japan.The position is held exclusively by Seto Kurama's first consort, Alia, the "Lioness".
Celestial Knight - The finest warriors of Ivalice, they are the most honored, skilled and renown knights within Ivalice during their time. As a Celestial Knight, they are the personal Knights of the Archduke, as a result, they only take orders directly from them and them alone which allows them to operate freely as they seek fit. Though a Celestial Knight may go where they are needed being warriors first, they may be selected to act as bodyguards, Generals, tacticians, diplomats etc but this is often rare since must choose to be Vanguards of a force. As a Celestial Knight, they have rights to their own personal military unit and governance of a piece of land If desired, what they do with it, is up to them to an extent. To become a Celestial Knight, must have exceptional combat abilities, leadership and any other desired qualities by the Archduke. There is no set number of Celestial Knights that the Archduke can have however most times, it is less than usually a dozen or so with the the most Ivalice has ever had was 20. The lower ranked a Celestial Knight is within the Celestial Knights , the more skill and cunning they possess so the first Celestial Knights outranks the 5th Celestial Knight and therefore can take commands from them. A Celestial Knight of any rank may attain a lower rank within the Celestial Knights by challenging the next lower ranked knight to a tourney, often to the death but not necessary. Celestial Knights are heavily frowned upon killing unarmed or by "secretive ways" or else they will be declared a Seigmeur and will never be able to hold the title again within the Celestial Knights. The duel must be fought on equal ground in the open, thus giving both a fair and equal duel or else it is considered not valid. Celestial Knights hold there title until they die although can be stripped away by the Archduke although this is a rare occurrence.
Arisu - Is a title given to the wives of the Archduke's royal family whom are part of the Ebony Matrons that help run Ivalice. Besides the ranks above this rank, they have absolute power over lower ranks nobles and citizens and cannot be ignored or ordered under most circumstances. Other members of the Archduke's royal family such as his children and close relative are also part of the Arisu caste.
Duke - The highest ranking normal rank a noble or citizen could attain, Dukes often control a massive city or mass amounts of land.
Grand Knight - Few in numbers, Grand Knights are usually the Grandmasters of entire Knightly Orders with decades of experience and built up skill, they in a sense control their own military sub-faction, taking orders from no one besides Dukes and higher ranked nobles If they are in their region. Grand Knights are often not in charge of land however IF they deem it necessary, they may remove any noble besides a Duke and Arisu from office and take temporary control until what is decided next.
Count - controls a city
Knight Dominion - Veteran and experienced Knights who hold senior positions within their unit or the Knightly Order they serve, comprised usually of Knight Commanders, a Knight Dominion may be left in charge of a county, region or even a City if deemed necessary by their order If no noble is present or may be given command by a noble of the land.
Baron - controls a small county or town
Patrician - nobles that may hold a small plot of land
Knight - Standard professional, elite soldiers who are often from noble families. While Knights serve in the military as knights, they hold no power usually
Squire - soldiers being trained to become knights, no power
Seigmeur - exiled nobles with no power, most are exiled knights
Noble Oproda - children/offspring of nobles, they hold no power or wealth
Economy
The economy of Ivalice is best defined by it's location with Ivalice having many unique's wildlife such as the Ravatar, ferocious two legged carnivore along with it's wide array of fruits such as Coffee and Cocoa which can harvested and used in the creation of rare commodities such as chocolate and coffee. As a result of this, Ivalice's economy is based on exporting rare, fruit to the rest of Thrymir as well as the creation, production exportation of high quality chocolate and coffee. Ivalice is also famous for the creation and limited exportation of the highly controversial drug, Salem Sap which temporarily greatly increases all the user's senses and sensitivity as well as their libido to infallible heights to whomever drinks it. Ivalice's other rare yet limited exports are captured and trained Ravatar's which are extremely prized war mounts in other kingdoms and Arachdra silk which is notable for being much, much more stronger than regular silk and is a material that can be used in the creation of armor.
Education
Due to the people of Ivalice having to pay taxes every year, education is made free and while it is not mandatory to receive a education, it is highly encouraged for a Juvenile to learn a craft so they can better tribute to Ivalice's future and enjoy a higher state of living.
It is common for young children between the ages of five to ten years of age to be sent by their parents to a "General School" for nearly five years where they learn how to properly speak Imperial Standard, learn how to read and write and basic mathematics. After the age of ten or after one graduates from their General School, one is given a few selective choices on what education they would like.
Elevated School - nicknamed "Nobility Schooling", it is essentially an advanced General School for teenagers but commoners learn High Imperial, proper social behavior and conduct as well as advanced mathematics's.
Military Academy - Self explanatory, those whom wish to serve in Ivalice's regular military forces must enlist in the academy, there is no age restriction. A student at a Military Academy will learn how to create and maintain their weapons, how to fight alone and in formations as well as drill and other militarism duties. A student may spend as long as they wish in the Academy to further their abilities as long as they show steady improvement although a single class will one year in training before graduating.
Oracle Academy - One whom enters the Oracle Academy will learn social sciences, history, logic, physics, Analysis, systems of equations, calculus, geometry, Algebra as well other advanced studies. Education can last anywhere from five to ten years and those whom graduate often become philosophers, alchemists, historians, scientists,mathematicians, physicists, engineers, inventors, astronomers etc however due to the intensity of the studies, graduation rate is low.
Domestic School - Although not considered to be highly popular by outsiders, those whom attend a Domestic School are taught domestic duties such as cultivation or farming, herding and the breeding of domesticated animals as well of hunting and basic taming of wild creatures. As with the Military Academy, their is no set period of time a person can be in the school as long as they show steady improvement. People graduate depending on their skills, as a result there is no class per say.
Craftsmanship Academy - Self Explanatory, whose whom wish to become true smiths, Artisans and crafters of fabric for this school where they will learn all the necessary skills needed to attain the job they wish. When one enters, they will enter an apprenticeship under a significant more trained student whom will apprenticed under a master crafter whom will teach the eldest student whom then it will be their responsibility to teach their new apprentice. This is done in the hopes that when those whom graduate, they be able to teach those they take under their wing, their craft. Their is no set date of graduation, an apprentice may spend a number of years until the master crafter decides they are skilled enough to become a journeyman. Once the senior apprentice graduates, the younger apprentice will take their place and learn directly from the master crafter until they are ready as well with the senior apprentice taking a apprentice as well.
College of Bards - Despite the misleading name, those whom wish to become artists, actors, singers and musicians besides poets may enter the college of Bards. There, they will learn their craft to near perfection before graduating,
The Adeptus Knights - Nicknamed commonly as the "Knights Academy", It is the only advanced educational school within Ivalice that requires the applicant to have already graduated from Elevated School and the Military Academy to even quality and the Adeptus Knights have the right to deny anyone they seek fit. Besides being a noble, this is the only way for a commoner to become a Knight. If a applicant is accepted into the Adeptus Knights, they are initated in as Neophytes where they will learn military history and strategy, proper nobility etiquette for Knights as well as a Knight's traditions and character from whom they are taught. a Neophytes is taught the meaning of honour and the Code of Chivalry which is the following,
To fear the Divine Beings and show respect To serve Ivalice with valour and honor To protect Ivalice's weak and defenseless To give aid to widows and orphans To refrain from lowering oneself by offending those lower or higher in power then your own To live by your honour, valour and service to Ivalice To deny any material rewards for selfishness actions To fight for the sake of all To obey the Archduke, the Arisu and of House Kurama To guard the honour of one self and others To be against unfairness, deceit and betrayal To keep one's honour At all times to speak the truth To respect the honour of women, especially those whom are widows and the Lioness herself Never to refuse a challenge from an equal Never to turn the back upon a foe
and If one cannot take it into their very body quickly, they will be Immediately exiled from the Adeptus Knights. Once they are trained mentally, Neophytes will be trained in one on one combat for dueling and fencing than lance on horseback. Once they complete this stage which could take anywhere from a year to half a decade, they will be promoted from Neophyte to Squire, there they will spend anywhere from four to ten years under the direct tulege under a Knight or possibly a Knight Dominion where they will travel with their mentor everywhere they go and while on this journey, their mentor will verse them in every conceivable aspect of warfare for knight. This can alter greatly depending on the Knight, some squires may have their training focused on lance upon horseback while some may focus on melee combat or proper governance and etiquette. Once their mentor feels they are ready for knighthood, the squire can be knighted at any time as long as it is witnessed by a noble in power. Once this occurs, the newly appointed Knight may offer his services to any noble he desires .
Society and culture
Ivalice is similar to other medieval societies however Ivalice has always had a major emphasize on serving the enlighten monarch, the Archduke of the Kurama noble family, military service to protect Ivalice and honoring the most worthy of the dead as Saints, to be venerated for their past deeds in life. The people of Ivalice live in a feudalism caste system where the commoners live on the land of nobles whom in return for their protection, works the land and serves their lord's court through diplomatic means or serving in their lord's military. It should be noted that despite the class system, people of all classes are treated nearly equally and is easy for those whom wish to their mark in the world to advance in the class system if they put in significant effort. Any racial prejudice or xenophobia found is not tolerated and if their is a issue, it is quickly dealt with to prevent any civil disorder.
Classes of Society
Commoners - comprising usually of farmers,laborers,servants, children and the elderly whom possessed no true talents
Merchant - Obviously comprising of those whom trade through some means whether trading resources or operating a storefront
Craftsmen - Anyone whom are crafters of fabric and magic items as well as blacksmithing to engineers belong in this class.
Lower nobility - those whom have power and/or influence over an area or those whom are wealthly are often in the same class. The children of nobles, no matter whether lower or higher nobility are within this class besides the Archduke's children.
Warriors - Military service is considered very important for the people of Ivalice due to the protection of their freedom to do anything they please in Ivalice as well as protection from racial prejudice from other countries and if Ivalice was ever invaded, all those whom have served before, can and will be reenlisted to serve and protect until the threat is over. As such, the soldiers in the military are highly respected and paid well for their services, especially those whom make it their life long career.
Knights - Within Ivalice society, it is considered the greatest honour to have a son, daughter, mother or father to serve Ivalice as a Knight of Ivalice. Warriors of the highest skill and devotion to Ivalice, Knights are known for their faithful and extensive duty to protect Ivalice from the greatest of dangers.
Higher Nobility - While the true nobles of Ivalice are not respect no way near the Knights of Ivalice more often than not, they control vast amounts of lands and influence within Ivalice society and cannot be ignored. It should also be noted that the Archduke's family is in this class for anyone whom does not hold any power in the government or military.
Arisen - Comprising of the Ebony Matrons, the Knights Council, the Celestial Knights and others hand picked by the Archduke to serve him directly or chosen by him to perform the most important of duties.
Enlighten - The Archduke is the true and absolute leader whom is considered to have the ruling qualifications and knowledge to lead Ivalice fairly and justly. This has always been held by the Kurama noble family since Ivalice's conception.
Shinsei - Above the Archduke are the Priestesses of Ivalice whom maintains and leads the people in all their spiritual needs when it comes to the Saints of Ivalice
Saints - Even above the Archduke and the Priestesses of Ivalice is the Saints of Ivalice whom were heroes in life and in death, they are the most revered and respected above all else for their honorable and good deeds such as Saint Arisu whom sacrificed herself to save Ivalice to stop an ancient and massively powerful deadra from destroying IValice in a single night. Anyone of any race can become a saint and the only requirements to become a saint is to go beyond the call of duty and perform a great deed to protect Ivalice but only out of selfishness. While the Archduke is capable of declaring anyone a Saint, the councils of governments can agree to make a person a Saint as well.
Family life and Houses
A great emphasize was put on the people of Ivalice by the first Archduke, regardless of class to highly value ties between family members and close friends. This carried over into day with the countless houses of all classes weaving tightly knit households and relations with friendly households. When the Archduke, Seto Kurama came into power, he greatly emphasized to his people to have the children find their own way into the world without using the power or name of their family life he had to when his father was killed when he was just a child. As a result, it is highly frowned upon for the children to use their parents influence and wealth to recieve positions they do not deserve. It is usually acceptable for a child to inherit and follow in the footsteps of a parent in running a family business or taking up the same profession as their parents as long as they worked for it themselves. For those whom cheat, this is considered a great dishonor and most whom cheat are often sent to the Death Korps to repent for bring shame and dishonor to themselves, their family and their family's reputation.
Within Ivalice, most societies were divided up into many Houses or households whom are built up by family ties and alliances. These houses or households are usually led by the hereditary dominant male whom descend directly from the house founder although it is common for the house matriarch to be the ruler of the house instead, some houses choose to a council or some other method of leading the house. Although it is acceptable for one to live by themselves or with non family members if the situation demands it, there has always been emphasis in living within their household due to there being an emphasis on house mates valuing locality to the house and it's leader. Unlike other societies, it is forbidden for households to inbreeding and often emphasis to marry into a friendly house or simply someone whom isn't blood related.
All houses or households specialize often specialize in one field, such as being a house of warriors or blacksmiths although it is common as well for a house to be diverse, especially those of the noble classes. Knight Houses are rare due to the requirements for becoming Knights but they do exist. albeit in small numbers. It is common for households to send their youth to other friendly houses or ones with alliances as apprentices to learn a new trade.
One's Honour and Family Honour
Within Ivalice, One's honour as well their house's honour are important and are highly encouraged by their house and themselves to never damage their own honour or their family's. For one whom is considered without honour is either dead as far as society is concerned or is considered trash whom cannot be trusted. It has always been encouraged to allow anyone to do anything they wish as long as they wouldn't bring dishonour to themselves or their family. Depending on the action, one is easily capable of regaining their honour but as the worse the action gets, the harder it will become to regain their honour to the point one can only regain their honour through death through performing a honorable deed.
Jue Shi
Often called as "Jue Shi Kai" and as "Shi Kai", it is a term given to an ancient traditional honour duel that has it's lineage traced back to the original Thrymir Empire whom gained it from Maja and Chou. It is a honour duel for one's honour or one's family and is usually a duel to the death but not always. Jue Shi's can also be used to decide important disputes between houses, nobles or warriors although this rare as well due to the fact a Jue Shi is a grave matter. Although Jue Shi's are rare in Ivalice society, When one issues a Jue Shi to another after being dishonoured or their family has been dishonoured, the other person cannot refuse the Jue Shi or they will lose their honour. Those whom win a Jue Shi may grant mercy or kill their opponent however no matter what choice they will make, they will regain their honour back. When a Jue Shi comes from one dishonoured house to another house, both may pick their combatants although it's usually encouraged for the rulers to participate in the Jue Shi instead. When a Jue Shi is to occur, both combatants will meet in a open area or a dueling arena that is fair to both parties.
Religion
Within the realm of Ivalice, it's people are freely allowed to worship any god or pantheon of gods as long as the people contribute society through some manner although religion on it's itself is quite rare as most of Ivalice's population choose to venerate the most honoured people of Ivalice whom has passed on. The ones whom are the most honoured are coronated as Saints and are given a special place within Ivalice society. To most citizens of Ivalice, a Saint is the closest thing to a god in Ivalice however they are not worshiped as one since they know they were not gods. Still in the end, it doesn't matter, these selfishness men and women deserve to be venerated for their deeds and are used as an example for the next generation. As a result, to those outside of Ivalice, to insult a Saint in Ivalice is considered a grave offense and often leads to punishment, usually death or exile from Ivalice.
Because of this unique religion inspired by Maja's(Shinto) and Thrymir's(Calthoicism) religion, Ivalice's religion has a few components from each religion due to Ivalice's mixed culture and traditions from that of Thrymir and Maja. The religion within Ivalice holds many cathedrals and churches similar to that found in Thrymir and Laetannia where prayer and masses dedicated to venerating the dead take place. In more rural area's or places that are deemed sacred to a specific saint, a shrine will be built, the size can vary from a single main hall to a large, multi floor, building with multiple buildings near by, sporting other facilities. Those whom inhabit these religious buildings are the Priestesses of Ivalice. These Priestesses are the young women whom have dedicated their lives to the Saints, sacrificing a free life of pleasure and materialistic gain in exchange for protecting the sacred places of such Saints and to help guide those down the right path through understanding of the Saints.
They are the ones whom are the spiritual leaders of Ivalice, leading ordinary folks through prayer, masses and rituals dedicated to the Ivalice Saints. These Priestesses are similar to Thrymirian Nuns and those of Laetannia, taking vows of Chasity and silence, forbidding them from ever having romantic relations or sexual intercourse and the fact they live in complete isolation within their churches and cathedrals, only interacting with the outside world indirectly during prayer, masses and rituals. These Priestesses are called a "Enclosed Priestess" whom are known to wear their former religious habit that is similar to religious habit to that of a Thrymirian nun and and Maja Priestess. These are not the only Priestesses of Ivalice, rather the most notorious and most well known are the "Shrine Priestesses", those whom have decided to live and maintain at a sacred shrine dedicated to a specific Saint. They are similar to the Enclosed Priestess in the fact they take vows of Chasity yet differ in the fact due to the nature of a Shrine, they are not forbidden by vows of silence due to their more interactive duties such as forcing to run a and maintain a Shrine with local authorities by themselves, having to directly interact with those whom are wishing guidance through prayer and rituals and traveling their local village or town and helping those with spiritual guidance. Due to the nature of the Shrine and the area's where they are found, Shrine Priestesses instead wear Maja habits(Shinto Miko robes) which are far more practical and easier to maintain. Considered a sub variant of the Shrine Priestess, the "Warrior Priestess" is a Shrine Priestess whom has taken the vows of protection and that of the warrior, becoming something similar to inquisitor, leaving their Shrines during great times of strife and traveling through the lands in search of destroying any darkness that lingers, especially to those of the spectral and undead nature and purifying such a place with rituals, using sacred sutra's or directly destroying the darkness through battle.
During times of war, Warrior Priestesses will often willingly join the armies of Ivalice, aiding those within it's ranks with their spiritual needs as well as aid the army in defeating the spectral and the undead. To the common soldier, a Warrior Priestess is often viewed as a hero on the battlefield and therefor, their presence alone usually raises the moral of the entire army, especially when they are forced into the battle itself. On the field of such a battle, the Warrior Priestesses are known for their fearless and fanatical nature to the point of stubbornness as well as their martial prowers, allowing them to function as great warriors on the battlefield, able to hold their own quite well by themselves and never allowing such an enemy pass them. When a great monster of the undead or the spectral takes to the field, the Warrior Priestesses will make it her greatest priority in destroying such a monster no matter the stakes and will have no issues of destroying the beast at the stake of her own life. When a Warrior Priestess falls in battle just as a Grail Knight of Laetannia might would, the men and women around her and perhaps the entire army, will do whatever it is required to secure her body in the hopes of being put to rest. Although it is tradition for the Priestesses of Ivalice to be cremated, Warrior Priestesses, often seen as minor heroes are instead buried at the shrine they originated from. This is done so the warrior like spirit of the Warrior Priestess can continue to watch over the shrine she originated from as well as younger sisters whom had decided to follow in her path. Although some would believe this is foolhardy, this was actually proven when one of the Archduke's wives actually managed to summon the warrior spirit of the great warrior priestess, Nakano whom had sacrificed herself to kill an Elder Banshee two centuries ago during the Second Storm of Darkness. In Ivalice society, being the spiritual leaders and protectors of the Saints of Ivalice, The Priestesses hold considerable influence and prestige to the point it is actually considered illegal to harass, insult or assault a Priestess, not to mention the people of Ivalice considered it a crime worse than death itself. Due to their importance, it is considered a high honor to be able to have a daughter be a Priestess or even have one be able to trace their lineage to a Priestess. It can also said that due to their high standing in society and their importance to their duty, the Priestess is considered above the law when conducting her duties, especially those whom are Warrior Priestess however to make sure they do not take misuse such a power, such Priestesses are heavily trained and indoctrinated before becoming Warrior Priestesses.
As one might expect, becoming a Priestess is a life long journey and is often aimed towards young girls at the age of ten to join the Priestesses although older women may join as well as long as their chastity is still intact. It is possible to be born into the Priestesshood by being given to the Priestesshood as a baby or If something tragic occurred such as a Priestess being raped, her baby, If female will be trained as a female while a boy will become a honored helper. Those whom are not pure may not join and become Priestesses but those whom have a strong calling to the Saints may become volunteers or honored helpers, aiding the churches and cathedrals in ways the Priestesses can't due to their limited interaction. When a young girl or woman joins the Priestesshood, they come to live in the churches and cathedrals, leaving whatever possessions they had behind as well as friendships however they still allowed limited communication with their family to those whom have children within the Priesthood through usually tragic means, may still be allowed to raise their children depending on the church or cathedral. Once in the Priestesshood, the young girl or woman be taken under a mentor Priestess whom will train them for seventeen hours every day until they are deemed indoctrinated ready to become a Priestess. After they become a Priestess, those whom share particular characteristics or aptitude for being a Shrine Priestess or a Warrior Priestess will usually be transferred for such a duty although it's always upto the Priestess at hand and even for Priestesses whom don't have such initial ability for that duty may switch as well. While becoming a Shrine Priestess is relatively easy to switch and adjust to, to become a Warrior Priestess takes many years being trained by far more experienced Warrior Priestesses and by the Knights of Ivalice, often spending their entire days through the most rigorous combat and mental training imaginable in an attempt to make sure only the strongest physically and only those with the strongest of wills become a Warrior Priestess. Just like when they joined, there is no set period when a Shrine Priestess is deemed ready to become a Warrior Priestess until her mentor says so.
Military
Despite the fact Ivalice is only composed of a few small regions compared to the Thrymir Empire and other Kingdoms within Thrymir, Ivalice has dedicated much of it's resources to it's military, allowing Ivalice to have a substantial military, capable of holding it's own, even against the biggest of threats such as the Thrymir Empire and even Chu, albeit only for a limited amount of time. This is largely due to a few factors such as
1.Manitory conscription: At the age of eighteen years old or when a citizen reaches physical and mental maturity, they are automatically consripted into the military where they need to serve for at least two years. During this time, soldiers recieve free room, needed necessities as well as not having to pay any taxes while serving. Those whom wish to contiune to serve whom show great skill and displine may contiune. There are exceptions to the consriptions, those who are of noble birth may deny conscription if they are already in service to a noble or Knight in some type of training such as being a Squire, those with severe enough disabilities are permitted to deny conscription although they still join If they show they are able capable of performing the necessary duties of a soldier and for those whom show exceptional and rare talents or intellect may deny conscription If they are already in a college or schools to improve their abilities. Those whom perform exceptionally, go beyond the call of duty and/or serve for a decade or two will recieve their salary even after their retirement with the most honored not having to pay taxes.
2.Mixed Forces: Ivalice is amongst the only Human Kingdom within Thrymir to field and maintains a military force comprised entirely of diverse races such as
Human: Used as foot soldiers, they are the standard soldiers of Ivalice, they are often organized into units of swordmen and halberds with veteran soldiers often organized into small units wielding great weapons such as greatswords.
Weldra: Due to living in Bermon orginally, Weldra are often put into units dedicated to archery and scouting
Arachdra: The Mysterious and half deadra looking Arachdra, due to their overwhelming numbers and usually low intelligence as well as their animal instinct drive to kill, they are the vanguard of any Ivalice force, using their hordes to overwhelm the enemy or at the very least soften them up for the main force to eliminate. Arachdra with human intelligence often given support roles such as aid in the production of fabric goods such as uniforms or even smithing due to their bodies producing high quality silk.
Laetannian: Due to their high endurance and their lack of fear, Laetannians are always formed into units of shock troopers, deadra slayers or cavalry.
Deldra and Eeldra: Due to the rarity of Elves, they are more often than not, put into support units whom use some sort of magic to aid the forces in Ivalice in battle. Sometimes they are used as diplomats as well due to their natures. 3.The Usage of Magic: Due to Ivalice accepting all races on Athrunial within their borders and despite the fact magic still being extremely rare amongst the people of Ivalice to consider it near myth, Ivalice has enough Deldra and a few Eeldra within their lands to form a small unit of spell casters whom are capable turning the tide of an entire battle using offensive magic or If needed, defensive magic such as illusions. Within Ivalice's military, there are two branches,
- Highly Trained: The Military of Ivalice is highly trained and disciplined compared to others of the empire in an effort to compensate for it's low numbers.
Arch Army
Is the primary fighting force of Ivalice as a whole and forms the backbone of Ivalice's military, without it's regular ground forces, Ivalice would have perished long ago. The Arch Army is the main force that is responsible for protecting it's borders, keeping civil disorder and routing any enemy threat, no matter whether it's external or internal. The organization and hierarchy of the Arch Army was quite simple, at the top was the Archduke himself whom has complete control over the military and is more than capable of taking command and giving orders however to do this, the Archduke would usually give orders to his Knights Council whom would perform these orders without question as well as perform the day to day activities of the Arch Army. Below the Knights Council are the Lord Commanders whom in command of an entire military force within a region. If multiple Lord Commanders would have to work together to complete their objective, they would form a council on how to do so. Below the Lord Commander are the regular military officers whom are given control over a number of troopers to perform their tasks.
Arch Army Ranks
Lord Commander - in charge of legions comprising of twenty thousand to fifty thousand men
Marshal - in charge of a regiment comprised of five thousand to ten thousand men
Captain - in charge of a battalion comprised of a thousand men
Lieutenant - in charge of leading companies of two hundred men, second in command in battalions of five hundred to a thousand men under a Captain
Master Sergeant of Arms - In charge of leading a platoon of fifty men, are second in command in companies of two hundred men led by a Lieutenant although can be in charge if needed
Sergeant - in charge of leading five to ten man squads
Corporal - Second in command of five to ten man squads
Private - Standard lowest rank after graduatioon
Conscript - Militia or soldiers just recruited and pressed into service
Adeptus Knights
Is Ivalice's autonomous separate military branch. The Adeptus Order of Knights is a Chivalric of Knights formed by the Archduke, Seto Kurama who's task is to act as the spearhead of Ivalice's military, to use small, highly trained, elite Knights to smash through the enemy at the right moment. Due to their autonomy granting them freedom, the Adeptus Knights only answer to the Archduke although the Knights Council and the Ebony Matrons can stop their actions or movements if both agree. The Knights themselves under most circumstances have no power in the government as they were meant to do battle against Ivalice's enemies as well as to protect it, not to lead it. By feudal right and traditions, the Adeptus Knight have a right to bear entire armies, sieze any military stronghold or castle and any supplies they need, provided they can prove they need it The Adeptus Knights are organized in the same manner as Knightly Orders spreadout through out all of Thrymir, into a Chapter, a military force of nearly a thousand warriors although this number can vary depending on the time and situation a hand, this is not include adminstrative and functionary personal.At the top of command is the Grand Master also commonly called the Chapter Master in the Adeptus Knights as well as in other Knightly Orders scattered throughout Thrymir, the Grand Master is the supreme leader of the Adeptus Knight and can command the entire Order to follow his orders, he answers to no one but the Archduke, the Ebony Matrons and the other members of the Knights Council of whom he is apart of. Below him is the Knights of the Round whom help run the day to day activities of the Order, give advice to the Grand Master and often act as Generals in the field, almost all members of the round table are Grand Knights or even Celestial Knights with years of combat experience and leading forces into battle, it is said if the entire round table came together in a single unit, their combat prowers would be near unstopable. Below even them are the Captains whom are usually Grand Knights or Knights Dominions that are incharge of a single company of Adeptus Knights. Within this company, the Captain will have two lieutenants whom will have control of half of the company is the Captain isn't capable of leading or is absent for one reason or another. The Companies are comprised of ten Knight squads whom are led by Knight Dominions whom answer to the lieutenants.
While the Adeptus Knights focus on their efforts on constant training and ever viligence over Ivalice, the Adeptus Knights have thousands of non combat personal whom are fully part of the Order but do not partipate in combat under most circumstances, instead they maintain the Order's lands, keep's, fortresses and are their smith's, crafters etc.
Adeptus Knight Ranks
Grand Master - The Leader of the entire Order, is a member of the Knights Council
Grand Knight - Leaders of the Adeptus Knights and control all Knights within their region within the Order
Knight Dominion - Veteran Knights, leads units of Knights into battle, often own their own land who serve a lord or a Grand Knight directly
Knight - A standard Knight of the Realm, mentors squires
Squire - in service to a Knight, a Knight Dominion or a Grand Knight
Neophytes - Trainee's
Renown Ivalice Units
The Death Korps - Also known commonly as the "Corpse Brigade" and as the "Legion of the Damned", The Death Corps is a military unit comprising entirely of individuals whom are already "dead" as far as society is concerned. These are warriors have lost their honour or broke the law and are attempting to amend for their crimes or redeem themselves and gain their honour through death on the battlefield. Anyone can join regardless of race or class in society and those of even outside of Ivalice may join the Death Korps. Clad head to toe in full plate ornately carved obsidian plate armor to hide any sign of a living person as well as to make everyone equal, these universally dour and serious warriors fight in complete silence, displaying a great aura of fear.
The Warrior Priestesses of Ivalice - Able to hold off a small force single handily, these highly trained Warrior Priestesses function as the elite monster slayers of the Specter and Undead natures. They can also function as healers and as the spiritual leaders in battle, able to inspire men and women to greater heights through their shared belief over Ivalice's Saints.
The Drugham - Considered rumor more so than fact, It is said Ivalice has a unit of Orc's and Pigmen under the Archduke's command named the Drugham whom function as primitive crack shock troops, smashing anywhere in enemy territory and doing ANYTHING ordered of them. It is said the Drugham are known to completely destroy cities and raid towns, murdering, raping and stealing anything of value, of course the Archduke has reputed their existence and no concentrate evidence has ever been found to link the two.
The Arachdra Horde - Commonly referred as the "Horde" and as the "All Devouring Swarm", The Arachdra Horde is Ivalice's most famous monster unit and wild card. From the swarms of lowly spider Arachdra infants to the fully developed Arachdra , they comprise the entire horde in the thousands with their only goal in life is to overwhelm the enemy through sheer numbers before killing and devouring than finally reproducing before dying. They are all telepathically linked to whom they call as the "Mother" whom in all sentimentality functions as a Hive Queen in an ant colony.The Mother telepathically gives the horde her orders whom follow her orders without question but she is controlled by the Archduke through some means presumably.
The Heavenly Retributors - A very small secret unit comprising entirely of magic casters and advanced alchemists whom function as glass cannon vanguards or as powerful supports for Ivalice forces.
The Celestial Knights - The Personal Knights of the Archduke, They are the most Honored, Elite and skilled Knights within all of Ivalice. On the battlefield they function as bodyguards when the Archduke is present on the field of battle or when ordered, as vanguards for Ivalice's foces, acting as leading Champions. They often act as a solid unit of shock troopers.
The Lioness Knights - The personal Valkyrie Knights of the Lioness of Ivalice, Alia
Shirona Knights - One of the two units Commanded by the Celestial Knight, Shirona, the Shirona Knights are one of the most elite knight formations within Ivalice which are known to be the only unit within Ivalice to use Ravatars as battle mounts
The Ebony Guard - A unit of Black Knights specializing in convert operations
The Maenads - Sometimes referred as the "Horae", The Maenads are the mysterious and fanatically loyal combat maids of the Archduke whom function as his personal guard throughout the entire day and night, especially when the Celestial Knights are not present. Besides being noted for their unsurpassing beauty and cold attitude towards almost anyone, it is common knowledge they are highly skilled warriors, assassins, rangers and even magic casters. While their main function is to act as bodyguards as well as the Archduke's personal servants for any needs he might require, they are often sent out to perform the most important assignment and duties the Archduke can entrust to. They also function as the palace's final defense, to hold whatever enemy at bay until the Archduke is ready to do battle.
Valkritter - One of the two units Commanded by the Celestial Knight, Shirona, the Valkritter is A small elite unit comprising entirely of the most elite female Valkyrie Knights that serves directly under the Archduke and the Lioness. The Valkritter are known to be equipped with master crafted weapons and armor and often function as vanguard forces or as shock troopers.
Iron hand flesh breakers - simply called as the "Iron Hands", "Iron Warriors","Flesh Breakers" and as the "Flesh Tears", the Iron hand flesh breakers is a unit comprising entirely of Rominians clad head to toe in steel black armor with great weapons, the Iron hand flesh breakers make great line breakers and are known throughout Ivalice for their ferocity in combat. It is considered the highest honor for a Rominian to join the Iron hand flesh breakers as those in this unit gain the same ranks and respect in society as a Knight Dominion. To join the unit, every Rominians within the unit is required to kill a dire bear in single combat.
- #5The Holy Thrymirain Empire
Keys: Holy Thrymirain Empire, Empire, · Secondary: Mortal Kingdom, , Thrymiria
General information Organization type - Absolute militarial monarchy Head of state - Grand Imperator Head of government - Grand Imperator Commander-in-chief - Grand Imperator Legislative branch - Imperator Council Judicial branch -Imperial Law Military branch -Imperator Council
Societal information Capital- Dovengrade Official languages- Imperial Low, Imperial Standard, Imperial High Currency- "Abber" Gold Coin Sentient races- Humans(Extremely Common), Rominian(uncommon) and Laetannian(Rare) Official religion - None
Historical information Date established - Late 4E Founder - Athruis Abbergenien Date fragmented - 5E 507 Date reorganized - 5E 520 4E - The Dark Ages 5E - The Age of Cinders
Called by many names such as the "Empire", the "Empire of Man", the "Kingdom of Thrymir" and as the "Empire of Thrymir", The Thrymir Empire as it's name would suggest, at one time once controlled all of Thrymir under the rule of the Abbergenien Dynasty and was considered at one point, the one true empire that represented western mankind however in the current day and age of the Thrymir Empire, it is but just a remnant of a once mighty and powerful empire that is broken and stuck in a age best left forgotten.
Geography
Located in southern Thrymir on the borders of the Chou mountain ranges and the mountain ranges of Brulgron, the Thrymir Empire enjoys a position of prosperity and defenses of it's nearby mountain ranges, granting great protection against the Chou Empire and the underground kingdoms of Brulgron with the Zhang Men valley being the only entry way into Chou and southern Thrymir. Within deep of the Empire itself lays dozens of miles of thick forests with it's outer borders covering flat grassland and plains.
Locations
Empire Providences
Imperial Providences
The Kingdom of Dovengrade - Owns Dovengrade, Omarsa and Melar
The Kingdom of Carleond - Owns Carleond, Kirkand and Chartesus
he Kingdom of Highengar - Owns Highengar, Maydenburgh and Osterenheim
The Kingdom of Ilerda - Owns Ilerda, Nulvania and Tentyra
Cities,Towns and other places of interest
Dovengrade - The oldest city within the Empire by far and quite possibly the oldest city still standing in the fifth era, Dovengrade was the original capital of the Empire and the first ever city controlled by the Empire during the Dark Ages under the rulership of Athruis Abbergenien. The City was seemingly abandoned during the late stages of the Dark Ages when it was nearly destroyed by the Corrupted Dragon, Kloaazrah, The Sand God of Mercy. The City was rebuilt sometime in the closing days of the Dark Ages and functions today as the the cultural capital of the Empire. Many flock to the city to see it's many, scattered ruins around the area and in the city, it is also the headquarters of the Bishalm Equites. Dovengrade is the capital of the Dovengrade providence within the Empire and is governed by the Imperator Titus Augustus with Dovengrade ruled by Countess Milleuda III Viridia. Dovengrade is located in the southern mountains within the Zhang Men valley on the border with Chou
Omarsa - Located in southern Thrymir near Dovengrade, Omarsa is one of the oldest city of the Thrymir, built roughly at the same time of Melar during the late Dark Ages. Omarsa is famous for it's many craftsmen and smiths to the pont, it's the dominant trade in the city due to the large deposits of metals. Omarsa resides in the Dovengrade Providence and is ruled by the Count Sildger Demon-slayer
Melar - An agricultural city within the Dovengrade providence, Melar is renowned for it's many monastery's dedicated to the Imperial Divines. Melar is ruled by the Count Amulius Galerius and by the Grand Abbot and Grand Abess when the Count and his wife is not present.
Carleond - Known as the "Imperial City" and more famously as the "Silver City" due to Carleond's silver Gothic architectural, Carleond Is the Imperial Capital of the Empire and the high seat of the Grand Imperator. Drachma Aurelius as well as the capital of the Carleond Providence. Carleond is located in the heart of the empire, at the center of the Oldela forest. located on a island with a massive moat that's similar in size to a lake. During the opening days of the fifth era, Carleond was constructed to replace Dovengrade as the capital of the Empire due to Dovengrade's obsolete design, making it difficult to defend and being built on a side of a mountain made it difficult to expand
Kirkand - A successor to Dovengrade in terms of city design, Kirkand is located in western Thrymir at the base of the Brulgron mountains with the city of Kirkand itself located at the base of the mountains with Yrore Keep, a massive fortress castle built into the mountain itself to where Count Davik Octavianus or better known as the "Iron Equites" resides. Kirkand is within the Carleond providence and therefor is under the control of the Imperial Grand Imperator.
Chartesus - Known as the "City that never sleeps", Chartesus is Located in northern Thrymir near the border with the Thrymir Kingdoms, Chartesus functions as one of the Empire's trading cities due to it's location on the border As a result. Chartesus is widely different compared to other cities of the Empire in terms of culture. Chartesus resides within the Carleond Providence and is under the control of the Grand Imperator with the city of Chartesus ruled by Countless Laetoria Tartius
Highengar - Capital of the Highengar providence under the governance Imperator, Quintis Otacilius, Highengar lies upon in eastern Thrymir on the edge of the Oldela forest near Bermon and is under the rule of the Bishalm Equite Commander, Count Hilaire Broussard. Despite the Bishalm Order having a detachment of Equites within the city to keep civil order between the nobles and the efforts of Count Hilaire, the city has become infamous for rivalries between nobles and their families to the point betrayals and assassinations are common place.
Maydenburgh - A massive trade city located on the north eastern border of the Empire that borders the Aklator Mountains and Bermon, Maydenburgh functions similar to Chartesus as a trade city as well as one of the few legal routes into the Empire. Maydenburgh is heavily fortified and has a large military force to control the large amount of immigrants whom flock to the city. Maydenburgh lies within the Highengar prodivence and is ruled by the Count, Laurencius Tilmann.
Osterenheim - Nicknamed as the "City of Heroes" and as the "City of the Damned", Osterenheim is a city that was built in the center of a massive fortress that is tasked with protecting the eastern borders against Bermon but most importantly, to hold off any Vyreadra invasion although the eastern side of the city is common for being assaulted by many greenskin invasions. Osterenheim is so well fortified along with it's three enormous walls that surrounds the entire city, that Osterenheim is considered one of the most impenetrable locations on Athrunial, so much so that in it's history, not once has an enemy ever taken the outer wall. Osterenheim also functions as the headquarters of the Imperial Army as well as the training grounds for new Legionaries and Equites whom take their military seriously. The people of Osterenheim are highly patriotic of their home and considered their city state to the pride of the Imperial army since Osterenheim often produces the most skilled soldiers within the Empire and are usually by far, the best equipped soldiers of the Empire. Soldiers of Osterenheim are famous for being some of the most disciplined and coordinated troops in all of the Empire and Thrymir. Osterenheim lies within the Highengar providence and is ruled by the Imperator, Tiberius Oculatus
Ilerda - Often refereed as the "City of the Dead" and as the "City of Shadows" due to Ilerda's creeping misters, shifting shadows and ebony like tree's as well as occasional sight of the undead, Illerda is the capital of the IIerda providence whom is governed by the Imperator, Regina Gemunsen and the city is ruled by the Imperator's sister, Countess Charlotte Gemunsen. Ilerda is located within the south eastern parts of the Oldela forests known as the Ebony Forests due to the bark of the tree's being nearly ebony in color and being resistant to corruption. IIerda was originally a place where those whom were honoured in life were buried and due to this, IIerda is known to have many cemeteries however this was halted when it was revealed traces of dark magic was found in the ebony forest, occasionally resurrecting the dead to awaken, walk and cause mayhem wherever they walked. Since the undead have begun to walk, an order of Equites have made it their duty to keep a watchful eye on IIerda and the ebony forest.
Nulvania - A city located in eastern Thrymir at the base of the Chou mountains and near the border of Bermon, Nulvania is a city dedicated to mining and refining metals into stronger alloys, as a result, a large amount of craftsmen live within the city. Nulvania is under the IIerda providence and is ruled by Count Julianus Hosidius.
Tentyra - Located in southern Thrymir against the Chou mountains, Tentyra functions as a city dedicated to mining as well as the study and advancement of sciences and engineering due to the large amount of metals and others rare materials common. Tentyra belongs to the Ilerda providence however no one rules the city as of 5E 1200 due to the assassination of the royal family in 5E 1198
Boletarian Fortress - An ancient fortress infamously called the "Fortress of the Gods". Supposedly built by the Divine Bengs as a proving grounds to test the most hardened of heroes whom wish to become the chosen, the Boletarian Fortress is enormous fortress inhabited by dangerous beasts, undead, and even Deadra as well as being littered with countless puzzles, traps and environmental hazards that line hallways and pits such as dark energy corruption, poison etc. The gates of the fortress has always been opened to all but this massive death traps has taken the lives of thousands and is considered a taboo location by those in the empire
Brightstone Altar - Located at the top of the Boletarian Fortress is a massive shrine dedicated to the Divine Beings of old, it is said when someone whom has traversed the Fortress successfully without cheating and preys at the alter within the shrine, they will be greeted by one of higher power.
Mausoleum of the Imperial Emperors - Located near Carleond, considered the holiest place by the people of the Thrymir Empire, this massive mausoleum holds the remains of all the Emperors of the Empire and is even said to hold the remains of Athruis Abbergenien as well as his personal arms and armour. maintained by hundreds of monks and nuns and protected by the Hokuten Templar Knights
Government and politics
The Government was once by lead the demi-god warriors of the Abbergenien Dynasty whom were the direct descendants of the legendary hero, Athruis Abbergenien however after the extinction of the Abbergenien Dynasty and the countless civil wars fought between the nobles of Thrymir for the throne, the Imperial Army was forced to take control and crown their own Imperator ruler for the sake of the Empire. As a result of this over five hundred years ago, The Grand Imperator has became the absolute monarch of Thrymir since the loss of it's warrior emperor's and has complete control of the Thrymir Empire over all matters. Being a Grand Imperator however, the position of ruler is not hereditary like other monarchs of other countries, instead when a a Grand Imperator dies, a Imperator from the Imperial Army is elected as Grand Imperator through the Imperator Council, made up of entirely Imperators whom are Generals and Governors within the Thrymir Empire. Once a Grand Imperator is elected, they rule the Thrymir Empire until their death although they may surrender the throne if they wish or can be removed from power by majority vote from the Imperator Council.
Under the Grand Imperator whom rules the Thrymir Empire is the Imperator Council whom are the leaders of the Imperial Army and function as Governors and Supreme Judges in times of peace. They are the personal advisers of the Grand Imperator and aid in all matters relating to the state and the people such as putting in place new policies and laws to handling and important judicial case that demands their attention.
Below the Imperator Council are the local nobility and knights whom run the cities, towns and other locations of interests, These nobles are than under the jurisdiction of an Imperator and and must take orders directly from them or be faced with treason.
Economy
Due to it's location being surrounded by mountains shared with Chou and Brulgron, the Thrymir Empire is rich in common metal materials such as copper, iron, gold, silver etc. As a result, The Thrymir Empire almost entirely controls the normal metal trade within the region of Thrymir. It also has significant amount of trade with Chou where it exports large amount of Thrymirian lumber and produce only found in Thrymir such as the massive, white colored Nesataberry and the Vedeya Rose, a small purple flower that has healing properties when mixed together to make healing herbs. The Thrymir also has limited exported warhorses and other livestock to Chou due to the rarity of horses in Chou although this is uncommon.
Education
Like the many kingdoms within Thrymir, the Thrymir Empire does not have a standard education system, or at least that benefits the masses. the Education system of the Empire is much more akin to a feudalism society where only the wealthy and the nobility can afford private tulege or education some place elsewhere such as Ivalice. This is largely due to the Grand Imperator and as Empire as a whole emphasizing the young to enlist in the Imperial Army and serve until they are no longer able. Those whom serve in the Imperial Army for any significant amount of time are often trained to fulfill any civil duty that the Imperial Army requires such as smiting and construction. Those within the Imperial Army enjoy a far higher standard of living and even receive pay after retirement If they make it career.
Society and culture
As expected of such a old Empire, the society of the Thrymir Empire is extremely rigid, stubborn and is dictated by military enlistment and duty. The structure of such society focused almost entirely on military enlistment and military duty. This is due to Thrymir's origins when it was founded during the Dark Ages where the people were forced to enlist and become soldiers If they had any hopes of surviving and pushing back the Darkness back into the realms of Oblivion, freeing Athrunial from the influence of the Deadra Lords. As a result of this, the Thrymir Empire retains much of the same mindset, even after the passing of the Emperors and due to the believe the Deadra Lords will return one day to either conquer or destroy Arthunial, the Thrymir Empire maintains the largest professional trained military on the planet with every capable person forced to enlisted when they come of age.
In the fifth era however, one who wasn't in the military, their family heredity, property and wealth as well as honor became extremely important as well. Society focused much on men whom were essentially forced to enlist in the military as soon as they were able while women were expected to stay home and be an eventual wife and mother although a woman could join if she proved able. Of course this was only accepted if the woman wasn't "Feminine" or desired in some way that prevented them looking after their family household or simply were too "manly". Those whom served in the Imperial Army, whether male or female were respected in society and enjoyed a higher standard of living compared to the lower classes of society and was one of the few easier way to climb up in Thrymir society.
Within the society of he empire, it was quite easy to know what class one was part of by the possible telling of the color of their clothes such as
Class of the Emperors - Where all the Imperators belonged, those of this class could be identified easily by their golden yellow clothing or golden armor when performing their military duties
Ascension Class - Identified by their black cloaks with a red flame, only the most respected skilled Equites are part of this class as well as those whom live within the Temple of the One and chose/ are chosen to sacrifice themselves for all of Athrunial. The black represents the mass amounts of death they have already while the red flame represents the Eternal Fire and the blood they have spilled.
Equites Class - The default class of the Equites of the Empire, they are identified by their red cloaks with two golden strips
Legionary Class - obviously is the class of all Legionary's whom are not Equites or Imperators, they wear a red cloak.
Fate Class - Identified by their purple cloaks, these individuals were the Judges and lawyers
Noble Class - Those of noble birth whom do not serve in the military, they are identified by their purple or dark yellow clothing or cloaks. Women whom not married or still hold their chasity are expected to wear white.
Alchemist Class - Comprised of scientist, philosophers and engineers etc, they often wear blue cloaks or clothing
Hammer and Coin Class - Those whom chosen to be craftsmen and merchants are identified by their green clothes or cloaks
Peasantry Class - farmers, laborers, servants etc, they are identified by wearing brown, beige and similar other colors
Slavers Class - Those sold sold into slavery do not wear any color as they are not permitted to wear any clothing until they have proven themselves to able servants.
These differences are strictly and legally enforced and are expected to follow without question. Even every class changed from the Emperors Class wearing highly expensive, finely crafted outfits while those of the Equites classes often wore ceremonial armor and Imperial outfits while merchants and peasants wore basic clothes fitting their status.
Vassalage
Though the classes are strict, it does not mean the classes didn't interact, quite the opposite actually. It is very common for those of the same class or even lower to become vassals of ones in power such as a Equites serving a powerful noble. To become a Vassal of the one their swearing their loyalty to, the vassal and their "Master", also refereed as "Patron", would make a contract between the two and as long the the vassals performs their duties, the vassal in return is given what they request, whether be currency, food, protect or even some sort of legal help or even respect or political favors.
Advancement
While under normal circumstances it is difficult to advance in society, it is certainly possible If one would put tremendous effort in although by far, the easiest way to advance in society is to serve in the Imperial Army and make it a career out of it. Other examples are such as a merchant owning such a significant amount of land and wealth, they could be made into a noble by a Imperator of their region and be given their family crest or a Legionary under the vassalage of a noble may be taken under their direct tutelage and eventually be promoted to become a Equites.
Imperial Law and Honor
The Imperial Law covered everything from the everyday life of a Thrymirian, the crimes they weren't allowed to commit as well as the punishments that came along with performing such crimes. The Imperial Law also spoke of ownership of properties and businesses, sexuality and prostitution etc. Two notable Imperial laws that are well known is the forbidden of all classes of women from wearing any piece of clothing or armor that is revealing unless they were prostitutes and prostitutes are required to be registered by the state.
Unlike many other kingdoms, The Thrymir Empire has no central authority that handles Judicial matters, instead every town and city has it's own court and Judge whom is selected by the Imperator of their region. After a court hearing begins, the Judge will decide what punishment is decreed If found guilty after significant evidence has been showed. The empire is one of the few kingdoms to have lawyers to defend clients and for one to become a Judge, a Judge must have at one point, be a Laywer.
Although Honor is no longer as prominent as it once was in the fourth era and during the reign of the Emperors, honor is still a desired morale trait by the majority Thrymirian people, especially those in the military and the Equites. Those will no honor are often ignored and shunned in society, viewing them as little as trash and disposables. It is possible for one to regain their honor through good deeds and going beyond the call of duty however such things such as treason and murder are not actions that forgivable, one will only regain their honor back if they turn themselves in.
Jue Shi
Often called as "Jue Shi Kai" and as "Shi Kai", it is a term given to an ancient traditional honour duel that has it's roots in Tsou Chou and Maja. It is a honour duel for one's honour or one's family and is usually a friendly duel however duels to the death are not completely uncommon. Jue Shi's can also be used to decide important disputes between houses, nobles or warriors although this rare as well due to the fact a Jue Shi is a grave matter. Since Jue Shi's are a tradition of the past, Jue Shi's are extremely rare and are considered barbaric by those outside the military, Jue Shi's are only common amongst Equites and occasionally Legionares. When one issues a Jue Shi to another after being dishonoured or their family has been dishonoured, the other person cannot refuse the Jue Shi or they will lose their honour. Those whom win a Jue Shi may grant mercy or kill their opponent however no matter what choice they will make, they will regain their honour back. When a Jue Shi comes from one dishonoured house to another house, both may pick their combatants although it's usually encouraged for the rulers to participate in the Jue Shi instead. When a Jue Shi is to occur, both combatants will meet in a open area or a dueling arena that is fair to both parties.
Religion
The Thrymir Empire is responsible for creating the Divine Being Pantheon, The Imperial Divines and still to this day, it is the primary worship of the Thrymir Empire. The Imperial Divine consist of
Hokuten
Is the chief Divine Being of the Imperial Divines and is the Thrymir Empire's Divine Being of War and Order as well as the Divine Being of Righteous Rule and Heroes with some even worshiping and venerating him as the Divine Being of Humanity. He is by the far the most worshiped and venerated Divine Being in Thrymir, especially by Knights and Heroes whom wish to follow in his footsteps in life. It is said in life, Hokuten was the founder of the Thrymir Empire and the legendary hero, Athruis Abbergenien whom fought back the darkness and died after slaying the greatest of the Dark Lords, Beladriendel in single combat after a fierce battle with his lover Suzetta. For their service to Athrunial, in death, both became Divine Beings. Hokuten is often depicted as a Knight encased in full plate armor with some sort of great helmet.
Bakura
Known as the "Warrior Goddess", Bakura Is a Divine Being of the Imperial Divine and is the ever devoting and loving wife of Hokuten. Despite her angelic and beautiful appearance, Bakura is the Divine Being of Protection and wrath and to an extent, female warriors. She is noted for granting protection against evil for those whom prey for her as well as those whom prey for her wrath in battle against large beast whom she hates with with a fiery passion. As with Hokuten, it is said Bakura was once a demi-god warrior named Suzetta whom fought alongside Athruis Abbergenien and eventually became his lover before she help him founded the Thrymir Empire and united the clans of Maja together before forming her own to keep order. It was said, she had died with her lover after they had killed Beladriendel in single combat. Bakura is often depicted as an angel with long, golden locks of hair,an angelic warrior doing battle with a large beast or far more rarely as a long, dark haired female warrior of Maja, akin to Suzetta's appearance.
Gawain
The Alleged son of Hokuten and Bakura, Gawain is the Divine Being of Honor, Duty and Justice and is considered the Patron of all Knights within the Thrymir Empire and is even venerated within Laetannia due to his similarities to a Grail Knight of Laetannia. Gawain is credited with writing the Codex Eques, a holy text on how to organize and lead Knightly Orders into battle and is still used to this day. Much like a Laetannian Knight, Gawain is depicted as a Knight wearing steel armor with a surcoat overneath and chaimail underneath with a Great Helmet
Themeya
Known widely throughout the world as the "Sage of the West", Themeya is the Divine Being of wisdom and is noted to be the founder and inventor of all forms of Alchemy as well as the wife of Gawain. She is highly worshiped and venerated in many other cultures, often under different names but her worshipers are often scientists, philosophers and occasionally crafters. Themeya is usually depicted wearing a beige toga robe and having long red hair of varies tints.
Fania
Fania is the Divine Being of nature, Love and Fertility and is the younger sister of Themeya. It is said that Gawain had an affair with Fania after Themeya had greatly dishonored her husband after she had proclaimed logic will always triumph over honor. As a result, a love triangle formed between Gawain, Themeya and Fania whom fell in love with Gawain for his courage and being such a selflessness warrior. Besides their love triangle, Fania and Themeya have a rivalry to best the other with Themeya trying to overwhelm mother nature with science and reasons and Fania proving to her sister, that no matter what happens, she will never be able to manipulate nature as she see's fit. Fania is depicted as wearing a long yellow gown with beautiful, long chestnut hair with a pair of butterfly wings on her back.
Rednidheim
Is the Diving Being of Vigilance, Truth and protection against the Dark Arts and the Deadra, Rednidheim is the protector and inquisitor of the Imperial Divines, using his power to protect the Imperial Divines from all threats and destroying any whom are tainted, including any of the Imperial Divines. During times of war, Rednidheim is Hokuten's war mount and considered Hokuten's closest alley. Rednidheim is almost always depicted as a large, crimson colored, fire breathing dragon.
Necris
Technically an Elder Supreme Being, Necris is the Imperial Divine of Creation, Death and of course Change. Necris is without a doubt, the most respected Imperial Divine due in large part of him creating the world of Athrunial and giving life to all things on the planet. Unlike the other Imperial Divines, Necris has a special, unique temple called the "Temple of the One" at the center of the Aklator Mountain Wastes where Necris himself resides. This temple is solely dedicated to the worship of Necris however it's true purpose of the temple is to gather anyone whom is strong and wise and throw them into the Eternal Flame, Necris Soul. The victim and their soul is completely engulfed by the Eternal Flame, destroying their very soul and body but their sacrifice helps to keep Necris soul alive so that the planet of Athrunial isn't destroyed by the death of Necris. Necris is always depicted as a skull or a skeleton.
Archiss
The Imperial Pantheon Divine Being of the seven deadly sins, lust, greed, pride, envy, gluttony, sloth and wrath as well as murder and betrayal, Archiss is by far, the most least venerated and worshiped of the Divine Beings of the Imperial Pantheon due to the fact the Thrymir Empire outlawed the veneratorship and worship of Archiss to keep civil disorder down and keep the people of Thrymir civilized. From Imperial legends, it is stated Archiss was Hokuten's closest companion and later Oath Brothers whom aided each other greatly in fighting back the Darkness with Hokuten even envying Archiss for his martial abilities and determination to destroy the darkness. This all changed when Archiss seemingly abandoned Hokuten and Bakura to their fates and allowed the both of them to die in battle against the Dark Lord, Beladriendel. After this event, Archiss was not seen for several hundred years but when he did return, Archiss struck down Necris and took a portion of his own power for himself, however for Archiss, Necris dark power was too much to control and Archiss completely fell to the darkness he had sworn to destroy. With this new power, Archiss seemingly shaped the world in his own dark image, giving into the normal pleasures of men before finally disappearing when Hokuten rose again, determined more than ever to kill his Oath Brother for the crimes he had committed as well as dishonouring him and his lover. There is no universally accepted depiction of Archiss, however, the few times he is depicted, he is often showed as a knight in ebony armor with orange glowing eyes appearing out from his helmet.
Temples and Monasteries
To worship the Imperial Divines, many temples are dedicated to such worship throughout all Thrymir, not just the Empire and while uncommon, there can be temples dedicated to one Imperial Divine instead of a temple dedicated to all the Imperial Divines. All temples within the Empire and throughout Thrymir are maintained by Abbots and Abesses whom give themselves up completely to the worship of the Imperial Divines. Those whom join the Temples or exile themselves from society to dedicate themselves to the Imperial Divines are known as monks for men and nuns for women with Abbots being the male leaders and Abesses being the female leaders. Monks and Nuns often live in their own single gendered monasteries and temples although it isn't that rare for a temple or monasteries to have both. Anyone may become a Monk or Nun however in the process, they give up everything they have, from possessions to family and friends in hopes of becoming closes to the Imperial Divines.
Military
The Thrymir Empire's main armed force is the large territorial military force named the Imperial Army, often refereed as the Imperial Legion or simply Legion for short. The Organization of the Imperial Army was relatively flat and simple.
At the top is the "Imperator" whom are the highest ranking military officers within the Thrymir Empire as well as civil officers to where they are stationed at. Imperators are Generals of the Thrymir Empire that lead Legions which numbers anywhere from ten thousand to fifty thousand men and wherever the Imperator and his Legion is stationed at, the Imperator becomes the militarial and civil governor of that region within the Empire or otherwise and is responsible for not just his Legion but the well being of the region. If more than one Imperator is stationed in the same region than by military tradition, the more experienced Imperator would take command by right with the less experienced Imperator being forced to take orders from the Imperator now in charge however If one feels this is unjust, one Imperator may challenge a "Jue Shi Kai" to the right to lead. The Imperator Council, a council of the most experienced Imperators within the Imperial Army may also vote and select any Imperator to lead a region despite how many Imperators are stationed in the same area. The Imperator Council is the highest position of power within the Imperial Army whom's responsibility is to run, maintain and know where to deploy the Imperial Legions during wartime. The Imperator answer only to the Grand Imperator whom is the de'facto leader of the Empire itself. When a Grand Imperator dies, the Imperator Council will form the council and decide on the next Grand Imperator for the Empire. It is almost always a Imperator whom is chosen from the council however the Imperator Council may permit the former Grand Imperator's child take the position if they are deemed worthy.
Below the Imperator is the "Centurion" whom is the Commander of the battalions whom command anywhere one thousand to ten thousand men and are responsible for their Battalion's training, maintenance and deployments
"Equites" also commonly refereed as "Quaestors" and by other medieval nations as "Knights" which has became common as well is a term given to the most elite and skilled soldiers of the Thrymir Empire. Warriors of noble birth, Equites are cavalry warriors focused on the charge with lances and spears and often function as line breakers however due to their skill in melee as well, they can also perform as shock troopers on the ground. The Equites are the only soldiers within the Empire fully equipped with runic steel plate armor. Equites also completely comprise the Praetorian Guard whom guard the Grand Imperator with their lives. While technically a Equites is below the rank of Centurion and serves under them, due to their noble status, a Equites may do as they see fit on the battlefield, making them unreliable warriors at times. With this freedom however, Equites are not given nor permitted to have leadership positions within their Legions besides their own Equites units under normal circumstances.
Below the Centurian is the rank of "Major" whom functions as lower ranked officers of the Centurion whom is given command and responsibility of anywhere from five hundred to a thousand men and is common for Major's to command Auxiliary units.
Below even further is the "Legate" whom controls from one hundred to five hundred men whom function as field commanders and right hands to their Major, carrying out tasks and duties presented by them.
"Praefects" are the leaders below the Legate whom leads Cohort of fifty to a hundred men and serve directly under a Legate.
"Legionary Sergeants" are the leaders of squads comprising of ten men and the right hands of the Praefects.
"Legionary's" are the standard, fully trained professional troops of the Thrymir Empire
"Trainee" is the lowest rank of the Imperial Army, they are the newly recruited soldiers of the Imperial Army and are undergoing training by a Legionary Sergeant.
Renown Thrymir Empire units
Bishalm Equites - An ancient military and chivalry order of Equites that dates back to the Dark Ages. In the fifth Era, the Bishalm Equites are a renowned Crusader force that travel anywhere to destroy any influence of the Darkness. Within the Imperial Army, they function as super heavy Calvary, often using blessed weapons, armor and suburbly trained mounts. The Bishalm Equites are considered the orginal and oldest order of Equites within the history of the empire and are highly respected. It is said they are the descendants of the Equites of Saint Tryanna.
Apărător Guard - Commonly referred as the "Custos", The Aparator Guard is are the bodyguards of the Grand Imperator, they are some of the most skilled Equites within the Empire and are equipped with golden runic steel plate armor that give them high resistance to magic. Being the personal guards of the Grand Imperator, they are above the law of the Empire, only answering directly to the Grand Imperator. Despite being some of the most skilled warriors in the Empire, the Aparator Guard are only deployed in the most dire of circumstances such as when the Grand Imperator's life is in danger. Under most circumstances, they are a elite garrison force that guards the Grand Imperator's location.
Equites of Saint Tryanna
The oldest military Chivalry Order in the Empire's history, This order of Equites was originally a group Equites whom served directly under Athruis Abbergenien during his time serving Saint Tryanna as his personal unit. It was said these twelve heroes fought alongside Athruis Abbergenien in many battles and aided him in the founding of Thrymir until his death at hands of Beladriendel. Even after his death, the Equites continued to follow Saint Tryanna as an order of Equites until the seige of Glasuht where almost the entirety of the order was wiped out to the last man. Only three of the twelve heroes and a dozen or so Equites survived the battle and managed to make it back to Thrymir. The remaining heroes would aid in the construction of Thrymir and lead it into the future. It is said the remaining survivors of the order founded the Bishalm Equites. Though the Order is no more, the tales of the order are considered by many to be the stuff of legends.
Mortem Equites
Commonly refereed as the "Death Knights of Ilerda" whom watch over the city of IIderda and the ebony forest, they are a order of Equites whom specialize in combating the undead and are known to wear blessed armor and weapons on the battlefield and just like the Legion of the Damned of Ivalice, the Mortem Equites fight in complete silence.
Hokuten Templar Knights
known as the "Hokuten Equites" and as the "Hokuten Knights", The Hokuten Templars are an order of fanatical Equites whom are said to serve Hokuten himself whom have been tasked with the holy duty of protecting the Mausoleum of the Imperial Emperors from all threats. As a result, they do not participate in any military or civil activities. The Hokuten Templers are known to wear gold plated adamentium armor with runes carved into the armor. They are without a doubt the most skilled warriors within the entire Empire and perhaps all of Thrymir since it is said every single warrior of the order are directly chosen by Hokuten himself.
- #6The Celestine Empire
Keys: , Celestine Empire · Secondary: Lower Krayvmark wastes, Celestra plains, Mortal Kingdom
Organization type- Despotism Head of state- Warlord Vaulter
Head of government- Warlord Vaulter Commander-in-chief- Warlord Vaulter Executive branch- Warlord Vaulter
Societal information Capital- Lusario Official languages- Imperial Low, Imperial Standard, Imperial High Currency- Gil(Gold) Sentient races- Humans(Extremely Common), Rominian(Common), Deldra(Uncommon), Weldra(Uncommon) and Eeldra(Uncommon) Official religion - None
Historical information Date established- 5E 500 Founder- The Divine Being, Celestine Date fragmented: 5E 1190 Era's- Fifth Era
Once a Holy Empire guided by the Divine Being Celestine, the once glorious Holy Celestine Empire is nothing more than a crumbling slave empire led by the corrupted and tyrannical Warlord, Vaulter.
History
5E 500 - Under the guidance of the Divine Being, Celestine, The Lentullus Kingdoms secede from the Thrymir Empire and is reorganized into the Holy Celestine Empire
5E 502 - Celestine enters none aggression pact with Ahisia
5E 505 - Celestine enters an alliance with Lendira and Laetannia in combating the Deadra.
5E 541 - Pheiham is rebuilt
5E 569 - Vandein is founded
5E 590 - The Bal incident occurs, fighting between Ivalice and countless Rominian tribes crosses over into the Holy Celestine Empire. Celestine intervenes in the conflict and ends it when she teleports the remaining Rominian tribes to the Kraymvirk Wastes
5E 610 - Lusario is founded
5E 617 - The Celestial Temple is constructed
5E 673 - Sothelin is rebuilt
5E 709 - The War of Blood occurs when the Rominian possessed warlord, Harradaroth launches a massive Rominian horde into the Holy Celestine Empire with the help of the Dark Lord, Solkan
5E 709 - Asinia is destroyed
5E 709 - Heinrich is destroyed
5E710 - Irury is destroyed
5E 711 - Saint Domitia mortally wounds Harradaroth at the battle of Yurgh before dying, Yurgh is heavily damaged 5E 719 -The battle at Rale Pass occurs, the Celestine forces are pushed back and forced to withdraw
5E 720 - Sisenna is destroyed
5E 723 - Cluilia is destroyed
5E 730 - Saint Annabelle is defeated at the battle of Vriham, Vriham is burnt to the ground
5E 739 - Cleach is destroyed
5E 744 - Celestine launches a invasion through the underground tunnels of the Reach
5E 745 - caught by surprise, nearly half of Harradaroth's force are killed in multiple skirmishes
5E 751 - In a last ditch effort, With the backing of the Dark Lord, Solkan and his warrior like deadra, Harradaroth launches a massive assault on Lusario, resulting in his death at the hands of Celestine.
5E 765 - The Celestial Gates, a massive fortress guarding the way into the Holy Celestine Empire is constructed
5E 880 - Asinia is rebuilt
5E 904 - Heinrich is rebuilt
5E 928 - Irury is rebuilt
5E 974 - Sisenna is rebuilt
5E 1032 - Cluilia is rebuilt
5E 1120 - Cleach is rebuilt
5E 1190 - The Great Betrayal occurs, the Serra Paladin, Vaulter is secretly corrupted by Solkan and with the help of a large military force comprised of loyal mercenaries and the loyalty of countless Orc and Pigmen Tribes, Celestine is overthrown and Vaulter takes control of the Celestine Empire, transforming it from a Holy Kingdom led by a Divine Being to a Despotism slave Empire. Celestine seemingly disappears after this, it is unknown If she is help captive or is simply in hiding.
Geography
Despite The Celestine Empire being enormous and owning vast amounts of land, the vast majority of it lands comprise mostly of savannah's with nearly the left portion of the empire comprising entirely of savannah's. In center of the empire lays grasslands found in Thrymir and Laetannia and to the east of the empire lays grasslands to the north east with the south being comprised of thick jungles that come to the edges of the Lucullus Lake.
Locations
Empire Providences
The Kingdom of Eostia - Lusario, Lentullus and Sisenna reside within Eostia
The Kingdom of Lorgore - Lorgore, Irury and Cluilia reside within Lorgore
The Holy Lucullus Duchery
Cities,Towns and other places of interest
Lentullus - The original capital of the Lentullus Kingdom and the Celestine Empire before the construction of Lusario. Lentullus now function as a city that specializes in the training of female slaves and the training of Orc's and other beasts. Lentullus is ruled by the Rominian Captain Lionhild-Ass Breaker whom answers directly to Lusario.
Sisenna - Despite it's normal and perhaps even elegant Laetannian architecture and King, Sisenna at it's core is the primary slave markets and trading center of the Eostia region within the Celestine Empire, Sisenna is nothing more than a large market place in the selling of female slave and is considered a horrifying and disgusting place by those from civilized places. Sisenna is currently ruled by the corrupted Laetannian warrior pleasure King, Rademund the Pure whom answers directly to Lusario
Lusario - Known as the "City of excessive lust" and as the "Eternal City of Lust", Lusario is The current capital of the Celestine Empire where the tyrannical warlord, Vaulter resides. The city itself, despite being a city of the gods, it is nothing more than city of pleasure as constant rape is the norm, hearing throughout the day and nights the screaming and moaning of those are unfortunate enough to have been captured and made into slaves.
Lorgore - Located in the southern western portions of the Empire near the borders in the savanah's, Lorgore is the primary trading city of the Empire and as a result, holds some of the largest female slave markets and training centers in the Empire, often being used to inspected and train new slaves before being shipped to other cities within the Empire. Lorgore is the captial of the Lorgore providence and is ruled by Rominian Captain Thraldan-Slime Driver
Irury - Once a city of trade, once Vaulter came to power and gave control over over the city to the Orc's, Irury has became nothing more than a stench pool of a breeding center for the Angel claw Rippers tribe. Irury is currently ruled by the Ware Chieftain, Toruk Truktoz and falls within the Lorgore Providence.
Cluilia - Much like Irury, Cluilia has became a Pigmen controlled city however unlike Irury, Cluilia is still ran like a city to a certain extent despite being used as a breeding center for the Pigmen. Outsiders are welcome to Cluilia and can stay as long as they wish, providing they bring a female slave as an entry fee into the city of course. Cluilia is currently ruled by the Great pigmen Lord, Snagnorak and falls under the Lorgore providence
Lucullus - Technically part of the empire, Lucullus is an independent city state that was spared the tyrannical warlord's wraith and his armies due to Lucullus being a city that was built in the middle of Lucullus Lake that can submerge itself from danger when needed. Lucullus has, on multiple occasions, almost seceded from the Empire however due to the Empire controlling the only routes that don't leave into the wastelands of death, Lucullus has been forced back into the Empire however to keep the peace, Vaulter has granted Lucullus complete autonomy whom will never intervene or bother with Lucullus on the condition Lucullus supply the Empire with it's female prisoners as slaves and provide a yearly tax. Lucullus is ruled by the Celestine Council, A council comprised entirely of a large group of knightly Maidens commonly nicknamed as the "Princess Royal Knights" and as the "Princess Knights". They are the disciples of Celestine whom dedicate themselves to her teachings. Lucullus is mostly a female driven society however men are given near equal rights to women with the exception they are not allowed to serve in high political or militarial positions.
Celestial Temple - Commonly called as "Red floor temple" and Located in Lusario, the Celestial Temple is the largest temple within the empire and western Thrymir. This massive temple was the home of the Divine Being Celestine until it was heavily damaged during Vaulter's uprising. After Celestine was captured, the temple remains the same as it was when it was assaulted and heavily damaged although now it's considered a temple where countless virgins lose their virginities. The upper flowers however remain untouched due to magic being required to access them as well as the ability to fly.
Sothelin - Located in the western portions of the empire, Sothelin is a massive city known for it's many ruined temples dedicated to Celestine and the many rituals dedicated to the Dark Lord, Khulrauld. Sothelin is considered a taboo place, even amongst those living within the empire.
Heinrich - A city located on the west coast of the empire, Heinrich functions as a port city for pirates and a trade city for importing elven slaves and other rare humanoid races. Out of the empire, Heinrich is considered the most normal and law bidding city with it being similar to a city of the Thrymir Empire.. Heinrich is ruled by Vyreadra Count Silvain Travis
Cleach - A city located in central Celestine, Cleach is a ruined city that is only notable for the Crucible, a massive arena that has transformed the entire city into an arena of death. Victors of the Crucible are eligible to join Vaulter's personal guard and be given control of an entire city or vast amounts of land
Langaholt - A city located south western near the borders of Yurnu remains relatively untouched by Vaulter's revolt, Langaholt is a city that focuses on the production of lumber and it's refinement into many applications.
Blanda - Located near the edges of the northwest borders of the empire, Blanda is a city that has been converted into a massive training center for Vaulter's mercenary forces located on the coast. It is currently led by Captain Seidelman Aussen.
Hornvestra - Sitting in the central parts of the empire, Hornvestra was originally a rural town before it was overwhelmed by the Dirt Hammer Warriors Orc tribe. Now it sits as a barren ruins used as a breeding ground for the tribe.
Pelora - A city located on the southern coast of the empire, Pelora is a pirate town specializing in the construction of sea faring vessels for the empire and anyone willing to pay enough. Pelora is currently under the control of Henil the Ravager.
Ealdhelm - An ancient Rominian city located on the northern border of the wastes that has been rebuilt multiple times, the city has became renowned as a proving grounds for Rominians within the Empire as well as those wishing to join the ranks of Vaulter's forces. Though the city answers to Vaulter, the city has been granted autonomy as long as it provides a heavy tax every year, it is currently ruled by Jarl Volkwin Hell Seeker.
Kharkal - An ancient underground city used only by the richest of the empire, Kharkal is nothing more than one large gigantic pleasure palace in the current period with the richest knowing it's location a secret.
Thrinarv - A ancient underground sister city of Kharkal however for reasons unknown, the city has begun to collapse and is nothing more than ruins.
Mithrianye - A massive ebony underground city located to the most north east tip of the empire, Mithrianye is a city ran by Deldra nobles and is ruled by the Ebony Mistress. Olga whom is Nerisata's daughter and one of Vaulter's lovers. Mithrianye is a city of excess pleasure and dark arts and is considered a taboo place to visit for outsiders as it's common place as a group of Deldra Witches known as the "Black Brides" are known to commonly to run through the city, barging into any building and using whom ever they captures as ritual sacrifices.
Hughye - A city somewhere located in the south eastern portion of the empire, Hughye is a city dedicated to the Dark Lords, Nelgrina and Khulrauld and is a city known for it's horrifying engineering and testing such as implanting the souls of mortals into armor or weapons to deadric possession of equipment and weapons. Hughye is currently lead by the Grand Fabricator Fabian the Perfect.
Gauwilh - The ruins of a massive city located in the south eastern portions of the empire near Lucullus that was said to have been built during the Dark Ages. Legend foretold that a mortal or some sort of being sacrificed the entire city to make a Philosopher's stone so they could, in return make themselves immortal, using the souls of thousands to make it happen.
Avrita - A small city located in the north eastern portion of the Empire, It is the only known city within the empire to grow extensive amounts of produce before exporting the produce all throughout the empire. The city is relatively left alone by Vaulter's forces in exchange for it's produce. The city however is notable for being governed by a woman named Countess Lunette Miette, a woman of the old Celestine Empire that is still loyal to Celestine.
Government and politics
The Holy Celestine Empire was once a enlighten Monarchy with a Divine Being at it's helm with absolute power however once Vaulter overthrew Celestine and her government, Vaulter dismantled the entire government and it's classes before installing Despotism to replace the former government with himself as it's absolute cruel and oppressive ruler. Under Vaulter's rule, many of Celestine's policy's were dismantled and in their place was could only be considered near anarchy. Many common laws were completely dropped and women were no longer even second class citizens, instead they were deemed as cattle as far as Vaulter was concerned. To those whom deemed the most loyal were granted the control of a city and permitted to whatever they please within it's walls and it's lands as long as they gave their loyalty to Vaulter, paid a yearly tax and form militia's with other cities in case of an invasion of Celestine or to invade another country. Under these conditions, these people became essentially nobles with absolute power over their land and the majority of it's people either served the noble or were either slaves under normal circumstances. Women of this noble class for whatever reasons was spared from the actions Slaves endured and were given immunity, essentially making them untouchable to all besides Vaulter himself.
Economy
The Celestine Empire no longer has the economy it once had, now it is almost non existence as the only known commodities it trades with countries that have a shady reputation are highly trained sex slaves and limited exportation of wild, untrained Ravatar's and rarely the contracting of naval vessels. It is known and commonplace for the so called nobility to station it's mercenaries in other countries and have them work extensively, stealing many of the Adventurer's Guild jobs.
Education
There is no longer a education system put in place as there once was, now it's more akin to a feudalism society where only whom are wealthy or part of the so called nobility can afford tulege out of Celestine. It is possible to be so called educated by the Celestine Nobles in exchange for serving for them life.
Society and culture
The Celestine Empire is similar to a feudalism society with a heavy emphasis on slavery with Vaulter holding complete and utter power over the entire country, allowing him to do what he wishes without consequences with those whom are completely loyal to him are given control of cities and entire regions and are permitted to whatever they please without consequences. Everyone below Vaulter and his circle of nobles are essentially owned by them or bought with wealth such as Vaulter's force of mercenaries. Everyone whom weren't directly serving a noble or Vaulter were essentially second class citizens besides craftsmen and other similar jobs. Due to Vaulter's mistreatment as a Serra Paladin in the former empire by Celestine and her all female followers, out of hatred and wishing relish his victory to Celestine, Vaulter immediately passed a law when he became the ruler to Celestine to strip almost every women in Celestine of all their rights and privileges, making them little more than human cattle for reproduction. Only those women whom served Vaulter directly before the revolt were spared this law and granted immunity.
Classes
Absolute Class- The ruler of Celestine, has absolute power within Celestine
Noble Class - Those whom serve Vaulter directly by ruling a city or an entire region, women of this class are spared from being used as cattle and are given the same amount of power of men If they rule a city or an area.
Made Class - Those whom served a noble or Vaulter, weather being a mercenary soldier, a servant belongs in this class. Women whom managed to get into this class through whatever means are given second class citizen like rights. Those whom serve a noble have to make a blood pact to serve and do whatever is required of them, even disposing of their own family if ordered.
Cattle class - Those whom are elderly, in capable of working, are laborers, slaves or even cattle were in this class have no rights whatsoever.
Religion
Their is no religion in Celestine per say, instead Vaulter and the many of the men of the Celestine Empire fanatically believe in destroying the legacy of Celestine and disposing all her followers.
Military
There is no standing military force for the Celestine Empire as there once was, instead it was replaced with nobles having their own militia's comprising of mercenary soldiers for front line duties while using humanoid beasts like Ork's, Pigmen and goblins as terror and as crack troops. When war is called, Vaulter has the ability to call his nobles the militia's they have into a single army to combat larger threats. The Empire uses a extremely large amount of slavery as cannon fodder to soak up as much damage they can before sending in the main force. While the military of the Empire is extremely massive, similar to Chou's military, it is mostly untrained, unorganized and infighting is common.
- #7The Rominian Clans of the North
Keys: Rominian tribes, Rominian Clans · Secondary: Kraymvirk Wastes, , Rominian, Mortal Kingdom
Originally during the opening days of the Age of Cinder, the man who would become an Ancestral God, Sigismund formed the first and only Rominian Kingdom to had ever existed, however after Sigismund had died under unusual circumstances, it began the fall of the only Rominian Kingdom and within a few decades of it's formation, the kingdom formed by Sigismund completely collapsed, forcing the Rominian people to revert to the ways of old.
In the current setting since the collapse of the Rominian kingdom formed by Sigismund, all the Rominians that dwell within the Kraymvirk Wastes live in either one of the numerous tribes that dot the wastes or they live in the larger clans that have either grown large in size over many generations through simple reproduction and growth to other methods such as a tribe assimilating other tribes into the fold. The vast majority of the time, these Clans often function in a Feudalistic like government with the founder tribe/clan at the top with other tribes making the lower classes through vassalage and subjection.
Tribe and Clans are nothing new to the Rominian people of the Kraymvirk Wastes, since the beginning of Athrunial itself during the Age of Creation, the Rominian people have always been nomadic in nature, preferring to stay on the move to see the world, to hunt and find new resources. Rominians have always prefer simpler lives, seeing no point in complex societies or ideologies, hence why you never see any central government or any Rominian state. It wasn't until the War in the Heavens did the Rominian tribes and clans become brutal and barbaric compared to the ancestors of old. Gone were the relatively peaceful tribes of clans that cordial with each other for the most part, now they were replaced with tribes and clans that craved the blood of the untested and unworthy of their world, now they seeked to destroy the weak and take what they wanted, now the people walk the path of a frenzied warriors that enjoys the spilling of blood and the thrill of battle. Since the days of that ancient war, the Rominians have only became worse in their hunger for war and material gain. Although they still live in tribes and clans, it is common for dozens, if not possibility hundreds of tribes and clans to unity under one ruler or a few in power to wage war on the south under the contents of slaying the weak, fighting the strong and taking what they believe is rightly there. Though these events are rare to occur in history, such an event effects the civilized world for many years afterwards and when these events are occurring, it is nothing new for the tribes and clans to wage war on each other and unlike the civilized lands, the tribes and clans need no reason to wage war other than for the thrill itself or perhaps it could be for the most trivial of reasons, no matter what though, there is no doubt the vast majority of the Rominian people will change anytime soon.
Notable Rominian Clans
Clan Daruka
Formed and Led by the Ancestral Goddess, Raava sometime during the early years of the Age of Cinders, despite it's size of having less than fifty warriors from within ranks, Clan Daruka remains since it's foundation, as one of the most influencing clans in the current age due to the simple factors that is led by an Ancestral Goddess whom embodies the traditional views on the martial prowers of the individual instead of the clan as a whole as well as Raava's and the clan's belief that true strength and skill only comes after one is tested through the most harshest of battle with the horrifying of opponents, through near death, the warrior is either broken and dies or breaks his chains and surpasses his former limits, allowing him to not only survive but become Victorious in his grand battle. Through such intense training and ideals set by their Goddess of the Hunt and by extension, War, Clan Daruka is home to the Daruka or better known by their nicknames to the men and women of the south, the "Dark Elities". These warriors, embodiment of their Ancestral Goddess are the Rominian traditional living avatars of war, for they are thought to have few equals in combat, their mere presence alone can easily determine a battle's outcome or an entire war into whatever side they choose, luckily for the other clans, Clan Daruka has little to no interest in the politics of the other clans or the Kraymvirk Wastes as a whole, preferring to train and test themselves against the most skilled of opponents and the most dangerous of beasts.Once a generation or two however, rises a Rominian Warlord whom is able to persuade a Daruka or two to leave their clan with the promise, that If they do as the warlord requests of them, the warlord guarantee's the promise of strong warriors or beasts for them to fight quench their thirst to test themselves. Despite popular belief however, the Daruka are nearly the opposite of the normal Rominian Warrior and are more akin to a chivalrous warrior to the lands of the south for a Daruka lives to a similar code of a chivalrous warrior, they do not kill the weak, the elderly, the children or any that can't properly defend themselves or proves to be no true threat to them. They are honorable in clan affairs, where when they give their word, they will stick to it no matter, seeing those whom use deception and those that lie as scum. It is obvious as well that they are warriors whom will fight with honor and fairly, seeing dirty fighting and other unhonorable tactics such as ranged combat or ambushes as extremely unhonorable. Those whom perform such unhonorable acts and are caught in the act will be given the worst fates imaginable, often revolving around incredibly slow death's but those whom perform the most horrifying unhonorable acts will be tortured and have all their limbs removed until only there head remains yet through the magic, they will still be alive. What the Daruka do with them afterwards is unknown but it is known they are not killed for that wouldn't be punishment but salvation to the breaker.
Clan Magnar
supposedly an ancient clan dating back to the War in the Heavens that had supposedly formed a mighty Rominian Empire led by the Rominian Supreme King, Verogsa that had spanned the entire Kraymvirk Wastes before it was destroyed by the firestorm of two unknown Great Beings of Light however this is considered entirely a legend by a portion of the clan while others of the clan view it as ancient history yet to the Rominian people as a whole, they consider it nothing but rubbish propaganda for the Magnar Clan to claim more influence and prominence on the land with the current Clan Magnar and the Clan Magnar from legends being considered two separate entities altogether. In the current day, led by the Clan's chieftain and Warlord, Valoth whom seeks the conquest of the entire Kraymvirk Wastes through any means, large and very influencing in politics, Clan Magnar is both feared and hated by the vast majority of the clans due to Clan's Magnar abandonment of the Ancestral Gods yet in replacement of such worship, Clan Magnar has command over many skilled warriors influenced by Yin Release magic and hordes of Deadra, making them militarily, a very influencing clan in public affairs and in the politics of the wastes between Clans. Of course with such usage of Deadra and Yin Release magic, almost the entirety of the clans have began to suspect the Clan Magnar are either worshiping the Dark Gods or are now being controlled by one to do their bidding, whatever it is, the other clans want nothing to do with the Clan unless absolutely necessary however this makes it quite difficult at times. With Clan Magnar being warlike yet savage even for Rominians where have destroyed entire clans just for the sake of it, many outright despise them as they are forced to be assimilated into their Clan or be destroyed. Many believe though with Valoth's leadership, it will only be a matter of time before the Clan is either destroyed through war or by infighting amongst themselves or one of his relatives slaying him for his position, whatever happens, the near future of Clan Magnar looks bleak.
Clan Skuzahag
Located in the northern portions of Kraymvirk Wastes northern Savannah's and led by the old, eldery Harpies, the Night Hags, Clan Skuzahag is a notoriously primitive Clan known for wearing the face's of it's enemies and offering the hearts of the enemy to the Night Hags in exchange for resiliency and combat prowess in battle. They are well known for their brutal, savage like mentality and primitive lifestyle, even to the civilized lands of the south to the point many consider the Rominians of Clan Skuzahag to be the Rominian's de'factor way of life and attitude towards the rest of the world. Highly spiritual, Clan Skuzahag are fanatics to the Ancestral Gods of old such as Vilgoth and Eshra to the point they will often tattoo themselves or wear the faces of their enemies to show their loyalty and commitment to their Ancestral Gods of old. It is due to this very commitment of the first Ancestral Gods do they believe they are the rightful inheritors and rulers of the Kraymvirk Wastes, so much so they often perform many, many raids on the other Clans, especially those of Clan Dachi and Clan Angeal in the hopes of killing those whom "taint" their homeland and offering up those they capture to appeal to the first of the Ancestral Gods in the hopes of showing their loyalty. By the other Clans whom would like to see them destroyed one day, they view Clan Skuzahag as a Clan full of delusional idiots however due to the higher threats of other clans, Clan Skuzahad is often ignored besides for Clan Dachi and Clan Angeal.
Clan Skealspire
Led by Baldred the senile, Clan Skealspire is a large Clan located on the border of the Celestine Empire, just north of the Lucullus Lake. Comprising of many different warrior tribes assimilated over the years before Balred became "senile", Clan Skealspire or rather Baldred's hunger for sieging and sacking the independent city state, Lucullus is quite notorious amongst the Clans and the Celestine Empire, so much so, over the countless, the Celestine Empire has secretly supported Clan Skealspire over the many years with weapons, armor and beast of war in Clan Skealspire's many failed sieges against Lucullus. The true reasons for these sieges are unknown almost although most would agree to Baldred's obession with the several knightly maidens that govern the city state. Due to the near impossible task he has given his Clan, most Clans outright ignore Clan Skealspire and Baldred, viewing him as a warrior with little intelligence left in his old age compared to the great warrior leader he was in his youth. Even various tribes apart of Clan Skealspire are known to do their own actions, independent of the Clan when Baldred is planning his next siege on the city state. Raids on defenseless villages within the Celestine Empire and on weak tribes and clans are common place for Clan Skealspire in it's free time.
Clan Nengardo
A sister Clan to Clan Magnar that splinter off some decades ago after the Warrior, Valoroth became distraught on how far the Clan had fallen from grace. Leaving in exile with a number of those that had felt the same way, Valoroth led the others in their search across the Kraymvirk Wastes as they searched for the Ancestral Gods of old for their enlightenment. At some point during his journey with his people, Valoroth received a vision from one of the Ancients, telling him it was time to settle down and forge the way for his clan to rise while he contiuned his journey. Hesitant at first, after Valoroth had meditated on it for some time, realizing it was really a vision from an Ancestral God, he complied with the order and did what he was told. At the base of Mt. Stor-Grav where the forgotten and ancient grave site of his ancestors was located, he along with with his Thane's, Maluka,Raikyu and Sigisia established Clan Nengardo. After it's formation however, feeling his journey wasn't over, Valoroth along with Maluka and Raikyu left to continue on his journey after making Sigisia Jarl. From there, Valoroth along with Maluka and Raikyu wondered for some years until they were guided to Clan Daruka, there they were welcomed into the Clan and after many years of intense training and becoming near death hundreds of times over, the three became Daruka Warriors. Eventually however, after reaching what he believed to his destiny fulfilled, Valoroth, his Thanes along with a handful of Daruka he had became close with, returned back to Clan Nengardo and took control of the clan since.
Despite Clan Nengardo having considerable power militarily, it is surprisingly passive in most circumstances due to the Clan itself have little interest in politics and due to it's location. Due to Clan Nengardo's location, it has became a clan renowned for mining precious minerals needed for weapons, armor and other items as well maintaining and burying the honored and worthy warriors worthy of burial at the Stor-Grav's Great Buriel site. Compared to it's sister's clan, Clan Nengardo enjoy's great prosperity and relation from the other clans thanks in large part to it's trade of precious metals and because they take care of the dead and maintain a great burial area of their race, they have an excellent relationship with female shamans of Freya, as a result, the Clan has a number of rare powerful spell casters at it's fingertips and due to their presence, the people's quench honoring their dead is filled. At the moment, Clan Nengardo has little enemies or grave threats that threaten them however the most notable exceptions is their sister whom they have been sharing a cold war like state with due to their vast differences although it is known that If Valoroth's relatives and his people's relatives were not in the clan, he would have wage war on it and destroyed it already. Recently however, Clan Nengardo has taken up the mantle of destroying the man eating Clan Yeeti.
The World Devourers
Known by many names such as the "World Eaters", the "Hordes of Chaos", the "Bane of the Ancestral Gods" and many, many more titles, The World Devourers is a horde of numerous Clan and Tribes raining in the hundreds that have all came together under the fanatical worship and guidance under the Ancestral God, Valacaurd whom encompasses the aspects of war, murder and death. Brought together by Valacaurd, The world Devourers have one purpose and one purpose alone, to wage war on all fronts , from the Kraymvirk Wastes to the civilized lands of the south, to the lands of the East etc, the entire planet of Athrunial is one massive battlefield for them to wage war in however under the guidance of Valacaurd, whomever slaughter the most, those whom spill the most blood, those whom are the most vicious and bloodthirsty will granted Divinity and become one of Valacaurd's chosen servants, granting them great power. Through this assumed promise of power and immortality, thousands, possibility hundreds of thousands of Valacaurd's followers come together to wage war on each other as well as the lands of the south and other lands in the hopes of attaining Divinity, true power however this isn't always the case. It is common as well for warriors to come together to find potentially skilled warriors as well as loot and rare gear. When such warriors come together under the banner of a Warlord or even more rarely, a Rominian King, this forms the beginning of a Black Crusade, a force dedicated to waging war on the civilized lands. Under their leadership, they will take the mindless and idiotic warriors of the Kraymvirk Wastes and reforge them into a disciplined enough army long enough for them to cause any mayhem amongst the civilized lands. More likely than not, such Black Crusades will almost always cause horrendous amounts of damage to the civilized lands before such a force is eventually routed by the combined forces of the civilized lands for one civilization could not possibly hope to be able to hold off a Black Crusade on their own. During a Black Crusade, it is expected that almost nothing will be left untouched by the Black Crusade from farms, to monasteries to even villages, town and even cities will be razed and destroyed with their entire populates either killed or enslaved. By the time a Black Crusade is destroyed and it's remaining warriors routed, thousands amongst thousands will be dead or enslaved and millions worth of damage done. To the lands of the south, a Black Crusade is seen as the ultimate fear and is one of the main reasons why entire populates of entire regions are highly suspicious and racist towards Rominians.
Clan Taungarian
Often called "Clan Taung", and known as the "Inheritors of the Kraymvirk" and as the "Justicar Warriors", Extremely nomadic, even for Rominin tribes and clans, led by their Taunticar, Clan Taung is a Warrior Clan fanatically dedicated to the Ancestral God, Svafar whom are notorious for having members of the other races of Athrunial bounded together by the same culture and having the most disciplined and well armored Warriors usually referred to as "Justicars" or simply "Taungarians" of the Kraymvirk Wastes as well as being the only clan able to migrate into the lands of the south without causing war with the Kingdoms laying to the south. Refereed to as "Taungarians" as by the other clans and other races as they prefer to distinguish themselves from their other Rominian brethren to the point they consider the Rominians of the other Clans as a separate race altogether. To help distinguish themselves from the rest of their race, all tested Taungarian warriors wear hand crafted plate armor and distinguished headdress crested helmet with a T-shaped visor that covers majority of the Taungarian's face. With such helmets being minatory, Taungarians have become associated with such helmet designs and their clan.
Despite being Rominians, the Taungarians and their clan do not function normally like the rest of the great clans, instead the clan breaks up into many different tribes and constantly remain on the move, never staying in one place for long, even for the nomadic Rominian Clans. This is a result of ideology, being the most dedicated priest warriors of Svafar, the Ancestral God of Justice, they are always on the move to find those they deem unworthy of living and deliver the just justice they deserve.Their drive to deliver justice is so great, they have no issue venture into other lands to pursue those that needs to be punished and this even extends to the members of the other races on Athrunial. With such a drive, in the lands of the civilized, they have became renowned bounty hunter warriors and direct confrontational assassins for they have no issue taking contracts, jobs or making pacts to kill those deem unworthy and If they get materialistic gain, that's only a bonus in their books. With such an outlook where they do not distinguish between races of those whom are lawful or unworthy, it is common practice for a tested Taungarian to take a lawful member of another race under their belt as a squire to follow in their footsteps as far as their concerned, their Ancestral God's ideologies does not pertain solely to the Rominian race where it was known he was an honorable hero warrior whom not only saved Romininans and kill those whom were unworthy but all other races as well when he lived. Once a Tested Taungarian takes someone under their belt as their squire, they will travel everywhere with their Taungarian master, being tutelaged in all honorable arts of warfare and survival from anywhere from ten to fifteen years until their master deemed them ready for the trials of testing, what these trials are unknown as they are determined by their master but once a squire passes these dangerous and relentless trials, they become a Tested Taungarian Warrior whom are now permitted to craft their own Taungarian armor and wear it proudly although it isn't completely uncommon for a first born son or daughter to receive a set of Taungarian armor from one of their immediate family members.
In terms of diplomacy, Clan Taungarian do not perform diplomacy with other Rominian Clans under most circumstances when the clan is usually splintered but even when the rare occurrence of the clan being together again, they still will not perform diplomacy unless deem necessary, seeing diplomacy for the weak minded however they are known for the rare occurrences where it might be easier to perform diplomacy to get to an unworthy far quicker. In terms of how the Clan leadership functions, at the top is the Taunticar whom is the undisputed leader of the clan. Taunticar is not just a title but a name as well. When one earns the rights to become Taunticar either through a ritualistic duel to the death with the former Taunticar or is elected by the majority of the leaders of the tribes/sub clans that make up Clan Taungarain, the elected Taungarian will forever abandon his original name and take up the mantle of Taunticar with a nickname to add later on depending on his feats or his actions such as Taunticar, the "sharp witted" for understand things quickly. The Taunticar holds absolute power and may do whatever he pleases within reasons with the Clan however If a tested Taungarian believes he is no longer worthy of ruling, he may challenge the current Taunticar for the position or to get rid of him, the end result as stated before, is a ritualistic duel to the death, the current Taunticar cannot deny the challenge otherwise he faced with either two choices, permanent exile or execution. After the duel, the Tested Taungarian becomes the new Taunticar or a council of all the sub clan leaders and tribal leaders come together to elect a new Taunticar, usually one from the council itself. The holder of Taunticar holds the tittle until death until a new Taunticar is chosen, the tittle is not hereditary although it is possible for the Taunticar's children to succeed him directly if deemed worthy. Below Taunticar are the sub clan leaders and the tribes leaders whom lead their own sub clan or tribe within the Taungarian Clan. Below even them are the Thanes, the right handed people of the leaders of the sub clans and tribes.
Clan Aldulfur
An ancient Clan, quite possibility the oldest still in existence with Clan stories and graves dating back to the Age of Creation, Clan Aldulfur is famous for their fanatical worship and veneration of all the Ancestral Gods as well as their eternal hatred towards the Dark Gods, their dark magic's as well any person or clan that follows down the dark paths of the Dark Gods or use their wicked magic for their own ends. Their hatred is so great for the Dark Gods and users of their vile magic, they have became notorious for launching Black Crusades the moment they find those worshiping such gods or those using their magic and doing absolutely anything to wipe such filth from their world, earning them a reputation of being savage fanatics by the other Clans..
Amongst their Black Crusades, the most famous are by far, are the dozens of Black Crusades they have launched against Clan Magnar, viewing them as the zenith of corruption by the Dark Gods and as the ultimate heretic's and traitors for abandoning the Ancestral Gods in favor of the Dark Gods to which, in their eyes, are responsible for the destruction of the potential of their race. The result is two bitter clans whom refuse to accept the other's existence, resulting in many wars and the death's of thousands over countless generations.
Clan Daichi
A rather small and isolated Clan located in Kraymvirk Wastes's southern Savannah's, Famous for many things, amongst them all is being the honorable sword masters of the Katana, the undisputed most skilled swordsmen within the Kraymvirk Wastes to such an extent, even the Daruka and the Sovereignless have acknowledged Clan Dachi as having superior warriors in the arts of the sword. Founded by Osamu Daichi over six hundred years ago, Clan Daichi's traditions and culture are heavily inspired by the warrior traditions and the ways of life in Maja, this solely due to the fact Osamu Daichi had spent nearly a quarter of his life as a Samurai within Maja. As a result, Clan Daichi is known for it's pride in it's warriors whom live by the "Dachi" Code which instructs them to always be loyal to the clan and one's family, always have self control in you actions, to always serve justice, to be courageous on the battlefield, be merciful, honest, polite to those deemed worthy and no matter what occurs, always be honorable in all actions you perform. Besides this code the warriors of Clan Dachi breathed in every day of their lives, from the time of being a child, they trained in the ways of the warrior and the blade throughout their entire lives, never stopping until the day they die of old age or in battle. With such a warrior like society, a person lived by their honor at all times in all actions they performed. If a warrior felt disrespected in any way to the point his honor was tainted, he could challenge the insulter to an honor duel, usually to the death but not always, to untaint or reclaim his honor, as a result, honor duels between warriors was extremely common within Clan Daichi. If one's honor was permanently tainted or worse, gone, usually the only way to reclaim it was self exile, wandering the land, performing the most honorable, selfless actions they could before dying. The only other method was by honorable suicide through a ritual where the person would impale themselves with their blade through the chest. By doing this, the warrior would be able to keep whatever honor he had left or If they had none, by killing himself, he would leave himself to the mercy of the Maja Gods to judge them to see If he was deemed worthy of redemption in death or If he was't, be devoured.
From a more in depth society look at their society, Clan Dachi is perhaps the most feudalistic Clan out of the Kraymvirk Wastes as a whole where at the top is the Daimyo, the undisputed leader of Clan Dachi whom holds all the power whom are always direct descendants of Osamu Daichi. Below the Daimyo is the Clan or tribal leader whom controls one of the Clan's tower. As long they swear loyalty to the Daiymo, they are granted absolute control of the entire tower. In the absence of a Clan or tribal leader, it is common for Maja(Shinto) Priestesses to take control of the Tower until a new leader is chosen although it is common as well for Maja Priestesses to rule over a tower for generations or flat given ruler ship over the tower by the Dayimo, creating a Priestess dynasty. These Maja Priestess hold considerable power within the Clan, akin to a Clan leader since they are the ones whom are the messengers of the Maja Gods as well as those whom fulfill the spiritual needs of the clan as well taking care of any of shrines or burial sites within the Clan, wither it be the Ancestral Gods or the Maja Gods. From there as a Clan Leader, in exchange for the Temple rulers providing the protection with it's warriors and against the elements, the farmers or peasants grow the necessary food for the Temples to sustain themselves. Although Clan Dachi rarely deals with politics of the Kraymvirk Wastes, in peacetime, Clan Dachi, having near control of the Savannah, often reverts most of it's Clan to the growing, storing and trade vast amounts of crops for materials they often need, making them a valuable trade asset in the Kraymvirk Wastes where the vast majority of the land is infertile or flat out dead. This trading of crops grants them near diplomatic immunity to the other clans as without their crops, many Clans would cease to exist. as a last note in their society as stated before, the people of Clan Dachi construct and solely live in tall, makeshift Maja like wooden Temples from an earlier time period in Maja's history(Nara period architecture).
Clan Braelahald
Located in the southern portions of the Kraymvirk Wastes on the northern border of the Celestine Empire, Clan Braelahald is amongst the wealthiest of all the Clans due to the simple factor they control the vast slave network within the Kraymvirk Wastes and the Celestine Empire almost entirety. Though Clan Braelahald has to do the dirty work through it's dealing with the Celestine Empire, the pro's far out way the cons as the Celestine Empire is willing to pay extremely large sums of money, materials and finely crafted weapons and armor to the Clan in exchange for slaves, wither low or high quality. Due to these dealings, it's common for Clan Braelahald to hire entire bands of raiders from the Celestine Empire to aid them in their countless raids against the other Clans of the Kraymvirk Wastes for Rominian Slaves whom are generally used for labor and in gladiatorial arena battles however the Kraymvirk Wastes is not the only region in which they look for slaves. Clan Braelahald also sends great amounts of expeditions to the lands of the South such as Thrymir and even Chou at times to capture Humans and Elves as household servants and pleasure slaves although how Clan Braelahald manages to move large amounts of forces undetected is unknown. Due to their wealth and resourcefulness, Clan Braelahald is considered nearly untouchable by the other Clans due to the sheer amount of mercenary raiders they have at their disposal and the fact their dungeons whey they house their slave is underground. This doesn't stop the Clans of the Kraymvirk Wastes from breaking off communication with Clan Braelahald and publicly denouncing them as traitors.
Clan Vedsjoen
The largest Clan on the west coast of the Kraymvirk Wastes, living off the sea, they are without a doubt, the most skilled fishermen and crafters of large rafts which of whom use in their fishing expeditions off the coast of the Kraymvirk Wastes. Mostly passive for a Rominian Clan seeing there a clan specializing in hunting the life of the sea's, they are known for doing a near one eighty when it comes to their near obsession with finding the location of the Kingdom of Aurora, the Kingdom of the Beings of Lights, the Kingdom of the Gods that for some reasons during the War in the Heavens, the glorious Kingdom sank into the ocean. Willing to do anything to obtain information on the location of Aurora to such a point, the people of Clan Vedsjoen are not afraid to lower themselves to murder, rape, thievery, kidnapping, torture and lying to get what they want. No one truly knows what they desire at Aurora, some believe they want the treasure of the Beings of Light, some think Aurora hold infinite knowledge and there's even a belief that all the man within the Clan want to find Aurora simply to find the beautiful women of the mer people and make them their wives. Considering their Clan's logo is their depiction of a female mer, many believe the latter to be true although it is yet to be seen with the Clan being wary of outsiders.
Clan Ugaguta
A sea faring Clan that lives entirely on the east coast of the Kraymvirk Wastes in their exceeding large, rafts built by Clan Vedsjeon. Living entirety on their fleets of large rafts on the open ocean near the coast, Clan Ugaguta is notorious amongst the clans and especially the civilized lands of the south to be one of the few notable group of pirates, often taking any advantage they can to raid any poorly defended area's such as port or coastal villages or a lone merchant ship for their supplies and supplies. Being more akin to barbarian raiders, Clan Ugaguta does not fish or grow any food for their people, instead they live off the supplies from the raids they conduct. They are also notable for enslaving those they capture on such raids, using them from laborers to sex slaves however within the Clan itself, only the most prestigious and respected are allowed to own slaves for the Clan itself enjoys the slave trade, selling any slaves they had obtain from a raid and selling them to people with the biggest wallets. they will often use this money for supplies and at times, have the civilized people of the south, build them larger, more durable rafts or galley like ships for them to live on and wage war from although this is rare, being a Clan full of Rominians after all that pride themselves on raiding, killing and raping those of the weak.
Clan Scurrus
An ancient Clan dating back to the War in the Heavens, located within the Scurrus Deserts just north of the Celestine Empire in the Kraymvirk Wastes, Clan Scurrus is famous for being able to ride and live on the Scordraka, rare titan sized scorpions as well their society and culture revolving around them to such a degree, they are viewed as Gods in the same manner as the Ancestral Gods. The exact reasoning beyond this is unknown however in the most ancient of tales, it was said Clan Scurrus was saved by a roaming Scordraka named Azazok whom allowed the Clan to live on it's back after making an offering to Azazok. Following this, Azazok taught the Clan how to survive in the desert after they were forced into the desert by the Dark Lords during the War in the Heavens. Since then, in the honor of the Great Azazok whom taught them how to survive and even defended them, the people of Clan Scurrus have venerated and worshiped the Scordraka as bestial Gods in their own right. As a result, the members of Clan Scurrus live side by side with the Scordraka and their young, taking great care of them and in return for such service, they are allowed to live on the Elderly, titan sized Scordraka and are allowed to breed and imprint on the younger, human sized Scordraka, allowing them to ride them as equals, not as a domesticated pet or mount. Through such bonding and the fact they aid the Clan in surviving the harsh deserts by aiding them in the hunt and finding water, every Scordraka in the Clan is considered an equal to the Rominian Clan members. It is common for entire families to have Scordraka whom view them as siblings and at extremely rare times, spouses, as such, the Scordraka are allowed to freely wander the Clan's makeshift villages and lands for every Scordraka that is imprinted on and cared for as well those whom are treated as equals are incredibly loyal and protective over it's family and especially it's rider whom imprints of them. To outsiders, the idea of approaching the Clan or traveling it's land is often a daunting idea for If an outsider at any time, disrespect their way of life or the Scordraka themselves, you can be sure the Scordraka will kill without hesitation or from orders from their rider or family. Outside of combat or in intense situations however, the Scordraka are mostly passive omnivore similar to cattle, staying with their Rominian family or with their Scordraka pack, often bathing in the sun, grazing for grass or weeds or rarely, hunting other animals. A Scordraka under most circumstances is docile and will not approach or attack humans unless it feels threatened, is desperate for food or has been disrespected in some way.
Clan Hjorbrimul
An ancient Clan founded by the Valkyrie, Hjorbrimul during the Dark Ages and currently led one of Freya's Avatar's of War, Ashilda, Clan Hjorbrimul is a small clan comprised of entirety of females whom have dedicated themselves to the Ancestral Goddess, Freya and have taken the vow of Hjorbrimul to become Valkyrie Warriors that are destined to die in battle fighting for the greater good of the Kraymvirk Wastes and perhaps the world of Athrunial itself. Considered passive until directed by Ashilda or by Freya herself, Clan Hjorbrimul does not involve themselves in any of politics by the Clans or any confrontation unless such a battle or war risks the Kraymvirk Wastes, the Rominin people as whole or even the entire world. As a result, The Valkyrie's of Clan Hjorbrimul will only be seen when a great war breaks out or a significant amount of innocents are about to lose their lives, they are known as the "Angels of Death" and as the "Protectors of the innocent" as they are known to enter massive battles at the first sight of a battle, either to stop it from occurring or slaying those whom would allow such a slaughter of their people. In Romininan legends however, The Valkyries of Clan Hjorbrimul are famous for arriving at a battlefield or at Clan at the very last moment right before the force of innocents is about to be overrun or be destroyed. Pearless in martial skill and Fearless, a Valkyrie will never run from battle no matter the odds as along as there is a innocent that needs to be saved or a battle with such importance cannot be lost. It is because of this, Clan Hjorbrimul is one of the very few Clans that are able to travel south in the civilized lands with no issue, being seen as Valkyrie Warriors and not as Romininans. Along with being extremely honorable and having a strong sense of self-sacrifice and justice, the people of the south have no quarrel with them with some place like Ivalice even welcoming them with open arms, so much so, there has even been a few Valkyrie of Clan Hjorbrimul forming their own Knight Houses within Ivalice whom would later become famous for producing Valkyrie Knights.
Ashilda, one of Freya's Avatar's of War
Being wary and dismissal of outsiders other than the exiled women whom have traveled far and wide to serve Freya directly, this hardily no surprise as many clans would like to raid them for their powerful magical tomes and the vast amount of wealth they have secured over the ages with some Clans even being open about taking the Valkyrie's themselves as wives or worse. Due to their all female society however, there is no men in the Clan other than the honored whom have been gifted the privilege by Freya or Ashilda themselves which is incredibly rare in Clan Hjorbrimul's society. It is noted however, due to their ancient alliance with the Sovereignless and Freya's relationship with Sigismund, those of the Sovereignless, especially it's warriors are permitted within the Clan as honorary members. As women are only desired by the Clan under normal circumstances, men that are born into the Clan are immediately gifted to the Sovereignless and in exchange, the honored warriors of the Sovereignless are permitted to mate with the Valkyrie's of Clan Hjorbrimul to keep up a constant supply of warriors for future generations. When the Sovereingless are not available however, it is common for the women of Clan Hjorbrimul to allow men of the other Clans to mate with them provided they are honored warriors that have proven themselves worthy. After they have proven themselves honorable and skilleful warriors to Clan Hjorbrimul, they are granted entry into the Clan however to be able to mate with a Valkyrie, they must first defeat the Valkyrie they wish to mate with in a fair honor duel where no unhonorable tactics being forbidden. Those whom win such a duel are permitted to mate with the Valkyrie warrior to produce children as much as they want as is their prize. Although it is highly frowned upon, a Valkyrie of Clan Hjorbrimul may left the Clan with man they wish to marry or stay with however doing such a thing will make her a permanent exile and she will lose all belongings and property she had owned being viewed almost as a traitor or someone that is already dead by the Clan, as a result, this rarely ever occurs for a magnitude of reasons.
Clan Veikindi
Located somewhere on the southern mountain ridges of the Kraymvirk Wastes near to the northern border of the deserts of Kanika, Clan Veikindi has been of the few Clans that have publicly denounced their allegiance to the Ancestral Gods in favor of dedicating themselves to the Patron Dark Lord of Decay and Disease, Kerei through the promise of power and near immunity to death. Due to such an allegiance to the Night Mother through mass worship and sacrificial rituals, the vast amount of Clan Veikindi have been rewarded with what they have sought although not in the way they had been expecting. Through Kerei's twisted sense of humor, Kerei granted the pure blooded members of Clan Veikindi immunity to her disease known as the "Taint" and longevity, comparable to a Deldra as well as mastery over the dark arts at the terrible cost of their bodies becoming mutated monstrosities. With their ruptured and necrotic skin swollen, bloated with their entire bodies entrenched with swelling, sickly sores that pop with the simplest touch as well as their internal organs spilling through their ruptured skin, hanging out like forest vines combined with their very bodies alone giving off a horrendous, diseased stench, they are monstrosities that can only be dreamt up in one's nightmares yet they are very real and dangerous to the point almost all the other Clans of the Kraymvirk Wastes consider them little more than corrupted monsters or mutated Rominians passed saving, seeing no issue in destroying Clan Veikindi although most warriors cannot stand the stench of Clan Veikinid's members, let alone their very presence. There new anomaly or Kerei's sense of humor has also indirectly made the Rominians of Clan Veikindi highly resistant to disease with Kerei's most favored having a near immunity to all types of diseases.
Due to the nature of Clan Veikindi and the fact almost every single clans wishes for their destruction, Clan Veikindi keeps to themselves and to hide their presence from the preying eyes of other Clans, Clan Veikindi is known to stay underground or on top of mountain ridges to where travel is difficult and dangerous. Also to make up their numbers in which seeing their warrior as far too valuable on tribal matters, Clan Veikindi's shamans use their mastery over the arts to perform necromancy on the many burial sites of the Kraymvirk Wastes, producing a great many undead and skeletons that are willing to fight for them without question, making them a daunting Clan to fight, let alone destroy.
Clan Yeeti
Located up north, the most harshest area's of the Kraymvirk Wastes, Clan Yeeti is by far, the most notorious for being the most primitive amongst the clans yet the biggest of it's rival's as well, so much so, it is estimated they are at least three times the size of any other notable clan. This is mostly due to the fact they are the only Clan in the most northern region of the Kraymvirk Wastes, the most harshest area of the entire region, making them an extremely hardy clan whom are the masters of survival, even amongst other clans. Despite this however, Clan Yeeti is known for being extremely primitive to the point, there idea of conducting diplomacy is wearing the skin of their enemies and decorating their camps with the heads of the fallen. Worse, is that they are the most notorious for cannibalism, killing those of the Clan whom can't contribute and feasting on them. Compared to other Clans, the Rominians of Clan Yeeti are considered more animal than human and will happily kill and eat anyone whom gets in their way, as a result, due to their savagery and barbarism, with the exception of Clan Nengardo whom seeks to eradicate them from the face of the planet, almost no Tribe or Clan is willing to deal with those they deem wild animals.
Clan Ormgaard
A blood thirsty Clan located around the Ormarsa volcano ravines in the eastern Kraymvirk Wastes, Clan Ormgaard is similar to Clan Yeeti in being notorious as primitive, bloody thirsty cannibalistic savages however unlike the Yeeti Clan whom lacks any sophisticated society or culture, Clan Ormgaard is known for their fanatical worship of the Ancestral God, Njal along with their obsession with their rituals and torture that involve burning of the flesh with intense fire. They have also became notable for their large number of shamans whom have mastery over fire as well as being accompanied by fire Deadra during battle. Like Clan Yeeti, Clan Ormgaard is extremely aggressive against the other Clans and is always plotting against them, hoping to one day, take their land by surprise and capture their people, only to torture them to near death with fire before consuming them alive as a delicacy. As a result, they are always on the move within the Ormarsa volcano ravines, preferring to stay undetected until they are able to set their traps towards the idiotic, waiting until the perfect moment to ambush and capture them for their rituals as well as their next dinner.
Clan Vileolug
Located in the central portion of the Kraymvirk Wastes, Clan Vileolug is amongst the most skilled smith's known by the Rominian people. This fact alone allows Clan Vileolug a great amount of freedom and prosperity as well as diplomatic immunity in a sense since no Clan would be bold enough or idiotic enough to wage war against the Clan with the most skilled crafters in terms of arms and armor. Being the best of their trade, they have vast control of the weapons and armor trading between the Clans of the Kraymvirk Wastes since it is them whom has made the majority of all the Clan's weapons and armor, hence they are gifted with far more influence than most other Clans in the Kraymvirk Wastes. Although Clan Vileolug does not have many warriors of their own due to their Clan's trade, it is well known that Clan Vileolug has a permanent military alliance with Clan Nengardo. In exchange for Clan Nengardo supplying vast amounts of valuable materials it mines and protection with it's warriors, Clan Vileolug in exchange, produces fine quality arms and armor for Clan Nengardo, creating an age of prosperity and friendship between the two great Clans.
The Sovereignless
Formed some time during the early early of the Age of Cincers, led by their founder, the Ancestral Goddess, Fenrira, The Sovereignless are a small elite warrior group whom follow in the same footsteps as Sovereign. Not bound by the loyalty of one's clan or their family but to the world, These warriors have the same mindset and ideals as Sovereign once had, they have came together to protect the world from the forces of Darkness and itself, to protect the weak and innocent from all threats and to deliver justice to the evils of Athrunial, taking up the mantle of the "Sovereignless" in honor of their patron Ancestral God as they fight in his name to protect the world. Blessed by the Great Winged Archbeing of Light, Lyia and the Ancestral Goddess, Freya, the Sovereignless follow in the footsteps of the Ancestral God, Sovereign in being highly chivalrous and honorable warriors in battle with their skills considered the greatest in Rominian society, so much so they are even considered to be more skilled by the Daruka Warriors although this is often considered highly suggestive at best by the Daruka by themselves. The truth between the Sovereignless and the Daruka is that the two groups in actuality, have a intense hatred and rivalry between the two, either wishing to surpass the other through the usage of their martial abilities or to destroy the other completely and utterly. Such an intense rivalry and hatred is solely due to the fact the founders and leaders of both groups absolutely despises each other in all ways. Despite being the demi god warrior daughters of the Ancestral God, Sigismund, niether seeing their rivalry or hatred disappearing any time soon as the Time of Ending approaches.
Unlike the Clans and tribes, the Sovereignless do not have any influence in Clan politics majority of the time, being a band of warriors than anything. Despite being universally disliked or even outright hated by the other Clan's due to their mindset and ideals, The Soveringless are nonetheless still highly respected in Rominian Society for following the path of Sovereign whom was the greatest Warrior God of their race and such warriors have been personally blessed by Freya and Lyia,something which cannot be ignored. They are respected so well in Rominian Society, that declining the advice or wishes of the Soveringless out of hatred or ignorance is often considered a great dishonor to one's clan and one's honor. Despite this however, there word is not law despite popular belief, just honorable words which are often spoken to have a clan make the best solution that would avoid genocide or needless blood being spilled. Despite being hated by the vast amount of the Rominian society as stated before, becoming a Sovereignless is still considered one of the highest honors a Rominian Warrior can be bestowed, signaling their dedication to the Ancestral Gods and the Allfather, giving up everything they up so they can protect the world. Because of their duties, the Sovereignless have near diplomatic immunity, allowing them to travel nearly anywhere within the Kraymvirk Wastes without issue from the Clans, being seen as the messenger warriors of the Gods. Being considered as such, they are by ancient rights, are permitted to enter any Clan and given anything they need, weapons, armor, food or simply a bed to sleep in. Despite being granted such freedoms, such warriors will never overstep their welcome or take what they don't need, viewing that as unhonorable.
Outside of battle, the Sovereingless constantly stay on the move, traveling where ever they are needed the most. When they are not moving, every warrior of the Sovereingless will continue to train their body in preparation for war or train their minds through intense meditation for the battle of the minds. To the Sovereignless, they have no family or highly committed relationships, seeing them as commodities they gave up to protect the world, instead the Sovereignless have a near unbreakable kinship from within with each other, viewing everyone as a brother or sister, with the closest often becoming Oath Siblings. Despite popular belief now, the Sovereingless are allowed to commit to a romantic relationship from within the group itself or with a Valkyrie from Clan Hjorbrimul on the condition they produce a child, either for the Sovereingless or for Clan Hjorbrimul. Being raised in the Sovereingless or in Clan Hjorbrimul as a child is an intense training regime for the entirety of their lives. From the moment they are able to walk, one begins their training as a warrior under the supervision of their mother until the age of seven where their father or usually another warrior takes supervision of such training until they are eighteen years of age although it is uncommon for the child to be trained by their mother throughout their early life.
Clan Angeal
A small Clan located in the eastern portion of the Kraymvirk Wastes's southern Savannah's, Clan Angeal is notorious for being the only Clan that is known for the breeding and caring of horses within the Kraymvirk Wastes, granting them much influence in the world of politics when it comes to trade when horses in of themselves are a rare commodity, especially those of quality whom had been trained and equipped for battle. Since Clan Angeal spends majority of it's time breeding and caring for it's horses, it is mostly a passive Clan whom only houses only a small amount of mounted warriors, to deter raiders, especially those of Clan Skuzahag, Clan Angeal has an ancient military alliance with Clan Dachi whom controls the Savannah region. In exchange for Clan Dachi's protection and occasionally some food when needed, Clan Angeal provides Clan Dachi with a near unlimited amount of horses, allowing the Rominians of Clan Angeal to have a near peaceful life, well for a Rominian anyway.
Clan Athalthor
A Clan of unknown origins, Clan Athalthor is notorious for having abandoned the Ancestral Gods altogether, deciding instead to venerate the Great Winged Beings in the Sky and worship their divine leader, the Great Winged Being, Arthallia as their patron Goddess as well as knowing how to mipulate the power of the Shining Light. This had obviously put Clan Athalthor at great odds with the vast majority of the other Rominian Clans to the point, many Clans have outright refuse to have any dealings with them, viewing them as the ultimate traitors. This is only made worse by Clan Athalthor's most hated enemies, Clan Magnar whom seeks the complete destruction of Clan Athalthor for reasons unknown although it's theorized because there Dark Gods demand it so. Clan Athalthor's other most hated enemy is Clan Taungarian whom have been going to great lengths for some time now to capture Arthallia for supposedly a client in the civilized lands to the south although why is unknown
Not surprising, Clan Athalthor is the only Clan known to live in a permanent structure, the massive Feguro Temple, better known as "White Beauty Tower", a massive white spire of Celestine architecture that reaches into the clouds. Feguro Temple's true size is unknown but it is known by traders to the south that it is large enough to house entire clans with the complex having many, many floors with Arthallia's personal chambers at the very top. Many attempts have been taken to destroy Clan Athalthor and the Feguro Temple by military alliances comprising of dozens of Clans and tribes however much to the dismay of Clan Athalthor's enemies, Feguro temple houses a number of strong defense, besides the Spire itself being quite durable with entry only over a eternal fire pit over a drawbridge, Fegura Temple sports a powerful Light barrier, preventing anyone less of a pure heart or from Clan Athalthor entry into the immediate area of the Feguro Temple.
Compared to the other Clans, Clan Athalthor is perhaps the most passive and friendlies amongst all the Clans, viewing everyone as near equals with the exception of those whom venerate and/or worship the Ancestral Gods and the Dark Gods or those whom challenge their belief of the Great Winged Beings. Believing Arthallia to be their divine savior without a reason of doubt, The people of Clan Athalthor are fanatical devouters of her to such a point, they have no issue whatsoever doing whatever she asks or removing those whom question her divinity or word through any means from torture, cannibalism, rape or even murder. It is not unheard for Arthallia to issue a Divine Crusade against the lesser Clans and under circumstances, are usually successful to the sheer number of Arthallia's followers. It is common sight for pilgrims to travel to Feguro Temple from the around the world just to see the presence of a true Goddess. These pilgrims, while usually not accepted into Clan Athalthor, they are considered honorary guest as long as they follow the laws set in place by the Clan, doing so permits them to stay within the Clan as long as they wish. In Clan Athalthor's society however, Materialistic possession are not a factor as everyone lives on near equal footing in their never ending spiritual journey. In there daily routines, all members of Clan Arthallia spend at least six hours in prayers and spiritual rituals to Arthallia to quench their spiritual needs and to pay respect to their Goddess.
Clan Athalthor is also notorious as stated above to be users of the Shining Light, this fact is so true that every member from an early age learns how to harness and manipulate the Shining Light. Those whom show great potential and skill in manipulating the Shining Light may become a Arthallia Priest/Priestess, the chosen servant of their Goddess. The Arthallia Priest/Priestess are the ones whom help manage and lead the Clan through all activities of life from leading prayers and rituals to performing diplomacy to even conducting war. Being the chosen of Arthallia, there word is considered law and is usually considered heresy to question their orders without a good reasoning.
The Ancestral Conclave of Makt
Often known simply as the "Makt Conclave" and as the "Conclave" and far more rarely as the "Heralds of the Ancestral Gods" and as the "Shamans of Power", the Ancestral Conclave of Makt is a group comprising entirely of the female shamans whom have been tasked by their Ancestral Goddess, Freya to over watch and protect the shrines dedicated to the Ancestral Gods as well as the protection of Rominian burial grounds. Although small in size compared to the vast majority of the large renown Clans of the Kraymvirk Wastes, the conclave is by far, the most powerful and influencing group out of the Kraymvirk Wastes. This is thanks to the conclave being comprised entirety of of the Ancestral Goddess, Freya's shamans whom are viewed as sacred holy women, the chosen Heralds of the Ancestral Gods by the Clans of the Kraymvirk Wastes. Holding such a title and given such holy duties, a female Shaman of Freya holds considerable influence, often far more than the leaders of any Clan to the point, most Rominian's within a Clan will often follow their order's without question, for questioning their word is questioning the word of the Ancestral Gods. Due to their title and their sacred duties, it is considered one of the greatest dishonors to question or disrespect a shaman and and attempting or successfully taking one of their lives is the ultimate heresy below taking the life of an Ancestral God. Those whom slay a Shamen are known to spend the rest of eternity within Naraka once they die. The other most notorious matter about them is that they are blessed by Freya herself with a fraction of her own power within each shaman, granting them long lives, a youthful appearance(If they wish it) as well as mastery over the elements and other magic's. A shaman on her own is a terrifying skilled opponent, able to easily kill any would be warrior or beast that risks her life but to challenge an entire group of shamans is simply a death wish. Luckily like other similar clans, the Conclave is the most neutral out of all the factions within Kraymvirk Wastes, barley lifting an eye towards the Clan's wishing to destroy each other, as long as a Clan doesn't interfere with them or their duties such as occupying, damaging, or destroying a Shrine or abandon their veneration of the Ancestral Gods. It is the worst fate for a Clan to declare their abandonment of the Ancestral God for as soon as the shamans learn of this feat, they will immediately summon the Clans still loyal to the Ancestral Gods and force them to destroy the traitors. It is quite common as well for shamans to act as inquisitors when traveling, searching for any hint of the Dark Gods or the desegregation or any shrine or burial site. No matter how long it takes, the shaman will goto any length needed to kill or destroy those whom were involved in the act.
Within the Conclave itself, the Conclave is led by the Matriarch whom has complete control over the Conclave and all it's members. The Matriarch is one of Freya's Champions so the Matriarch is often put into power by Freya herself or by the Occult council whom aids the Matriarch in running the Conclave. The Matriarch and the Occult council hold their positions until death. There is no set size of the Occult Council so a younger shaman can easily take a seat by one whom died or be invited into the council if deemed worthy. Like Clan Athalthor, the Shamans spent the entirety of their time in prayer or in spiritual rituals dedicated to the Ancestral Gods when they are not watching over the shrines dedicated to the Ancestral Gods and the many sacred burial sites. Although considered unusual, a shaman is permitted married and be romantically involved, If nothing more than to conceive a daughter for the conclave although this is rare due to their commitment to their duty. Although rare, it is not completely unheard of for a shaman to hold a true romantic marriage with their husband. It should be noted however that most shamans are far more likely to impregnate themselves using magic or by asking Freya herself to bless them with a child.
- #8Racheroskr
Keys: Racheroskr · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Biological classification Designation- Sentient Classification- Mortal
Physical characteristics Average height- 4ft - 6ft Skin color- White, grey, black, dusk, silver, brown, and varying shades between Hair color- Blonde, grey, white, dusk, and varying shades between Eye color- Blue, amber, yellow, hazel Average lifespan- 20 - 80
cultural characteristics Home of origin- Unknown, currently the Kanika Deserts Language -
Rachish - Original language - Makes use of tail flicks/swishes, sniffing and snarling of the nose, squeaks and grinding of their teeth.
Rachese - Variation of Rachish, spoken primarily in Southern Athrunial
Rachmesa - Variation of Rachish, Spoken primarily in Eastern Athrunial
Rachbek - Variation of Rachish, Spoken primarily in Northern Athrunial
Racherial - Variation of Rachish and Imperial Low, uses combination of words and the use of tail flicks/swishes, sniffing and snarling of the nose, squeaks and grinding of their teeth.
Imperial Low
The Racheroskr, also pronounced as "Rachercian" and known as "Rachimen" & "Rachiman" by Human Races and as the "Rachldra" by the Elven races as well as commonly nicknamed as "Cheese-Eater" and "rat-face", are a artificially created humanoid Rodent race that were originally created by the Xerxes Imperium to serve as expendable foot soldiers in their never ending conquest of Athrunial before their destruction at the dawn of the Age of Darkness. Since the time they have gained their freedom from their overlords, the Racheroskr with their unquenchable thirst for battle and war, have waged battle on all fronts on all sides to test themselves and for the thrill of battle itself. In the world of today, the Racheroskr can be found everywhere on Athrunial from underground holdings underneath the Brolgron mountains to countless Clans scattered throughout the lands to several Clandoms underneath Chou, small like kingdoms comprising of many clans to barbarian warbands that travels throughout the civilized world for the thrill of battle itself to wondering mercenary warbands whom offer their services as mercenaries or soldiers in area's where warfare is common. Despite common belief by the mortal races of Athrunial that the Racheroskr are simply intelligent beasts similar to Greenskins, the Racheroskr are more than capable of forming their own societies and wielding magic however being a warrior like race, they tend to shy away from most non-war pursuits, such as those of the sciences and the schools of magic. Although Racheroskr civilizations can be found occasionally in isolated area's throughout the world, by far the most prominent Racheroskr civilization is the city state of Burmecia located in the deserts of Kanika founded by the legendary Racheroskr Hero, Ris whom led her people during the Age of Darkness before founding Burmerica over the ruins of the Nakaherian city, Nabirya.
Biology and appearance
Physiology and Diversity
Much like the Human and Elven races, the Racheroskr are a bipedal humanoid race with human like eyesight, having one hundred and eighty degree vision from the front of their head. They have a head with two eyes, a rat like muzzle, two tall furry ears and cat like whiskers, giving their faces a triangular look. Being humanoid, they also have a neck, torso and four limbs, two arms with a pair of hands and two legs with feet. Racheroskr are warmblooded, having to constantly to constantly maintain a body temperature of sixty to eighty degrees through the usage of their bodies energy which in return is supplied by eating meat alone, making them carnivores. With a advanced digestive system within their stomach's, a Racheroskr is similar to a feral animal and is capable of eating any meat, even unprepared meat without the issue of becoming sick however due to their fast metabolism, Racheroskr must eat much more frequently than other mortal races and are known to always be peckish, giving them as a reputation as snackers. Thanks to their chitin plated legs and well developed muscle tissue, their inverted knees and digitigrade toes, these tools allow a Racheroskr to jump nearly twice as high as one of the Human or Elven races and are capable of leaping nearly thirty feet on average with some of the most trained Racheroskr capable of leaping nearly fifty feet. Due to these developments, they are also able to withstand fatal landings without injury with the average Racheroskr able to withstand a thirty foot drop with the most trained able to withstand a drop of nearly sixty feet. Lastly, Racheroskr grows a short coat of fur over their bodies, granting them light resilience against the cold as well as aiding them in regulating their bodies temperature.
Like other humanoid races, Racheroskr tend to vary greatly in appearance however Racheroskr from the same bloodline or clan tend to look similar and is not uncommon for some to look identical. Although Racheroskr are commonly tall and thin, it is not completely unheard of for a bloodline or clan of Racheroskr to be smaller in height and chubbier than the average Racheroskr. Again much like other Humanoid races, the Racheroskr have two genders,
Male - distinguished by their testicles reproductive organs and a penis
Female - distinguished by their reproductive organ known as a vagina and having a pair of breasts on their torso for nursing their young
Life cycle and reproduction
Although Racheroskr reproduce sexually through sexual intercourse with a male and a female to produce offspring, due to them being artificially created as expendable soldiers, Racheroskr instinctively mate through promiscuous means and are usually not indiscriminate in the choice of their sexual partners besides them having desirable traits such as being stronger, more intelligent or skilled in some manner. Unlike other Humanoid races, Racheroskr will instinctively only mate during the summer after lengthy mating rituals or rival duels between rivals however once the mating starts, having the instincts to mate to preserve their race, Racheroskr more often than not, will allow multiple partners they approve of during sexual intercourse in a short period of time to ensure there is a greater chance of producing offspring. Once a female Racheroskr is pregnant, a female Racheroskr's average gestation period is anywhere from six months to a year before giving birth to a litter of at least four to fifteen young. One interesting aspect about the Racheroskr's female body is that a female Racheroskr has the capability of becoming pregnant once again within a few days after giving birth to a litter. From the moment they are born, for the young, it becomes a competition to survive as they fight for their mother's attention and gain the substance they need, those whom are week or lack the necessarily skill to survive are weeded out by their siblings through cannibalism or exile however it is not completely unheard of for a entire litter to survive although this is exceptionally rare. At birth, a Racheroskr is born blind,hairless and without their legs, forcing them to crawl in their first month of survial as well as require the milk from their mother's breasts. During their third month of life, they begin to develop their powerful legs and by the time they are six months of age, their minds begin to fully develop. At one years of age, their legs fully develop and their mind develops enough for them to be taught the pursuit they need to learn by their parents. By the age of two, Racheroskr reach sexual maturity and by four years of age, they reach physical maturity, it is often at this time, Racheroskr become completely independent of their parents although it is common practice and accepted for the children to remain with the family, clan etc even after reach physical maturity.
Personality and Traits
Being a warrior like race, They are remarkably similar to Rominians in terms of personality such as being naturally aggressive in martial matters and is common for a Racheroskr to be prideful and ignorant of their abilities at times. Also due to their aggression, they tend to make intense rivalries to those they perceive as a threat or someone they deem are a constant challenge. Besides rivalries, they also tend to make martial matters a competition between others, especially other Racheroskr and will go through any "honorable" means to beat them. At their core, all Racheroskr enjoy improving their martial skills through their innate thrill for combat and fighting. With this sort of mindset however, not all Racheroskr are the same in this manner, some are ruthless, bloodthirsty killers while others live by strict codes of conducts such as honor and sacrifice. Being created for war from a bygone age, Racheroskr commonly have a laser like focus during combat, allowing them to focus on the battle and similar to Laetannians, most Racheroskr's do not fear death on the battlefield, granted this is more of a trained mindset than through a artificial as with the Laetannians.
Despite their martial mindset, Racheroskr's tend to be loyal to their family, clan etc once they reach physical maturity to the point some Racheroskr warriors form oaths of brotherhood/sisterhood where they will live and fight by each other sides until the other one dies through combat or old age. Most Racheroskr will commit ritual suicide to be with their Oath Sibling or die in battle in a attempt to revenge them, in this sense, the idea of death doesn't even exist in their minds. To all Racheroskr, death through honorable means such as dying in battle is preferable compared to living a life in shame, especially when they fail in some life changing event or have been permanently defeated by their rival
Powers and abilities
Having a natural high aptitude towards war, they are able to learn skills regarding to war quite quickly, making them excellent soldiers. Along with this, having fur, a advanced pair of eyes, a advanced digestive system and a pair of highly developed legs allowing them to jump far and take impacts has also made them excellent scouts and allowing them to live in harsh terrain far longer than normal mortal races.
Society and culture
Being mostly a militaristic like society, most Racheroskr are not religious, instead they choose to honor and venerate their ancestors with shrines with the most honored often receiving small temples dedicated to their legacy and to preserve their teachings. It should be noted it is not completely unheard of however for Racheroskr to venerate or worship a deity of war, no matter it's origins. Due to their wander lust in the attempt to satisfy their thrill of battle and to improve their martial abilities, many Racheroskr live in roaming warbands either selling their skills to the highest bidder while those whom within the largest of warbands often crusade into the civilized lands in the hopes of challenging civilizations that would provide them with a ample challenge. Most warbands will not destroy or loot conquered area's, viewing as cowardly unless desperate. As soon as they are no longer a threat, most warbands will often leave the area after recovering. Other Racheroskr more often than not live in small settlements, well conceived holding, clans and clandoms that are often in caves or in underground tunnels in a attempt to protect themselves and their young from the mortal races whom would wish them to be destroyed. In these cases, a settlement, clan or holding is often led by a Elder, a council of Elders with countless years of experience under their belt or by a Prominent Warlord whom has proven themselves. Clandoms are ruled by Krolewic's, pseudo Emperors whom have control over mutiple clans whom have unified under their banner or dynasty. In these Racheroskr societies, they tend to only accept concepts when it comes to warfare and breeding, other concepts such as sciences, commerce and religion are shunned. Notably usually only Racheroskr refugees whom have been adopted by the settlement/clan take up such roles and accept concepts that the true clansmate wouldn't. Although these Refugee's aren't shunned per say, they are pitied by the true clanmates of the Clan.
History
Early 3E - the Racheroskr legend "The Black One" takes place where the very first Racheroskr simply referred to as the "Black One" was created at the top of the Tugilish Temple, a massive Xerxes Temple that was said to reach the heavens itself. It is said in the legend that once the Black One descended from the Temple, the Black One seemingly having the mind of a blood thirsty killer, killed his creators and nearly succeeded in escaping from the Imperium. In seven days and seven nights, It is said the Black One ran rapid across the lands of the Imperium and the Empire, destroying everything in his wake and slaughtering all those in his path. On the seventh and final day, The Black One managed to force his way through the Zemabas capital and through sheer determination, the Black One managed to fight his way through the city streets and into the palace itself, there he was captured but not before he managed to slaughter and devour the Zemabas Emperor himself. The Xerxes Magisters realizing what they did, they quickly captured the Black One and returned him to the Tugilish Temple. From there. the Magisters eradicated his mind from existence but not his body, instead they returned it to their laboratories and laid it upon in stasis, hoping to create replicate the Black One but with a mind they could control. The Racheroskr legend tells that If the Black One is ever found and revived, he will lead the Racheroskr in one, final glorious battle against the mortal races.....or destroy them. Despite this the Racheroskr believe they are the direct descendants of the Black One.
Early 3E - The Racheroskr are secretively created by the Xerxes Imperium as expendable soldiers to be used in their war of independence against their overlords, the Zemabas Empire. This time is referred as the "The Great Creation" by the Racheroskr.
Early 3E - The Xerxes Imperium declares itself independent from the Zemabas Empire, The Sundimatus War begins when the Xerxes Imperium unleashes the Racheroskr Horde upon the Zemabas Empire. In the opening chaos, the Racheroskr Horde slaughters the entire outer regions of the Zemabas Empire
Early 3E - After forty years of constant fighting, the Zemabas Empire falls to the Xerxes Imperium after the Racherskr Hordes finally devour the inner regions of the Zemabas Empire. The Battle of Vryheid marks the end of the Zemabas Empire when the Racheroskr Hero, Askar defeats the Zemabas Empress, Hecelina, known as the "Goddess of Battle" and captures her. This time is referred as the "The Great Proving" by the Racheroskr.
Early 3E - The First Continental Expansion, commonly known as the "Wars of the Western Empires" begins when the Xerxes Imperium invades the Empires east of the Kedigoma Mountains. The Racheroskr Hordes is unleashed on the Western Empires however due to their well constructed defenses, the Racheroskr Horde takes severe losses in the first years. This time is referred as the "The Trial of Fire" by the Racheroskr.
Early to Mid 3E - After nearly a century of fighting, the Western Empires fall to the Racheroskr Hordes thanks in large part to strategies set forth by the Racheroskr Lord Jasorat. The Western Empire remnants flee to the destroyed remains of the Nakaherian's once powerful Nakhtata Kingdom. This time is referred as the "The Great Time of Submission" by the Racheroskr.
Early Mid 3E - Reorganized into a proper military force, the Racheroskr forces under the direct command of the Racheroskr Lord Jasorat launches the "Kanika Crusades" into the Kanika Deserts in an attempt to destroy the Western Empire remnants.
Mid 3E - The Kanika Crusade suddenly ends when the Xerxes Magisters locate the remains of a massive sized Golem within the Nakhtata Kingdom's ruined city, Darsiesia. When the Racheroskr Lord Jasorat refuses to stop his crusade against the Western Empire remnants, he is executed by the Xerxes Magisters.
Mid 3E - Racheroskr Lord Jasorat's soul is used in the creation of the very first of the Xerxes Imperium Titan sized Golems, Krorcrux.
Mid 3E - After the first generation of the Xerxes Imperium's Titan sized Golems are constructed, the Second Continental Expansion begins when the Xerxes Imperium declares war on the Empires of the South. With the Titan Sized Golems leading the vanguard followed by the Racheroskr forces, the southern regions are nearly destroyed almost over night as entire civilizations are laid to waste due to the sheer destruction of the Titan Size Golems while it's people are devoured by the Racheroskr. This time is referred as the "The Great Cleansing" by the Racheroskr.
Mid 3E - Seeing the carnage unfold, the Lukians led by their Aspect Avatar's of War launch a ruthless war against the Xerxes Imprium's Titan sized Golems and the Racheroskr. The end result results in one of the bloodiest wars since the War in the Heavens as thousands upon thousands of Racheroskrs and Lukians kill each in cold blood. Eventually after two centuries of the bloodiest warfare between the hatred of two rivaled races, the war ends with the destruction of most of the Xerxes Imperium's Titan sized Golems and the near extinction of both the Racheroskrs and the Lukians races. This time is referred as the "Great Duels" and as the "Slaying of the Birds" by the Racheroskr.
Mid to early late 3E - Due to the mass loss of Racheroskr life, the Xerxes Imperium has the Racheroskr breed unrestricted for one hundred years. This time is referred as the "Coming of the Broodmothers" and as the "Age of Qabila"
Late 3E - The Third continental Expansion breaks out when a border incident occurs on the eastern border of the Xerxes Imperium and the Rhomaloth Principality. Within a few years of fighting, The Rhomaloth Principality is quickly overwhelmed by the Racheroskr and are nearly destroyed until the battle of Prilinna. Just as Prince Aaucan's remaining forces were about to be overwhelmed by the Racheroskr and the Racheroskr's seven legendary Aslaha Slayers, a Lukian force led by the Aspect Avatar of War, Zarurya, the "Black Storm Goddess" appeared at the last moment and saved Prince Aaucan and his remaining forces. From there, Zarurya defeated the seven legendary Aslasha Slayers in single combat and with the help of her forces, she managed to defeat the Racheroskr forces. Following the battle Prilinna, the Racheroskr unable to pull a advantage in the war quickly, was pulled into a bloody war of attrition with the Lukians. This time is referred as the "Great Storm".
Very Late 3E - The Third continental Expansion ends when the The Holy Ruvelia Empire from the east invades the Xerxes Imperium directly, thus beginning the War of the Red Diamond. With a army of powerful Holy Knights at their disposal, The Holy Ruvelia Empire is able to smash right through the Xerxes Imperium defenses quickly and decisively, allowing them to invade the heartland of the Xerxes Imperium. Over the length of twenty years, despite the best effort of the Racheroskr and their human forces trying to push the Holy Ruvelia Empire out of their territory, they were slowly pushed back into the heartland of the Xerxes Imperium, forcing them into a defensive, guerrilla style war after their Racheroskr forces were repeatedly outmaneuvered and would lose their ground on all fronts. During the final battle, along with the vast majority of the Xerxes Imperium's remaining forces, the Racheroskr forces had their backs thrown to the walls as they were being outmaneuvered. On the verge of the remaining Racheroskr forces being wiped out to the last Racheroskr, the remaining Magisters of the Xerxes Imperium attempted to casted a massively powerful spell in a last ditch effort to save themselves, unfortunately something went horribly wrong during the ritual, so much so it damaged the magical barriers in place holding back the jaws of oblivion from opening. Within mere moments of the ritual backfiring, the portals to the Deadric Realms of Oblivion opened, allowing the Deadra hordes to invade the mortal realm once again. The final battle ended in disaster as the Xerxes Imperium's and the Holy Ruvelia Empire's were completely destroyed by the Deadra although a portion of the remaining Racheroskr forces and a few Xerxes Magisters managed to escape with their lives. This time is referred as the "Great War".
Very Early 4E - Within a short period after the Dark Ages began with the portals of Oblivion opening everywhere on the planet, the Xerxes Imperium was seemingly destroyed overnight by the Deadra Hordes. The Racheroskr were brought to near extinction when the remaining Racheroskr forces were eradicated defending the last of the Xerxes Magisters however during the final battles of the Xerxes Imperium, many of the remaining Racheroskr managed to gain sentience when they were exposed to near large amounts of Yin Release Mana, therefor mutating or rather, evolving their minds to make them sentient. Upon gaining their sentience and going into hiding to ensure the survival of their race, the Racheroskr began bickering between themselves on what to do with their newly found freedom. Many seeked to joined the side of Order to destroy the Deadra Hordes while others seeked to wage war against all those whom would present a challenge. This eventually led what would later be known as the "Great Strife", a massive civil war between the Racheroskr whom wished to protect the world and those whom seeked the thrill of battle.
Mid 4E - During the height of the Great Strife, it was during this time that the Racheroskr Hero known as Ris appeared and through some means, managed to convince a portion of her race to follow her into the depths of hell all in an attempt to locate and save those of their race not present amongst them as well as find a new homeland for their race. What came next was years of constant war as Ris led a small army searching for the rest of their race when the destruction of the Xerxes Imperium came to be. Along the way, Ris and her warriors in fought in many battles and it was due to these very battles that Ris and her warriors indirectly saved thousands of lives as they drove back the Deadra Hordes no matter where they were. Ris's name became legendary when she defeated a Archdeadra named Nu'mzas, the Nightkeeper in single combat with the aid of the seven legendary Aslasha Slayers. Some time afterwards when Ris and her army found themselves alone in the Kanika Deserts where there was no Deadra threat, it was than Ris decided it was time for the Racheroskr to form their own civilization. With Risa as it's founder and the seven legendary Aslasha Slayers as her witness, Ris founded the city state of "Burmecia" over the ruins of the destroyed Nakhtata Kingdom's Nakaherian city, Nabirya. This time period is known as the "Great Migration" by the Racheroskr.
Late 4E - By the Ending of the Dark Ages, a group of several Racheroskr called the Vishnu rose to prominence during the final years of the Dark Ages. These super Racheroskr Warrior Generals fighting for the Side of Order, led the Kurashchi, a small army of Racheroskr Heroes whom chose to follow the same path into battle against the Deadra Lords and their Deadra,becoming just as renown as the other Warriors of Order from the other mortal races that became responsible for driving the Deadra back. The Final Battle of the Dark Ages cemented the Vishnu into Racheroskr history as the greatest warrior ancestors that have ever lived. The Vishnu Racheroskr warrior generals, Tyr slew the Corrupted founder of the Vishnu turned Dark Lord, Dangun in single combat before dying fighting alongside the Bishalm Equite, Baudrain Enguerrand in their attempt in slaying the Nakaherian Dark Lord, Nettroh. Refusing to retreat even in the face of overwhelming death or bring upon permanent shame, Honos sacrificed himself fighting the Dark Lords, Orcus and Uorsar long enough for his fellow Vishnu, Shiva to escape with her life. During the final moments of the battle, Oya sacrificed herself as she aided in the sealing the gates of Oblivion through using all the energy she could muster from her body. With his mastery over the blade, Futsunushi died leading the Mononobe Clan into battle when he along with his personal warriors chose to sacrifice themselves to save their Clan from several Dark Lords. Inspired by Honos sacrifice to save her, when the gates of Oblivion were finally closing, Shiva willingly traversed through the gates of Oblivion, From there she presumably hunted down and slew the Dark Lords, Orcus and Uorsar in honor of Honos before dying of her wounds. To the Racheroskr, this time period is widely known as the "Age of Heroes" and is widely romanticized in Racheroskr society.
(Intermediate Era - Unofficial period between the end of the Dark Ages after the Final Battle and the beginning of the ffifth Era, the Age of Cinders)
Very Early IE - Marchioness, Ris dies, Margrave Ostre becomes Marchese of Burmecia
Very Early IE - Margrave Ostre orders the construction of the Burmercia Ancestor crypts
Very Early IE - The City State of Burmecia constructs the Bahridian Shrines, six massive shrine like temples dedicated to the Vishnu.
Very Early IE - Marchese Ostre orders the construction of the Ulkan Library within Burmecia to hold the knowledge of the Racheroskr race.
Very Early IE - Marchese Ostre dies, Margrave Sigrath becomes Marchioness
Early IE - Marchioness Sigrath dies, The Margrave Council leads Burmecia
Early IE - Racheroskr Hero, Usirian, apprentice to Vishnu, Oya, forms the Oya Arcania within Burmecia, the magic organization responsible for training Arcanic Battlemages. Usirian becomes the first Arch Arcanic Battlemage.
Mid IE - The Great Fire occurs when a group of Arcanic Battlemages explore the underground ruins of Nabirya above Burmecia and accidentally unleash dormant Nakhtata Golems. The end result is the near destruction of the city of Burmecia including the lose of the Ulkan Library and the death of the Margrave Council.
Mid IE - The Corrupted Rackeroskr Warband, Morbaag assaults Burmecia, resulting in the Morbaag skirmishes. Arch Arcanic Battlemage, Harkon is secretly corrupted during one of the skirmishes before taking control of Burmecia.
Late IE - The Dark Wars begin when a corrupted Arcanic Battlemage accidentally summons Deadra into Burmerica, resulting in a number of small civil wars for the throne.
Very Late IE - The Dark Wars ends with the death of Arch Arcanic Battlemage, Harkon however some of his forces are able to flee.
Very Late IE - The Tyrian Guard is founded by Racheroskr Hero, Renate to primarily obverse the Oya Arcania as well as protect Bumrerica from any magical interior or exterior threats.
Very Late IE - Marchese Algernon orders the construction of the Arcanic Circlet, a massive citadel like castle in the middle of a man made lake comprised of fire outside Burmerica
5E 8 - Vishnu, Futsunushi's body is found and is relocated to Clan Mononobe in Maja
5E 19 - The Ji Zhan War commonly refereed as the "Great Taming War" begins when the Racheroskr Warlord, The Ji Zhan War begins his conquest of the underground Clans in Chou
5E 21 - The Brolgron War breaks out when Clan Morbaag accidentally stumbles upon a Lukian Mine and settles it
5E 31 - The Lukian Aspect Temple Calgard is severly damaged by Clan Morbaag Arcanic Battlemages. The survivors of the Calgard Aspect Temple retaliate by destroying Clan Morbaag's Brooding Grotto's.
5E 34 - After a long a guerrilla warfare oriented war, the survivors of the Lukian Aspect Temple Calgard are presumably wiped out during the battle of the Khai Nests.
5E 35 - Clan Morbaag settles the Lukian Aspect Temple Calgard, founding Astrithr, commonly known as the "Temple of Fire"
5E 55 - The Osudavar Crusade occurs when four Lukian Aspect Temples come together under the command of the Aspect Warrior Osudavar to recapture the lost Lukian Aspect Temple Calgard. In response, Astrithr allies themselves with Clans Sveyn, Hugruck, Vrolg, resulting in a one hundred year old war of attrition.
5E 59 - Clan Hugruck is destroyed in the fighting, the survivors are adopted by Clan Sveyn
5E 69 - The Lukian Temple, Laelion is destroyed when the Racheroskr collapse the mountain ground underneath it, killing the vast majority of the Temple's Lukians as well as it's Aspect Lords
5E 76 - Clan Sveyn withdraws from the conflict
5E 102 - Racheroskr Hero, Soyish and Aspect Avatar of War, Arabala kill each other during their duel
5E 129 - The Ji Zhan War ends with the Racheroskr Warlord, Liu Zhan forming the Zhan Clandom, Liu Zhan becomes the First Racheroskr Krolewic
5E 155 - The Osudavar Crusade ends in a stalemate after the battle of Thaddeus Pass, Astrithr and the Lukian Aspect Temples sign the Astrithrian peace treaty.
5E 153 - Krolewic Liu Zhan dies, his eldest son, Buin Zhan becomes Krolewic
5E 170 - Clan Thastrut arrives at the Brulgron Mountains under the protection of Astrithr and begins the construction of the Brulgron Highway underneath the Brulgron Mountains
5E 192 - Krolewic Buin Zhan is assassinated, his son, Cai Zhan becomes Krolewic
5E 209 - After nearly 200 years, Clan Vydrina returns from the Throat of the World
5E 221 - Upon first contact with Clan Vydrina, Clan Dikul, Parasha and Skatkin begin the conflict known as the "Black War"
5E 223 - Clan Parasha is destroyed by Clan Vydrina during the battle of the Vuuren Forests.
5E 229 - Clan Skatkin betrays Clan Dikul and seemingly joins Clan Vydrina
5E 231 - Krolewic Cai Zhan dies, his son, Gui Zhan becomes Krolewic
5E 233 - Clan Thastrut finishes the construction of the Brulgron Highway, Clan Thastrut founds the underground Thastrust Great Holding
5E 240 - Clan is Dikul is destroyed by Clan Vydrina
5E 245 - Clan Skatkin disappears without a trace
5E 249 - Clan Svanhild founds the underground Thrazmult Great Holding
5E 250 - Rominian Warlord Tatjana invade the Kanika Deserts, Burmecia mobilizes it's forces before landing the first strike on the Rominian Warlord's forces through the usage of Burmecia's Arcanic Battlemages, thus beginning the first Kanika War.
5E 259 - Burmecia's forces are slaughtered at the battle of Royephi after being overwhelmed by Deadra.
5E 260 - Burmecia is looted and occupied by the Rominian Warlord Tatjana's forces, Rominian Warlord Tatjana ascended to deadrahood after offering up Burmecia's Margrave Council as sacrifices. Marchioness Brielle manages to escape Burmecia to the safety of the Arcanic Circlet.
5E 262 - The first Siege of the Arcanic Circlet. With the aid of the entire Oya Arcania, Marchioness Brielle is able to slay the Deadra Princess, Tatjana and banish her to the realms of Oblivion
5E 264 - The Zhan Clandom begins to fragment after interior political infighting for power
5E 267 - Tatjana's remaining forces are destroyed or routed from the Kanika Deserts by the Racheroskr under Marchioness Brielle
5E 277 - Burmecia is rebuilt from the ground up and greatly expanded upon to function as a Fortress City.
5E 289 - Marchioness Brielle dies, Arch Battlemage, Silvain assumes control of Burmecia
5E290 - Krolewic Gui Zhan dies of old age, his grandson, Guan Zhan becomes Krolewic
5E 301 - Burmecia's secondary middle defensive wall is constructed
5E 308 - Clan Heidrun founds the underground Heidrun Great Holding
5E 309 - Burmecia's refugee district is completed near the Burmecia's secondary walls
5E 323 - Guan Zhan Krolewic is killed in battle, his daughter, Diao Zhan becomes the first Krolewicess
5E 325 - Krolewicess Diao Zhan disappears without a trace, without a heir, the Krolewic Council assumes power
5E 340 - Burmecia's outer defensive wall is completed
5E 344 - Arch Battlemage, Silvain dies, Margrave Xarles becomes Marchese.
5E 377 - The Racheroskr Warband, Howling Dragoons settle at the base of the Helia Mountains within the Kraymvirk Wastes
5E 380 - Marchese Xarles dies, Margrave Douwe becomes Marchese
5E 381 - The Rominan Clans, Stalaker, Murdo and Chameleia are destroyed by the Howling Dragoons. For their effort, the Rominian Ancestral God, Njal blesses them, greatly increasing their magic potential in wielding magic.
5E 382 - Clan Duraka is defeated by the Howling Dragoons Racheroskr Warband until the Ancestral Goddess, Raava defeated the Howling Dragoon Lord, Belvar single combat.
5E 390 - Racheroskr Hero, Arsaar founds the underground Amgarrak Great Holding
5E 407 - Marchese Douwe is killed during the Merlai Expidition into the Nakaherian City ruins Rekhtos when they accidentally awaken the Nakaherians undead from their slumber, causing the Undeath outbreak of the Undead
5E 409 - Burmecia is sieged by the undead but hold out until there relations are depleted. Clan Vydrina arrives and through some unknown means, is able to force the undead to slumber.
5E 411 - The Romance of the twenty one clans begins when the Krolewic Council is executed by the Racheroskr Warlord, Debora
5E 412 - Racheroskr Lord, Vadikic becomes Marchese
5E 426 - The Racheroskr Azure Flyers Warband assaults the Jassayadin city, Palencia and sacks it
5E 429 - Marchese Vadikic is assassinated, Tryrian Lord Commander Lohith assumes control over Bumrerica
5E 444 - The underground Bashimur Great Holding is founded by Racheroskr Refugee's
5E 463 - Margrave Haalesh becomes Marchioness
5E 472 - Clan Yomaris allies themselves with the human Clan Hakurata, resulting in the Hakura-mononobe war with Clan Mononobe
5E 478 - The "Great Calamity" occurs in Maja, a massive earthquake destroys much in Maja, including the near destruction of the Yomaris and Mononobe Clans
5E 504 - Haalesh dies, Margrave Rirkz becomes Marchese
5E 529 - Marchese Rirkz dies, Margrave Nagrat becomes Marchese
5E 543 - Clan Dominga discovers the largest Verdinoite deposit and constructs the settlement of Ortith over the deposit.
5E 548 - Vydreadra House Yuliana assaults Clan Dominga
5E 550 - Ortith is destroyed
5E 553 - Clan Dominga is destroyed by Vydreadra House Yuliana
5E 556 - Marchese Nagrat mysteriously disappears
5E 559 - Clan Doratel founds the underground Nenithra Great Holding
5E 560 - The Vuhzrar Greenskin Invasion of Western Athrunial occurs, The Racheroskr Clans, Damita, Isleta, Vianca, Alvaro, Benito, Cordero and Eyague form the DIVANE Alliance to counter the greenskins.
5E 561 - Unable to find Marchese Nagrat, Margrave Alvisio becomes Marchese
5E 566 - Clan Damita is destroyed at the battle of Arconar's Gate in Yurnu
5E 573 - Racheroskr Hero, Truylos of Clan Isleta battles Orc Warlord, Vuhzrar in single combat at the battle of Bartoloma
5E 576 - Clan Eyague and Benito is destroyed at the battle of Melchora
5E 581 - Racheroskr Heroes, Solana, Querida and Ximen kill Orc Warlord, Vuhzrar at the defense of Corinthia, ending the greenskin invasion
5E 606 - The Romance of the twenty one clans ends, the Zhan Clandom is broken up into several, far smaller Clandoms, Kun, Chin, Yahui, Xieren, Hou, Qian, Ru and Mian
5E 608 - Marchese Alvisio dies, the Margrave Council assumes control of Burmecia
5E 612 - Rackeroskr Warbands, the Faithless Sons, the Skullbreakers and the Gorespectres assaults the Kingdoms of Thrymir, the city of Aberdeen is the first to fall.
5E 617 - Left unsupported, Dolvanas is razed by the Faithless Sons, the Skullbreakers and the Gorespectres
5E 620 - The Racheroskr Mercenary war band, the Black Raiders manage to hold the city of Ormkirk long enough for Revendyil reinforcements to arrive, the Gorespectors are destroyed.
5E 630 - Margrave Lesroth become Marchese
5E 631 - The Rackeroskr Warband, the Skullbreakers is destroyed at the Siege of Nangarth
5E 636 - The Racheroskr Warband, the Faithless Sons disappear after the battle of Orilon through Deadric means
5E 642 - The Jetei Conquest, Bogari forces under Khadagan launch a invasion force west to eradicate the Racheroskr
5E 649 - dozens of Racheroskr clans are destroyed before the beginning of the seven year siege of Burmecia by Khadagan forces
5E 653 - The "Tallana" Blight begins as the Keru hordes invade the Brulgron Mountains through the Imperial Highway
5E 650 - Marchese Lesroth is killed in battle
5E 656 - Burmecia is saved by Racheroskr Clans, Vydrina, Isleta and Landrad as well as token forces from Astrithr and the several small Clandoms of the south
5E 657 - Margrave Council assumes controls of Burmecia
5E 664 - The minor underground Yundrag Holding is destroyed during by the Blight
5E 674 - Racheroskr Lord, Loruin slays Keres, Siluvaine at the battle of Flintguard Pass
5E 680 - The Keru horde is driven off during the defense of the minor Tuvutaine Holding
5E 688 - Clan Mungke is devoured by the Keru Blight
5E 690 - After years of Guerrilla warfare in a tug of war, Bogari forces under Khadagan are eventually forced to withdraw from the Kanika Deserts after Oya Arcania's Arcanic Battle Mages managed to harness the energy from the Honos comet that was passing by the planet to fuel their offensive power.
5E 711 - The minor underground Gildiril Holding is destroyed by the blight
5E 729 - The minor underground Vandaet Holding is destroyed by the blight
5E 749 - The "Tallana" Blight ends at the siege of Amgarrak when the Keru horde is defeated.
5E 763 - The Sigil Gates, two identical fortresses guarding the two entrances to the Imperial Highway are constructed
5E 786 - The Kugath War begins when the Lukian Aspect Temple, Fantari discovers a Necron stone underneath the minor Valanduil Holding in the Kugath ruins
5E 792 - Rackeroskr Hero Eluris battle the Aspect Avatar of War, Urdithane at the battle of Naita, both die during their duel
5E 799 - The Kugath War ends with the destruction of the minor Valanduil Holding, the Lukians explore the ruins of Ku'gath in search for the Necron Stone but ends up empty handed
5E 802 - Rackeroskr Warlord, Khamara assumes control over Burmercia
5E 830 - The City State of Burmercia is destroyed when the Honos Comet crashes into the city under mysterious circumstances, Rackeroskr Warlord, Khamara, Arch Battlemage Adelfina, Tryrian Lord Commander Tegis along with the margrave Council are killed during the incident. Civil unrest breaks out within Burmecia.
5E 849 - The Battle of the Ebony Falls occurs when the Rackeroskr Clans, Imhol and Olanis clash over the rare mineral, Obluorium. Racheroskr Lord, Mormacar throws Racheroskr Hero Idrin over the edge of the Ebony Falls.
5E 855 - The Refugee Cast is temporary able to assume control over Burmecia
5E 863 - A female Racheroskr emerges from the Kraymvirk Wastes claiming to be the Vishnu, Shiva whom presumably died during the final battle of the Dark Ages however as soon as she appeared, she supposedly dies or disappears within the day she appeared.
5E 872 - The City State of Burmerica is rebuilt by the Refugee Caste
5E 914 - The Siege of Arkala, The Racheroskr screeching Warhounds Warband holds out against five thousand greenskins
5E 938 - The Racheroskr pleasure Cult, The swords of Maralia is discovered as it's influence spreads into the Burmercia
5E 940 - The Tyrian Guard launches the "cleansing" crusade to destroy the Sword of Maralia
5E 943 - The Siege of Ciritha occurs, Tryrian Lord Commander, Calleath is slain in battle against the leader of the Swords of Marlia, Gilsadona. Shortly afterwards, the Tyrian Guard is almost wiped out when Ciritha eventually falls to the Swords of Maralia when they unleash a horde of Deadra on the fortress until the Oya Arcania Battle Mages arrive in time to save the Tyrian Guard, driving off the sisters of the swords of Maralia.
5E 948 - The Battle of Xangai occurs, Arch Battlemage, Tarahoth duels Gilsadona but is able to escape when the Oya Arcania Battle Mages are forced to make a tactical withdraw.
5E 960 - The Battle of Galanrith - Under the command of Gilsadona and the Swords of Marlia, a huge Deadra army assaults the Arcanic Circlet, Arch Battlemage, Tarahoth duels Gilsadona once again but neither are able to gain the advantage. Eventually Tarahoth withdraws to man the crumbling defenses of the Arcanic Circlet. The siege is broken when the Racheroskr Ivalician Celestial Knight, Galanrith and his personal guard, the Galanrith Knights arrive. Although the Deadra army is defeated, Gilsadona and the Swords of Marlia seemingly disappear.
5E 961 - Galanrith forms the Tyrian Inquisition out of the veteran survivors of the Tyrian Guard whom survived the Cleansing Crusade.
5E 970 - Rachoskr Warlord Lysinnus with the aid of several Rackeroskr Clans, conquers Burmecia and removes the Refugee Cast from power. Rachoskr Warlord Lysinnus declares himself Duke of Burmecia
5E 986 - The Tyrian Sphere, a massive sphere like fortress is completed for the Tyrian Guard to function as their primary headquarters as well as function as prison to hold the most dangerous of criminals.
5E 1000 - The Second Storm of Darkness begins with the Vyreadra assaulting the Thrymir Kingdoms, The Racheroskr Clans, Curuthin, Taltaur, Daerleon Oshaung, Navarre and Zarate join the defense of Thrymir when their clans become at risk of being destroyed by the Vyreadra.
5E 1005 - Dolvanas is overrun by the Vyreadra, Clan Oshaung is destroyed to the last rat during the battle of Erostey
5E 1011 - Racheroskr Clans Taltaur and Zarate defeat the Vyreadra at the battle at the Tregaron Fortress when the Vyreadra Lord, Dalceras is slain by the combined might of the Rachoskr Heroes, Freyr, Kunne, Garald and Rutschel.
5E 1024 - Clan Curithin is completely destroyed at the battle of Esugen Pass
5E 1039 - Asingard is overrun, the Racheroskr forces fall back to Revendyil, Daniela and Midenhielem
5E 1045 - Duke Lysinnus dies, his great grandson, Lyonese becomes Duke
5E 1046 - Duke Lyonese sends militaritial aid to Thrymir with the duke himself leading his forces
5E 1067 - Duke Lyonese dies of old age during a march
5E 1068 - News reaches Burmecia, his granddaughter, Lyntoria becomes Duchess. She automatically assumes control
5E 1070 - The Battle of Cirini occurs, Clan Daerleon is devoured by the Vyreadra's deadra horde.
5E 1072 - The battle of Mellion occurs, Duchess Lyntoria comes into the possession of Vorpal, a deamonblade imbued with a spirit deadra
5E 1096 - The Tyrian Inquisition holds out against the Vyreadra at Helval for three days until Ivalice forces led by Celestial Knight Celestyn arrive
5E 1100 - The battle of Crallenus occurs, Duchess Lyntoria single handily slays the Archdeadra, Mortagard in single combat
5E 1106 - The Second Storm of Darkness stalls during the initial invasion of Daniela
5E 1120 - The Vyreadra horde unleashes the Onyx Outbreak within Thrymir, killing nearly twenty percent of the regional population, Racheroskr Clans, Navarre and Zarate fall victim to the plague. Duchess Lyntoria's forces are nearly wiped out however she continues onward with the Oya Arcanic Battlemages and the Tyrian Guard as her personal forces.
5E 1125 - Clan Taltaur and Duchess Lyntoria's forces joins the Laetannian forces in driving back the Vyreadra
5E 1148 - Clan Taltaur with the aid of Laetannian Questing Knights drive back the Vyreadra at the battle of Iludir within Bermon
5E 1160 - Clan Taltaur swears temporary fealty to the new High King of Laetannia until the Vreadra threat is destroyed. The High King of Laetannia ceremonially knights a select amount of Racheroskr that demonstrated valor, honor, duty and self sacrifice under the service of the last High King of Laetannia. These select Rachoskr would become the founding members of the Alterrian Knights.
5E 1170 - Clan Taltaur, the Alterrian Knights, Duchess Lyntoria's forces along with Laetannian and other mortal forces drive back the Vyreadra into Aklator. Clan Taltaur, the Alterrian Knights, Duchess Lyntoria's forces are present for the final battle including the duel between the High King of Laetannia and the Eternal Vyreadra king. Duchess Lyntoria dies of her wounds after slaying the Vyreadra Lord, Maraladred in single combat, her forces are nearly wiped out upon leading the other Racheroskr forces into battle, Clan Taltaur and the Alterrian Knights take severe causalities.
5E 1172 - Word reaches of Duchess Lyntoria's death along with the destruction of her personal forces when Clan Taltaur and the Alterrian Knights return their remains. Without any heir of the Lysinnus Dynasty alive and the highest of Rachoskr society dead, A new Margrave Council is formed to assume control of Burmecia. The Margrave Council issue's the construction of a new Ancestral Shrine.
5E 1175 - Granted land in Laetannia by the Laetannian High King for their service in the final stages of the Second Storm of Darkness, the Alterrian Knights begin construction of the fortress that would later be known as Anvardlot on the southern border of Laetannia.
5E 1180 - The Ancestral Lysinnus Shrines are constructed in memory of the Lysinnus Dynasty, a statue of Duchess Lyntoria with her blade, Vorpal is constructed at the entrance of the shrines. Hundreds of smaller statues are constructed for every Racheroskr under Duchess Lyntoria's command whom died during the final battle. The Margrave Council forms the ceremonial Lysinnus Guard to watch over the Lysinnus Shrines and the other Shrines.
5E 1192 - Anvardlot is completed.
Relics
Vorpal
A demonblade of unknown origins that contains a spirit deadra within itself. The blade is so powerful that gifts the wielder with the lifespan of those the blade slays in battle. After it's last wielder, Duchess Lyntoria died, it is said that the blade had seemingly vanished after her death.
Notable Racheroskr
"The Black One" - Said to have been the first Racheroskr ever created or the prototype bestial that the Racheroskr would be based on, The Black One was a massive Racheroskr that after breaking out of it's prison, it rampaged across the lands for several days and nights until it was captured by it's remaining creators after it managed to break into the Zemabas Empire's capital and slay the Zemabas Emperor. Although presumed destroyed by the Zemabas Empire, The Black One was in reality taken back to where it was created and put in stasis. From there, the Xerxes Magisters continued their research on creating a race that would serve as their foot soldiers in their war for independence. The Black One's fate is unknown. Many believe he never existed, others think he was destroyed but a few still believe he is still sitting in stasis, ready to be unleashed upon the Racheroskr's enemies.
Askar - Known as the "Original Hero", Askar was the very first Racheroskr to be granted sentience by his creators, the Xerxes Magisters after he had displayed substantial skills in battle, a level of feat that had never seen before from a Racheroskr. Askar's most impressive feat was defeating the Zemabas Empress, Hecelina in battle before capturing her. Her fate isn't known, some believe Askar forcibly took her as his wive, others say she was tortured to death or simply killed. Askar's fate is not known as well.
Jasorat - The second recorded Racheroskr to gain sentience after displaying substantial leadership abilities. Jasorat became the first Lord Commander of the Rackeroskr horde. Lord Commander Jasorat is famous for bringing down the Western Empires and organizing the Racheroskr horde into a proper fighting force, the predecessor to the Racheroskr's modern way of life today. Lord Jasorat is responsible for also leading the first Racheroskr Crusade and is credited for finding the ruined city of Nabirya. He was later executed by his creators after he had refused to end his crusade to eliminate the Western Empire Remnants. After his death, his soul was used in the very first of the Titan sized Golems of War created by the Xerxes Imperum, the prototype Golem, Krorcrux
Ris - One of the first Racheroskr to gain sentience at the dawn of the Dark Ages, Ris is one of the legendary figures in Rachosker history for founding the city state of Burmecia as well as saving the lives of not just Rachosker lives but mortals of other mortal races. After she led a great amount of her people during the Dark Ages and saving those in need of help and founding Burmecia, Ris became the first ruler of Burmecia before dying some years later.
Tyr - A member of the Vishnu, Tyr is one of the greatest Racheroskr Warrior Generals to have ever existed in Racheroskr history and along with his siblings, he is partially responsible for saving Athrunial itself from the Deadra and the Dark Lords. Tyr died during the final battle of the Dark ages after he slew the Corrupted founder of the Vishnu turned Dark Lord, Dangun in single combat before dying fighting alongside the Bishalm Equite, Baudrain Enguerrand in their attempt in slaying the Nakaherian Dark Lord, Nettroh. Afterwards, Tyr became the Patron Ancestor that represents War, Single Combat, Law and Justice. Sometime after his death, the Racheroskr organizations, the Tryian Guard and the Tryian Inquisition were formed based on the ideals and in honor of Tyr. Oya Arcanic Battlemages and the Tyrian Guard
Honos - A member of the Vishnu, Honos is one of the greatest Racheroskr Warrior Generals to have ever existed in Racheroskr history and along with his siblings, he is partially responsible for saving Athrunial itself from the Deadra and the Dark Lords. Honos died fighting the Dark Lords, Orcus and Uorsar after he choose to sacrifice himself to let Shiva to escape after they had became corned. Afterwards, Honos became the Patron Ancestor that represents Sacrifice, Honor and Codes of Martial Honor.
Oya - A member of the Vishnu, Oya is one of the greatest Racheroskr Warrior Mages to have ever existed in Racheroskr history and along with his siblings, she is partially responsible for saving Athrunial itself from the Deadra and the Dark Lords. Unlike the other Vishnu, Oya died when she sacrificed all her life energy in the aiding of sealing the gates of Oblivion through every ounce of energy she could muster from her body. Sometime after her death, her apprentice, Usirian formed the Racheroskr organization, Oya Arcania responsible for training Racheroskr battle Mages. Oya is the Patron Ancestor of all magic, not just fire magic.
Futsunushi - A member of the Vishnu, Futsunushi is the greatest Racheroskr swordsmen to have ever existed in Racheroskr history and along with his siblings, he is partially responsible for saving Athrunial itself from the Deadra and the Dark Lords. During the final battle, Futsunushi died leading the Mononobe Clan into battle when he along with his personal warriors chose to sacrifice themselves to save their Clan from destruction from several Dark Lords. Unlike the others, Futsunushi's remains were found sometime later and were transported to the Mononobe Clan in Maja. From there, his remains were mummified. His Crypt holding his mummified remains is a sacred place by the Racheroskr is considered a holy place every Rachosker should visit at least once in their lives, as a result, thousands of Racheroskr pilgrims make the pilgrimage every years to pay their respects. In death, Futsunushi became the Patron Ancestor of the art of the Sword.
Shiva - A member of the Vishnu, Shiva is one of the greatest Racheroskr Warrior Generals to have ever existed in Racheroskr history and along with his siblings, she is partially responsible for saving Athrunial itself from the Deadra and the Dark Lords. After Honos sacrificed himself to save Shiva and aided in the final battle, it is said in the final moments, Shiva, having the mindset to avenge Honor, entered the Gates of Oblivion just as they were closing. It is presumed she slew the Dark Lords, Orcus and Oursar before dying. Since her death, she has a became a Patron Saint of Oaths, Sacrifice and Duty. Despite the common belief that Shiva is dead, over a millennia, many have haven Shiva for short periods of time before disappearing however these reports cannot be verified.
Dangun - The founder and the original Vishnu, Dangun was responsible for being the mentor of the Vishnu as well as being their original leader during the Dark Ages. It is not known how but Dangun at some point during the Dark Ages was corrupted and made into a Dark Lord. From there, his feats are not known until the final battle of the Dark Ages where he was slain by his prodigy and fellow Vishnu, Try. Despite his fate, Dangun is a Patron Ancestor of Mentorship as well as being used as a representative that anyone, regardless of Caste or skill can be corrupted.
Usirian - Apprentice to Vishnu, Oya, Usirian founded the Oya Arcania and became the first Arch Battle Mage
Harkon - Arguably one of the most famous Battle Mages of the Oya Arcania, Harkon was a exceptional Battle Mage that allowed him to rise to the rank of Arch Battle Mage. Some time after taking leadership of the Arcania, Harkon was corrupted during a skirmish when he fought a corrupted Racheroskr Warband named Morbaag. After becoming corrupted, he became the oldest living Rachoskr at his time, having lived for well over a century. Using his age and wisedom, he managed to take control of Burmecia itself for quite a substantial period of time. He was eventually discovered when they were able to trace the origins of the majoirty of the Deadra to him through his corrupted Battles Mages within Burmecia, causing the Dark Wars to begin, a civil war to begin. The Dark Wars seemingly ended when Harkon was found mysteriously slain in his ruins.
Renate - A warrior of considerable skill and admiration for the Vishnu, Tyr, he became the founder of the Tyrian Guard and became it's first Lord Commander.
Ji Zhan - A famous Warlord that lived in the Chou region of Athrunial. Ji Zhan is credited with being the forfather of the Zhan Clandom, the largest Racheroskr Empire to have ever existed. In life, he was a famed Racheroskr of considerable skill in leadership and fighting on the front lines. Although he wouldn't unite the Clans in Chou under his own banner, his children followed in shoes and after centuries, his great grandson, Liu Zhan unified the clans under his banner through Ji Zhan's honor.
Liu Zhan - A famed Warlord and General that was the descendant of Ji Zhan, Liu Zhan became the first Racheroskr in Racheroskr history to unite dozens of Clans under his control, allowing him to form the Zhan Clandom, the largest Racheroskr civilization to have ever existed in Racheroskr history and take the title of Krolewic.
Soyish - A Racheroskr Hero of the Osudavar Crusade, Soyish is the first Racheroskr in Racheroskr history to have been confirmed killing a Lukian Aspect Avatar of War single combat at the stake of their own life.
Brielle - Machioness of Burmecia during the Tatjana invasion of Kanika, she is best remembering for allowing to Burmecia to be sacked and occupied after losing her forces earlier in the invasion however she was redeemed when she slew the Deadric Princess, Tatjan with the help of the entire order of the Oya Arcania. Following Tatjana's defeat, Brielle led the Racheroskr forces into Kanika after several years of fighting, managed to destroy the remnants of Tatnana's forces. Before her death, she is credited for being the first ruler of Burmecia to turn Burmecia into a fortress city.
Diao Zhan - Renowned as the "Beauty of the South" and as the "Zhan Beauty" for her divine like beauty that even made other men of other mortal races crave her, Diao Zhan was the first female Krolewic of the Zhan Clandom as well as it's last. Several years after she assumed leadership of the Zhan Clandom, she seemingly disappeared without a trace, causing the downfall of the Zhan Clandom.
Belvar - The Dragon Lord of the Howling Dragoons Warband that founded their base of operations at the base of the Helia Mountains within the Kraymvirk Waste, Belvar is a renowned and respected warrior general by the Rominians whom was famous for leading the Howling Dragoons in their victories against the Rominan Clans, Stalaker, Murdo and Chameleia. After being so impressed with their martial abilities and granting him a large number of victims, the Ancestral God, Nnjal blessed Belvar and every member of the Howling Dragoons with the ability to breath fire, greatly enchaning their martial prowers. The Howling Dragoons and Belvar were eventually defeated however when Clan Duraka challenged them to battle with the Ancestral Goddess, Raava defeated Belvar in battle however she did not slay him. Instead seeing his martial prowers and the honor he held, the Ancestral Goddess, Raava invited Belvar to join Clan Duraka to become stronger, Belvar agreed and left with Clan Duraka, his fate afterwards is unknown however many believed he eventually returned to the Howling Dragoons far stronger than before with some saying he was the strongest Racheroskr of his time.
Douwe - A Marchese of Burmecia, he is renowned for leading the Merlai Expedition into the Nakaherian City ruins of Rekhtos where he was killed after he and his assistants accidentally awoken the Nakaherian undead from their slumber, causing the Undead to kill and devour him and those of the expedition before causing the Undeath outbreak of the Undead.
Solana, Querida and Ximen - Racheroskr Heroes whom are credited for killing the Orc Warlord, Vuhzrar in single combat at the defense of Corinthia and ending the greenskin invasion nearly by themselves.
Eluris - A Racheroskr Hero of the minor Valanduil Holding, Eluris is renowned for killing the Lukian Aspect Avatar of War, Urdithane at the battle of Naita at the cost of her own life.
Calleath - Lord Commander of the Tryian Guard during the Cleansing Crusade, he was slain by the Racheroskr Dark Lord Champion, Gilsadona at the Siege of Ciritha.
Tarahoth - Arch Battle Mage of the Oya Arcania during the Cleansing Crusade, he is best renowned for leading the defense of the Arcanic Circlet when a Deadra force under the command of the Swords of Marlia and Gilsadona attacked the fortress.
Gilsadona - A Dark Lord Champion of Uzumai, she is the leader of the all female Racheroskr warrior pleasure cult, the Swords of Marlia. She is responsible for spawning countless Dark Lords cults within Kanika and Racheroskr societies as well as being the target of the Cleansing Crusade however despite the combined efforts of the Tyrian Guard and the Oya Arcania, Gilsadona could not be be slain. After she and her sisters of the Swords of Marlia withdrew from the Battle of Galanrith in defeat, her location or fate hasn't been known.
Galanrith - Considered by many to be the greatest Racheroskr to have ever lived in Thyrmiric society, Galanrith skills became so renowned, he was eventually able to climb the ranks of the Ivalice military after proving himself despite his racial origins and become a Celestial Knight of Ivalice, the highest honor a soldier or a Knight can receive. Founding his own unit comprising of Racheroskr, the Galanrith Knights, Galanrith functioned as the Vanguard of many Ivalice's campaigns. He is most famous for temporary leaving Ivalice with the Galanrith Knights when he heard word of his brothers and sisters under siege at the Arcanic Circlet. Using Archduchess, Hosokawa Kurama skills in the art of Planewalking, Gaanrith and his knights were instantly teleported to the Arcanic Circlet. From there he and his forces alone broke the siege and forced the Swords of Marlia and their leader to flee. Galanrith was later credited with taking the veteran Tyrian Guard survivors of the battle and founding the Tryian Inquisition whom purpose was to specifically seek out and destroy any source of corruption.
Lysinnus - One of the most famed Racheroskr Warlords of the Age of Cinders, he is responsible for seizing Burmecia and removing the Refugee Cast from power before beginning the Lysinnus Dynasty when he crowned himself the first Duke of Murmecia.
Freyr, Kunne, Garald and Rutschel - Racheroskr Heroes during the Second Storm of Darkness, during the battle at the Tregaron Fortress, they became the first Racheroskr in history to slay a Vyreadra Lord when they slew Vyreadra Lord, Dalceras using their combined efforts.
Lyonese - Great grandson of Lysinnus and second Duke of Burmecia, Lyonese is remembered for leading the Thrymir relief militartial forces into Thrymir himself. A few decades into the fighting, Lyonese dies during a march.
Lyntoria - Undoubtedly one of the most renown Racheroskr in Racheroskr history, Lyntoria was the last Duchess of Burmecia and last ruling member of the Lysinnus dynasty. Known as many titles such as the "Goddess of Victory", She is a legendary figure in Burmecia history for performing some of the greatest martial feats ever conducted by the warriors of her race. After news reached to her of the death of her grandfather, Lyntoria was quickly crowned Duchess before immediately leaving for Thrymir to led her forces into batte. Known for her martial prowers and leadership abilities even amongst her race, she led her forces into countless battles brought victory where it seemed impossible to her commanders however being a warrior like the Vishnu, Lyntoria always led by example, always leading at the front and joining battle with her warriors, she inspired her warriors to fight until they could no longer. During the battle of Mellion, after being separated by her forces during the battle while in the ruins of Mellion, she was forced to make her way through a subterranean temple like structure that tested her physically and mentally. When she finally returned to the battle, she was seen in the possession of Vorpal. During the Battle of Crallenus, with the aid of her sword, Vorpal, Lyntoria managed to single handily slay the Archdeadra, Mortagard in single combat. Years later when the Vydreadra were forced into a war of attrition at the borders of Daniela, they released the "Onyx" virus on the defenders, including Lyntoria's forces, resulting in the near destruction of her forces however she did not waver in her duty. Gathering the survivors of the Oya Arcanic Battle Mages and the Tyrian Guard, she continued to aid in the defense of Thrymir. Years laters Along with the aid of the Knights of Laetannia, Lyntoria became renowned when she greatly aided in pushing the Vyreadra forces out of Thrymir and Bermon and back into Aklator itself, therefor initiating the final crusade into Aklator itself. Spending years pushing the Vyreadra back into their spawning, Lyntoria and her forces were present during the final battle, during the Seige of Aklator itself, the home of the Nameless One. Leading all the Racheroskr Forces during the final battle, under her personal command, Lyntoria and her personal forces managed to break the Vyreadra's final defense line and were about to smash their way through into the Nameless One's Spire when she was forced to duel the Vyreadra Lord, Maraladred in single combat. During the ensuring battle, as she dueled a Vyreadra Lord single handily, upon her orders, her personal forces withdrew to aid the other Racheroskr forces in the battle, eventually resulting in the near destruction of her forces. In the moments before that led to her death, she and the Vyreadra Lord witnessed the titanic battle between the Laetannian High King and the Nameless One himself. Using the aftershocks of the clashes between two warrior gods to her advantage, she managed to land one final fatal wound on the Vyreadra with Vorpal, killing him before she herself bled out from her wound she sustained during the fight. Due to the chaos that erupted during the final battle, neither Lyntoria nor Vorpal located, instead when word finally reached Burmecia with the arrival of the Alterrian Knights two years after the final battle, the Margrave Council immediately begins the construction of a new ancestral shrine. After nearly a decade, the Ancestral Lysinnus Shrines are completed in the honor of the Lysinnus dynasty with three grand statues honoring Lysinnus, Lyonese and Lyntoria constructed at the front of the shrines with with hundreds of statures litering the shrines grounds representing every Racheroskr that died under Lyntoria's command during the final battle.
Racial Statistics
When a new character is created using this race, that new character will receive the following buffs and debuffs
Willpower - 1,000(Expert)
Reflexes - 300(Proficient)
Athletics - 300(Proficient)
Endurance - 300(Proficient)
The Player attribute mastery, Vitality cannot be raised beyond the mastery tier, Proficient: 200 - 399
The Player attribute mastery, Strength cannot be raised beyond the mastery tier, Adapt: 400 - 999
The Player attribute mastery, Attunement cannot be raised beyond the mastery tier, Illustrious: 3,500 - 4,999
Racheroskr Cannot use ANY magic masteries besides Energy Detection, Energy Control, Sprysical release, Fire release, Advanced Energy Control and Transformations
Superior Legs & Feet - Can jump twice as high & far as Humans, Laetannians, Rominians, Eleldra, Deldra, Ieldra and Weldra. They are able to withstand impacts from jumps as high as fifty feet without issue.
Fur Coat - Provides warmth against the cold, is equivalent to leather armor
Advanced Digestive system - Can consume nearly any type of meat, wither it's poisoned, unprepared or rotted without issue
The Caste system
All Racheroskr belong to one of the social Classes depended on their birth. Social classes are not dependent on social merit or wealth but by occupation.
The Warrior Caste
Racheroskr of the Warrior Caste learn combat masteries twice as fast, meaning they earn Mastery Points twice as fast by using their combat masteries wither a Free Roam or DM thread.
Racheroskr of the Warrior Caste cannot learn Basic vocational and support masteries besides First Aid, Survival, Navigation, Riding, Mounted Combat, Exotic Riding, Mounted Exotic Combat and Meditation. Racheroskr whom take up these skills, learn these masteries twice as slow, meaning they earn mastery points twice as slow compared to other mortal races wither a Free Roam or DM thread.
Two free combat masteries of your choice
The Craftsmen Caste
Racheroskr of the Craftsmen Caste learn basic vocational and support masteries twice as fast, meaning they earn Mastery Points twice as fast by using their basic vocational and support masteries wither a Free Roam or DM thread.
Racheroskr of the Craftsmen Caste cannot learn Basic combat Masteries
two free basic vocational and support masteries
The Arcania Class
Racheroskr of the Arcania Caste learn Magic masteries twice as fast meaning they earn Mastery Points twice as fast by using their magic masteries wither a Free Roam or DM thread.
Racheroskr of the Arcania Caste cannot learn Basic vocational and support masteries besides First Aid, Survival, Navigation, Riding, Mounted Combat, Exotic Riding, Mounted Exotic Combat and Meditation. Racheroskr of the Arcania Caste also learn combat masteries twice as slow, meaning they earn mastery points twice as slow compared to other mortal races wither a Free Roam or DM thread.
Those of the Arcanic Cast are automatically accepted into the Oya Arcania, allowing them access to learn magic.
Meditation - Is instantly unlocked
The Refugee Caste
Racheroskr of the Refugee Caste can learn both basic combat masteries and Basic vocational and support masteries however at the cost of having to learn these masteries twice as slow, meaning they earn mastery points twice as slow compared to other mortal races wither a Free Roam or DM thread.
Gains the tittle "Racheroskr Refugee" within any Racheroskr dominated society.
four free masteries
The Exiled Caste
Racheroskr of the Exiled Caste can learn both basic combat masteries and Basic vocational and support masteries at no consequences. They learn at the same pace as other races.
Gains the tittle "Racheroskr Exile" within any Racheroskr dominated society. In DM events, Racheroskr Exiles gain severe consequences interacting with any Racheroskr dominated society or organization that are controlled by the Warrior or Craftsmen classes.
- #9Canarr
Keys: Canarr · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Canarr Tier: I - II Unlike the many other Bestial Kin races that litter Anthrunial, the Canarr are not viewed as simple novelties for the rich and powerful but as powerful, agile, intelligent and most of all, vicious pack hunters like the wolves they descend from. As one would expect from Bestial Kin's that ascend from wolves, Canarr's are extremely territorial and protective over their family and territory to the point of irrationality under most circumstances however for one lucky enough to find one in their company and the Canarr in question actually likes them, they are a race of Bestial Kin well known for their near complete loyalty and dedication to their "liked" companion as well as the exceptional friendly and peaceful demeanor they hold for them while in their company. In such cases, the bonds they form with others often become life long, unbreakable friendships. This had been evident by the unique relationship the Canarr have with Imperials where they have been observed forming friendships with this race far more quicker than mortals of other races. In said cases, Canarr can often be seen as outgoing and even affectionate towards them than even ones of their own race. Due to this as well as their wolf like appearance, they have gained the reputation of being the "Imperial's Best Friend". As such, Canarr are not only a common breed of Bestial but a popular choice as well, often wanted as exotic pets, hunters, bodyguards etc, and for those Canarr found in places such as Ivalice and Laetannia, faithful lovers, companions, soldiers, scouts etc.
Classification: Mortal Average lifespan: 40-60 years Sexes: Male and female Height: 4 ft - 5 ft Weight: 90 lbs - 200 lbs Hair: Varies Eyes: Primarily white with coloration ranging from hazal, blue, green to black, have canine pupils Ears: 10 inch tall, pointy like wolf ears, extremely sensitive to touch Tails: Long, fluffy, soft like wolf tail
Home of Origin: Unknown Language: Imperial Low, Imperial Standard and Imperial High
Physiology and Diversity: The Canarr have a standard structure similar to Imperials and other humanoid mortal races, having two arms, hands, legs, a head as well as a near identical Imperial like face or whatever mortal lineage they come from whether that be Eeldra or some other race. Their most obvious traits are their wolf like characteristic's such as their pointy ears, their short retractable, hand claws designed for ripping and shredding, their fluffy, wolf like tail as well as occasional fur that can cover their hands, lower arms and legs although It is common as well for Canarr to not have fur at all. Much like Imperials and other mortal races, the Canarr have two genders with similar characteristic's and roles. Most male Canarr's tend to be larger, broader as well as boost a weight to match, being able to weigh up to two hundred lbs and known to be overly aggressive while female Canarr tend to have much smaller builds, allowing them to be much more agile and fast on their feet. In terms of reproductive organs, Male Canarr's have a wolf like knotted phalluses ranging in size from 5" to 10" long by 2" thick and are flat chest as expected while female Cannar's have their breast size ranging from B-cup to C-cup with rare instances of D-cup.
Life cycle and reproduction: The Canarr fundamentally reproduce like all mammals do. A male will impregnate a female, fertilizing her eggs with his seed via his knotted phalluses and after a period of six to nine months, the mother will give birth to a litter, ranging from three to six pups although higher numbers such as nine are not unheard of. Like their ancestors, when born, Canarr pups are deaf and blind for about four months and require a constant supply of their mother's milk If they have any chance of survival. At eight months of age, Canarr pups capable of eating meat and can be weaned from their mother's milk. At sixteen months of age, Canarr pups reach physical maturity and lastly at thirty two months of age, Canarr reach mental and sexual maturity, making them full grown adults.
Society and Typical Environments:: Like those they descend from, The Canarr are a family oriented race, preferring on a instinctive level to stay with their family, pack or mate. Rarely do Canarr's head out on their own unless they have been exiled or have decided to leave for one reason or another, such as finding a mate outside the family/pack or to fulfill their wonderlust although the former is often only found in male Canarr's. Canarr families and packs are always led by a dominant male and by extension, a dominant female, more often than not the dominant male's mate. As the leader of their family or pack, the dominant male, referred to as the "Alpha" has complete control until his death or removal from his position, via after losing a challenge or being chased out by the family or pack in question. Though Canarr families/packs share many similar traits to Imperials families, Canarr families/packs are known for their intense infighting due to constant debate over control and power of the family/pack. Despite all that, Canarr's are known for the deep, often at times, unbreakable bonds they share with their family and pack mates, so much so, Canarr's will often drop everything and put aside their differences to aid their family and pack during times of great turmoil. Depending on the situation and the relationship they hold for others, It not uncommon for a Canarr family or pack to aid another one in need. Under normal circumstances however, Canarr families and packs are highly territorial of their land, whether that be a small house to a large plot of land when it comes to another Canarr family and even outsiders at times. Within societies however, to remain civil, as long as a Canarr of another family or pack gains permission first to enter the other family's or pack's land first, they will be no hostilities. For those whom trespass however, it's not uncommon for families or pack to attack and kill the trespassers and for those whom want to send a message for others to reconsider their decision, it's quite common for the trespasser's bodies to be desecrated in some way. As for civilization building, left to their own device's, the Canarr tend to inhabit deep forests,grasslands and at times, mountains with their settlements, far away from civilization. Most Canarr societies are often well hidden to prevent any unnecessary danger or attention from the civilized world. For those found within such locations such as Laetannia and Ivalice, Canarr's tend to live together with their families or packs under one roof or within the same district although it is common for Canarr's to live on their own or live with their mate. They also tend to be far more sociable and friendlier towards outsiders. Most Canarr found in the civilized world however are often found as slaves or employed by the wealthy and nobility as scouts, hunters, trackers and as bodyguard. It's not uncommon for them to be pleasure slaves as well.
Relationships: Being descended from wolves or some wolf like bestial race, Canarr's tend to be far more open with their libidinous relationships than most other sentient races such as the Imperials and Eeldra. Though life long marriages and long term relationships are not uncommon, most Canarr's tend to have open relationships with multiple partners at once, short term relationships or stay in a relationship until their mate is defeated or killed in some matter by another.
Racial Statistics Strength: 300(proficient) Athletics: 300(proficient) Endurance: 300(proficient) Superior Hearing: Hearing is twice as effective as Imperials, Laetannians and Rominians 1+ Set Of Sharp Claws: Characters deal a additional 10% damage during charging attacks and deal a additional 5% in close quarters combat Magic Deaf: Twice as difficult to learn magic oriented masteries
- #10Bestial Kin
Keys: Bestial Kin · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Commonly referred to as "Demi-Humans, Demi-Imperials, Demi-Mortals and as Half Kin, Bestial Kins are mortals of the civilized races whom are the result of a union between a Bestial and a mortal and unlike Bestials, Bestial Kins prominently display their mortal lineage as well as their intelligence, separating them greatly from their Bestial ancestors. As such, Bestial Kins lack many animalistic characteristic's found on Bestials and beasts found in the wild but do exhibit secondary traits such as limited amount of fur on legs, arms etc, claws, ears, tails etc from their Bestial Ancestors as well as their parents equally. Despite their partial lineage of the civilized mortal races, Bestial Kin's often find themselves prey to persecution and extreme prejudice by the other races, including the lineage they originate from, often being viewed as abominations, beasts, mutants etc. As such, Bestial Kins can rarely be found in civilized societies with few exceptions such as Ivalice and Laetannia and for those Bestial Kin's whom find themselves in such non welcoming places outside said locations like Ivalice and Laetannians, those whom aren't burned or killed on the spot, will find themselves becoming slaves or as exotic pets to the wealthy and nobility. Even If a Bestial Kin was able to secure their freedom whether by escape or by legal means, more often than not, they will find themselves with no rights or privileges afforded by the others of their community, effectively leaving them black balled by the community in question. As a result, Bestial Kin tend to live together in isolated settlements with their own kind outside the influence of the various kingdoms found on Athrunial, preferring to keep to themselves. For those whom find themselves in places such as Ivalice or Laetannia, Bestial Kin enjoy a high state of living compared to their more isolated brethren and enjoy the same rights and privileges as the other races of Athrunial as well as the protection from persecution and prejudice aimed towards them and the rest of their kind.
Bestial Kin Tiers Despite a Bestial Kin's mortal lineage, often Imperial in origin although not always, Bestial Kins are not viewed equally by Imperials and the vast majority of the "civilized" races. Depending on their appearance, some Bestial Kin races are more tolerated than others. Ones that retain their Imperial like appearance are often accepted with little issue while those who have a more bestial appearance may be seen as a freak of nature or even a beast, a beast that is a threat to their safety that needs to be killed or enslaved. As such, most Imperials and those of the other "civilized" races tend to be xenophobic in their viewing of these Bestial Kin. Bestial Kin fall into four tiers with the most Imperial looking falling into the lowest of tier while those whom are more Bestial in appearance are higher on the tier list. The higher a Bestial Kin is on the tier list, the more persecution and discrimination they will have to deal with until they are seen as nothing more than beasts that either need to be hunted and killed or to be enslaved.
Bestial Kin Tier List
TI: Near identical to Imperials(Human) with the exception of a singular animal like a tail or ear. While you may get looks and racist remarks, you are seen as Imperial, albeit one with bad luck.
TII: Retain mostly identical to Imperials(Human) however your bestial ancestry begins to show as you have more than one bestial trait such as partial fur on your limbs, claws, fangs, paws etc. This is often the highest tolerant point for Humanity and the other civilized races. You will be seen mostly as Imperial(Human) but a mutated one nonetheless. Expect to be treated poorly and be forced to deal with discrimination.
TIII: Compared to the first two tiers, you are now seen as some hybrid freak between a Imperial(human) and the beast of your bestial ancestry. You may be tolerated as some sort of Intelligent, sentient being in some area's but generally, most will see you as a freak of nature, a freak that needs to be put down. As such, you will be given some of the worst treatment one can give and you will always have to deal with discrimination. As a freak of nature, you have little place in society and many of your kind will be in captivity, usually as slaves.
TIV: You look like a beast and only as a beast. As a result, you are viewed as no Imperial(Human) but as a threat, a threat that must be immediately hunted down and killed. You have no rights whatsoever and your only place in society is to be dead or become a slave like the beast you are. There is no future for you and you hold no rights.
- #11Kathlis
Keys: Kathlis · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
A favorite amongst Bestial Kin collectors and those of the mortal races, the Kathlis are tolerated and even accepted in many mortal societies compared to the vast majority of the other Bestial Kin races. This is in no large part due to their unusually high social behavior. Compared to many other breeds of Bestial Kin, the Kathlis tend to be docile, friendly, eagered to please and outgoing, so much so they are considered a "harmless" breed of Bestial Kin and as a result, combined this with their half mortal lineage, most societies will tolerate them, accept them or in some case, love them. This is evident by the fact there is officially no known Kathlis settlements our in the world, instead almost all Kathlis can be found in mortal societies in some capacity. Within said societies, they are often make excellent rodent, Racherdenian and Racheroskr hunters, servants, runners, scouts, skilled helpers and to those of the lewd occupations, lovers, prostitutes, escorts etc. It is a well known fact Kathlis are highly libidinous when in heat, a period of time that can last a few days to entire weeks during random times of each month or two where Kathlis may attempt to find a mate or breed. Kathlis are not without their flaws however. Besides for their high libidinous nature during heat which can often lead to high population numbers when not controlled, Kathlis are quite paranoid of their own safety, so much so most Kathlis tend to be skittish of any danger that poses a threat to them. They are also shrewd thinkers that are often able to think on the fly and are quite territorial when It comes to where they live since they tend to be quite solitary when it comes to their homes. This often leads to misconception that the Kathlis are nomadic in nature however this couldn't be further from the truth. While they do enjoy being sociable and adventurous within reason, Kathlis do not enjoy moving around. They are very much a race whom likes to return home after a long day of whatever activity they were doing prior. One last thing to mention is the Kathlis preference in food and their hatred for water. Generally thought of as a myth and at times, a joke, Kathlis do in fact have a very strong preference for fish like meat when eating as well as despising to do with large bodies of water.
Classification: Mortal Average lifespan: 30-50 years Sexes: Male and female Height: 4 ft - 5 ft Weight: 80 lbs - 120 lbs Hair: Varies Eyes: Colors varies, have feline pupils Ears: 5"- 10" tall, pointy like feline like triangular ears, extremely sensitive to touch Tails: Silky smooth, soft like cat tail, numbers varies, most tend to have one while two are uncommon, rare for three or more
Home of Origin: Unknown Language: Imperial Low, Imperial Standard and Imperial High
Physiology and Diversity: The Kathlis have a standard structure, albeit lighter build similar to Imperials and other humanoid mortal races, having two arms, hands, legs, a head as well as a near identical Imperial like face or whatever mortal lineage they come from whether that be Eeldra or some other race. Their most obvious traits are their cat or feline like characteristic's such as their feline like triangular ears, their silky smooth, often slim like feline tails, their short retractable, thin hand claws designed for slashing as well as occasional fur that can cover their hands, lower arms and legs although It is common as well for Kathlis to not have fur at all. Most male Kathlis tend to be slightly larger, broader as well as boost a weight to match, being able to weigh up to one hundred and twenty lbs while female Kathlis tend to have much smaller builds, allowing them to be much more agile and fast on their feet. In terms of reproductive organs, Male Kathlis have a Imperial shaped phalluses with feline like traits, often hidden by small portions of tissue that provide some protection for their extremely soft phalluses. Much like other similar Bestial Kin, a Male Kathlis phalluses vary in size however most common sizes are 3" to 5" with rare occurrences being up to 7" while the thickness is almost always 1.5"" to 2". Male Kathlis are flat chested but like females, they can have up to eight nipples. Female Kathlis almost always have two pairs of breasts ranging from B-cup to D-cup with usually two pairs of nipples however If their lineage is more balances or leaning towards their more bestial ancestry, it is not unheard of for female Kathlis to have multiple pairs of breasts with a equal pair of nipples to match. Female Kathlis can have up to eight pairs of breasts and nipples.
Life cycle and reproduction: Kathlis reproduce like most mammal mortal races however due to their feline ancestry, the how and when are slightly different. Although a female Kathlis can mate and give birth at any time during the year, a female Kathlis on a instinctive level, will often only mate when she goes in heat, a set period of time in which will occur once every one to two months at a time for a few days to weeks. In this said period, she will release a strong hormonal musk from her body into the air in an attempt to attract a mate or rather communicate to those nearby, telling them that she is "ready". How a mate is chosen up to the female Kathlis herself. Some may have orgies to maximize her chances of getting pregnant while others may have male Kathlises fight for dominance, to win the right to to breed her. It should be noted that with a strong willpower, female Kathlis can resist their habits during heat and not reproduce at all although this is uncommon for young Kathlis, especially for those whom have just came of age. As for the mating itself, the male will impregnate the female, fertilizing her eggs with his seed via his human shaped, phalluses and after a period of two to four months, the mother will give birth to a litter, ranging from one to four kittens although higher numbers such as six are not unheard of. During a mother's pregnancy however, her hormonal musk continues to release from her body and her breasts tend to swell much larger than their normal size in a attempt to store as much milk as possible. Like their ancestors, when born, Kathlis kittens are born deaf, blind and cannot walk for about two months and in constant need of their mother's milk. After this two month period however, Kathlis kittens are able to walk, see and hear however their hearing and sight remains blurry. Only after four months of age does their sight and hearing fully develop. After a further six months of age, they can be weaned off from their mother's milk and can now eat meat as well as other foods. At twelve months of age, Kathlis kittens fully develop physical, mentally and sexually.
Society and Typical Environments:: Similar to domesticated cats, being the social creatures they are, they enjoy living in large communities such as towns and cities of the other mortal races. It is common sight in these communities for them to be beloved companions to others within a household, serving similar to a companion/servant/pet(not literally usually), specialized hunters, scouts as well as roles that require quick thinking and intelligence. Despite this however, it is not uncommon for Kathlis to stay together as one large family with a dominant male or female in charge of said family. It is particularly rare for a Kathlis to be a lone wolf but not unheard of. Kathlis are also popular to the wealthy and nobility for being pleasure slaves and other types of servants.
Relationships: Similar to the Canarr and other similar Bestial Kin breeds, the Kathlis, especially females of the race tend to be far more open with their libidinous relationships than most other sentient races such as the Imperials and Eeldra. Though life long marriages and long term relationships are not uncommon by any means, the Kathlis, especially females tend to be more open with their relationships. This is largely due to them going into heat at random times. Because of this, It is a common occurrence for females to have multiple partners or even a harem of men to quell her sexual urges during heat.
Racial Statistics Athletics: 300(proficient) Acrobatics: 300(proficient) Reflexes: 300(proficient) Superior Hearing: Hearing is twice as effective as Imperials, Laetannians and Rominians 1+ Set Of Sharp Claws: Characters deal a additional 10% damage during charging attacks and deal a additional 5% in close quarters combat Hormonal Musk: 25% chance at the start of a DM event, the female player character will emit a strong hormonal musk into the air, causing the lebido of males in the immediate vicinity to greatly increase. The hormonal musk will also "stink" up the immediate area in where the female player character is standing
- #12Vulpess
Keys: Vulpess · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Commonly refereed to as the "Vulpasuun" by the Jingsune and and as the "Vusendra" by the ldra races, the Vupless are the Hermaphroditic female descendants of what is to be believed, the product of countless generations of female Jingsunes and Imperials breeding after their original ancestors were taken in and devolved into exotic pets by magic casters. As a result of this, either out of survival or intentionally through magic, the Vulpess have evolved into a race of mostly female hermaphrodites to take the role of both genders and although a rarity, pure female Vulpess can be found. Despite their origin of being altered by magic casters and their bestial lineage coming from Jingsunes, the Vulpess as a whole have completely lost the ability to wield magic in almost all regards yet due to their mixed lineage, their bodies have grown to become high resilient to magic and corruption and have adapted quite well to be being agile and physically strong, making them great amazonian like hunters in the wilderness and as exotic servants and more rarely, caster hunters and bodyguards to the nobility and the wealthy.
Classification: Mortal Average lifespan: Varies greatly depending on environment but Vupless found in the wilderness tend to live from 10-120 years respectively while those whom are raised and serve in high mortal societies have been recorded as living over 500 years of age Sexes: Females and hermaphroditic females Height: 5 ft - 6 ft commonly, rarely they can be found as tall as 7 ft Weight: 80 lbs to 140 lbs Hair: Varies Eyes: Colors varies, have vertically slit canine pupils Ears: wide, 5" - 10" tall vulpine like ears, extremely sensitive to touch Tails: Varies greatly, Vupless commonly have one but rarely, they can have upto nine thick, furry vulpine like tails
Home of Origin:Thrymirian Empire, commonly found in the Northern Wastes Language: Imperial Low, Imperial Standard and Imperial High
Physiology and Diversity: Vulpess have a standard structure, albeit a voluptuous, slightly muscled build similar to southern Rominians and other humanoid mortal races, having two arms, hands, legs, a head as well as a near identical Imperial like face they obtain from their Imperial lineage they come from. Their most obvious traits are their Jingsune like characteristic's such as their vulpine like ears, their vulpine like tail(s), their hermaphroditic, Imperial shaped phalluses as well as their most famous trait, their much extended youth. Thanks to their Jingsune ancestors and perhaps influence from magic alternations, the Vulpess retain a youthful appearance for the vast majority of their life once they reach physical maturity and thanks to this, Vulpess stay in their prime much longer than most other races, keeping them in peak health. Commonly, Vulpess do not physically age pass their prime, youthful appearance until nearly ninety percent of their life has passed them by however such a process can be sped up by malnutrition, stress, life ensuring injuries etc. Being a race essentially comprised of entirely females, the Vulpess are broken into two genders, pure females with a humanoid vagina like Imperials and hermaphroditic females or feminine hermaphrodites. hermaphroditic females are almost exactly the same as regular females with the exception of the fact that hermaphroditic females have a Imperial shaped phalluses right above their vagina. With their ancestry primarily Imperial, a hermaphroditic females's phalluses varies in size however most common sizes are 5" to 6" with rare occurrences being up to 7" while the thickness is almost always 2". The Vulpess gain much of their physical traits from their Jingsune ancestry as well as the "alternations" their ancestors received from their caster masters, being noted for their voluptuous like body, often having what can only be described as perfectly sculpted hips,waists with a bosom to match although for those found in the wilderness, It's not uncommon for them to have slightly more muscled builds instead. The Vulpesses perfectly shaped breasts vary in size as well with their common sizes being a mild C-cup to the rarely yet mind blowing F-cup. Along with those pair of breasts of course, Vupless have one set of nipples to match.
Life cycle and reproduction: The Vupless fundamentally reproduce like all mammals do. The male or dominant female will impregnate the female or hermaphroditic female, fertilizing her eggs with his or her seed via their phalluses and after a period of nine months, the mother will give birth to a single kit. When born, the lone kit is legally blind for about two weeks and require a constant supply of their mother's milk. At six months of age however, Vupless Kits can be weaned, allowing them to eat soft, processed food and at ten months of age, they can eat meat. At fourteen months, a Vupless Kit can walk and talk however a Vupless Kit will not physically mature into a toddler until they are three years of age. At five years of age, they reach childrenhood. At ten years, they become juveniles and at fifteen years, they reach physical and sexual maturity. They do not reach mental maturity however until they are twenty five years of age.
Society and Typical Environments:: Due to the nature of the civilized races, most Vupless are found in great isolation, far from civilization. With this in mind, they are often found in locations as living in the heart of jungles, mountains, valley's etc. Vulpess rarely live on their own, preferring to live in pairs, usually their life long mate or in small, very close knit communities hidden from view with a senior matriarch in charge or a small council of matriarchs. Very rarely, a village champion, the best village huntress or a outsider whom bested all the huntresses may be in charge. Very rarely will one find a Vupless in the civilized lands and by chance you do, they are most likely a prized slave or servant of the wealthy or the nobility. In this regard, those are born and live in the wilderness regard the high society bred ones as little more than indoctrinated toys, traitors, outsiders etc while those born in high society regard the ones in the wilderness as primitive barbarians. Despite their attitude to their own kind depending on how they were raised, Vupless are remarkably friendly towards outsiders once they have proven themselves to be no threat now or in the future. As such, it's not uncommon for vulpess to aid lost explorers, travelers and even warriors during their time of need, whether it's a place to sleep for the night, providing insight of the local lands, acting as a guide or even provide training If they like them enough. One should taken into account that although they are primarily warrior huntresses, they are not just simple brutes as many would believe. They in fact hold considerable intelligence and for those who actually understand them, they are generally more intelligent than most other races due to their longevity.
Relationships: In Vupless society, whether for those found in the wilderness or those born and bred in high society, motherhood and monogamous like relationships are considered the staple of their way of life. When a Vupless becomes mated with another, they will usually mate for life and If by chance their mate was to die prematurely, the surviving mate is likely ever to take on another mate, ever mourning their now gone mate. A interesting fact on Vupless mating is how responsible they tend to be compared to the other mortal races for when a Vupless comes together with another, whether that be another Vupless or one of another race, the Vupless will always lay the ground rules of their relationship in terms of whom will be the mother and caregiver and the other acting as the father, provider and instructor. If the two cannot come to a understanding than the Vupless in question will immediately cut themselves off from their mate, thus ending their relationship. When hermaphroditic females become mated, the impregnation of both partners is seen as one of the worst social stigma's one can do besides for abandoning one's kit or to leaving their partner and be a single mother. At all times, one of the hermaphroditic female is expected to act as the "father" of the other's child and be the provider as well as care for their mate, to do otherwise is considered a quick way to be outcasted by the community. Once a Vupless is pregnant however, by Vupless standards, It is considered the highest honor they can possibly attain in their society, to be able to produce the next generation of Vulpesses as well as ensure the continuation of their race. Because of this "honor", the Vulpess couple will do everything in their power to ensure their kit has a bright future, meaning they will attempt to provide the best education and training one can obtain for them, even If it means sending them away. The duty of a Vulpess couple regarding their kit's future is considered never done in their eye's or the society they live in until their Kit has fully grown and has found a mate of their own and even when that is achieved, It is not uncommon for the kit's parents to watch over their's kit's life for several more years until they know for sure they are well enough on their own. This often leads to a somewhat tiresome, strained relationship between the parents and their now grown Kit. The Kit will often become extremely tiresome of their parents countless inventions to control their young lives, to make sure they have made the correct choices and to found the right mate. Despite all their nagging and interventions however, their kit still very much loves their parents.
Racial Statistics Strength: 200(proficient) Athletics: 200(proficient) Acrobatics: 200(proficient) Reflexes: 200(proficient) Superior Hearing: Hearing is twice as effective as Imperials, Laetannians and Rominians Heavenly Bodies: Between their youthful and voluptuous appearance, Player Characters may re-roll any failed "charisma" checks No Magic Potential: Cannot learn any magic oriented masteries Magic Resistance: Takes 30% less damage from magic oriented attacks and abilities/30% resistance to magic oriented attacks and abilities Corruption Resistance: Takes 30% less corruption points/30% resistance to corruption
- #13Kimya
Keys: Kimya · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Tier: I - II A rare type of Bestial Kin generally only found in forested regions or in rare occurrences, highly populated communities, the Kimya are famous for their combination of raccoon and squirrel like traits such as their masked faces and muzzle, their big eye's and bushy, ringed like tail as well as their famous patagium, their makeshift, furry like parachute that allows them to glide for set period of time. Besides for their physical characteristic's, the Kimya are almost just as famous for their nocturnal, mischievous and nuisance like behavior in society, making them a highly disliked race of Bestial Kin by the mortal races to the point, they often find themselves prey to extreme persecution and prejudice and in the some cases, It's not uncommon for them to be hunted down and killed.
Classification: Mortal Average lifespan: 10 - 20 years Sexes: Males and females Height: 4 ft - 5 ft Weight: 60 lbs to 90 lbs Hair: Varies Eyes: Varies, have canine pupils Ears: Oval shaped, upright raccoon like ears Tails: one bushy, ringed like tail
Home of Origin:Unknown Language: Imperial Low, Imperial Standard and Imperial High
Physiology and Diversity: The Kimya have a standard structure similar to Imperials and other humanoid mortal races, having two arms, hands, legs, a head as well as a near identical Imperial like face or whatever mortal lineage they come from whether that be Eeldra or some other race. Unlike most other Bestial Kin, the exterior appearance of a Kimya varies greatly due to their fox, squirrel and raccoon like ancestors. Besides for each Kimya having oval shaped, raccoon like ears and a bushy, ringed like tail right above their behind, some Kimya may take a far more bestial appearance, having masked faces where some will have nearly half of their face covered by their fur or different tone of skin color, a black nose and have some may have a patagium like wings under their arm pits which may be used to glide for set period of time. The distance they can "fly" largely depends on the stamina of the Kimya in question as well as the size of the patagium itself which can range from a few feet, being barely noticeable to nearly a dozen or so feet that stretches from their wrists all the way to their ankle. The longer the patagium, the longer a Kimya can stay in the air for. For their other traits, Kimya may have soft, silky fur that covers their hands, lower arms and legs although It is common for Kimya to not have fur at all. Much like Imperials and other mortal races, the Kimya have two genders with similar characteristic's and roles. Males and females tend to have similar builds, being thin, having long torso's and short limbs although it's not unusual for Kimya to have more normal proportioned like bodies. Due to their lineage, almost all Kimya rarely weigh over ninety pounds, even as adults. Anything over one hundred lbs is considered extremely rare. In terms of reproductive organs, Male Kimya's have a canine like knot phallus that range from 4" - 5" by 1.5" to 2" thick and are flat chest as expected while female Kimya's have their breast size ranging from B-cup to C-cup with rare instances of D-cup. One last thing to note is the inner workings of their bodies. For unknown reasons, thought to be their extremely high metabolisms, the body of a Kimya requires food in high protein and fats to function. They also mysteriously have a strong preference for nuts, cones, seeds and other foods that store well.
Life cycle and reproduction: The Kimya fundamentally reproduce like all mammals do however due to their mixed ancestry, the how and when are slightly different. Although a female Kimya can mate and give birth at any time during the year, most Kimya only reproduce during the time of late winter to late spring. After two Kimya perform intercourse, the mother will remain in a gestation period of five to eight months before giving birth to a litter ranging in size from three to six however due to their bodies near constant need to drink their mother's milk, most will not survive unless other another female Kimya is present. Unlike other Bestial Kin's, when born, Kimya already have their eye sight and hearing. At two months of age, a Kimya can walk. At four months of age, a Kimya infant can be weaned, allowing them to eat soft foods and at eight months of age, they are able to eat meats and more difficult foods. Also during this time, a Kimya is often able to speak fluently. A Kimya reaches physical maturity and sexual maturity at one year of age and mental maturity at two years of age.
Society and Typical Environments:: Due to their Raccoon and Squirrel like ancestry, Kimya prefer to live in tree's or in high places with ample space while residing in the communities of the other races. They also tend to be nocturnal in nature, often choosing to rest during the day and being active during the night. Although a Kimya can be a hard worker, by nature, they are scavengers that would prefer to scavenge and loot for something they need. Like the Canarr and other similar races, the Kimya are a family oriented race however due to their ancestry, male Kimya's tend to be solitary, vocal and territorial when on their own completely where as female Kimya's tend to live together with their female family members or friends. For male Kimya's that stick close to home, they will more often than not stay with their family and close friends. In this instance, male Kimya's can be quite social able and friendly. For those whom are born and live in the civilized lands, these Kimya tend to live similar to Imperials and the other sentient races when able. Being looked down however as pests, thieves and as scavengers, they are heavily prosecuted and often hunted down. Most times within civilized societies however, they are often nothing other than slaves that are owned by the nobility and the rich.
Relationships: With their heritage being primarily that of Squirrels and Raccoons, Kimya's tend to be unique with their love life. By instinct, Kimya's will only mate during the late winter to late spring. During this time, males tend to be purely polygamous and will look and attempt to impress/seduce a potential mate. During the other times of the year however, male Kimya's can be quite monogamous and for a select few, they may stay monogamous to their female Kimya for life. Back to mating however, If another male Kimya appears, the two will be forced to fight in some manner. It should be noted It does not need to be physical. If the victor wins and is accepted, that Kimya female becomes his mate for life. Female Kimya's are always monogamous and once she finds a mate, she will not tolerate the advances of another male Kimya under any circumstances. It's not uncommon for female Kimya's to ignore the advances of other male Kimya's after mate has passed away and for those whom held a strong bond with her mate, the female Kimya may become overly defensive and aggressively beyond rationality.
Racial Statistics Endurance: 200(proficient) Athletics: 200(proficient) Acrobatics: 200(proficient) Stealth: 200(proficient) Superior Hearing: Hearing is twice as effective as Imperials, Laetannians and Rominians Nocturnal Vision: Can see in the dark as bright as day but in a green tint Patagium Parachute: Can "glide" in the air for a short-med period of time
- #14Wyldra
Keys: Wyldra · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Commonly referred to as the Dera, the Wyldra are a rare breed of Bestial Kin made famous for their deer like traits such as their antlers, their deer like ears, their thick fured, scut like tail as well as being known for being friendly yet skittish at the first hint of danger.
Classification: Mortal Average lifespan: 30-60 years Sexes: Males and females Height: 4 ft - 6 ft Weight: 80 lbs to 150 lbs Hair: Varies, tints of brown, red and orange the most common Eyes: Primarily black, other colors uncommon Ears: 6" - 16" tall, pointy, thick yet curving like ears Tails: Short, thick fured, scut like tail
Home of Origin:Unknown Language: Imperial Low, Imperial Standard and Imperial High
Physiology and Diversity: The Wyldra have a standard structure similar to Imperials and other humanoid mortal races, having two arms, hands, legs, a head as well as a near identical Imperial like face or whatever mortal lineage they come from whether that be Eeldra or some other race. Their most obvious traits are their deer like characteristic's such as their antlers that sit on the top of their head, their deer like ears, their thick furred, scut like tail as well as many of the Wyldra having a slightly darker skin complexion and Freckles. Wyldra may also have fur that cover their hands, lower arms and legs although this is quite rare. Much like Imperials and other mortal races, the Wyldra have two genders with similar characteristic's and roles. Most male Wyldra's tend to be much taller, larger, broader and have large branching antlers while female Wlydra's tend to have much smaller builds and usually do not sport antler of their own or are far more tame in comparison. No matter the gender, antlers on a Wlydra continue to grow throughout their life, albeit slowly after they reach physical maturity. Female Wlydra antlers tend to be small, thin and their rack appearance tends to be simple in terms of shape. It is possible for a female Wlydra to have a pair of male like antlers in terms of appearance and strength although this is extremely rare. Compared to a female Wlydra, the antlers found on a male Wlydra tend to be much, much more thicker and larger. Their racks tend to be far more elaborate and the end of their racks are almost always spiked. In terms of reproductive organs, Male Wlydra's have a phalluses ranging in size from 4" to 7" long by 1.5 to 2"" thick and are flat chest as expected while female Wlydra's have their breast size ranging from B-cup to C-cup with rare instances of D-cup.
Life cycle and reproduction: The Wlydra fundamentally reproduce like all mammals do however due to their deer ancestry, the how and when are slightly different. While female Wlydra can reproduce freely at any time of the year, male Wlydra almost always only do so during the winter time. During this time, males become restless and overly aggressive as they spar, fight and in rare instances, kill each other for dominance as well as earn the right to mate with as many female Wlydra as possible. This is especially prevalent when the ratio's of males outweigh the females. When the opposite is in effect however where the vast majority of the Wlydra are female, males tend to be far calmer and even cooperative at times. In this instance, swapping and sharing becomes a possibility. It needs to be noted however, that under most circumstances, while a male Wlydra is in this "rut" mindset, they essentially only think to copulate and to prove their strength. Because of this, male Wlydra's rarely eat, drink and rest, resulting in the death of many male Wlydra, leaving the vast population of their race to be female. After the mating is finished, a female Wlydra will enter a gestation period of seven months before giving birth to one to three fawns. At birth, Wlydra are able to see and hear however are unable to walk for nearly two weeks and require their mother's milk. A interesting note is the fact that at birth, all Wlydra are born with freckles all over their chest and back. At six months of age, Wlydra fawns can be weaned off their mother's milk and are able to eat and process meat. It is also around this time that their birth freckles begin to disappear. At twelve months of age, Fawns reach physical maturity and at twenty four months of age, Fawns reach mental and sexual maturity, making them full grown adults.
Society and Typical Environments:: Having affinity for the same environments as deer, Wlydra favor deep forests and grasslands to live in. Due to their ancestors being deer, almost all male Wlydra's are solitary or live in small "bachelor" herds led by a senior patriarch. Besides for when their "rut" mindset kicks in during mating season, male Wldyra are normally passive and friendly however they may become aggressive to suspicious outsiders and even territorial to other bachelor herds. When the "rut" takes effect, "bachelor" herds disband and rarely are they formed with the same members as before unless they are found living in the civilized lands. The most universal note about the male Wlydra themselves however is the pride they have in their antlers as well as their role in in male societies. Male society is determined by the size and pattern of their rack. Much like dwarfs from other fantasy universes with their beard, a male Wlydra's place in their society or herd is determined by the size and how elaborate their antlers are. Those are the youngest with small antlers are always at the bottom while those whom are old whom have large and elaborate racks are always at the top in their society. This can be changed however. With their antlers being their most prized possession, a male Wlydra will do anything and everything to prevent damage to their antlers at all cost when not mating or faced into a corner. As a result, they are often wary of others touching or even getting close to their antlers. To be allowed to touch or alter their rack is considered the highest honor by a male Wlydra for he is putting his upmost trust into that individual. If a male Wlydra ever damages their rack or in the worst scenario, loses one or both of their antlers, no matter the reason, the male Wlydra's status in his society or herd will be damaged or ultimately lost entirely depending on the damage done. A male with no antlers is considered the ultimate shame and dishonor a male Wlydra can have, so much so, many take their own life or live a life of exile or isolation from others, even during the mating season. Females Wlydra on the other hand live together in close knit groups led by a matriarch almost at all times. Male Wlydra that are not fawns can be found in female groups however more often than not, these male Wlydra are often too old to mate, disabled, crippled or cannot mate. In these rare instances, these males function often function as scouts and decoys. In civilized societies, Wlydra tend to do poorly usually due to being passive, docile, friendly and even clingy at times, especially for females due to their instincts driving them to be part of a "herd" for protection and interaction. It is only in this environment that you may find Wlydra of both genders living together or interacting with other on a constant basis. Only Wlydra whom have been born and/or been indoctrinated by the civilized society they find themselves in may be able to form ever lasting romantic relations. Commonly however, most Wlydra that find themselves in civilized societies are often servants and play things to the nobility and rich. Female Wlydra are considered a delicacy by the rich and powerful due to their docile and friendly like personalities.
Relationships: Like other Bestial Kin races that are effected by their ancestry, the Wlydra do not form romantic relationships past anything short term. Long term and monogamous like relationships are unusual but not unheard of but are only found in Wlydra whom were born and live in the civilized lands or after years of indoctrination. Outside civilized communities of the other races, the Wlydra tend to only have libidinous relations during times of mating. During this time to those found in the wilderness, female Wlydra will normally only mate with the strongest, fastest and most skilled of their race.
Racial Statistics Athletics: 200(proficient) Acrobatics: 200(proficient) Reflexes: 200(proficient) Stealth: 200(proficient) Vastly Superior Hearing: Are three times as effective as Imperials, Laetannians and Rominians and twice as effective as most other Bestial Kin races 1+ Set Of Sharp Antlers: Characters deal a additional 10% damage during charging attacks and deal a additional 5% in close quarters combat.
- #15Mynataurus
Keys: Mynataurus · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Commonly refereed to as the "Tauren", the "Mynarials" and less commonly as the "Mynatihaes", the Mynatauruses are an artificial race of Bestial Kin that are famed and even prized for their Minotaur like strength, endurance, their highly nutritious, life sustaining milk as well as their bestial appearance, sporting a pair of Minotaur like horns and a bull like tail. Their most famous aspect however is the origins surrounding their creation. Despite being a race created through artificial means, their origins are clouded in mystery although many have came to the conclusion of two stories. The first is the legend that they are the offspring of Pasiphae, a pseudo Divine that was created by the Bull Divine, Mynres although for what reason is not known. Some iterations say she was created to be his loving wife with the Mynataurus themselves being her children while in other stories, Pasiphae was created as a tool, to be used, to grant him a strong mortal army although again, for what reason is unknown. The second and more commonly accepted story out of the two is that, like the Vulpess, the Mynataurus were created by powerful magic casters whom sought to create powerful warriors whom could protect them not only against physical threats but from other magic casters as well that posed as threats. This creation, whether through magical rituals with some bestial mating with a female mortal or through some unknown, powerful alchemy, this process only proved to be partially successful. While the Mynataurus retained Minotaur like strength and endurance as well as their mortal sentience and intelligence, their minds had unintentionally developed Taurus/cow like personality traits. Some would become too passive and friendly while others would become stubborn as a wall, over prideful and extremely aggressive. Whatever the truth is, Pasiphae is always considered the progenitor of the Mynataurus people and the stories of their origin is always ambiguous, always left open to interpretation by whomever takes interest in their origins. One last note of importance is the fact that due to their unnatural, highly nutritious milk that female Mynataruses produce via their breasts, some believe Mynatauruses were thought to be created as alternatives or even replacements to cattle.
Classification: Mortal Average lifespan: 70-150 years Sexes: Males and females Height: 6 ft - 8 ft Weight: 120 lbs to 500 lbs Hair: Varies Eyes: Varies Ears: Mid-long cow like ears Tails: Smooth furred, short to long bull/lion like tail
Home of Origin:Unknown, presumed to be Eastern Athrunial or heartlands of the now destroyed Xerxes Imperium Language: Imperial Low, Imperial Standard and Imperial High
Physiology and Diversity: The Mynataurus have a standard structure similar to Imperials and other humanoid mortal races, having two arms, hands, legs, a head as well as a near identical Imperial like face or whatever mortal lineage they come from whether that be Eeldra or some other race. Their most obvious traits are their Minotaur and bull like characteristic's such as their long, sharp horns, their sleek bull/lion like tails, their raw strength and endurance and for females Mynatauruses, their larger than average breasts that when lactating, produce highly nutritious milk that is life sustaining. Although extremely rare, Mynatauruses can have thick yet short hide that can cover their hands, lower arms and legs. Much like Imperials and other mortal races, the Mynatauruses have two genders with similar characteristic's and roles. Male Mynatauruses take on a similar appearance to northern male Rominians, boosting a well structured muscled like appearance while females almost exclusively take on the appearance of southern female Rominians, retaining almost the same strength and muscle mass but retain their feminine like figure, making them to be more agile and quicker than males. Male Mynatauruseses tend to be much larger and taller while female Mynatauruseses tend to be slender, and weigh less. In terms of reproductive organs, Male Mynatauruseses have a Minotaur like phallus, boosting a impressive 9" to 12" long by 2.5" to 3" thick phallus and are flat chest. Female Mynatauruseses on the other hand have larger breast sizes than other races as to allow them to store more milk. Breast sizes average from low to high D-cup with rare instances of females having E-cup all the way upto I cup. During sexual activity or when lactating, the breasts of Female Mynatauruseses become extremely and soft and sensitive to touch.
Life cycle and reproduction: The Mynatauruses fundamentally reproduce like all mammals do however due to the potency of the seed of male Mynatauruseses, all offspring produced by intercourse become inherently a Mynataurus, thereby overriding the mother's race. This does not go for the same for female Mynatauruseses however. Once a female is impregnated by a male, fertilizing her eggs with his seed via his phalluses, the female will enter a gestation period of nine months to a year before giving birth to a single or twin calf's. Mynataurus mothers rarely give birth to more than one or two calf's but It is possible although highly unusual to the point of historic for a female Mynataurus to give birth upto three calf's. Afterwards, the mother will lactate large amount of breast milk from anywhere from a entire year to a mind blowing two year period. In rare instances, some female Mynatauruseses may continue to lactate for another year or two with the most unusual cases lasting for years, decades or even quite possibly although extremely rare, their entire life. At birth, Mynatauruseses are born blind, deaf and cannot walk and must feed from their mother's milk. Depending on how nutritious their mother's milk is, a Mynataurus calf may gain their hearing, vision as quick as two weeks and strength in their legs in one to two months. On the flip side, If the later is in effect, It may take months, rarely upto a year before they gain their vision, hearing and being able to walk. This also plays into effect for when they can be weaned. Ones whom were fed with highly nutritious milk can be weaned off as early as six months where as others may not be able to be weaned until well over a year has passed. At one years of age, calf's can begin to eat meat. The growth period for a Mynataurus is similar to Imperials. Calfs become children at four to five years of age, children at seven, juveniles at eleven, young adults at sixteen and as full grown adults at twenty one although this process can vary drastically depending on the intake of their race's milk. Some may grow faster physical and sexual maturity than others.
Society and Typical Environments:: Similar to the Kathlis, the Mynatauruses have a unique place in civilized societies depending on the demeanor of each individual. Female Mynatauruses that are passive, friendly and docile are often prized sex slaves, servants or as milk producing cattle slaves. Those of the male variety often share a far worst fate, being forced to be laborers to roles similar to gong farmers. At best one of these Mynatauruses could become a craftsmen such as a blacksmith or similar jobs that would compliment their strength. For either gender whom were boisterous, stubborn, prideful and extremely aggressive, these Mynatauruses would often be taken in as loyal bodyguards, warriors, executioners and in rare instances, explorers and adventurers. Compared to their more passive kind, these Mynatauruses enjoy a far higher state of living, from that of a highly valued serf up to that of a Knight, albeit the later being rare. In this capacity however, despite popular belief, female Mynatauruses tend to be more favored over their male counterparts due to their feminine like figure allowing them to be more faster, more agile and retain almost the same strength as their males. There is also the fact that females, while still boisterous, are generally more calm and intelligent. With this mind, while female Mynatauruses are employed to be versatile warriors where as male Mynatauruses tend to be used as attack dogs and immovable shields.
For those found in the wilderness, Mynatauruses have a strong preference for isolated grasslands, mountains and Savannah's. Unlike their brethren that are found in civilized communities, those whom live in the wilderness tend to group together in small clans in a small holding/stronghold or in nomadic, tribes that never stay in one location for long and when they do, they often live in Tipi's. Like many Imperial societies, size and social hierarchy of these nomadic tribes and stronghold clans may vary greatly. Some may be like the Rominian tribes of the north, others may be traders and hunters while others may be highly religious cults. Typically however, most nomadic tribes and stronghold clans fall under a single male Mynataurus whom acts as the nomadic tribe's or stronghold clan's chieftain as well as it's voice during diplomacy. With this said, almost all nomadic tribes and stronghold clans are hereditary agnatic in succession where almost always, the sons inherit their father's role. It is unusual but not unheard for daughters to become the chieftain If she's deemed worthy. Like anyone else, If the nomadic tribe or stronghold clan admires martial skill, the daughter or anyone within the nomadic tribe or stronghold clan may challenge the chieftain to a duel and If they win, by right they become the new chieftain. The fate of the loser is up to the new chieftain. For those whom do not prioritize martial skill, they may be able to outmaneuver the chieftain, have them voted out etc. under normal circumstances, outsiders are often forbidden from entering and interacting with a nomadic tribe and especially stronghold clans however If outsider proves themselves in some regard or aids them in some regard, said outsiders will be accepted into the nomadic tribe or stronghold clan as a honored guest. Further promotion into the nomadic tribe or stronghold clan is rather difficult to downright impossible, especially If they are not Mynataurus but It is possible for a outsider to become a member and even chieftain depending on the nomadic tribe or stronghold clan in question provided they prove themselves significantly more. As for the structure of nomadic tribes and stronghold clans themselves, they are comprised of many small tribes or families led by a matriarch or a patriarch that swear absolute loyalty to the nomadic tribe/stronghold clan and the chieftain. Similar to the Canarr, Mynataurus families tend to be small close knit communities that stay for life however It not uncommon for a son, a daughter or another family member to leave and take on a solitary like life, especially If they plan to leave for the civilized lands, to go with outsiders or to even start their own independent family or tribe/clan. Most nomadic tribes and stronghold clans full under two categories, the first as a cult that venerates the Divine, Mynres as the Divine King of the Mynataurus and Pasiphae, as his ever loving wife and their mother. The other is to as nomadic warrior tribes and warrior stronghold clans that value martial skill above all else. These type vary greatly, some may choose to venerate their creator as a war Divine while others may ignore him entirely. Some nomadic tribes and stronghold clans are honor bound warriors of virtues where as others are rampaging, cold blooded killers and rapists. Caution is always warned when dealing with a Mynataurus nomadic tribe or stronghold clan.
Relationships: Unlike the majority of other Bestial Kin races, both genders tend to be unique in the department of relationships. Females tend to be monogamous like the Vulpess once their mate proves themselves but it Is not unheard of for females to be in shorter or open type relationships. In the case of the boisterous and aggressive female however, due to their prideful nature and the gross overestimation of their skills and value, she will not accept a male as their mate under almost any means unless they are strong enough to not only subdue her but completely dominate her to the point of submissiveness. Once a boisterous, aggressive female has been tamed however, they are known to become extremely loyal and loving mates despite despite belief. This is largely believed due to the cold demeanor they display in public, even in the presence of their mate. In reality however, a boisterous, aggressive female will act this way due for many reasons such as not being able to handle the embarrassment, not being used to or comfortable with dealing romantic gestures or emotions as well as the attention that stems from it. To the untrained and naive, most times most will see a relationship with a boisterous, aggressive Mynataurus female as a abusive and masochist like relationship and in many ways, this is true....for the female as they secretly enjoy being put in their place and being dominated by their partner otherwise they would have never found a mate in the first place. As for male Mynatauruses, while possible, males rarely form relationships with females, preferring to live the life of a "bachelor" or "stud". This is evident by the fact most male Mynatauruses will never mate with a female past their initial mating unless the male has taken a keen interest in her for one reason or another. The closest most male Mynatauruses ever get to relationships is polygyny where the male would have a harem sized group of females at his disposal that would ever increase in size as he ages and his skills increase.
Racial Statistics Vitality: 300(proficient) Endurance : 300(proficient) Strength: 300(proficient) Natural Resistances: 300(proficient) 1+ Set Of Sharp Horns: Characters deal a additional 10% damage during charging attacks and deal a additional 5% in close quarters combat. Life Sustaining Milk: Those whom drink the milk from lactating females have their Health, Stamina, Mana, Water and Food stat increased by 5% during a DM event.
- #16Centidae
Keys: Centidae · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Tier: II - III A breed of Bestial Kin rarely seen in the civilized lands, the Centidaes are quadrupedal humanoids in nature, having taken the lower portion of a horse while still remaining the upper portion of their mortal lineage. At first glance, a Centidae can easily be mistaken for a Imperial or whatever mortal lineage they came from from the top of a horse however this image upon further inspection. As Bestial Kins that enjoy the wilderness, Centidae's can rarely be found in the civlized lands, even in the lands of Ivalice and Laetannia in no large part due to the civilized way of life and culture. A Centidae is always comfortable best in the grasslands or forests with their herd and/or mate, not the crowded cities of the civilized lands.
Classification: Mortal Average lifespan: 75-85 years Sexes: Males and females Height: 6 ft - 7 ft Weight: 1,000 lbs to 2,000 lbs Hair: Varies Eyes: Varies Ears: Varies between mortal lineage, human ears the most common Tails: Equus narrow skirt like tail, length, width and color varies
Home of Origin:Unknown Language: Imperial Low, Imperial Standard and Imperial High
Physiology and Diversity: The Centidae are quadrupedal in nature, having the lower body of a horse, resulting in a Centidae having four horse hoofs and heels as feet rather than Imperial feet as well as a horse tail. Other than that, the upper body, starting from the lower waist all the way up to the head is identical to the upper body of a Imperial or whatever mortal lineage they come from. They have two arms, a pair of hands, two legs and a head as well as as a near identical Imperial like face or whatever mortal lineage they come from. Their most obvious traits are their horse like characteristic's such as their narrow, skirt like tail, their four legs and of course their rather large body that can weigh up to one ton or two thousand pounds. The ear of a Centidae is commonly the same as an Imperial but unlike the ancestry of other Bestial Kin races, their ears vary depending on their lineage. As for the body itself, like all horses, a Centidae's entire lower body is always covered in a short, thick coat of hide. Like other Bestial Kins and mortal races, the Centidae have two genders with similar characteristic's and roles. Centidae of both genders tend to be slim although most males will have a slightly larger, more muscled like build. In terms of reproductive organs, Male Centidaes have a equine phalluses ranging in size from 12" to 16" long by 4" thick and are flat chest as expected while female Centidaes have their breast size ranging from low b-cup to high b-cup and a Imperial like vagina at the end of their horse body, hidden by their tail.
Life cycle and reproduction: The Centidae fundamentally reproduce like all mammals do however due to their horse ancestry, the how and when are slightly different. Although a male Centidae can mate at any time during the year, a female Centidae, driven by their instincts will only mate when she goes in heat, a set period of time in which occurs during the early spring to summer with when and how long are random. Like female Kathlis, the female Centidae will release a strong hormonal musk from her body into the air in an attempt to attract a mate or rather communicate to those nearby, telling them that she is "ready". In most situations unless in the civilized lands, a female Centidae will normally mate with the strongest male Centidae in the area, often the alpha patriarch of the herd unless another male Centidae is given permission although It is not uncommon in some situations and herds for female Centidae's to have orgies to maximize the chances of impregnation. It has been noted that a female Centidae with a strong willpower can resist her habits during her heat and not reproduce at all although this is rather uncommon, especially for young female Centidaes. During the pregnancy and even after for a time however, a female Centidaes hormonal musk continues to release from her body and her breasts tend to swell in size, easily ranging from c-cup to d-cup in an attempt to produce and store as much milk as possible. As for the mating itself, the male will impregnate the female, fertilizing her eggs with his seed via his equine phalluses and after a period of a year, the mother will give birth to a single foal, very rarely two. After their birth, foals require a constant supply of their mother's breast milk for upto a year although they may be weaned off earlier by five months. A mother's breasts will only return to their normal size once their foal has been weaned off her milk for a lengthy period of time. It largely depends on the mother and the growth rate of the foal themselves. For a Centidae, their growth cycle is similar to Imperials, reaching the age of a child at five to seven, a juvenile is from ten to thirteen years of age, young adult is fourteen years of age and eighteen years of age when a Centidae reaches physical and sexual maturity. Mental maturity is on a individual basis.
Society and Typical Environments:: With the vast majority of Centidae's living in isolated pockets of wilderness, most Centidae's prefer grasslands, forests and Savannah's. For mutual protection, ease of finding a mate during the mating season, locating food and to stay with family, almost all Centidae's live and die in the herd they were born. Led by a Patriarch whom has absolute power within the herd, the herd itself is comprised of Centidae families as well as adopted members that were solitary prior. Being family oriented like the Canarr, Centidae's value their family above all else and will try any means to not only stay together and provide for each other but protect one another as well. Such bonds between family and friends make a Centidae herd strong but they are not perfect. It's not uncommon for Centidae mother's to kick their young sons out of their family once they reach maturity. Although this is usually just temporary, especially when the female members of the herd go into heat, Centidae mother's expect their young sons to go venture into the world and experience new things they cannot while in the herd. Many Centidae mother do this as to prepare them for the time when they must protect the village and to the most ambitious of mothers, to challenge and defeat the Patriarch of the herd. Such abandonment can often lead to the death of many young male Centidae's but more often than not, they return much stronger and wiser. Some male Centidae's never return at all, finding their new found freedom as irreplaceable. Male Centidae's of this mindset often have the ambition of starting their own herd. Those whom return however often become protectors of the herd or challengers to the patiarch's position. Having such rivals often lead to duels which often result in severe injuries or even death. Females on the other hand, called mares almost always remain in the herd with their mothers and the rest of their family. Their fates tend to members of the patriarch harems although this isn't always the case depending on her abilities. Like the males, females may leave as well although there's often little incentive to do so. As the patriarch has absolute control over the herd, he always has the right to mate with any female he desires as well as the right to deny the other males of reproducing during the mating season. Typically however, for the survival of his herd, patriarchs tend to be relaxed, often allowing the other males to reproduce as long as the patriarch get exclusive rights to a select few females or after he has already reproduced with all the female members of the herd at least once. For members of the herd however, It is considered a high honor to be part of the Patiarch's harem for females or be allowed exclusive first rights to mate with one of their children. As for Centidae's that find themselves in the civilized lands which is a rarity amongst Bestial Kins, most often find themselves in solitary as laborer's, messengers, farmers and at worst, unwilling mounts. Being the prideful creatures they are, a Centidae hate the idea of being used like a mere horse as well as being forced to live as one as well. Being forced to carry a person or push some sort of wagon is considered by a Centidae to be the highest dishonor. For a Centidae to willing allow a individual to ride upon their back means the fruition of a deep bond of friendship and respect the two have for each other.
Relationships: Similar to horses, the Centidae do not normally have relationships. In most circumstances, a certain number of females within the herd fall under the patriarch's harem of women he chooses to reproduce with first or are his exclusive, favorites. Generally females mate during heat for the survival of their race and for males, passed the initial mating, they return to their prior duties although it is a common sight for the male in question to protect and provide for his mate he has impregnated until their offspring have been birthed and reached a certain age. In this instance, the male are considered a family friend. Although the two won't form romantic relations, the male, the female he impregnated and her family often form close platonic relations. The male will help the family no different than he would aid his own and may or may not help raise their sons in the way of war as to better protect the herd when they become of age. As for the Centidae whom have been born in the civilized lands or have been indoctrinated, they may have been known to form normal, mortal relationships from short to monogamous like relationships however for females, due to their instinct to breed during heat, their partner will be forced to control them in a controlled environment or risk their mate running amok. Once a female is in a controlled environment however, her mate will be forced to satisfy her until her heat leaves her.
Racial Statistics Vitality: 300(proficient) Endurance : 300(proficient) Athletics: 300(proficient) Natural Resistances: 300(proficient) Superior Hearing: Hearing is twice as effective as Imperials, Laetannians and Rominians. Hormonal Musk: 25% chance at the start of a DM event, the female player character will emit a strong hormonal musk into the air, causing the lebido of males in the immediate vicinity to greatly increase. The hormonal musk will also "stink" up the immediate area in where the female player character is standing. Horse hide: Provides warmth against the cold, provides no protection
- #17Llamerian
Keys: Llamerian · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Tier: II - III Commonly referred to as the "Llamerials" and as the "Llamtannians", the Llamerians are a extremely prideful, all female race of super Centidae's that descend from the Lady of Prophecies Pseudo Divine, Aeadra white mare, Llamrei and the female Laetannian Knights of the Knightly Order, the Golden Sisters of the Cross through the mutation of dark energies released during the First Storm of Darkness. The male equivalent of the of the Llamerians are the Gringerians and despite popular belief, despite being descendant from a type of horse, the Centidae's are not genetically or blood related to the Llamerians or the Gringerians. Found only in Laetannia alongside their male equivalent in very small numbers, The Llamerians and the Gringerians are the quadrupedal super heavy chargers of Laetannia.
Classification: Mortal Average lifespan: 200-300 years commonly however in rare instance, up to 500 years of age have been recorded Sexes: Female Height: 7 ft - 8 ft Weight: 500 lbs - 1,000 lbs Hair: Blonde, other colors possible but unheard of Eyes: Varies, blue most common Ears: Human ears, rarely pointy, long, narrow horse like ear's Tails: Equus narrow skirt like tail, length, width and color the same as their hide.
Home of Origin:Laetannia/Aklator Language: Imperial Low, Imperial Standard and Imperial High
Physiology and Diversity: The Llamerians are quadrupedal in nature, having the lower body of a horse, resulting in a Llamerian having four horse hoofs and heels as feet rather than Imperial feet as well as a horse tail. Although heavy, having the lower portion of a horse, due to being the descent of an Aeadra horse, a Llamerian is incredibly lightweight for her build, weighing only five hundred to one thousand pounds, allowing her to be extremely quick and agile. Like with Centidae's as well, a Llamerian's lower body sports a short, thick, very commonly a white colored coat of hide. As for a Llamerian's reproductive organs, due to being the descendants of the female Laetannian Knights of the Golden Sisters of the Cross, Llamerian breast sizes vary greatly however high b-cup to high c-cup tend to be the most common although it isn't uncommon for much larger breast sizes. They also sport a Laetannian vagina at the end of their horse body, hidden by their tail. Other than that, the upper body, starting from the lower waist all the way up to the head is identical to the upper body of a Laetannian female. They have two arms, a pair of hands, two legs and a head as well as as a Laetannian woman's face. Although most Llamerians have Imperial/Laetannian ears, rarely, Llamerian daughters can be born with pointy long, narrow horse like ear's. Besides for their well known Aeadric like beauty, often boasting long, beautiful blonde colored hair, flawless faces etc, Llamerians are famous for their Laetannian lineage. Like Laetannians, Llamerians have two hearts that functions identically the same as well as either being able to function without the other. Besides for one acting as a replacement provided one should fail, the hearts of a Llamerian can pump adrenaline at any time, granting the Llamerian a sudden rush of temporary energy on the battlefield. Besides for their hearts, Llamerians have also gained enhanced durability and endurance. Having all their bones as strong as hardened steel and their rib cage fused as a hardened steel plate, Llamerians are capable of enduring even greater amounts of damage than even Laetannians. As If that wasn't bad enough, Llamerians also have a second pair of lungs, granting them four lungs in the prospect of the original failing. Before that however, all four lunges work in congestion with the original lungs, allowing a Llamerian to gasp for more air and allowing for one to hold their breath far longer periods of time than regular humans. Lastly is the Nacelle and the Grail Gland within the Llamerians head. Located in the cerebral cortext of the brain, the Nacelle Gland allows Llamerian to function normally for far longer than any Imperial without sleep. Through the use of this gland, half the mind of the Llamerians can rest while the other half continues to function however the downside is that while a Llamerian can go without sleep for a week and function normally, Llamerians will require far more sleep than regular Imperials after staying awake for long period of times to the point a Llamerian may have to sleep for a week afterwards after staying awake for so long. The grail gland is another gland located within the brain, allowing the Llamerian in question to suppress certain emotions such as fear and jealously for clarity of the mind before battle. With this, a Llamerian will never flee from battle out of fear.
Life cycle and reproduction: The Llamerians fundamentally reproduce like all mammals do however due to their mindset and the culture they are born into, Llamerians being the extremely prideful, refined and strong willed warriors they are, they will at all times subconsciously suppress whatever urge they have to mate. A Llamerian will only reproduce with the absolute strongest of their sibling races, the Gringerian or Laetannian races and only after the Llamerian forms a unbreakable, Aeadra Valkyrie like relationship with her mate, whether that be a fellow Gringerian Knight or her mounted Laetannian Grail Knight. After a Llamerian finds her soul mate and finds the appropriate time to be a mother, It is only than will a Llamerian mate with her soul mate. As for the mating itself, a Llamerian's soulmate will impregnate her, fertilizing her eggs with his seed via his phalluses and only after after two years had passed will she give birth to a single foal, very rarely two. Like with their normal horse counterparts, If a Llamerian gives birth to a mare, she will automatically be a Llamerian where as If the mother gives birth to a stallion, he will automatically be a Gringerian. Once there born, like Centidae's, the foal will require a constant supply of their mother's breast milk for two years before they can be weaned off. During this time, It is common for the Llamerian's breasts to swell in size by at least one cup size as to allow their breasts to store more milk. A mother's breast's size will only return once a lengthy period of time has passed since their foal has been weaned off. Being half Laetannian, a quarter horse and a quarter Aeadra, Llamerian's have a growth period similar to Laetannians but tend to be longer. A foal becomes a child at five years of age, a juvenile at fifteen years of age, a teenager at twenty years of age and as an adult at twenty five to thirty years of age. While physical and sexual maturity typically occurs around at around twenty five years of age, mental maturity doesn't occur in a Llamerian until she reaches thirty to thirty five years of age. The reason a Llamerian's takes so long to mature is due to their anatomy they share with Laetannians, where their bodies need far more time to grow their secondary organs as well as the time needed for their bones to become strong as hardened steel as well as the bones that make up their rib cage to fuse into a solid, hardened steel plate.
Society and Typical Environments: With Llamerian's being the descendants of the Lady of Prophecies Pseudo Divine, Aeadra white mare, Llamrei and the female Laetannian Knights of the Knightly Order, the Golden Sisters of the Cross, almost every single Llamerian is born into the warrior nobility of Laetannia. As a result of this upbringing as well as being commonly viewed as the actual daughters of the Lady of Prophecy herself or as her physical pseudo avatar's of wraith, every Llamerian is trained mentally and physically to become a Knight of Laetannia. Because of this, after generations of subtle indoctrination, every Llamerian is born with the instinct to become a Knight of Laetannia. Even for the handful of Llamerian whom are not born under these circumstances have a never ending drive to seek out and serve a noble lord as a ever faithful warrior of honor and justice. With such a upbringing, way of life and mindset, Llamerian have a dead set disinterest to have a family or even just reproduce to continue their species. In the minds of a Llamerian, their goal in life is to be an honorable warrior of order and skill, to do what is right and to defend what is just. As for society, found largely only in Laetannian society as there is no dedicated "Llamerian" society and they do not travel or migrate, all Llamerian's commonly live within the noble household they were born into or the noble household their soulmate is a member of. Commonly Llamerian's will serve in specialized heavy cavalry units comprised exclusively of Llamerians although less common, they may serve alongside Laetannian and Gringerian Knights. Far more rarely, they may serve as powerful mounts for a rider but this is only reserved for their Soulmate or someone they have the highest respect for. In this regard, they are very much like Centidae's as under almost any other circumstance, a Llamerian will never permit a person to ride upon their back as they consider it a privilege for their Soulmate or a person they hold the highest respect for. On the flip side, for the rider, It is considered the highest honor and a showing of a true, unbreakable friendship between them and the Llamerian in question. Indeed, the bond between a Llamerian and her rider is nigh unbreakable, just like a Aeadra Valkyrie has for her Grail Knight Companion. As for more uncommon occupations, Llamerians may also serve as Holdhold Knights, instructors as well as another martial skill like occupation within Laetannia. Rarely will a Llamerian become a Templar or become a member of the Seeker Inquisition however in comparison, due to their extremely low numbers, a fair few of Llamerian Knights have became Grail Knights since their appearance during the first Storm of Darkness. Of course being in Laetannia, in theory, a Llamerian may choose not to serve as a warrior in some capacity but this is extremely tabooed and seen as a insult due to their origin and upbringing. Last to note, through out her entire life, a Llamerian always see's themselves as warriors, even during peace time. Even for aged Llamerians whom have retired or no longer continue their occupation full time, still prepare themselves for the time they need to march to war or to protect their household.
As for a Llamerian home life, besides for living under a noble household they were born in or adopted by their Soulmate's noble household, Llamerians almost always live in a matriarch controlled household called Sisterhoods led by the most senior Llamerian, often held in high regard due to her wisdom and skill they have attained over the centuries. These households are incredibility close knit sisterhoods. Besides for the immediate members of the noble household they deal with such as their Soulmates and their family as well as their close friends, a Llamerian mother, daughter, aunt will consider her Llamerian family above all else to the point she will do anything to stay together, to provide or to protect them. Like Centidae families, they are not perfect. The Llamerian Matriarch are usually very controlling and protective of the younger members of their family, especially mothers with daughters whom have just came of age. Although a Llamerian instinctively will only mate with one person, a person of extremely skill, finesse and those of the right personality traits, traits commonly found on a Grail Knight, some naive, young Llamerian may attempt to go against their instincts and attempt to mate or leave with a extremely close male friend they perceive as their "soulmate". As a result, Llamerian sisterhoods are often extremely wary of outsiders or more specifically, young males of any race, terrified that they may attempt to persuade a young Llamerian daughters going against her instincts, to go against their way of life just to fulfill their ambition to eventually find a soulmate in life. The exception to this rule are the nobility of Laetannia which can range from the lowly Squire or noble to the Grail Knights of legend themselves which have brought up to never act in such a way. They are to be chosen warriors of the Lady of Prophecy and her original champion after all. For growing up in a Sisterhood, a mother Llamerian makes it her life's mission to make sure her daughter is properly educated in all arts of warfare and the arts of nobility and to do this, she will see it to herself, have her Sisterhood members to aid her or have trusted friends/household members help as well. This often makes Llamerian mother harsh, strict, controlling and even nagging but like the Vulpess, the love she has for her daughter is undeniable. She just wants to her see daughter succeed as a warrior and be to find the right mate that will only not make her grandchildren stronger than herself but to make sure her daughter is loved and cherished by her Soulmate. Some Llamerian mothers may go so far as to secretly pair her daughter when she comes to age with a Knight that may have the potential to become her daughter's soulmate in the future. To many, this is seen as an arranged marriage but to a Llamerian mother and her Sisterhood, they view the entire matter as simply looking out for her. Besides a Llamerian mother would only pick a man whom would fit her qualification of a man whom is not only just and brave but loving as well. As for a Llamerian mother's Soulmate or the daughter's father, despite popular belief, the father is a honored member of the Sisterhood and as a result, they are more than welcome to come and go as they please and to to spend all the time they want with their daughter or the other members of the Sisterhood, whether that means spending time with their daughter through a daughter father moment or to help educate his daughter. Although the mother is often the teacher, a Llamerian mother has no issue with her Soulmate aiding her or even teaching their daughter themselves. In their mind, their Soulmate can nearly do no wrong.
Relationships: Similar to the Aeadra Valkyrie, the Llamerians are amongst one of the most monogamous of all mortal races found on Athrunial to the point a Llamerian will have no more than one single mate throughout the entirety of her life. With Llamerians being demisexual to the extreme and born in the same society as Laetannians, a Llamerian will only mate and enter a marriage like relationship with those who are the absolute strongest of their sibling races and only after they have formed a unbreakable, emotional bond, causing her mate to become her one and only Soulmate. Once a Llamerian forms such a unbreakable bond, she considers them bonded for life and as a result, she will never leave his side nor love another man for the remainder of her life. She will hold her Soulmate in the highest of esteem and she will cherish and love him unconditionally to the point, she will hold him in a much higher light than even the members of her own Sisterhood, even her daughters. Even If a Llamerian were to find themselves in a unfavorable relationship which is exceptionally rare, the Llamerian would never suggest a divorce or leave due to the sole fact they consider the bond they have with their Soulmate to be sacred and unbreakable, especially If she has already bared him his children. The mere thought of her abandoning her Soulmate alone is unfathomable. To that end, every Llamerian, once they have find their Soulmate, believe they have found their one and only true love, being near hopeless romantic's. To outsiders and foreigners however, This love is often seen as purely romanticized as much as the Code of Chivarly alongside it's white like Knights. As for the daily relationship between a Llamerian and her Soulmate is much like that of her relationship she has with her daughter. Although a Llamerian can be judgy, harsh, controlling and nagging, the love she holds for her Soulmate knows no bounds. She will love him, cherish him and most importantly, be loyal to him for the rest of her life, even long after he passes away. At that point, she will consider herself his living legacy and as a result, she hold herself responsible to continue in his name, to stand up for what he believed in and to make sure his honor and status is never stained.
Racial Statistics Vitality: 1,800(Expert) Endurance : 1,800(Expert) Athletics: 700(Adapt) Natural Resistances: 700(Adapt) Reflexes: 700(Adapt) Superior Hearing: Hearing is twice as effective as Imperials, Laetannians and Rominians. Horse hide: Provides warmth against the cold, provides no protection Aeadra Beauty: Due to their Aeadra like beauty, Player Characters may re-roll any failed "charisma" checks Adrenaline Rush: By employing their Secondary Heart's ability to pump adrenaline into their body, the Llamerian player's attribute masteries, Willpower, Attunement, Endurance, Strength, Athletics, Acrobatics and Reflexes are temporary increased by one tier as well as the Llamerian Player temporary gaining 15% Stamina and Mana for two DM cycles. When rolling to activate the ability, there is only a 10% chance It will activate and the Llamerian player may only roll to use the ability once per five DM cycles. Llamerian Players whom become permanently wounded with one of their hearts becoming non functioning, they no longer have access to this ability. Nacelle Gland: Llamerians can stay awake twice as long than all other mortal races at the cost of requiring more sleep than most other mortal races Grail Gland: Llamerians automatically pass all "fear" checks up to the Supreme Being tier Lawfully Good Only: Llamerians may not be "Evil" under normal conditions unless tainted or corrupted by a dark caster or a dark attributed being however a Llamerians may perform acts of evil If it fulfills a higher purpose If they truly believe It will do good in the near or far future. Nearly No Magic Potential: Cannot learn the following magic oriented masteries, Sprysical release, Fire Release, Water Release, Earth Release, Wind Release, Lighting Release, Melody Release, Shizen Release, Yang Release, Yin Release, Yin-Yang Release, No Release, Shiringu Release, Keifuto Release, Nekuromanshī Release or Akuma Release unless blessed by a Divine Being, a Dark Lord or a Supreme Being
- #18Gringerian
Keys: Gringerian · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Tier: II - III Commonly referred to as the "Gringerials" and as the "Gringtannians", the Gringerians are a extremely stubborn, all male race of super Centidae's that are the result of Llamerian mothers giving birth to males instead of females. Like the Llamerians, the Gringerian descend from the Lady of Prophecies Pseudo Divine, Aeadra white mare, Llamrei and the Divine Hero of Time's black stallion, Gringolet. The true origin behind this is unknown but It is widely believed that when Llamrei bred with Gringolet, she stored her mate's genetic's material within herself, allowing her to give birth to Gringolet's descendants, even after his death during the fateful between the Divine Hero of Time and the Supreme Being of Creation, Necris. This ability carried over to the Llamerians when they were unintentionally created during the First Storm of Darkness when the female Laetannian Knights of the Knightly Order, the Golden Sisters merged with their Llamrei mounts via mutation however due to said mutation, the Llamerian's lost the ability to manage what genetic material would be used during the gestation period, resulting in every male becoming Gringolet's descendant. No matter their origin, the Gringerians are behemoth warriors, being stronger and more enduring than even their Llamerian counterparts, whom trades such gifts for their famous strength, endurance and resistance to diseases. On the field of battle however, like their sisters, the Gringerians are the quadrupedal super heavy, juggernaut chargers of Laetanna
Classification: Mortal Average lifespan: 200-300 years commonly however in rare instance, up to 500 years of age have been recorded Sexes: Male Height: 9 ft - 10 ft Weight: 3,000 lbs - 4,000 lbs Hair: Black, other colors possible but unheard of Eyes: Varies Ears: Human ears, rarely pointy, long, narrow horse like ear's Tails: Equus narrow skirt like tail, length, width and color the same as their hide.
Home of Origin:Laetannia Language: Imperial Low, Imperial Standard and Imperial High
Physiology and Diversity: The Gringerians are quadrupedal in nature, having the lower body of a horse, resulting in a Gringerian having four horse hoofs and heels as feet rather than Imperial feet as well as a horse tail. With their lineage primarily that of Gringolet, Gringerian's have inherited his vastly superior build compared to regular horses and even their sister race, the Llamerians. They are taller, stronger, extremely enduring and much more built. As a consequence however, unlike the Llamerians, they are far heavier, less agile, not as quick and are less responsive in combat or situations that require lighting fast thinking while on the move. Like all Centidae races, a Gringerian's lower body sports a short, thick, very commonly, black colored coat of hide. As for a Gringerian's reproductive organs, due to being the descendants of Gringolet and being birthed by the Llamerians whom are half Laetannian, Gringerian's are born with a equine/Imperial hybred phalluses ranging in size from 12" to 16" long by 4" thick and like all Centidae races and their more primitive horse ancestors, when erected, a Gringerian's phallus, when erected doubles in length and thickness, making a Gringerian's phallus anywhere from 24" to 32" long by 8" thick. As one might expect, without proper preparation whether through lubrication, by magical means or another method, a Gringerian is highly likely to inflict serious injury or even kill their partner during sexual intercourse unless their partner is a Llamerian or another member of a Centidae race. Being all male, Gringerian's are flat chested. Other than that, the upper body, starting from the lower waist all the way up to the head is identical to the upper body of a Laetannian male. They have two arms, a pair of hands, two legs and a head as well as as a Laetannian man's face. Although most Gringerians have Imperial/Laetannian ears, rarely, Gringerians can be born with pointy long, narrow horse like ear's. Besides for their well known, very muscular build, their black hair as well as their notable traits such as extreme stubbornness and lack of sexual interest towards either gender, Gringerians are made famous for their near enhanced Laetannian lineage.
Like Laetannians, Gringerians have two hearts that functions identically the same as well as either being able to function without the other. Besides for one acting as a replacement provided one should stop working, the hearts of a Gringerian can pump adrenaline at any time, granting the Gringerian a sudden rush of temporary energy on the battlefield. Besides for their hearts, due to their mixed lineage, Gringerians have inherited near enhanced durability, strength and endurance. Thanks to the combination of their Laetannian, Llamerian and Gringolet lineage, they have not only gained bones as strong as Obisden, stronger than even the hardened steel bones found in Laetannians, but their rib cage also has fused as a single, Obisden plate, granting them far more protection than even Laetannians and Llamerians enjoy, making them near unkillable by conventional means when properly armed and armored. They also been blessed with a second pair of lungs, granting them four lungs in the prospect of the original failing. Before that however, all four lunges work in congestion with the original lungs, allowing a Gringerian to gasp for more air and allowing for one to hold their breath far longer than regular humans. Lastly is the Nacelle and the Grail Gland within the Gringerians head. Located in the cerebral cortex of the brain, the Nacelle Gland allows a Gringerian to function normally for far longer than any Imperial without sleep. Through the use of this gland, half the mind of the Gringerian can rest while the other half continues to function however the downside is that while a Gringerian can go without sleep for a week and function normally, Gringerians will require far more sleep than regular Imperials after staying awake for long period of times to the point a Gringerian may have to sleep for a week afterwards after staying awake for so long. The grail gland is another gland located within the brain, allowing the Gringerian in question to suppress certain emotions such as fear and jealously for clarity of the mind before battle. With this, a Gringerian will never flee from battle out of fear.
Life cycle and reproduction: Despite being a male only race, the Gringerians fundamentally reproduce like mammals do however due to their mindset and the culture they are born into, Gringerians, being extremely upherit to the Laetannian's warrior way of life to the point of extreme stubbornest as well as extremely prideful and being strong willed like the Llamerians, Gringerians will consciously suppress whatever urge they have to mate nearly at all times, seeing such primal things beneath them, choosing to spend their time as noble, just warriors. Unlike Llamerian's however, Gringerians do not have the same, extremely high standards a Llamerian woman has and will reproduce with any woman that manages to catch his interest. If by the off chance a Gringerian finds himself in a sexual relationship, the Gringerian will impregnate his partner, fertilizing her eggs with his seed via his phalluses and like the Llmaerians, If the Gringerian's partner ends up pregnant with a Gringerian baby instead of her own race, she will a gestation period of two years before she will give birth to a single foal. Once born, a Gringerian foal will require a constant supply of their mother's milk for two years before they can be weaned off. Having a mixed lineage consisting of Laetannian, Llamerian and Gringolet, Gringerian's have a growth period similar to Laetannians but tend to be longer. A foal becomes a child at five years of age, a juvenile at fifteen years of age, a teenager at twenty years of age and as an adult at twenty five to thirty years of age. While physical and sexual maturity typically occurs around at around twenty five years of age, mental maturity doesn't occur a Gringerian reaches thirty to thirty five years of age. The reason a Gringerian's takes so long to mature is due to their anatomy they share with Laetannians, where their bodies need far more time to grow their secondary organs as well as the time needed for their bones to become strong as obsiden as well as the bones that make up their rib cage to fuse into a solid, hardened obsiden plate.
Society and Typical Environments: Being the descendants of the Laetannians, the Llamerians and the Divine Hero of Time's black stallion, Gringolet as well as almost every Gringerian born within Laetannian, almost all Gringerian's are born into the warrior nobility of Laetannia. Like their sisters, with such a upbringing as well as commonly being seen as the as the Arch Saint's physical pseudo avatar's of wraith or as his living legacy and descendants, every Gringerian is trained mentally and physically to become a Knight of Laetannia. Because of this, after generations of subtle indoctrination, every Gringerian is born with the instinct to become a Knight of Laetannia. Even for the handful of Gringerian's whom are not born under these circumstances have a never ending drive to seek out and serve a noble lord as a ever faithful warrior of honor and justice. Like with the Llamerians but much, much worse, Gringerian's have a dead set disinterest to have a family or even just reproduce to continue their species. In the minds of a Gringerian, their goal is to follow in the footsteps of the Arch Saint, to be a honorable yet just warrior of skill and order, to what is right and defend what is just no matter the odds. As for society, found largely only in Laetannian society as there is no dedicated "Gringerian" society and they do not travel or migrate, all Gringerian's commonly live within the noble household they were born into or live solitary lives. Rarely, a Gringerian can be found with a Llmarian sisterhood whom has taken him as her soulmate. Under almost all circumstances however, Gringerian's serve in super heavy units, some of the most heaviest cavalry in the world. Unlike Llamerians, Gringerian's will always be given the most honorable yet taunting of all assignments. Being the ultimate chargers and shield walls, Gringerian's will always be found at the foremost of the thickest of fighting, combat situations even Laetannians and Llamerians would not want to find themselves in or possibly survive. Very rarely will Gringerian's serve in other military roles. Outside wartime, Gringerian's can commonly be seen living a solitary life as traveling Hedge Knights or as Questing Knights, choosing willing to travel around and do actions that befit a "True" Knight of order. A Gringerian may also be found serving as a extremely powerful mount for a rider but as with a Llamerian, a Gringerian will only allow those on it's back for those they have the highest respect for. Due to their thought process and aspirations to follow in the footsteps of the Arch Saint, a Gringerian will almost never become Templar and never a member of the Seeker Inquisition however in comparison, due to their extremely low numbers, a fair few of Gringerian Knights have became Grail Knights since their appearance during the first Storm of Darkness. Being born in Laetannia however, in theory, a Gringerian may choose not to serve as a warrior in some capacity but this is extremely tabooed and seen as a insult due to their origin and upbringing. Last to note, throughout their entire life, a Gringerian will always see's themselves as warriors, even during peace time. Gringerians never retire as Warriors, seeing themselves as warriors for life. Retiring is seen as the ultimate insult to a Gringerian.
Compared to the home life of a Llamerian, besides for living under the noble household they were born into or were adopted into, Gringerians live much like household Knights, being granted their own personal quarters in the main household as well as a few Squire like servants or serfs. In these circumstances, rarely will Gringerians share or live in the same quarters although this isn't unheard of. Such treatment is only seen between oath siblings. Outside noble households when Gringerians are out living as Hedge Knights or Questing Knights, it's not uncommon for Gringerians to live together in small groups in the hopes of being more successful in whatever quest or duty they are on. Such groups are often led by the most experienced but not always. One may challenge the leader to a friendly honor duel for the right to lead. Very rarely will Gringerians find themselves in a Llmarian sisterhood due to their drive to follow the path set by the Arch Saint. In such situations, Gringerians become restless and agitated If forced to settle for long periods of times. In said sisterhoods however, the Gringerian, If they are a very close friend of the sisterhood, a father of a Llamerian daughter or the soulmate of a Llmarian, they are seen as honored members of the sisterhood and are allowed to come and go as they please as well as spend all the time they want with their daughter, whether that be alone time or aiding their mate with the training of their daughter. In the mind of a Llamerian mother, their Soulmate can nearly do no wrong.
Relationships: Gringerians normally do not have sexual relationships of any kind. Since they consciously suppress their urge to mate, all Gingerians are effectively Asexual throughout the vast majority of their live. Generally speaking, a Gringerian will enter a relationship with a woman only after he has formed a near unbreakable bond with her. Such relationships are rare but are certainly possible. In the rare instance a Gringerian does find himself in love with a mate, Gringerians are monogamous creatures however they are not Llamerians. Although it's rare, a Gringerian may have multiple partners over the course of his life however he will only have one partner at a time and most often, only after she dies or she no longer wants to see them. To Gringerians, such relationships are seen as a sacred, honorable bound marriage and will not break them under most circumstances. They are not perfect husbands however. Due to their wanderlust and urge to perform to what they perceived as "sacred" duties, Gringerians will leave their mate for a set period of time, sometimes extensive periods of time, even after she were to have his children. He will however, return to make sure they are safe and provided for and when their children become of age, a Gringerian will most often take them under their wing as their squires, to train them to become Knights. If a Gringerian's mate were to be Llamerian however, due to how close knit Llamerian sisterhoods are and how they function, Gringerians, depending on the individual, may only return sparsely or as much as he can to help train their children whether they be a Gringerian or a Llmarian. Past the completion of their training and they are knighted however, Gringerian fathers are not controlling nor dictating over their children's future, they are not Llmarians. Once they are seen as adults, having been knighted, a Gringerian father's relationship with their children vary greatly, some may continue to have close relations with them, some may abandon them completely and for those with the closest relations, they may end up in their father's company, fighting alongside each other as they attempt to fulfill the duties set before them by the Lady of Prophecies and the Arch Saint.
Racial Statistics Vitality: 2,500(Expert) Endurance : 2,500(Expert) Natural Resistances 1,400(Expert) Strength: 700(Adapt) Superior Hearing: Hearing is twice as effective as Imperials, Laetannians and Rominians. Horse hide: Provides warmth against the cold, provides no protection Adrenaline Rush: By employing their Secondary Heart's ability to pump adrenaline into their body, the Llamerian player's attribute masteries, Willpower, Attunement, Endurance, Strength, Athletics, Acrobatics and Reflexes are temporary increased by one tier as well as the Llamerian Player temporary gaining 15% Stamina and Mana for two DM cycles. When rolling to activate the ability, there is only a 10% chance It will activate and the Llamerian player may only roll to use the ability once per five DM cycles. Llamerian Players whom become permanently wounded with one of their hearts becoming non functioning, they no longer have access to this ability. Nacelle Gland: Llamerians can stay awake twice as long than all other mortal races at the cost of requiring more sleep than most other mortal races Grail Gland: Llamerians automatically pass all "fear" checks up to the Supreme Being tier Lawfully Good Only: Llamerians may not be "Evil" under normal conditions unless tainted or corrupted by a dark caster or a dark attributed being however a Llamerians may perform acts of evil If it fulfills a higher purpose If they truly believe It will do good in the near or far future. Nearly No Magic Potential: Cannot learn the following magic oriented masteries, Sprysical release, Fire Release, Water Release, Earth Release, Wind Release, Lighting Release, Melody Release, Shizen Release, Yang Release, Yin Release, Yin-Yang Release, No Release, Shiringu Release, Keifuto Release, Nekuromanshī Release or Akuma Release unless blessed by a Divine Being, a Dark Lord or a Supreme Being
- #19Akagari
Keys: Akagari · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Tier: II - III Commonly referred to as the Nagara and as the Lamaria instead of their ancestral name, the Akagari are an ancient race of Bestial Kin renowned for having the upper torso of a Imperial yet below the hips, having a abdomen and a large tail to that of a snake. Found only in jungles within close knit, tribal communities, The Akagari of both genders are infamous for luring in the lost and the misguided and kidnapping them against their will before dragging them back to their village to be used as slaves or as permanent mates.
Classification: Mortal Average lifespan: 10-350 years Sexes: Males and females Height: 4 ft - 7 ft from the base of the surface to their humanoid torso, double that when fully stretched Weight: 200 lbs - 700 lbs Hair: Varies Eyes: Varies Ears: Varies between mortal lineage, human ears the most common Tails: Large, scaly, smooth snake like tail
Home of Origin:Yurnu, Chou and/or Tynith Language: Imperial Low and Imperial Standard
Physiology and Diversity: One of the more unique looking Bestial Kins, the Akagari have a unusual, hybrid like structure, with their upper body that of a Imperial, sporting a Imperial head, arms and hands. Their ears however are animal or reptilian in nature, sporting large, pointy, slightly scaly, pointy like ears. They also no longer have normal Imperial like tongues either. Due to their snake lineage, the Akagari have acquired a snake like forked tongue. Holding a length up to from 10" to 20" and a width from 1" to 2", their tongues are extremely flexible and like snakes, they are able to enhance their sense of smell by using their tongue, whether that be in the air or in physical contact. Below the hips, the Akagari sport a abdomen and a large, thick tail to that of a snake or a serpent, replacing the legs and feet of a Imperial. A note to be known is that under almost all circumstances, a Akagari's hair color is same as the color of their tail. This isn't always the case but the later is exceptionally rare. Being monopeds with a snake tail for movement, Akagari slither on the ground rather than "walk" like normal mortals whom have legs for movement. Like regular snakes as well, the Akagari will shed their old skin once per season. This is done to replace any skin that was damaged as well as to better prepare their body for the season as well as any environment. Summer skins are lighter but more susceptible to injury where as winter skins tend to be heaver and provide more natural protection but will often force the Akagari to become uncomfortable for length periods of time when too hot. During the shedding session, the Akagari will find themselves completely blind until they completely shed their old skin. During emergencies, an Akagari may quickly shed their skin however in doing so will leave their bodies highly vulnerable to disease and much more likely to wound themselves but with normal shedding, upon removing their old skin, they lost whatever disease or effects were plaguing their bodies. Surprisingly like real snakes, the Akagari find shredding their skin to a private manner and do not like others watching them do so, even around their ritually bonded mates. Often, the Akagari will either lash out aggressively, often men or become overwhelmed by unimaginable level of embarrassment, often women. Once this is done, the vulnerable Akagari will have to spend days, possibly weeks indoors as they wait for their new coat of skin to fully grown. Until than, they are very susceptible to injury and disease. Last to note that like their tongues, the tips of their tails are extremely sensitive to touch, allowing them to work as extremely sensitive erogenous spots on the body. As for their genders, the Akagari are split into two genders, male and females with little distinction between the two besides for the obvious. Almost all Akagari are slender although in rare cases, male Akagari may be found with a more muscled like build. Weight varies greatly however both genders tend to weigh the same with little exception. In terms of reproductive organs, the Akagari retain their Imperial reproductive organs with females have breasts and a vagina while male Akagari sport one or two hemipene like phalluses that range from 5" to 10" long by 2" thick and are flat chested. The Akagari sport the ability to hide their genitals as well as their anus hole through thick, skin slits on their body that provide protection against nature.
Life cycle and reproduction: Surprisingly enough, the Akagari fundamentally reproduce like all mammals do however due to their snake lineage, they do not give live birth to their young. Once a male impregnates a female, fertilizing her eggs with his seed via his phalluses, the female will shortly afterwards, through oviparous means, will begin to lay her eggs in a safe, controlled environment. Depending on her size, the female may lay anywhere from three to twenty eggs with five to ten being the norm. After a lengthy period a year where the female or a nanny stay near her nest to protect them, the eggs will hatch. At birth, Akagari babies are completely blind, deaf, have no sense of smell, born with no skin, are nearly unable to move, are weak, and require a heavy, constant supply of their mother's milk. Born in such situations, without a nanny or other females to help, most babies do not survive the first weeks of their life. It's practically unheard of for entire litters to survive unless they are small in size or born into families with large amounts of ritually bonded mates. By two months of age, Akagari babies become strong enough to move on their own and their skin begins to take shape. At four months of age, they gain their sense of smell and their eyesight begins to take shape. At six months of age, their eyes become fully developed and at ten months of age, they are able to hear. By twenty months of age, their tails fully develop, allowing them move and climb however due to their method of movement, their tails will not physically grow to their permanent size until they reach ten years of age. At two years of age, a Akagari enters their children stage before entering their juvenile age at seven. They reach physical, mental and sexual maturity at fifteen years of age.
Society and Typical Environments:: For reasons unknown, the Akagari live in segregated, tribal communities divided by gender. Mixed gender Akagari communities of equal rights do not exist. Said tribal communities are often led my a Patiarch or Matiarch, often the most wise of the community and If they so desire, the Patiarch or Matiarch may have a council to aid them in day to day activities. Being commonly viewed as devouring monstrosities, Akagari villages can only be found in the heart of jungles or in warm locations that can hide them from view. Within the villages, the Akagari way of life is quite similar to many other Bestial Kin races, being naturally family and community oriented. The Akagari families that make up a Akagari village are incredibly close knitted to the point every Akagari is seemingly seen as a family member. As a result of this mindset, those whom are full members of the village will often put aside their differences to work together for the greater good of the village itself with every member playing their part. No one is excluded, not even children. Akagari are naturally home bodies and so, rarely will a Akagari leave their village for anything past foraging, hunting or to find a unexpected victim. For outsiders surprisingly, despite popular belief, Akagari villages are quite open to outsiders whom managed to stumble upon their isolated villages. In such a situation, the Akagari of the village will act benevolent, helpful and act like they genuinely care.This is just a simple ploy. Most times, when they find a outsider that has gained their interest, when the outsider finally lets their guard down, the Akagari will capture them and turn them into either a slave or as a mate, whether communal in nature or a private, permanent mate. Outside the primal lands that hide their kind, It is nearly unheard of for a Akagari to be found in the civilized lands, much less than anything more than a slave. As one would expect, in the civilized, Female Akagari are kept as exotic sex slaves or as cattle in specialized skin shedding farms. Due to their agility and versatility, Akagari of any gender may be used as exotic hunters or in rare circumstances, may be used as scouts or as explorers. Male Akagari's once tamed, are often used as torturers, tamers, exotic hunters and as bodyguards. Last to note is the fact that although Akagari can regulate their body's temperature unlike normal snakes, the Akagari absolutely hate the feeling of the coldness and will attempt by any means to stay out of the coldness whether that be temperature itself or water.
One last note to know about the Akagari way of life is their devotion to the Dark Lord, Solkan whom they refer to as simply as the "Dark Serpent" and as the "Serpent Divine". With every Akagari village normally aggressive towards other Akagari villages in some regard for one reason or another, often in a cold war like state, the Akagari worship Solkan as their Divine of War and Protection. Led by a Priest or Priestess along with their few servants which of whom will eventually take their place, the Priest/Priestess leads the Akagari people and their village via their spiritual needs, usually through rituals and ceremonies. During peace time, the Priest/Priestess will often call upon their Divine for protection from the elements and the beasts that seek to kill or capture them while during wartime, they will perform, heinous, bloody rituals to appeal their War Divine, often performing sacrifices or tortures of the strong willed to the willing or even themselves at times, all in the hopes they will gain the boon of their Divine. By far the most significant ritual amongst the Akagari's worship of Solkan is the birthing of a Sultek, a physical avatar of Solkan himself whom is seen as one of Solkan's champions, a pseudo divine warrior with no equal. How such a being comes into existence varies greatly but generally when a Priest performs the ritual and is answered, he or another will become possessed before being transformed into a new Sultek or in the case of a Priestess, Solkan himself will appear before her, rape and impregnate her before leaving. In the aftermath, the Priestess will give live birth to a female or male with extremely heightened abilities. Far more rarely, a random Akagari may be born with a soul of a Sultek. No matter their origins, a Sultek is the highest honor an Akagari can gain. Though a Sultek is technically a purely military tittle that makes every Sultek the undisputed head warrior and commander of their village, in reality, the significance of a Sultek is so grand, they essentially hold all power within their village, effectively being their undisputed leader. Being the chosen Champion of Solkan as well, A Sultek has the power in theory to pacify and take control of any Akagari village they find as almost no living Akagari would challenge a Sultek to combat unless they had their own Sultek. Sultek's are incredibly rare and often only appear to those villages or Priests/Priestesses whom have gained Solkan's attention and favor. In almost all cases, only a single or two Sultek's may appear at once although there have been exceptional rare cases of multiple appearing. Sultek's are not immortal or all powerful however. They can be killed and they have the normal lifespan of an Akagari. Though they are seen as near divine like warrior generals, Sulteks's are permitted to have a semi normal life when not leading their village into battle. Those whom are direct descendants of a Sultek no matter their race or gender will always be placed in high society, being viewed as celebrities and as a result, they are extremely desired and sought out due to their blood but unlike normal mating, an Akagari may never take one as hostage and and force them to be ritually bonded as mates, an Akagari may only humbly request to be taken in as their mate. To be taken as a mate to a Sultek or their children and bear their children is considered the highest possible honor to an Akagari besides becoming a Sultek themselves. Though not all Akagari are religious, they are not bothered by their worship of Solkan and many, If not all of the village consider It a honor to be part of a ritual or ceremony dedicated to their Divine. Lastly during wartime, while Priests/Priestess act as great icons of inspiration, they themselves are passive and do not fight under almost any means and much like other religions, due to their duties, Priests/Priestesses are forbidden to be bonded and have children, being viewed as already been bonded by Solkan himself.
Relationships: The Akagari value relationships greatly in their society however their mindset is quite different from those of the mainstream humanoid races. Depending on the individual's preference, Akagari relationships are either monogamous or open polygamous/polygamy that takes the term "communal" bondage where after the Akagari in question is ritually bonded with their now bonded mate, the mate in question becomes a "communal" mate that may be used by anyone of the village for reproduction purposes. Unsurprisingly, this often leads to village sized orgies, especially during breeding festivals or when a large sum of new bonded mates come into the village. Since every Akagari is dominated by one gender and one gender alone, when they seek a mate, the Akagari will leave the village and will not return until they found a outsider. As stated before, the Akagari will go to any length or time to find the "perfect" mate and their "mate' may be of any race although they are always the opposite gender. When the Akagari finds their ideal mate, they will attempt to lure them in with honey words, promises, aid etc and so, the moment the outsider lets their guard down, the Akagari will kidnap them, drag them back to the village and force them to be ritually bonded with them. Those whom attempt to resist are given a strong toxin that acts as an aphrodisiac. When inhaled, the victim will enter a sexed crazed state and attempt to throw themselves on their Akagari mate, exactly what the Akagari wanted. It should be noted however that female Akagari almost always use the toxic to control their victims while male Akagari are known to prefer to rape their victim into submission. Once this occurs, the bonded victim becomes a glorified slave to the Akagari and depending on the nature of the relationship, will either live out the rest of their lives as either lover servants for their Akagari mate or be used by the whole village for reproduction. While bonded mates are seen as pure property, even other Akagari from other villages, they are treated quite well, just as well as the members of the village as long as they behave and perform their duties. Those whom don't or those whom are too strong willed to be ritually bonded are "devoured" or used as slave labor. As for the birth of children, those whom are born the same gender as the ruling gender of the village will be permitted to live and grow up in the village as one of them however If by chance, the opposite gender is born, representatives from different villages of different genders will come together and trade their newly born young for the young of their gender's village. It is common practice as well for those of the opposite gender to be raised, indoctrinated and trained to become ritually bonded mates. In far more rare instances however, the village may use them as slave labor in the future or simply devour them.
Racial Statistics Acrobatics: 200(proficient) Stealth: 200(proficient) Natural Resistances: 200(proficient) Superior Hearing: Hearing is twice as effective as Imperials, Laetannians and Rominians. Superior Sense Of Smell: is twice as effective as Imperials, Laetannians and Rominians, Ieldra, Deldra, Eeldra, Jingsune and other Bestial Kin races. Also increases performance during sexual intercourse. Skin shedding: May quickly shed their skin once per DM event. Doing so makes the player character "blind" for three cycles and permanently lowers their Natural Resistances and Endurance masteries by one tier for the rest of the DM event. Any elemental status effects such as burning, paralyzing, poison, freezing etc, are removed. Silent Climbers: Are twice as effective as the other races as climbing up vertical surfaces quickly and silently like tree's, cobble stone walls etc.
- #20Hellsune
Keys: Hellsune · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Tier: II - III Commonly refereed to as the "Deadra Wolves" and as the "Deathounds" of the north, the Hellsunes are the corrupted, primitive canines of the north, infamous for their control over fire as well as being being savage, brutal and ferocious warriors in battle that are driven by their unquenchable thirst to kill, destroy and rape. They are, despite all belief, actually the descendants of mutated, corrupted Jingsunes and ancient Imperials mating.
Classification: Mortal Average lifespan: Varies greatly depending on environment but Hellsunes found in the wilderness tend to live from 10-120 years respectively while those whom are raised and serve in high mortal societies have been recorded as living over 200-400 years of age Sexes: Males and females Height: 4 ft - 6 ft commonly, rarely they can be found as tall as 7 ft Weight: 80 lbs to 160 lbs Hair: Primarily black, secondary shades may be of very dark brown, red, yellow or orange Eyes: Yellow, red, orange, have vertically slit canine pupils Ears: wide, 5 " tall vulpine or wolf like ears Tails: Varies greatly, commonly one but rarely up to nine, long, thick, furry vulpine like tails or thick, pointy wolf like tails
Home of Origin:Kraymvirk Wastes Language: Imperial Low and Imperial Standard
Physiology and Diversity: Hellsunes have a standard structure, albeit a voluptuous, slightly muscled, animal like build similar to southern Rominians and other humanoid mortal races. Hellsunes have the head, arms and legs to that of a Imperial however, like some Bestial Kin races, Hellsunes have strayed from the Imperial body. Hellsunes commonly sport obsidian black colored skin although colors such as tints of grey and light tints of red are possible but rare. They have fur covering most of their arms and legs. For arms, the fur begins at the base of their hand to just past their elbow where as for the fur on their legs, It starts at the base of their feet and reaches to either their kneecap or just a feet before reaching their hip. The ending of their fur is often signified by a number of long, wide, wavy or sharp pieces of fur. The same can be said for the ending of their fur on their legs as well. It is also possible for Hellsunes to be born without fur covering their arms and legs however this is exceptionally rare. Despite their lineage coming from humanoids, perhaps due to corruption or mutation or a combination of both, Hellsunes do not have Imperial like hands and feet, instead, in their place, Hellsunes have acquired massive, fur covered, wolf like paws along with two sets of massively long, thick, sharp claws, easily capable of tearing off limbs and even conventional armor to a extent. So sharp they are. Claw sizes vary greatly between each individual. For their hand paws, common claw sizes range from 3" to 15" long with thickness ranging from 1" to 2". Claws on their feet commonly range from 3" to 6" long by 3" to 5" in width. Besides for those traits, Hellsunes are known for a great many other traits they posses such as their burning, canine like eyes that like leak out with fire, causing a fire like aura to engulf their eyes or fire like lighting to occasionally shoot out from the edge of their eyes. More subtle features are their vulpine or wolf like ears as well as their long, vulpine like tails. Their appearance varies greatly. Some may be smooth and soft while others may be like the end of their fur found on their legs and arms, being comprised of long, wide, wavy or sharp pieces of hairs. Like other races that descend from a Jingsune lineage, Hellsunes retain much of their youthful appearance for most of their life, albeit no where as long as the Vulpess due to their corruption and the alternations made to the Vulpess. Once a Hellsunes reaches their physical maturity, they retain their prime until nearly half of their life is over before they begin to physically age, allowing them to stay in peak health far longer than most other races. The process in which their body ages however can be sped up further by malnutrition, stress, near life ending injuries etc. Much like Imperials and other mortal races, the Hellsunes have two genders with similar characteristic's and roles. Most male Hellsunes tend to be larger, broader, to that of northern Rominians while female Hellsunes tend to have much smaller, more compact, muscled like builds, similar to that of southern Rominians. Male Hellsunes have a wolf like knotted phalluses ranging in size from 5" to 10" long by 2" thick and are flat chest as expected while female Hellsunes have their breast size ranging from B-cup to D-cup with rare instances of E-cup.
Life cycle and reproduction: The Hellsunes fundamentally reproduce like all mammals do. A male will impregnate a female, fertilizing her eggs with his seed via his knotted phalluses and after a period of a year, the mother will give birth to a litter, ranging from three to six pups although higher numbers such as nine or even ten are not unheard of. Unlike other wolf and fox like Bestial Kin races, Hellsunes pups are born with developed ears, eyes and teeth however they do require milk from their mother or from another source. At four months of age, Hellsunes can be weaned off from their mother or whatever source they acquire their milk from. A Hellsune reaches physical maturity, mental and sexual maturity by two to three years of age depending on many factors such as their size, their environment, the availability of food etc.
Society and Typical Environments:: Being the primal, savage warriors that they are, Hellsunes typically live solitary lives or within small warbands that venture throughout the Kraymvirk Wastes in search of powerful souls to consume and victims to add to their collection. Although uncommon, Hellsunes may be found in small tribes. Said primitive like societies are often found in plains, mountains, volcano's and other places with higher temperatures. Due to their destructive nature, Hellsune society is determined and ruled over by the "Might makes right" mentality where only the strongest may rule and lead. In such societies, one's personal martial prowers matters the most. At such, duels to the death are frequent and often deadly, especially when one challenges the leader for dominance. Most Hellsunes lack the understanding of "family" and most females often lack the instincts necessary to be mothers and even by the rare instance one does, Hellsune mothers are incredibility harsh, often only carrying about the strongest of their litter. She may even kill/burn alive and cannibalize those of the weakest of the litter so she does not have to waste her time. From the moment a Hellsune is capable of killing another, they are left to their own devices, abandoned by their mother to whatever fate is to bestowed upon them and their siblings. When this occurs, a Hellsune will do whatever is necessary to survive, even kill and eat their own siblings If need be. In their world, It is survival of the fittest and If the weak are to be fed to the strongest so that they can survive than so be it. While it is possible, Hellsunes rarely form meaningful relationships, even with their siblings other than relationships of association when hunting or forced to work together to fight a massively powerful enemy.
Hellsunes in civilized society are non existent due to their uncontrollable, destructive personalities. Ones that are found however are ones that have been "tamed" by powerful individuals. Such Hellsunes, whether tamed or born into captivity are known to act and live similar to the Canarr, albeit far more harshly. Through the love for their mate as well as being taught proper human interactions, Hellsune mothers in captivity will eventually gain the instinct to become mothers as well as the understanding of family. From there, after the mother has given birth to her own litter within her mate's controlled environment and her pups become of age, she will become the matriarch of the family as It continues to grow. In all situations, their mate or owner will always be the "alpha" of the family as long as they don't show weakness and allow them to act on their urges at least on occasion. In reality, while the mate or the owner has full power, It is the beta, The Matiarch/Patiarch whom runs the day to day activities of the family. Once a Hellsune is made a Matiarch or Patriarch, they retain their tittle until death however they can be usurped by the alpha or one of the family members challenging them to a duel, often to the death. As for the family life of "tamed" Hellsune families, while they can show loyalty and form bonds with each other like the Canarr, most often, situations within Hellsunes families are often tense, argumentative, aggressive and violent. While they may be tamed and live in a controlled environment, the tamed Hellsunes cannot suppress their nature completely or all the time. When this occurs, It is up to the Alpha to be quick and decisive or else a mutiny could ensure. At the very least, chaos as they give in to their urges for a period of time. Tamed Hellsune families found in societies are usually employed as bodyguards, sex slaves, gladiators in controlled environments, exotic hunters etc.
Relationships: Driven by their unquenchable thirst to kill, destroy and rape as well as their savage and ferocious like disposition, Hellsunes do not have normal relationships. in almost all instances, when driven by their desire to rape, whether for pleasure or for reproduction, they will seek out, hunt and capture any those of the opposite gender that hit their fancy. In the scenario they find a victim, the Hellsune will mercilessly rape the victim until they are satisfied, impregnated or have impregnated them. If by chance, they are unlucky and the Hellsune takes a keen interest in them, the Hellsune will drag the victim back to their home, tribe or warband and make them into their own personal, pleasure slave. For the rest of their life, they will be used whenever their Hellsune master has the urge to satisfy their lust or reproduce. Of course such sexual intercourse is so rough and wild that most pleasure slaves often die after being used only after a few times. At least for the victim, while in the custody of a Hellsune, their Hellsune master will protect them with their lives when another Hellsune or mortal tries to lay harm or take them away.
In the rare case a Hellsune is "tamed" by a vastly stronger mortal then themselves, which is extremely unlikely due to a Hellsune's near unbreakable willpower, Hellsunes become unbreakably loyal and loving as long as their mate satisfies their urges. In such a relationship, as long as they are treated "equal" and not as a "normal" canine, the Hellsune will submit completely and utterly and treat their mate with unconditional love. This is due to a Hellsune's mindset. In their minds, all mortals are frail, weak beings, incapable of defeating them or breaking them. If a mortal however is strong enough to not only beat them but break them completely and utterly, as utterly insane as that might sound to them, than clearly that mortal is meant to be their one and only, true mate. In that regard than, their mate becomes valuable, so much so, they are irreplaceable. Much like their slaves, when a Hellsune found themselves in a relationship such as this, they will always be at their mate's side and when danger approaches, they will become incredibly hostile and aggressive. If danger was to appear, the Hellsune would be overtaken by their rage and would lash out with such ferocity, few would survive the encounter. If they find themselves in a dire situation however, a Hellsune would protect their mate with their lives If need be.
Racial Statistics Willpower: 2,000(Master) Strength: 200(proficient) Reflexes: 200(proficient) Weakness To Corruption And Mutation: 50% more susceptible to mutation and corruption A Creature Of Darkness: Takes 50% more damage from light oriented magic Superior Hearing: Hearing is twice as effective as Imperials, Laetannians and Rominians. 2+ Sets of Superior, Sharp Claws: (claws on feet and hands) Characters deal a additional 20% damage during charging attacks and deal a additional 15% in close quarters combat. Gifted In The Art Of Fire: Instant access to energy detection, energy control, sprysical release and Fire Release Real Warriors Don't Wear Real Armor: May only equip "light armor" Hatred for Ranged Weapons: Cannot use combat, ranged oriented masteries Nearly No Magic Potential: annot use the following masteries, Water Release, Earth Release, Wind Release, Lighting Release, Melody Release, Shizen Release, Yang Release, Yin Release, Yin-Yang Release, No Release, Shiringu Release, Keifuto Release, Nekuromanshī Release or Akuma Release unless blessed by a Divine Being, a Dark Lord or a Supreme Being
- #21Racherdenian
Keys: Racherdenian · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Tier: II - III Commonly known as the "Rachannians" as well, the Racherdenians are a race of Bestial Kin that descend from Imperials mating with Racheroskr. Famous for being pests within mortal societies, Racherdenians have been given a negative reputation by the people that live there, viewing them as little more than lying, thieving pests.
Classification: Mortal Average lifespan: 25-45 years Sexes: Males and females Height: 3 ft - 5 ft Weight: 60 lbs to 150 lbs Hair: Commonly black, gray, white, pink, other colors rare Eyes: Commonly black, other colors rare Ears: 15" long, dish shaped rat ears Tails: Tapered, prehensile, rat like tail
Home of Origin:Unknown Language: Imperial Low and Imperial Standard
Physiology and Diversity: The Racherdenians have a standard structure similar to Imperials, albeit smaller and lighter. A Racherdenian's most obvious traits are their rat like characteristic's such as their short, rat like muzzle, their rat like whiskers, their short pink colored nose, their front, buck teeth, their 15" long, dish shaped rat like ears, their very short, full body coat of fur that easily be mistaken as skin and lastly, there 2 ft to 4 ft long, tapered, prehensile, rat like tail. Like most other races, the Racherdenians have two genders with similar characteristic's and roles. Despite that however, male and females tend to have the same, slender like build. In terms of reproductive organs, Male Racherdenians have a Imperial like phalluses ranging in size from 4" to 5" long by 1.5" thick and are flat chest as expected while female Racherdenians have their breast size ranging from high A-cup to B-cup with rare instances of C-cup.
Life cycle and reproduction: Racherdenians reproduce like most mammal mortal races however due to mutation or evolution, how is slightly different. Female Racherdenians may enter heat at any time they desire and so when they do, like other Bestial Kin races, they will release a strong hormonal musk from their body into the air in an attempt to attract a mate or communicate to those nearby, informing them that she is "ready". How a mate is chosen depends on the circumstances in which they find themselves. If she's already mated for life, she will only mate with them. If she is a virgin or one without a mate, most female Racherdenians will often take the first male that appeals to them. If by chance two male Racherdenians appear, she will only mate with the male that is victorious or has gained her favor. As for the mating itself, the male will impregnate the female, fertilizing her eggs with his seed via his human shaped, phalluses and after a period of three months, the mother will give birth to a litter, ranging from four to eight. During a mother's pregnancy, her breasts will swell much larger than their normal size, usually twice or three times their size in a attempt to store as much milk as possible. When born, Racherdenians are born deaf, blind, unable to walk and are completely naked. A few days after their birth, their coats of fur that cover their entire body begins to grow and by the time they reach reach the first month of life, their fur coat is often grown and they are ale to walk. At two months of age, they gain their hearing and vision although like the Kathlis, it remains blurry. It is not until five months of age does a Racherdenian gain complete hearing and vision. At six to eight months of age, Racherdians can be weaned off their mother's milk and their often oversized, front buck teeth begin to take shape. At twelve to fourteen months of age, Racherdenian reach physical and sexual maturity however they do not reach mental maturity until usually around two years of age.
Society and Typical Environments:: Similar to the Kathlis, Racherdenians are almost always found in large communities such as towns and cities of the mortal race however while the Kathlis may be found in the open, most Racherdenians tend to stick to the shadows, deserted locations or underground for fear of persecution and death. Despite being paranoid scavengers, Racherdenians are incredibly family oriented. Besides for the occasional male that decides to live a solitary life, most Racherdenians live with their family in massive Racherdenian communities controlled by a single chieftain or a council. Such families and communities are quite similar to their Imperial counterparts with the possible exception that some may adopt the Racheroskr's caste system. When living out in public in the civilized lands, Racherdenians are capable of filling many roles however due to their superior hearing, the circumstances they often find themselves and where they grew up, many find themselves as scouts, adventurer's, hunters, foragers etc. It's quite common as well due to their small stature and submissive like nature that some female Racherdenians may be acquired as pleasure slaves by the wealthy and powerful. Generally however, Racherdenians are a extreme rarity in public due to the masses viewing them as scavengers, thieves, con artists, liars, smugglers etc.
Relationships: Racherdenians tend to be polygamous in nature with male Racherdenians often have multiple partners in an attempt to maximize the chance of continuing their bloodline however male Racherdenians may be monogamous as well. Such monogamous relationships are rare but said relationships are often considered near unbreakable and once a pair is mated for life, there is no turning back. Racherdenians oddly enough have no concept of divorce or separation. Compared to their male brethren, female Racherdenians are monogamous to one male Racherdenian under normal circumstances however during dire situations where their population numbers are low, female Racherdenians are often found in partner swaps and mass orgies to maximize their chances of impregnation.
Racial Statistics Athletics: 250(proficient) Acrobatics: 250(proficient) Stealth: 250(proficient) Superior Hearing: Hearing is twice as effective as Imperials, Laetannians and Rominians. Controlled Hormonal musk: May be used at any time during a DM event, will emit a strong hormonal musk into the air, causing the lebido of males in the immediate vicinity to greatly increase. The hormonal musk will also "stink" up the immediate area in where the female character is standing. Fur Coat: rovides warmth against the cold, protection is equivalent to leather armor
- #22Leepanaru
Keys: Leepanaru · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Tier: I - III Known as the "Usagaru" within the lands of Maja and Jassayadin and as the "Tikari" and as the "Takara" within the lands of Tanji and Chou, the Leepanaru is a common Bestial Kin race known for their cowardly and docile like demeanor. Rarely seen outside the civilized lands, most Leepanaru's seen are born and raised into captivity as slave pets. Some historians believe the Leepanaru are the devolved descendants of the Nakaherians although little proof has been found to support such a claim.
Classification: Mortal Average lifespan: 10-40 years Sexes: Males and females Height: 3 ft - 4 ft, very rarely 5 ft Weight: 50 lbs to 120 lbs Hair: Commonly shades of white, grey, black and brown, other colors rare Eyes: commonly black, other colors uncommon Ears: 10" - 15" long rabbit ears Tails: Very short wolf like tail or a scut like tail
Home of Origin:Unknown Language: Imperial Low, Imperial Standard and Imperial High
Physiology and Diversity: The Leepanaru a standard structure albeit smaller and lighter. A Leepanaru's most notable traits are their rabbit like traits such as their rabbit, scut like tail or in some cases, they may be born with very short, wolf looking tails. Other signature traits include their 10" - 15" long rabbit ears which is capable of falling down and blending into their hair. Like the Racherdenians, the Leepanaru are commonly born with a full body coat of very short fur that can be mistaken as skin. Typically a Leepanaru's fur color will match their ear's exterior color which the color of their head hair will match their tail color. It should be noted that while rare, Leepanaru's are capable of being born with Imperial skin and having their hair color being separate from their tail or ears. Leepanaru's may also be born with rabbit like whiskers and small noses. The Leepanaru are comprised of two genders that play similar roles to the other mortal races. Males and females tend to have the same, slender like build. In terms of reproductive organs, Male Leepanaru's have a tubular protrusion like phalluses ranging in size from 4" to 5" long by 1.5" thick and are flat chest as expected while female Leepanaru's have their breast size ranging from low A-cup to high A-cup with rare instances of B and C-cup. Like the Akagari, male Leepanaru have the ability to hide their phallus via through a furry slit on their body that provides protection against nature.
Life cycle and reproduction: The Leepanaru reproduce like most mammal mortal races and may reproduce at any time period. Generally female Leepanaru enjoy a high variety of options usually when it comes to the selection of mates, much like males of the other races that often enjoy said privileges. When a female Leepanaru is ready to reproduce, she may allow a single male to reproduce with her that she finds appealing, perhaps she have all the males in the immediate vicinity fight to the death for the right to reproduce with her, making sure only the strongest are worthy of her or perhaps, she may allow all males in the immediate vicinity to reproduce with her in the shape of a massive orgy to maximize her chances of impregnation. Following whatever method she has chosen, after the male(s) have impregnated her, via fertilizing her eggs with their seed with their tubular protrusion like phalluses, after a period of just two months, the mother will give birth to a litter in size from four to twelve kits although sizes as high as twenty have been recorded. When born, Leepanaru kits are born blind and naked however after a few weeks, the gain their vision and by the time of the first month, their fur coat has grown in. At two months of age, Leepanaru kits can be weaned off from their mother's milk and at four months of age, Leepanaru kits reach physical and sexual maturity however they do not mentally mature until they are are eight months to one year of age.
Society and Typical Environments:: For Leepanaru's found in the wilderness, they are often found in tall grasslands, Savannah's, hills, valley's and light forests far from civilization. All Leepanaru societies are large villages above ground or in rare cases, underground in massive borrows, tunnels and caves ran in a feudalistic manner with hereditary, matrilineal succession. At the very top is the Matriarch of the society whom holds absolute power until her death. Her daughter always inherits her position upon death and If by chance, the matriarch does not have a heir, the top female of the family directly below hers will be chosen as Matriarch. Below the Matriarch herself and her family, including her mate are the families that swear fealty to her and her family. The longer a family has been in their society, the higher they are in stature. The second family will always have power and stature second only to the founding family or the family the Matriarch is a member of. Because of this, rarely do lower ranking families ever rank up in society. The only exception would be during war time. It should be noted that every family within the society is subordinate to the family that is directly above them in rank so in short, It would go like this - 1st family -> 2nd family -> 3rd family -> 4th family and so on. While such societies often cause great rivalries and turmoil, each society is extremely territorial and will not tolerate another Leepanaru society nearby unless they have been vassalized, are far enough away to pose no threat or benefit greatly from trade. Since Leepanaru have a deep love for carrots and banana's which are seen as commodities within their society, another Leepanaru society may survive and gain the protection of a much larger society through trading such goods.
As for the other aspects of their societies, female Leepanaru hold all the power in their society from the matriarch of the society itself to each individual family. Male Leepanaru's have little to no rights within such a society and have few rights or opportunities besides for being bodyguards, soldiers, crafters and laborers. Because of this treatment, it's not uncommon for many males, especially those of the lower ranked families to simply abandon their society altogether and live a solitary life or live in a nomadic herd with other males. Such herds are often considered taboo with each member being considered a traitor and as such, they are not tolerated on a society's land. The only exception to this would be If the society in question is in dire circumstances and requires their numbers to jump back up quickly. As for females, daughters always listen to their mother's and never move out or leave until they have a family of their own. In other cases, families whom gain the attention of the Matiarch herself, the highest honor yet equally loafing position a female can receive is the tittle of "Hand Maiden", a honor in which the female permanently becomes a serf of the Matriarch's family whom is responsible for grooming the Matiarch. For a male, the highest honor they could receive, depending on the individual would to be either become a lowly concubine of the Matiarch or one of her personal bodyguards.
In the civilized lands, being kept as slaves, usually as serfs, pleasure slaves or as actual pets comparable to a dog or cat, Leepanaru society in captivity can much be the same with all families swearing loyalty to their master or joining his harem. Leepanaru outside captivity are incredibly rare due to their docile and naive like personality although some have been recorded as living as farmers, servants, miners and for males, soldiers, scouts, adventurers etc.
Relationships: Under most circumstances, Leepanaru are purely Polyandry with females often having two or more male mates. The reason behind this varies greatly between each individual. Such examples including wanting multiple partners for sexual enjoyment, more companionship, wanting to maximize their chance of impregnation etc. It's no secret that when a female Leepanaru desires reproduction or sexual intercourse for pleasure, they become nothing short of pests, pure sex machines that do not become satisfied until the dirty deed has been done many times over. The only times male and female Leepanaru are monogamous in nature is when there is only one of the opposite sex with them. As soon as they have children and families begin to take shape, the monogamous relationship will often be broken but it's not unheard of for a pair to stay together until death.
Racial Statistics Athletics: 300(proficient) Natural Resistances: 300(proficient) Reflexes: 300(proficient) Superior Hearing: Hearing is twice as effective as Imperials, Laetannians and Rominians. Fur Coat: provides warmth against the cold, protection is equivalent to leather armor
- #23Chita
Keys: Chita · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Tier: I - III Commonly known as the "Chindae", the Chita are a uncommon race of Bestial Kin found only within the savanna's of the Kraymvirk Wastes. With their short torso's and long, developed legs, the Chita are famous for being one of the fastest mortal races on foot, able to sprint as fast as 50MPH with ones bred through selective breeding in captivity being recorded as being able to sprint double that, albeit for very short periods of time.
Classification: Mortal Average lifespan: 30-60 years Sexes: Males and females Height: 5 ft - 6 ft commonly Weight: 50 ibs - 120 ibs Hair: Shades of brown and yellow Eyes: Varies Ears: Human ears, rarely 5-10 inch tall, pointy like feline like triangular ears Tails: Silky smooth, soft like cat tail
Home of Origin:Kraymvirk Wastes Language: Imperial Low and Imperial Standard
Physiology and Diversity: The Chita have a standard, Imperial like structure, albeit far more lighter and more agile. They have two arms, hands, legs, a head. Compared to the other races, their body limbs are proportionally different with each Chita having short torso' and very long, fragile legs and arms. A Chita's arms are long enough to allow them to be used on the ground as "feet", allowing them to run on all four as well as add precious stabilization when sprinting at full speed. Most Chita have a Imperial like face however some may born with a more "feline" like face. This goes for their ears and feet as well. Most Chita have human ears and feet however it's not uncommon for Chita to have pointy, feline like ears as well as feet that are a hybrid between large cat paws and Imperial Feet. They also have a silky smooth, soft feline like tail and of course, being the descendants of ancient, large cats, the Chita, If born with a coat of very short fur, are always shades of brown and yellow in color with black markings and their torso's fur always a very lighter shade of their fur's primary color. Some Chita are born with full body coats while like other Bestial Kin races, some are born with Imperial skin and only have fur on their arms and legs. Similar to the Kathlis, the Chita have short retractable, thin hand claws in their hands and feet, designed for slashing and tearing. Despite all this however, there are few differences between a male and female Chita. Both sex's tend to have the same build and appearance with the exception that males are heavier in weight. In terms of reproductive organs, Male Chita have a Imperial shaped phallus with feline like traits, often hidden by small portions of tissue that provide some protection for their extremely soft phallus. A Male Chita phallus vary in size however most common sizes are 4" to 5" with rare occurrences being up to 7" while the thickness is almost always 1.5"" to 2". Male Chita are flat chested while female Chita have breasts ranging from low A-cup to A-cup. Those in captivity have been recorded as having breast sizes up to D-cup.
Life cycle and reproduction: The Chita reproduce like most mammal mortal races however female Chita reproduce only during the early portions of summer. Like the Leepanaru, female Chita enjoy more variety of options when It comes to mating. When a female Chita is ready to reproduce, she will generally reproduce with a single male, one that she finds appealing or If she is monogamous, her mate. Those whom choose to not have a mate tend to only mate with those are the strongest whom prove it through dominance over the males competing for her. Following whatever method she has chosen, after her mate has impregnated her, via fertilizing her eggs with their seed with their Imperial like phallus, after a period of a year, the mother will give birth to a litter in size from one to four cubs although sizes as high as eight have been record in the wilderness and in captivity. When a cub is born, they are born blind, unable to walk and require their mother's milk constantly. With the first few weeks of their life, they begin to gain their eyesight. They do not gain their full vision or the ability to walk until they are two months of age. At eight month's of age, Chita can be weaned off usually. At two years of age, Chita usually reach physical and sexual maturity however they do not reach mental maturity until three to four years of age, depending on the individual.
Society and Typical Environments:: Chita tend to live solitary lives or in small families called coalitions with their immediate family. At the beginning of their lives, all Chita live with their mother and If she is monogamous, their father as well until they reach four years of age. From there, depending on each individual mother, she and her mate may choose to suddenly abandon them without warning once her cubs have proven they are independent. This isn't always the case however. Chita whom are directly related to each other may live together for life or until the mother has gave birth to a new litter of cubs. In such a scenario, the original litter of cubs will than head on their own with sons sticking together for life in coalitions and daughters sticking together in their own coalitions. Unless they have a opportunity to start their own coalition with a mate, they will not leave their coalition. Family coalitions are always led by the Matriarch, the mother of the family while in sibling coalitions, all siblings have equal say in the group. Those whom were born alone without siblings or had decided to strike on their own instead of joining their siblings may join a coalitions they share no blood with. Mixed gender, non family coalitions exist but are exceptionally rare. Single gender coalitions will usually only accept members of the opposite gender into their ranks If the prospect is severely wounded, beyond lost or too young to survive on their own. As for coalition life itself, family coalitions tend to be similar to other mortal families with the only exception being that the Matriarch has absolute control of the coalitions's members. Sibling coalitions or single gender coalitions operate similarly to a tribe with all members it's working together for the greater good of their coalition though newcomers often have to prove themselves before they are seen as equal members. While family coalitions are ignored and can generally travel wherever they please, sibling and single gender coalitions are territorial in nature, especially male coalitions. These type of coalitions will mercilessly defend their territories with their lives and will do whatever required to secure their land. Such conflicts can be stretched out for years, possibly decades and it's not uncommon for coalitions to have intense rivalries. By the end of a conflict and If by chance, the opposing coalition has been beaten and destroyed, the survivors may be adopted into the winning coalition although this varies greatly. While some may adopt the remaining members, It is not uncommon for the winning coalitions to kill all the remaining members, to enslave them or use them as reproduction slaves. Some coalitions are more savage than others. The only possible time two coalitions will tolerate each other is during the early portions of summer when the mating season begins. If by chance, two coalitions of the opposite gender run into each other, the females may pick whatever male they find desirable as a mate. Of course this goes for both sides. If two female desires the same mate or If the females desire only the strongest mate, the females may fight for the right to mate with the male they desire or have the entire male population of the opposite coalition fight for dominance until only the strongest remain. Although rare, it is not unheard for a single male Chita to mate with each female of a female coalition. During this process, solitary members of their race may be drawn to this event. In this situation, despite popular belief, these solitary members may join as well and partake in whatever is needed to be able to mate with the opposite gender.
In civilized societies, Chita are a incredible rare sight as they are often considered "untamable" by common people due to their destructive nature, rowdy, prideful like personalities, unable to sit still and requiring large amounts of substance to sustain their extremely fast metabolisms. Most Chita found in the civilized lands are found as exotic house pets, used in racing such as horses and a select breed of dogs and rarely as servants for the well trained. Those whom are "free" are often found in occupations that allow them to operate in the wilderness. They often make excellent hunters and trackers.
Relationships: Chita are either monogamous in nature or polyandry depending on the individual. As males have little choice, they are monogamous towards one female Chita that have chosen them as their mate for life or for females that have chosen the opposite path. They may become one of many potential mates to be used as a reproduction tool. No matter the nature of their relationship, all male Chita's are second to their female mate. They are more often than not, submissive in nature and often perform whatever task they asked to do. While Male Chita's handle hunting as well as the defense of their family, female Chita handle the more day to day activities, including the training of their cubs although depending on the whim of their female, the father may be allowed to teach their children, usually their sons..
Racial Statistics Athletics: 2,000(Master) Acrobatics: 2,000(Master) Reflexes: 2,000(Master) Physically Weak: Vitality, endurance and strength cannot be risen above "master" tier Fragile body: Takes 25% more damage from physical, magical attacks and twice as likely to break bones when inflicted with fall damage Vastly Superior Hearing: Hearing three times as effective as Imperials, Laetannians and Rominians and twice as effective as most other Bestial Kin races Fur Coat: provides warmth against the cold, protection is equivalent to leather armor 2+ Sets of Sharp Claws: (hands and feet)Characters deal a additional 15% damage during charging attacks and deal a additional 10% in close quarters combat. Fur Coat: provides warmth against the cold, protection is equivalent to leather armor
- #24Darmarian
Keys: Darmarian · Secondary: , Mortal, Sentient Race, Bestial Kin, Mortal Plane
Tier: III - IV A rare breed of Bestial Kin that descend from presumably, mutated reptilians and mortals, Darmarian are infamous for their Deadric/reptilian like appearance, often sporting dexterous tails, deadric looking horns or antlers, scales, fur, fangs, mandibles, beak like apparatuses as well as monochromatic eyes. The true origins of the Darmarians is a mystery like most Bestial Kin races however many historians believe that the modern Darmarians are the result of a wide array of reptilian-Imperial Bestial Kins slowly mingling together after having had been banished from their Bestial like tribes.
Classification: Mortal Average lifespan: 50-110 years Sexes: Males, females and hermaphrodites(Not playable unless trait taken down below) Height: 5 ft – 7 ft Weight: 120 lbs to 270 lbs Hair: Shades from brown, blonde, black and red, to hues of blue-black and red-orange Eyes: Brown, black, blue, hazel, grey, yellow, red, purple, so long as there is no pupil or sclera. Ears: Varies greatly, Human like ears most common, rarely long, pointy, animal like ears and skin flaps. Tails: Commonly long, thick, spade/barb point reptilian like tail or a thin, wiry, barb/spade reptilian like tail.
Home of Origin:Unknown Language: Imperial Low
Physiology and Diversity: Although Darmarians retain a general, Imperial like structure, sporting two arms, legs, a head as well as a Imperial like face most times, Darmarians are extremely diverse in their appearance to the point, almost no Darmarian looks alike. At first glance, a Darmarian may pass off as a Imperial however upon further inspection, this is furthermost from the truth as their monstrous like traits come into view. Aside from their Imperial like structure, common Darmarian traits include monochromatic eyes which often hinders their vision at times, their signature, deadric looking horns, their animistic, long slanted ears or skin flaps in place of ears, their reptilian like tails which varies between being a long, thick, prehensile like tail that end with a spade or barb point and a thin, wiry like tail that ends with a barb or spade which of whom are noted as being excellent weapons for slashing and impalement. Other common Darmarian traits consist of a wide variety of animal like traits such as very short, full body coats of fur, antlers, reptilian like scales, canine like fangs, insect like jaws, bird like beaks, forked tongues, three fingers, padded feet, mixed horns, toe walking(weight is carried on the balls of the feet, ‘heel’ never touches the ground, knee is reverse facing), internal male genitalia, sheaths, multiple nipples (more then 2) as well forearms long enough that can reach the ground and allows them to run on all fours for added speed. There are other animalistic traits Darmarian can have such as reptilian noses, flesh bumps instead of horns, non functioning wings, either genders having the reproductive organs of the opposite gender, hooves, feathers, furred tails, animalistic rabbit or dog like ears, functional wings, different types of ears as well as more than two types of eyes however traits such as these rare.
Life cycle and reproduction: The Darmarians fundamentally reproduce like all mammals do. The male or hermaphroditic female will impregnate the female or the hermaphroditic female, fertilizing her eggs with his or her seed via their always erected, knotted, reptilian like phallus and after a period of nine months, the mother will give birth to a single hatchling. Born fully developed, Darmarians only require their mother's milk for a few months before they are able to be weaned off. Surprisingly, compared to most other Bestial Kin races, Darmarians have a growth rate comparable to Imperial.
Society and Typical Environments:: Due to the Darmarian's appearance being similar to Deadra and humanoid monsters, Darmarian societies are only found in the most isolated of locations, often hidden deep in the most unforgiving of terrain. Such self sufficient societies often found in the form of villages or in rare cases, small towns that are notorious for being peaceful, passive and welcoming yet wary to outsiders, especially for said societies that have been at peace for decades, If not centuries. In the last millennia however, despite being non violent and uncomfortable with violence, such societies have since become paranoid, defensive and even racist after many of their villages and towns have been raided and for some, destroyed. Such acts have forced Darmarians to once again rely on their fangs and horns. As for the inner working of their societies, all Darmarian societies work similarly to Laetannia's philosophical concept of the "Greater Good" where everyone, despite their rank, occupation or age works together for the greater good of the village/town. In this regard, the village elders would often watch over the village's youth, often adopting them as their own grand children as well as act as the leaders of the village/town when there was no Chieftain or If the Chieftain was unable to perform their duties. As a result of this, the parents would share the raising of their children with the elders and the other members of the village/town although in the end, the parents did have the final say over the matters regarding their children. Prior to raiding and the destruction of many of their villages and towns, many Darmarian villages and towns were simple in design in terms of layout and architecturally. Later as attacks became more frequent, especially during the first Storm of Darkness, the design of Darmarian villages and towns became far complex as they spent much of their resources fortifying their home in any way possible. Two clear examples were their layouts becoming labyrinthian in design with the largest of their towns employing, unique, metal like walls and roofs. Unsurprisingly towards the rest of the world, they have kept their metal working a closely kept secret. Things that haven't changed throughout the times is the placement of communal buildings such as their village/town center, resource warehouses, the home of the village/town chieftain, the village/town's head herbalist, the homes of the elder and the schools. While these buildings littered the inners of the village/town, the home of families, single adults and warriors would sit on the outskirts of the village/town, near the walls. With their labyrinthian like design, It discourages small attacks and even when large forces siege the village/town, the labyrinthian like design allows the villagers to escape quickly to safety. Another note to take is the fact most Darmarians tend to be spiritual in nature. Besides for venerating the dead, they also perform rituals and ceremonies offering thanks and praise to the lands and the wildlife they live with. This has granted the Darmarians a bountiful relationship with the spirits of the lands itself. When danger comes, whether through drought or by violence, by Darmarian legends, when proper prayer to the spirits of the lands is given, It is said the spirits of the lands will manifest and grant them their aid. As this rarely occurs however, many Darmarian do not believe in such spirits.
Darmarian societies are not perfect however. Besides for the bias they have for the civilized races whom believe they only exist to destroy, kill, rape and loot those of their way of live or the places they call home, Darmarians are known to be harsh on their own kind. For Darmarian whom possess "negative" traits, they are heavily encouraged from having children. Some villages and towns go so far as to sterilize said individuals to ensure only productive members with "positive" traits of their race will be born. These members, while accepted in Darmarian society, they are secretly shunned and usually seen as honored outsiders. Commonly referred to as "Undesirables", these members are known to leave their village/town and live solitary lives on their own. Some excel while live, short, painful lives. This also goes for the "Broken Ones", a term for a Darmarian whom has lost much to the monsters of the civilized lands. Often considered a lost cause as they become obsessed with revenge, these Darmarian's are cold, unpredictable and often act on their animalistic instincts. They are not shunned like the "Undesirables" however, instead, besides being viewed as lost souls, they are seen through the eye's of many as fierce, unyielding warriors, especially when their new home is threatened.
Regarding the civilized lands, Darmarians are seen as little more than clever, humanoid beasts by the vast majority of the civilized races As a result, the appearance of a Darmarian outside their community is nearly non existent. With this in mind, with their deadric/monstrous looking appearance, most Darmarians will be hunted down and killed upon first sight. The only time a Darmarian is seen within a civilized community and alive is as a exotic slave of some sorts. There have been rare instances of 'free" Darmarians living within the kingdoms of Ivalice and Laetannia but there fates have remained a mystery.
Relationships: Darmarians are purely monogamous in nature to the point the civilized term, "divorce" does not exist in their tongue with some Darmarians not even being able to comprehend the term. Unless severe action or a set of events play out, Darmarian mate for life and do not move away. To a Darmarian, nothing is more important than the bonds between them and their family. There isn't anything a Darmarian wouldn't do for their family and vice versa for the other members. Despite being conceived as monsters, in reality, behind closed doors, Darmarians are often eager to trust and love openly, willing to forge bonds quickly with those around them whether they be their mate, family or a friend. They are very open with their emotions, more so then most other races and are quick to discuss their feelings and thoughts. As for courtship, Darmarians, spend a lengthy period of time courting one another before deciding to be ritually bonded for life. Such a ceremony revolved around the winter binding ceremony. This ceremony would take place on the winter solstice., where they would paint the other’s face with dyes before taking their partners hand and walking through the snow and dark into the light together.
Racial Statistics: Due to the extreme diversity Darmarian's have, they will not start out with standard racial statistics, instead, a point system will be implemented to allow players to create their "ideal" Darmarian through the point system. Please note the point system and it's traits are a work in progress. Trait costs may be modified in the future and new/old traits may be removed/added etc.
Total Points: 10
Positive Traits:
1P - 100 MP 1P - 1 Lore 0.5P - Cosmetic mutation: Are mutations(horns, different skin color,prehensile appendages etc.)that are purely cosmetic in function, offering no benefits or advantages to the character. A cosmetic mutation may be whatever the player desires. Cosmetic mutations DO however contribute to the tier in which the character's Bestial Kin is in. This can vary greatly on the number of total mutations the player has chosen for their character. 1P - One extra limb: (leg, arm, head etc) 1P - One extra organ: (heart, lungs, liver, eyes etc) 2P - One extra reproductive organ: (Penis, vagina etc, taking this allows the creations of a "hermaphrodite") 2P - Abnormal reproductive Organs: 25% higher chance of impregnation(males and hermaphrodite only) and allows the storage of more fluids 4P - Monstrous reproductive Organs: 50% higher chance of impregnation(males and hermaphrodite only) and allows the storage of much more fluids 1P - Toe Walking Feet: Does not create noise when walking 1P - Internal Slits: Provides 100 Natural Resistances 1P - Feathers: Provides 100 Natural Resistances 2P - Long Forearms: Can sprint twice as fast but drains stamina twice as fast 2P - Advanced Digestive system: Can consume nearly any type of meat, wither it's poisoned, unprepared or rotted without issue 2P - Photosynthesis: You do not need to eat but you do need mineral rich water and sunlight just as much as a normal Imperial requires food 2P - Partially functioning wings: Can "glide" in the air for a short-med period of time 4P - Fully Functioning Wings: Can fly in the air at the cost of draining stamina twice as fast 1P - Body Hide: Provides warmth against the cold, provides no protection 2P - Fur Coat: Provides warmth against the cold, provides protection equivalent to leather armor 3P - Northern Wastes, Fur Coat: Provides extreme protection from the cold but in return, makes the character take twice as much Temperature damage in hot climates during DM content. Provides protection equivalent to chainmail. 1P - Superior hearing/eyesight: Superior to Imperial(human) oriented races 2P - Vastly Superior hearing/eyesight: Superior to Imperial oriented races, Ildra oriented and most Bestial Kin races 3P - Extreme Hearing/eyesight: Near unparalleled hearing 2P - Nocturnal Vision: Can see in the dark as bright as day but in a green tint 2P - One set of Sharp Claws/Horns/Antlers/Fangs/Mandibles(Insect Jaws)/Bird Beak: (May only have one pair for reach pair of limbs)Characters deal a additional 10% damage during charging attacks and deal a additional 5% in close quarters combat. 3P - One set of Superior, Sharp Claws/Horns/Antlers/Fangs/Mandibles(Insect Jaws)/Bird Beak: (May only have one pair for reach pair of limbs)Characters deal a additional 15% damage during charging attacks and deal a additional 10% in close quarters combat. 4P - One set of Extremely Sharp Claws/Horns/Antlers/Fangs/Mandibles(Insect Jaws)/Bird Beak: (May only have one pair for reach pair of limbs)Characters deal a additional 20% damage during charging attacks and deal a additional 15% in close quarters combat. 2P - Thick, Reptilian like Scales: Provides 5% reduction in physical damage 3P - Thick, Wyvern like Scales: Provides 10% reduction in physical damage 4P - Thick, Draconic like Scales: Provides 15% reduction in physical and magical damage 2P - Thick, Reptilian like Tail: Deals additional 5% damage in physical damage 3P - Thick, Wyvern like Tail: Deals additional 10% damage in physical damage 4P - Thick, Draconic like Tail: Deals additional 15% damage in physical damage 10P - Instant access to magic: Characters instantly gain access to energy detection, energy control, sprysical release 10P - Pitiful Regeneration: Can regenerate limbs over the course of several days at the cost of 50% stamina per day.
Negative Traits:
1P - -100 MP 1P - Monochromatic Eyes: They perceive everything as "grey" colored from their eyesight 2P - Defective Limb/organ: For one reason or another, your character's arm, leg, one of their lungs no longer works or is so weak, they cannot be effectively used. 2P - Defective Hearing/Vision: Can only hear/see 50% as well as the hearing/seeing of a normal Imperial 3P - Severely limited Hearing/Vision: Can only hear/see 25% as well as the hearing/seeing of a normal Imperial 4P - Blind/Deaf: Cannot see/hear 2P - Psychologically Insane/Near Feral: Suffers severe dialog consequences during Interactions in most situations 2P - Blood thirst: You gain 5% Health, Stamina, Mana, Water and Food for every time you drink the blood from the living while doing DM content. Does not stack once stats are about 100%. Once every DM cycle, roll a 1D10 to represent your character's ability to resist feeding. On a 4+, your character acts and functions as normal. With a roll of 3 or less, your character will break off any action or activity they are performing and instead, feed on the closest living body. Feeding in public will result in severe dialog consequences during Interactions in most situations. 2P - Infertility: Can no longer have children 2P - Extremely Sensitive Skin: Status effects inflicted on you are 25% more effective and your skin is sensitive to touch. 4P - Thin Skin: Takes 25% more damage from physical attacks and status effects inflicted on you are twice as effective 4P - Fragile Bones: Takes 25% more damage from physical attacks and twice as likely to break bones 5P - Mentally inept: Twice as difficult to learn combat and vocational oriented masteries 5P - Sensitivity to Sunlight: You take 10% Health per DM cycle while in the sun. You do not take damage from Artificial light 5P - Magic Deaf: Twice as difficult to learn magic oriented masteries 8P - Fragile Body: You take 50% more physical damage and status effects inflicted on you are twice as effective. You also regain Health, Stamina, Mana 50% slower than normal. 10P - No Magic Potential: Cannot learn any magic oriented masteries 10P - A unhealing Body: Due to some forsaken reason, your body will not heal under any circumstances besides those of magical means 10P - Corrupted: With your heart and soul corrupted, you are truly a evil individual, one whom will sway to nearly any dark influence. You will suffer severe dialog consequences during Interactions in most situations and due to you being a "dark" attributed creature, you take 50% more damage from light oriented magic.
- #25Eeldra
Keys: Eeldra · Secondary: , Elven, Sentient Race, Mortal Plane, Mortal
Biological classification Designation- Sentient Classification- Mortal
Physical characteristics Average height- 6 ft - 7 ft Skin color- Pale Hair color- Blonde Eye color- Varies Average lifespan- 1,000 - 1,500
cultural characteristics Home of origin- Ahisia Language - Aeadrain, Imperial High
"Foolish human, we are the children of the gods, we are to be the ones who will inherit this world, not you.......Your race had been given the opportunity to do so in the past but in the end, you humans only know how to destroy and spill bloodshed, you do not even know what is to come in the near future...."
- Ellarian Neribella
The Eeldra commonly referred as the "High Elves" and "High Elf" by the many other mortal races found on Athrunial, The Eeldra are the youngest sentient race on Athrunial yet are the most gifted in the art of manipulating energy that is best known as Magic. The Eeldra are widely considered the most influential and respected race on Athrunial despite their age due to the fact the Eeldra are capable of living for over one thousand years, have the highest potential of any mortal race to wield magic and live within a Utopian like society.
The Eeldra of Ahisia are a proud nation of arguably the most skilled of warriors and magic users whom are noble and compassionate yet are extremely prideful in all what they do and consider themselves to far superior to the other mortal races on Athrunial due to the point of blind arrogance where other mortals are not permitted within Ahisia with few exceptions and they only reproduce with their own race. Such arrogance has made them distrustful by other mortal races and are often ignored all the together. To the Eeldra, this concerns them not since they widely believe since they are the children of the gods, is that they are to inherit the world for themselves and become the true protectors of Athrunial.
Biology and appearance
Physiology and Diversity
Exterior wise, The Eeldra are remarkably similar to humans and Laetannians to the degree, one at first glance could mistake an Eeldra for a human however this is subtle differences. Eeldra are pale skinned with refined and beautiful features with long, pointed, far more developed ears than any other race, allowing them to pick up noises other race couldn't and can hear noises from much farther away from them than any other race. Eeldra are often generally taller and slimmer than humans and are far more long living than any other natural mortal race on Athrunial. Their bodies function in the same way as a regular human with a heart, lungs etc, however due to the Eeldra being the descendants of an Aeadra and a Demi-God, they have far more developed and resistant bodies, allowing them to live for over a thousand years and have the highest potential to wield magic and hold the largest amount of energy within one's body. Being the children of the Aeadra, a High Elf has the highest aptitude to learn Yang magic Although Eedra can't wield magic without significant amounts of training, they are so naturally gifted in the art, they require far less training to wield magic than other races. Of course since their bodies have adapted so well to the usage of magic and through countless generations abandoning manual labor like work for magical means, has made the Eeldra far more weak physically compared to a human and can be seriously wounded or even killed easier than a human.
Along with longevity, acute hearing and having the highest potential to wield magic, Eeldra being the children of the Aeadra, have inherited their mindset to an extent, having a mind far superior to humans, they are able to feel all emotions much more strongly yet just as Laetannians, they are also able to suppress certain emotions in critical situations in an effort to avoid a mental breakdown or be corrupted.
Life cycle and reproduction
As expected, Eeldra reproduce sexually in the same manner as the Aeadra and as the humans do however the gestation period lasts anywhere from ten to fifteenth years for a embryo to fully develop into an Eeldra infant. Once the infant is born, it will take twenty years for the infant to develop into a child and another twenty years for it to develop into an juvenile physically. An Eeldra isn't considered an adult physically and mentally until they reach the age of one hundred years of age. The Eeldra, just as with the Laetannians, will instinctively only mate with those whom are the strongest and wisest of their race in hopes of making the next generation stronger. It is extremely rare for an Eeldra to mate with a human or other races due to their outlook on life and their purpose.
Personality and Traits
By Humans and other races, The Eeldra are viewed in many ways, both in a positive and negative way. As with humans, No Eeldra is exactly the same however they are often viewed by others and themselves to be elegant and graceful with a mind to match with the noble of all intentions however since the Eeldra are the children of the Aeadra and a Demi-God, Eeldra come off as proudful, snobbish and arrogance which could be best their most defining trait. No matter the ranking of their birth, whether they be a peasant to the High Queen, all Eeldra will feel in some regard, feel they are superior to Humans and other races whom do not live long and consider such races as inferior to their own with few equals
Powers and abilities
Eeldra have the highest potential of all races on Athrunial to learn magic and use it to it's full potential and have a natural aptitude to learn Yang release magic far easier and be able to wield far more effectively than other races. Along with their magical abilities, they have far more developed ears, allowing them to hear noises other races cannot at lower frequencies and can hear noises from much more longer distances away. They also have the ability to feel emotions much more strongly than humans and can suppress certain emotions in certain situations.
Society and culture
The Eeldra live almost exclusively in Ahisia with the exceptions of a few settlements outside their borders or a few noble houses living within their own district of a city. Those whom live outside of Ahisia are seclusive and under normal circumstances will outright ignore the other races in their day to day lives. Whether they live within Ahisia or not, the Eeldra are tightly bound by their duties, their ancestral rituals and ceremonies and their worship of their gods. For an Eeldra to go against their traditions or heritage is considered the worst dishonor they can bring upon themselves and their family besides the dirtying their genetic bloodline with a normal mortal which is considered the worst dishonor and can only be redeemed normally in death or immediate exile.
History
Late 4E ??? - The Aeadra Goddess, Yltera gives birth to the the Eeldrain Goddess, Ahisia
Very Late 4E ??? - The first Eeldra are created by the Eeldrain Goddess, Ahisia
Very Late 4E ??? - The first Eeldrain city, Ithuriel is founded
5E 1 - The Everqueen, Ellarian Neribella is born
5E 10 - The Eeldrain Kingdom, Ahisia is founded
5E 20 - Asariel is founded
5E 20 - Cadriel is founded
5E 51 - The Eeldrain Goddess, Ahisia's daughter, Ellarian Neribella is crowned the Everqueen of Ashisia
5E 51 - The Eeldrain Goddess, Ahisia becomes a Lady of Cinders
5E 120 - Maroth is founded 5E 129 - Erelim is founded
5E 142 - The Everqueen, Ellarian Neribella gives birth to her first born, Asteraoth
5E 170 - Aenorin is founded
5E 235 - The Ashen War, the Rominian tribes invade Ahisia
5E 269 - The Ashen War ends, the Rominian tribes are routed back into the Kraymvirk Wastes
5E 390 - Ophanim is founded
5E 400 - The Everqueen, Ellarian Neribella gives birth to her triplet daughters, Helevyre,Nerisatra and Quileth
5E 463 - The Greater Deadra, Zellyla corrupts Nerisatra into the first Deldra with Yin release magic
5E 527 - The Great Corruption occurs, thousands of Eeldra are massacred and/or corrupted by Nerisatra
5E 528 - The War of Thrones begins, a massive civil war between the Eeldra and the Deldra for control over Ahisia
5E 560 - The Siege of Maroth, Nerisatra duels Quileth and mortally wounds her but does not kill her, instead, Nerisatra morphed Quileth into the first Arachdra. Using the power of the Deadra, Nerisatra transports the city of Maroth to Neveroth
5E 590 - Asteraoth leads a one hundred year campaign against the Deldra, eventually routing Nerisatra and the Deldra out of Ahisia. The fighting continues in the Kraymvirk Wastes
5E 740 - Asteraoth, despite the disapproval of his mother and siblings, creates an alliance with Mathilde, the Arch Priestess of Laetannia to eliminate the Deldra
5E 750 - The War of Thrones ends with the Nerisatra and the Deldra fleeing to Neveroth in the eastern Kraymvirk Wastes due to the Laetannians aiding the Eeldra
5E 806 - The War of Blood begins with the Rominian King, Valkar leading the united tribes into Ahisia
5E 870 - The War of Blood ends with the Duel between the Rominian King Valkar and Asteraoth at the siege of Asarie, Asteraoth kills Valkar in single combat before dying of his wounds shortly afterwards, the united Rominian tribes separate once more
5E 900 - Aereithel is founded
5E 1121 - The Eeldra aid the Laetannians under High King Guilliman
5E 1175 - The Eeldra open its borders to Laetannia
Sub Races
Ieldra
The Ieldra, commonly referred as Imperial Elves, Elves or as Standard Elves are Eeldra whom had mingled with humans for so long that the Eeldra are no longer Eeldra. These Elves have became almost identical to humans in appearance with the only exception is their Eeldra ears splitting them apart. The Ieldra no longer have everlasting lifespan of the Eeldra nor do they have the same potential in magic as the Eeldra however the Ieldra are far more durable than the Eeldra, roughly on par with baseline humans and still have a far higher potential in magic than humans and other mortal races.
Weldra
The Weldra refer to as the Wood Elves are Eeldra whom over countless generations have adapted to living in the wilderness and have became masters in the arts that come with such adaption. The Weldra are masters in archery,hunting, tracking and surviving off the land and navigating tough terrain as well as being the true masters of Nature Magic at the cost of not being able to learn elemental magic. While the Weldra are not long lived as the Eeldra, one is still capable of living up to nearly eight hundred years.
Deldra
The Deldra known simply as the Dark Elves are the descendants of the Eeldra whom followed Nerisatra and became the first Elves to be corrupted by demonic and dark energies. Such descendants are easy to distinguish in a crowd by their much deeper skin tones with dark brown being common with lighten skin tones akin to more orange in appearance are uncommon and dark pale skin is considered extremely rare. Same with their hair, Deldra often have light hair colors however black and brown hairstyles are common as well. Of course, the Deldra have the highest potential of all Elven races to learn dark magic at the cost of not being able to wield light magic. Since the Deldra have been corrupted by the dark energies, they have the shortest lifespan of any Elven race besides the Ieldra, leaving the average lifespan of a Deldra at only three hundred to four hundred years.
Notable Eeldra
Le'usarith
Known widely as the "All father" and as the "God of Death" by the Eeldra, Le'usarith was considered the God whom had created Athrunial and all life on the planet before being corrupted by some great evil in the void. When he returned to destroy Athrunial, it was Arroth whom challenged Le'usarith to a duel to the death and it was Arroth whom slew him, saving the world of Athrunial from destruction.
Arroth
The name given to the Demi God whom battled the God of Death and Great Grand Father of the Eeldra, Le'usarith and defeated him in single combat. It is said before his battle with Le'usarith, Arroth married the Goddess, Yltera and had three children with her with the last one being Ahisia. Arroth's fate is unknown but it is widely believed by the Eeldra that Arroth will return during the End Times to save Athrunial from complete destruction from whatever threat that seeks the destruction of Athrunial or Yltera.
Yltera
Known by as the "Goddess of Creation" to the Eeldra, Yltera is a Goddess of Aeadrain descendant whom fell in love in Arroth during the Dark Ages for his selfishness and bravery in battle and subsequently married him after Arroth had discovered her feeling towards him. Shortly after their marriage, it was said Yltera had three children, two being Aeadrain however the last child, Ahisia was different in the way she had mutated ears and her potential in magic was unrivaled by any whom lived. Yltera saw the potential in her daughter and trained her to be a beacon of light to humanity and all mortals on Athrunial. It is said after Yltera had finished her daughter's training, Yltera returned to Aelthuan where she resumes to this day presumably.
Ahisia
Commonly referred as the "Goddess of Fertility" and as "Great Mother", Ahisia is the youngest daughter of Yltera and Arroth whom was the first Eeldra in existence and is responsible for creating the Eeldra race and subsequently, it's civilizations.When the Age of Cinders began, Ahisia created her daughter, Ellarian to rule over her new found people and it's kingdom. When Ellarian was old enough to rule her people, Ahisia became the one of the first Ladies of Cinders when she felt the Eternal Flame beginning to weaken.
Ellarian Neribella
Known as "Everqueen" to the world, Ellarian Is the Demi God daughter of the Ealdrain Goddess, Ahisia and is the current ruler, the Everqueen of the Eeldrain people. Ruling out from the ancient city of Ithuriel, Ellarian has ruled for nearly twelve hundred years and has protected the Eeldra from the many threats on Athrunial such as the Rominians, the Vyreadra and the Deldra.
Asteraoth
Known as the Eeldrain "God of War" for his god like martial powers in battle, Asteraoth is widely considered the strongest warrior by far to have ever lived during the Age of Cinders to the point, even the Grail Knights of Laetannia have acknowledged his strength. Asteraoth was originally the several hundred year old first born of the Everqueen, Ellarian Neribella whom was chosen since his birth to succeed her however before this could take place, Asteraoth died from his mortal wounds in 5E 870 after killing the Rominian King, Valkar in single combat, thus ending the War of Blood. During his time as a Eeldra, Asteraoth was considered a master of strategy and leading troops into battle besides being a master of battle, this was proven when he led a one hundred year campaign to drive out the Deldra out of Ahisia and into the Kraymvirk Wastes. After several decades of fighting, despite the disapproval of his mother, Asteraoth made an alliance with Laetannia and with the help of their Grail Knights, they were able to force the Deldra into fleeing to Neveroth. Following his final battle, Asteraoth was reborn as an Aeadra due to his deeds in his past life, he was chosen by Yltera to be her champion. Four hundred years later, Asteraoth appeared once more as a Serra Angel during the Second Storm of Darkness during the Battle of Thoronthyr. Just as the Eeldra and Laetannian forces were about to be routed, Asteraoth appeared from the sky and with the swings of his mighty blade, destroyed the Vyreadra and Deadra forces single handily, it was even said Asteraoth had killed two Greater Demons, Azernar and Najlax during the battle. Since the Battle of Thoronthyr, Asteraoth has been worshiped as a God of War.
Helevyre
Known as the Priestess of the Gods", Helevyre is the Everpriestess of the Eeldrain pantheon and is one of three daughters of of the Everqueen, Ellarian Neribella. Unlike her sisters, Helevyre does not bother herself with the duties of the court due to her position as the Everpriestess, as a result, little known about her,
Nerisatra
Known as the "Great Betrayer of Ahisia" and as the "Queen of Corruption", Nerisata is responsible for the creation of the Deldra and is the supreme ruler of Neveroth and the Deldra as a hold. She was originally one of the three daughters of the Everqueen, Everqueen, Ellarian Neribella whom was groomed to take her mother's place If her brother, Asteraoth died or for some reason was unable to rule. Unfortunately her jealously for her brother's future rise to power became too much as she began to scheme to take the throne from her brother. She eventually became so twisted and power hungry, she made a deal with a mysterious Greater Demon named Zellyla, in change for offering her soul to their master, she would become corrupted and bound to her new master but she would gain incredible, dark like power she could use to take the throne for herself. Despite her new power however, she alone on her own was still did not possess the strong necessary to take the throne, for that she would need an army and a massive one at that. Due to that very reason, Nerisata continued her duty to her mother to bide her time as she began scheming in secret and beginning her corruption of those in high power and those whom were powerful in battle. After sixty four years of planning, Nerisata had put her plan into action during the Eeldra's council of Lords where all the nobles of Ashisia mee with the Everqueen to determine their course of action to take about the Vyreadra. During the great council, Nerisata performed a massive spell of great darkness over the entire city of Ithuriel, corrupting thousands of those whom called it home and killed those whom were too weak to be corrupted, almost the entire council of Lords had either became corrupted or died due to the dark power of the Queen of Corruption however her mother was spared from such a fate since her two siblings, Quileth and Helevyre were able to erect a great sphere of holy energy to protect themselves and their mother.
Although Nerisata had failed in killing her mother due to her siblings, Nerisata had still achieved her objectives for the most part, removing those whom held power and in the process, gained many followers she could use for her agenda. As a result, Ithuriel was razed and those whom weren't corrupted were slaughtered like animals however before Nerisata could attempt to kill her mother and siblings, Nerisata was forced to flee the remains of Ithuriel when her elder brother, Asteraoth was approaching the city, leading Ithuriel's army whom had been returning from a minor campaign against the greenskins. When Asteraoth returned, he was forced to kill almost the entire populace of Ilthuriel due to Nerisata corrupting the entire city. After Asteraoth cleansed the city and reunited with his mother and siblings, it would take nearly a year for the Everqueen and Asteraoth to reorganize Ashisia once again for the newly formed threat made by Nerisata due to the death of so many nobles in one full swoop.Since the reorganization took so long to put in place, in that time, Nerisata and her followers whom began calling themselves the Deldra, managed to turn countless Eeldra cities to her cause, to turn against the Everqueen or out right destroyed them with the corruption of dark magic, soon enough the end result was a full blown civil war. The End result was a two hundred and forty year war that nearly destroyed Ashisie as a whole which would eventually lead to the death/disappearance of the Everqueen's loyal children. In 5E 560, Nerisatra led her forces during the massive siege of Maroth in an effort to gain a footing in eastern Ahisia however to Nerisatra disbelief. her closest sister, Quileth appeared before her and forced Nerisatra to do battle with her in one final clash between two powerful sorceresses. Both displayed incredible masteries of magic yet in the end, it was Nerisatra whom came out victorious after their long battle yet despite Quileth being at her mercy, Nerisatra could not bring herself to kill her sister whom she considered her the only family that had ever truly cared for her but she knew she couldn't allow Quileth to return to her mother and her other siblings so she decided to grant her a mercy only a dark user would think of. Using her mastery of the dark arts, Nerisatra corrupted Quileth's body to that of an eight legged monstrosity while keeping her mind the same as it was before mostly. Once Quileth had saw what she had became, what she had sworn to destroy, Quileth temporary lost her sanity and fled Maroth and it's few remaining defenders to their fate. Without Quileth to lead and aid them in battle, Maroth's defenders were eliminated with ease and Maroth fell to Nerisatra's forces shortly afterwards which which would become a staging area for the Deldra to continue their battle for Ashisia.
Despite Nerisatra's early advantage in the war, eventually Nerisatra and her forces were pushed out of Ashisia and into the Kyraymvirk wastes by her elder sibling, Asteraoth and his forces during his one hundred campaign to eliminate her. Nerisatra was a skilled tactician and leader amongst her people however even she paled in comparison to her elder brother whom was widely considered a Demi-God of warfare. Over that period of one hundred years, Asteraoth was constantly able to outmaneuver Nerisatra's forces but despite the cunning of Asteraoth, he lacked the numbers his younger sister had whom employed a large amount of the undead and deadra of various Deadrain Pantheon at her disposal. Astereraoth had no choice but to find aid for their war for unification If he had ever wanted to win. After looking for so long, Asteraoth made an Alliance with Laetannia after he witnessed one of Lendira's greatest warriors of light, a Grail Knight do battle with a Greater Deadra. With the might of Laetannia's Grail Knights behind him, Asteraoth and his forces were able to smash through Nerisatra's forces through a number of key engagements and through another ten year campaign, he was nearly able to drive the Deldra to near extinction, forcing Nerisatra to flee from Ahisia and across the Kraymvirk Wastes to a land called Nerveroth. Since that time, Nerisatra has saved her people from certain extinction and has built herself a massive corrupted empire, filled with cities of the dead and citadels that reign high in the air with herself at the top as the Deldra's supreme leader.
Quileth
Known as the "Forgotten Daughter" and as the "Goddess of Healing and Hope' to the Eeldra, Quileth was Originally an Eeldra, Quileth was the forgotten daughter of the Everqueen, Ellarian Neribella and siblings to Nerisatra, Helevyre and Asteraoth before being transformed into the first Arachdra by her sister, Nerisatra. Not much is known of Quileth about her life. What was most known about Quileth was her personality, that she was soft spoken, kind hearted, polite and caring for those she held close but made her gullible and native. Along with her personality, she was noted to have been born with average physical and magical abilities, this made her, in the eyes of her mother as unsuitable for ruling or one in power, as a result, Quileth was almost outright ignored in favor of her siblings whom showed far higher potential in leading and conducting war. Still, despite being ignored by her mother, Quileth grew close to her siblings, especially Nerisatra whom became her own true friend since her elder brother never had the time to spend with her and Helevyre was like their mother, choosing to outright ignore her as If she didn't exist. Since Quileth's mother decided against educating her own daughter, Nerisatra took it upon herself to begin teaching Quileth in the art of Yang Release magic and after some time under intensive training, Nerisatra was caught completely off guard when she discovered the sheer amount of potential Quileth held in her fingertips with Yang Release magic. Within a short period of time, Quileth became incredibly skilled with Yang Release magic, so much so, she became even more proficient than her siblings and was said to rival her own mother in raw potential. It was only after this, did her mother take notice of her forgotten daughter and after witnessing her ability to heal hundreds of people, did she made Quileth a Priestess under Helevyre's supervision. Unfortunately Quileth did not get to enjoy her position for very long when the Great Corruption occurred and the War of Thrones began shortly afterwards.
Quileth initially refused to believe her sister, Nerisatra had been corrupted somehow however after witnessing her corrupt thousands upon thousands of innocents, Quileth took it upon herself and herself alone to either redeem or kill her beloved sister no matter. Unlike Helevyre, Quileth left the safety of the capital despite the disapproval of her siblings and mother and entered the battlefield as a holy sorceress to the Eeldrain forces, using her newly acquired power to heal the wounded and dying. Quileth spent many years under her brother, Asteraoth's command, resulting in the two becoming incredibly close however due to Quileth's never ending drive to find their sibling, Nerisatra and redeem her, Quileth often went against her brother's wishes, running off ahead of their forces to confront Nerisatra if she was in the area, this would eventually lead to her presumed death. In 5E 560, when Quileth heard of her sister's appearance at Maroth, Quileth rushed ahead of the main force that wasn't prepared for the coming battle and entered the city of Maroth before taking command and waiting for her sister and her forces to arrive. When the Deldra began assaulting the city, Quileth led Eeldra of Maroth in defense of their city, proving herself to be an able leader in the face of overwhelming odds however as soon Nerisatra made herself present on the battlefield, Quileth immediately abandoned her post and made her way to Nerisatra where she initially tried to persuade her sister to come back to her and her family and repent for her crimes but to anvil. Quleth attempts only resulted in a very emotion duel with both not willing to back down yet either wanted to kill each other. The result was a lengthy and intensive duel but in the end, it was Nerisatra whom had Quileth at her mercy. She couldn't bring herself to kill her own sister due to the close relationship they had shared when they were younger yet Nerisatra knew she couldn't allow her sister to roam free anymore with the power she held at her fingertips so Nerisatra did the next best thing. Harnessing all the Yin Release magic she could from her body and from her followers, she used such corrupting power to turn the beautiful sorceress that was her sister into a deformed monstrosity, the first Arachdra on Athrunial yet Nerisatra didn't her mind. Of course being defeated by her sister, being turned into a monstrosity and becoming something she and her people had been fighting against temporary drove Quileth over the edge, driving her insane. Being overwhelmed by so many different thoughts, Nerisatra allowed Quileth to flee the battle so she and her forces could capture Maroth. It was said after Quileth had fled the battle, she had presumably committed suicide out of becoming the ultimate shame for her people since she was never seen again however some Eeldra believe she is still alive and using her holy magic to heal those whom prey for her aid.
Racial Statistics
When a new character is created using this race, that new character will receive the following buffs and debuffs
Attunement - 1,000(Expert)
The advanced mastery, "Energy Detection" can be unlocked without raising the mastery, "Meditation" to adapt in MP
Yin Release, No Release, Nekuromanshī Release, Akuma Release cannot be learned unless blessed by a Divine Being, a Dark Lord or a Supreme Being
The Player attribute masteries, "Vitality" and "Endurance" cannot be raised beyond the mastery tier Master: 2,000 - 3,499 - Eeldra's emotions are three time more intense than other mortal races
Eeldra can suppress one emotion at a time
Superior Hearing(Twice as much as Humans, Laetannians and Rominians)
- #26Deldra
Keys: Deldra · Secondary: , Elven, Sentient Race, Mortal Plane, Mortal
Biological classification Designation- Sentient Classification- Mortal
Physical characteristics Average height- 5 ft - 7ft Skin color- Light black - Light brown, very rarely pale Hair color- Varies Eye color- Varies Average lifespan- 300 - 400
cultural characteristics Home of origin- Ahisia and Neveroth Language - Aeadrain, Deadrian, Imperial Low, Imperial Standard and Imperial High
"Graceful and elegant, yet alluring and dangerous, these elves are different from ones in the north, these elves are seductive and dangerous and with a staff, they are the opposite of those holy elves with their tainted power of the gods at their disposal."
- The Black Duke
The Deldra commonly known as the "Dark Elves" and as "Dark Elf" by the Eeldra and other mortal races, are the corrupted descendants of the Eeldra whom followed Nerisata to war and later became her subjects. Found in Neveroth and in human societies, Deldra are the most gifted in wielding dark magic's and with their silver tongue's and graceful moments, make them perfect diplomats, merchants and performs due to their alluring demeanor
Biology and appearance
Physiology and Diversity
Being the descendants of the Eeldra, the Deldra look quite similar to the Eeldra and could be easily mistaken by humans due to their similar builds however upon further inspection, one could easily see the differences between a Deldra, a Eeldra and a Human. All Deldra have dark skin from the extremely rare dark grayish pale skin to the extremely common dark brown skin and the uncommon lighter brown, tannish skin color. Besides their skin color, Deldra are unusual with their hair color, being common sight for the Deldra to have lightly colored hair from blonde, to white and other other colors such as violet and even Screamin' green however colors such as black, brown and autumn hair colors are common as well. Besides their skin and hair color.
Deldra retain their Eeldra's long and pointy ears, allowing them to hear noises at much lower frequencies and noises from much more longer distances away just as the present Aeadra. Deldra are generally the height as tall humans with the tallest Deldra reaching seven feet. Being of the Elves, Deldra are slim to the point it is considered unusual and taboo by other Deldra for one of their own to be out of shape or obese.
A Deldra's body works in the same regard as a Eeldra and other humanoid mortals, having a heart, lungs however being the descendants of the Eeldra, The Deldra have more developed and resistant bodies compared to other mortal races, allowing one for live for three hundred to four hundred years however since their bodies were corrupted by Yin Release Magic, their bodies are not as resistant as the body of an Eeldra however such corruption from Yin Release magic grants them the highest potential to learn and wield that type of magic above all others. Their bodies are still similar to the Eeldra in the way the Deldra have physically far weaker bodies than of other mortals and can be easily wounded or even killed by common humans.
Deldra retain their Eeldra's mindset, able to feel emotions far stronger than humans and other mortals however due to their corruption, Deldra have great difficulties in controlling their emotions and urges, often performing activities or doing something without restraint.
Life cycle and reproduction
Deldra reproduce sexually in the same manner as all humanoid mortal races do with the gestation period commonly lasting from two to five years before the infant is fully developed within the mother and is ready to be born. Once the infant is born, it will often take ten years for the infant to grow into a child and another ten years for it to develop into juvenile physically. A Deldra isn't considered a young Adult until they hit about thirty years of age and about fifty years of age before they are generally recognized as full blown adults
Personality and Traits
It is common for Deldra to have a similar mindset to their Eeldra ancestors such as being proudful of their heritage and family bloodline as well as feeling to some degree, superior to the shorter lived and short sightedness mortal races of Athrunial due to the Deldra's longevity and wisdom. On the flip side however, Deldra are far more human like than the Weldra and Eeldra whom consider all other races lesser then themselves. It is far easier for the Deldra to sympathize and act similar to mortals, especially humans due to the fact when the Deldra were casted out of Ahisia and forced to flee, many were forced to adapt to living in human societies for those whom weren't able to reach Neveroth. As a result of this, many Deldra whom live in human societies whom are the descendants who were forced to live in human societies to survive, act incredibly similar to humans with the exceptions of their personality traits given to them by their Eeldra ancestors. It should be noted that since the Deldra were permanently changed by Yin Release magic, it is extremely common for for Deldra to act on their emotions than other Elves with little restraint, often giving off an alluring demeanor by other mortals, or at least by humans anyway.
Powers and abilities
Since the creation of the Deldra, those of the race are naturally attuned to Yin Release Magic and it's sub magic's, granting them the highest potential in learning Yin Release Magic and it sub magic's and as a result, they can wield such magic far more easier than other races. Naturally since they were originally created by dark energies, Deldra have a near immunity to corruption under normal circumstances and cannot be corrupted by Deadra or through the usage of Yin Release Magic. Since they are the descendants of the Eeldra, the Deldra still retain their Eeldra long, pointed ears, allowing them to hear noises at much lower frequencies and noises from much more longer distances away. Similar to the Eeldra, Deldra feel emotions much more strongly than humans however they have difficulties controlling their urges, their body languages and what they say at times.
Society and culture
Within the Black Kingdom In Neveroth led by Nerisata, The Deldra live in feudalism like cities where the female Deldra hold most positions of power in the local government while the male Deldra hold most power within the local military. While Males are expected to become dark warriors, being versatile in wielding Yin Release magic and being skilled in melee combat, females are expected to be the Diplomats and sorceresses. In the Black Kingdom, social status is amongst the most important thing to a Deldra besides their own life, wanting to climb the social ladder in the hopes that one day, they can become a noble, a person of great renown and influence or one whom has great wealth. This of course obviously leaves to assassination amongst those trying to grab for power however for one whom is intelligent, must bide their time and perform it discreetly or run the high possibility of angering the Corrupting Queen herself or those high ranked ranked amongst the ladder. Besides the noble houses and those constantly vying for power, those whom stay in their class and do not attempt to gain power can live quite peacefully and safely as long as one control themselves since the many cities of Neveroth are filled to the brink with carnal activities that stimulate the mind and body. Such activities can lead to murder, rape or even being sacrificed to the gods in some cases. Deldra whom that mingle or live in human societies are able to adapt quite quickly and usually co-exist peacefully with humans whom often value their skill and wisdom with most Deldra being diplomats, traders or performers due to their alluring demeanor. Albeit rarely, some Deldra whom have extensive use over magic maybe taken as a court Sorceress or a Priestess by those of the nobility. With their alluring demeanor and seductive looks, Deldra women are often the most favored of the Elves by humans to be taken as wives. Some become great companions and mothers, often taking great care of their children while others will use their companions wealth and connections to get what they want before disappearing or flat out murdering them.
History
5E 463 - The Greater Deadra, Zellyla corrupts Nerisatra into the first Deldra with Yin release magic
5E 527 - The Great Corruption occurs, thousands of Eeldra are massacred and/or corrupted by Nerisatra
5E 528 - The War of Thrones begins, a massive civil war between the Eeldra and the Deldra for control over Ahisia
5E 560 - The Siege of Maroth, Nerisatra duels Quileth and mortally wounds her but does not kill her, instead, Nerisatra morphed Quileth into the first Arachdra. Using the power of the Deadra, Nerisatra transports the city of Maroth to Neveroth
5E 590 - Asteraoth leads a one hundred year campaign against the Deldra, eventually routing Nerisatra and the Deldra out of Ahisia. The fighting continues in the Kraymvirk Wastes
5E 740 - Asteraoth, despite the disapproval of his mother and siblings, creates an alliance with Mathilde, the Arch Priestess of Laetannia to eliminate the Deldra
5E 750 - The War of Thrones ends with the Nerisatra and the Deldra fleeing to Neveroth in the eastern Kraymvirk Wastes due to the Laetannians aiding the Eeldra.
Notable Deldra
Nerisatra
Known as the "Great Betrayer of Ahisia" and as the "Queen of Corruption", Nerisata is responsible for the creation of the Deldra and is the Supreme Ruler of Neveroth and the Deldra as a hold. She was originally one of the three daughters of the Everqueen, Ellarian Neribella whom was groomed to take her mother's place If her brother, Asteraoth died or for some reason was unable to rule.
Racial Statistics
When a new character is created using this race, that new character will receive the following buffs and debuffs
Attunement - 1,000(Expert)
The advanced mastery, "Energy Detection" can be unlocked without raising the mastery, "Meditation" to adapt in MP
Yang Release and Exorcism cannot be learned unless blessed by a Divine Being, a Dark Lord or a Supreme Being
Superior Hearing(Twice as much as Humans, Laetannians and Rominians)
Deldra's emotions are three time more intense than other mortal races however due to their corruption, Deldra have great difficulties in controlling their emotions and urges, often performing activities or doing something without restraint.
Immunity to corruption(Cannot be corrupted by Yin Release Magic and it's sub variants under normal circumstances)
- #27Weldra
Keys: Weldra · Secondary: , Elven, Sentient Race, Mortal Plane, Mortal
Biological classification Designation- Sentient Classification- Mortal
Physical characteristics Average height- 6 ft - 7 ft Skin color- Pale Hair color- Varies Eye color- Varies Average lifespan- 500 - 800
cultural characteristics Home of origin- Bermon Language - Aeadrain, Imperial High
The Weldra, commonly known as the "Wood Elves" and as "Wood Elf" is the name given to the descents of the Eeldra whom were forced to live in Bermon and by the current date, their descents now inhabit the great Bermon Forests to the south of Aklator and to the west of Laetannia. The Weldra are famous for living in the wild, living off the land as well as being it's guardians and protectors, quickly removing any threat that would bring danger or destruction of their home. As a result, Weldra are extremely territorial and rarely let other travel through their forests, seeing everyone as threats. Due to this, it is extremely rare for the Weldra to leave Bermon unless they were exiled or they had decided to leave for another, important reason such as traveling the land to to complete a holy quest given to them by one of their gods. Living off the Land has made the Weldra masters of archery, hunting, tracking, navigating, surviving off the land as well as being the true masters of Shizen Release magic or commonly referred as Nature magic at the cost they can no longer wield elemental release magic.
Biology and appearance
Physiology and Diversity
With the Weldra being the descendants of the Eeldra, the body of a Weldra functions almost exactly as an Eeldra however due to adaption and mutations from living in the forests of Bermon for hundreds of years, their bodies are no longer advanced as the Eeldra as their interior organs have mutated, essentially devolving, diminishing their life span greatly by a few hundred years and their immune system is so mutated, Weldra are far more likely to become ill than other Elve races. Of course with their bodies being mutated and adapting to live in the wild, they still hold similar potential to wield magic just as the Eeldra however they can no longer wield any form of elemental magic or Yin/Yang magic and it's sub variants. Instead due to their mutations and adaptions, they can learn and wield nature magic as If it was second nature and become the true masters of such school. Weldra also retain the ability to feel all emotions much more strongly yet as with the Deldra, Weldra can have great difficulty controlling their emotions.
On the outside, the Weldra look similar to Eeldra and like any elven race, they can be mistaken as a Human at first glance until that person take another glance at them and notice's their Eeldra long and point ears and rough skin. The Weldra retain their Eeldra's long and pointy ears, allowing them to hear noises at much lower frequencies and noises from much more longer distances away just as the present Aeadra. The Weldra are pale, albeit darker than Ieldra and Eeldra and are known to have rough and unrefined skin and are noticeably far less attractive than other Elven races to the point some Humans think they are unusually ugly, especially those whom live in tribes compared to those whom live in the cities. Weldra retain their Eeldra height, being slightly taller than the average Human however Weldra are known to not be as thin as the Eeldra. Most Weldra males are often bulky and muscled due to their duties while Weldra females are often thin but not quite thin as an Eeldra.
Life cycle and reproduction
Weldra reproduce sexually in the same manner as all Elven races and most mortal races with the gestation period usually lasting five years for the embryo to fully develop into an Weldra infant. Once the infant is born, it will take twenty years for the infant to develop into a child and another twenty years for it to develop into a juvenile physically. A Weldra isn't considered an adult physically and mentally until they reach the age of one fifty years of age. Along with the Eeldra and Laetannians, Weldra will often instinctively look to mate only with those are the strongest and wisest of those nearby in hoping of making the next generation stronger.
Personality and Traits
Weldra are known to be extremely territorial, especially those who live in the wilderness of Bermon and are distrustful of outsiders until they prove otherwise. IT is also common place for Weldra to be paranoid, thinking they could be attacked at any moment while not at their homestead, leaving many Weldra to constantly scan the area they are in when they feel they are in possible danger. By Laetannians, The Weldra are known to be dishonorable and forgo any honorable concept of combat in favor of luring their opponents into ambushes and picking them off from range.Some Weldra retain their personality traits from their Eeldra ancestors, feeling they are superior to Humans and other mortal races as well as be arrogant and prideful.
Powers and abilities
Living in the Bermon Forests, the Weldra have adapted perfectly over the generations to such lives and as a result of this, all Weldra are experts of hunting,tracking, archery, navigating and surviving off the land. Being the descendants of the Eeldra and remain almost unchanged unlike the Ieldra and Deldra, the Weldra have an extremely high potential to wield magic however due to them adapting to live in the wild, the Weldra have forsaken the ability to wield elemental magic and Yin/Yang magic in favor of becoming the true masters of Shizen Release magic or commonly referred as Nature magic.
Society and culture
On Athrunial, most of the Weldra population inhabits Bermon, either within their feudalistic like societies that reside in their handful of white stoned, mystic looking cities ran by the nobility and their Exalted One. Within these walls lay the commoners class where the farmers and laborers resides, the next further up is the patriarch class that holds up the merchants, craftsmen and soldiers of such cities. Lastly is the Exalted Class where all the nobility remain as well as their holy warriors and magic users.
Outside the cities, it is common as well for the Weldra to live in large tribes from twenty five to a hundred members commonly with larger tribes being significantly more rare. Such tribes are often nomadic, usually moving frequently to avoid detection and to follow herds of animals or when the local sources have been used up. Weldra tribes are far more territorial and suspicious of outsiders. Weldra tribes are more traditional and spiritual than those who live in the city and views others who don't follow their way of life as foolish and as the "Lost Ones".
Some Weldra can do choose to live in Human Societies, usually those who are young and inexperienced. Weldra are capable of integrating into Human Society but compared to the Ieldra and Deldra, Weldra are often faced with prejudice by Humans due to their appearance. Weldra often work as hunters, scouts, archers and some even as assassins by human nobility.
History
5E 25 - The Eeldra, Dharan Atrasal leads an Eeldra expedition force force into southern Athrunial
5E 31 - Qenninve Atrasal, Dharan's wive and archaeologist of the expedition force discovers the Infinity Gate underground in the middle of an ancient grotto
5E 32 - All communication between the Eeldra homeland and the expedition force stops as Qenninve and her archaeologists study the Infinity Gate
5E 35 - Londar'el Belle is founded above ground above the Infinity gate once Qenninve and her archaeologist s finish studying the Infinity gate
5E 35 - Dharan Atrasal is made the first Exalt of Londar'el Belle and ruler of all Elves living within Bermon
5E 40 - Bellthain is founded
5E 42 - Sun'la Tilda is founded
5E 50 - Only fifth teen years into his reign, Exalt Dharan Atrasal dies of mysterious means
5E 50 - Dharan Atrasal's wive, Qenninve Atrasal is made the second Exalt
5E 50- Exalt Qenninve officially breaks away from Ahisia ruled by the Everqueen and declares independence of the Elves within Bermon 5E 58 - Lebyrinthiem is founded
5E 60 - Exalt Qenninve dies as well to mysterious means
5E 61 - The Great Collapse begins, a civil war where the nobles fight for power. many flee the dangers of the cities in favor of the protection of the forests, thus the Weldra Clans are born
5E 73 - The Warlord, Althidon Reynorin captures Londar'el Belle and declares himself the Exalt of Bermon
5E 73 - The Coronation Massacre occurs, Exalt Althidon slaughters all those against his reign at Exalt at his own Coronation
5E 77 - Draalfolir is founded
5E 89 - Allannia Reynorin is born
5E 166 - The War of the Righteous begins when Laetannia ignores all plea's to leave Bermon and expands into the forests, erupting in a total war
5E 175 - The Bertelis treaty is signed between Laetannia and the Weldra of the Bermon forests. The Bermon Forest is exclusively owned by the Weldra however they give the Laetannians free passage through their lands and provides wood.
5E 175 - Exalt Althidon is assassinated by his own daughter, Allannia
5E 176 - Theoduin Iarric is made Exalt after Allannia turns down the position
5E 177 - Allannia Reynorin enters the Infinity Gate and does not return and is presumed to have died
5E 259 - The Bonestalker Crusade begins, the green skins led by the Orc Bonestalker tribe invade Bermon
5E 261 - Draalfolir is completely destroyed, killing thousands and it made into a permanent breeding ground for the Orc's and other greenskins
E 261 - Exalt Theoduin requests military aid from Laetannia but they refuse the request.
5E 270 - Bermon is nearly brought to it's knee's by the greenskin invasion, Exalt Theoduin is killed at the battle of Damngouger pass
5E 271 - Bermon is saved from complete destruction as the Thrymir Empire led by Emperor, Titus Abbergenien saves Bermon remaining forces.
5E 289 - After nearly a two decade war, The Imperial Knights under Emperor Titus Abbergenien drives back the greenskins and saves Bermon from destruction
5E 290 - The Thrymir Empire integrates Bermon as an Imperial province
5E 290 - Imperial Knight Praetor, Severin Pescheux is made Viceroy of Bermmon
5E 295 - The Severin Crusade begins to destroy the remaining Bonestalker tribe
5E 307 - The Severin Crusade ends with the Weldra being given sovereignty once more over Bermon due to their recognition during the crusade
5E 310 - Lufina Tsarra is made Exalt of Bermon
5E 315 - Exalt Lufina fortifies the borders with Aklator along with the Imperial Silver Knights under the command of Imperial Knight Praetor, Sylvia Maria
5E 317 - Vyreadra forces attempt to flee in Bermon after the The Siege of Busseroux, resulting in the battle of Vernai
5E 318 - 5E330 - constant skirmishes occur on the border as the Vyreadra flee from Laetannia during the Storm of Darkness
5E454 - Exalt Lufina is assassinated by Imperial assassins in an effort to stop the rebellion and hold the Empire together
5E 459 - Aluthol of House Neldiril is made Exalt
5E 470 - Exalt Aluthol declares a war of Independence against the Thrymir Empire
5E 479 - Bermon succeeds in seceding from the Thrymir Empire due to the Empire's weaken state
5E 507 - The Thrymir Empire collapses, Bermon adopts the Silver Knights as their own
5E 707 - Bermon sends aid along with the many Kingdoms of Thrymir to Laetannia during the The Arisen Crisis through the usage of supplies
5E 789 - Exalt Aluthol dies
5E 790 - Arch General Yavandir is made Exalt
5E 1029 - Exalt Yavandir begins communication once more with the Eeldra
5E 1100 - Exalt Yavandir disappears once the Infinity Gate is opened once again
5E 1105 - Siluvaine Urifaren is made Exalt
Relics
Infinity Gate
Known by many names in the tales of old, the Infinity Gate's location, it's origin as well as it's very purpose is not known nor understood with many even firmly believing it is only a myth while others believe it is the entrance to the realms of the gods. In the oldest of Weldra texts written by early archaeologists however, it is said to be a machine of power that is capable of opening and transporting a being to any dimension they please, even to the realms of Oblivion without risk or giving the opportunity for Deadra, even the Dark Lords to escape their realms to the Mortal realm however such information cannot be verified. Such a device or machine has been lost to time and as soon as it is discovered by the Weldra, it is lost just as quickly as they rediscovered it which has made some believe the Infinity Gate is capable of moving itself through some means to protect it from those whom would misuse it.
Dragonrend
Considered to have no match in value, Dragonrend is a weapon of great power, said to hold the soul of an Elder Dragon. Whatever it's origins are, Dragonrend is known to have a mind of it's own and is picky on it's wielder as well as having no set form or appearance, instead it takes the form of a weapon that best idealizes their user's personality and ideals. Dragonrend's full capabilities are unknown as well as it's power shifts to match the abilities of it's wielder. If one had a high affinity for Fire Release magic, Dragonrend might take on the appearance of a flaming sword or a mighty staff of fire or If the Welder was agile and enjoyed capturing their enemies, Dragonrend could turn into a whip. Unlike other weapons, Dragonrend cannot be stolen or destroyed as it has the ability to materialize and dematerialize when needed. If some reason it cannot dematerialize itself, Dragonrend is able to sense who will try to wield and if such person is found unworthy, it's defensive mechanism will activate, burning the person's hands with fourth and fifth degree burns.
Notable Weldra
Dharan Atrasal
Founder of House Astrasal, Dharan Atrasal was one of the first Nobles of Ahisia chosen by the Everqueen, Ellarian Neribella and was made the first lord of Asariel. Five years into his rule over Asariel, Dharan surrendered his position of Lord of Asariel to his brother and volunteered to led the Everqueen's expedition force south alongside his wife, Qenninve. Forced to withdraw from Thrymir due to it's rising human empire, Dharan led the expedition force into Bermon where Dharan and his wife, after some time, discovered the fabled Infinity Gate and began studying it. When it was determined such a artifact was far too powerful for one mortal to control, even the Everqueen, Dharan broke all communications with the Eeldra and decided to safeguard the Infinity Gate until it's purpose would be discovered., resulting in the construction of Bermon's first city, Londar'el Belle and Dharan himself is made Exalt, the first ruler of Bermon. Dharan's life afterwards, including his fifteen year rule as Exalt is unknown including his death but it is widely believed Dharan had died earlier than expected due to heavy interaction with the Infinity Gate.
Qenninve Atrasal
Qenninve was the wife of Dharan Atrasal and was the second Exalt after her husband had died of mysterious circumstances. Qenninve as Exalt was best remembered for declaring Bermon a independent sovereignty from Ahisia ruled by the Everqueen, Ellarian Neribella as well as founding Lebyrinthiem before her death some ten years, dying in the same manner as her late husband. Due to Qenninve and Dharan never having any children nor declaring whom would inherit the throne of Exalt upon their death, the civil war known as the Great Collapsed began.
Althidon Reynorin
Known as "Althidon the Conqueror" and as the "Darkness of the Weldra", Althidon was a legendary General of the Eeldra and eventually the Weldra before coming Bermon's third Exalt through Warefare. During his time serving the Everqueen, Althidon became highly renowned as a General for stopping an early Rominian invasion that was forming in the Kraymvirk Wastes. It was during this military campaign that Althidon and Dharan Atrasal became close friends once again since their childhood rivalry where they had fought over a woman. When Dharan Atrasal volunteered to led the Everqueen's expedition force down south, Althidon chose to volunteer himself as well for the expedition force as it's military Commander to ensure those whom would travel south, would eventually return safely. Early in the expedition, Althidon led a number of skirmishes and raids on the borders of the Thrymir Empire, eventually forcing the expedition force to enter Yurnu to escape destruction before heading back into southern Thrymir and into Bermon. When the Infinity Gate was discovered in Bermon, Althidon had little interest in such a relic and would prefer it to have been destroyed than studied in detail like Dharan and his wive were performing. Instead Althidon focused his efforts on securing Bermon for colonization. When Dharan cut off communication from the homeland and his wive later, declared independence, Althidon was not thrived to the point of revolting however for the sake of the people, Althidon went along Dharan and Qenninve's plans but he did not support their ideals and objectives. It was during this time, During the Great Collapse, Althidon became infamous for assaulting and nearly destroying Lebyrinthiem without warning before finally capturing the Capital, Londar'el Belle during a Greenskin invasion on the city.
After Althidon had captured the capital of Bermon and had managed to kill his rivals, if they hadn't already been assassinated before hand, Althidon declared himself Exalt of Bermon. Almost immediately after taking power, even at his own coronation, Althidon began silencing anyone whom opposed his rule, becoming infamous for nearly slaughtering the entire Exalted Class to quell any possible rebellion or revolt against him and his future rule. What would come next was a one hundred and two years of a military dictatorship with Althidon at the front as it's Tyrant. Althidon was brutal with his methods, killing anyone who opposed him and implemented a number of policies such as generic breeding, allowing only the smartest and most skill breed, stripped the power of the Exalt class to that of just being noble titles, instead he have the military all positions of power within his court. While free speech was nearly destroyed, the people of Bermon were at the very least, protected by Althidon's large military force which would come in handy in the next century. When the Laetannians expanded into Bermon in one sixty six of the Fifth Era, all war broke out when Althidon multiple demands were outright ignored by the Laetannians. In response, Althidon led a perfectly executed campaign against the Laetannians, relying on guerrilla warfare and defensive battles, eventually resulting in many battles of attrition with Laetannian forces taking the short stick. Such defeats rushed Laetannian High King Odin to take command himself however due to his inexperience as a warrior and general, only after a year into the war, he was slain by Althidon and his forces at the Battle of Gideon Valley. With the High King's death, Athidon was able to take advantage of the low moral and confusion of the Laetannian forces, allowing him to lead a number of campaigns into Laetannians successfully until the newly crowned High King Naudin appeared. With a Grail Knight now leading Laetannians, Althidon and his forces were pushed back into Bermon and eventually into a stalemate on the border. After five years of fighting, Althidon agreed to High King Naudin's words of peace with the Treaty of Bertelis, forbidding Laetannians to expand into Bermon at the expense of the Weldra granting the Laetannians free lumber and passage through their land. Shortly after the Treaty of Bertelis was signed, Althidon was attending a noble feast when his daughter, Alliania slew her father with the artifact, Dragonrend. Although Althidon was highly praised for ending the war with Laetannian with relatively few deaths, he was still feared and hated by the people so when he was assassinated, the people of Bermon rejoiced, making Allania a hero.
Allannia Reynorin
Known as the "Guardian of Bermon", "Shadow of Bermon", "Goddess of the Hunt" and as the "Slytherin Angel", born at a unknown time and place, Allannia was the mysterious daughter of the Bermon General and Exalt, Althidon Reynorin whom was responsible for nearly destroying inner workings of Weldra society. Allannia is best known for slaying her father with the shape shifting artifact, Dragonrend as well as her skills working in the shadows to protect Bermon from exterior dangers however few details of her exist due to the secretive nature of her father and herself, as a result, her birth, her mother and her early life is relatively unknown. After her father's death, Allania was offered to become Exalt however she declined such a title of responsibility, rather she choose to remain in the shadows of Bermon, acting as it's Guardian of sorts. Shortly afterwards, she seemingly disappeared when she discovered the Infinity Gate under Londar'el Belle
Theoduin Iarric
Theoduin Iarric was the fourth Exalt of Bermon whom was responsible for saving Bermon from complete destruction during the Bonstalker Crusade where he led the Weldra into many battles against the Orc menace for eleven years before he was killed at Damngouger pass by the Orc Warboss, Ghamug the untrifled.
Lufina Tsarra
Refereed to as "Goddess of Shizen", Lufina Tsarra was the fifth Exalt of Bermon and was the first true Weldra to become Exalt. Known for her beauty and her mastery of Shizen Release magic, Lufina was noted to be a fair and just Exalt whom cared deeply for her people and was considered the rightful leader of the Weldra whom would lead them into the future however that was not to come to pass.
Lufina early life isn't well known but it is known she was the only survivor of House Tasrra whom survived Exalt's Althidon slaughter whom slaughtered her entire noble house. She was known to have served in the Bermon forces during the The War of Righteous as a healer but her actions during the war are unknown. She was most notable for her actions during the The Bonestalker Crusade as a Shizen Mage, using raw energies to single handily halt the Orc advances and attend to the wounded, using her expertise in magic to heal those in need. Her magic prowers became so notorious, she had gained the attention of Imperial Knight Praetor, Severin Pescheux whom after seeing her abilities for himself, assigned Lufina under his direct command. By the end of the war against the Orc's, the two had become close friends and when Severign Pescheux was named Viceroy of Bermon after Bermon was made an Imperial Providence, he made Lufina one of his advisers and court mage in order to keep the Weldra in check. in two ninety five of the fifth era when Severign Pescheux launched the Severin Crusade to destroy the remaining Orc menace in Bermon, Lufina took command of Bermon's Shizen Mages and used them extensively in the twelve year crusade, demonstrating the Weldra's overwhelming abilities with Shizen Release Magic, so much so that after the crusade had finally ended, Emperor Titus Abbergenien himself gave sovereignty of Bermon to Lufina Tsarra in recognition for her prowers displayed during the Crusade. After Lufina was made Exalt in three hundred and ten of the fifth era, she removed all of Exalt Althidon's former polices and edicts, returning the people's freedom's and restoring the Exalt Class once more appease the nobles of Bermon. After a few years into her rule, with the help of the Thrymir Imperial Knight Praetor, Sylvia Maria, Lufina extensively fortified the borders of Bermon as the Vyreadra bigger with every passing month. In three seventeen, this came to fruitation when the Vyreadra began fleeing towards Bermon, resulting in the massive battle of Vernai where the Weldra forces would have been slaughtered If not for the Imperial Silver Knights. What would come next was multiple skirmishes on the borders between the Weldra and the Vyreadra until the Storm of Darkness had ended.
Lufina continued to rule Bermon as it's Exalt, continuing to develop Bermon for over a century however in that time, Lufina was eventually influenced by the Exalt Class to prepare Bermon for a war of independence, to secede from the Thrymir Empire however before she was able to enact her plans, Lufina was found killed in her bed chambers in four fifty four of the fifth era, erupting for the first time in centuries, chaos in Bermon. After the collapse of the Thrymir Empire, it was revealed Imperial assassins had killed her to prevent Bermon from seceding from the Thrymir Empire.
Aluthol
Aluthol was the Sixth Exalt of Bermon whom is best remembered for declaring a war of independence against the Thrmir Empire sixteen years after the former Exalt, Lufina had been killed. Starting what Exalt Lufina had started, Aluthol led the Weldra forces into Thrymir and waged a Blitzkrieg war, hitting the crumbling Thrymir Empire before it could respond, destroying strategic locations and eliminating many officials before eventually falling back into Bermon and waging a defensive war through guerrilla warfare. After a grueling nine year war, Aluthol was able to convince the Thrymir Empire to release bermon as an Imperial Providence once more. Aluthol was known some time after the Thrymir Empire had collapsed to have adopted the Silver Knights into Bermon's military whom had still been guarding the border, unaware of the Thrymir Empire's collapse or even the Weldra's war of independence due to their isolation and dedication of destroying the Vyreadra. Later in Aluthol's life in seven and seven of the fifth era when the Arisen Crisis was running rapid through Laetannia, he had sent medical and other supplies to Laetannia in hoping in halting and containing the Canine Red Pox within Laetannia. Aluthol died nearly eighty years from an unknown disease that attacked and destroyed his heart.
Yavandir
Yavandir also known as "Yuva" by Thrymirains, was a legendary Weldra general whom was regarded as the greatest warrior general of his time and is considered by the Weldra to be second only in strength and in mind to Asteraoth which eventually resulted in him becoming the Seventh Exalt, a position of power he hated drastically. Yavandir's near three hundred year rule over Bermon was nearly uneventful besides the fact he opened communication with the Eeldra and began trading with them once the Weldra and Eeldra had built up enough trust between both kingdoms. In elven hundred of the fifth Era, Yavandir seemingly disappeared and was presumed dead until it was later revealed through unknown means he had actually founded the Infinity Gate.Despite being Exalt of Bermon, Yavandir's exploits were far more known during his time as an Arch General of Bermon whom with his own person force, allied with Laetannia and the Kingdoms of Laetannia in combating the Vyreadra and destroying any Deadra Lord worship. Much of these details however were not recorded and have been lost to time.
Siluvaine Urifaren
Commonly referred as the "Grove Goddess" for her mastery of Shizen Relase magic and her close attunement to nature, Siluvaine Urifaren is the eighth and current Exalt of Bermon and all the Weldra whom has ruled for nearly a century, preparing her people for what is come next for what is referred to as "The End Times". Siluvaine's early life is unknown with the earliest records of her existence being during the three hundreds of the fifth era where she served Exalt Lufina as her student, training her in the use of Shizen Release magic and to rule Bermon as Exalt as well but this would make her at least eight hundred years of age, something uncommon for her race.
Racial Statistics
When a new character is created using this race, that new character will receive the following buffs and debuffs
Athletics - 200(Proficient)
Acrobatics - 200(Proficient)
Stealth - 200(Proficient)
Attunement - 200(Proficient)
Quick Range or Slow Range(Pick only One) - 200(Proficient)
Cannot use elemental magic or Yin/Yang magic and it's sub variants
The Advanced Mastery, Shizen Release magic can be unlocked without the usage of a DM event
- #28Ieldra
Keys: Ieldra · Secondary: , Elven, Sentient Race, Mortal Plane, Mortal
Biological classification Designation- Sentient Classification- Mortal
Physical characteristics Average height- 5ft - 6 ft Skin color- Light black - Light brown, very rarely pale Hair color- Varies Eye color- Varies Average lifespan- 70 - 150
cultural characteristics
Language - Aeadrain, Deadrian, Imperial Low, Imperial Standard and Imperial High
Known simply as "Imperial Elves" and uncommonly as "Standard Elves", the Ieldra are the most common and most numerous Elven race found on Athrunial, second only to Humans in population numbers and in the politics's of the lands, especially Thrymir. The Ieldra are most notable for looking almost identical to Humans with the only exception being their ears in which they retain their long and pointed Eeldrain like ears and despite the fact their ancestor's were the Eeldra, Ieldra no longer have the same lifespan of a Eeldra nor do they have the same potential in wielding magic. This is largely the result of Eeldra mingling with humans for generations, resulting in a far less advanced system of organs, albeit still more slightly advanced than a human's body. Although they are no longer Eeldra, Ieldra are physically stronger than Eeldra and are nearly as strong as baseline humans as well as still having a higher potential in wielding magic than baseline humans.
Biology and appearance
Physiology and Diversity
At first glance, one will most likely take an Ieldra as a human until upon taking another look, they will notice their long and pointy ears given to them by the Eeldra. Ieldra are remarkably similar to Humans to the point they are almost identical in appearance with the exception of their ears and their smooth, near perfect skin and faces. Compared to Humans, Ieldra are often more attractive. With their ancestry being that of the Eeldra, Ieldra have more advanced bodies than Humans, granting them longer life spans that baseline Humans however for Elven Standards, they are quite short lived creatures with the average Ieldra living to eighty with the most revered living to a whopping one hundred and fifty. This is due to their bodies having more advanced organs and a far stronger immunity system than what is found in a Human's body. All Ieldra retain their Eeldra like ears, allowing them to hear noises at much lower frequencies and noises from much more longer distances away just as the present Aeadra.
Life cycle and reproduction
As expected, Ieldra reproduced in the same manner as the Eeldra and Humans, through sexual intercourse with a male and female, the female will retain in gestation for a year to a year and half before giving birth to one to up to several children although the later is quite rare. Once the child or children is born, the mother will look after them, feeding them milk from other animals or milk produced from their breasts until they reached the age of five. After reaching five, an Ieldra will remain a children until the age of fifth teen where they will become juvenile teenagers until the age of twenty five where then they will become physically young adults. After reaching mental maturity at thirty although it can happen sooner, the child or children will often instinctively leave to find their own way in the world and eventually find a life partner as well.
Personality and Traits
Just as with Humans, the Ieldra have no set personality per say due to living in many different societies, allowing them to vary greatly in personality. A possible personality trait is that some Ieldra retain some of their Eeldra Lineage more so than others where they can feel to some degree, superior to Humans due to their higher potential to wield magic. At the end of the day however, Ieldra are known as well to want to explore and learn all they can while they are still able.
Powers and abilities
Physically, an Ieldra is almost on par with a Human, three fourths of a baseline Human however an Ieldra functions in the same way as a Human does for the most part. Ieldra are adaptable just as humans are, being able to adapt to different types of environments over generations of breeding. Ieldra are capable of learning most trades and skills like a Human as well however due to their Eeldra's lineage, Ieldra have a higher potential in wielding magic, as a result, magic almost comes to an Ieldra as If it was second nature to them. Still, having a much more limited life span compared to other Elven races, It becomes a challenge for Ieldra to completely master their chosen school of magic. The Ieldra retain their Eeldra's long and pointy ears, allowing them to hear noises at much lower frequencies and noises from much more longer distances away just as the present Aeadra.
Society and culture
Despite their ancestors being Eeldra, due to the majority of Ieldra living in Human society for generations, most Ieldra function the same as Humans do in Human societies. Ieldra can be found almost everywhere in Athrunial and can be found performing most jobs a Human can do with the exception of Ieldra often becoming court mages and other positions that retain to the usage of magic within a noble's court due to their higher potential in magic. In Human society, Ieldra women are often highly valued for their beauty, at least compared to Human women. As a result, Ieldra women are highly sought after as wives by Human men in the hopes of having a beautiful wife or for them to bear children with high potential in magic
Racial Statistics
When a new character is created using this race, that new character will receive the following buffs and debuffs
Attunement - 500(Adapt)
500 free MP can be spent in any Player attribute mastery
Superior Hearing(Twice as much as Humans, Laetannians and Rominians)
- #29Aeadra
Keys: Aeadra · Secondary: , other world, angelic, Immortal, Sentient Race
Biological classification Designation- Sentient Classification- Pseudo Divine Being
Physical characteristics Average height- 5 ft - 10 ft Skin color- Pale Hair color- Blonde Eye color- Varies Average lifespan- Immortal
cultural characteristics Home of origin- Aelthuan Language - Aeadrain
"They are to be feared and respected for they are the guardians of Athrunial and the Supreme Being's angels of death....it would be wise to remember that If you ever meet one, especially the Lady of Prophecies herself"
- A Valkyrie speaking to a unknown Hero
The Aeadra are humanoid beings of great power whom were created by the Supreme Being, Necris to watch over Athrunial and the mortal races that inhabit it. Due to the nature of the Aeadra, they are widely worshiped as Divine Beings by mortals due to being the Supreme Being's Angels of Death and being the manifestations of the holy light itself. Although Aeadra are considered immortal and incorruptible, this is far from the truth as most Aeadra are susceptible to human emotions such as love and sorrow and can be corrupted by such emotions or by the touch of darkness, turning an Aeadra into a Deadra.
Biology and appearance
Physiology and Diversity
With the exception of the Archangels and a few other exceptions amongst their race, the Aeadra were the first amongst amongst the other races of Athrunial to be warmblooded humanoids in appearance, being bipedal and being bilateral. The Aeadra is comprised entirely with a head with two eyes, two ears which can be human or elf in appearance and a mouth, a neck, torso, two legs with two feet and two arms with five fingered hands. The most out worldly feature of an Aeadra was of course, their white angelic wings which sprouted from their backs, allowing near limitless flight. Most wings were snow white in appearance with the average wingspan being five to ten feel in length and three to five feet in height. Due to the fact the Aeadra are immortal in the sense they cannot die from old age, disease or starvation, they do not require substance or liquid to keep themselves alive however they are still capable of ingesting substance and liquid and no particular preference in any type of substance, making them omnivores.
Humanoid in appearance, Aeadra are remarkably similar to Humans and Elves however with many mortal races, no Aeadra under most circumstances looked identical such as height where an Aeadra could be merely five fee tall all the way to being nearly ten feet tall and are commonly slim. Unlike humans and elves however though,.Aeadra under most circumstances have always had blond hair on their head and facial hair however these styles can vary from simple to elaborate. Aeadra can be born with other hair colors due to exterior factors however this is rare. In addition of their hair, an Aeadra's eye color can vary from almost any color of the rainbow. Lastly an Aeadra's skin tone was usually always pale in appearance with some being slightly more tanned or slightly darker, making a light brown color.
Life cycle and reproduction
Despite the fact Aeadra were being Pseudo Divine Being's created by Necris himself, Aeadra are still beings that reproduce sexually through sexual intercourse with a female and male of their race. Due to the Aeadra's duties that require them to be in the worst of situations on Athrunial, every Aeadra,especially female's, has an incredibly powerful seal over their reproduction organs, preventing them from being sexually tortured and raped to ensure their Chasity stays intact. Whenever an entity or a person tries to penetrate seal, the seal will react violently, causing high amounts of holy damage upon the user. The seal is so durable, that most mortals could never break the seal, even Greater Demons and Dark Lords have a hard time breaking it which requires intense effort and time. Unlike mortals however, the mating between two Aeadra is a slow and careful process with no emotions attached in the process so there is no chance of corruption between the two. When the mating process is completed, an Aeadra female will stay in the gestation period anywhere from a hundred years due to the weakest of Aeadra reproducing to nearly a thousand years If the Aeadra parents were powerful. Once the mother gives birth to her child or a number of children, her child or children will go through the multiple stages of an Aeadra's life cycle just as their parents.
The first, the "Chibi" stage begins when the child is born, a Chibi Aeadra will spend anywhere from a hundred to three hundred years before maturing into the next stage. During the Chibi Stage, the young Aeadra has the mindset of a infant always up to a small child, having a simple mindset, only wanting to be closer to his/her mother and playing
Next is the "Virtue" stage which starts when child reaches puberty,becoming an adult. This is the time where an Aeadra's power begins to manifest and their wings begins to grow. This is also the only time when an Aeadra will feel emotions the same way a mortal would since they do not know how to suppress their emotions, as a result, Aeadra in this stage are easily corruptible and can be influenced easily. The Virtue Stage is often the shortest stages of an Aeadra's life cycle since they are taught much in this stage. The Virtue Stage often only last fifty to one hundred years.
When an Aeadra finally becomes a young adult, they enter the "Cheribum" stage. In this stage, they are able to suppress their emotions and are now capable of entering a path or be trained for a specific position. It is also the time an Aeadra fully develops and is legally able to reproduce. Aeadra during this time are known by their drive to experience the world despite still being native about that very world and are anxious, wishing to begin their duty and be accepted.
The "Dominions" Stage often begins when an Aeadra reaches the age of five hundred to a thousand where they fully mature and settle into their role without question. Most Aeadra fit under this category, being middle aged Aeadra, they are experienced in their role and often do their duty without complain or issue, this is also the time when two Aeadra are preferred to meet and mate so they have powerful children in the aftermath.
The "Throne" Stage also known as the 'Asura" stage begins once a Aeadra reaches the age of three thousand or higher. The Aeadra who live to be this long are often the most powerful and wise of their race, being part of the Asura Cast, these Aeadra make the decisions for the entire race. It should be noted due to the events in Athrunial, very few, almost no real Aeadra worthy of this stage lives to be this long.
Although a extremely rare in the current setting, it should be noted that an Aeadra and a mortal such as a human can reproduce and bare children however under normal circumstances, this is heavily frowned upon due to a factor. An Aeadra that mates in the mortal realm with a mortal is extremely susceptible to corruption, turning into a Deadra. It is possible for a human or any mortal to receive the blessing to mate and marry an Aeadra from the Asura Caste Council however the mortal is forever bounded to that Aeadra whom is still honour bound to perform their duty above all and whatever offspring they conceive, must be raised in Aelthuan.
When a mortal of great power and/or wisdom die's on Athrunial and has a pure and righteous heart, such mortals are given the opportunity to be reforged, to be reborn into an Aeadra, both in mind and body. Those who choose to become Aeadra will be reborn as a Chibi however unlike a natural Chibi whom is born from Aeadria parents, a mortal Chibi will retain their personality, their abilities and powers and their memories of their previous life. After such mortals are reforged, they will heavily monitored and trained just like any other young Aeadra. Aeadra whom were originally mortals will continue the same life cycle as a natural Aeadra, going through the Aeadrain Chibi stage all the way up to the Throne stage. Of course this decision is purely optional, those wishing to enter the after life to finally rest may do so.
Personality and Traits
Designed and created by Necris himself, under most circumstances, Aeadra are extremely abstemious under most circumstances, they do not feel or even have the same amount of emotions mortals have since Necris had created them to be the watchers and guardians of the mortals of the mortal plane however this isn't completely true. In the most dire or very emotional situations, an Aeadra can whether willing or not, can open their minds to such emotions and a result of having a far superior mental state than mortals, are able to feel all emotions much more strongly such as love, sorrow and rage which can easily corrupt an Aeadra into a Deadra.
While all Aeadra have their own personality traits, They are all known to perfect, benevolent and have the purest intentions in whatever action they do, They know no fear or despair on the fields of battle and will fight with determination in whatever they fight for, even to the point of stubbornness. Most Aeadra warriors, especially the Serra Aeadra and Valkyrie Aeadra are known for being honorable yet sacrificial in nature, willing to goto the highest of feats to complete their holy duty, even at the risk of their own life.
Powers and abilities
It is common knowledge Aeadra are the most naturally gifted and powerful race on Athrunial, being immortal, they cannot die of age, from disease or starvation of substance and liquid, they are only capable of dying by having their body destroyed such as in battle or is disintegrated. Aeadra command super strength akin to a god by mortal standards, An Aeadra is capable of picking up thousands of pounds their own weight and propelling it any direction with ease. Combined with super strength, Aeadra are known for their demi god like bodies, able to sustain countless mortal wounds that would kill lesser beings almost instantly yet continue to fight as If they never received any wounds in the first place Along with being to resistant mortal wounds and pain, Aeadra have limited regeneration abilities, able to slowly heal their bodies of any mortal wound If given enough time and support however they cannot regenerate in battle nor can they regenerate their head or any limbs that have been completely severed from the body. When an Aeadra goes through the process of healing their bodies through regeneration, the Aeadra will enter a self-induced coma while their body begins to heal, depending on the wounds/wounds and the severity of the wounds, the Aeadra could be in their self-induced coma for a half a day to a few weeks.
With their superior bodies, Aeadra have a far superior neurological system and mental capacity within their bodies and minds, granting extremely heightened reaction time, agility and information processing, making them incredibly graceful and blinding face to even the most powerful of mortals. Along with a powerful mind and body, an Aeadra's body also has two wings on their back, granting them near unlimited flight as if It was an extension of their body, allowing them to easily traverse the mortal plane with great speed.
Lastly, being able to live for hundreds, If not potentially thousands of years, Aeadra are without a doubt the most skilled users in martial arts and in the use of magic, able to easily beat the best of masters in the usage of martial arts and magic. Naturally by Birth, Aeadra have a natural affinity for Yang Magic or better known as light and white magic are easily the most skilled users on Athrunial with Yang magic, able to cause a tremendous amount of holy damage upon their enemies or heal those wounded easily. Of course being so closely affiliated with Yan magic, Aeadra are extremely vulnerable to Yin magic, better known as dark magic to the point an Aeadra can be killed with ease with powerful Yin magic. Aeadra, thanks to Lendira now also have a strong affinity for sealing magic, easily capable of sealing entities within something as well as sealing and opening portals to other dimensions.
The "Awakening"
The "Awakening" is a term for an extremely rare yet extraordinary ability that is said only one Aeadra out of a thousand has the potential to unlock the "Awakening" , while at the same time, the "Awakening" will only manifest amongst the most powerful and ancient Aeadra. An Aeadra will only manifest the ability to use their "Awakening" ability when they are near death and experiences extreme and dire situations or recalling extreme trauma. While it is common knowledge the Aeadra able to suppress their emotions with ease to the point they appear to have none and do not allow it to effect their judgement, at the same time, when an Aeadra does allow their emotions free, they can feel and understand one's emotions and thoughts far more deeply than any mortal could hope to understand. When an Aeadra loses their ideals, fail in their duty somehow or lose the object of their affection, The Aeadra's love for their duty, ideals of their love is instantly turned into pure yet surprisingly controlled rage, pushing them to the limit to do anything required to achieve their goals or objectives even at the risks of their own life. The Very rage that consumes the Aeadra causes the release of an incredibly strong yet unique energy that is infused with Yang and Nature type energy throughout their body. Immediately a golden flame of fire will erupt over their body like an aura. While in the "Awakening" state, the Aeadra will enter a state of extremely enhanced awareness, increasing their strength, reflexes and mental capacity three fold. With such incredible perception, an Aeadra over a short period of time anticipate an opponent's movements and attack patterns through muscle tension and watching alone, allowing them to dodge or counter react with ease. Of course with their perceptive eye's as well, they can also immediately read how an enemy performs an ability or attack regardless how quickly it was performed by the enemy and grant them insight of the ability or attack's nature piece by piece. With enough training and activating their "Awakening" state, an Aeadra with their eye's can learn to copy any physical or magical attack with perfect accuracy and use it against their enemy however even with such abilities, The Aeadra must know how to perform the basic's of the attack or ability for them to use it. For an example, an Aeadra would only be able to copy and cast the same fire spell their enemy performed If they knew the basic's of fire magic and could use fire magic already.
The "Awakening" ability cannot under normal circumstances be used normally and willing by it's user, it can only be activated when the user has subconsciously allowed their emotions free within their mind, is near death and is in a dire situation or has witnessed a traumatizing event. Unlike all other transformation, the "Awakening" state does not drain's the user's life force, energy or stamina, rather the state deactivates as soon as the user has calmed down, their life is no longer in danger or the dire situation has ended in their favorable outcome. It is possible through intensive and extremely dangerous training and entering the state nearly hundreds of times over for extended periods of time to be able to willingly enter the state whenever the user wishes however this is virtually unheard of. New users of the "Awakening" state often take the appearance of a raging Serra Angel consumed by fire while veteran users of the state can suppress the flame aura, able to appear as If they are not in the form besides besides their eye's where their pupils shrink and their Iris grow.
Society and culture
An Aeadra's way of life within Aelthuan is quite simple to understand. Due to their heritage and duty given to them by Necris, the Aeadra proudly consider themselves Athrunial's watchers and guardians as well considering themselves the finest warriors and magic users on Athrunial. Being essentially angels, the Aeadra possess a nature to be noble, angelic warriors that hold honour,bravery, virtue, justice and liberty for all in name of protecting all those on Athrunial from all threats. The Aeadra are highly renowned for their nature and individual battle-prowess and martial pride as they constantly push themselves so that in the future, they can one day be as powerful as an Archangel and be able to save the world from their demonic brethren, the Deadra. Honor and Virtue was so important to an Aeadra, one, even another Aeadra could damage one's honor, resulting in Intensive honor duels which was commonplace when not on the battlefield as they often occurred for honour sake's or settle differences. Aeadra also take pride and seriousness in their oaths and rituals, making it a high priority, to make sure the deed was completed no matter the issue or odds, even at the risk of their own lives. It is common to see Aeadra kneel or preying before battle, taking on oaths to further their goals or objectives in battle and will go to any length to complete it. Aeadra are born to believe that while they are indeed immortal compared to mortals, they are taught by their elders that one day far in the future, they will eventually find their end on the battlefield while performing their duties. Great important is made on a person's inevitable death however death is not seen in a negative light, instead their soul is liberated from any measure of doubt or emotion and finally free, able to rest amongst the Heroes of Old.
When off the battlefield whether in Aelthuan or somewhere in the mortal plane, it is common place for many Aeadra to take the role of a monk or a nun, alone, performing rituals and paying respects to their ancestors and others worthy of veneration as well as helping those in need. For the younger Aeadra, most will attend to their children and continue to raise them while others train and meditate. Although rare by a Aeadra's way of life, one or a few travel and spend time with their partner, whether Aeadra or mortal however this is usually fawned upon since this could easily lead to corruption.
For their actual society, the Aeadra live in a Feudalism Cast like system
At the top is the "Asura" Cast also originally known as the "Arch" Cast, This cast contains the most ancient and most powerful of Aeadra within Aelthuan. Within the "Asura" Cast is the Council of Archangels, the ruling governing body of all Aeadra led by the Arch Seraph Lendira whom guide the other casts towards how to best watch over the mortal realm and how to protect as well as enlighten mortals those who have lost their way. Those within the Council of Archangels serve as the undisputed rulers of the Aeadra are met by complete obedience by the Aeadra.
Below is the "Throne" Cast whom contains the vast majority of Aeadra whom had lived hundreds of years and have actively performed their duties without hesitation.
The "Dominions" Cast is held by the young and inexperienced Aeadra or those older in age whom have taken a non combative role in the protection of Athrunial.
The "Chibi" Cast refers to those mortals with a pure heart with no hidden darkness whom had died on Athrunial but were granted access to Aelthuan. Mortals whom are granted to become normal Aeadra become Chibi angels, small and weak Aeadra whom are tasked with supportive roles such as messengers and aid those in maintaining their armor. Those whom were mortals with great power may be granted to be become a true Aeadra.
Types of Aeadra
Archangels
The Archangels were the first Aeadra ever to exist, created directly by Necris after he had created Athrunial and all life on it's surface. Originally these twenty massive and mighty Aeadra were created with the sole intention initially to lead the Aeadra and guide and protect the mortals of Athrunial. They were all designed by Necris to be far superior to their normal Aeadra counterparts, to be far stronger,faster, intelligent as well as be incredibly charismatic since they were tasked to be Generals and Leaders amongst the Aeadra. Despite what is known about them, it is speculated Necris had originally had other plans for his Archangels when he recovered from his coma like slumber. In the current setting, majority of the Archangels have died thousands of years ago due to the Archangel, Amriel causing The War of the Heavens, a massive civil war that had split the Archangels numbers in half, with half staying loyal while the other half became corrupted willing or otherwise and joined Amriel in her crusade.
Archangel number| Name | Alternate Name | Allegiance | Current Status |
I | Wingaandovraw | The Great Winged Dragon of Raw | Loyalist | Dead, slain by three Dark Lords |
II | Rimyia | The Awaken Angel of Vengeance |Loyalist |Dead, died from mortal wounds after fighting countless hordes of Deadra and battling Dantes |
III | Archaon | The Sentinel Of Deliverance | Loyalist | Dead, sacrificed himself to redeem Zenthius |
IV |Haveena | The Keeper of Knowledge | Loyalist | Alive, corrupted and morphed into the very first Greater Demon of Valaso |
V | Dantes | Unknown |Traitor | Alive, morphed into the Dark Lord, Valaso |
VI | Tarinuva | The Guardian of Light |Independent Turned Traitor | Alive, Morphed into the Dark Lord, Khulraud |
VII | Milroas | The Philosopher of Power | Loyalist | Presumed Dead, Left for Dead by the Dark Lord, Khulraud |
VIII | Hexion | The Fire God of War | Traitor Turned Loyalist | Dead, killed by Uma |
IX | Uma | The inheritor of Fire | Loyalist | Unknown, last seen fleeing the planet in exile while severely weaken |
X | Ragnarok | The Great Sacrificer | Loyalist | Presumed Dead, died during The War of the Heavens after supplying the energy required for the Arkis Dagger |
XI |Brisela |The Mad Angeless |Traitor | Alive, Morphed into a Dark Lord |
XII | Nemedeus | The Angel of Death |Loyalist |Alive, near death in a stasis like coma state within the Ossuara Temple
XIII |Umaril | The Great Betrayer King |Traitor | Dead, slain by Hexion and Uma |
XIV |Laertes | The Destroyer of Life |Traitor | Dead, Killed by Amriel |
XV |Argastes | The Great Hammer of the Gods | Traitor |Alive, Morphed into a Dark Lord |
XVI | Zenthius |The Dire Avenger | Traitor turned Loyalist | Died from mortal wounds inflicted by Amriel after slaying her in battle |
XVII | Miriael | The Bride of the Almighty One | Loyalist turned Traitor | Unknown |
XVIII |Yulla | The Unyielding Shield of Aelthuan | Loyalist | Dead, Killed by the Dark Lord, Brisela |
XIX | Asuryan | The Exalted Sword of Aelthuan | Loyalist | Uknown |
XX | Amriel | The Great Betrayer | Traitor | Dead, slain by Archangel turned Dark Lord, Zenthius |
Seraph and Serra Angels
Seraph's in the current setting are amongst the most powerful yet rarest of Aeadra on Athrunial. They are the leaders of Aelthuan, going to great lengths to protect Athrunial and the Mortal Realm. Even when a Seraph is not preparing the defenses of Athrunial, they are known for teaching the generations of Aeadra that came after them the mistakes of the Archangels and to make sure they don't follow the same path. there are two types of Seraph Angels, the Seraph themselves are the masters of magic and wisdom while those who are master's of war are Serra Angels. Of all the Seraph Angels, Lendira remains the strongest Aeadra in existence since she was amongst one of the most powerful among the last remaining Aeadra to remain after the War in the Heavens.
Azrael
The term "Azrael" refers to a angel or a number of angels in the oldest of Aeadrain texts that speaks of some prophecy but is poorly understood to the point even the Aeadra themselves know nothing of the Azrael.
Onoir
Originally Atua whom had completed their duties as Atua and fulfilled their Destiny, hese Atua have given up their duties as Heroes and have willingly morphed into a Onoir, an elderly warrior whom has dedicated the rest of their life to the training of future Atua and to guide them the correct path when needed. Although Onoir still wield the same power they did as an Atua as well as their mask, Onoir are incredibly pacifist, preferring for the younger Atua to do what needs to be done. Feeling that they have already fulfilled their destiny, most Onoir would rather die and receive their permanent peace upon death than fight for some new destiny. As a result, a Onoir will almost never fight other than by the exception of defending themselves when need be although there is little that can truly threatened an Onoir's life. Compared to an Atua's life, the life of a Onoir is simple. In their daily lifes, Onoir live simply as monks, shamans and priests and often live somewhere within the Kohtalo mountains although it isn't uncommon for a few Onoir to become nomadic, preferring to stay on the move. Most Onoir that are nomadic were often originally Atua whom had a special destiny or went through a traumatizing even in their early life such as losing their siblings to a threat or from a betrayal.going.
Atua
Originally a group of Aeadra like beings that appeared sometime before the War in the Heavens on Athrunial when the Great Henki Stone crashed at the center of the Kohtalo mountain range south of Thrymir and north of Chou. The Atua commonly refereed to as Athrunial's "Guardian Gods" by mortals, are a small group of honorable, highly powerful yet strange looking humanoid Aeadra Heroes whom wear great masks of power that granted the wielder complete mastery of two magic's, the first usually being a elemental magic and the second, often a magical ability. Unlike other Aeadra whom exist and live in Aelthuan, due to unknown reasons , the Atua, while wearing their great masks of powers are bound to Athrunial as they complete their destinies as Heroes. What this destiny is for each Atua is unknown however to every Atua, it is the utmost Important for them to complete their duties as an Atua and fulfill whatever Destiny they were given. Much like the Thrones, Atua, are far more human than most other Aeadra and could be side tracked or lose their purpose, as such it could also be said every Atua were not predestined to full a certain destiny and could easily fail completely in whatever they believed what was their destiny. Of course every Atua has their own destiny however it depended entirely on them whether they wanted to attempt to fulfill it or not. Those Atua that do complete their duty and fulfil their Destiny's are given two choice, either become an Onoir permanently, an elder to train and help guide the next generations of the Atua or return to the Great Henki Stone and surrender their power where their power is used to create an entirely new Great Nui Mask for a new Atua while granting the old Atua the peace they deserve, allowing them to enter Aelthuan, often morphing them into Celestant Virtues.
Unlike other subspecies of Aeadra with the exceptions of the first Atua and a few others, the vast majority of the Atua were originally mortals whom were chosen by the Great Henki Stone and were granted their own Great Nui Mask, transforming the mortal into an Atua once they donned the mask, transforming their life forever. Although most Atua were gifted with their own unique mask by the Great Henki Stone, those whom were destined to become Atua could don the mask of other Atua, usually during critical situations. Besides one's duty as an Atua and the Destiny they were supposed to complete, an Atua's mask is by far the most possession they could own for If they lose their mask, the Atua will become weaken and eventually die. Some Atua however whom are born with special destinies like the original Atua, can be born as an Aeadra Atua although this is rare. Much like Humans as well as other mortal races on Athrunial, no Atua usually looked alike although there was exceptions. when a mortal was transformed into an Atua, the new Atua would take on the appearance on what they envisioned what an Atua would look like
Vilja
The first Thrones to have ever existed, the Vilja were created by Ragnarok to be his bodyguards and advisers as well as function as warrior generals to the lesser Thrones that would come after them. They were vastly superiors to lesser Thrones in all ways and were all created with a specific purpose in mind. Ragnarok also had a very deep connection or bond with the Vilja to the point he considered the Vilja his own children and in return, they consider him their Father. The only exception to this was Adriel whom was believed to had some sort of romantic relationship before she was killed. In the current setting, majority of the Vilja had either been killed during the Battle of Ucidere during the War in the Heavens or had sacrificed their remaining energy to empower the Arkis Dagger.
Name | Alternate Name | Current Status |
I | Humiel |The Keeper of the First | Dead, sacrificed his remaining energy into the Arkis Dagger |
II | Arkam | The Keeper of War Alive, morphed into a Serra Angel |
III | Adriel | The Keepr of Love | Dead, Killed at the Battle of Ucidere |
IV | Rehael | The keeper of Vigilance | Alive, Standing ever vigilant over the gates of Aelthuan |
V | Gabriel | The keeper of Spirit | Presumed Dead, Presumed Killed at the Battle of Ucidere |
VI | Morael | The Keeper of Knowledge | Dead, sacrificed his remaining energy into the Arkis Dagger |
VII | Cerviel | The Throne keeper of resistance | Dead, Killed at the Battle of Ucidere |
VIII | Tabbris | The keeper of faith | Dead, sacrificed his remaining energy into the Arkis Dagger |
IX | Araqiel | The keeper of Destruction | Unknown, Disappeared after the War in the Heavens ended |
X | Remiel | Keeper of the Senses |Dead, Killed at the Battle of Ucidere |
XI | Suriel | Keeper of the Guard | Alive, a member of the Asura Council, commander of all Thrones |
Throne
Known as the "Steadfast Warriors of Aelthuan", the Thrones are warriors that follow in the footsteps of their creator and founder, Ragnarok whom tasked them and their ancestors, the Vilja to watch over and protect Humanity at all cost. Known for their dedication to their duty as well as their stubbornness even for an Aeadra, a Throne, once summoned on Athrunial, will do everything in their power to bring peace and justice to the unworthy even at the risk of their own life. Due to this, Thrones have gained the reputation by mortals as being Aeadra of War although to a Throne, this is the farest from the truth. It is said out of all the Aeadra of Aelthuan, it is the Thrones that understands the emotions and dreams of the mortals of Athrunial for a Throne's love and dedication as well as their desire to understand those in pain is greater than other Aeadra could possible hope to understand. It is because of these emotions do the Thrones take their duties as Warriors and Judges so seriously since it is them whom wishes the mortals for a better place.
Sinned
The most mysterious Aeadra of unknown origins, wearing pitch black armor with helmets that hide their faces, they are Aeadra who seemingly appear out of nowhere at the last moment when a force, pure of heart is about to be overrun. They are similar to Valkyrie's, going where the fighting is thickest, hoping to die one day in battle in the hopes for whatever sinful deed they had performed, they will regain their honour and be redeemed upon death.
Domininons
A rare breed of Aeadra, often believed to the be the Aeadra of the Archangel, Milroas, Domininons are high ranking Aeadra that specialize in Magic, so much so they are considered the Magisters of Aelthuan, the most skilled Aeadra in the usage of magic. Led by the Head Domininon, the Domininons have taken up the duty of protecting and archiving all Knowledge within the Great White Tower of Kisitus and other locations of knowledge as well as safeguarding the most dangerous magic from even being wielded again. As a result, Domininons are rare in the mortal realm and rarely can be summoned but when they are, it is said they are consumed by this hatred and will attack all whom summoned them without permission.
Valkyrie
The Valkyrie's are angelic female warriors of light whom traverse the infinite battlefields of Athrunial on the orders of Lendira whom go where ever they needed to help and defend those in need. They are amongst the most well known Aeadra, being incredibly beautiful humanoid women with angel like wings. The origins of the Valkyrie are unknown however is it believed the original Valkyrie's were originally created by Rimiya, the Archangel of Vengeance until the vast majority of them we're killed during the War of the Heavens. Out of the very small numbers of Valkyires that survived, Lendira was amongst the most powerful and wise of all the Valkyrie survivors of the War of the Heavens. Following the War of the Heavens and Lendira Ascension into a Seraph, she used her newfound power to create the first generation of Valkyrie warriors. In the current setting, all Valkyrie Warriors are Lendira's personal servants and Champions, sending them out to do her original duty when she was a Valkyrie. Valkyrie's are commonplace in Laetannia, protecting Grail Cathedrals so fallen Grail Knights can rest in peace and traveling with Grail Knights as companions when they journey the lands to defeat Deadra and any evil.
Principalities
Common Aeadra that aid the Asura cast in running Aelthuan, they are considered the many Aeadra that help keep Aelthuan together and keep the peace through civil ways such as overseeing and managing temples, cities and fortresses, acting as recorders and keepers of records, working and giving orders to working Chibi, they are in charge of the more mundane duties of the Aeadra but nevertheless, their duties are just as important as the Sereph's own duty over watching Athrunial directly. With the exception of the Chibi, the Principalities are amongst the most weakest of Aeadra due to the fact their roles are not combat oriented however that does not mean they cannot aid their warrior siblings in battle, they are still proficient in melee combat and through the usage of magic. Being low on the sphere of power, the Principalities are low level summons, making them the easiest Aeadra to summon and therefor, the most commonly summoned Aeadra by mortals on Athrunial.
Celestant Virtue
Said to be created by Celestine herself, Celestant Virtues are considered to be the greatest of all Virtues, to be the greatest heroes to have ever existed. They are considered heroes of legend by mortals and are said to sway entire battleground by themselves. Celestant Virtues have no known set power level compared to other Aeadra, instead they are similar to Grey Deadra where every Celestant Virtue's power level is different than the other, even other Aeadra with the possibility of Celestant Virtues even having the potential to match a Sereph in power eventually. Celestant Virtues are not created however, every Celestant Virtues begins as a Virtue and so when a Virtue proves themselves worthy and grows in strength, it is said Celestine herself will bless the Virtue with a portion of her own strength, increasing their power greatly, unfortunately with Celestine's disappearance, A Virtue will never rise to become a Celestant until she is located and found..
Virtue
Clad head to toe in golden plate armor, the Virtues were originally mortals whom were true heroes in life whom were allowed to become eternal Heroes in death, allowing them to continue their duty as Heroes as a lesser Aeadra. Virtues retain their base appearance and all their martial and magical abilities in death, including transformations and any other ability that aided them in battle, as well as their personality and any personal belong they held onto before they died.
Chibi
Refers to those mortals with a pure heart with no hidden darkness whom had died on Athrunial but were granted access to Aelthuan. Mortals whom are granted to become normal Aeadra become Chibi angels, small and weak Aeadra whom are blessed with eternal peace and love. Chibi whom were honorable and had exceptionally good hearts, could be potentially honored with tasked with supportive roles such as messengers and aid Aeadra in different manners such as maintaining their armor or aid them in their research.
Spheres of Power The class and power of all Aeadra are ranked accordingly to the spheres of power with the most powerful always at the top with those beyond in power following accordingly to their power.
The First Sphere - The Heavenly Gods | Mastery level required for summoning |
The Archangels | N/A |
The Seraphs/Serra | Legendary - Divine |
The First Sphere is comprised entirely of the most powerful Aeadra that have ever existed on Athrunial with the vast majority of them being unique compared to the other classes of Aeadra whom could be said to be "mass produced". Under normal circumstances, Aeadra of the First Sphere cannot be summoned as their power by far, reaches into the power of true gods. Seraphs can be summoned however due to the vast amount of power they control, they can only be summoned for a short period of time unless they can be supplied with a large, constant amount of energy.
The Second Sphere - The Heavenly Governors | Mastery level required for summoning |
The Onoir | N/A |
The Vilja | Legendary |
The Domininons | Heroic - Legendary |
The Second Sphere is comprised entirely of Aeadra that have been given specialized yet important duties that help maintain Aelthuan and Athrunial as a whole through some means. They are similar to the First Sphere as they are for the most part, highly powerful unique Aeadra that cannot be "mass produced".
The Third Sphere - The Messengers of the Gods | Mastery level required for summoning |
Atua | N/A |
The Sinned | N/A |
The Valkyrie's | Heroic - Legendary |
The Thrones | Heroic |
The Virtues | Illustrious - Heroic |
The Third Sphere is comprised entirely of the Aeadra whom have sworn themselves to the protection of Aelthuan and Athrunial through the art of war and meeting the enemies of Aelthuan and Athrunial on the fields of battle. Due to this, the Third Sphere is by far, the most commonly known Sphere amongst mortals whom tend to think the Third Sphere represents the Aeadra as a whole.
The Fourth Sphere - The True Disciples of the Gods | Mastery level required for summoning |
The Principalities | Illustrious |
The Chibi | Master |
The Fourth Sphere belongs to the mortals whom held a pure heart in life and were rewarded with eternal peace, allowing their soul to goto Aelthuan, which to a mortal, functions as a Heaven of sorts. When such a mortal is granted entry to Aelthua, they become a Chibi. Exceptional Mortals whom became Chibi may be granted basic yet sacred duties that will aid the Aeadra of Aelthuan. The other are the Principalities which led the Chibi and perform the more mundane duties that is required in Aelthuan.
Relics
The Holy Grail - Without a doubt, considered one of the most powerful relics on Athrunial, the Holy Grail is a legendary artifact considered purely myth than fact by most mortals but to the Laetannian's, they know otherwise. It is said when a Questing Knight of Laetannia proves himself worthy of becoming one of Lendira's champions, a Grail Knight, the Questing Knight will be presented with the Holy Grail by Lendira herself. Once this Questing Knight drinks from the Holy Grail, they will be forever changed by it's power as they become a champion of the Light
The Arkis Dagger - Considered purely myth by even the Aeadra, It is said it was created by the Archangel, Argastes and was empowered with the life energy of the Archangel, Ragnarok and his Vilja. It is said that the Arkis Dagger has the power to instantly kill any Dark Being of any tier of power and even the ability to bring the dead back to life as well as purify any those compromised by the Darkness. During the later portions of the War in the Heavens, it was said that after Ragnarok died empowering the Arkis Dagger, his surviving Vilja somehow broke the dagger in three pieces and hid it amongst Athrunial in the hopes no one would ever use it for any I'll intentions.
Artois - A golden spear created and imbued with the light by Argastes, Artois was capable of piercing any armor and purifying any being except those whom were Dark Lords. It was originally created for Auctora whom used it for much of his life until after his battle with the Dark Lord, Malal. After he recovered physically and mentally from his wounds and took Arkam as his apprentice, he gifted the spear to Arkam for him to use when he deemed his was apprentice worthy of using the spear.
Eai, The Sword of Destruction - A unholy weapon of the highest tier by the Aeadra, Ea is a mysterious weapon that has entirely been consumed by the Darkness and Light. Said to be powerful to destroy entire continents with one fell strike yet due to the weapon being bounded to Ira, it's power is horribly diminished by others that try to wield it to the extent it loses nearly almost all it's power however even in this state, this weapon is still stronger and thicker than most mortal weapons. In the hands of Ira, Eai is said to be able to transform's it's essence into whatever weapon she wishes for, including any weapon that no longer exists or weapons she has never seen although after taking the form of such a power, it's power it will not equivalent to the original weapon it has taken the form of. In the legends of old, it was said Eai was the first weapon ever created with some even saying it was created by Necris, explaining why Eai can transform into any weapon. With extension of that particular legend, many theorize it was originally created by Necris for Rimiya however when she deemed it too unholy to wield, Necris than created Rosenedge instead for her to use but why he didn't destroy Eai afterwards is unknown.
Rosenedge - Created by Necris, Rosenedge was the primary weapon of the Archangel, Rimiya since her conception. Created out of Elder Dragon plates and infused with nature energy, Rosenedge was a soberly crafted weapon of unparalleled beauty with a power to match. Rosenedge had two abilities, the first was it's ability to change forms between a Great Sword and a Great Lance and it's second ability revealed was it's limitless capacity to hold any type of energy. By merging her own power with the weapon itself, Rimiya could easily increase Rosenedge's power tenfold at the expense of her own power and eventually her own life force as well, potentially granting Rosenedge unlimited power or a power so high, it can't be comprehended other than beings of similar power. Rosenedge was used extensively by Rimiya during the War in the Heavens and was the bane of many Dark Lords however towards the final stages of the war, Rosenedge was damaged near beyond repair when Rimiya was forced to fight a Deadra force that easily eclipsed her forces by a hundred fold. Having been separated from her force, she was forced to raise Rosenedge's to the highest amount of power she could as she was forced to cut her way through the horde, putting a tremendous amount of strain on her already tied body. By the time she had cut herself out, the half dead Archangel was than confronted by the Dark Lord Valaso whom she was forced to duel with for her survival. Despite even unlocking the Awakening ability and wielding Rosenedge, she was eventually defeated and Rosenedge nearly cracked in half when she used to block Valaso final attack before she was defenseless. Before she died of her wounds and gave the last of her remaining power to one of her Disciples, the Valkyrie, Lendira, it was said a shard of Rimiya's soul manifested within Rosenedge in order to protect the weapon from being misused by those whom would wield it's power for i'll purposes. The weapon was later recovered by the Aeadra and laid to rest with Rimiya in her resting place on Aelthuan. Although a fierce weapon, with it damaged, Rosenedge has lost it's true power and with no being capable of repairing the weapon, Rosenedge is considered by the Aeadra to be nothing but a holy relic from a bygone and forgotten age best left forgotten.
Lumiere Deirend - Known as the mythical "Light's End" by mortals, it was a lance of pure light that was said to be capable of destroying or purifying any dark being. Wielded by Archaon since his conception, the Lumiere was damaged beyond all repair during the final stages of the War in the Heaven when Archaon smashed Lumiere into Zenthius body, causing the top of the lance to break off and disintegrate once Archaon died. The Lumiere was eventually found by the Aeadra and laid to rest with Archaon.
Dhiaga - Known by many titles such as the "Staff of Divinity" and as the "Staff of Truth", it's origin of creation is unknown however it is believed Milroas had used it since his near conception until the ending of his life by the hands of Khulraud whom than the Dhiaga fell into the hands of the Dark Lord, Malaice. Said to only take shape when a spell caster with a heart similar to Milroas wills it into existence, The Dhiaga has the ability to grant the wielder to use any type of magic through the Dhiaga, even magic they do not know however with such power requires a master amongst master of magic to wield properly otherwise the Dhiaga could explode. The Diaga also has the ability to control a Kaitiaki completely and utterly however it can only control one at a given time.
Codex Nuovoka Megertes - an ancient tome originally written by Milroas that teaches understanding others through the usage of magic, it is considered one of the most holiest texts ever written even If the contents to the vast majority of people is considered nothing more than garble. Although there many copies of this codex in the mortal Realm, these copies are poor imitations and are poorly translated, losing almost there original point altogether. To the religious, the original, unaltered codex is highly sought after and considered to have no price in value. Unknown to mortals, the original codex also teaches one how to tape into their body's energy and how to manipulate it into magic.
Imperious - A master crafted long sword wielded by Milroas. Since it was intended for ceremonial use, it was used only in the most dire of situations where Milroas was forced into melee combat. Although considered weak by other weapons by the Archangels, it is still a superbly crafted blade by mortal standards.
Ashrune - commonly referred to as "Necris Wraith", Ashrune was the Great Sword wielded by Hexion during the Age of Creation and during the War in the Heavens until he was killed by Uma, following this Uma took the blade as her own, whether to use it's power for herself or safeguard it as a reminder of her brother's fate. One of the most powerful fire blades in existence, Ashrune's blade is completely engulfed in eternal flames that are so hot for when it swung, it's sensational swings are capable of melting and slicing through almost anything. Ashrun is also capable of functioning as a fire staff to an extent, able to fire off fireballs and fire slashes without the wielder having to use their own energy to make it do so.
Blaze Tempmento - Hexion's second suit plated armor, made out of Adamantium, this suit of armor provided with Hexion with near invulnerability on the battlefield however besides for physical protection against danger, this suit of armor also gifted Hexion with limited healing properties, allowing him to heal in combat, albeit slowly. This was added to minimize Hexion's pain while wearing the armor. As he moved in the armor, his charred skin would be irritated and any healed yet minor wounds would be reopen once again. With his armor blessed, the armor would automatically heal the pain he sustained while he moved in the armor however any wounds he sustained in combat would often be ignored by the armor unless absolutely necessary. Hexion's suit of Adamantium armor had also been imbued with a great many fire runes and tempered many times over to give Hexion a near immunity to fire and heat, allowing to him traverse in or near exceeding hot locations with no issue. Following his death, the location of the armor has been lost however it is theorized the Aeadra managed to locate it and secure it someplace within Aelthuan.
Uma's shroud - often refereed to as a cape and as a cloak, this piece of fabric was created and used by Uma during her time as an Archangel. Functioning similarily to the Blaze Tempento to which it was designed on, it provided Uma with near immunity to fire and heat, this allowed Uma to journey and fight alongside her brother without issue as well as allowing her to traverse exceeding hot locations with no issue. The location of the shroud is unknown however it is believed Uma still owns it to this day.
Arimathea - A Great Shield of unknown origins, wielded by Yulla since her conception, the Arimathea was by far, considered the most powerful and most durable shield to have existed, made out of Adamantium, it was able to not only block physical, mental and magical attacks but it would deflect such attacks back at the original caster. During the War in the Heavens, Yulla used the Arimathea to great effect until the final battle on Aelthuan's Gates, there after a long duel with the Dark Lord, Brisela, after stalling the Dark Lord long enough for Hexion to arrive, some say Yulla let herself be slain in an effort to not be a burden on Hexion where others say she was barely even alive by the time Hexion had even arrived. After the battle, Hexion recovered the Arimathea and brought it to the Borjan Valkyrie Temple for safe keeping. Since than, the most honoured Valkyrie Warriors of than Rimiya and now Lendira have used it in their duty to protect Aelthuan and Athrunial.
Auroran Crown - A golden crown made out of Adamantium created by Argastes for Umaril when he was still an Archangel. Imbued by powerful magic, the Auroran Crown when worn, greatly increases the user's magic potential by seven fold as well as making them incredibly resistant to magic attacks. Created solely for the ruler of Aurora, the Auroran Crown will only material and dematerialize to the rightful ruler of Aurora, even in the current setting. Only wielded by Umaril, once he was killed by Hexion and Uma during the War in the Heavens over Aurora, the Auroran Crown has disappeared from the pages of history.
Rosarius of the Sacred Mother - also known as the "Rosarius of the sacred Bride" to the mortals, this was the personal rosarius of Miriael whom have crafted it sometime after starting the worship of Necris and the formation of religion as a whole. A holy relic with no price in value to the religious, especially nuns, this rosarius, is capable of protecting it's wielder from the Darkness, while it cannot stop such corruption, it is capable of making the wielder very resisted to the Taint of Darkness and will be able to fight it off for a significant amount of time, the stronger the willpower, the longer they can fight off the taint with the most strong willed individuals able to fight off the taint for many years before eventually falling. This rosarius is also capable of detecting any dark magic being used in the immediate area as well as the detection of the undead and any of those whose whom are possessed by the undead and by Deadra. With this rosarius, the wielder is instantly able to purify the possessed and send any supernatural force or Deadra back to where they come from. In small doses, the rosarius can nullify but the most powerful of dark magic however by being used in this fashion, will leave the relic powerless for a time until it can be used again.
Veil of Prophecy - Originally worn by Lavena Cervini whom became the first Arch Priestess of the Grail. It was said she gifted this holy veil by Lendira after she was chosen by the Goddess to lead her people down the spiritual path. The Veil of Prophecy is said to share the same power as the Goddess whom empowered it, allowing it's user to see into the future. The Veil of Prophecy is held by the Arch Priestess whom uses it as a symbol of her office.
Arondight - An Adamantium longsword created by Nemedus himself, it was the first blade he wielded until the War in the Heavens where he received Dyster. Although considered weak for a weapon wielded by an Archangel, Arondight was a sword with a mind of it's own, capable of independent thought and communication with the wielder through telekinesis. Through it's independent thought, Arondight holds the ability to sense the weakness of any opponent and immediately know how to exploit it. After Nemedus stopped using the blade, it has been used by the most honored Aeadra whom are worthy of wielding it by merit and by Arondight's approval.
Dyster - Refereed to the "Sword of Death" by mortals and the Aeadra and as the "Reaper of Souls" and "Destruction of Realities" by the Deadra and the Dark Lords, said to be created by Argastes through forbidden means and imbued by Wingaandovraw and Rimiya, it was the second and primary blade of the Archangel, Nemedeus after he became the "Supreme Being's Wraith". Originally just a highly powerful Adamantium ebony blade that could use all the elements at once, after Nemedeus had slain the Dark Lord Dragon, Vul Ulokuun, it was said Dyster became corrupted after it had somehow absorbed the soul of the Dark Lord itself. In this new form, after harnessing the power of a Dragon Dark Lord, Dyster, it gained the ability to absorb souls and add the power of the soul to its own power, increasing it's power dramatically at the cost of slowing corrupting it's wielder and making the wielder addicted to battle and battle alone. By the time Nemedus was put to rest in a stasis like state, the Dyster had become so powerful through the absorption of so many Dark Lords, it was, when swung, able to rip small portions of reality apart. By this time as well, Dyster had manifest a mind of it's own, albeit one to a Dark Lord of slaughter and death. Realizing how much of a threat Dyster was, the Sisters of the Eternal Light through some means, broke the blade into three parts, the hilt, the guard and the ebony blade itself. The locations of these pieces have been lost to time however it is known that the Sisters of the Eternal Light are no longer in possession of such pieces, leaving many to ponder where the three pieces are.
Caduceus - A legendary staff that symbolizes the power and sovereignty over the bridges of Aelthuan, Arthunial and the Spirit World. Originally belonging to Laertes, it is now in the possession of Eilauver. Granting the user to travel between realms, the wielder can use Caduceus to instantly travel to Aelthuan, Athrunial or the Spirit Realm although it's true powers are known only to Eilauver whom described such power as being "Able to become one with Nature".
Mjolnir - Called the "Hammer of the Gods" and as the "Hammer of Thunder", Mjolnir was the Divine Hammer created by Necris and given to Argastes to aid him in his duties in smiting. Imbued with lighting runes of such quality than even the gods themselves cannot copy, Mjolnir is the most potent weapon that is imbued with Lighting, allowing Argastes complete mastery over Lighting to such an extent, Mjolnir has the ability to instantly disintegrate lesser beings and severely stun beings of similar power to Argastes. Although Lethal in combat like many Archangel weapons, the Mjolnir was originally designed by Necris to be the greatest hammering tool of a smith, allowing Argastes to smith the greatest weapons and armor needed for his servants, as a result, there is no greater smithing hammer than Mjolnir within any of the realms to the point Mjolnir is considered non existent to mortals, even most smiths will doubt it's existence although any would agree, they would die and potentially kill just to use it once in the creation of something over their fire.
Ascalon and Rhongomiant - Commonly known as the "Heavenly Duo's", these two weapons are the identical weapons of Lendira's Daughters, Ilyrana whom wields Rhongomiant and Iyrelleia whom wields Ascalon. Identical in nature as stated above, these two identical weapons take the form of two weapons, in their original form, they take on the upper appearance of silver, golden powerful staves while the bottom appearance is that of a lance. In this form, the stave grants the wielder mastery over the five elements as well as the mastery over Light and thanks to Eilauver, mastery over Nature as well, allowing the wielder to use all seven types of magic, albeit one at a time. Also thanks to Eilauver's tempering, those with the staves are able to instantly teleport themselves to the Spirit Realm and back as well as to the location of it's sibling weapon. Their final passive ability grants the user flight, allowing them to fly at a moderate pace without the usage of their own energy. In the weapon's second form, they take on the appearance of swords, the appearance however is left upto the wielder and after the first time morphs into what they think the weapon will look like, it will always take that form until they are no the owner of the weapon. In this form, the wielder loses the ability to teleport and fly however the elemental magic of the weapons is increased significantly, allowing the wielder to far more direct and offensive in their approach.
Wheel of Fire - Said to be imbued with a portion of Ragnarok's own power, this wooden wheel in appearance is currently under the possession of the Vilja Throne, Suriel whom uses it as a banner to inspire the Aeadra and especially the Thrones under his command to inspire them to fight without fear. While the wheel does have a commanding presence, it's abilities is it's aura it gives off. This aura automatically makes any Aeadra that can see it's aura, be without fear or any such emotions that would jeopardize them in battle, greatly increasing the Aeadra's odds at victory.
Thyrsus - A white and golden rod used by Nulthaestial, it is said to increase his entire mana capacity by three fold and it allows him to teleport anywhere within Aelthuan without the usage of his mana reserves.
Sonengund Gauntlets - A master crafted pair of steel plated gauntlets of Aeadra origins, these gauntlets grant the user incredible strength, allowing them to lift something many times their own weight.
Notable Aeadra
Wingaandovraw
Nicknamed the "Winged Dragon of Raw" and the "Dragon God of Power" was amongst the first and most powerful Archangel ever created by Necris as well as his favorite by Wingaandovraw. From his conception with Necris, Wingaandovraw was meant to lead his fellow Archangels in their duty of protecting and guiding Athrunial until Necris would awake of his slumber. Right before onset of the "War of the Heavens", He was replaced as Chief Deity by Amriel whom had dethroned him after an honor duel using her new founded powers. For much of the "War of the Heavens", Windaandovraw lead the Aeadra for much of the war, easily holding off Amriel's advances in Aelthuan and the Mortal Realm until he was betrayed by one of his Archangels whom had been corrupted by Amriel which led to the near destruction of his forces during the battle. Wanting his fellow Archangels to survive along with any other Aeadra still alive, Wingaandovraw choose to sacrifice himself in an effort to buy time for his remaining forces to escape. Wingaandovraw held off Amriel, Zenthius and Dantes, three corrupted Archangels long enough for his forces to escape before eventually lowering his guard intentionally allowing himself to be killed after he knew everyone escaped, knowing he had completed his duty.
Rimyia
or Rimiya, Nicknamed the "Angel of Vengeance", the "Dragon Goddess" and "Angel of Judgement" was the second Archangel created by Necris with the sacred duty of acting as the Judge and Executioner of the Archangels. Rimyia was tasked by Necris to watch over the Archangels specifically and If any showed any hints of betraying Necris, the Aeadra or their Ideals, she was to immediately kill them without restraint. Her position of power made her Wingaandovraw's second in command with the two working together in harmony for the greater good of their species and Athrunial however their relationship isn't well understood. Many Aeadra considered Rimyia to be Wingaandovraw's wife due to her close relationship with him and with Rimyia having Dragon traits however other Aeadra see Rimyia as Wingaandovraw's attack dog and Champion during peacetime and during the "Way of the Heavens" where she became infamous for slaying a Archangel turned Dark Lord in single combat and adsorbed their power, giving her Dragon like traits. During the War of the Heavens" , Rimyia became infamous for being the most skilled Archangel alive, able to effortlessly killed six lesser Dark Lords in single Combat and killing one Archangel turned Dark Lord in single combat before adsorbing their powers for her own. After Wingaandovraw's death which turned the war in Amriel's favour, Rimyia took command of the remaining Aeadra in the mortal Realm and continued lengthy hit and run campaigns against the Deadra. It was during this time the modern Aeadra firmly believed the female Aeadra under Rimyia became the first Valkyrie after countless Valkyrie choose to stay behind in key locations to defend the most critical locations or to defend what was left of the mortal races as Rimyia's army pushed onward to combat the Deadra on every front. She finally met her end during the closing stages of the war when she was cut off from the main force of her army and was forced to fight through a Deadra army a hundred times the size of any other Deadra force she and her forces had encountered. Though she was able fight her way through the endless hordes of Deadra, by the time she made herself out, a critically wounded Rimyia was confronted by the Archangel turned Dark Lord Dantes better known as Valaso. Despite becoming the first Aeadra to unlock the "Awakening" ability during her climatic battle, she proved no match for him eventually in her critically wounded state. Before Valaso could land the final strike on Rimyia, Lendira and a number of Valkyrie were able to drive off Valaso. In her final moments before she died, Rimyia in her final moments, she gave Lendira the last of her power within her body with the intention of Lendira using such power to seal the Deadra into the Realm of Oblivion and use her power to end the Dark Lords.
Archaon
Nicknamed as the "Sentinel Of Deliverance", Archaon was the third Archangel created by Necris with the duty of being Athrunial's Sentinel, to watch over for any external threats. Due to Archaon's nature, he became incredibly close with the Archangels, Ragnarok and Zenthius out of their strong desire to protect those they cherished and completing their duty to Necris. Archaon was not present when the "War of the Heavens" began due to being Athrunial's Sentinel which required him to be far away from Athrunial however when he did return to Athrunial, he quickly learned of Emriel's betrayal and the wrong she had committed for whatever reason she had. The Majority of his deeds during the "War of the Heavens" has been lost to time however is is known Zenthius had on numerous occasions tried to persuade his close friend of joining him and Emriel on their side in hopes of ending the war quicker and for his sake as well, not wanting to kill a close friend. Zenthius had misjudged his former close friend whom he thought he could bring to his side, Archaon in response saw what Zenthius had become, a corrupted pale imitation of the once holy angel he was once. Determined to either redeem or kill his former close friend, Archaon over the span of the entire war fought Zenthius countless times over to no anvil until the final stages of the war. During their final fateful battle, the two titans fought at their max power, determined to kil the other and end these pointless events of sadness however eventually it seemed Archaon became on top as after a lengthy battle, a mortally wounded Archaon charged Zenthius, breaking his guard and plunged his great lance into Zenthius stomach. At first it seemed as Archaon had in fact killed his former close friend however this was far the case. When his Lance impacted Zenthius, Archaon fed his own life force into Zenthius after the initial damage he made with his great lance. The life force Archaon had given to Zenthius saved his life and in the process, allowed Zenthius to see Archaon's thoughts,memories and feelings towards him, even in the end where Archaon had impaled Zenthius with his great lance, Zenthius could see Archaon never once lost faith in his close friend and firmly believed Zenthius could be redeemed to walk alongside Archaon once more like they used to. It was only after Archaon fed the last of his life force into Zenthius and died did Zenthius eye's finally opened, he finally realized what he had become and knew what he had to do, Zenthius was saddened it took the death of his close friend to finally open his eyes but Zenthius swore his death wouldn't be in vain and it wasn't as Zenthius was able to kill Amriel and end the "War of the Heavens", restoring peace to Athrunial at the risk of his own life, following his close friend's example.
Haveena
Known as the "The Keeper of Knowledge", Haveena was the fourth Archangel created by Necris whom had gifted her with the responsibility of safeguarding and cataloging all Knowledge on Athrunial and quite possibly the galaxy from the Great White Tower of Kisitus. Much of Haveena's exploits during her life as an Archangel is unknown however, she was known to have been extremely close to the Archangel, Yami Dantes to the point of Love yet her dedication to her duties forbidden her from acting on such feelings. After being denied of the woman he loved, their relationship never recovered, especially Dantes had learned that his close relationship with Arkam was simply a ploy by Haveena whom had taken pity of him. The worst part however was when Arkam's journal revealed that Haveena had formed a romantic relationship with Arkam out of academic reasons. With this information and later a confrontation, Haveena and Dantes would not see other until the ending portions of the War in the Heavens and it was during that final stretch of that war, after Dantes had morphed into the Dark Lord, Valaso did he locate and find Haveena but he also corrupted her into his first Arch Deadra after he had defeated her and Arkam in single combat. Since than, Haveena has rarely been seen since her corruption and is believed to be more of a pet than an actual Deadra of War like many Greater Deadra are.
Milroas
Known as the the "Philosopher of Power", the "Sage of the twenty six paths" and even as the "God of Heroes" as well as many more, Milroas was the seventh Archangel created by Necris whom is widely regarded of being the progenitor of all forms of Magic and as the ancestor to the greatest of Heroes. He is also credited with the creation of the very first demons of nature, the Kaitiaki and the holy Codex Nuovoka Megertes, the code of conduct that teaches understanding others through the usage of magic. Despite his wisdom and his constant effort of trying to spread his ideals of understanding on the Archangels and the mortal of Athrunial, he could not prevent the War in the Heavens and was forced to fight under Wingaandovraw's banner much to his dismay. Largely due to his mastery over magic, he was able hold off Amriel's forces advanced to great effort however throughout the course of the war, Milroas continued to weaken greatly as time went on, unable to recover his strength due to the strain magic had put on his body therefor by the time the war drew close, it was said Milroas was nothing more than shriveled up, old man. During the final portions of the war, in his weakened state, Milroas was defeated and presumed killed by Khulraud although his body was never found.
Hexion
Known as the "Fire God of War" and as the "Great Phoenix Lord", Hexion was the eight Archangel created by Necris whom is best renowned for his martial abilities in battle with his large, phoenix like fiery wings, as well as his mastery of Fire release magic whom is also credited for aiding Milroas in discovering and wielding Fire release magic. Hexion was also known for his inseparable yet exceptionally close platonic relationship with Uma whom by Milroas, was considered to be the closest living example of his ideals of the Codex Nuovoka Megertes to the point, only Hexion and Uma considered each other true siblings related by blood. Hexion's original role set by Necris has been lost to time but it is believed Hexion was an enforcer of sorts, using his martial abilities as sorts as an deter mortals from waging war against each other. Unlike the majority of the Archangels, Hexion favored far more direct methods of keeping the peace, as a result, he was not above killing innocents and others he believed to be the catalyst of the problem. In his youth, Hexion was said to have befriended Milroas before eventually become close friends later in his life and it was said he even agreed to aid his friend in his relationship. Although Milroas was the one whom discovered the release of fire, it was Hexion whom became the first being in existence whom was able to not only control it, but to wield It as If was an extension of his body. During one of his experiments after he gained the knowledge to wield fire, it was there Hexion lost his control of such fire and ended up burning his entire body, including his angelic wings falling off. After the incident, Milroas not proficient in healing, had Uma whom took it upon herself to heal her sibling. It was during such a time that the two grew a near inseparable bond. When he healed, Hexion wings grew back in the form fiery like wings that continually grew, withered away and fell off before regrowing back.
During the War in the Heavens, Hexion and Uma fought together as a duo and to great effect, holding off entire invasions single handily to such an effect, the two were nearly considered invincible by Ambriel after they managed to defeat and slay the Archangel turned Dark Lords, Umaril and severely wound Laertes and Miriael during the battle of Uruer and others less renowned Dark Lords. During the later portions of the War in the Heavens, at the battle of Evotl, through some unknown means done by Amriel, the two were separated during the fierce battle and in the end, Hexion was captured by a Dark Lord strike force led by Miriael before being presented before Amriel, there she corrupted him to their side. From there Hexion led many Dark Lords into battle and won many pivotal battles. In the final stages of the war, Uma managed to track Hexion and after she failed to persuade to come back to her, she was forced to battle with him. Although she initially refused to fight at full strength towards her brother, when she saw he was completely lost, she mustered all her remaining strength and slew him. In his final moments, Hexion finally realized what he became and what he had done, he asked for forgiveness from his sister but before she could respond, Hexion used the last of his energy to pass on his "Will of Fire" before dying of his injuries, leaving Uma to whatever fate awaited for her.
Uma
Known as the "The inheritor of Fire", Uma was the ninth Archangel created by Necris whom was best known for her exceptionally close platonic relationship with Hexion as well as being the first inheritor of the "Will of Fire". Uma's role is unknown and so is her early life however it was known that along with Yulla, Uma was also a discipline by Rimiya whom taught them to how to wage war and how conduct oneself as an Archangel. Sometime during their training, through Rimiya, Uma befriended Milroas and Hexion during their experimentation with magic, especially during their experimentation with Fire release magic when Hexion had severely burned his body, forcing Uma to take upon herself to look after and heal Hexion of his burns, It was during that time the two grew a very close platonic relationship.
During the War in the Heavens, Hexion and Uma fought together as a duo and to great effect, holding off entire invasions single handily to such an effect, the two were nearly considered invincible by Ambriel after they managed to defeat and slay the Archangel turned Dark Lords, Umaril and severely wound Laertes and Miriael during the battle of Uruer and others less renowned Dark Lords. During the later portions of the War in the Heavens, at the battle of Evotl, through some unknown means done by Amriel, the two were separated during the fierce battle and in the end, Hexion was captured by a Dark Lord strike force led by Miriael before being presented before Amriel, there she corrupted him to their side. From there Hexion led many Dark Lords into battle and won many pivotal battles. In the final stages of the war, Uma managed to track Hexion and after she failed to persuade to come back to her, she was forced to battle with him. Although she initially refused to fight at full strength towards her brother, when she saw he was completely lost, she mustered all her remaining strength and slew him. In his final moments, Hexion finally realized what he became and what he had done, he asked for forgiveness from his sister but before she could respond, Hexion used the last of his energy to pass on his "Will of Fire" before dying of his injuries. After Hexion died, Uma used what remaining power she had left and seemingly fled Athrunial to some unknown location, never to be seen again. It is theorized by the Aeadra that in her weaken state, she entered some sort of exile or fled so she could plan, whatever it is, the Aeadra believe she will return one day when they need her most.
Yulla
Known as the "Unyielding Shield of Aelthuan", Yulla was the eighteenth Archangel created by Necris whom had given Yulla the duty of watching over the gateway that led into Aelthuan itself, granting her the power to deny or allow anyone entry into Aelthuan, even the Archangels If she deemed it necessary. In her youth, along with Uma, she was also a discipline by Rimiya whom taught them to how to wage war and how conduct oneself as an Archangel, as a result, Yulla formed a close relationship with Uma. Unfortunately Yulla was not able to continue their relationship due to her duties as Aelthuan's Gatekeeper forbidden her from leaving her post under normal circumstances. Yulla only well known exploit was during the War in the Heavens when the Archangel turned Dark Lord, Brisela led the final assault on Aelthuan gates. During the battle, Yulla was forced to battle Brisela however eventually, Yulla was defeated, slain and beheaded. Although Yulla entered battle knowing she would die, she was able to bide enough time for Hexion to arrive and drive Brisela away, thereby saving Aelthuan from being destroyed or worse, corrupted.
Asuryan
Known as the "The Exalted Sword of Aelthuan", Asuryan was the nineteenth Archangel created by Necris. Tasked with being the absolute final defense of Aelthuan should, for whatever reason fall, Asuryan would seek out and destroy any threat to secure Aelthuan. Due to such duties however, Asuryan was put into a stasis like coma by Necris with the strict instructions to his Archangels, that under no circumstances, could Asuryan be awaken unless by the most dire of threats that threatened Aelthuan itself. As a result, Asuryan was never awaken from his coma, even during the War in the Heavens, even when Aelthuan was assaulted many times over and almost broken into. Instead during Brisela's assault on Aelthuan and her duel with Yulla, it was said Wingaandovraw teleported to Asuryan's inner sanctum where he laid and opened a portal to some other realm or through time and space, it is not known but what is known that Asuryan's body was thrown into the portal, never to be seen again. Wingaandovraw most likely did this to prevent his capture and eventual corruption by the Dark Lords however Wingaandovraw appearance and Asuryan being flown into a portal is only a theory created by the modern Aeadra as no one knows the truth.
Umaril
Known as the "Auroran King" and later as the "Great Betrayer King", Umaril was the thirteenth Archangel created by Necris with the sole duty of ruling Aurora, the perfect utopian city that stood to inspire the mortals of Athrunial to greater heights and to a higher standard, to inspire them so much, they would forgo war and other ill trivial human activities in the hopes of creating their own utopia. For much of the Age of Creation, Umaril ruled fairly and justly, using his charisma, his foresight as well as his mastery of planning, organizing to continue Aurora's golden age from ever stopping. Towards the end of the Age however, Umaril became distanced from the Archangels, viewing himself as the one true God King of Athrunial, seeing it was his and his work alone that had allowed the mortals of Athrunial to prosper. As far as he was concerned, ruling all of Athrunial was his and his bright right alone and he wouldn't let anyone take it from him. Due to these reasons and his mindset at the time, Umaril willingly joined Amriel's forces in preparing for the War in the Heavens, focusing exclusively on Athrunial itself due to his extensive knowledge of the land and it's people. Much of Umaril's exploits during the War in the Heavens is unknown with his only known feat was his defeat at the Battle of Uruer where he was slain by the Archangels, Hexion and Uma. In his final moments however in an attempt of revenge, Umaril used the last of his power to sink the entire island that housed the Kingdom of Aurora into the sea, killing almost everyone instantly and sinking Aurora into the sea, thus starting the legendary myth of Aurora, the city of the gods that sank into the ocean.
Miriael
Known by many names such as the "Bride of the Almighty One", the "Great Prophetess of the Supreme Beings", the "Arch Saint of Sisterhood" and many more, Miriael was the seventeenth Archangel created by Necris whom is responsible for creating religion and spreading the worship of Necris throughout Athrunial in the hopes of creating peace and understanding through faith as well as to aid Necris through speeding up his recovery by the power of worship while he slept. Due to her actions, Miriael is considered the "Patron Saint" or "Mother" of all nuns and western priestesses, even to this day, she is still highly venerated despite being corrupted during the War in the Heavens.
Miriael early life and original purpose is unknown, having abandoned it altogether shortly after she was conceived in the world in the hopes she could spread the "Truth" to those whom didn't know, recognizing Necris as the "All Creator" of all things and that it was only them, through their belief, that Necris could awaken once more from his slumber to lead them to paradise. Since the beginning of such actions, Miriael was always at extreme odds with her siblings due to her abandoning her original purpose and the fact they always saw her ideals of religion and worship and her mindset as pointless and a true waste of her time as an Archangel. She was especially at extreme odds with her Archangel sibling,Milroas whom firmly believed peace and understanding could only be achieved through the usage of magic, not faith as Miriael believed. This in returned form the foundation of an intense rivalry between the two, hoping to prove to the other that they were right and the other one were wrong. Such an intense rivalry however produced a complex relationship between the two, the two hated each other yet at the same time, the two were considered by the other Archangels to be as close as Hexion and Uma, able to understand each other's ideals as If they were their own despite their differences.
During the outbreak of the War in the Heavens, Miriael formed The Order of the Eternal Light, a crusading force of mortals that comprised entirety of her personal followers as well as those completely loyal to the worship and veneration of Necris. Taking up the mantle of "Abbess Canoness" of The Order of the Eternal Light, Miriael and the Order fought under the banner of the Archangels faithfully throughout the course of the entire war, waging defensive war on every fight in attempt to defend the innocent and the weak as well as the temples dedicated to Necris. Sometime during the later portions of the war, Miriael was later defeated in battle by Argastes and was corrupted into a Dark Lord. For the reminder of the war, she fought under the banner of Argastes, leading the endless hordes of the Deadra and destroying all what she had built during her time as an Archangel. She was eventually defeated by a weaken Nemedeus at the battle of the Ossuara Temple and by using the last of his strength, she was sealed away within a object of power.
Nemedeus
Known as the "Lord of Death". the "Angel of Death" the "Blood Angel" and as the "Ancestral Vanguard of the Supreme Beings", Nemedeus was the twelve Archangel created by Necris whom's role has been lost to time however it is believed Nemedeus functioned as a Justicar under Rimiya during the Age of Creation. Acting as her eyes and ears, Nemedeus would judge anyone of power and determine If they were innocent or guilty of a crime, no matter whom it was or what they, If they were found guilty, Nemedeus would deliver justice to the unworthy. Being a being that took his duties very seriously, even for an Archangel, his dedication to his duties had often put him at great odds with the vast majority of the Archangels since he always viewed all his siblings with suspicion. Due to this behavior, Nemedeus was a near outcast in Aeadra society with the only ones standing by him was Wingaandovraw and Rimiya whom often saw Nemedeus as an disciple of sorts. Thanks in large part to his close relationship with Wingaandovraw and Rimiya, Nemedeus was gifted far more training than any other Archangel and thanks to this, Nemedeus undoubtedly became one of the most skilled Archangels when it came to battle. It is theorized by the modern Aeadra that Nemedeus was trained by Wingaandovraw and Rimiya to be their successor, to be the Chief Diety and the Executioner If for one reason or another, the two could no longer continue their duty or were killed.
Alongside Rimiya and her Valkyrie's, Nemedeus was present for nearly the entire War of the Heavens, fighting on the front lines, always acting as a Vanguard for the Aeadra forces and never giving an itch to the traitors. Acting as a Vanguard, this became Nemedeus sole duty for the entirety of the War after the battle of Tisaldin, where he took on the Vow of the Provocator, making him the first ever Aeadra to ever receive the honorary position of being the "Vanguard of the Supreme Beings", to act as the Champion of any Aeadra force in the name of the Supreme Being and challenge any enemy Champion to single combat. He took on this vow during the battle of Tisaldin, one of the bloodiest battles of the war when the forces of Order were trying to the best of their ability to defend Tisaldin, the largest mortal kingdom on Athrunial at the time against the Deadra and their Dark Lords. When the Tisaldin palace and the remaining Aeadra forces were about to falter in their defense against the Deadra, having little choice, the severely wounded Wingaandovraw singled out Nemedeus and bestowed upon him with the highest honor of becoming Necris personal champion by taking the Vow of the Provocator. Accepting this duty and taking the vow to his very core, Nemedeus donned the colors of Necris and took on the mantle as the "Vanguard of the Supreme Being". With his weapon in hand, Nemedeus flew himself over the palace walls and threw himself into the battle, slaughtering many and challenging every Dark Lord to single combat. It was said by the end of the day, the siege ended after Nemedeus slew the Dark Lord Dragon, Vul Ulokuun in single combat and hanged the dragon's corrupted corpse over the walls, breaking whatever morale the Deadra had.
Soon afterwards, his ferocity in combat and his martial prowers became so well known throughout the ranks of the Dark Lords and the Deadra, that under normal circumstances, any Dark Lord was to make a tactical withdraw and regroup with other Dark Lords in the area to formulate a plan to counter Nemedeus. This policy was largely in place due to the belief he was considered invincible in single combat and was far too much for any single warrior to defeat. Eventually however, as the war dragged on, Nemedeus mental state began to slowly decay the more he fought fanatically in the name of the Supreme Being until he became consumed with the thrill of battle itself. Completely engulfed by the sole desire to fight the strongest, Nemedeus abandoned the Archangels to their fate, leaving the frontlines in search of the most skilled of warriors however despite this, he did not forget his purpose. It is said Nemedeus last known exploit during the War in the Heavens was during the battle of the Ossuara Temple near the throat of the world where Nemedeus almost single handily defeated the corrupted Archangels turned Dark Lords, Argastes and Miriael with the aid of the Sisters of the Eternal Light. Having used the vast majority of his power to defeat the two Dark Lords, Nemedeus used what remained of his power to seal Miriael within a object of power from the temple while the severely wounded Argastes, sensing an opportunity, fled the battle, leaving Miriael to her fate. After the sealing of Miriael, Nemedeus, having virtual no energy left, collapsed and fell into a coma. Nemedeus would have died there where he laid yet he was saved by the Sisters of the Eternal Light whom took his near lifeless body and laid him within the heart of the Ossuara Temple, there, using the magic gifted to them by Miriael herself, they performed a ritual which in returned allowed them to save Nemedeus at the cost of their own but by doing so, the ritual put the fallen Archangel in a stasis like state while he lay dormant in his coma like state, saving the warrior from certain death. Since that fateful day, the Archangel has been watched over by the surviving Sisters of the Eternal Light and to this day, Nemedeus in his near death state, still lays where he was put to rest. With this sole reason that such a Being still exists, thousands, possibly hundreds of thousands of pilgrims make the pilgrimage to the Ossuara Temple despite the dangers of Aklator that reside within.
Laertes
Known originally as the "Great Guardian" as an Archangel as currently as the "Destroyer of Life", Laertes was the fourteenth Archangel created by Necris whom was given the sacred duty to watch over nature and the connection between the mortal realm and the spirit world. Once the Protector and Guardian of the Kraymvirk Forest, a massive forest that was heavily infused with spiritual energy, the Kraymvirk Forest was completely and utterly destroyed during the War in the Heavens by Amriel for unknown reasons. Due to Laertes seclusion from the rest of his Archangel Siblings, he was not aware of the civil war that had transpired so when the Kraymvirk Forest was destroyed by Amriel's dark power, Laertes was corrupted simultaneously at the same time. It was said after Laertes had been corrupted by Amriel, he had opened a portal to the Spirit World and nearly destroyed it after he had 'consumed" the vast majority of the animal and human spirits that had dwelled within it. Luckily, before he was able to consume all life within the Spirit World, he was defeated and was casted out by Milroas with the help of the remaining Spirits. His exploits during the War in the Heavens is completely unknown however it is believed some time after being casted out of the Spirit World, Laertes was consumed by Amriel.
Argastes
Known only as the "Hammer of the Gods", Argastes was the fifteenth Archangel created by Necris whom was responsible for creating and maintaining the arms and armor of the Archangels and the Aeadra. Argastes only exploits during the War in the Heavens was when he created the Arkis Dagger for Ragnarok during the later portions of the War in the Heavens in an last ditch effort purify the world of the Darkness. Later down the line, Argastes participated in the defense of Aelthuan's gates however he was defeated and captured and defeated by the Dark Lord, Agunido. Following his corruption, Argastes battled Miriael and after a tiring battle, he managed to defeat her and corrupt to the forces of Darkness as his servant. With Miriael at his side, they led their own hordes against Humanity and the Aeadra to great success until he along with Miriael were defeated by Namedeus at the Ossuara Temple. Despite being severely wounded, Argastes managed to escape the battle and disappear after sacrificing Miriael. Once Argastes was forced away into Oblivion, Argastes created his own realm, Urdrakule and began his work on Forgebreaker, a massive hammer that would allow him to rip through the Gates of Oblivion and find himself in the mortal world once again
Amriel
Infamously known as the "Great Betrayer", "Amriel the Destroyer", the "Fallen Angel", the "Great Deceiver", "Angel of Lies, "Goddess of Corruption", "World Destroyer" and many more, Amriel was the last of the twenty Archangels to be created by Necris. Unlike the others, Necris designed Amriel to be strong as a normal Aeadra in the hopes she would be the link between her people and her siblings. Despite being the weakest of the Archangels by far, she was blessed by Necris to have the highest potential of all the Archangels combined and was easily the most gifted out of all her siblings, able to learn and master abilities and techniques in a manner of hours to a few days compared to her siblings and her Aeadra brethren. It was foretold by Necris himself to Amriel and all her sibling that once he awoke from his slumber, Amriel was to have a special destiny or position, even higher than that of her Archangel siblings however whatever this special destiny or position was, was never stated, even to Amriel,leaving her to wonder what her special destiny or position would be in the future. Such thinking would eventually lead to her downfall. At first Amriel did the same as her fellow Archangels did, performing her duties without hesitation, firmly believing in her holy duties given to her by her creator however over a long period of time, eventually Amriel began to change after she began to loaf her duties and being befriended by Zenthius before coming close friends and eventually lovers. While romance was never stated to be forbidden by Necris between his Archangels, Wingaandovraw had outright frown upon their relationship when he and the rest of the Archangels found out about the matter, arguing it was the Archangel's duty to guide over the mortals and Athrunial, they were to be above such things such as romance but considering Necris had never stated an Archangel could never be n a relationship, it was permitted albeit heavy monitored due to the negative effects it could bring. Such actions taken by Amriel only pushed her further down her dark path despite Zenthius best efforts at trying to heal her blacking heart. Matters only grew worse when she befriended and instantly fell in love with the other Archangel by the name of Dantes, creating a love triangle although Zenthius himself never knew the truth until much later. Some time after Amriel and Dantes became lovers in secret, one day, Dantes had accidentally without thinking, slipped the location of one of the fabled Necron Stones to Amriel, whom took the initiative a few days after Dantes had told her and took it for herself, fusing one of the holy stones created by her Creator into her very own body, increasing her power by two hundred fold, gaining such power she could have only dreamed of yet at the same time, by absorbing a piece of Necris soul into her very being, the very power she wanted twisted her inside and out, corrupting her mind and body beyond all belief. With a portion of a Supreme Being's power coursing through through her vains, Amriel was easily able to maneuver around the court of the Archangels and within a short period of time later, was able to remove Wingaandovraw power, effectively becoming the new Chief Deity of the Archangels and the Aeadra.
After she became the Chief Deity of the Archangels and the Aeadra, Amriel began secretly began corrupting many Aeadra in secret and eventually managed to even corrupt nearly half of the Archangels including Zenthius and Dantes for unknown reasons until her corruption was discovered by Rimyia which quickly escalated into an outright civil war called the "War of the Heavens". With Zenthius and Dantes at her side, she waged her war against the Aeadra in many battles with her newly created Deadra and became infamous for killing many Archangels directly or through some indirect action. With numbers of her side and the majority of her siblings now either dead or now corrupted on her side, Amriel was close to winning the "War of the Heavens" until she was confronted in the final stage of the war by Zenthius whom was now redeemed by Archaon's death and single handily slew his lover in single combat before dying of his own wounds. Her own death caused enough confusion in the Deadra ranks for the Aeadra to push the Deadra back long enough for the Valkyrie Angel, Lendira to seal the Deadra race and the now Dark Lords into Oblivion itself. Although Amriel is long dead, her actions are still felt to this day and is the main reason why Athrunial is in it's current state.
Zenthius
Zenthius infamous known as the "Redeemed Angel", he was the sixteen Archangel created by Necris. Unlike the majority of his siblings, Zenthius origins and why he was created isn't known, neither is what he did before his corruption by Amriel however what is known is that Zenthius became the lover of Amriel and willingly joined her side after she used their love to corrupt him. He greatly aided her during the "War of the Heavens" along with Dantes, going to great lengths with Dantes to kill a few Archangels who weren't corrupted however his most famous deeds was his fateful final duel with Archaon whom redeemed Zenthius with his death which in returned, opened his eye's to the truth and saw the chaos Amriel had willingly created. Zenthius now returned to his noble and honorable self, tracked down Amriel during the final stages of the war and killed her in single combat at the cost of his life afterwards. In his last moments, he gave his remaining energy to the Aeadra whom thanks to such energy, were able to push back the Deadra and seal them away to Oblivion. Zenthius is highly venerated by the modern Aeadra for being an honorable and noble warrior yet is used as a prime example when an Aeadra gives into their emotions. Zenthius is the only Archangel whom was pardoned of their crimes by the modern Aeadra while the other traitor Archangels are never spoken of.
Ragnarok
Known as the "Great Sacrificer", Ragnarok was the tenth Archangel created by Necris whom is responsible for the creation of the Throne Angels as well as the Arkis Dagger that led to his death. Although Ragnarok's original purpose is unknown, Ragnarok, even in the beginning took it upon himself to safeguard Aelthuan. To do this, Ragnarok used the vast majority of his power to create the "Vilja", the first group of Thrones in existence and by extension, his right hands whom he would often consider his "Sons" or "Children". After the creation of the Vilja and eventually the Throne bloodline, Ragnarok and his sons, along with his descendants, safeguarded and protected Aelthuan until the outbreak of the War in the Heavens. Throughout the entire war, Ragnarok led his Thrones in battle many times with them gaining the reputation of being the Aeadra's most steadfast warriors, so much so, Ragnarok and his Thrones would refuse to leave any battleground until the innocent and defenses had enough enough time to flee. Such principals would eventually led to the death of the majority of the Thrones including the Vilja with even Ragnarok receiving a fatal yet permanent wound during the battle of Ucidere where he had refused to withdraw from the city of Akrithos since the people had not yet evacuated. Even when Akrithos was deemed a lost cause by the Aeadra after they lost control of the city and withdrew, Ragnarok and his Thrones on the other hand remained behind to save as many as they could, resulting in Ragnarok's forces almost being slaughtered to the last man with Ragnarok himself being captured and injured by the Dark Lords, Thideax, Kirax and Hiugea. If it hadn't been for the sacrifice of the Vilja Throne, Adriel, Ragnarok would have been slain, thankfully Adriel's sacrifice managed to buy Ragnarok enough time to flee in shame. Permanently crippled and the vast majority of his children and his descendants dead, Ragnarok returned to Aelthuan with his surviving children and descendants, there along with the help of Argastes, Ragnarok began the construction of the Arkis Dagger. With the physical constructed being created by Argastes, Ragnarok and the vast majority of his children and his descendants began pulling their remaining power together to empower the Arkis Dagger so when Argastes finished the constructed of the Dagger itself, Ragnorak and his followers imbued all their remaining power into the dagger that would later be called the Arkis Dagger before presumably dying. After his death, it was said the remaining Vilja that did not partake in the ritual hid their father's grand design somewhere on Athrunial or Aelthuan, hoping it would never fall into the wrong hands.
Lendira
infamously known as the "Valkyrie Goddess", the "Goddess of Prophecy" , the "Goddess of Hope", the "Goddess of Light" and as the "Grail Goddess" to the mortals of the mortal realm, especially to those of the Kingdom of Laetannia whom worship and venerate her the most amongst those in the mortal realm. Lendira is one of the oldest and most powerful Aeadra in existence, having existed before the "War of the Heavens", being one of Rimyia's hand maidens. During the course of the "War of the Heavens", Lendira became a highly renowned Valkyrie known for her martial prowers in battle and was known to have fought under Rimyia's personal command in many battles, earning much praise for her combat abilities, becoming infamous for killing a single lesser Dark Lord in combat, something unheard of amongst the lesser Aeadra. During the Closing days of the war during one bloody battle, Lendira and the Valkyrie's under her command were cut off from Rimyia from the intense fighting and were forced to cut their way through the endless hordes of the Deadra. With Lendira leading the charge, her and her sisters were able to reach Rimyia just in time as the wounded Dark Lord, Valaso was about to land the final blow upon a critically wounded Rimya. With the support of her sisters, Lendira fought Valaso in single combat on even ground until he was forced to pull back due to his wounds. With the last of Rimyia's strength, she entrusted Lendira with the future of their race with the last amount of her power to use against the Deadra. Following Rimyia's death, Lendira would continue to fight in the last stages of the war, leading the remaining Valkyrie's until, she along with the remaining Aeadra received the last of Zenthius power. With such newfound power, the Aeadra with great determination, pushed back the Deadra long enough for Lendira and her remaining Valkyrie warriors to open massive portals all scattered throughout Athrunial, which with great power, threw the Deadra along with the Dark Lords into the portals before being sealed by Lendira and her Valkyrie, ending the "War of the Heavens" and saving Athrunial and her race from total extinction.
Despite the hard earned victory by the Aeadra, the ending result left almost the entire Aeadra race almost completely wiped out to the last with Lendira and few others surviving the "War of the Heavens". Having no choice, being one of the most powerful Aeadra remaining, Lendira became the new Chief Deity of the Aeadra and was forced to take the survivors of her race back to the ruins of Aelthuan, leaving the mortals behind in the mortal realm to fend for themselves, granting them freedom they have never had before. During the "Age of Fire", the Aeadra were completely absent from the Mortal Realm, having to rebuild Aelthuan and to replenish their numbers, leaving the mortals to construct mighty civilizations and pursuit the path of power and wisdom however it was only a matter of time before their sins began to take over as countless civilizations waged wage, forgetting what had transpired in the past. The "Age of Fire" ended when two large kingdoms clashed in one final battle with one side attempting to wipe out the other side with forbidden magic. Unable to control such magic, the spell backfired and somehow weakened Lendira's seals enough to allow the Deadra to once more invade Athrunial. Despite the time that had passed since the "War of the Heavens" and the beginning of the "Age of Fire", the Aeadra still hadn't recovered enough to combat their corrupted counterparts, leaving the mortals to fend for themselves, hence beginning the "Dark Ages". Although the Aeadra themselves couldn't aid those in need directly, Lendira refused to stand idle while Athrunial burned, choosing to aid those in need by indirect means, such as visions of the future, blessing those who wished protections against the darkness to even grant a select a few a portion of her own power however despite her best attempts, these things did little to save Athrunial until a fateful meeting.
One day, Lendira heard the prayers of a gallant warrior within a cathedral, able to read his soul and mind and the events that had transpired in his life upto that moment, Lendira was so deeply moved by the ideals the man stood for and nearly died for, she decided to answer his prayers, appearing before him, she gave him the guidance he needed before she offered the gallant warrior a Chalice of her own blood and told him to drink from it. Although the gallant warrior was hesitant at first, eventually the gallant warrior stepped forward and drank from the chalice, immediately turning the gallant warrior into the first Grail Knight of Athrunial and her very first mortal champion. After their fateful meeting, she sent her champion on his first quest to receive the marks of power from all the remaing Divine Being's still left alive while she returned to Aelthuan. When her Champion completed his first quest, Lendira decided to travel personally with her Champion in aid of finding the fabled Necron Stones of legend and through her guidance and companionship for nearly a century, her Champion was able to complete his quest just in time as Necris had finally awoken from his slumber after being disturbed. Although Lendira was forced to return to Aelthuan due to the situation, she blessed her Champion before he ventured forth to battle Necris for the sake of the world. Though Lendira's Champion was victorious, the end result was the worse possible outcome, Lendira was horrified and heartbroken her Champion was corrupted at the very last moment by Necris in a last ditch effort. With the "Dark Ages" finally ending and the beginning of the "Age of Cinders", Lendira knew her seals that held the realms of Oblivion closed wouldn't last for long despite the best efforts of the best mortal magic users could generate so to prepare Athrunial for the grim future and in memory of her personal champion, Lendira had decided to found her own mortal kingdom, Laetannia in hopes of generating Grail Knights like her first Champion whom would push back the Deadra and destroy the heart of the darkness just as her first Grail Knight did. Since the beginning of the "Age of Cinders", Lendira founded the Holy Kingdom of Laetannia and has guided it's people and it's Grail Knights with the help of her Valkyrie warriors in preparation for when the portals of Oblivion open once more.
Auctora
Known by the modern Aeadra as the Aeadrain "God of War" and as the "Archangel of War", Auctora is widely considered to be the first Seraph to had ever existed and by extension, the first Seraph Angel that had ever morphed into a Serra Angel, the first Angel of War. In the current setting, Auctora is a member of the Asura Council led by Lendira whom functions as Lendira's adviser and General during War, this is largely due to the fact that Auctora is the oldest Aeadra in existence and is considered by the vast majority of the Aeadra to be by far, the most powerful Aeadra in existence. It is said during the Age of Creation and the War in the Heavens before receiving his permanent injuries during his battle with the Dark Lord, Malus, that Auctora's power rivaled that of the Archangels and it was prophesied that one day, Auctora would morph into an Archangel and led the Aeadra into a new, grander era similar to the Age of Creation however that did not come to pass.
How Auctora came into existence has been lost but what is known is by Auctora himself, that he was originally a Disciple of all the Archangels and was tutelaged by them in all matter subjects but it was the studies of war and battle did Auctora truly shine. Although it had always been Wingaandovraw's intention to groom Auctora into an Archangel If, for whatever reason the original Archangels were no more although when it became apparent there was no true threat that could threaten them at the time, Wingaandovraw granted Auctora's request of allowing him to morph into an Angel of War, a Serra Angel. Eventually after so much time had passed, Auctora's skill in warfare began to rival that of the Archangels and so did his arrogance, causing the Angel of War to become extremely prideful and rash, this only rose greatly during the War in the Heavens. When the War in the Heavens broke out, Auctora was amongst the first to lead the Aeadra into battle, functioning as the Vanguard of the Aeadra forces, much to the dismay of the Archangel whom had taken notice of Auctora's reckless and arrogant behavior. Auctora's such mastery over warfare granted him many victories during the War in the Heavens with even the early portions of the war being almost won almost singly handily by Auctora and his forces however with such victories, especially after the slaying so many Dark Lords by his own hands, made his arrogance and pride swell even more. Auctora was eventually put in his place some time later in the war during the Battle of Telia where Auctora rushed ahead of his forces after the Dark Lord, Malus had managed to pull off a number of ploys insulted Auctora's honor and pride as a Serra Angel. these ploys essentially managed to to lure Auctora into a cavern that led to a massive cathedral that had fell through the ground. When Auctora entered the Cathedral, the massive doors closed behind him and the darkness revealed a massive, bloody arena with the Dark Lord on the other side. It took only a brief moment for the two to exchange words before the two charged each other, beginning a titanic duel between two warriors. The two fought for what seemed like an eternity as the two landed many blows but in the end, Auctora having believed he gained the upper edge in the battle, Auctora allowed his arrogance and pride to get the best of him, causing him to lose the battle and by extension, almost his very life when the Dark Lord appearing defenseless, managed to somehow spawn his weapon from what appeared as nothingness and stabbed Auctora through his chest, piercing his armor, allowing the darkness to taint his body.
As Auctora began to bleed out in a puddle of his own blood, it was only than did Malus finally reveal the truth, that he had in fact held a Necron stone the entire time, he had simply waited until the perfect time to use it. In Auctora's presumed final moments, Malus told him he had been gifted the stone by Amriel by herself to aid him in his battle against Auctora. Before Malus could land the final strike to finish Auctora off, it was than of course, the massive doors of the cathedral were obliterated and out from the rising smoke, came a warrior clad head to toe in ebony armor appeared. Through blinding speed alone, the ebony warrior managed to deflect Malus blade from landing the final strike on Auctora therefor saving his life, forcing the Dark Lord to fall back. Realizing this warrior was fast and strong enough to deflect his blow with even a Necron stone in his possession, along with the fact he was severly wounded from his battle with Auctora, Malus withdrew from the battle, saving Auctora's life. Looking down at the dying Auctora, the ebony warrior used his light magic to heal Auctora's wounds threatened his life but not the damage he had sustained during his duel nor the damage that was caused by the taint. Seeing how Auctora's life was no longer threatened, the ebony warrior turned around and began walking towards the exit of the Cathedral. As he left, he left Auctora with some parting words before he disappeared.
After he had managed to muster the strength to escape the Cathedral and the cavern, Auctora saw witness to the ending of the Battle of Telia but it was no battle, for without their peerless leader, without his leadership or his mere presense to inspire them, Auctora's forces were slaughtered almost to the last man. After witnessing the death's of so many of his own, the pain of his injuries were too much and fell unconscious. If it hadn't been for a few survivors that found and took him to the safety of Aelthuan, he would have likely been found by the Deadra and corrupted. Following this event, due to his severe injuries, Auctora was not able to participate for the reminder of the War and while he did eventually recover sometime during the Age of Fire, Auctora was never the same again, having lost his potential to eventually become an Archangel one day and seeing how he had left his arrogance and pride get the best of him which in the end, led to his defeat of not just him but his entire force as well. Auctora took the words of the warrior whom had saved him and took them to his heart, taking an oath to never allow himself to be overtaken by such things ever again. When Auctora did finally recover physically and mentally, Auctora surrendered his position on the Asura Council as Chief Deity to Lendira and initially refused to be on the council at all until he eventually realized Lendira would need his strength and wisdom for the future to secure Aelthuan and Athrunial as well as to make sure no one would follows in his footsteps and made the same mistakes. Later in his life during the Dark Ages, seeing he had reached the pinnacle of his power due to the injuries he has sustained during the battle of Telia, Auctora decided to take the Vilja Throne, Arkam as his apprentice after he returned from his exile and had decided to dedicate his life to the defeat of the Dark Lords, especially Valaso and Haveena in the hopes that possibility one day, they can return as Archangels.
Suriel
Known famously by the Aeadra as the "Last of the Vilja", "Ragnarok's Wraith" and as the "Shield of the Gods", Suriel is a Vilja Throne whom was the Lord Commander of Ragnarok's Aeadrain Forces during the War in the Heavens and later in the present time as the Captain General of the Vigilian Guard, the elite force of Aelthuan whom functions as it's guardians and protectors. Due to Suriel's duties as Captain General of the Vigilian Guard, Suriel is a member of the Asura Council as well, responsible for Aelthuan and all places deemed of Importance besides those within Laetannia. Elected from his siblings from his creator, Ragnarok for his outstanding abilities in leadership despite being the youngest of his siblings, Suriel led Ragnarok's force with bravery and determination through the entire War in the Heavens, proving to not only be a Commander but a powerful warrior as well, to the point he was second only to his sibling, Arkam. Later on in the war, Suriel was one of the few survivors of the Battle of Ucidere and is mainly the one whom is responsible for saving what remained of his siblings and his descendants, the Thrones however at the near cost of losing their creator and leader. Following Ragnarok becoming crippled, Suriel formed the Vigilian Guard to protect the already weaken gates of Aelthuan and promoted his brother Araqiel in his stead as Lord Commander of Ragnarok's remaining forces for the reminder of the war. Despite taking blame for not being strong enough to prevent his creator from becoming wounded and watching his siblings die in front of him, Suriel is highly venerated for his skill in leadership and his abilities in battle and it is even said, Suriel prevented himself from morphing into an Archangel during the Dark Ages so he could remain with his siblings in the hopes he does lose himself or his true purpose as a Vilja Throne.
Nulthaestial
Known as the "Scholar of a thousand Sins" and as the "Protector of the Ancients", Nulthaestial is a Seraph Angel that is currently the Keeper of Knowledge, whom is responsible for the safeguarding all known knowledge, even those of the forbidden nature. Nulthaestial is a member of the Asura Council as well, aiding Lendira in maintaining Aelthuan as well as well as educate the younger Aeadra in all topic's from history to warfare. Nulthaestial's early life and exploits is unknown however it is believed Nulthaestial was originally a Domininon Disciple of Milroas and Haveena.
Eilauver
known as the "Mother of the Heavens", the "Ancestral Mother" and as "She whom watches", A powerful Seraph Angel, Eilauver is the current personification of Athrunial and is the direct descendant of Laertes. A member of the Asura Council, it is she whom directly watches over the mortal realm and it is she whom maintains the connections between the Mortal Realm, Aelthuan and the Spirit World. Due to such duties, she if often mistaken as the Chief Deity of the Aeadra and is often worshiped as much by the mortal race under different alies. Although considered young for her position, being once a Disciple of Lendira like Celestine, her training and guidance has given her strength and wisdom comparable to the Ancients, earning the recognition of her peers. Because of this, she was made the Deputy Deity of the Asura Council so when there is a time Lendira cannot no longer lead, disappears or is killed, it is Eilauver whom take charge of the Asura Council and the Aeadra as a whole.
Ira
Known as Honora, Honera, Honia, Honoia by mortals, said to be the eldest daughter of Lendira that is the physical manifestation of her divine wraith and justice, Ira is the representation of Lendira's warrior like nature she had inherited during her time when she served under the Archangel of Vengeance, Rimiya as a Valkyrie. Unlike the rest of her sisters whom are capable of being passive in their awoken duties, Ira being the manifestation of Lendira's pure rage, she is a near uncontrollable weapon whom seeks to destroy all Evil's and any source of the Darkness in all worlds and realms at any cost, making it impossible for her to stay awake during times of peace. Because of this, Lendira often keeps her in a stasis like state until she is truly needed again. The only time she has ever been awoken was shortly before the closing days of the Dark Ages when she appeared under the guise of Honora, there she became a renowned as a Divine Goddess of War and Honor, taking on the form whatever the enemy dreaded most from a War like Aeadra before slaying them. Ira is thought to have slain the vast majority of the remaining Dark Lords that were not present during the Final Battle or those whom did not flee into the Realms of Oblivion. Due to Ira's nature and having no set form as well as her guise as Honora, Ira is mistakenly seen as a regular non-Aeadra Divine Being of War due to her mastery over the Light and the Shadows, something that is considered impossible for the Aeadra by mortals.
Ilyrana
One of the Twin Goddesses and a daughter of Lendira, Ilyrana is the younger twin sister of Iyrelleia and one of the Twin Goddesses whom which is distinguishable by her long ponytail and the green fabric's she wears. She, along with her sister is one of the Spirit Guardian whom protects the bridge between Athrunial, the Spirit World and Aelthuan. As a result, Illyrana and her sister work very closely with Eilauver, causing the three to form a tight, near unbreakable bond. Unlike her sister, Iyrelleia whom was patient and warm loving towards she cared for, IIyrana was best described as a woman with a fierce personality. Being hotheaded and having little patience at times, IIIyrana's judgement could be clouded, preventing her from making the correct choice or a choice that would having long term effects. Despite this, compared to IIyrana whom chose the sit and wait approach before making a decision, IIyrana, having a strong sense of justice, would always be one for jumping into battle to protect the weak and defeneless and especially those whom were "evil" by her standards, earning her the reputation of being courageous and protective of her comrades and those whom she cared for. In the eye's of the mortals, she is viewed as a beautiful but fierce War God whom is willing to do nearly anything to bring divine justice to those whom she deems evil.
Iyrelleia
One of the Twin Goddesses and a daughter of Lendira, Iyrelleia is the oldest twin sister of IIyrana and one of the Twin Goddesses whom which is distinguishable by her long ringlet curled like hair and the blue fabric's she wears. She, along with her sister is one of the Spirit Guardian whom protects the bridge between Athrunial, the Spirit World and Aelthuan. As a result, Illyrana and her sister work very closely with Eilauver, causing the three to form a tight, near unbreakable bond. Although the two shared a unbreakable bond, Iyrellia differentiated greatly from her sister in the sense Iyrelleia is best considered the most wise and peaceful out of the two whom is best comparable to their mother. Level headed and patient, Lyrelleia has always preferred the same approach to all things like her mother, always waiting out to see how events could possibility unfold before often deciding on what the correct decision is to make. she is also like her mother in the way she, under normal circumstances has always been restrictive in using her power, firmly believing that fighting and waging war is not the answer to all conflicts and she has always refrained from killing unless she has deemed it necessary. To the mortals that are luckily enough to see her and interact with her, she has always been depicted as a divine yet elegant beauty that is warm loving and caring to those she cares for yet along with her sister, very protective of those whom need it against the forces of evil.
Elysia
Said to just be a little over a thousand years old, Elysia is the youngest daughter of Lendira and is said to be the physical manifestation of all the world's knowledge or the combined knowledge of all that Lendira has acquired since her creation many millennia ago. Despite being a Guardian of knowledge at her core, due to her extremely young age, still being in the "Chibi" stage of development as an Aeadra and her cheerful and adventurist yet native nature, Lendira is highly protective of her daughter whom oversee's her protection and development when able and when she isn't, her mentor, Nulthaestial and her friend, Eilauver watch over her. Although very obedient towards her mother and those whom care for her, Elysia is known for her habit of disappearing at times, using whatever, unsupervised time she has to collect knowledge she doesn't already have, especially knowledge partaking to discovering whom her father is, if she even has one. Out of all her sisters, it is said Elysia has the highest potential of all her sisters where many lesser Aeadra have begun to believe that after her mother and Eilauver are no more, it is she whom will become the one, true leader of Aelthuan whom will lead the Aeadra race with the second generation Archangels at her side.
Arkam
Known originally as the "Keeper of War" and now known as the "Archangel of Woe", and as the "Prince of War", Arkam was originally the second Vilja Throne created by Ragnarok whom symbolized War and because of that, Arkam was without a doubt the most powerful of the Vilja in combat. Even from an early age, Arkam was considered a prodigy of war and because of this, he was taken away from Ragnarok and was personally trained by Rimiya, Tarinuva and lastly, Wingaandovraw in the arts of war and leadership. Through this training, Arkam had somehow broke the mental shackles placed on him by his creator and was able to feel and understand the emotions of Humanity far more intensely than he ever could have before. Understanding of such emotions allowed him to become close with the Archangel, Haveena whom in returned used it to her advantage for her research when she asked him If he was interested in a romantic relationship between herself and him for purely academic purposes. Arkam agreed and the two entered a romantic relationship although the nature of their relationship was more platonic in nature than romantic or especially sexual. It was also during this time when Arkam took in the mental disturbed Archangel, Yami Dantes and struck up a friendship with the Archangel although this was initially done due to Haveena's request and thus at first, Arkam and Dantes relationship was entirely artificial in nature. Eventually the two did form a real relationship out of their constant spars and became close, unfortunately their relationship came to an end when Dantes stumbled upon Arkam's journal which exposed the artificial origins of their relationship and the fact Arkam's journal revealed he had been in a romantic relationship with Haveena whom he loved. Dantes refused to accept this new information until he witnessed Arkam waiting outside for the Asura Council to end, only for the two to embrace each other when Haveena appeared. What came next was a duel between Arkam and Dantes however before a clear winner could be declared, Wingaandovraw appeared before them and forced the duel to be over before lecturing the three on their duties and to suppress their emotions.
Following this, Arkam returned to his duties as a Vilja under the command of Ragnarok once he finished his apprenticeship under Rimiya, Tarinuva and Wingaandovraw. When the War in the Heavens broke out, Arkam was amongst the first of the Vilja to throw themselves into the war. Due to Arkam's war like nature, Arkam was amongst one of the first to enlist in Auctora's forces, allowing Arkam to fight on the front lines, allowing him to witnesses some of the bloodiest battles of the early war. Initially Arkam acted as one of Auctora's Vanguards, leading the other Aeadra into battle when Auctora himself wasn't present including the Battle of Telia where Arkam, despite his combat prowers, was nearly killed. Much like his creator, Arkam refused to falter, he refused to withdraw from the field of battle until his allies had managed to escape with their lives intact. Outmaneuvered and outnumbered, Arkam and the remaining survivors that stayed behind to cover the retreat of Auctora's surviving forces were forced to cut their way out of the near limitless Deadra Hordes. Though severely wounded from the battle, Arkam's led the survivors in one last push and through his unshakable resolve to survive and his heroic spirit, Arkam managed to even slay Arkos, one of Amriel's most favored Champions in his final push at the stake of his own life. Through his presumed sacrifice, a fair amount of survivors of Auctora's forces, inspired by Arkam's resolve and determination, returned to the battle and fought their way through the hordes long enough for them to recover Arkam's body and retreat once again. Arkam's actions during the Battle of Telia earned him much recognition from his Aeadra and those of the Archangels, he had even earned the respect of Auctora himself.
Following the recovery from his wounds he had sustained at the Battle of Telia, Auctora, impressed with Arkam's martial abilities and leadership, gave command over his forces to Arkam and ordered him to lead his forces to victory while he remained in Aelthuan to recover his wounds. Arkam accepted this duty and did as Auctora asked of him, leading his forces into many battles, aiding the other Aeadra forces in battle by functioning as the vanguard. Due to his duties as Commander of Auctora's forces, Arkam was not present during the Battle of Ucidere nor did he yield to Ragnorak's request to return to him and his surviving siblings to aid them in the creation of the Arkis Dagger. Having believed he had evolved past his duties as a Vilja and the fact he believed he was far too important to the Aeadrain Forces to sacrifice himself for a weapon of power that may not even work, Arkam continued to lead Auctora remaining forces for the remainder of the war until his force was completely decimated in one of the final battles of the War. After his force had been completely decimated and seeing the battle as hopeless, Arkam fled the battle, only for him to detect the diminishing life force of Haveena. Sensing she would not last long, Arkam rushed to her aid and largely thanks to his speed, he was able to arrive just in time as the Dark Lord, Valaso was about to execute her. Mustering all the strength he could, Arkam fired one massive beam of energy at Valaso, forcing him to dodge, little did he know it was an actually an healing ability in the guise of an attack. When Arkam realized Dantes was in all actuality Valaso, Arkam attempted to persuade him of whom he was and the destiny he held but Dantes was far too gone at this point. After seeing the madness he had become and realizing there was nothing he could do to save his former friend, left with no choice, Arkam charged Valaso with the intention of slaying him and saving the world. Such a result ended in the two waging war against each other in a show of power between two godly warriors. Although Arkam fought well, landing many blows on Valaso, in the end, he was no match for the Dark Lord whom wielded two of the Stones that housed a portion of Necron's power. Just as before, with Arkam weakened and wounded on his last leg, before he could be executed, Haveena saved him from instant and ordered him to flee. He initially refused but when he saw the weary but the fire that clung within her eyes, he complied with her order, leaving Haveena to her fate.
Feeling disgraced and the fact he had not only failed in saving his close friend and probably Haveena but the remains of Auctora's forces, Arkam used his remaining power to exile himself from Athrunial. Where ever he went is unknown but he spent many millennia afterwards pondering on what went wrong and how he could prevented all the events that transpired in his life he could have possibility avoided such as the death's of his siblings, his creator, Ragnarok as well as the deaths of Dantes, Haveena as well as failing Auctora by allowing his forces to be slaughtered. He spent many years meditating on his defeats before he finally realized that he couldn't run away from his mistakes and use them as an excuse, he knew that despite the mistakes he had made in life, he couldn't run from his duties and now more than ever, the Aeadra needed him more than even before. When the Dark Ages were in full swing, Arkam returned to Aelthuan and after being forgiven by Lendira and Auctora for his actions, Auctora seeing Arkam had learned what he had needed to and seeing him wield the same potential the Archangels saw within him, took Arkam in as his apprentice in the hopes that one day, he can take his place on the Asura Council and morph into an Archangel. Since that moment, Arkam has spent every moment of his life through the most brutal training imaginable by Auctora and through such training, at the dawning of the Age of Cinders, Arkam ascended to the ranks of Seraph Angels before morphing himself into a Serra Angel, an Angel of War just like his master. As Arkam continues to train and his power increases drastically over time with the help of Auctora, Arkam has became one of the last hopes of the Aeadra species as a whole with many believing that with the help of Auctora, it will only be a matter of time before Arkam will morph again, only this time into an Archangel of War and save not only Aelthuan and Athrunial but destroy the Darkness once and for all and guide all those down the path of light just as Auctora was prophesied to do so many millennial ago.
- #30Deadra
Keys: Deadra · Secondary: , other world, demonic, Immortal, Sentient Race
Biological classification Designation- Sentient Classification- Feeble Deadra - Dark Lords
Physical characteristics Average height- Varies Skin color- Varies Hair color- Varies Eye color- Varies Average lifespan- Immortal
cultural characteristics Home of origin- The Realms of Oblivion Language - Imperial Low, Imperial Standard and Imperial High
The Deadra commonly called Demons are a race of intelligent and malevolent entities that live in the realms of Oblivion that act as the living embodiments of the Dark Lords who reside and rule the realms of Oblivion. To a Dark Lord, Deadra ranging from the weak and powerless Deadra all the way to a Deadra Prince are the immortal servants of the Dark Lords who control and rule their own realm of Oblivion. These Deadra are created with ease, at the whim of one of the many Dark Lord's power and act as an extension of their will, performing any task without question or hesitation. The Deadra have no normal appearance per say as a Deadra or a race of Deadra will be created by their Dark Lord themselves, usually having many characteristics of their Dark Lord including their nature as well. If a Deadra ever disappoints or fails their Dark Lord at any time, they can be instantly reabsorbed back into a Dark Lord's very being to regain a portion of his power whether he created that Deadra himself or was the offspring of his original creation.
Deadra are of a different nature compared to the Mortals or Aeadra in the distinction that the original Deadra of a certain race of Deadra are created when a Dark Lord uses a certain portion of their own power to create a whole, new separate being with a will of it's own however the Dark Lords has a psychic bond over their senses , thoughts and purpose, allowing them to communicate or take control directly or indirectly instantly. To a mortal's understanding, Deadra lack free will however this isn't the truth. A Deadra can do whatever they please within the Realms of Oblivion or the Mortal Realm as long as they continue to their task which is to only serve their Dark Lord who created them and spread their influence and corruption over the land. A good example of this would be one of the Greater Demons of the Nameless One, a Lilith Succubus whom would use it's massive intelligence and shape shifting abilities to infiltrate a powerful mortal kingdom and take it over from the inside out for the Nameless One. Within the realms of Oblivion however, most Deadra under power hungry and warlike Dark Lords will battle against each other in an attempt to expand's their Dark Lord's power and influence, it is only when the Mortal Realm is open to the Deadra, will they work together and cooperate to conquer the Mortal Realm however it should be known that no Dark Lord will let let another Dark Lord gain a advantage of another, if that was to occur, the other Dark Lords would cooperate in an attempt to put the one Dark Lord into submission, taking their power away or outright killing them and absorbing their power evenly amongst the victors.
Biology and appearance
Physiology and Diversity
There is no set appearance per say a Deadra can take, every single Deadra can be completely different from a another with the possibility of one having multiple limbs and large where as another could be small have no limbs although most Dark Lords have at at least one Deadra sub race that keeps the same basic appearance for one reason or another. Most Deadra however have the appearance of a humanoid with usually some animal traits such as wings or claws. Lesser Deadra and more powerful Deadra are able to morph their appearance into whatever they please, often using this ability to disguise themselves or for physiological warfare however a Deadra will never keep this appearance permanent since they consider their original form to be sacred.
Life cycle and reproduction
The life cycle of a Deadra begins when a Dark Lord uses a certain amount of their power to create a Deadra from nothing, what comes after depends entirely on the Dark Lord. A Dark Lord can make a Feeble Deadra or a Lesser Deadra without much thought, doing it without even realizing they did, these Deadra more often than not, often join their Deadra brethren within their Dark Lord's realm and battle with Deadra from the other realms of Oblivion for power and influence. Deadra that are created on purpose are usually given a special or unique task to perform such as the protection of a location or relic or to act as a Commander of sorts of their forces. Greater Deadra require a significant amount of power to create and are almost always given with a unique or special task to perform. A Dark Lord will never create a Greater Deadra lightly due to the fact it will greatly weaken them for a time and must rest to regain the power they had just use.
When a Deadra is slayed in the mortal realm, it does not die in the matter a mortal would, instead it's soul is banished to the realm of Oblivion it was created and if it's not immediately reabsorbed back into their Master's being to regain their power they used to create such Deadra than it's Soul will remain within the realm of Oblivion in some special location for some time, usually a few weeks for the weakest of Deadra to nearly a thousand years for the most powerful of Deadra before it can manifest itself can. Being Slain in battle is considered the worst action a Deadra can witness and are seen as a disgrace by other Deadra until they can avenge themselves in someway.
A Deadra reproduces which is usually with a Deadra of it's own race although it can be any Deadra of any sub race, the Deadra will sexually reproduce like beings in the mortal period however how long this period lasts depends entirely to the two Deadra mating. For one reason or another, Deadra have a preference however to reproduce with mortal females of the Mortal Realm than Deadra themselves and will activity seek mortal females than Deadra if given the chance. The reasoning beyond this is unknown however some believe that mortal women are far more fertile than deadra. There is no gestation period per say, whether a Deadra or a mortal female, it can last a few days to a few weeks before birth of the new Deadra. After birth, as long as it's get sufficient dark energy it requires, it will grow to maturity within a few days where as if it doesn't, it could take the Deadra years to fully mature. It is possible for mortal mothers who have given birth to a Deadra to imprint upon it's birth, allowing her to form a special relationship however it is not the same as mortals forming relationships. The Deadra will not harm it's mortal mother as long as it's basic needs are fed in some way, whether using herself or using others.
Personality and Traits
As with their appearance, Deadra usually have no set personality per say however most Deadra carry the same traits usually, being extremely prideful to the point of arrogance and firmly believe the mortal world is theirs for the taking. Deadra have no concept of "evil" or "good" by mortal standards and do not consider themselves to be either. Under most circumstances, by mortal standards, Deadra would be chaotic evil however there are a few Deadra whom are far more humane than their Deadra brethren, whether this is intentional or not however is not known. At their Core however, all Deadra are animals in the same way as animals in the mortal realm, they driven by the same basic needs, to eat, drink,sleep and reproduce. Unlike animals in the mortal realm, it is quite easy for Deadra to fulfill their needs, able to eat anything from mortals to Deadra to satisfied their hunger and are capable of drinking and liquid to quench their thirst. Deadra grow tired eventually and must slumber for a few days to a week however they can go far longer without sleeping compared to a mortal. They can also reproduce sexually like mortals if they so desire, they can reproduce with Deadra of their own sub race or other Deadra yet in the mortal realm, a Deadra can reproduce with mortal females although this usually takes in the form of rape. Since Deadra are driven by these basic needs, when a Deadra isn't performing it's duty given to it by it's master or battling it's kind, they will do whatever is necessary to satisfy their needs and will always go over indulgence and over consumption to the point of gluttony
Powers and abilities
There is no set of power or abilities a Deadra can have although it is common for Deadra to have wings, razor like teeth and/or claws for multiple purposes. Their is nearly an unlimited amount of powers or abilities a Deadra can wield, it all depends on their creator and how much power was used to create them or were their parents. The only magic a Deadra can never wield is light magic which is fatal to their kind unless it was created by a non-Dark Lord.
Society and culture
Most of Deadra society is that of the survival of the fittest where Deadra will fight amongst themselves to gain more power by absorbing their power into their being or where sub races of Deadra will battle other sub races of Deadra to increase their Dark Lord's power and influence. Deadra usually only value strength and cunning with few exceptions. It is possible for a Dark Lord to create a Deadra sub race that can build a Civilization and live similar to mortals in the mortal realm but why a Dark Lord would do such a thing is unknown.
Types of Deadra
Feeble Deadra
They are far the weakest of the Deadra and are comparable in power to a poorly trained soldier in the mortal realm. They are so weak in power, they are able to fit through the cracks of the seals that hold back the gates of Oblivion from opening, allowing them to cross into the mortal realm and live off the land, barley requiring any substance to survive and barely any power to create.
Grey Deadra
Grey Deadra are extremely rare Deadra that were created by mortals in some regard, these Deadra as a result do not belong to the Dark Lords so when they are killed, they are instantly reabsorbed into their creator's body unless their creator has some way of keeping their soul intact and are able to protect it long enough for them to manifest once more. While Grey Deadra are in between Feeble Deadra and Lesser Deadra in terms of power, they are special in the way they learn and evolve the same way as mortals do, able to become powerful over time by training and educating oneself. Grey Deadra while also having the same basic needs of a regular Deadra, are usually more civilized or moderate with their personality compared to a Deadra created by a Dark Lord.
Lesser Deadra
The most common and abundant of Deadra after the Feeble Deadra, they make up the bulk of a Dark Lord's army by being their main foot soldiers. Lesser Deadra are skilled, calculating and always have malevolent motive as well as a sinister intelligence. Usually when Dark users try to summon Deadra for whatever purpose they please, Lesser Deadra often appear.
Greater Deadra
Few in number with usually less a few dozen in existence under a single Dark Lord, they are rare yet half as powerful as their Dark Lord. They actively serve as an Avatar of a Dark Lord, usually becoming a manifestation of their ideals and traits. they are incredibly powerful by those of the mortal realm to the point a mortal would have to be at least a skilled Hero to even stand a chance fighting one, let alone slay one in battle. Since they are the Avatar's of their Dark Lord, they are considered the herald of the End for when a Greater Deadra arrives on the battlefield, such an event marks the end of a battle for a Greater Deadra's martial and magical powers are nearly unmatched. While on the battlefield, Greater Deadra often become field commanders of sorts, able to command lesser Deadra with ease. Creating a Greater Deadra is only possible under normal circumstances by a Dark Lord who requires a significant amount of energy of their own energy to create. As a result, creating a Greater Deadra will the Dark Lord drained of their own energy for quite some time, leaving them vulnerable.
Archdeadra
Archdeadra is a term used for the oldest of Greater Deadra and Deadra Prince's, They are the rarest of Deadra in existence yet are also the most powerful Deadra of all, even rivaling that of a Dark Lord's power to the point they could break away from their Dark Lord and become their own Dark Lord if the Dark Lord is weak enough. For a Dark Lord to have an Archdeadra under their command is considered a privilege yet can also be a burden. Due to an Archdeadra's power being comparable to a Dark Lord, a Dark Lord might find it difficult to control or persuade a Archdeadra to perform the duties it's been ordered to do since it cannot be outright destroyed or commanded by a Dark Lord. Whenever a Dark Lord shows weakness, an Archdeadra may immediately challenge the Dark Lord for their position and will battle them to their death if the Dark Lord isn't killed and absorbed. Divine Being's that are corrupted into Deadra that don't outright turn into Dark Lords will more often than not, become Archdeadra
Deadra Prince
Almost as rare as an Archdeadra, Deadra Prince's are amongst the most powerful mortal servants of a Dark Lord for if a Dark Lord finds a living mortal worthy of their attention and favor, a Dark Lord may grant them demonhood, granting them immense strength, immortality and their own small realm of oblivion. A Deadra Prince is considered the greatest of Deadra servants, having power considerably to a Greater Deadra yet they still retain their mortal free will however like other servant Deadra, if they fail at any time or If their Dark Lord becomes displeased with them, they can be instantly reabsorbed into their Dark Lord. Like Grey Deadra, Deadra Princes can amass their power to the point they can rival Archdeadra and Dark Lords eventually over a long period of time.
Deadra Lord/Dark Lord
Are Among by far the most powerful Deadra who inhabit and control their own realms of Oblivion as well their own Deadra. the Dark Lords were originally a number of Archangels created by Necris that were corrupted by the Archangel, Amriel whom used the power of a Necris Stone to gain immeasurable strength. Absorbing a portion of Necris Soul granted great power however the power was so much, it corrupted Amriel into the very first Dark Lord. After that, she began corrupting her fellow Archangels whom were willingly to follow her, the result was the original Dark Lords. Compared to mortals and even the Aeadra, the Dark Lords have became malevolent god like beings, being living incarnation of the Darkness, there power is so immense, they are capable of creating almost anything out of nothingness and altering their realm to whatever they with ease normally. Unlike other Deadra, a Dark Lord is completely independent from any higher power and can only die by a Light user of similar power, something that is a rarity or by other Deadra such as another Dark Lord, an Archdeadra or Deadra Prince. To massively increase their power and ambition, majority of the Dark Lords wish to dominate and control the mortal realm and convert all mortals to their worship or enslave them however such a victory would destroy Athrunial.
- #31Dark Lords
Keys: Deadra Lord, Dark Lord · Secondary: , Divine, Oblivion, Hell, Deadra
Biological classification Designation- Sentient Classification- Divine
Physical characteristics Average height- Varies Skin color- Varies Hair color- Varies Eye color- Varies Average lifespan- 100 - 200
cultural characteristics Home of origin- Realms of Oblivion Language - Deadrain
The "Dark Lords", also more commonly known as "Deadra Lords" and rarely as the "Dark Gods", are extremely powerful entities, often Deadra, that rival even the power and wisdom of even the most ancient of Divine Beings. The Dark Lords are extremely powerful entities who inhabit and control the realms of Oblivion, small pocket dimensions that reside in a dimension that is often refereed to as "Hell". Within these realms of Oblivion, the Dark Lords who control these pocket dimensions are able to create and change anything, including alteration of it's physical reality. Within each realm lay's eternal war as the majority of the Dark Lords launch an eternal war against each other by the usage of their nearly limitlessness numbers of Deadra whom fight in a never ending battle in the hopes that their Dark Lord will become ever stronger so that one day, they can and will rule all of Oblivion and when the time comes, the rule or destruction of Athrunial.
The birth of a Dark Lord
Unlike a Divine Being, a Dark Lord cannot be created nor born as a Dark Lord, instead Dark Lord is a term or title to Deadra whom have climbs the ranks of the Deadra in the eternal wars within the countless realms of Oblivion and have became so powerful, they are able to cast away their connection to their Dark Lord and are able to become their own master. Although Divine Being can use Yin release magic, If one gives in to it's corruption or If a Divine Being is corrupted by a Dark Lord or by a powerful dark user, the Divine Being will morph into a Dark Lord although the second is rare.
Power
As expected of such a godly being, Dark Lords rival the power of a Divine Being however unlike a Divine Being on Athrunial, Dark Lords have the ability to mutate and absorb other beings of similar power into their very being, increasing their strength drastically in a short period of time where as a Divine Being under normal circumstances will only become stronger through similar means a mortal would. Dark Lords like all beings of similar power, they are able to create nearly anything from a object of power, to the creation of a mortal or a similar being, to even a new realm similar in size to their own realm of Oblivion. No matter what they create, such creations use a certain portion of power with usually mortals or deadra only using a minuscule amount of power however something as large and powerful of a Greater Deadra, a new Divine Being or even a new realm requires a significant amount of energy that will leave the Dark Lord weaken for a significant amount of time, leaving them extremely vulnerable for a time.
Followers of the Dark Lords
Seen as beings of godly power, it is common for mortals to devote themselves to a Dark Lord and worship them in the same matter as one would worship a Divine, only in secret as the worship of a Dark Lord is considered the same as high treason in the civilized portions of Athrunial. Followers of the Dark Lords will often construct elaborate shrines and even massive temples at times to honor and venerate their Dark Lord as well as perform countless ceremonies and rituals, often bloody in nature.
Dark Lord Champions and the mark of a Dark Lord
Those whom dedicate their body and soul to further their patron Dark Lord's influence on the mortal plane may be judged on their merit and skill or perhaps something, If the Dark Lord feels they are of the most worthy, they will make them a "Champion of the Dark Lords" and engrave their mark of power upon their body, often taking the shape of their symbol and instill a significant amount of power within the mark of power, making them significantly stronger, similar in power to one whom is blessed with a third mark of power from a Divine Being. Spiritually bounded to their Dark Lord at all times, A Dark Lord Champion will do whatever is necessary to increase their Dark Lord's influence, even launch a "Black Crusade" to conquer the civilized lands in the name of the Dark Lords using the followers of the Dark Lords themselvs. Those Champions whom impress their Patron Dark Lord or even another Dark Lord, may gift a Champion with an item of power or a beneficial mutation such as razor sharp claws that are strong as steel to perhaps a tentacle or tail. The most honoured of Champions may be gifted with Ascension to Demonhood, to ascend to become a Deadra Prince, a Deadra of similar power to a Greater Deadra and eventually, possibility a Dark Lord. However if their Dark Lord feels they failed or have abandoned their duty and devotion to them at any point, they can be punished such as making their mutations mutate their Champion into a mindless, mutated monster or simply kill them. When a Champion of the Dark Lords is killed however, their soul is transported to Oblivion and is adsorbed by their patron Dark Lord, taking their strength for their own.
Important notes for the Mark of Power
1.There is only one mark of power, not four tiers of marks like Divine Beings have
2.A Mark of Power by a Dark Lord is considerable in power, similar in power to a third and fourth mark of power by a Divine Being
3.The Mark of Power engraved by a Dark Lord are permanent and can never be taken off by anyone other than then Supreme Beings. Even if a limb containing, the mark is cut off, it will not effect the bearer in any way with the even mark of power reappearing some time later on the bearer's body.
4.A Dark Lord under normal circumstances can only engrave their Mark of Power upon a Champion from extreme distance due to being within their realm of Oblivion.
5.A mark of power will fade away and disappear from one's body if the Dark Lord in question is slain.
6.A Dark Lord's mark of power is beneficial however the engravement looks as if it was stitched on badly, giving a raggy, ugly look
7.Those whom receive a mark of power are permanently bonded to their patron Dark Lord to the point the Dark Lord owns their body and soul. Each other can talk to each other at any moment and can sense each other when nearby.
8.A Dark Lord CAN AT ANY TIME, kill your character off If they feel your character has abandoned them or have lost your way
9.If your character is killed by their patron Dark Lord for failing in some regard, DON'T COMPLAIN about it
10.A Dark Lord depending on the feats and merit of your character, will keep rewarding your character will gifts, whether mutations or items of power
11.Dark Lords rarely mark followers, they are usually extremely picky who they pick
12.Those whom have been marked by a Dark Lord can instantly tell if another has a mark of power, regardless If its from the same Dark Lord or not. One whom has a mark of power can sense when another mark of power is nearby so it's impossible to hide one's mark of power, even by cloth or by magic means under normal circumstances.
The politics of the Dark Lords
Unlike Divine Beings whom are often subtle in their actions against another Divine Being whom they dislike or despise , the vast majority of the Dark Lords of Oblivion are bitter rivals, with the vast majority of them wishing to control all of existence, they are willing to do whatever is necessary to achieve their goals, even at the stake of their own life If need be, it means they will stop one of their bitter rivals from gaining an significant advantage over them. To many mortals whom known of them, the Dark Lords are seen nothing more than foolish children, willing to kill each other to gain any sort of power and/or influence over the others and the realms of the universe and are low enough to use mortals and their Deadra servants to wage eternal wars against their rivals whom they would love to either see dead or adsorbed. Due to this, the realms of Oblivion are often nothing more than bloody battlefields that never dry as millions of Deadra fight in countless battles in the hopes their Dark Lord gain any significant amount of power or influence. Still despite their differences and greed, the vast majority of the Dark Lords have the same goal: to gain control of all the realms of Oblivion than when the portals finally open to Athrunial, conquer, enslave and rule or destroy and absorb all life and become the strongest being in the universe. Their is no realm they do not wish to conquer with absolute rule and sharing power with another Dark Lord is unthinkable however it isn't uncommon for a Dark Lord or a number of them to make an alliance with each other for a time to take down a more powerful Dark Lord or to complete an objective they couldn't complete on their own. In the end, it is said a Dark Lord will never truly be victorious in their eternal dreams of conquest or absorb due to their nature.
Unique breeds of Deadra of the Dark Lords
Abyss Knights - Lesser Deadra of the Nameless One, The Abyss Knights are Vyreadra Knights whom have been gifted with demonhood while still retaining their free will and Vyreadra abilities. They are the Nameless One's Elite foot soldiers whom's combat abilities even able to triumph a Grail Knight of Laetannia.
Lilim - Also known as "Lilith", Lilim and Lilith are the collective names given to the Greater Deadra of the Nameless Ones. They are by far, the most powerful Succubus Deadra in existence as they are the daughters of the Nameless One and his wives/lovers. They are Succubus of exceptional power and such captivating beauty that even Divine Beings and Dark Lords easily fall prey to their ploys however unlike other Deadra, the Lilim are not "evil" by mortal standards. They carry on their father's & lover's old life's ambition of creating a peaceful world where humans and monster can unite in carnal bliss. They have inherited incredibly powerful magic from a Supreme Being, granting them vast power, making them pseudo Supreme Beings in power, one such example of their power is the ability to traverse between realms, even the realms of Oblivion without the risk of the Dark Lords or deadra escaping as well as creating their own miniature realms outside of Athrunial with little effort.
Succubus - Lesser Deadra, including the Lesser Succubus and the Feeble Sucubi. Although a universal Deadra technically, Succubus are generally only used and found in the Nameless One's forces whom uses them for espionage and corrupting powerful or/and mortals whom are highly influential within their societies. Succubus are known for their human like nature and unlike most other Deadra, mortals are capable of taming and forming a bond with a Succubus.
Succuboichi - also nicknamed as demonic "Kunoichi", they are a rare type of lesser succubus specialized in assassination, tracking and observations and are the most human of the Succubus family to the point they are no different from a mortal and for the most part, lack their "lust" addiction common Succubus have. They are extremely physically fit, even for Deadra standards, allowing them to be greatly swift and agile and are master of stealth and the martial arts. At times, they also function as recruiters, find potential followers for the Nameless and when they find such a person, they will monitor and obverse until they are deemed ready to join, only than will a Succuboichi reveal themselves to the person. Surprisingly Succuboichi can be both female and male and is common for a pair of different genders to work together when necessary, especially under cover where they will often act as a married couple of some resort. Tamed Succuboichi's are extremely rare but are considered the most loyal attendants and bodyguards whom are renowned for their love and devotion.
Ebonuccubus - Commonly refereed as a "Abyss Gaunt", they are the most rarest type of Succubus besides Lilim's, A Ebonuccubus is a succubus whom has been permanently completely corrupted by raw dark powers and has mutated far beyond their original form set before them. As their nickname suggests, they live in the most abyss places where the light never shines or where the darkness is the strongest. Due to their corruption and mutations, they are incredible strong and durable for a Succubus and are the most skilled in Ying Magic, granting them power comparable to that of a Greater Deadra with the eldest of the Ebonuccubus said to have power comparable to a Lilim. Ebonuccubus are only found in the Nameless One's service's whom are often used alongside his Abyss Knights whom function as their spell casters or at times vanguards due to their strength and durable.
Abyss Valkyrie - Commonly called "Dark Valkyrie", "Tainted Valkyrie" and "Corrupted Valkyrie", the rarest Deadra found on Athrunial only, they were once Aeadra Valkyrie's whom fought alongside the Grail Knights of Laetannia but through some means, their hearts, mind and bodies were corrupted, losing their Aeadra like nature and their wings which have either fallen off or are stained black by the corruption. No longer do they fight for the Aeadra, Linderia or for Athrunial, instead they only fight for their master whom they see as their beloved husband whom they swear absolute fealty and what he desires. They only care for their husband and hold deep affection for him, they have little to no concern for anything else unless it is part of his desires. Despite their corruption, they are not succubus, they still retain their serious like warrior like attitude and their high combat abilities whom will only used for her husband's desire. While Aybess Valkyrie's can come off as a Succubus due them wishing to satisfy any of her husband's desire, the vast majority of Abyss Valkyrie's have fallen in love with honorable warriors of order and as a result, has indirectly continued her duties as when she was an Aeadra Valkyrie. Of course an Abyss Valkyre venerate their husband, reverently kneeling before him as If he was a Lord or even a God and always eagerly await his orders. Currently the only handful of Abyss Valkyrie's on Athrunial currently serve the Nameless Ones as elite soldiers used for psychological warfare and at times, bodyguards. .
Beithir Warriors - Also known as the "Exalted Ones". the Beithir Warriors are the Greater Deadra of the Dark Lord, Solkan whom take on the form of gigantic, humanoid serpents whom are considered the most powerful and skilled warriors there is, with some of the oldest warriors being more skilled than those of the Abyss Knights. Such skills grant them the ability to kill Grail Knights in single combat with relative ease.
Keru- Feeble Deadra of the Dark Lord Kerai, the Keru are mortals, creatures and even other Deadra whom have been infected by the plague like disease known simply as the "Taint" and have survived, only for them to live and die to spread the "Taint" like a wildfire. Unlike Corruption, the "Taint" often kills many of the weakest within hours while others whom are stronger wither away and die slowly in an effort to weed out those whom are deemed unworthy of becoming a Keru. Spreading like wildfire like the Black Death, the Taint is highly contagious to the point, it can be transmitted through touch, coughing, a bite, through water etc and cannot be cured through any mean other than a Divine Being. Beings of Power infected with the "Taint" often show no signs as the "Taint" goes into hiding of a sorts, preferring to slowly "Taint" the being, giving them a lower chance of detecting the changes within their bodies until it is too late. After the Taint takes over, If it concludes the Being is strong enough, after the chosen infected dies and their soul is devoured by Kerai, they are reborn as a Keru. Only mere moments are their death, they will be resurrected as If the infected had never died or never had the disease in the first place with the exception of being pale and losing nearly all their hair.. There personality and mortal free will remain however as a Keru, they will have the constant drive and wishes to find others whom have been infected and spread the "Taint" further through infecting their loved ones, friends, associates etc. As a Keru, since the "Taint" feeds them, they are not required to eat or drink like other Deadra. It also provides limited, quick limited regeneration, even the recreation of new body parts within minutes, as such a Keru needs to be completely destroyed or burned to kill a Keru. Much like the Dark Lords however, The Keru are greatly weak to Light Magic and can easily be destroyed by such users proficient in it's use. Due to this weakness, the Keru live underground below the mantle of Athrunial during their time in the mortal realm in an effort to hide themselves from the mortals, choosing to mass in numbers to begin a "Blight", a massive crusade to spread the disease. When a Keru dies however, they permanently die just as a mortal instead of being sent back to Oblivion.
Keres - The Lesser Deadra of the Dark Lord Kerai, the Keres are Kerai's personally chosen female warriors or are Keru have been promoted. They function as the Hivemind Commanders of the Keru hordes, relying order telepathically and forcing their will on the hordes. When a Keres dies, they are reborn just like other Deadra.
Kimargía - Commonly referred as "Great Gluttony Ones", these massive Greater Deadra of the Dark Lord Kerai were originally a Keru or Keres whom were forced to feed on a unnatural amount of Keru or Keres in order to in keep themselves alive after sustaining fatal wounds. By feasting on the tainted bodies nearby, their bodies become almost perfectly healed within minutes of the feast however just as soon as they are healed, their body and mind becomes so overwhelmed by "Taint", they essentially become consumed by the "Taint", Their drive to spread the "Taint" through infection is over written by the ever more driving urge to continue to feast on the dead as well as Living. Initially when a Great Gluttony One is born, they are very tall, muscular and agile, in this state, they are often referred to as a "Tyrant" due to their sheer aggressiveness and determination to feed however as they age and feed, they slowly become massive, sluggish and passive creatures and can even come off as caring although this is often a ploy. Young Great Gluttony Ones are often vanguards of Keru hordes or behind them due to their nature while old Great Gluttony Ones often join the Keru Horde in hopes of an easy feast.
Mazoku - Feeble Deadra of the Dark Lord Daioku created by accident and the descents of rogue Greater Deadra whom took refuge, Mazoku are Deadra that are completely feral in nature, functioning similar to pack oriented predators in the mortal realm however Mazoku have no standard form and lives in hordes due to their low durability and strength.
Mazanyo - rare Grey Deadra of Yokai, the Mazanyo are mortal-deadra hybrids conceived from a mortal mother and and a Mazoku or Maioku father whom take the form and mindset of a mortal but have enchanced strength, durability and abilities from their Deadra Mazoku or Maioku father, allowing them to become powerful. Since they are a Grey Deadra, Mazanyo have the potenital to become powerful, even more than Maioku however one week out of the year, Mazanyo will transform into a mortal, losing all their power and abilities.
Maioku - powerful Deadra of Yokai, they are powerful Deadra whom are descendants of other Maioku or have taken refuge in Yokai and are permitted to live in Yokai by Daioku and Uzumai as long as they don't cause mass destruction to the mortal societies of Yokai(they are still more than allowed to wage war and slaughter). Maioku have no set place in society, some choose to serve Daioku and Uzami directly, some choose to hibernate, minding their own business and some choose to form and lead their own great Deadric Clans on Yokai against the mortal societies. In times of war against other Dark Lords, these Deadric Clans often serve under Daioku and Uzami in an attempt to become more powerful.
Eternal Crusaders - Grey Deadra of Order, clad head to toe in golden plate armor, they function as Aenarion's front line soldiers.
Aenarion's Shieldmaidens - Grey Deadra of Order just like the Eternal Crusaders, they are the personal guard of Aenarion
Maatua - Also known as the Demorans, the Maatua are the Grey Deadra of Khulraud whom function as his Foot soldiers. Known for their intelligence, discipline and skill in war, the Maatua are Deadric like Knights whom live for the thrill of combat and the challenge and dangers it present. The Maatua are also known to be one of the few Deadra species to live in militaristic clans and the only Deadra species to raise and train their young(albeit violently)
Tarakona Titan - The Greater Deadra of Khulraud, these massive monsters whom often take on the characistic's of wyverns and Cockatrices, are the vanguard of any Maatua force and are considered one of the powerful breeds of the Greater Deadra due in large part their form. Tarakona Titans are especially feared by mortals of the Mortal Realm, seeing these massive Titans as Corrupted Dragons that are near unkillable.
Palatine Guard - The Lesser Deadra of Uzumai, they are her's as well as Izayoi's protectors. Donning purple plate armor, although they are by far, not one of the strongest species of deadra, they considered one of the most skilled Deadra in one on one combat and are known to rarely lose a duel. In war, they will either function as the vanguard of Daioku's forces or will function as always, bodyguards to both Uzumai and Daioku.
Orultseg - The Lesser Deadra of Brisela and the ever watching Rangers of Tartarus, secretive in there ways, they are known to function more as assassins, they watch over the realm and eliminate anyone whom becomes too great of a threat.
Harlequin - Grey Deadra of Brisela, they are the Avatars of Brisela whom have the same personality traits and fight similarly to Brisela. As a result, they are unpredictable and are known to be quite mad, or have little to no sanity left. Despite how they may act, they function as her personal agents and Champions and are even her bodyguards in times of war. Although Harlequins are usually female, it is not uncommon for male Harlequins.
Notable Dark Lords
The Nameless One
Originally known as "The Nameless Warrior", "The Hero of Time" and currently known as "The Nameless One", The Nameless One was originally the legendary warrior whom fought during the Dark Ages under the banner of Saint Tryanna as one of her Champions and eventually after Saint Tryanna's demise, he eventually battled Necris after becoming a Divine Being of War and defeated him in single combat, saving the planet and forcing Necris into a deep slumber however in his final moments, Necris used what of his remained of his power and cursed the warrior, corrupting the white holy knight into the very first Vyreadra and through that corruption, a Dark Lord as well. Since that day and his revival some years after his battle with Necris, The Hero of Time's fate is not known by anyone on Athrunial or Oblivion but those whom directly serve the Nameless One as the Eternal King of the Vyreadra within Aklator, at the center of the world.
The Nameless One is considered the most unpredictable of the Dark Lords due to the events that had transpired in his previous life and known to have something akin to multiple personality disorder where he has two distinct personalities, the shattered remains of what he once was whom goes to great strides to continue his duty in disguise while his second personality is that of the neutral evil, calm collected, and calculated Vyreadra whom seeks to take over the world through subtle means so he can rule the world as it is now. Despite being the only Dark Lord on Athrunial, he does not directly intervene with the mortal world and rarely does he take to the field but when he does, he will only appear when he deems it absolute necessary and when he does, he will only battle the heroes of the enemy. To those that survive the battle such as the Laetannian High King, Nilus Abbergenien, he is considered a merciful warrior whom is honorable and chivalrous to those whom he considers a worthy warrior and shows the proper respect. The nameless One's deadra are the Abyss Knights whom take the appearance of Knights whom serve both sides of the cosmic force, Light and Darkness and are known for their martial powers where they are capable of fighting and defeating Laetannian Knights in battle. The Nameless One's other Deadra are the Abyss Valkyrie's whom were originally Aeadra Valkyrie whom he corrupted and now serve him as Elite Shock Soldiers for psychological warfare and at times, bodyguards due to their protective nature. The Nameless One is also the patron Dark Lord of the Succubus family of Deadra whom he often uses extensively for infiltration and Corruption purposes due to his subtle approach to conquering the world.
Kerai
Known simply as the "Blight Goddess" by the Dark Lords of Oblivion and the masses and more rarely as the "Night Mother" to her chosen mortals servants, Keres is the Patron Dark Lord of Disease, Famine, Decay and Death and is by far considered arguably the eldest of the Dark Lords in existence. Originally a Seraph of the Aeadra and one of Amriel's most trusted and loyal Handmaidens before she initiated The War of the Heavens, Kerai willingly became the first Dark Lord in existence after Amriel's corruption during the time before the War of the Heavens in order to aid her Lady in her dream of taking over the Mortal Realm by aiding her Lady in the corruption of the Aeadra. Throughout the entirety of The War of the Heavens, Kerai remained at her Lady's side as her most trusted Commander and Companion, even higher than that of Zenthius and Dantes due to her servant-close friend relationship she held with Amriel. During the final battle, Kerai was critically wounded by the Ancient God of War, Nerio and was forced to retreat into the portals of Oblivion in an effort to save herself, not realizing her Lady had already been killed before the battle had already begun.
Since her entombment into Oblivion and the creation of her own realm to which she calls as the "Blighten City" often refereed as the "Undeath City" and as the "Black City" by mortals, Kerai morphed into the Patron Dark Lord of Disease and Death some time after the War of the Heavens had ended after she had perfected the "Taint" disease. Due to her mastery over the "Taint" and the method on how she gains power, Kerai has done little since than, seeing no point in interacting with the mortal realm or doing the dirty work herself, instead preferring to have her endless hordes of Tainted followers doing her work for her. As a result of this, Kerai is one of the least venerated Dark Lords venerated and worshiped within the mortal realm. She is generally only worshiped or venerated when the "Taint" or one of her other countless diseases takes form within the mortal realm. When this occurs, many try to appeal to Kerai in an effort to be spared from the disease. Surprisingly while Kerai is cold and hostile to those whom oppose her, she is surprisingly warm and loving to those whom she deems worthy of her attention, a rare trait amongst Dark Lords
Daioku
Also known as the "Great Hunter", the "Great Slayer of War", and as the "Destructioner of Life" by few mortals that know of him, he is known as the "Great Hoaxer" by the other Dark Lords of Oblivion and is often referred as the "Noble One" and as the "Great Protector" by the Elder Divine Beings of the mortal realm. Said to be the second Patron Dark Lord of War whom rules his own realm of Oblivion, Mazokuten, a crude and twisted copy of ancient Maja where humans and demons live together in Hell with his second wive, Uzumai, the Dark Goddess of Pleasure and Lust. Originally a legendary warrior during the Dark Ages that originated from Maja and although many of Daioku's exploits as a mortal have been nearly lost to time, it was said he was a warrior a worth an entire army, so much so he was considered an equal to Matsumuto, one of Saint Tryanna's Champion's. In ancient Maja myth's, it is often stated he was oath siblings with Matsumuto before he joined the Army of Light however there are conflicting stories of what transpired with this relationship. One tale speaks of Daioku breaking his oath with Matsumuto once his Oath Brother left Maja to join the Army of Light while the other tale speaks of the two warriors remaining Oath Brothers with Matsumuto takings oaths of stopping the Army of Darkness no matter the cost while Daioku took oaths to protect Maja no matter the cost as well while his Oath Brother leaves to not just Maja, but the entire world.
No matter what story is correct, both Warriors took their leaves from each other's company as Matsumuto left Maja while Daioku remained behind. As stated before, much of Daioku's exploits have been lost to time however during this time however Daioku's tales became romanised in Maja history and legends similar to the Nameless One, a legendary warrior whom held off entire armies alone to protect those in need and to protect his homeland. In Maja Legends, is stated that Daioku's greatest feat as a warrior was when he had discovered Ninigita, Maja's original Patron God of War had been corrupted into a Dark Lord whom had taken Izanami, Maja's Goddess of Creation captive. In this particular legend, legend says that Daioku realizing he couldn't defeat his homeland's God of War in single combat by himself, he preyed to the Gods of Maja for their guidance and aid. In response Natsuka, Maja's Summer Goddess and sister to Izanami appeared before the warrior and after judging Daioku worthy, gifted the Kusanagi, the legendary sword of the gods to the lone warrior in his battle against Ninigita. With the Kursanagi in hand, Daioku challenged Ninigita to single combat and after a lengthy battle, Daioku slew the corrupted God of War in single combat before rescuing Izanami from her prison. Impressed with his determination to protect Maja and loyalty to the Gods of old, Izanami offered Daioku Divinity, to morph him into Maja's new Patron God of War however he refused, wishing to achieve the power of the Gods on his own however after gazing upon Izanami for more than a few moments, he was immediately captivated by her and instead of Divinity as a reward, he instead asked for her hand in marriage. For saving her life, Izanami accepted his request, becoming his wife.
After this event, Daioku continued in his duty in protecting Maja and with Izanami's blessing as well as wielding the Kusanagi, Daioku fended off many invasions set by the Dark Lords, so much so he was considered to much to take on in single combat. It was also during this time, Izanami had her children however it isn't known Daioku sired children with Izanami. Although it was common knowledge Daioku loved Izanami and she eventually herself fell in love him, Daioku always took his duty far more seriously than his relationship with Izanami. Some time after Daioku arose to a God of War using his own strength alone during the later portions of the Dark Ages, Daioku solely became responsible for halting the "Great Taint", a massive Deadra invasion of Maja led by the Patron Dark Lord, Kerai and a dozen Dark Lords at her command. Defeating Keres in battle temporary, Daioku managed to halt the Deadra Invasion and the spreading of the "Taint" disease however when he realized Maja would eventually fall to the forces of darkness even without Kerai leading them, Daioku decided he would make a sacrificial strike on the unlimited hordes and attempt to slay the Dark Lords in the hopes the "Great Taint" would splinter and disappear. Throwing himself into the limitless Deadra hordes, Daioku slew many and even managed to even bring down a few Dark Lords by himself however at that point, Daioku was wounded and fatigued even for a God. Able to sniff out his weakness, Daioku was ambushed by the remaining Dark Lords and was quickly defeated by Dracrouth. Instead of him being killed however, Keres most loyal servant, a Dark Lord by the name of Dracrouth willingly returned to the realms of Oblivion, dragging Daioku to the Black City, there he presented the dying war God to his liege, Keres. Impressed by Dracrouth, Keres gifted him his own realm of Oblivion and took Daioku for her own needs. After his capture and imprisonment within the Black City itself for the entirety of the Dark Ages, Daioku was brought to death countless times over as Kerai continued to perform the "Taint" on his body in hoping to make it stronger and more resistant. Eventually after being brought to death so many times by the "Taint", Daioku's body and mind were corrupted, transforming the one of Maja's God of War into a Dark Lord.
Upon his transformation into a Dark Lord, he broke out of his imprisonment, severely wounded Kerai in battle and escaped the Black City. With his mind now gone and craving the blood of his enemies, it was said Daioku went on a killing spree, using his new found powers to travel to the many realms of Oblivion, there he took a liking to slaughtering the countless hordes of Deadra's and their masters. Some time after Daioku's mind had calmed and he had killed many of his own kind and adsorbed them, making their power his own, Daioku feeling homesick, he created his own realm of Oblivion named Yokai, a realm that took shape of a twisted Feudal Maja constantly engulfed in war and the spilling of blood. Populated by mortals whom were originally his mortal servants and by the Mazoku, Feable Deadra he created out of accident as well the direct descents of powerful rogue Deadra that sought refuge within his realm, Daioku took his place at the center of the realm as it's absolute King and creator. Even being at home watching over his own mortal realm, Daioku missed Izanami greatly, longing for her however knowing what he was, he knew he could never be with her again so to fill the pain of whatever heart he had left, he mustered the power he had gained from the slaughtering of the Dark Lords he battled and purposely created Uzumai, the Patron God of Love, Pleasure, Lust and Sin to be his wive, lover and his absolute Queen of Yokai. From the love of his second wive and the power he receives during the constant blood shed within his realm, Daioku has since taken a passive stance to outside forces however with the seals on Oblivion about to fail, Daioku has begun planning with Uzumai for an event they only refer as "The Great Scourge".
Valaso
Renowned as the "Great Forbidden One",the "Tider of Fate" and as the "indecipherable Riddler" and many more by mortals, Valaso is the Patron Dark Lord of Knowledge and is often associated with Fate and Time. Originally named Yami Dantes, one of the twenty Archangels that was created by Necris to watch over Athrunial. Tasked with the recording and study of all mortals on Athrunial, Yami eventually turned from this position when he became obsessed with the mortal emotions of Love and finding love for his close friend and fellow Archangel, Haveena however when she turned him down, Yami yearned so dearly to understand and feel love, he found himself in a relationship with the youngest of the Archangels, Amriel some time after, little did he know of her true nature. Yami indirectly became the catalyst of all future events when he brought Amriel to a valley imbued with dark energies for one of their dates. It was here, when the two got separated did Amriel find the source of the dark energies, a orb sitting on a pedestal. When she picked it up, she accidentally dropped the orb, revealing a amulet with a red stone. Little did she know it was a Necron stone but without any forward thinking, the moment she picked it up, Amriel morphed into the first Dark Lord in existence. Following this event, Yami did not learn the truth until much later, being completely oblivious due to his obsession with love and not willing to believe she had changed.
It was Just days before the outbreak of the War in the Heavens, did Amriel finally corrupt Yami into a Dark Lord when she knew she had him completely under her control through seduction and manipulation. When Amriel's ambitious war began, Yami marched to war alongside Amriel and many others whom had sworn loyalty and wasted no time in their crusade to crush the Archangels loyal to Necris and their forces. Taking up the position of Commander, Yami led Amriel's forces into many battles, often leading by example yet such examples often forced Yami to battle his close friend and rival, Arkam. In the later portions of the war, Yami became highly renowned for aiding in the death of Wingaandovraw, the Chief Deity of the Archangels and singly handily defeating the Archangel, Rimiya in single combat, albeit after she had had already been severely wounded fighting her way out of Deadric hordes that reined in the millions. During the final stages of the War, through some means, Yami was able to locate and secure a second Necron Stone for Amriel however upon returning to Amriel's current location, he found only two lifeless corpes, one was Amriel and the other was Zenithius. Realizing Zenithius had killed Amriel after examining her body, Yami's mind shattered, unable to bare the truth that the love of his life was dead and in that one moment of weakness, it was than the Darkness that dwelled within him saw it's opportunity and attacked, using the opportunity to take over Yami's body, mind and spirit, morphing the brainwashed fallen Archangel Yami into the Dark Lord, Valaso.
After morphing into Valaso, the Dark Lord instantly ripped apart Amriel's corpse and took her Necron Stone for his own, making her power his own. Drunk with such newly found powers, all he could think about was how was he going to punish that wronged him or convert them to his side. Since Haveena had been the one whom had denied him the most and brought the most amount of pain to him, he would track her down and find her. Sending his Deadra out, it did not take long for them to find her and wear her down. After Haveena had been severely wounded, it was only than did Valaso finally appear before her. Upon seeing her weaken body, Valaso offered her the chance to serve him as his equal yet as expected of an Archangel, Haveena declined, stating he was a coward and a fool for allowing the Darkness to take over and for dating Amriel in the first place. After that, the two fought however due to Haveena's injuries she was easily defeated. When Valaso was about to finish her off and absorb her soul into his very being to increase his own power, he was stopped when he was forced to evade a massive beam of light that was fired towards him.Through the disappearance of such light revealed Arkam in front of a healed Haveena
Although largely passive as a scholarly figure since the passage of time, Valaso was originally Yami Dantes, one of the twenty Archangels whom was created by Necris to lead the Aeadra and watch over all mortal life. As the Archangel that was given the holy task of acting as Necris Chronicler, Yami spent his time during the Age of Creation recording all mortal life on Athrunial and cataloging it. Some time though during the Age of Creation however, after Yami had watched the countless interactions between mortals and not understanding such emotions such as Love and Pleasure, he asked his closest friend and Archangel, Haveena to aid him in his understanding of such emotions. Unfortunately she had turned him down, telling him they were Gods amongst gods whom had been given a holy task, such emotions were pointless to being's such as themselves even If they study was purely academic in nature. Becoming highly depressed due to Haveena's words, Yami was found by Arkam some time later during his isolation and and was taken in, there the two became close friends after the two began to spar. After one of these many training sessions and Arkam took his leave pertaking to his duty as a Throne, it was than Valaso stumbled across Arkam's journal and read it. In the journal's contents, it was revealed that Haveena and Arkam had became lovers out of academic reasons, the same academic reasons Yami had asked Haveena quite some time ago. It also revealed that the beginning of Yami's and Arkam's relationship was purely artificial as after Haveena had taken notice of Yami's isolation from their civilization, she asked Arkam, her lover to become friends with Yami out of pity.
Angered and confused by this revelation, Yami initially refused to accept this information until one day, he decided to eve drop on them after the two had met up after a meeting of the Asura. It was there, Yami finally accepted the truth when he had seen the two holding hands and holding each other inappropriately. Letting his emotions getting the best of him, he confronted the two almost immediately, only for him to bewindled even more. Haveena revealed that the relationship she had with Arkam purely artificial and had been done out of academic reasons alone, the same academic reasons Yami wished however she firmly believed Yami would have not been able to control himself in the end so she sought after someone else. She had also wanted to know If Archangels held the same emotions as mortals and simply suppressed them or didn't have any at all, due to this Yami was the perfect subject in seeing reactions from an Archangel. Hearing this, Yami's emotions got the best of him, forcing the Archangel to go into a frenzy. Drawing his blade, Yami charged at the two, Arkam stood infront of Haveena and prepared himself. Just as a duel between them was about to begin, Wingaandovraw, the Chief Deity of the Archangels appeared before the two and stopped the both of them, preventing the two from trading blows. Disappointed with the three of them, especially the two Archangels that stood in his presence, he scolded the three, especially Yami and Haveena reminding them of their duties as an Archangel, that they are the Gods amongst Gods, responsible for the safeguarding of Athrunial and all life sacred to the planet. Although Wingaandovraw sympathized with them, wishing to act on his emotions as well, he reminded them that, although they could not throw away their emotions, for If they did, they would no longer be able understand the mortals they watch over and protect. Instead he reminded them they must suppress their own emotions no matter what so they do not give into the Temptations of mortals nor lose the sight of their original goals given to them by Necris.
Realizing the errors of their ways after their reminder from the Chief Diety himself, the three forgave each other and went their separate ways. Returning to his duties, Yami took a more passive stance in his studies as he watched over the mortals of Athrunial. It was during this time however is when he finally met the youngest of his fellow Archangels, Amriel and while initially, could barely tolerate her such young behavior, their relationship sooned turned friendship before eventually blossoming into a romantic relationship. Although Yami had initially, been against being in a relationship due to his duties, he could not erase his romantic emotions and thoughts for Haveena and the images he had of her being with Arkam, he wanted to experience the same thing so when Amriel revealed she also wished to experience love, Yami could not resist the temptations and gave in, knowing he was going against everything that was entrusted to him. Accepting the failure he was, Yami fully embraced his relationship with Amriel, becoming intensive lovers with little care in the world If anyone knew. When their romantic relationship became public, although Wingaandovraw was disappointed with them, especially Yami, he decided to allow their relationship to continue, albeit heavily monitored. Their relationship continued like this for quite some time however Yami yearned for a more private and exciting romantic occasion so one day, after he managed to lose the Aeadra that were forced to watch him during his time with Amriel, He brought Amriel to an underground valley on Athrunial that was imbued with warm yet intense purple pulsing energy he had found during one of his many passive studies. After they arrived, the two quickly got separated and it was than Amriel found the source of the purple energy. In the middle of the underground valley, sat a purple orb on a pedestal. Without thinking, Amriel walked upto the pedestal and took the orb into her arms, only for her to lose her grip and drop it, revealing an Amulet with a red stone. Once again, Amriel didn't think twice and picked up the amulet however the moment she picked it up, her body, mind and soul became twisted, becoming black as the void as the amulet slowly merged into her body, it was here the first Dark Lord was birthed into existence.
With her mind temporary almost shattered yet having access to new powers she could only dream up from before, Amriel needed time to adjust to these newly found powers and to figure what she was and what had happened to her. She didn't know If Yami would know of such powers or would even approve of such powers but she needed to time to put herself back together and she needed to know If Yami was completely loyal to her before she could reveal what just happened to her. Exiting the that portion of the underground valley, she eventually found Yami and forced him to take her back to Aelthuan after she scolded him for such a horrible place to bring a Lady to. Following this, Yami was painfully unaware of Amriel's transformation until it was too late, arguing to himself that while she had changed drastically since he begun courting her, it was the still the same Amriel he fell in love with. When Amriel had Yami completely under her control through manipulation and seduction, she completely and utterly corrupted him into a Dark Lord shortly before The War in the Heavens broke out. When the War in the Heaveans had finally begun, Yami marched to war alongside Amriel as one of her most loyal Commanders and throughout such a war, Yami became responsible for the death's of billions with even the deaths of two Archangels, Wingaandovraw and Rimiya on his hands, albeit with help. During the final stages of the War, through some means, Yami was able to locate and secure a second Necron Stone for Amriel however upon returning to Amriel's current location, he found only two lifeless corpes, one was Amriel and the other was Zenithius. Realizing Zenithius had killed Amriel after examining her body, Yami's mind shattered, unable to bare the truth that the love of his life was dead and in that one moment of weakness, it was than the Darkness that dwelled within him saw it's opportunity and attacked, using the opportunity to take over Yami's body, mind and spirit, morphing the brainwashed fallen Archangel Yami into the Dark Lord, Valaso.
After morphing into Valaso, the Dark Lord instantly ripped apart Amriel's corpse and took her Necron Stone for his own, making her power his own. Drunk with such newly found powers, all he could think about was how was he going to punish that wronged him or convert them to his side. Since Haveena had been the one whom had denied him the most and brought the most amount of pain to him, he would track her down and find her. Sending his Deadra out, it did not take long for them to find her and wear her down. After Haveena had been severely wounded, it was only than did Valaso finally appear before her. Upon seeing her weaken body, Valaso offered her the chance to serve him as his equal yet as expected of an Archangel, Haveena declined, stating he was a coward and a fool for allowing the Darkness to take over and for dating Amriel in the first place. After that, the two fought however due to Haveena's injuries she was easily defeated. When Valaso was about to finish her off and absorb her soul into his very being to increase his own power, he was stopped when he was forced to evade a massive beam of light that was fired towards him.Through the disappearance of such light revealed Arkam in front of a healed Haveena. What came next was a short but sadden confrontation between two best friends whom tried to make the other see the error of their ways, with Arkam trying in vain to have his dear friend remember who he was and the destiny he held yet Yami had no part in this since he was suppressed and was now replaced by Valaso. Valaso in returned only only scolded the two, using Yami's memories as weapon to make the two mentally falter. Arkam tried apologizing for the actions he and Haveena had done but it was too late as far as Valaso was concerned, If he had even cared. After seeing and hearing the madness Yami had become, Arkam was left with no choice and decided he would need to slew his former friend to save the world. What resulted next was a short yet furious as two mighty warriors clashed blade but in the end, it was Valaso whom won due in large part of having two Necron stones. Before Valaso could land the final strike of Arkam however, he was saved when Haveena mustered all the strength she could wield, throwing Valaso into a river bank of lava. Looking over her shoulder, Haveena wasted no time in telling Arkam to withdraw to safetey, promising she would stay here and finish what must be done. Arkam instead initially hesitated but knowing she wouldn't take no for an answer, he used what remaining strength he had left to flee the battle in disgrace.
When she could no longer feel Arkam's presence, Haveena prepared to return to the battle at hand and aid the remaining Aeadra in battle, she caught completely off guard when the charred Valaso climbed himself out of the lava transformed. Cladded head to toe in demonic plate armor and with a great sword to match, he wasted no time in charging Haveena with eerie silence. Although Haveena was able to defend herself, she could do little but hold off the enviable as Valaso refused to give her a chance of an opening. After Haveena had been beaten to a bulp to the point she no longer even looked like the same person, he used his new found powers to turn her into his very first Greater Deadra and his very first Hideul. In his final moments in the mortal realm, Yami, mustering all the will he had remained, he managed to take control of Valaso, determined to find out If Haveena and Arkam had told Valaso the truth before they were defeated. Somehow managing to break in the Great White Tower of Kisitus where Haveena lived, he went through her personal belongings until he found her journal. Taking his time to read every page of this journal, Yami became shocked and heart broken when he learned the truth......Haveena loved him with all her heart to the point that If he had asked her to give up their powers as Archangels to be together, she would have happily agreed since she had always yearned for a normal life. Realizing what he had done, what he could had have and seeing what monstrosity that was the true love of his life, Yami's mind completely and utterly shattered for all time. With no spark of hope remaining and his mind broken well passed repair, Yami almost ceased to exist, becoming nothing more of a shell of what he was once was. Sensing the opportunity once again, Valaso seized Yami's body, only this time, he removed Yami and himself apart, allowing him permanent control over Yami's body. Shortly after this event, The War in the Heavens ended when the remaining Aeadrain forces led by the Valkyrie, Lendira managed to open massive portals around the planet and suck all the Dark Lords and their Deadra into the realm of Oblivion. Losing all the power he had gained from the Necron Stones once he had been thrown into Oblivion with Haveena, Valaso took a realm for his own and reforged it into his own, Soulstorm. From the center of his realm within his citadel, he immediately began his plans for the invasion of the Mortal realm in the hopes of locating and using the power of the Necron stones for himself.
When the Dark Ages began, Valaso was amongst one of the very first Dark Lords to led his hordes into the Mortal Realm and unleash hell amongst the mortals of the Mortal realm. Valaso's exploits during the Dark Ages became legendary amongst the Dark Lords due to his conquering of the Rominian Tribes in the kraymvrik wastes single handily and aiding greatly in the conquering of Thrymir. His most well known exploit however was locating and taking a Necron stone for himself, empowering him greatly. This in returned allowed him to conquer the massive Empire of Kanika and harvesting the millions of souls that lived within it, allowing him to ascend to the Patron Dark Lord of Knowledge. No longer needing to fight himself, he used his Necron stone's godly power to create Zargron, his most loyal and skilled servant. As a parting gift, Valaso gave the greatly diminished Necron Stone and Haveena to Zargron to aid him in his duties dedicated to Valaso. After this, Valaso returned to Soulstorm to where he remains to this day, performing whatever ill experiments in his citadel.
Uzumai
The Patron Dark Lord of Love, Pleasure,Lust and Sin, Uzumai is the wive of the Patron Dark Lord of War, Daioku and is the Queen of Yokai as well as the mother of their infant daughter, Izayoi. Created by Daioku to be the replacement of Izanami, Uzumai functions as the warm loving and caring wive of Daioku, as a result, Uzumai rarely deals with other Dark Lords, let alone mortals outside of ruling Yokai. Uzumai is perhaps the most unusual of the Dark Lords due to her very nature, although she can be harsh and strict towards her servants and even be cruel at times, Uzumai is by far, the most human of all the Dark Lords, caring greatly for those she cares about and those whom have earned her respect. Uzumai only Deadra are the Palatine Guard, her bodygaurds that are sworn to protect her and especially, Izayoi
Khulrauld
Also pronounced as Khulrad-Kul. Known by many titles such the "Dark God of Slaughter", the "Genocide King", the "King of Rape", the "Destroyer of Worlds" and as the "Avatar of Damnation" as well as many more, Khulrauld is the Archangel, Tarinuva whom turned into the very first Patron Dark Lord whom, unlike the other Patron Dark Lords whom whom capitalize on one aspect of nature or emotion, Khulrauld is heavily associated with many aspects such as war, death, chaos, slavery, rape and destruction as well as emotions such as anger, pride and jealously. He is by far one of the most powerful Dark Lords in existence and is by far, the most well known Dark Lord in the mortal plane due to his active involvement in mortal affairs, often going to great length's to influence those in power to aid him in his schemes to tempting those with power in exchange for their eternal servitude to him. Even if he did not interact with the mortal realm, his feats throughout history are so well documented, he is considered the "Ultimate Evil" on Athrunial, the greatest mortal enemy to all life on the planet that needs to be defeated and destroyed at any cost.
Despite being the original Patron Dark Lord, Khulrauld was originally Tarinuva, the sixth Archangel whom was originally known as the "Guardian of Light", the protector of Aelthuan, the one whom was given the holy task by Necris himself to seek out any Darkness and destroy it with the Light that he had been blessed with. Unfortunately due to his duties as an Archangel, he was forced into a solitary life, forced to complete his duties alone and in complete secrecy for all time due to the risk the Darkness held, he could not allow the other Archangels from learning about the existence of the Darkness or worse, become Corrupted and become the thing he swore to protect against. Sensing a great evil approaching Athrunial from afar, Wingaandovraw sent both Archaon and Tarinuva to find this eternal threat and destroy it and If they couldn't, contain it. After a great many years, the two eventually found this threat but what this threat was, is unknown as Archaon died during the War in the Heavens, taking the knowledge with him and Khulrauld refuses to speak about the matter. Whatever it was, this threat was so great, that even the combined might of Two Archangels could not stop it, so much so that the two were on the verge of death when Tarinuva finally choose to sacrifice himself to save Archaon's life and hoped his last, desperate attack would be enough.
Although Archeon initially refused to allow his friend to sacrifice himself to save him, he eventually accepted his friend's request and withdrew in tears but did not look back. What transpired afterwards is unknown but some time after a exceeding large explosion had occurred, Archaon while completing his duty, found what remained of Tarinuva, surprised that not only did he survive(Albeit missing his right arm and his legs) but his skin tone had become grey and his damaged golden armor had changed to that of silver, little did Archaon know that Tarinuva had been tainted by the Darkness. Wasting no time, Archaon returned to Wingaandovraw with Tarinuva. Upon their return, Wingaandovraw took Tarinuva for treatment while sending Archaon off to return to his duties. After a great many years had finally passed, permitting Tarinuva's body to heal completely, allowing him regain his consciousness, it was than that Wingaandovraw finally revealed the truth to Tarinuva. Although he had managed to temporary defeat the Great Threat, It came at a great cost, he had not only been tainted by the darkness by whatever this Great Threat was but he had also became a "Null", a being that held no presence, a being with no soul, a being that defied all logic and reasoning. Just from being Alive confused Tarinuva greatly but now being told that he was a Null only caused more confusion yet, not even Wingaandovraw could explain how a Null would function since for all intents and purposes, Tarinuva was the first Null into existence. Not knowing any better, Wingaandovraw sent Tarinuva off to continue his duty albeit on Athrunial. It was during this time, Tarinuva's true powers emerged, while he retained his powers over the Light, he soon realized he had also gained control of the Darkness as well, making him the first Yin-Yang user. Realizing he had partly became what he had sought to destroy, Tarinuva's isolated himself further than he had already to protect his siblings however after becoming a Null, despite Tarinuva taking up many measures to continue his duty and protect his duties from himself, when his sibling began took notice of him being "Different" to the point his very presence alone was unbearable, they almost immediately abandoned him to whatever fate he was to have, even Archeon abandoned him in the end. Initially Tarniuva was able to cope with the pain of being abandoned by his own siblings out of the contexts of being to complete his duty and defeating the Great Threat but eventually, even he could not handle the fact he was abandoned simply due to the fact he had been "Changed" when he had sacrificed himself to save them and their home. The sheer fact that even Archeon, whom had been there almost the entire time and the one whom had recovered him made it far worse.
Such thinking eventually made the Twilight Archangel bitter and resentful towards his siblings and the Aeadra as a whole. In time however, his loneliness and his abandonment by the Archangels turned his bitterness to near insanity, until one fateful day he was approached and befriended by a woman named Amriel. In the beginning, Tarinuva had no interest in Amriel at all, believing the Archangels were using her to some end but as time went on, he eventually opened up to her, becoming close friends once he realized she simply wanted to be friends. Their friendship eventually gained the attention of the Archangels and although the vast majority had no interest in the matter, it was the Archangel, Zenithus whom grew jealous over their relationship to the point, Zenithius forced Amriel from never speaking to Tarinuva ever again. Now when Amriel told Tarinuva she was no longer allowed to see him otherwise Zenithus would end his romantic relations with her, something within Tarinuva snapped, the idea he was going to be abandoned all over again, the idea he would have to suffer all over again just because he sacrificed himself for the greater good and was going to be punished for it again pushed him past his break limit. In that moment, whatever sanity Tarinuva had left was gone and in it's place, was pure anger. Without thinking, Tarinuva jumped on Amriel, nearly suffocating the life out of her frail body. It was than he noticed her feminine like body. In his anger with no real sense of what he was doing, Tarinuva gave into his emotions completely, taking the initiative to rip off Ambriel's clothes before proceeding to rape her repeatedly, taking her virginity in the process. When he was done, he took his leave, leaving Amriel for her dead with her naked and shivering body on the ground covered in fluids.
It took some time but eventually Tarinuva did return to his senses and when he did finally remember the crime he had done, he became so horrified by the atrocity he had committed, he exiled himself completely from his fellow Archangels and the Aeadra as a whole.
From the moment he entered exile, the Archangel, Tarinuva ceased to exist, instead in his place was simply a exile named Khulrauld. With himself no longer considering himself to be an Archangel any longer, in a way, Tarinuva felt he had been released from the shackles of the morals of the Archangels and felt free. Although he was now free to make his own decisions, he did not forget why and whom he was created by, he didn't forget his duty or what was required of him. His hatred for himself and the Archangels remained very much alive but even If he no longer considered himself to be an Archangel, he would not let it prevent him from completing his duty that Necris had given him but now with the freedom he now held, he would do it in his own way, even if it led to the death and misery of others, the needs of the many and safety of the world outweighed the need of the few. Removing his tainted angelic wings and donning a onyx suit of armor, Tarinuva abandoned his past and became Khulrauld the Exile, the wandering hero. Traveling around Athrunial in his search to destroy whatever Darkness there was, Khulrauld quickly arose to prominence, quickly being regarded as the "Back Hawk Hero" and as the "Oxynx Knight" by the mortals of Athrunial due to throwing himself into harm's way and defending those whom needed protection yet Khulrauld was not the white knight fantasied by many. Although regarded highly as a Hero to the point he could be best described as perhaps Athrunial's first Hero, it was not below Khulrauld to sacrifice many or leave places in flame If it meant achieving his goals.As time went on however, he began to see the worst of humanity and all mortal kind, and in return, it slowly began to change his perception that despite the efforts of the Archangels and the Black Hawk Hero, it seemed that all mortal life was destined to destroy itself one day.
When the War in the Heavens broke out and during the vast majority of it, Khulrauld, known only as the Black Hawk Hero and the Onyx Knight fought independently from the Archangels and the Dark Lords led by Amriel, instead Khulrauld went wherever the fighting was thickest and where the darkness manifested the most, resulting Khulrauld in fighting in the bloodiest battles of the War. During this great war, Khulrauld's exploits became so renowned that he was considered by both the Archangels and the Dark Lords too much to take on in single combat, so much so that after Khulrauld had managed to defeat over a dozen Dark Lords in single combat and managed to duel the Archangel, Rimiya to a stale mate, he was considered too much of a wild card to be left alive so eventually both the Archangels and the Dark Lords began making plans to either have the Hero either join them or die. Towards the later stages of the war, the identity of Khulrauld was finally revealed after he had been severely wounded by the Dark Lord dou, Udinod and Leshehae during the Battle of Pharoe. Despite being able to drive them off, before he was able to withdraw from the battle to recover his injuries, he was once again confronted by the Archangel, Rimiya. Unable to hold her advance off for long, Rimiya was eventually able to defeat him, revealing the Black Hawk Hero's identity when she cracked his helmet that hid his face. Revealing Tarinuva's face, Rimiya attempted to persuade her sibling back to their side however due to his presence being a Null, she was unable to appear sincere.
Believing Rimiya was simply toying with him, Khulrauld refused to believe his former sister, he refused to believe she or any of their siblings actually carried any remorse in their body for him and seeing how Rimiya now believed her long lost brother was now and forever lost to her and all their siblings, Rimiya, without hesitation charged in for the kill and proceed to finish him, seeing no reason to keep Tarinuva alive. Before Rimiya could land the final strike however, Amriel, The Dark Mistress herself and accompanied by the Dark Lords dou, Udinod and Leshehae appeared between her and Tarinuva. Having no choice, Rimiya was forced to remove herself from the battle, leaving Khulrauld's fate to Amriel. Instead of being Killed, Khulrauld was healed of his injuries and when he awoken, he was approached by Amriel. Despite Khulrauld's thoughts, Amriel told him she had forgiven him for what he had done to her so long ago and was happy she had managed to rescue an old friend. Seemingly looking sincere and caring towards him, something he had not felt in thousands of years since his time as an Archangel, Khulrauld in return, became conflicted with himself. He was no longer an archangel as far as he was concerned and with Rimiya's resolve to permanently end him, it was clear to him there was no going back yet Amriel had forgiven him and wished for him once more like they used to. Sensing her Opportunity, Amriel fed exactly what Khulrauld needed to hear, telling him that no matter what anyone thinks of him, she will always be there for him as his friend and If he stayed with her, he would never again. Afraid to deal with the same pain again and believing the rest of the Archangels have abandoned him forever, Khulrauld gave in to Amriel's sweet words and swore fealty to her, willing morphing himself into a Dark Lord. Under Amriel's orders however, Khulrauld would continue his disguise as the Black Hawk Hero, going where ever the Darkness was and routing. Eventually Khulrauld was able to infiltrate the Archangels under the guise of a sane Tarinuva and managed to gain the trust of Wingaandovraw once more. This in return allowed Khulraud to rely crucial information to Amriel, allowing her to outmaneuver the Archangel forces. Eventually this accumulated in one of the greatest betrayals in history, The Arch Deity of the Archangels, Wingaandovraw was betrayed when Khulraud, relied Wingaandovraw's complete battle plan to Amriel and her forces, leading to Wingaandovraw's forces being almost entirely wiped out during one of the most pivotal battles of the war. This in return led to the death of the vast majority of the Aeadra's forces and Wingaandovraw himself after he had chosen to sacrifice himself to bide time for the survivors to escape and regroup, cementing Khulraud place into the ranks of the Dark Lords. For the reminder of the war once Wingaandoraw had been slain, Khulraud officially took up the mantle of Dark Lord, becoming one of Amriel most loyal warriors, there he personally led Amriel's forces into many battles and wining many that were crucial to winning the war, earning much recognition from both the Archangels and the Dark Lords as one of the most feared Dark Lords to have ever walked Athrunial. During the final portions of the war however, his infamy would reach it's climax when he single handily slew the Archangel, Milroas and defeated the Archangel, Uma in single combat as well, albeit Uma was able to escape death.
With the death of Amriel and the Aeadra's triumph victory over Khulraud and the rest of the Dark Lords, by some unknown power, they were casted into the fractured realm of Oblivion and were sealed away, unable to enter the Mortal World by any means until the seals would break away. Once Khulraud was incarcerated in Oblivion, wasting no time, Khulraud used much of his power to create Dementia, the Deadric realm that would be similar to the future realm of Yokai, a parallel twisted, desolate realm of the mortal plane that is always undergoing some type of an apocalypse. From there, he created he created his own Deadra, the lesser Maatua and the greater Tarakona as his own personal servants and warriors that would do his bidding. After that, Khulraud, knowing it would only be a matter of time before the seals would become weaken enough for him to enter the Mortal World once again, he immediately began planning for his invasion of the Mortal Plane. During the Age of Fire, in an attempt to empower himself and bring his plans to fruition much sooner, Khulraud subtly manipulated the newly free mortals's ideals to his own, influencing them greatly to his ideal's. With such ideals, Khulraud indirectly became the cause of the many wars that took place during this time with his crown achievement being the beginning of the Dark Ages and the manipulation that led to his freedom as well as the other Dark Lords in oblivion. During the final battle of the War of the Red Diamond, Khulraud answered one of his servant's prayer and blessed him with the knowledge of a ritual that could supposedly save him and his kingdom. Faced with no alternative, the Magisters of the Xerxes Imperium performed the ritual in the hopes it could save them, yet in the end, it held the opposite effect. Not realizing it was a ruse from the beginning until after the ritual was completed, the ritual caused a massive explosion, taking what remained of the Xerxes Imperium with it and the advancing forces of the the Holy Ruvelia Empire, killing everyone within minutes of the explosion. The end result was the death of millions and the weakening of the seals that held the Jaws of Oblivion closed. With the combined strength of the Dark Lords, the seal's strength proved no much, allowing the Dark Lords to burst free from Oblivion and into the Mortal Realm, allowing them to cause mass chaos amongst the mortals and thus beginning the true start of the Dark Ages. From the very beginning, Khulraud was one of the first amongst the Dark Lords to enter the Mortal Realm and with his army of Maatua behind him, just as with his infamy during the later portions War in the Heavens, he became one of the most renowned and most feared of the Dark Lords during the Dark Ages, due to the mass amounts of genocides and destruction he caused using his Maatua. Despite his many victories over the Mortals of Athrunianl, he was eventually defeated by the combined might of the seven legendary Champions of Saint Tryanna and the Atua, forcing the mighty Dark Lord to retreat back into the realms of Oblivion. Due to his severe injuries, Khulraud was not present during the later stages of the Dark Ages or even the final battles, instead he was forced to watch as his fellow Dark Lords and their Deadra were driven back into the realms of Oblivion. With the resealing of the gates and the defeat of Necris by the hands of the Hero of Time, thus starting the Age of Cinders, Khulraud has begun planning once more to invade Athrunial and in the mean time of such planning, he continues to manipulate the mortals of Athrunial through subtle means while waging war on his fellow Dark Lords with his deadra in the hopes of gaining more power.
Solkan
An ancient Dark Lord of unknown origins whom often takes the form of a great Serpent, Solkan is often associated with war and honor and is often considered by many to be the true patron Dark Lord of War, Glory and surprising Honor. He is rather unusual for a Dark Lord in the fact he is not "chaotic evil" by mortal standards as Solkan has no desire to conquer the mortal plane and rise it in flames. Instead Solkan is interested in challenging the greatest of the mortal races and see If they can withstand his assault and come out on top. Solkan only deadra at his command are the fabled Beithir Warriors, Greater Deadra whom were originally heroic warriors whom performed a great heroic or infamous feat, these warrior are considered some of the most skilled Deadra to walk the realms of Oblivion and are known to be the only warriors that are capable of defeating a Grail Knight in single combat and survive the ordeal.
Malice
One of the first Dark Lords that appeared shortly after the War in the Heavens, Malice is one of the oldest Dark Lords in existence and like his name would suggest, he is the patron Dark Lord of Anarchy, betrayal and suffering and is even worshiped by mortals as a Divine Being of Anarchy at times. Malice is regarded as being the most hated of all the Dark Lords, at least in their eyes anyway due to being the patron being of anarchy. He is noted for gaining power whenever anarchy occurs within the mortal realm or within the realms of Oblivion, as a result, many of the Dark Lords consider him truly unkillable due to him gaining power in almost any action that requires violence. Malice has no known Deadra under his command specifically due to the fact he doesn't need to wage war to gain power.
Brisela
Known as the "Mad Princess", Brisela is the unpredictable Patron Dark Lord of Madness and is considered a minor Dark Lord of mutation. From her throne, she rules the twisted and mutated realm that is called Tartarus, a realm of uncertainly and of no logic. It is a realm where nothing often makes sense and is always confusing to the sane however for those whom are on the edge, Tartarus is considered the ultimate as it is the perfect place to lose their sanity for all time and are still accepted. This leaves Tartarus a realm comprised entirely of those whom have gone mad through some means while the world goes through the same madness. It is common for bodies of water to be vomit one moment before turning to sweet and delicious alcohol and the weather is never what is seems, it could rain cats and dogs to even houses. Although Deadra themselves are quite rare on Tartarus, Brisela has her own Deadra to watch over Tartarus, the first is Tartarus Ranger's, the Orultseg whom oversee the realm and are tasked with eliminating anyone whom's madness goes too far. The other is the Harlequin agents whom function as Brisela's agents and personal servants. Due to her madness and her unyielding love for mutation, many believe she is the lover of the Patron Dark Lord, Vullen due to the close relationship they have although what the true context of this relationship is unknown.
Brisela was originally the eleventh Archangel created by Necris however what her role was as an Archangel is unknown. Brisela's early life is unknown and the only traits known of her was her fanatical dedication to Necris to the point of obsession, which often put her at odds with the other Archangels. Due to feeling like some sort of outcast due to her dedication later in her life, Brisela was befriended by the Archangel, Amriel and formed a close friendship with her due to the two feeling like outcasts. Right before the dawning of the War in the Heavens, Brisela willing became a Dark Lord and swore fealty to her after Amriel confronted her for her help in her overthrowing of the Archangels whom wronged them. After her morphing, this was the time when Brisela began to lose whatever sanity she held as her dedication to Amriel grew so high, it became madness itself. Much of Brisela's exploits during the War is unknown however it is she known she was one of the Dark Lords whom led the assault during the final assault on Aelthuan, it was there where she fought her sister, Yulla and slew her at the very gates itself however her victory was short lived when she was forced to retreat when Hexion appeared. Following the ending of the War in the Heavens and the death of Amriel, Brisela has been content sitting in Tartarus, watching those whom are almost as mad as her go through out their daily lives, finding enjoyment through the actions of their madness. In the current day, worship of Brisela is rare due to only appearing towards the most madding of mortals however there are shrines scattered about Athrunial. Brisela is considered not entirely evil by Mortals and while it isn't accepted in society to public worship her for obvious reasons, most tend to look the other way when such people leave civilization to worship with some seeing it as a blessing as the worst of society leaves to most likely die in the wilderness.
Bryrja
Considered the most powerful Dark Lord in existence due to the fact she holds two Necron Stones within her body through unknown means. Bryrja was originally one of Saint Tryanna's Champions in the Army of Light during the Dark Ages and was a mortal Valkyrie warrior blessed by the Seraph, Lendira. Bryja eventually, for reasons known only to herself presumably turned on Saint Tryanna and her siblings during the Dark Ages some time after she was given a Necron Stone by Saint Tryanna to use as a weapon against the Deadra. During her betrayal, legend says she had hunted down her sword sibling, Matsumuto and killed him for his Necron Stones. some years later, she was eventually captured by a Dark Lord whom used extensive rape and torture to get her to cough up the Necron Stones. When Bryrja spirit was nearly broken, in a last fit of eternal rage for the Dark Lord and in an attempt to save herself, Bryja gave in completely to the temptations of her Two Necron Stones and absorbed the two into her very being, creating her into the very first Lilith Succubus Dark Lord. With her new power, she was able to easily overpower the Dark Lord, kill him than absorb his power before making his realm of Oblivion her own and currently lives to this day as a Dark Lord.
Unlike the other Dark Lords, Bryrja is known to be seclusive and rarely interacts with the Dark Lords , seeing them as ignorant children however for reasons unknown, she has a permanent alliance with the Dark Lord, The Nameless One however what the context or contents of this Alliance isn't known, the only thing known from this Alliance is that Bryrja is granted a number of the Nameless One's Greater Deadra, the Lilim Succubus and a few other Deadra whom serve her in multiple ways since Bryrja has no Deadra of her own, deciding not to weaken her own power by creating Deadra of her own. Her realm of Oblivion is Umeariel, the Shrouded Isles which consists of a dozen or so isles covered in deep forests and mountain ridges with the ocean with being purple and the skies darkened. On the center island is Bryrja's ebony Citadel like tower where she resides.
Tasesren
Known as the "Everchanger", the "Great seeker" and as the "Great Eye of Madness", Tasesren is an ancient Dark of unknown origins Lord whom is heavily associated with secretive plotting, deceit and conspiracies. Much like the majority of the Dark Lords, Tasesren seeks the domination of Athrunial and the destruction of those in power by subtle means, a rarity amongst Dark Lords. Truth be told, it could even be said Tasesren has no interest in the mortal world, instead seeing the mortal realm nothing more than a plane that can provide energy for him through deceit, murder and plotting against those in power. In truth, he greatly enjoy's aiding those whom seek power through deceit and murder for every action committed from such planning but make no mistake, every action Tasesren makes is a thoroughly planned out action that, will in some way be beneficial to him, whether in the short term or many eon's in the future. It could also be said that Tasesren does not even plot to gain any type of power or towards some end, instead simply plotting and deceiving those for the sheer sake of it. As a result of this, Tasesren is perhaps one of the most ill understood Dark Lords that exist yet because of his actions, Tasesren is considered one of the most powerful Dark Lords in existence and is said once the "End Times" begins, he will be able to morph into a Patron Dark Lord. As a last side note, Tasesren, much like the Nameless One, has a Permanent Alliance with the Dark Lord, Nelgrina.
Vullen
Often referred as "The One Great Mutator", the "Twisted Lord", the "Mutated God" and as the "Mutant King", Vullen is the Patron Dark lord of Mutation and a minor Dark Lord of Corruption. Born some time after the War in the Heavens, Vullen is said to have been the the culmination of all mutation from such a world however as far as Vullen is concerned, this is taken to literal. No matter of his origins, Vullen seeks perfection of his own body through mutation and seeks to perfect all worlds and all their inhabitants through mutation. Out of all the Dark Lords, when it comes to conflict with other worlds, Vullen is one of the most indirect aggressive Dark Lords and is common to find his legions of mutants during great conflicts. Vullen's realm is Urugoth, a twisted realm constantly changing by the mutation of it's ruler in an attempt to reach perfection, as a result, few Deadra of Vullen are found here due to the realm's nature.
Opophus
Known by many titles such as the "Emperor of Tyranny" and as the self proclaimed "Emperor of All", Opophus is an ancient Dark Lord of unknown origins whom of which is obsessed with the conquering of not just the Mortal Realm but all Realms, seeking to make all life bow before him as his eternal slaves. Opophus is one of the most well known Dark Lords to those in the Mortal Realm due in large fact he was responsible for purging billions during the War of the Heavens and the Dark Ages and is by the far, the most aggressive out of the Dark Lords, going to great lengths to converse with Mortals to do his bidding, only for them to be betrayed in the end to him plotting and waging war against the other Dark Lords. To his greed as well, Opophus is known to control over twenty realms of Oblivion, to which only one is known, Gelidiza which is said to be a twisted realm similar to Yokai where it is a realm filled with mortal societies whom constantly fill any need Opophus requires, even those whom are........questionable at times..........
Nelgrina
Known as the fabled "Soul Eater" and as the "Eater of Worlds", a Dark Lord heavily associated with the ownership and devouring of souls, Nelgrina is known to goto great length's obtain any soul to fill her collection and/or to quench her hunger. As a result, Nelgrina will often make ritual pacts and deals with the mortals of the mortal realm as well as those within the Realms of Oblivion where it will always seem beneficial to them however in the end, such a person through this pact and/ or ritual will always be decieved by Nelgrina and it is she whom will always win. Despite, many mortals will often put they hear or see simply due to the fact, Nelgrina always seems to grant almost any wish they could wish, simply put, most mortals cannot pass up such an opportunity.
Zelroth
A Dark Lord of unknown origins, Zelroth is the most favored and loyal servant of the Patron Dark Lord of Knowledge whom is well known amongst the Dark Lords for his cunning and his martial prowers in combat as well as his code of honour. Although most knowledge about this Dark Lord has been lost to time, It is known he fought during the Dark Ages and during that time, he became one of the most powerful amongst the Dark Lords after he served under Kerai the Patron God of Disease during her "Great Taint" invasion of Maja through an Alliance with the Patron Dark Lord of Knowledge. It was during this "Great Taint" that he acted as a Field Commander to Kerai's forces, leading them into many battles against the splintered clans of Maja. When the Kerai's forces were the brink of conquering Maja as a whole, it was during this time that Ninigita, Maja's Patron God of War was awaken from his slumber and seeing his homeland being engulfed by the Taint, he threw himself at the Dark Lords of Oblivion. The end result was a number of titanic battles that resulted in many Dark Lords being severely wounded in battle. Having hidden himself and sensing opportunity, Zelroth moved against these Dark Lords and absorbed them into his very being, increasing his power many times over. With this power, Zelroth led Kerai's forces to one last battle against the forces of Maja and it was during this battle he challenged Ninigita. After a long and heated battle, the two severely wounded each other however it was Zelroth who won the duel. As a prize and in a case of revenge for wounding him so greatly, Zelroth corrupted the Maja's Patron God of War and let him loose on Maja. After his duel, due to his severe injuries, he withdrew from the front. Sometime later, still recovering from his wounds, Zelroth was one of the Dark Lords whom was defeated by Daioku after his ascension to Godhood and was forced to retreat back into Oblivion to save his own life. He has since taken an aggressive stance against the other Dark Lords within Oblivion, especially those he worked with during the "Great Taint" and Daioku whom almost took his live whom is now a Dark Lord. It is a common occurrence for Zelroth to invade Daioku's realm, Yokai however to many reasons, he is unsuccessful in every invasion has had led since his entombment in Oblivion.
Goliath
Known only as the "Manananggal King" , Goliath is the mutated and ever sleeping Patron Dark Lord of the Hunt and is and forefather of the Vorgolask Vyreadra bloodline and is the only remaining Dark Lord on the Mortal realm besides the Vyreadra King himself. Originally known to have been a mortal warrior that enjoyed the thrill of the Hunt, Goliath rose to prominence during the final days of the Dark Ages serving Sigismund the Valiant hunting down and killing large beasts of war. Known to have fought in the final battle of the Dark Ages, it was said after he had slaughter many, he was eventually severely wounded by the beasts of corruption and was forced to retreat before the battle ended. After the battle and at the beginning of the Age of Cinders and the formation of the Rominian Kingdom by Sigismund the Valiant, Goliath continued to serve the Rominian High King loyally for many years however due to his injuries sustained during the final battle of the Dark Ages, he was forced to resign from fighting, preventing him from ever enjoying the thrill of the hunt ever again. After no longer being able to handle the depression and feeling useless to the High King, Goliath locked himself away and preyed to the Gods, hoping that ANY God would answer his prayer and to much of his surprise, a god did answer........only it wasn't the god he wished for.
Hearing his plea, The Patron Dark Lord of Mutation, Vullen took the form of an benevolent God and answered the pleases of the injured warrior, offering him a deal. In exchange for his eternal service to him and him alone, he would heal all of Goliath's injuries so that he could serve the High King once more and he would even grant him immortality so he could better serve him. Although hesitant at first, Goliath was so desperate to better serve his High King and to enjoy the thrill of the Hunt once more, he agreed to the pact with Vullen. True to his word, Vullen kept his side of the bargain, he instantly healed Goliath's wounds and granted the aged warrior immortality however after a few moments, Goliath mutated into a unstable monstrosity. Through the pain of his body continuing to mutate, Goliath lost whatever sanity he had left and went on a rampage, indirectly causing the beginning of the Rominian Kingdom when he slew the aged High King in his personal quarters and anyone else he came across. From the words of the Vyreadra, In Goliath's madness, in a single day and night, he single handily slaughtered the entire populace of the Capital of the Rominian Kingdom, thus beginning the fall of the Rominian Kingdom. After the destruction of the Rominian Capital, Goliath now only having the instincts of a wild animal, to feed and hunt, he traveled far and wide amongst the Rominian Kingdom, wrecking havoc no matter where he went, slaughtering all in his path. Eventually when the mutated mess that was Goliath entered the civilized lands some time later after his killing in the north, this was when the Nameless One, the Vyreadra King took notice of this mutated monstrosity and decided to act. After locating Goliath, The Nameless One quickly defeated the monstrous monstrosity and stabilized the mutations upon his wrecked body by gifting Goliath with his own blood, transforming the mutated Goliath into a first generation Vyreadra.
Although Goliath's mutations stabilized, temporary giving him a peace of mind for a few moments, when the Nameless One blood began to take effect in his body, it was then his mind or what left remained of it was finally shattered permanently as the urge to feed as a Vyreadra began to take hold, so much so, he was temporary able to overtake the unprepared and surprised Nameless One and managed to flee from him for a time. With his mind all but destroyed beyond all repair and the never ending urge to feed driving him forward, Goliath wrecked havoc against the populace of the Thrymir Empire, killing and destroying all those in his way however the few that managed to hold their own, albeit only for a short period of time against such a beast, were defeated and fed on rather than devouring their bodies, thus beginning the Vorgolask Bloodline when these chosen selected later turned into feral Vyreadra monstrosities. When the Nameless One finally located Goliath yet again, he effortlessly defeated him and dragged him back to Aklator, there he used his magic to freeze him into a magicalized crystal as a decoration within his throne room where he remains today.
Aenarion
Also known by the names of "Aunaria", "Auroran" and rarely as "Artoria" and "'Arthuria"', Aenarion is the so called Patron Dark Lord of Order and is they who commands the Eternal Crusaders also known as the Knights of Order and his shieldmaidens also commonly known as the Golden Martyrs and as the Golden Saints in their eternal crusade against the Deadra. The most mysterious and youngest of all Dark Lords in existence, Aenarion was born sometime during the Age of Cinders within the mortal realm through some unknown means yet unlike Goliath, Aenarion was casted into the realms of Oblivion by the Nameless One and his Lilim daughters. There, Aenarion quickly grew in power and through such power, they were able to acquire there own realm, morphing the once destroyed realm into "Einheith", The Realm of Order, a realm completely engulfed by large, golden fortress cities that are all connected. Upon the completion of Einheith, Aenarion created their own Deadra, the Eternal Crusaders, to be used as their front line soldiers and their shieldmaidens, their personal guard. Taking command of his Deadra of Order, they immediately sat out to conquer the realms of Oblivion and bring Order no matter the cost.
As a result, Aenarion rarely deals with the mortals of the mortal realm, choosing to focus on their own affairs than the blights of others even If it aiding a mortal would increase his power. This along with their nature, often makes them considered by the mortals of the mortal realm to not consider them to be completely evil, If not at all. Due to this, the worship of Aenarion is usually tolerated in civilized societies and even accepted in some portions of the world although this is much more rarer. Being a Being power whom hates evil creatures and seeks to create order, Aenarion has had an everlasting hatred towards the Deadra and undead and will gladly aid those whom wish to eliminate such threats from the world. The few that even managed to please them enough, may be granted an invitation into the Eternal Crusaders or a Shieldmaiden, becoming them into immortal, super soldiers. The most mysterious aspect of Aenarion is their gender, it is not known If Aenarion is male or female or If there is two Aenarions that are siblings in which one is male and the other female as Aenarion is known to have taken the appearance of both a man and a woman.
Zargron
A Dark Lord of unknown origins, Much of Zargron's past is shrouded in mystery as with Bryrja, he keeps to himself for unknown means. Zargron was known to have had an active role during the Dark Ages, leading hordes of Deadra into battle however much of his exploits have been lost to time. It is known he had fought the Lukian God, Nexius in single combat but was ultimately defeated. He was also present for the final battle where he had fought the Rominian High King, Sigismund the Valient in single combat however, he was defeated as well, forcing him to retreat into Oblivion but before he was able to fataly wound the High King.
Phobetor
Known as the 'Nightwatcher" and as the "Dream Eater", Phobetor is considered the Patron Dark Lord of nightmares and is associated with omen, fear and horror. Phobetor's realm is Telaranhold, the realm of illusions where nothing is what is seems and all those whom enter are said to experience their deepest nightmares or possibly their most desired dreams. No matter what is taken to the person, time and reality shifts move much quicker or slower every few moments.
Ninigita
A minor Dark Lord of War, Ninigita was originally Maja's original Patron God of War whom was corrupted by Zelroth during Kerai's "Great Taint" of Maja. After his corruption into a Dark Lord, he caused great havoc amongst Maja and their gods, and even managed to make Izanami, Maja's Goddess of Creation captive. Izanami was eventually set free by Daioku whom slew Ninigita shortly beforehand.
Dracrouth
An ancient Dark Lord of unknown Origins whom rules over the realm of Nasufaer, Dracrouth serves as Keres most loyal servant whom often functions as a Field Commander of her forces during a "Great Taint".
Leshehae and Udinod
A pair of identical Dark Lords that first appeared during the War in the Heavens, their only known exploit was during this time was their duel with Khulrauld during the Battle of Pharoe where they had managed to severely wound him and in the process, reveal his identity, that he was Tarinuva, the sixth Archangel. Despite his injuries, Khulrauld managed to escape them grasp, only to be confronted and nearly killed by the second Archangel, Rimiya. He was saved when the dou along with Amriel appeared and saved him from death. After that, their exploits are not as well known nor as high since they have goals little other understand. They are seemingly unpredictable as they have been seen cooperating and even allying with many other Dark Lords to complete whatever agenda they have.
Rahmiel
A Dark Lord of Aeadrain descent during the Dark Ages, he was slain by The Hero of Time during the Second Siege of Keyathia.
Beladriendel
A Corrupted Elder Dragon Dark Lord during the Dark Ages, Beladriendel was by the far the most powerful Dark Lord that had existed during that time, so much so, it took the power of two Champions from the Army of Light being merged together and having to use the power of two Necron Stones to eradicate Beladriendel from Athrunial.
- #32Divine Beings
Keys: , Divine, Diviness · Secondary: , godly
Biological classification Designation- Sentient Classification- Divine
Physical characteristics Average height- Varies Skin colo- Varies Hair color- Varies Eye color- Varies Average lifespan- Immortal
cultural characteristics Home of origin- Athrunial, Own created realms Language -All
Divine Beings commonly refereed as "Gods" and "Goddesses" are immortal beings of incredible power to that of an actual deity in the real world however unlike Gods in the real world, Divine Beings are just as vulnerable as mortals. They may be immortal where a Divine Being will never die from age, lack of sleep or starvation however a Divine Being can still be killed by the hands of magic or by a sword and they still experience human emotions such as fear, pain, wraith, hatred, jealousy, lust etc, which like mortals can drive their actions. Despite the universal belief that Divine Beings have always existed since the beginning as beings of great power, that couldn't be further from the truth. While most Divine Beings are capable of producing and having Children that inherit their parent's god like abilities, the majority of Divine Beings were originally mortals whom managed to ascend to divinity through some action, usually through their actions or being granted divinity by other Divine Being. However being mortal once with the majority of the Divine Being's still have mortals emotions as well as staying close to their belief and morale's, it is common for Divine Being's to take an active interest in the world of Athrunial. Most Divine Beings often watch over those whom they admire, envy, hate, respect, maybe they remind them of their selves at one point, perhaps they simply entertain them, no matter the reason, these Divine Beings can simply watch from afar to getting involved indirectly to making events much more worse. Those whom impress a Divine Being or has simply attracted enough of their attention through some means may be selected as one of their "Chosen" or If they have done much, could even become one of their "Champions", A being whom has been chosen to represent them and their ideals and due to being one of their Chosen, these mortals are often blessed with great gifts depending on their mark of power granted to them. At the end of the day however, these are beings of great power and with the result of many of them taking an active interest in the people of Athrunial, no matter whether good or i'll, these beings of such power are venerated and worship and rightly so. You may never know If a Divine Being is watching you from afar, or next to you, disguised as a normal, ordinary mortal, trying to experience how it feels to mortal once more or perhaps they have more mischievous goals in mind?
Faith and Marks of Power
Within the realm of Athrunial and Aelthuan lies vast pantheons of Divine Being of diverse personalities and temperaments whom have established themselves throughout the lands, acting as harbingers of change and influence within mortal societies. These Divine Beings being once mortal are driven by their emotions and passions and much like mortals, wish to control their sphere of influence to further their own agenda. As a result, these Divine often have established churches, cults and even societies built around their very existence and to serve them.
Though the Divine Beings are incredibly powerful beings, capable of doing nearly anything with their divinity, it is common knowledge these Divine Beings gain an unknown amount of power through worship and belief. The more a Divine Being is worshiped by mortals, the stronger they will become over time, so much so it is common for a Pseudo Divine Being to ascend to true Divinity through sheer belief alone. In the world of Athrunial, faith matters considerably to those whom are Divine and for those whom are supported are will always make a significant difference.
For those whom had strong faith, undying loyalty and devotion, such followers can be greatly rewarded and for those whom prove themselves generally are. Those whom prove themselves will receive a mark of power, a elaborate tattoo infused with divine tier magic that is deeply etched or engraved into the follower's skin and cannot be removed by any means, even Dark Lords cannot remove the mark under normal circumstances. This mark of power is a conduit that is used by the Divine Being to channel a portion of their divinity directly into the bearer of the mark, thus granting the person sudden surge of power or powers depending on the mark of power. This can vary greatly between Divine Beings as some may grant pure power to make one stronger where as If another Divine Being may grant their follower an ability such as water walking or incredible speed, no matter what is chosen, the Divine Being will ALWAYS take into account who is marked and why they were chosen to be marked. Marks of Power from a Divine Being are often rewards for impressing or pleasing them but at times, they can given as punishments no matter what the bearer does, the Divine can always see and track the bear with their Mark of Power.
A Divine Being can grant up to for Marks of Power per person no matter whether beatifical or as punishment and as long as they live whether alive or as undead, they will have their Marks of Power engraved into their body until it is removed by their Divine Being. These four marks of power represent how much a Divine Being has taken interest in a person and with every mark, this chosen person will receive more power or abilities.
First Mark - A Divine Being has for whatever reason, taken some small interest in a person either through some feat or action or may find them simply entertaining. Those whom are blessed with their first mark can be blessed with a minuscule amount of power from their Divine Being, given an ability or perhaps an enchanted or unique item for their work.
Second Mark - At this level, A Divine Being has taken true interest in a person, this can be a good or bad thing depending greatly on the situation. By this point however, those whom can earn a second mark of power are usually in some form, a follower of the Divine Being and due to this, they can now be trusted with performing small, important tasks or perhaps be used as dedicated entertainment It's not unheard of for a Divine Being to begin developing a friendship between those whom have similar interests, morales and respect for each other. The Second Mark of Power will often grant a small amount of power or ability
Third Mark - At this mark, this represents the end of no return for the person as once they finally receive a Third Mark Power, this marks them as a sign of great importance to their Divine Being as they have become one of the "Chosen", a individual whom proved themselves time after time to their Divine Being and has became true, dedicated follower of their Divine Being, as a result, they can no longer serve another Divine Being. As one of the few, trusted Servants of a Divine being, they will be tasked with important tasks only those whom can be trusted can perform. At this point, a friendship between a Divine Being and one of the Chosen may become much more deep as the Chosen may spend significant more time with the Divine Being, developing a close blond of friendship.Those whom receive a third mark are often allowed to ask what they would like to receive although a moderate amount of power gifted to them is the most common
Fourth Mark - Receiving a Fourth Mark of Power is considered the highest possibly honor a mortal can attain from a Divine Being. At this point, they have became one, if not the most trusted mortal servant of their Divine Being's and are usually one, if not one of their mortal Champions. A Fourth Mark of Power is not something to ever take lightly as this individual has taken an Oath to their Divine Being to serve and protect them for all entirety in all forms. At this point, the friendship of a Chosen and Divine Being couldn't be tighter as the Divine Being could consider them as a best friend, a son or daughter or perhaps rarely as a lover. Those amongst the Champions of the Gods whom had truly proven themselves beyond all odds to the point their feats could have saved Athrunial, may be granted Immortality or possible even Divinity. Those of the Fourth Mark of Power are granted a significant amount of power from their Divine Being as well as the possibility of a vast amount of abilities, which in return could make them Pseudo Divine Beings or demi-gods.
A person whom has been chosen can for all intentional purposes, can have unlimited first and second marks of power from multiple Divine Beings however a person can have only one third and and fourth marks of power from a single Divine Being since in all due technicality, the person becomes effectively owned by that Divine Being unless released of their marks by their Divine Being. Of course this limit does not contribute to marks of power whom are used as punishments and curses. In that case, a person could have multiple marks of power that curses them through some means or outright punishes them, even third of fourth marks of power while their body is engraved by another third or fourth mark of power that grants beneficial abilities or powers. It is possible for a person to receive four marks of power from multiple Divine Beings however this is extremely rare to the point, only one being, "The Hero of time" has ever received four marks of power from multiple Divine Beings. This is because of Divine Beings often consider their Champions as a piece of their property, they view other Divine Beings with suspicion or it related to politics of the Gods. The politics between such beings cannot usually be comprehended by mortals however it is common knowledge Divine Beings still have mortal personalities and emotions as well as morals they cling to so it's common place for Divine Beings to cling tightly to their most precious pieces in their game of politics. In their game, mortals are constantly used by the Divine Beings as pawns in their political game for struggle between the Divine Beings for power. It's common for Divine Beings to create artificial circumstances that benefit them in the long run as well as gain new pawns and perhaps even a few chosen or a Champion worth fighting over.
Important notes for Marks of Power
1.Marks of Power engraved by a Divine Being are permanent and can never be taken off by anyone other than the Divine Being under normal circumstances. It is possible for a Dark Lord using his absolute full power to remove a Mark of Power however that would leave them extremely vulnerable for lengthy period of time, time a Dark Lord does not have in the realms of Oblivion. Even if a limb containing, the mark is cut off, it will not effect the bearer in any way with the even mark of power reappearing some time later on the bearer's body.
2.A Divine Being will often reveal themselves to bless those with a mark of power although it is possible to bless one with a mark of power over long distances although this requires significantly more power to do so.
3.A mark or marks of power will fade away and disappear from one's body if the Divine being in question is slain.
4.Marks of power of beneficial and negative natures are different and are easily notable by the naked eye. beneficial marks ten to glow and have an elegant design or symbol of their Divine Being, a negative mark of power will often be much smaller and can appear ghastly or as a wound or even have stench of the worst of smells although one cursed with a negative mark of power are often "different" in their appearances are easy to tell someone apart.
5.Those whom receive a mark of power are permanently bonded with their Divine Being until they are released of their mark of power. With this bond, depending on what mark of power it is, one can sesnse where their Divine Being is or at least be able to detect when they are nearby.
6.The higher ranked a Divine Being is, the stronger their marks of power become and what abilities they can grant. The closer one is to their realm or their domain of influence, the stronger a mark of power can become.
7.Supreme Beings almost never mark their followers
8.Those whom have been marked by a mark of power can instantly tell if another has a mark of power, regardless If its from the same Divine Being or not. One whom has a mark of power can sense when another mark of power is nearby so it's impossible to hide one's mark of power, even by cloth or by magic means under normal circumstances.
9.A mark of power can change instantly from a beneficial mark of power to a negative mark of power at any time and the Divine Being does not have to be present to do so.
10.Supreme Being marks of power are the most powerful by far and cannot be broken by any means
Why Faith matters
There will always be those whom believe, to their core that faith is nothing more than a belief to worship self constructs of man to inspire fear and promote order however to those whom would delve into the history of Athrunial. one would soon realize Divine Beings are in fact true and belief plays a major part of Athrunial and are the sole reason why the world still exists. Such examples are
If the loyalist Archangels of Necris, the original so called Divine Beings whom weren't Corrupted by Amriel's doing hadn't allied together, than the Archangels whom were corrupted by Amriel whom became the first Dark Lords of the realm of Oblivion, would have easily conquered all of Athrunial, enslaving all those on the planet.
Through sheer belief alone, Lendira ascended from a Pseudo Divine Being as an a Aeadra to a full blown Divine Being during the Dark Ages and became a Goddess of Light, Hope and of Prophecies to the many people on Athrunial and became indirectly responsible for saving Athrunial from destruction as well as the entire Aeadra race.
Through the increase of his martial abilities and increase of his power from Lendira, "The Hero of Time" ascended to become a Pseudo Divine Being and after becoming a Hero amongst Champions combating the Darkness for the sake of Athrunial itself, through belief and being blessed by every single Divine Being at the time, The Hero of Time ascended to become a Divine Being amongst Divine Beings. After becoming a Divine Being and being recognized by the people of Athrunial as Athrunial's God of War, of Light and Order, it was only through belief, blessing of the gods and the Necron Stones that the Hero of Time gained the power necessary to combat Necris when he awoke from his slumber and defeated him in single combat, saving all life on Athrunial at the cost of his own life.
Ranks of Divine Beings
Divine Beings are organized into five ranks. Those ranks are the following
Supreme Beings - Are without a doubt the most powerful beings by far in existence. Their power is near immeasurable, it cannot be comprehended and are truly the only Divine Beings on Athrunial whom could be best described as a true God or Goddess. They are truly immortal in the way they are not capable of dying from anything but from another Supreme Being and their power is considered to be truly unlimited. Due to their power and place within Athrunial, Supreme Being's rarely take notice of mortals and often care little for worship. While Supreme Being's are capable of granting a mortal a mark of power, this is non existent due to their only being two known Supreme Being, Necris whom is asleep and is unable to perform any action and the Namless One whom has his own court of followers and worshipers.
Elder Divine Being - The Oldest Divine Beings in existence, they are often forgotten by the Divine Beings of new as these Divine Beings are easily tens of thousands of years old and those whom had worshiped had died or their names have been lost to time itself. Despite their age, they are by far the most powerful Divine Beings under normal circumstances, they still do not come anywhere near the power of a Supreme Being.
Divine Being - Being of incredible powers along with centuries, if not thousands of years worth of knowledge and with a immortal body, these Being's are considered the true gods and goddesses amongst mortals and are commonly the most worshiped. They are also the most numerous and spread out amongst Athrunial.
Lesser Divine Being - Pseudo Divine Being's whom have finally ascended to Divinity or are the equivalent of two Divine Being's having a child. These Divine Beings are considered infants in the eyes of a true Divine Being due to their young age and little power and few followers.
Pseudo Divine Being - Essentially demi-gods, they are immortal like Divine beings, not having to eat or sleep however they do not have the power of a Divine Being. Pseudo Divine Beings are incredibly strong and powerful but they are nothing in comparison to a true Divine Being. Most Pseudo Divine Beings are often champions of the Divine Beings as well as the Aeadra whom are the demi-god protectors of Athrunial. Pseudo Divine Being's are capable of granting their own marks of power however they are significantly weaker than that of real marks of power from Divine Beings
Star Child -A exceptionally rare phenomenal, a Star Child is a Divine Being reincarnated as a mortal yet they regain their abilities from their past life over time and do not die. A Star Child can also be the child of a Divine Being whom has stripped their child of all their power and has forced them to live amongst mortals, having to prove themselves worthy of inheriting their power from their parent. A even rarer phenomenal is when a Divine Being tier entity is born/arrives on the mortal plane seemingly out of nowhere or through mysterious circumstances however the only recorded case of this occurring was with Saint Tryanna.
Divine Being Pantheons
Imperial Divines - The Imperial Pantheon and the main religion of the Thrymir Empire and the Thrymir region, it consists of Hokuten, Bakura, Gawain, Themeya, Fania, Rednidheim, Necris and Archiss, five gods and three goddesses.
Miles Agios Pantheon - Commonly referred as the "Agios Pantheon", the "Miles Pantheon" and more rarely as the "Satellite Pantheon", was the main religion of the Holy Ruvelia Empire before it's destruction. It consists of Anos, Zirena, Asros, Thanatar, Oeus, Osaris, Minerva, Ahorr, Heeldar, Viton, Bogrena, Odasis, Kolrox, Yaldira, Ceres, Alarielle, Alteer, Niris, Qutulla, Topha, Huliax, Caheia, Iltrex, Nauntis, Udisis, Hulroas, Lirressa, Carritrea and Nimessam, the Satellite warriors and the lesser Saints, sixteenth gods and twelve Goddesses
Notable Divine Beings
Necris- Elder Supreme Being of Creation and Death, is responsible for the creation of Athrunial and all life on the planet
The Nameless One - Supreme Being, Is the Eternal King of the Vyreadra and is the only being capable of slaying Necris
Lendira - Laetannia's Elder Divine Being of Valkyrie's, Prophecy, Hope and Light, Is the only Divine Being worshiped in Laetannia and is the Chief Deity of the Aeadra
Yoriko - Known for her exceptional beauty even amongst Divine Beings, Yoriko is a Jingsune Divine Being of unknown origins whom is considered a twilight patron Divine Being where her benevolent side symbolizes personal Liberty and Fertility while her malevolent side represents that of Death, Genocide and never ending lust. During most of her benevolent depictions, she takes the form of a exceptionally beautiful Jingsune with long wavy blonde hair while wearing a red kimono and holding a red umbrella to match. In her benevolent depiction, it is often said in her eternal wondering journey, she answers the plea's whom seek their freedom and those whom seek to have children as well as protect them from death during one's pregnancy and during time of giving birth. In her malevolent depiction on the other hand, she is seen as a exceptionally alluring yet wicked Jingsune comparable to a succubus with long blonde hair while wearing a revealing white, kimono surrounded by light greenish-blue fire. In this depiction, She is a Divine Being of Carnial Desires whom desires never ending Lust. From within the heart of her pleasure palace, she commands her servants to give into their carnal desires through eternal, never ending lust. In doing so, her servants continuing empower her as well as produce a near unlimited amount of servants to live and die for her. Such easy power has also allowed her to do what she pleases with little to no effort, even those proved difficult by other Divine Beings. Being a wicked entity as well, Yoriko in this depiction is known for her hatred to such a degree, her anger is that of a religious zealot. When angered, Yoriko will do whatever is required to find and eliminate her enemies, wither that means enslaving entire races to eradicating entire cities however for those she holds a near unfathomable hatred for, she is known to resurrect them and make them her undead servants. It is uncertain what depiction of Yoriko is the correct one or If the two depictions are simply a ploy by a mischievous Jingsune.
Hokuten - Chief Deity of the Imperial Divines and is the Divine Being of War and Order as well as Righteous Rule and Heroes
Bakura - Imperial Divine Being of wraith and protection against the dark arts
Gawain - Imperial Divine Being of Honor, Duty and Justice and is Patron god of all Knights within the Thrymir Empire
Themeya - Imperial Divine Being of Alchemy and knowledge
Fania - Imperial Divine Being of Nature, Love and Fertility
Rednidheim - Imperial Divine Being of Vigilance,Truth and protector against the Dark Arts and the Deadra
Archiss - Imperial Divine Being of the seven deadly sins, lust, greed, pride, envy, gluttony, sloth and wrath as well as murder and betrayal
Anos - The original Chief Deity of the Miles Agios Pantheon, Anos was a artificially created Divine Being that was the reincarnation of the combined souls of the strongest male warriors of the Holy Ruvelia Empire at his conception. He was to be the warrior god of humanity whom would protect and guide those of the Holy Ruvelia Empire however Anos was later slain by his son, Ardheir during the outbreak of the Dark Ages after Ardheir had been corrupted.
Zirena - The current Chief Deity of the Miles Agios Pantheon, Wife of Anos and the Patron Divine Being of the silver plated warriors called the Satellites, Zirena was a artificially created Divine Being that was the reincarnation of the combined souls of the strongest female warriors of the Holy Ruvelia Empire at her conception. Meant to lead Humanity with her husband, Anos through guiding those of the Holy Ruvelia Empire, this came to a end when her husband was slain by her son during the opening day's of the Dark Ages. Unable to prevent the Dark Ages with the loss of her husband and son, Zirena used the souls of the mightiest of the Satellite warriors to create her own Gods, the Saints, golden plated heroes whom were purposed with protecting humanity from the wraith of the Dark Lords and their Deadra. Following the creation of her Saints, Zirena was forced into exile due to her extremely weakened form however she still lives to this day.
Ardheir - The Primordial Supreme Being, the warrior son of Anos and Zirena, Ardheir was conceived as the the original concept of the "Saint", to be the ultimate warrior whom would protect humanity from itself as well as the threats from Oblivion as well as hold the purpose of leading the armies of humanity or the Holy Ruvelia Empire as it's warrior general however from a early age, Ardheir showed defects unfit for a Divine Being yet he was still raised for his purpose despite these horrible flaws. During the opening days of the Dark Ages, something went horribly wrong, either through the corruption of the Darkness or by going mentally insane, Ardheir went on a bloody rampage, butchering everything in his wake, causing mass massacre's similar to the Deadra. In a attempt to prevent his son from taking anymore life, Anos battled his son in a titanic duel however in the end, Anos was not only slain by his son but his soul consumed as well. Ardheir was later slain during the Dark Ages by the combined might of the Warrior Saints with his soul obliterated from existence.
Asros - The original Chief Deity of the Saints and the Patron Saint of War, he was later slain in battle combating Ardheir.
Thanatar - The Patron Saint of Justice, later morphed into a minor Saint of War, he was killed during the final stages of the Dark Ages fighting the Dark Lord Warrior, Tylihiar.
Oeus - Oeus was A massively sized Phoenix that acted as the war mount of Asros until his death during his battle with Ardheir. Oeus was severely crippled during the battle of Ardheir. He was later healed and adopted by Minerva and now remains in her service.
Osaris - The "Ebony Saint", Osaris is the Patron Saint of Rivalries and Jealousy and is a minor Saint of War. Following the battle with Ardheir, Osaris exiled himself from the Saints, deciding to walk his own path.
Minerva - The current Chief Deity of the Saints and the current Patron God of War after her brother's death, Minerva is by far the most recognizable of the Saints is the only Saint that is commonly known.
Ahorr - The original Patron Saint of the sea, he was later slain in battle combating Ardheir.
Heeldar - Known as the "Berserker Saint", Heeldar is the current reincarnation of Asros and is a minor Saint of War.
Viton - The original Saint of Thunder, Viton was permanently crippled during his battle combating Ardheir. He has since given up his power to his reincarnations, a lesser Saint right now.
Bogrena - Known as the "Wind Goddess", Bogrena is the Patron Saint of Wind and nature, after her battle with Ardheir, she seemingly became a Aeadra after making a permanently alliance with the Aeadra Divine Being, Eilauver. In some ancient text, it is said Bogrena was the lover of the Serra Angel, Arkam however it is unknown If this is true or not.
Nurai - The Patron Saint of Time, he seemingly disappeared from after his climatic battle with Ardheir.
Kolrox - Known as the "Dread Saint", Kolrox was the Original Patron Saint of Terror and of the Darkness, he was killed by Ardheir during their climatic battle after he took a fatel wound for Osaris. It is believed before his death, he was Oath Brothers with Osaris even higher than his chains that linked him to his other siblings.
Yaldira - The Patron Saint of Love and understanding and ruler of Fólkvangr, the afterlife of all Satellites and Saints whom have died. Seen in the current day as a individual Divine Being rather part of a forgotten pantheon, Yaldira has seemingly disappeared after having some dealing with the Nameless One.
Ceres - Known as the "White Goddess", Ceres is the Original Patron Saint of Snow and is the Patron Divine Being of the Neliana race. Since the creation of the Neliana, Ceres has since dishonored her heritage as Saint as to take up her title as the Divine Being of her own race.
Alarielle - The Original Patron Saint of Pleasure and Sex, Alarielle was corrupted by the Nameless One during the Age of Cinders and has since, morphed into a Lilam Succubus.
Alteer - Known as "He whom watches" and as the "Saint of Death, Alteer is the ruler of Umalered, a realm that is supposedly deep beneath Athrunial crust, a realm that is comprised entirely of a black fortress that is used to punish those whom have lost their way upon death.
Niris - The Patron Saint of Fire and metalworking
Qutulla - A Saint of Fire as well as a minor Saint of War, Qutulla is the daughter of Niris
Topha - The Patron Saint of Earth
Iroas - Also commonly known as Al-Lou and as Iroh, Iroas is the Patron Saint of Mortal Heroes and a minor Saint of War as well as the lover of Hera. Known to have land the final strike on Ardheir during their climatic battle. It is said during the later portions of the Dark Ages, Iroas seemingly disappeared. Some believe he drowned one night, swimming across a sea to see her lover Hera, whom is said to have found his lifeless body near their home. In response, Hera threw herself off the roof of their home to be with Iroas.
Caheia - The Patron Saint of Strength, Caheia is the twin sister of Iltrex
Iltrex - The Patron Saint of Power, Iltrex is the twin sister of Caheia
Nauntis - Also commonly known as Nuontis, Nauntis is the Patron Servant of Sleep.
Hulroas - Formerly a minor Saint of War, Hulroas was corrupted by Ardheir during their climatic battle, he has since became the Patron Saint of Deadra.
Nimessa - The Patron Saint of the Void, after his battle with Ardheir, he seemingly disappeared with Nurai
Lirressa - The Patron Saint of Light as well as a minor Saint of war, Lirressa is the eldest daughter of Minerva and is a member of the Saintesses Guard, the personal bodyguards of Minerva.
Carritrea - The Patron Saint of Darkness as well as a minor Saint of War, Carritrea is the youngest daughter of Minerva and is a member of the Saintesses Guard, the personal bodyguards of Minerva.
Celestine - Once a disciple of Lendira at some point, Celestine is a Aeadrain Divine Being like Lendira, whom had decided to take a more direct route at guiding the mortals of Athrunial. Like Lendira had decided to guide Leatannia, Celestine took control of the Lentullus Kingdoms and reorganized them into the Holy Celestine Empire so that, she could guide these mortals down the correct path. Eventually Celestine was overthrown by one of her Serra Paladins, Vaulter and it was he whom took the control of the empire. Her fate is unknown.
Nerio - Elder Divine Being of War that had fought during the War of the Heavens whom was known to have critically wounded the Dark Lord, Kerai during the final battle, forcing her to retreat to the realms of Oblivion. Nerio seemingly disappeared sometime after the final battle.
Lyia - A goddess of Light mentioned in Rominian texts and legends, Lyia is a Goddess that dwells in the Great Beyond and is said to be the winged Archbeing of the Light and the winged beings in the sky whom was said to have blessed the Ancestral Goddesses Skulda and Ariya with her Light. It is believed Skulda is now one of her Avatar's of light.
- #33Rominian Ancestor Gods
Keys: Rominian, Divine, Diviness · Secondary: , godly
The Ancestor Gods is the primary religious pantheon found in the Kraymvirk Wastes and is the primary religion of the Rominian's throughout Athrunial as a whole. The Ancestor Gods consist almost entirely of the most honored Rominians that have ever lived, that have in some point of their life, have performed a significant feat in their race's history or have changed their race in some way. Such Romanians are venerated just as highly as Imperials worship the Imperial Divine Pantheon. Since the Rominian's firmly believe in honoring those whom had performed a great feat in life before death, when they die and pass onto Akhirah, Rominian's firmly believe that If they venerate those whom they considered worthy to be venerated, such beings will be reincarnated as spirits of power whom will watch over them, guide them and judge If they are deemed worthy enough to enter Akhirah for their eternal rest. Rominian's that are deemed unfit for Akhirah by the Ancestor Gods are sent to Naraka, the realm of eternal suffering where they are tortured for all eternity until they realize the errors of their mistakes. If found worthy, the Ancestor Gods may grant passage to Akhirah for such a soul If they believe they have been redeemed.
The Ancestor Gods within Rominian Society
The veneration of the dead is a crucial part of Rominian Society as Rominian's always feel the urge to remember and honor those they deemed important and those that were significant in their lives on a daily basis through length rituals and ceremonies. Veneration of the Ancestral Gods however transcends a Rominian's bond to their family, their clan and the world as a whole. To a Rominian, an Ancestor God is often seen as the perfect embodiment of what they could ever possibly hope to become and because of this, they have been granted ultimate freedom from the burdens of life. Knowing this, Rominian's will venerate the Ancestral Gods in the hopes they will watch over them and guide them until they can be released from their burden as well. While Rominian's often bury their loved ones at grave sites only they and their clan knows, when it comes to the Ancestral Gods, Rominians will go to to great lengths to travel to a shrine dedicated to a/the Ancestral God(s). Such shrines are often watched over by female shamans that dedicated their life to the preservation of their Shrine whom go to any length to protect them. Such female shamans are seen as Heralds of the Ancestral Gods and as a result, their influence often rivals, If not more so than even clan leaders. to a Rominian, even If they disagree with the shaman personally, it is considered one of the greatest taboo's to disrespect or slay a shaman. It is said that those whom do slay these Shamans will spend the rest of their eternity within Naraka once they die.
The Pantheon
Vilgoth
Known as "The First", and as the "All Creator", Vilgoth is believed to be the Rominian's first Ancestor God however the true about Vilgoth have been lost to time. Although there has been much dispute among st the Rominian's over Vilgoth's significance, most Rominians have came to the conclusion of two feats. Many believe they were the creator of all Rominians as well as the very planet itself where as other Rominian's firmly believe they were was the first Rominian to had ever existed during the Age of Creation and lead their people during the Age of Creation as the very first Rominian Shaman until their death at the hands of his daughter, Veltora during the War of the Heavens.
Veltora
Nicknamed the "Shi Devil", "The Blood Shaman" and as the "Blood Raven", Veltora is the Ancestral Goddess of Betrayal and Blood and is widely believed to have been responsible for the near extinction of the Rominian Race during the War of the Heavens when Veltora made a pact with the Ancestral God, Eshra to slay her father, Vilgoth and become the race's next leader. After Veltora killed her father and aligned herself as well as the Rominian race to their banner, she was rewarded with demonhood, becoming a Greater Deadra before eventually becoming a Dark Lord herself. During the War of the Heavens, Veltora lead her people at the banner of the Ancestral God, Eshra in many battles, eventually becoming one of the most trusted subordinates of the Ancestral God, Eshra after she became famous for drenching herself in the blood of her enemies, especially those whom were champions of the other side. During sometime in the War of the Heavens, Veltora through unknown means, had a son named Valacaurd although why and when is not known. Veltora met her end during the later stages of the War of the Heavens when she was killed and absorbed by her son, Valacaurd after she was crippled during their titanic battle. Despite Veltora using her dark sorcery to adsorb the souls of hundreds of thousands of Rominian's to empower her witchcraft, she proved no match for her blood lusted, warrior son.
Valacaurd
Known by every Rominian as the "God of Carnage", "Titian of Rage" and as the "Blood God", Valacaurd is the Ancestral God of War and Murder and is one of the few Ancestral Gods to be considered by the Rominian race to be still alive, albeit taking to his throne to sleep in an effort to regain his strength. Functioning similarly to the deities of darkness, it is said Valacaurd represents the most violent emotions of Rominians such as hate, anger, rage which transforms into war and killing when it become the Rominian's driving emotion. When a Rominian gives into such emotions and performs such a act such as murder, spilling blood etc, such acts empower Valacaurd and make him stronger and the more destructive and senseless the act is however, the more energy is given to Valacaurd, making him nearly unkillable in the common sense as he gathered energy for thousands of years from the countless Rominian conflicts. Believed to be the son of the Ancestral Godess, Veltora, it was said his mother trained him from an early age to be a warrior and when he did finally came of age, legends say Valacaurd was an honorable warrior whom fought against the Angels of Death during the war of the Heavens at the banner of the Ancestral God, Eshra, eventually becoming his greatest warrior after he managed to hold his own against the Angel of Death, Rimyia and managed to mortally wound the Celestial Dragon of Light, Wingaandovraw. Sometime during the later stages of the War of the Heavens, Valacaurd eventually discovered his mother had planned on absorbing him to make herself even stronger. Unwilling to accept this new information, Valacaurd went into denial until he was approached by Eshra and after a lengthy debate, Eshra managed to persuade Valacaurd into accepting Eshra's dark power which he would need to kill his mother and steal her power for himself. Accepting this dark gift from Eshra, the honorable warrior that was Valacaurd was twisted and deformed into a hideous titian like creature but at such cost of losing himself in the process, he became far stronger that he could ever possibly hope to come and he be became near immune to the darkness. With this new power, the newly deformed Valacaurd confronted his mother and in a short and brutal duel the death, he defeated her, raped her and humiliated her before finally killing her and devouring her flesh. Following this event, Valacaurd created his own realm, Naraka and took the mantle he rightly deserved, becaming the Rominian's God of War.
Eshra
Known as the "Dark One" and as the "Great Deceiver", Eshra is the Ancestral God of Shadows and mutations and is often associated with destruction and deceitful like acts. Although his origins are completely unknown, Eshra is the one whom is responsible for the near destruction of the Rominian race when he made a dark pact with the the Ancestral Goddess, Veltora to assassinate her father Vilgoth and in exchange for such an action, Eshra gave portion of his dark power to Veltora, empowering her greatly, however at the same time, it corrupted her mind and body to Eshra's every need, effectively making her his slave. After some time after her corruption, Eshra turned Veltora's son, Valacaurd against her after Eshra convinced Valagaurd to take a portion of his own energy to aid him in striking first. Valacaurd took this energy and brutally slew her after he had his way with her. Despite becoming powerful, Valacaurd was twisted and deformed, becoming a twisted beast of war, wanting to see the running of blood every moment he could. Despite these events and the War of the Heavens, Eshra managed to survive and throughout the ages, taking great pleasure in causing any mayhem he could do to the Ancestral gods and the Rominian people. It is said that during the ending days of the Dark Ages, he was forced to retreat into the dark void after he was severely wounded by the Ancestral God, Sigismund.
Naamah
Known as the "Dark Princess", the"Seeder of Corruption" and as the "Queen of Temptation", Naamah is the Ancestral Goddess of Mutation and Temptation and is the lover of Eshra. Much like Valacaurd, Naamah represents Temptation of the heart which leads to Corruption of the mind and body and when such a Rominian gives into their temptations and becomes corrupted, it is said Naamah grains a great amount of power. Although her origins are not known, Naamah is believed to be the daughter of Valacaurd and his mother, Veltora although how this came to be is unknown since it is not known how long Valacaurd kept Veltora alive for. Naamah's feats are relatively unknown due to the fact she rarely interactions with the mortal world, choosing only to reveal herself to those whom show great potential in empowering herself directly or through the usage of keeping those useful as corrupted servants to do her bidding. Due to this, she rarely deals with Rominians, instead taking a preference to the Deldra and some believe she was the one whom corrupted Nerisata of the Eeldra.
Thorkill
Known as the "God of Athrunial" and as the "Protectre of Nature", Thorkill is the Ancestral God that represents nature and all life on the planet of Athrunial and is considered a minor Ancestral God of the Shining Light as well as being the Only Ancestral God that is not Rominian. Thorkill's origins are unknown however it is widely believed that that Thorkill was a wingless Lukian that came above the clouds where the great winged beings of power originated from. The reason he fell upon Athrunial is unknown but shortly after his arrival, it was said he made a pact with Vilgoth to take the responsibilities of protecting the world and all life he deemed sacred to him and to the great winged beings of power above them. In such a exchange where Thorkill wouldn't eliminate the Rominian race out of fear of the destructive potential they wielded, Vilgoth would take the responsibility of guiding and leading their people on the correct path of salvation. Due to this sacred pact between such beings, Thorkill eventually became a respected being of power as well as being feared for wielding the power necessarily to destroy them with his divine fire. Before Vilgoth's death by the hands of Veltora, Thorkill and Vilgoth were known to have an incredibly close relationship each other. After the assassination of Vilgoth and the beginning of the War of the Heavens, Thorkill joined the great winged beings of power as he took a personal oath he would avenge his dear friend by erasing his daughter's very soul from Athrunial's plane. The end result was a number of titanic battles between himself and Veltora as the two fought countless times to decide whom's belief were correct. In the end however, Thorkill was finally fatally wounded during their last battle after his wounds were poisonied by Veltora's dark magic that was temporary empowered by the Ancestral God, Eshra's power. He did not die however, through unknown means, he either escaped with his life or he was saved by some unknown being, no matter the outcome, it was said he took to the Corycian Labyrinth deep within Athrunial itself and laid himself in a coffin like cocoon, forcing this being of power to enter a stasis, coma like state in an effort to halt the poison within his body to prolong his life.
Ornstein
Known as the "Bringer of Death" and as the "Reaper of Souls", Ornstein was the malevolent and mutated Ancestral God of Death whom was tasked with finding those whom have died and deciding If their soul was worthy of entering Akhirah or If they were deemed unworthy, Ornstein would either send their soul to Naraka or for those he deemed the most unholiest, would be devoured by him. The origins of Ornstein have been lost to time however many believe he was a Rominian Pseudo Divine Being warrior that was corrupted by Eshra after he had failed to stop Eshra in an unknown mission while others believe Ornstein was the son of Eshra himself whom tasked his corrupted son in finding the souls of the most unworthy of the Rominian Race and gift them to his father for his consumption. It is not known when Ornstein came into existence but it is known he had survived the War of the Heavens and the Age of Fire, continuing his duty faithfully until he was slain by the Valkyrie turned Ancestral Goddess, Saldana.
Saldana
Known as the "Protector of the Sacred" and as the "Soul Valkyrie", Saldana is the current Ancestral Goddess of Death after she had slayed the Ancestral God Ornstein as well as being considered a minor Ancestral Goddess of Protection, War and of the Shining Light. From ancient texts, it was said Saldana was a Rominian Valkyrie warrior whom fought to bring peace to her people however she eventually met her end on the battlefield. In her final moments however, legend foretold she was saved by a great winged being of power in the sky after she had impressed the being on her conviction and determination to save her people from themselves. For believing and fighting for such beliefs, the great winged being of power not only healed her but transformed her into a great winged being of power herself and gave her the sacred duty of watching over Athrunial. Saldana accepted her role and performed her duty well, intervening in many conflicts however she never forgot her people and after some time, she decided to dedicate herself to the protection of her own people in an effort to save her people from destruction. When Saldana saw witnessed to the Ancestral God, Ornstein devouring the souls of her own people, Saldana slew Ornstein in single combat and took up his role as the Ancestral God of Death, therefor abandoning her main role as a great winged being of power. After becoming the Ancestral Goddess of Death, Saldana quickly became renowned by her people for her martial abilities as well as appearing before the dying in their final moments and gifting them a painless sleep to the other world. Once a person died, Saldana would go to great heights in collecting their soul and safeguarding it until she delivered it to Akhirah or Naraka. During the Dark Ages, Saldana made the Rominian Hero, Sovereign her personal Champion and gifted him much of her power, weakening her significantly however with her power, Sovereign managed to save their people. After the death of Sovereign, Saldana seemingly disappeared, leaving her fate unknown.
Aesiir
Known as the "Keeper of Knowledge" and as the "Seeker", Saldana's husband, Aesiir is the Ancestral God of Wisdom as well as Fate and is said to be responsible for the safeguarding of all Rominian Knowledge and is known for his own minute realm that simply called the "Spirit Library", a realm that is said to be a grand library housing all knowledge with Aesiir himself keeping an ever diligent eye over his library as a great owl, killing anyone who wasn't invited and watchful over the few that are granted entry. Aesiir's fate is unknown however it is believed the Ancestral Goddess, Naamah fatally wounded Aesiir when she seeked the knowledge of his grand library sometime during the Dark Ages.
Vestein
Known as the "Life Bearer" and as the "God of Pleasing", Vestein is the Ancestral God of Fertility and of all types of pleasures. Unlike the other Ancestral Gods, Vestein has a conflicted appearance and set or moralities amongst the Rominians. He is often depicted as a lazy and easy going young perverted man whom often seeks carnal desires while other times he is depicted as an elderly man whom protects pregnant woman during their time pregnant and during the time they go into labor as well as aiding those whom are not fertile.
Svafar
Known as the "Ebony Warrior", "Death's Retribution" and as the "Justicar" as well as many more, Svafar is the son of Saldana and Aesiir and is the Ancestral God of Divine Justice and Truth as well as a minor Ancestral God of War and Righteous Rule. Originally a Pseudo Divine Being Rominian born sometime during the opening years of the Dark Ages, Svafar refused his heritage as an Acestral God, choosing to follow in the footsteps of his mother, choosing to live amongst the Rominian people in secret and make his own way into the world and proving to himself as well as the others he was worthy of becoming an Ancestral God on his own merit alone. Such a way of thinking forced Svafar to fight many battles where he saw witness to the reality of war and the death it brings as well as those whom deserved retribution whom weren't punished for their crimes. Having the same noble nature and personality of his mother, Svafar took it upon himself to hunt down the most worst of his people and deliver the retribution they deserved, no matter the risk and no matter whom the person it was. After Svafar continued to fight stronger and stronger adversaries while he still fought for the same code of ideals he had clunged on to, Svafar's strength and conviction was recognized by the others and was granted entry into the ranks of the Ancestral Gods, there he continued his duty faithful as the bringer of retribution which many Ancestral Gods would later come to hate. During the later portion of the Dark Ages, Svafar fought in many titanic battles to bring retribution to those whom shared the same position of power. After he had fought numerous battles against the Ancestral Gods, he was eventually defeated by Eshra and was corrupted by Eshra's darkness however while his body was rotted and decayed, Svafar spirit continued onward, refusing to give into the darkness as Eshra wanted. How Svafar survived his defeat at the hands of Eshra is unknown but despite this, Svafar continued his duties as the Bringer of Justice during the Dark Ages and now empowered by the Darkness given to him by Eshra, Svafar was said to had become one of the most powerful Ancestral God's, allowing to him continue his duty with ease. Svafar met his tragic end during the wanning years of the Dark Ages when he was forced to do battle with Valacaurd after he had been summoned to the mortal realm through some means. After a climatic battle that had shook the planet, Svafar was fatally wounded yet was left to die a horrible death by Valacaurd whom took great pleasures in watching his enemies die slowly. Much like his mother, in his final moments, Svafar granted the Rominian Hero, Sovereign his remaining power before he received the Warrior's Mercy by the Hero to give Ancestral God the slumber he firmly deserved.
Vanmund
The son of Svafar, Known as the "Eternal Gatekeeper" and as the "Guardian of Akhirah", Vanmund is the Ancestral God responsible for the protection and defence of Akhirah's great gates that grants entry into the Rominian paradise. Originally a Rominian Warrior that was renowned for his martial abilities in defence as well as his loyalty to the Ancestral Gods during the Dark Ages, it was said Svafar adopted the warrior as his own after he saw witness to the destruction of Vanmund's clan yet despite being its only survivor, Vanmund continued to watch over his clan's burial site of the dead, wishing to honor those that had died to protect him. Impressed with his determination to watch over those that had already passed on, Svafar adopted the warrior as his own flesh and blood and gave the man a portion of his own power and gave him the duty of watching over all those that deserve their peaceful sleep. Since that day, Vanmund had stood ever viligent in his duty to watch over the dead, forcing the warrior to do battle with countless Ancestral Gods and Heroes wishing entry into his people's Paradise yet has failed. Although the veneration of Vanmund is small and is rarely spoken about, Vanmund is considered to be amongst one of the most powerful of the Ancestral Gods due to his duty.
Njal
Known as the "King of the Underworld" and as the "Dragon of Naraka", Njal is the Ancestral God whom rules the underworld within Naraka with an iron fist and is responsible for the torturing of those that are deemed unworthy of entering Akhirah or those are whom wish to repent to enter Akhirah. Originally a Rominian Warrior during the Dark Ages, Njal was the most favoured Champion of Eshra due to his mastery over the martial and Fire Release masteries that allowed him to eliminate many great heroes during his time. Njal was so gifted and loyal to his duties given to him by Eshra, Eshra eventually granted him a great power for his loyalty, allowing Njal to become a Dark Lord himself however for one reason or another, Njal was still loyal to Eshra. For this continued loyalty even as a Dark Lord, Eshra granted Njal with rulership of the Underworld within Naraka to use as his own personal realm. Njal has ruled the Underworld within Naraka since that day, instilling great fear into those whom were too unfortunate to enter Akhirah and those whom are still alive, wishing to feed on the suffering of those whom enter Naraka's great gates.
Sovereign
Known as the "Hero of Legends", the "Exalted One", the "Eternal Warrior King" and amongst countless others titles, Sovereign is the undisputed Ancestral Warrior God of War that symbolizes Heroes, Honour, Duty, Sacrifices as well as Righteous Rule and is widely considered throughout the entire world to have been the most powerful Rominian Warrior to have ever existed in the history of Athrunial even to the point he was far too powerful to fight in a one on one battle. Despite his origins and true name being completely lost to time, the Rominian that would later come to be known as Sovereign arose to prominence during the Dark Ages when he joined under the Army of Light under the banner of as one of Saint Tryanna's champion. It was during this time his feats became legendary as he, along with his fellow Champions acted as Vanguards to the Army of Light, to be the ones whom were first to join the countless battles whom lead lesser men and women into battle, inspiring them to great feats of valor and courage while fighting to save the planet. Although the many battles he had fought in have been lost to time, his feats during these numerous battles eventually became so legendary, even amongst his fellow champions that it eventually culminated in Sovereign becoming one of the most powerful Champions amongst his fellow Champions as well as being one of the Greatest Warriors of his time. Despite being a Rominian, Sovereign was such a selfless and courageous Individual, it was no surprise during the later stages of the Dark Ages that he choose to valiantly sacrifice his very own life at the battle of Delirium in an effort to give those that called Delirium there home enough time to escape. Standing alone against a Deadra Horde that reigned in the millions, with no choice, Sovereign merged the Necron Stone that was given to him by Saint Tryanna into his body, temporary transforming the Rominian Warrior into a Supreme Being. With the power of a Supreme Being at his fingertips, Sovereign threw himself into the Deadra Horde and held off the Deadra Invasion long enough for Delirium to be evacuated. Once the massive city had been evacuated, seeing his duty was done and refusing to become what he swore to destroy, instead of giving into the power and becoming corrupted into a Dark Lord, Sovereign willingly destroyed himself, causing a massive explosion that not only destroyed him but the entire Deadra Invasion as well as the Dark Lord that led it. Although Sovereign was no more after this tragic event, his valiant sacrifice wasn't in vain nor was it forgotten and the legacy he left behind would aid greatly in the ending of the Dark Ages when his son, Sigismund followed in his father footsteps, battling the Dark Lord, Valaso and defeated him in single combat, forcing one of the last remaining Dark Lords on Athrunial to flee into the Realms of Oblivion before they were sealed away. To this day, Sovereign is one of the most venerated warriors on Athrunial, with his actions becoming just as fabled as the Hero of Time and many warriors of various cultures and lifestyles choose to follow in his footsteps, hoping to become a warrior just like him.
Freya
Known as the "Warrior Goddess of Protection", the "Sovereignless Goddess" and to the Rominians, "The Valkyrie Goddess", Freya is the Ancestral Goddess of love, fertility, protection as well as the patron Goddess of all the Rominian Valkyrie's and the female Shamens that guard the shrines dedicated to the Ancestral Gods. Considered to be by far the most beautiful and most desired by her people and the other Ancestral Gods, Freya was the dedicated lover and wive of Sovereign and mother of their child prior to his death during the Dark Ages. Originally a powerful Rominian Valkyrie Warrior in the Army of Light, Freya rose to prominence after her husband's death, choosing to lead her people during the later stages of the Dark Ages before giving up her position to her son,Sigismund. It was said after this event, for her vigilance in leading and protecting her people, the Ancestral God, Vanmund granted her Godhood, elevating her to become an Ancestral Goddess. Once Freya became an Ancestral Goddess, not wanting her husband's sacrifice to be forgotten, she had the Rominian people construct many shrines dedicated to the Ancestral Gods and had her most loyal female servants become the first shamans to watch over their shrines as well as perform prayer to those whom wished to pay their respects. She also went to great lengths to watch over and protect her people,especially those whom followed a similar path to her, becoming a Valkyrie. Once Freya took a more subtle approach to watch over and protect her people, she had left her son to lead their people during the Dark Age, allowing Freya to aid in the shadows. During the final stages of the Dark Ages, before the final battle, knowing her son would die in the final battle, Freya lent a significant amount of her own power to her son, Sigismund, granting enough power for her son, Sigismund to force back the Dark Lord, Valaso into the Realms of Oblivion right as they were being sealed. After the end of the Dark Ages and the death of her son, Sigismund, Freya took her rightful position as the protector of the Rominian people within her ice temple located in the Kraymvirk Wastes and to this day, she continues to watch over her people from afar as one of the last remaining Ancestral Goddesses still alive.
Sigismund
Known as the "All Father", the "Hero of the North" and as "Godslayer" to the modern Rominians on Athrunial, Sigismund is the undisputed leader of the surviving Ancestral Gods and is the current Ancestral God that symbolizes Rominians who rise to become Heroes as well as Honour, Duty, Sacrifice that comes with such a title and is considered to the patron Ancestral God to represent Righteous Rule. In life, Sigismund was the son of the legendary Rominian Heroes, Sovereign and Freya and became the first Rominian in history to unite all of Rominian Society and become it's first and only true King of his people. With his people united under his banner as their King, Sigismund led his people valiantly during the closing day of the Dark Ages and became instrumental in saving the world when him and his army faught during the final battle of the Dark Ages, pushing the near endless hordes of the Deadra back into the Gates of Oblivion while Sigismund himself challenged the Dark Lord, Valaso to single combat and after a length battle between two titians, Sigismund defeated him, forcing the Dark Lord to withdraw from Athrunial in an effort to save his life. Following the ending of the Dark Ages with the Jaws of Oblivion closed once more, Sigismund founded and led the only Rominian Kingdom in Athrunial's history for many years, ruling honorably and fairly until he had eventually succumbed to a wound inflicted upon him by the Dark Lord, Valaso during their fateful battle. Without his rule or a mortal heir to take his place, the Kingdom Sigismund had created quickly fell apart a few decades after his death and eventually his people reverted to the ways of old however for his actions and the ideals he stood, the Rominians decided to honor Sigismund as their patron Ancestral God due to the very fact he was the sole reason their people even still existed. To this day, Sigismund is by far the most venerated Ancestral God for his skill in battle and his ability to unite and lead his people to the point he was the only King in Rominian history to unite all the tribes into a Kingdom that held the potential to possible stand the testament of time
Ariya
Known as the "Goddess of Victory", the "Blood Slayer" and as the "Goddess of Protection", Ariya is the eldest daughter of Sigismund and is the Ancestral Goddess of Protection against Darkness and Corruption as well as a minor Ancestral Goddess of War, Honour, Duty and Sacrifice. Born sometime during the closing days of the Dark Ages, Ariya was not trained by her father due to his duties however she grew quickly in mind and body, eventually becoming a Valkyrie of such renown for her bravery and her dedication to her duty, it was said she was even blessed by Lyia, the great winged archbeing of Light with great power that allowed her to control the shining Light of Athrunial as well as growing a set of large, angelic wings on her back, allowing to her fly as well as a halo on top of her head that protected her virtues and ideals. With such blessings, she was able to do battle with the corrupted Dragon Dark Lord, Unnurth in single combat and defeat him before adsorbing his remaining power into her very body. Although she was initially corrupted by the darkness of a Dark Lord, with the blood of Sovereign and Sigismund in her body with there willpower to match within her, Ariya was able to destroy the corruption within her body and make the power of Unnurth her own, allowing her to control both the Darkness and Light, granting her great power. Following Unnurth's death, it was said Ariya fought in many battles and slaughtered many Dark Lords before absorbing a fraction of their power as well, allowing Ariya to grow tremendous in strength to the point she is believed that her power rivaled even Sovereign in power, If she hadn't surpassed him already. Following the ending of the Dark Ages and the beginning of the Age of Cinders, Ariya returned to Freya's ice temple located in the Kraymvirk Wastes, there she entered a deep slumber, remarking she will awake when she is needed for when the End Times begin.
Fenrira
Known as the "Sovereignless Goddess" and as the "Sovereingless Arch Valkyrie", Fenrira is the second eldest daughter of Sigismund and is a Ancestral Goddess that symbolizes Honour and Duty. Fenrira is also the founder of the blessed and honorable warriors order that is called the Sovereignless, as well as one of Ariya's protector, 's as she sleeps and is the eternal rival of Raava, her sister. Born during the final days of the Dark Ages, Fenrira was unable to join her family during the final battles along with her sister, Raava. Instead, she was forced into hiding with Raava by their Grandmother, Freya. It was during this time, Fenrira and Raava's rivalry took form as the two were taught to become Valkyrie Warriors just like their Grandmother. It was noted as well that Fenrira took on a personality more akin to her Elder Sister, her Father and Grandfather where as Raava had a more traditional Rominian mindset, wishing to fight for the thrill of battle and test herself.
Raava
Known as the "Baneslayer" and as the "Goddess of the Hunt", Raava is the third daughter of Sigismund and is the Ancestral Goddess that symbolizes the Rominian's traditions that value one's personal merit and skill in battle, encouraging Rominian warriors to push themselves past their limits and to seek out those whom present them with a challenge. As a Goddess of martial pride and honour who set themselves against the most dangerous foes and earn victory against the odds, Raava has become known as the "Goddess of the Hunt" due to her obsession of finding and slaying large beasts of war that prove a challenge to slay as well as Heroes of other races. Due to her battle prowers, Raava is seen as a minor Ancestral Goddess of War and Honour and is highly venerated as such. Much like her older sister and arch rival, Fenrira, Raava founded her own warrior cult, the Daruka better known as the "Dark Elites" to have the best of the Rominian warriors follow in her footsteps and to prepare for an event Raava has referred as the "Sacred Age". Born during the final days of the Dark and said to be the twin sister of Fenrira, she along with her sister were unable to join the final battles and were forced into hiding with her sisters and grandmother until the Age of Cinders. It was during this time she began her tulege under her grandmother with Fenrira when the two formed a rivalry between the two in seeing who could become a better warrior. This rivalry eventually became far more intense and personal as the two sisters began to age and develop their own philosophies about the world and what they were tasked with. Their rivalry nearly concluded after they finished their training under their grandmother during the beginning days of the Age of Cinders where the two nearly killed each in a titanic duel that is simply referred as the "Time of slanu" by the Rominian Race. Following their duel to near death, the two sisters went their own ways, claiming to the other they would prove their philosophy was the correct one and that the next they would meet, only one would remaining standing or be forced to work together for a higher cause. Sometime after this, Raava as well as her sister would form their own warrior cults which would eventually result in the two warrior cults becoming archrivals, meeting each other on the battlefields many times while their founders attend more important duties. It is said, Raava wanders the waste and perhaps the entire world, searching for the most powerful of monsters and warriors to challenge and defeat
Skulda
Known as the "Daughter Goddess of Hope", Skulda is the youngest daughter of Sigismund and is the Ancestral Goddess of Purity, Light and Hope as well as a minor Ancestral Goddess of War, Honor and Duty is an Avatar of the Great Winged Archbeing of Light, Lyia as a Serra Being.Born shortly after her father's victory over the Dark Lord, Valaso during the final battle of the Dark Ages, Skulda was trained by her sister, Fenrira for a time to become a Valkyrie Warrior like herself until Fenrira discovered her sister yielded the greatest potential of all her sisters and with the inherited gifts of the beings of light. When their dying father discovered this news, through some unknown means, he made a pact with Lyia, the great winged archbeing of Light. What the true content of this pact is unknown but After Lyia saw first hand the inherited abilities of Skulda and the pure heart she possessed, Lyia agreed to the pact suggested by Sigismund and took his daughter, Skulda to the great beyond and trained Skulda to become a true Valkyrie of Light, a true protector of Athrunial, eventually transforming her from a mere inexperienced, shy demi-god to a determined and duty bound Serra Warrior, an angelic warrior with magical weapons and armor crafted by the true gods of Athrunial to protect it against the darkness and corruption of those whom seek to destroy it. Although her allegiance is to the Beings of Light and Skulda's appearances have been rare since the pact between her father and Lyia, Skulda has been known to appear at the last moment to those whom wield a pure intention and are in mortal danger, using her massive enchanted fire blade, Dyrnwyn to protect those from mortal harm.
- #34Rominian
Keys: Rominian · Secondary: , Mortal, Human, Sentient Race, Mortal Plane
Biological classification Designation- Sentient Classification- Mortal
Physical characteristics Average height- 7 ft - 8 ft Skin color- Pale to Dark Hair color- Varies Eye color- Varies Average lifespan- 30 - 80
cultural characteristics Home of origin- Kraymvirk Wastes Language - Imperial Low,
The Rominians also known as "Norsemen" and "Nords" are a sub-race of humans that originate from the Kraymvirk Wastes, the harsh wastelands to the north. They differed from baseline humans and other sub-races of human in a number of ways, most notably in the way Rominians are far more masculine built than base humans, granting them great strength and a natural resistance to the cold and other harsh environments thanks in large part of Rominians living in the Kraymvirk Wastes for hundreds of generations. Led by a War chief and the elderly, Rominians are a warlike and nomadic people whom never stay in one location for long, preferring to stay on the move constantly and often clash over other Romaninian tribes and other races for resources to survive which often results in many tribes coming together to raid and pillage the civilized lands of the south.
Biology and appearance
Physiology and Diversity
Being a sub species of Humans, they are biologically very similar to baseline humans in the way their bodies function the same as a baseline human and look identical with the exception they had far more muscle mass which granted them great strength which allowed to lift something twice their own weight. Having such strength has made Rominians great warriors, able to wield heavy weapons on the battlefields with ease, making the Rominians known for their battle prowers. Over countless generations of of Rominians breeding with only the strongest of their kind as well as surviving in the Kraymvirk Wastes has granted the Rominians a natural resistance to harsh environments, in particularly, snow whom they often have to deal with on a daily basis. Due to their adaptation to harsh weather, especially the cold, Rominians of both sex's are known to have far more and thicker hair all over their body that have evolved to function as fur in at attempt to keep them warm during the intense winters of the Kraymvirk Wastes however during the summer time, Rominians tend to shed this fur or hair until the fall comes around. Just like any baseline human or sub-race of humans, no Rominian could look exactly in appearance unless they were related by blood. Besides being more built, Rominians are commonly taller than most baseline humans, usually a feet or taller. Much like Dwarfs, Rominians often had long hair and facial hair due to their life style and living in a low tech society
Personality and Traits
As expected of such people living in such a harsh location, Rominians are no strangers of violence. Rominians are known for their brutality and strength, creating ferocious and savage warriors on the battlefield, their very savagery and their incredible drive for personal glory and honor makes nearly every Rominian excellent warriors and soldiers, making a Rominian warrior easily equaling six soldiers of the south in combat easily however such savagery and hunger for glory has made them outcasts to the rest of the world who see's them as nothing more than uncivilized, brutal warriors that live to battle, pillage and take what they want and need to survive. Rominians due to their savagery, hotheaded, stubborn and prideful personality along with their thirst for glory and honor makes them lack the discipline and mindset of a soldier from the south, where as Rominians may charge into battle against overwhelming numbers, a southern soldier may make a tactical retreat and come up with a strategy before heading back to the battlefield.
Powers and abilities
Besides having the normal abilities of a baseline human, Rominians as stated before, having incredible strength at their disposal and have a natural resistance to harsh environments which allows them to stay in harsh environments for extensive periods of time compared to regular humans.
Society and culture
Rominians being a nomadic people, they are divided into numerous tribes that travel the Kraymvirk Wastes in an effort to find resources so they can live off the land however since natural resources rare, competition for resources are intense, leaving Rominian tribes to constantly battle amongst themselves for these resources. Since the Rominians live in various tribes, these tribes differ widely from another tribe with their own society and culture and different view on religion and heroes. Some tribes are comprised entirely of brutal and savage warriors that pillage and take what they need from their enemies while other tribes comprise of traders and craftsmen, such tribes are usually highly valued by their more war monger brethren to the point they will usually make a pact to work together where one tribes provides the services for creating weapons and armors while the other tribes provides protection and does the hunting, at the least the warrior tribe will not bother with the tribe unless a rival or an enemy tribe has dealings with them.
From a society stand point, all tribes regardless of size are ruled by a War chief, Jarl or an Elder depending on the size whom make all the decisions. A warrior or tradesmen who wishes to become the ruler of their tribe must be one whom has proven themselves to their brethren and must have honor. Those that do must challenge their ruler in single combat in an honor duel to the death and whom ever is victorious becomes/stays the ruler. Below those were the War chief's and Jarl's closest servants and advisers, often hardened warriors whom had fought in countless battles throughout their life, such servants often act as the ruler's eye's, ear's and swords when needed. Such positions grant these servant certain privileges such as a temporary exclusive locations to hunt and live for them and their families as well as relics whom had been passed down from generation to generation. Below even further down the ranks were the warriors whom are respected and feared due to their warlike society. The rest of Rominian society was that of the elderly and non combative women. While they weren't respected as much as a warrior, they were treated equally and were not shunned since many warriors saw elders as veteran warriors whom could command immense respect and women who choose not to fight often took care of the day to day activities of the tribe and took care of the young, without them, their life style would cease to exist.
Within Rominian society, there is a group of blessed, highly chivalrous and honorable warriors whom are named the "Sovereignless". These warriors are considered by many as the greatest warriors of Rominian society, such warriors are considered to have no equal in battle yet they fight for no one tribe but instead fight to protect all of Athrunial. These warriors follow the example of Sovereign, the Rominian Champion of Saint Tryanna who joined, fought and died to protect not just the Rominian but all those on Athrunial. The Soveringless warriors are blessed warriors by Freya and at times,Lendira as well as other Order aligned Divine Beings to bring order to the Kraymvirk Wastes and to protect the weak and innocent. They are known to appear at the very last moment to save tribes from complete destruction and force tribes into peace. While tribes are known to highly dislike the Sovereingless, they are more often than not forced to obey the Soveringless ideals or wishes. Their word is not law but amongst the Rominians whom are honorable and/or religious consider the advice of a Soveringless to be highly respected. Those who dismiss a Soveringless advice or word is considered foolhardy. As a result, the tittle of "Soverignless" is considered usually the highest honor that a Rominian can be bestowed upon in their society. Once a warrior becomes a Soveeingless, they abandon their family and anything they own besides their weapons and armor and leave, only to return when their tribe is in a dire situation that demands their attention. During great Deadric invasions, The Soveringless are known to always be at the front, performing the most perilous and daunting missions where they are expected to die however dying in battle for a Rominian is considered the highest honor so when a Rominian is cornered by death, they welcome it as an old friend.
Generally Rominians are seen nothing more than mindless, bloodthirsty brutes to the civilized lands of the south due to their way of life. As such, most Rominians are shunned when they enter the cities of the southern lands however at the same time, southerners know a few are capable of being civilized and even performing greater things like the Rominian heroes of the past. Although it is rare to find a Rominian or a family of Rominians in the south, such Rominians are often shock troops, bodyguards and Knights of nobles or live within a city or the countryside as trader or craftsmen. Such Rominians living in the south however are shunned by their brethren living in the north, firmly believing their southern brethren are weak and have abandoned their ancestor's way of life
Relics
Soulrapier - The legendary blade that was wielded by the Rominian King, Valkar. Believed to created directly by the power of a Deadra Lord, The Sourapier was a sword that had a mind of it's own, albeit with dark intelligence that would constantly urge the wielder to kill and rape. When the wielder would kill another with the blade, Soulrapier would absorb the soul of the killed into it's blade, making itself stronger with every kill or when the blood of the killed remained on the blade, Soulrapier could and would reform itself using the iron within the victim's blood to regenerate itself back to it's original state no matter how severe. Soulrapier is so powerful, it is capable, in the hands of a powerful being, able to ripe a small piece of reality apart, as a result of such power, Soulrapier can cut through nearly anything, armor, flesh, bone without trouble. Since Valakar's death, Soulrapier has disappeared.
Notable Rominians
Sovereign
Considered the greatest Rominian Hero to have ever existed, Sovereign was one of Saint Tryanna's Champions of their army of Light whom traveled all over Athrunial, acting as the vanguard of the army of Light in their battles against the endless Deadra invasions. Even before he received a Necron Stones, Sovereign was considered to be one of the most powerful and skilled of the Champions yet he was a modest man who rarely spook, let alone bragged of his exploits or skill in battle. Sovereign was at his core, an honorable and selfless man whom's courage had no equal. Being such a benevolent and courageous individual, it was no surprise he choose to valiantly sacrifice his very life at the battle of Delirium so that those within the city could escape with their lives to safety. Standing alone, Sovereign went alone to battle the Deadra horde that regined in the millions. Having no choice, Sovereign merged his Necron Stone given to him by Saint Tryanna into his body, gaining the power of a god long enough for Delirum to be evacuated before finally falling into battle due to the effects of the Necron Stones. Although Sovereign was no more, his valiant sacrifice was not forgotten with his memory and deeds being carried on by those he had saved which continue to live to this day, being viewed one of Athrunial's greatest heroes. To his actions, Sovereign is one of the most venerated warriors on Athrunial, with his actions becoming the stuff of legend. Many warriors and Knights venerate him and aspire to be like him, especially those of the Rominians whom have a similar mindset as Sovereign.
Sigismund the Valiant
Was the son of Sovereign and Freya and was the first King within Rominian society to unite all the tribes of the north and his lead his people during the final portions of the Dark Ages. Although it is unknown when he was born, Sigismund was the fabled son of Sovereign and the Valkyrie, Freya. His early life isn't known, having been lost to history but is said from an early age before he even reached manhood that he became one of the most skilled warriors within his tribe and by the time he reached adulthood, it was said he had already killed a horde of Lesser Deadra in single combat. It was said by the time his mother had fallen to old age, Sigismund was a fully grown man whom looked exactly his father, in body and spirit so when he was made the leader of his tribe, it was no surprise he had already planned far in advance for when his mother would die, he would use his abilities and powers to unite the tribe. It is unclear how many years this took but it is said after a lengthy campaign through war and diplomacy, he was able to unit his people to effectively combat the Deadra hordes on Athrunial. His father's heroic sacrifice only inspired and made him more determined to end this Dark Age no matter the odds. During the closing stages of the Dark Ages in one final battle, Sigismund and his army along with countess other mortal armies managed to drive back the Deadra back into Oblivion once the portals were open. In this final battle, legend says during this final battle against the Deadra, Sigismund fought the Dark Lord, Zargron in single combat and after bloody duel between two warriors, Sigismund managed to cripple the Dark Lord Zargron, forcing him to withdraw to Oblivion before the gates were closed. Following the end of the Dark Ages, Sigismund ruled his people for a short time afterwards until he died under mysterious circumstances. Only decades after his death, the first and only Rominian Kingdom to had ever existed fell apart as the various warlords fought for power. Sigismund is considered the modern father of all Rominians and is highly venerated for his skill in battle and his ability to unite and lead his people to the point he was the only true King in Rominian history to unite all the tribes into a empire.
Valakar
Known as "Valkar" and as "The Ascended Warrior of the Gods", Valakar was a Rominian whom managed to reunite the Rominian Tribes and become one of the few Rominians to hold the title of King. A legendary warrior, Valakar origins are completely unknown but his exploits are considered legendary, even prior to becoming King of his race. This included him killing his tribe's leader and the tribe's most skilled warriors single handily in honorable combat at the age of twenty five before leaving on a journey. On this ten year long journey, it was said he gained the favor of many Deadra Lords after killing many and causing chaos on a unseen level in the lands of the south before returning with Soulrapier. When he returned, Valakar waged war on the other Rominian tribes and through his conquest of the wastes his people called home, Valakar became infamous for defeating every tribal leader along with the tribe's most skilled warriors in honorable combat. After he had conquered the Rominian tribes, Valakar, wanting to create a Rominian Empire, waged war with the lands of the south, bringing the Celestine Empire and the Thrymir Kingdoms nearly to it's knee's before finally the Eeldra saved them from complete destruction by Asteraoth's hand. This result in Valakar turning his attention to the Eeldra, resulting in a seventy year war against the Eeldra. The War of Blood was long and devastating to both sides but in the end at the siege of Asarie, Asteraoth battled Valakar in single combat and despite landing mortal blows that would kiss lesser men, Asteraoth was able to kill Valakar in his final moments before dying of significant blood loss. Valakar's death resulted in the Rominian fighting amongst themselves for power, resulting in the almost complete destruction of the Rominian force, leaving to the death of dozens of tribes.
Racial Statistics
When a new character is created using this race, that new character will receive the following buffs and debuffs
Strength - 500(Adapt)
Natural Resistances - 500(Adapt)
The Mastery "Meditation" can be unlocked without the usage of a DM event
Clan Bonuses
If your Rominian Character is part of a canon clan, they can only receive one buff for being a member of that clan. They must also take any debuffs of the clan they choose.
Clan Magnar
Buffs Strength - 200(Proficient) Endurance - 200(Proficient) Gain access to Yin Release magic trough attempting a DM event at any time after unlocking the necessary masteries. Can only be attempted once a week
Debuffs Willpower - -1,000
Clan Skuzahag
Buffs Strength - 200(Proficient) Athletics - 400(Adapt)
Debuffs Charisma - -300 Natural Resistances - -300
Clan Skealspire
Buffs Strength - 200(Proficient) Endurance - 200(Proficient)
Debuffs Willpower - -400
Clan Nengardo
Buffs Strength - 200(Proficient) Attunement - 200(Proficient) Charisma - 200(Proficient)
Debuffs Reflexes - -300 Endurance - -300
The World Devourers
Buffs Strength - 300(Proficent) Endurance - 300(Proficent) Vitality - 300(Proficent)
Debuffs Willpower - -1,000
Clan Taungarian
Buffs Acrobatics - 200(Proficient) Reflexes - 200(Proficient) Strength - 200(Proficient)
Debuffs Attunement - -300 Willpower - -300
Clan Aldulfur
Buffs Strength - 200(Proficient) Attunement - 200(Proficient) Endurance - 200(Proficient)
Debuffs Willpower - -1,000
Clan Daichi
Buffs Strength - 300(Proficient) Reflexes - 300(Proficient)
Debuffs Vitality - -600
Clan Braelahald
Buffs Charisma - 400(Adapt) Language - 200(Proficient) Luck - 200(Proficient)
Debuffs Endurance - -300 Reflexes - -300
Clan Vedsjoen
Buffs Athletics - 500(Adapt)
Debuffs Vitality - -200 Strength - -200
Clan Ugaguta
Buffs Strength - 200(Proficient) Athletics - 200(Proficient)
Debuffs Endurance - -200 Vitality - -200
Clan Scurrus
Buffs Strength - 200(Proficient) One of the following items will be to your character's profile page/inventory, pick only ONE of the following
Scordraka Egg - A egg the size of a large dinosaur egg, inside it contains an infant Scordraka that will soon hatch (Uncommon tier monster egg)
Young Juvenile Scordraka - A three foot tall Scordraka that is old enough to be a traveling companion and aid in battle yet it is not quite old enough to be trained as a mount.(Uncommon Tier Exotic Pet)
Older Juvenile Feral/Stubborn Scordraka - A six feet tall Scordraka that is old enough to be mounted as a war mount and has fully developed poisonous or paralyzing glands within it's stinger and it's teeth however on the flip side, it is either stubborn to the point it will only listen to it's rider half the time or If it's Feral, it may attempt to kill it's rider.(Superior Tier Exotic Mount, requires Exotic Riding)
Debuffs Stealth - -500 Athletics - -500
Clan Hjorbrimul
Buffs Willpower - 1,000(Expert) Endurance - 300(Proficient) Strength - 300(Proficient)
Debuffs Attunement - -1,000 Stealth - -1,000
Clan Veikindi
Buffs Immunity to the Dark Lord, Kerei's disease known as the "Taint"(You get this for free) Natural Resistances - 1,000(Expert) Vitality - 1,000(Expert) Endurance - 1,000(Expert) Attunement - 1,000(Expert)
Debuffs Your character gain the trait "deformed/hideous/a abomination of a person"(You automatically get this) Charisma - -1,000 Willpower - -1,000 Athletics - -1,000 Acrobatics - -1,000
Clan Yeeti
Buffs Strength - 200(Proficient) Endurance - 400(Adapt) Athletics - 200(Proficient) Natural Resistances - 400(Adapt) Stealth - 200(Proficient)
Debuffs Charisma - -1,000 Language - -1,000 Attunement - -1,000 Willpower - -1,000
Clan Ormgaard
Buffs Strength - 200 (Proficient) Natural Resistances - 200(Proficient) Attunement - 400(Adapt) Stealth - 400(Adapt)
Debuffs Charisma - -500 Language - -500 Willpower - -500
Clan Vileolug
Buffs Charisma - 200(Proficient) Strength - 200(Proficient) Athletics - 400(Adapt)
Debuffs Vitality - -400 Endurance - -400
Clan Angeal
Buffs Strength - 200(Proficient)
Two year old Colt/Filly Novgorod/Kraymvirk Wastes Horse - Known for their fierce nature and almost lack of fear, these northern, carnivorous horses are considerably larger than their southern counterparts, trading their speed and agility for their strength, endurance and their resistance to the elements. Despite being vicious and unwilling to all, those of form a close bond with a Novgorod will earn it's respects, allowing it's owner to ride on it's back. From that moment forward, the Novgorod will remain loyal to that person and that person alone, remaining vicious and unwilling to all others. In battle, the Novgorod will often enter a berserk like state, using it's great strength to trample, kick and bite it's foe until they are left dead on the ground. (Superior Tier Mount)
Debuffs Athletics - -250 Endurance - -250
Clan Athalthor
Buffs Willpower - 1,000(Expert) Attunement - 200(Proficient) Charisma - 200(Proficient) Language - 200(Proficient)
Debuffs Vitality - -400 Strength - -400 Endurance - -400
- #35Bestiary
Keys: , Bestiary · Secondary: monsters, wildlife, encounterable, beast
Taming
Taming refers to the ability to tame and domestic a beast or spirit. Under normal circumstances, taming may only be done with those who have the following masteries, "Beast Taming" and "Exotic Beast Taming" though certain types of magic's, such as dark and nature may be applicable in certain situations. Down below will be a very small number of classification that will represent whether or not a creature can be teamed and how.
No - Under normal circumstances, this beast or spirit cannot be tamed. Depending on the situation and the best/spirit in question, It may be tamable through magical means
Yes - Beasts and spirits that fall under this category may be tamed and domesticated
Yes through bonding - Beasts and spirits that fall under this category may be tamed and domesticated but only after the capturer has formed a close, often unbreakable bond with the beast or spirit. Depending on the situation and the best/spirit in question, It may be tamable through magical means
Yes through breeding - Beasts and spirits that fall under this category may only be tamable through breeding, often after generations of breeding though not always. Depending on the situation and the best/spirit in question, It may be tamable through magical means
Bestiary List
Name: Arachdra
Region: Ivalice
Habitat: unknown
Tier: Unknown
Tamable: No
Half sentient, arachne like creatures with the upper appearance of a Imperial or any of the humanoid races found on Athrunial(albeit more monstrous looking) with the lower body of a spider, the Arachdra are a hivemind, bestial kin like race found only under Ivalice. Known for their tenacity and ferocious like demeanor, the Arachdra are highly territorial and aggressive towards anyone outside the hive with the exception of a fair, few individuals. The exact reasoning for their aggression however is unknown as every single Arachdra is telepathically linked to the "Mother", the Hive Queen of the Arachdra race, and as a result, they follow her will, who in response, through some unknown means, is controlled by the current Archduke of Ivalice. Though the Arachdra are not expansionists and quite passive when left to their own devices, the Arachdra are infamous for capturing desirable intruders of either gender and forcing them to become breeders/brood mothers until their eventual, often grisly deaths.
Name: Archdeadra
Region: Oblivion
Habitat: anywhere
Tier: Divine
Tamable: no
Thought to be amongst the oldest and most powerful of all Deadra, their power rivals those of the Deadric Lords, so much so, Archdeadra are only subservient to the oldest of Deadric Lords and those of the Patrons. Due to this and the power they wield, being similar in power to the power wielded by the Deadric Lords and the Patrons, Archdeadra are rebellious in nature and will attempt to secede from their overlord at any opportunity they can when the one they serve show's weakness as to ascend to become Deadric Lords themselves. While a Deadric Lord is the bane of any mortal whom inhabits the mortal realm, more often than not, a Deadric Lord will meet their end by an Archdeadra or by another of the corrupting powers within Oblivion.
Name: Arch Succubus/Greater Succubus
Region: Aklator although can be found potentially anywhere
Habitat: Dungeons, mortal societies, hideouts
Tier: Legendary
Tamable: Yes through bonding
Exceptionally long lived Succubus of considerable power, they tend to be the most powerful Succubus that can be found outside the region of Aklator. It should be noted that for Succubus's who achieve this tier of power, they become eligible to become Lilam by entering the service of the Elder Lilam, the recognized daughter heirs of the Nameless One, or to a much lesser extent, the Nameless One himself.
Name: Barbaroth
Region: Yurnu
Habitat: Jungles, Savannah's
Tier: Illustrious
Tamable: Yes through bonding
A race of semi sentient, humanoid bestials that descend from Yurnu's wild cats and mortals, these bestials are renowned for their deep chests, their small but thick necks, their long, thick tails for balancing, their round like heads surrounded by a lion like mantle as well as their round ears and the varies fur colors and possible patterns they come in, ranging from white, yellow and brown with stripes or other patterns. As one might judge their appearance as a ten feet tall Lion or Tiger like mammal in a gorilla like form/stance, the Barbaroth are a race of highly territorial, ferocious and malicious alpha predators that enjoy the hunt and killing all those whom enter their territory, especially males of any species species as it will not tolerate any competition to it's food supply or those it can mate with. They are so notorious with this fact that they will often go to any lengths to kill a male in it's territory at whatever cost, even at the cost of their own lives. When a female enters it's territory however, especially those of the humanoid mortal races, a Barbaroth will immediately spend all it's effort in her capture. From there, he will mate with her repeatedly with his large, thick penis crowned with soft spines to ensure the the female cannot escape during the mating as well as with any other female he has caught as part of his harem until they repeatedly produce and care for his cubs. This will continue until the Barbaroth dies of old age, dies of sickness or one of his cubs reaches adulthood and manages to kill him. Unlike other bestials, Barbaroth's greatly care for their mates and often form tight knit bonds with those whom don't run away, so much so, Barbaroth's can be seen with females that are far passed their age for reproducing.
Name: Basilisk
Region: Unknown
Habitat: Deep Swamps, Jungles, Forests
Tier: Illustrious
Tamable: Yes through bonding
A massive but rare serpent known to grow past fifty feet in length, the Basilisk is infamously known as the "King of Serpents". Despite the many mythological tales and folklore legends about the Basilisk however, the Basilisk does not have the ability to petrify nor kill those whom look upon it's eyes. Being a Serpent however, the Basilisk is known for it's regenerative like abilities, being able to heal it's wounds by shedding it's skin as well as it's sharp, poisonous fangs that are capable of penetrating lesser plate as well as killing those effected by it's poison within mere hours.
Name: Bear
Region: Anywhere but southern Athrunial
Habitat: Forests, Tundra's, Wetlands, Grasslands, Mountains ranges
Tier: Proficient
Tamable: Yes
It's your typical brown bear.
Name: Chimera
Region: Anywhere
Habitat: Caves, Grasslands, Mountains, Ruins, Savannah's, Forests, Jungles
Tier: Heroic
Legendary
Tamable: yes through bonding
A exceptionally rare but powerful beast, thought to be the creation of the Deadric Lords themselves or by dark energy residue left over from one of their numerous conflicts, the Chimera is a savage, three headed beast capable of breathing fire like a wyvern or dragon, has sharp claws seeped in poison, capable of tearing through a fully plated warrior in half with ease and for those It can't, it's poison kills within hours. The most notorious trait about the Chimera however is it's almost sentient, deadric like tail that ends in a snapping maw, that much like it's claws, is capable of delivering poison via globs fired from it's deadric like tail.
Name: Krocuta
Region: Celestine Empire
Habitat: Caves, Ruins, Savannah's
Tier: Expert
Tamable: yes through bonding
A large, all male race of semi-sentient, humanoid bestials that share a undeniable resemblance to Hyena's, the Krocuta, like Orc's and Pigmen, are a race of brutal savages that live for the hunt, feasting on the weak and testing their metal against one another. Often compared to the Rominions to the north, the Krocuta are notorious for raiding mortal societies for supplies, martial challenges to test their skill in battle as well as to capture as many mortal females as possible as to further continue their race. Despite their savage and highly aggressive like nature however, Krocuta are known to be quite lustful as well. The Krocuta have a strange a fixiation on mortal females, to the point of near obession. They will often go to great lengths, some nearly any length, to find the "perfect" mate and keep her for life or until she is no longer able to bare children. To maximize their reproduction capabilities....or perhaps to block a possible contender, the Krocuta have two pairs of genitals.
Name: Cthulhu
Region: Ocean
Habitat: Ocean, coast
Tier: Illustrious
Legendary
Tamable: No
A exceptionally rare, long lived, humanoid like bestial race of human like intelligence found only in the ocean and rarely on/near the coastline, the Cthulhu are notorious grotesque creatures known for their tentacled, octopus like head, their rubbery like skin and their abnormal sized claws found on their legs and webbed hands. There are some that are even born with primitive, long, narrow like wings that grant them temporary flight for a time, though this is considered a rare mutation. Unlike other notorious creatures, the Cthulhu never stop growing. From birth to a early age, a Cthulhu will retain a vaguely similar height/build to humans however as they grow in age, they slowly morph into massive tentacled/octopus like monsters capable of mass destruction. While ancient Cthulhu's often become horrifying deep sea monsters that slumber and hibernate, young Cthulhu's, especially those whom are ambitious, tend to infiltrate human societies and begin cults of their own, all in the hope of gaining the favor of the Deep Ones, the supposed divine creators of their race. There is another reason, a ulterior motive for young Cthulhu to form their own cults. Since Cthulhu's are extremely aggressive towards each other during mating, Cthulhu's often prefer to mate with other humanoid races, commonly humans as the chance of mutilation or even death is low. As a result, it is not uncommon of Cthulhu's of either sex to have a harem of their own for copulation. Of course, such breeding sometimes results in hybrids but to a Cthulhu, this is a minor setback at worst as while the hybrid is a abomination, they will gain a new servant and If they do not, they will make a good offering to the Deep Ones. With all this said, nothing is more important to a Cthulhu than gaining the favor of the Deep Ones and continuing their race.
Name: Deadric Tentacles
Region: Oblivion or in concentrated area's of dark energy
Habitat: anywhere littered with dark energy, generations may have adapt to live in any environment
Tier: Master
Illustrious
Tamable: No
Seemingly based off Deadric gentile, this breed of tentacle, besides having it's exterior skin feel similar to rubber or some other material like plastic, has flanges designed to keep it's victims in place to prevent them escaping. This is ensured by the flanges digging into the victim's womb or bladder.
Name: Deer
Region: Anywhere
Habitat: grasslands, forest, mountains, coasts, Savannah
Tier: Novice
Tamable: yes
It's your typical white tailed like deer
Name: Dire Bear
Region: most regions
Habitat: Forests, Tundra's, Wetlands, Grasslands, Mountains ranges
Tier: Expert
Tamable: Yes
A rare breed of bear that can only be found north of Chou, the Dire Bear is a massive creature, standing at over seven tall and weighing over three thousand pounds, this seemingly imposing creature is more than capable of defending itself from most dangers. Despite it's size however, the Dire Bear functions much like it's lesser cousin, the regular Bear. Under most circumstances, the Dire Bear is a non hostile beast as it carries on with it's daily activities. Only when it or it's offspring feel threatened, when someone enters it territory or robs them of their meal will a Dire Bear attack. Often, the smartest move one can make is to just run away from a enraged Dire Bear.
Name: Dire Wolf
Region: Western and Northern Athrunial
Habitat: Forests, Tundra's, Wetlands, Grasslands, Mountains ranges
Tier: Expert
Tamable: Yes
A rare breed of wolf typically only found north of Thrymiria, the Dire Wolf is a highly aggressive, territorial pack hunter whom, when in a pack, is more than capable of bringing down nearly any beast as well as being able to survive in nearly any environment. As expected of any dire creature, a Dire Wolf is much, much larger than it's more common variants. As a result, a Dire Wolf boasts a weight well over eight hundred pounds and a height ranging anywhere from five to seven feet, allowing them to be easily distinguishable from their lesser cousin, the common wolf. Due to this size however, for those able to befriend or even tame one, A Dire Wolf can be mounted like any horse, though Great Wolf Riders are often a rare sight. Few have the ability to defeat, domesticate and train such a beast and for most who are able, often become nothing more than meals for their less than masterfully trained mounts.
Name: Dragon
Region: Unknown
Habitat: Everywhere, depends on the variant of Dragon
Tier: Divine
Tamable: No
The offspring's and at times, descendants of the original Dragons born at the dawn of time, the Dragons are by legend, said to have been the original rulers of all mortal life and/or inheritors of the will of destruction set in stone by their predecessors, the Elder Dragons. As entities that compare in power to a Divine or a Deadric Lord, Dragons are by far, some of the most powerful entities found on Athrunial with little exception and much like the Elder Dragons, Dragons typically fall under the same category's as their predecessors, being classified as either Divine Dragons, Dragons that have sentience, ones that act like Divines, or the second being Cataclysm Dragons, Dragons that act as a disastrous, living force of nature. Unlike Elder Dragons however, most Dragons are classified as slumbering, Divine Dragons, often acting as great beacons of knowledge and guidance for those they deem worthy. By the fifth era, while a exceptionally rare sight, Dragons are far more common than the sight of a Elder Dragon, whom may only appear a few times a in the span of a millennium. Finally, much like the Elder Dragon, Sekhmet, the only Dragon that can be commonly encountered on Athrunial is the Dragon Divine, Vaisravana, whom protects the Immortal Empress from all external & internal threats from the safety of the Forbidden Palace.
Name: Elder Dragon
Region: Unknown
Habitat: Everywhere
Tier: Supreme Being
Tamable: No
The Progenitors of destruction, the Elder Dragons, sometimes referred to as "Archdragons", are amongst the oldest of all entities on Athrunial, perhaps even older than the Aeadra themselves, having been created by Necris himself to aid him in the shaping of Athrunial at the dawn of time. Because of this as well as the immense, divine like power they wield at their finger tips, Elder Dragons do not fit into any single classification of monster or beast. Instead, Elder Dragons are often classified into two distinct classification of their own, the first being Divine Dragons, Dragons that have sentience, ones that act like Divines, with the second being classified as Cataclysm Dragons, Dragons that act as a disastrous, living force of nature. No matter their classification however, due to their now, near non existence, Elder Dragons are seen as a rare phenomenon, even amongst the Divines. Since the end of the Age of Creation and the War in the Heavens, few Elder Dragons have been seen with the only known exception being the Crimson Ebony Dragon, Sekhmet, A Divine Elder Dragon that currently resides within Aklator after being presumably corrupted by the Nameless One himself.
Name: Elder Lich
Region: Unknown
Habitat: Everywhere
Tier: Illustrious
Tamable: No
Name: Feeble Deadra
Region: Oblivion and Athrunial
Habitat: Anywhere
Tier: Proficient
Tamable: No
Deadra such as the lowly Imp(shown above) are amongst the lowest of all Deadra that can be found on Athrunial and within the realms of Oblivion. So pitifully weak they are, feeble Deadra such as the Imp are able to slip past the magical barriers that protect the mortal realm, allowing them to take residence on Athrunial, and thanks to their near non existent needs, feeble Deadra are able to live in the mortal realm indefinitely. Despite the legends and myth's that surround them, It is possible to find a small tribe or colony of feeble Deadra in the mortal realm. Due to their weakness however, as well as the roles they play, often created to serve as expendable servants, playthings, warriors and even worshippers, they are more often than not, ignored by the Deadric Lord they originate from. With this in mind, having more freedom than much more powerful Deadra, feeble Deadra, especially those whom live in tribes and colonies, will often have their own agenda and plans though, being Deadra of a certain Deadric Lord, feeble Deadra will still try to please their Deadric Lord to some extent no matter how mundane it might become. Lastly to note is their intelligence. While most feeble Deadra, including the Imp, have near human intelligence, most feeble Deadra act and think similar to a beast with a sadistic, animal like cunning than as a true sentient being.
Name: Ghost
Region: Everywhere
Habitat: Ruins, Dungeons, Graveyards generally but depending on the circumstances, anywhere
Tier: Trained
Tamable: No
Commonly referred to as "Spirits", Ghosts are the souls of the deceased whom were unable to pass on to the after life, having experienced a great trauma or conflict in their past life that forbids them from resting until said trauma or conflict is resolved in their favor. Despite their nature as a supernatural being however, Ghosts can interact with the physical realm, whether through items or direct interaction and despite common misconceptions, Ghosts may choose at will to appear and communicate towards anyone they wish. That being said, being spirits that were unable to move on, Ghosts tend to linger where they died or where their great trauma or great conflict occurred and much to the surprise of many, the Ghosts themselves are neither good nor evil. A Ghost's behavior is completely dictated by who they were in live and how they died. The last thing to note is their near immunity to being able to be destroyed by normal means. As non corporeal beings, only those whom are able to wield magic or those equipped with complete silver weapons are able to bring harm and potentially "destroy" a ghost. For those whom meet such a unfortunate end, they do not feel release upon their second death, instead they suffer the worst fate of all, the destruction of their very soul, eliminating them from all existence.
Name: Giant Rats
Region: Everywhere
Habitat: Ruins, near mortal societies generally but depending on the circumstances, everywhere
Tier: Novice
Tamable: yes
As their name implies, a Giant Rat is a large species of rat the size of a domesticated cat. Unlike normal rats however, Giant Rats tend to be far more feral, aggressive and typicall carry many diseases. Due to their sizes however, Giant Rats can be seen as small food sources.
Name: Giant Spider
Region: Western and Southern Athrunial
Habitat: Jungles, Swamps, Ruins, Caves
Tier: Proficient
Tamable: yes
Massive, human sized spiders that often dwell in caves or in similar like environments within small colonies, these Giant Spiders are infamous for hunting & ambushing large prey in packs as well as their lethal posion that's deadly enough to bring down beasts the size of elephants.
Name:Great Basilisk
Region: Unknown
Habitat: Deep Swamps, Jungles, Forests
Tier: Heroic
Tamable: No
An ancient basilisk that has lived for over several hundred years, they are much stronger, far more resilient and gigantum in size in comparison to their lesser, more younger brethren. Besides for their massive increase in strength as well as their intelligence, ancient basilisk's have passive regeneration which allows them to heal most wounds within a number of hours while retaining their ability to shed their skin to heal themselves. On top of that, an ancient basilisk's scales have turned draconic in nature, making them far more resilient in combat when hit, whether by physical or magical means. Lastly, besides still retaining their sharp, poisonous fangs, ancient basilisk have the ability that many mythological tales and folklore legends speak of, the ability to petrify those whom stare into it's eye's. Even those of the undead and supernatural aren't excluded from this. Despite this deadly, new ability however, it is not instantaneous. When one looks into it's eye's, It may take up to several minutes before the person in question is perified.
Name: Great War Rats
Region: Everywhere
Habitat: Racheroskr Societies
Tier: Adapt
Tamable: yes
Bred exclusively by the Racheroskr through arcane means, Great War Rats are massive rats bred for war, often functioning as war mounts to the elite and most skilled of a Racheroskr army. Despite their poisonous fangs and claws however, Great War Rats are not true replacements for war horses employed by the other nations found on Athrunial. Instead of being bred for direct warfare, Great War Rats fit the criteria for skirmishing and tracking, allowing them to use their enhanced sense of smell and excellent vision to great effect.
Name: Griffin
Region: Brulgronian Mountains, rarely other mountainous regions
Habitat: mountains, caves, forests
Tier: Expert
Tamable: yes through bonding
A rare beast native to the Brulgronian Mountains, the Griffin is a beast well known for it's appearance, sporting wings, head and front legs of a massive eagle while having the body, hind legs and tail of a lion. Along with their appearance, much to the dismay of those whom may come across one, Griffins are known to grow past twelve feet in height as well as weigh over one thousand pounds, giving them a formidable appearance. Due to this rarity however, Griffins are often misunderstood creatures. Only those whom could bond with such a fierce creature could ever hope to understood it, let alone ride upon it's back as it's rider. As a result, only the most skilled warriors(and groups) have managed to "tame" Griffins for warfare however despite what propaganda is used by said warriors(or groups), a person could not pick their mount, the Griffin would always pick it's rider, even for those born in captivity. For such a prideful, fierce creature, any wannable rider whom was not considered worthy would be thrown off their backs immediately or for those it despised, potentially killed and devoured. As such, for the few that interact with them, they are to be viewed with great awe and respect. For those whom were able to form a bond however, few things can be stronger than the bond between a rider and their Griffin.
Name: Giant
Region: Northern Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's
Tier: Heroic
Tamable: yes through bonding
A exceptionally rare, misunderstood humanoid race that often takes the form of various human like races, Giants are massive beasts, often ranging in height from a mere twenty to a staggering hundred feet and boasting a weight well past two thousand pounds easily, making them one of the largest races found on Athrunial as well as one of the most long lived, able to live well past a thousand years, and despite common misconceptions, Giants can & often do wield a human like intelligence. Due to the low number of Giants in the world as well as their lifestyle as nomads, either wandering alone or in small, nomad tribes, many scholars believe Giants originate from the Skaoi civilization that was destroyed during the mythological conflict known as the War in the Heavens.
Name: Ghostly Phallic Tentacles
Region: Aklator although can be found potentially anywhere in concentrated dark energy area's
Habitat: anywhere littered with dark energy, generations may have adapt to live in any environment
Tier: Adapt
Tamable: No
A rare variant of tentacle that can only be commonly encountered within the Akltorian mountains, Ghostly Phallic Tentacles are notorious for what their name implies, being non corporeal tentacles that takes the form & functionary of male genitalia. As a result, only those whom wield whole silver weapons or/and magic have any hope of defeating them.
Name: Greater Slime
Region: Anywhere
Habitat: Anywhere
Tier: Adapt
Tamable: yes through bonding and breeding
Greater Slimes are slimes that have either absorbed & devoured countless other slimes, having amassed massive amounts of nutrients or have absorbed and/or altered by magical energy. Due to this, Greater Slimes are far more intelligent and have developed emotions similar to that of humans. While still generally feral in nature, often living the lifestyle of a normal, common slime, a Greater Slime, while rare, is capable of being "civilized" by their own intuition or by domestication by mortals, in a mortal society. Those whom are able to function properly & happily in mortal societies, can produce slime "jelly", a substance created from the Greater Slime's body. Essentially a tiny portion of the Greater Slime's body that's been "pooped" out, it's properties and taste is effected by whatever the diet of the Greater Slime whom made it, so if a Greater Slime devoured grapes routinely, it's slime jelly would taste similar to grape jelly. Lastly to note, that unlike normal, common slimes, Greater Slimes are capable of taking on a permanent, albeit vague form, whether that be the outline of a house, an animal or even a person. Such "transformations" are often the result of their environment or the bond they share with their master.
Name: Goblin
Region: Western Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's, Jungles, forests, near mortal societies
Tier: Trained
Tamable: yes
Primitive humanoids thought to be the result of dark magic, mutation or rape via humanoid bestials with mortals, Goblins are the smallest and and most weakest of the Orc species/Greenskin race yet despite their small stature and fragile frame, Goblins are notorious for being the most intelligent of their race, having comparable intelligence to that of a human. Like all members of the Orc Species/Greenskin race, Goblins are known for their sadistic, vicious tenancies as well as their monstrous like cunning they often display. Despite the danger they often pose, especially in large numbers, due to their weak stature and frame, most warriors, especially those inexperienced, often disregard Goblins as a threat. More often than not, these individuals write these creatures off as pests, citing that due to how weak a Goblin is individually, they can be disregarded as threats. With this type of mindset, many warriors and adventurers often lose their lives or worse, are captured and bred as livestock, with women becoming broadmothers and men become food sources. As goblins often fight in overwhelming numbers, Goblins should never be underestimated, especially when their led by a particularly powerful and/or intelligent individual. Though Goblin horde invasions are quite rare, they should nonetheless be taken seriously as any other horde invasion.
As for their way of life, Goblins typically live in tribes or warbands comprising of other orc species. They are typically led by a Goblin shaman, a warlord or some other powerful or intelligent individual that managed to take power and unlike other orc like societies, Goblin exclusive tribes tend to be a bit more peaceful and at times, even have a working economy of sorts. Being intelligent and able to adapt to situations, Goblins can be capable hunters, ranchers, carpenters and even metal workers though due to their tribes often being nomadic in nature or in locations where rare materials can be difficult to come by, their products tend to be of lower quality, akin to crude iron weapons and tools. Despite their intelligence however, due to their Callous like nature, Goblins prefer to raid and steal from the vulnerable and weak to sustain themselves rather than work the lands themselves. The only known exception to this is the capturing of mortals. Due to being an all male species of orc, Goblins will go out of their way to capture mortals, especially females in the hopes of breeding them to replenishing their numbers. In this instance, despite common misconception, Goblins, for those whom become ranchers, are usually gentle and caring towards those they capture. as these individuals hope to create a viable population of mortal stock that can be used not only for breeding(for themselves and breeding their stock to increase their numbers) but as a food source as well. Though rare, It is not unheard of for goblin ranchers to take pride in breeding a specific bloodline of mortal stock. Such mortals bred from Goblins however tend to have a short and stocky yet sturdy like build though it isn't possible for mortals to retain their ancestor's build through extreme selective breeding. These mortals almost always descend from a goblin stock bloodline however. Half breeds are also known to be born this way though depending on the many circumstances that surround their birth, they are typically rare. For these individuals, they are usually devoured at birth, seen as abominations, or used as mortal stock, though in rare instances, they may be treated as a member of the tribe or be immediately casted out. It all depends on the tribe. No matter who is chosen, within the span of one to two months, their captives or breeding stock will give birth to a litter of several Goblins. It takes six months for a Goblin to reach maturity and for the majority of it, a Goblin requires the milk of their mother. Returning to subject of tribes, in an attempt to hide themselves from the many dangers of the world, Goblins often live in secluded locations like cave or ruins and as such, they have acquired excellent night vision.
As for those whom find themselves within warbands, Goblins often find themselves at the bottom, often functioning as cannon fodder for the stronger of their species as well as the primary labor force, If any at all exists. As warbands are often too focused on raiding and capturing, most warbands have no need for craftsmen or laborers. For those in mixed tribes however, Goblins tend to find themselves in similar positions they would find themselves If they were in a Goblin Tribe. They will often become the tribe's craftsmen and laborers though depending on the nature of the tribe and who leads it, they may not be ranchers or be forced to share that role with other species of Greenskin that can be found in the tribe, notably intelligent orc's whom take a similar liking to that occupation as Goblins do. Nevertheless, due to their weak and at times, cowardly like behavior, unless they can prove themselves useful, Goblins tend to find themselves at the bottom of that tribe's society.
Name: Goblin Adventurer
Region: Western Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's, Jungles, forests, near mortal societies
Tier: Adapt
Tamable: yes
Sometimes referred to titles such as "Hero", "Outcast" or even "Traitor" by other Goblins, Goblin Adventurers are Goblins whom abandoned their old tribal life in favor of exploring the world in the hopes of one day of becoming strong enough, fast enough, and intelligence enough to lead their own tribe(s) or warband. As such, with the exception of the Goblin Paladin and potentially, the Goblin Warlord, Goblin Adventurers are some of the most skilled Goblins in existence, boosting a significantly higher intelligence, physique and a more nimble body than the average Goblin and much like Hobgoblins, Goblin Adventurers tend to be donned in the best armor and weapons they can steal, pillage and in rare instances, purchase. As travelers whom seek to increase their martial strength and knowledge in all things that can assist them in their goals, Goblin Adventurers are similar in nature to a Goblin Paladin, albeit to a lesser extent, being able to learn & adapt to civilized life. By becoming civilized and being able to speak in civilized tongue, a Goblin Adventurer has the opportunity to learn in ways a normal Goblin could never. There is even the possibility a Goblin Adventurer can alter their ideals and set morals though as one might expect, this is rare. It is because of these possible opportunities that a Goblin Adventurer are usually the most skilled and intelligent of their race. That said, much like the Goblin Paladin, they are never a welcoming sight to those of the uncivilized races and depending on the nature and circumstances of the Goblin Adventurer in question, they may or may not be tolerated as a intelligent Bestial or Bestial Kin.
Name: Goblin Berserkers
Region: Western Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's, Jungles, forests, near mortal societies
Tier: Proficient
Tamable: yes
Typically larger in size than the average Goblin, these veteran Goblins have undergone a crude ritual involving the digestion of a number of drugs that, when combined with the ritual performed by a Goblin Shaman, throw the Goblin Warriors into a blood frenzied trance for a substantial amount of time, sometimes permanent, transforming the warrior into a blood thirsty warrior, showing little remorse or care for those around them. Driven nearly insane by their rage to kill, Goblin Berserkers dedicate their purpose to destroying whatever enemy stand before them, usually in the most brutal and barbaric way possible, even at the cost of their own lives. As such, when Goblin Berserkers come upon the enemy, they will waste no time in throwing themselves at the enemy, eager to spill blood in close combat.
Name: Goblin Paladin
Region: Western Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's, Jungles, forests, near mortal societies
Tier: Expert
Tamable: No
Without a doubt the most most rarest of the Goblin race, a Goblin Paladin is often a Goblin Adventurer or Warlord who has forsaken their former life in pursuit of serving a Divine for power and influence. As a result, Goblin Paladins are amongst the strongest and most skilled of the Goblin race, usually having no equals besides that of another Goblin Paladin. Depending on the Divine they serve, this may or may not make them the only variant of Goblin that is not outright hostile towards the civilized races. In fact, compared to their lesser brethen, even Goblin Warlords, Goblin Paladins tend to be highly civilized and intelligent, similar to those found in the civilized kingdoms. While a Goblin Paladin is usually never a welcoming sight, they are more often than not, tolerated as much as an intelligent Bestial or Bestial Kin.
Name: Goblin Skirmisher
Region: Western Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's, Jungles, forests, near mortal societies
Tier: Proficient
Tamable: yes
Lightly armored Goblins, these Goblin Warriors specialize in guerilla and skirmishing tactic's, often using their small size and knowledge of their surroundings to confuse and outmaneuver the enemy. Due to their more defensive like tactic's, Goblin Skirmisher are often the defenders of Goblin tribes and camps.
Name: Goblin Rider
Region: Western Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's, Jungles, forests, near mortal societies
Tier: Proficient
Tamable: yes
A rare variant of the Goblin Warrior, these Goblin Warriors specialize in mounted combat through the use of wild or domesticated animals, usually wolves but not always. Being amongst the fastest and more often than not, the most elite within a tribe, Goblin Riders often act as the shock troopers to any Goblin force, using their speed and high agility to confuse, distract and encircle the enemy. Despite their efficiently in skirmishing tactic's, due to their lack of strength and durability, Goblin Riders are often classified as shock troopers and not as light cavalry by the civilized races.
Name: Goblin Shaman
Region: Western Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's, Jungles, forests, near mortal societies
Tier: Proficient
Tamable: No
Often the elder like leaders of a Goblin tribe or warband but not always, Goblin Shamans are notorious for their ability to employ magic as well as their proficiency in alchemy and rituals, often using their skills to make alchemic goods such as poisons and using crude, painful rituals to enhance their fellow Goblins. Besides for their skill in magic and alchemy, Goblin Shamans are also known for their intelligence, often being the smartest of their race with little exception, that being Goblin Warlords, Adventurers and Paladins.
Name: Goblin Warlord
Region: Western Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's, Jungles, forests, near mortal societies
Tier: Adapt
Tamable: no
Stronger, faster and far more intelligent than the average Goblin, Goblin Warlords are the greatest of their species with little exception, often being viewed as the undisputed rulers of their race. As their name implies, due to the vast amount of strength and intelligence they wield, these Goblins have climbed their way to the very top of Goblin society, having slaughtered and outwitted their rivals. As such, Goblin Warlords, being the leader of their own warband or tribe(s), have accumulated vast amounts of hordes and resources under their command. Despite this however, they are still a Goblin at their core and as a result of this, Goblin Warlords do not lead from the front, but use their overwhelmingly powerful charisma to sway those under him to fight for him. That being said, having at one point been a Goblin Adventurer themselves, Goblin Warlords are highly skilled in combat and proficient in tactics for a Goblin. As such, a Goblin Warlord should never be underestimated, even by those of significant highly skill.
Name: Gremlin
Region: Western Athrunial
Habitat: anywhere
Tier: Novice
Tamable: yes
Considered by many to be a exceptionally rare breed of Goblin or cousin species like the Hobgoblins, Gremlins are notorious for being crueler, more mischievous and even more malevolent than Goblins themselves and yet despite this, due to their energetic, child like mindset, near lack of intelligence and strength, Gremlins are more of a "pest" than a actual threat despite boosting a similar build to Goblins. That being said, when Gremlins appear, they are also notorious for reproducing quickly like Goblin, albeit to a far greater extent, being able to birth entire litters of Gremlins within weeks of the captive or a female Gremlin being inseminated. As a Gremlin takes but just a month to reach majority, Gremlins hordes are massive in scale, easily outgrowing any Goblin horde or tribe within months. If left unmonitored and given the necessary resources, Gremlin hordes can easily extent into the tens of thousands. Luckily for the civilized races as well as their own cousin species, due to their near lack of intelligence and strength, most Gremlins find themselves killed by the dangers of the forest shortly after birth, keeping their numbers quite low, preventing them from a being a threat. That being said, as Gremlins often want the same thing as the other members of the Greenskins species, they are often tolerated in greenskin tribes and warbands. For those who are ambitious however, there is always the rare instance a tribe may attempt to breed Gremlins with various success to use them as cannon fodder and at times, as a emergency food source.
Name: Grey Deadra
Region: Oblivion and Athrunial
Habitat: anywhere
Tier: Unknown
Tamable: yes through bonding
Sometimes referred to as "Familiars" or as "Thralls" by skilled magic casters and as "Half Breeds" by Deadra, Grey Deadra are exceptionally rare Deadra that are more often than not, the byproduct of a mortal with magical abilities attempt at creating a Deadra with their own hands though under most circumstances, most Grey Deadra are the result of rape through a forced union shared between a Deadra and a mortal. As a result, most Grey Deadra, If discovered, are despised by the vast majority of humans, being viewed as "monsters" while Deadra, more often than not, universally hate Grey Deadra, seeing them little more than weak, imposter like abominations that seek to weaken their power and influence. Despite this however, due to the nature of their creation or birth, they share the same innate ability to adapt and evolve as mortals do, allowing them to become massively powerful If given the chance. As such, Grey Deadra hold the potential to become easily, the most powerful Deadra in existence. They are also unique in the sense that due to their mortal like mindset, a Grey Deadra's alignment may range anywhere from lawfully good to chaotic evil, and while they still have the same basic needs of a Deadra, Grey Deadra are renown for usually being far more civilized and moderate in their needs compared to Deadra created by the Deadric Lords. That being said, for those who are "created" by mortal hands, those type of Grey Deadra are magically bounded to the mortal who created them in a master-and-servant type of relationship. Those created by less skilled hands as well as those created with a limited amount of energy tend to take the form of a small animal while those whom are quite skilled and have access to vast amount of energies can take the form of anything from a mortal to even a mythological creature. As Grey Deadra of this sort are beings of magical energy created by their Master, they often take the form of whatever ideal, duty or purpose they embody If left to their own decision. In the case the master wishes to make the decision themselves, the Grey Deadra will take on whatever form that pleases them most. If by chance, a Grey Deadra is slain in battle or has died in some other way, upon death, those whom were created, will return to their master immediately in the form of magical energy unless the master in question, has some method of keeping the Grey Deadra's essence separated. If the later is the case and their essence can be protected, after some time, depending on the Grey Deadra's level of power, they will eventually manifest once more, otherwise, like those born of natural means, will cease to exist.
Name: Greater Deadra
Region: Oblivion
Habitat: anywhere
Tier: Legendary
Tamable: no
Few in number, Greater Deadra are amongst the most powerful of all Deadra in service to a Deadric Lord. Serving as living embodiments of their will, Greater Deadra act as the generals and at times, the vanguard of any deadric army. As such, being the right hand of their creator, every Greater Deadra has absolute authority over their creator's Lesser Deadra and their mortal forces under most circumstances. Due to their authority over Deadra, their intelligence as well as their divine like abilities, Greater are incredibly powerful individuals, so much so they are considered nigh unkillable by mortal standards. Only those considered by others to be "Heroes" have any real chance of potentially slaying or sealing away a Greater Deadra.
Name: Hobgoblin
Region: Western Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's, Jungles, forests, near mortal societies
Tier: Adapt
Tamable: yes
Considered a rare breed of Goblin, Hobgoblins are the bigger, stronger, faster cousins of the normal Goblin. Boosting a far more muscular frame as well as a higher intelligence for battle, Hobgoblins are considered the professional, elite soldiers of a Goblin Tribe or Warband, If they are luckily enough to have them. Like Goblin Berserkers, being of a more violent and to a extent, a militant mindset, Hobgoblins have a near unquenchable thirst for fighting. As a result, when not performing their duties as guards or as shock troops, Hobgoblin continually train to improve their skills as well as pillage and loot for better equipment. It's not a uncommon sight for more experienced Hobgoblins to be donned in full armor and wielding weapons that can be found in the civilized lands. Due to their training and combat experience, Hobgoblins tend to be well skilled in close range and long range fighting though the employment of magic seems to be a rarity amongst their race. It is unknown whether or not it's due to their ill aptitude for magic or just preference for wishing to fight with a physical weapon.
Name: Hobgoblin Adventurer
Region: Western Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's, Jungles, forests, near mortal societies
Tier: Master
Tamable: yes
The Hobgoblin variant of the Goblin Adventurer.
Name: Hobgoblin Berserker
Region: Western Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's, Jungles, forests, near mortal societies
Tier: Expert
Tamable: yes
The Hobgoblin variant of the Goblin Berserker.
Name: Hobgoblin Paladin
Region: Western Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's, Jungles, forests, near mortal societies
Tier: Illusterious
Tamable: no
The Hobgoblin variant of the Goblin Paladin.
Name: Hobgoblin Warlord
Region: Western Athrunial
Habitat: Mountains, Ruins, Caves, Grasslands, Savannah's, Jungles, forests, near mortal societies
Tier: Master
Tamable: no
The Hobgoblin variant of the Goblin Warlord.
Name: Hydra
Region: Aklator, Tynith, Yurnu Jungle, Northern Wastes, Novgorod, Deadlands and Neveroth
Habitat: mountains, coast
Tier: Heroic
Tamable: yes through breeding
A exceptionally rare, titanic like beast, the Hydra is a nigh mythological creature that is notorious from countless legends and myth's for it's numerous dragon like heads, it's ability to spew deadly poison from it's mouth, deadly enough to kill even heroes as well as it's most famous ability, the ability to generate any limb, especially one of it's heads, from a physical attack. Besides for it's most well known traits, the Hydra is also known by those whom have encountered one, for it's extremely aggressive nature as well as it's ill tempered like personality. As such, Hdyra's are left to their own devices, often being avoided at all costs, even by armies that would come to encounter one.
Name: Hell Hydra
Region: Deadlands
Habitat: mountains, wastelands
Tier: Heroic
Tamable: yes through breeding
Sometimes referred to as a "Black" Hydra along with it cousin sibling, the War Hydra, the Hell Hydra is a rare subspecies of the already rare Hydra, having adapted to the harsh environment of the Deadlands as well as gaining the ability to spew deadly amounts of fire, which is more than capable of burning through most surfaces.
Name: Lernaean Hydra
Region: anywhere
Habitat: ocean, sea, coasts
Tier: Heroic
Tamable: yes through breeding
Often referred to as the "white" Hydra due to their white scales, the Lernaean Hydra is a rare subspecies of Hydra that has adapted to living in large bodies of water. As such, besides for being able to live underwater, Lernaean Hydra's are infamous for their control over water, being able spew huge amounts of water from their dragonic like heads as well as their ability to create powerful whirlpools, which is more than capable of destroying anything in it's wake.
Name: War Hydra
Region: Neveroth
Habitat: mountains, wastelands
Tier: Heroic
Tamable: yes through breeding
Sometimes referred to as a "Black" Hydra along with it cousin sibling, the Hell Hydra, the War Hydra is a rare subspecies of the already rare Hydra, being bred & corrupted in captivity by the Deldra nobles of Neveroth in the hopes of creating the ultimate war mounts. As such, due to the nature of their creation, the scales of a War Hydra are ebony black and instead of spewing deadly poison from their breath like normal Hydra's, they now spew deadly amounts of corrupting, dark energy at their enemies. Any lesser being caught in it's wake will almost certainly become corrupted or/and mutate into some abominations. Only those considered "heroes" or though with exceptional willpower have any really change of resisting a War Hydra's corrupting powers. Besides for their new abilities, War Hydra's are notorious for boosting a even greater amount of heads than even a normal Hydra. Despite the vast danger it represents however, due to the nature of their creation, War Hydra's are extremely few and far between with most falling under the control of the Queen of Corruption herself, being viewed as too valuable to be left in the hands of the squabbling nobles of Neveroth.
Name: Lesser Deadra
Region: Oblivion
Habitat: anywhere possibly
Tier: Master
Tamable: no
The foot soldiers that make up the core of a Dark Lord's army, Lesser Deadra are commonly the living embodiment of their Dark Lord's nature and are typically skilled in some form of combat, whether It be close quarters or through the use of magic. Like most Deadra, while not truly senitent like a mortal, Lesser Deadra possess a calculating, malevolent intellect, granting tham a certain cunning few creatures possess, making them a wicked foe to contend with. As with mortal servants, Lesser Deadra function little more than thralls or slaves to their Deadric Lord. As such, despite the nature of their relationship, Lesser Deadra will follow any order given to them without doubt, even If it would result in their death.
Name: Lesser Wyvern Region: anwhere Habitat: depends on the breed Tier: Heroic Tamable: yes through bonding
Description
Name: Lich Region: Anywhere Habitat: Ruins, Dungeons, Graveyards generally but depending on the circumstances, everywhere Tier: Master Tamable: no
Description
Name: Kobold
Region: southern Athrunial
Habitat: ruins, swamps, jungles, coasts
Tier: Proficient
Tamable: yes
Commonly referred to as the "Lizardmen" and as the "Lizardfolk" by the civilized races of Athrunial, the Kobold are a semi-intelligent yet aggressive race of humanoid draconic, reptiles that are thought to be the ancestors of the Turrahk, having been the first of the Dragonspawn to originate from the Dragons, specifically the Dragon Divine, Caurthinax during the War in the Heavens. Being by far, the most numerous of the draconic species on Athrunial, the Kobold are notorious for their heightened, crude cunning, being known for their skill in constructing traps, their mastery of ambushes as well as their skill in tracking & stalking their prey. As a draconic species that ordinated from the Dragons, the Kobold, while humanoid in appearance, are a hybrid species in terms of appearance, sporting not only draconic but reptilian traits as well. As such, Kobold stood anywhere from four to six feet tall and were often covered in a scale like skin with a reddish brown color being the most common, though, often rare, a Kobold could be born without scales. As a reptilian, all Kobolds were born with a rat like tail with lengths varying greatly between each individual. While some tails could be short as a feet or at staggering length of eight feet, most Kobold had tail lengths within two and five feet. Depending on the weight of the Kobold, their muscle mass and the length of their tail, their tail could be used for balance while walking. Besides for their tail, Kobolds also wielded sharp claws that sat imbued in their hands and feet as well as the sharp teeth that sat within their crocodile, draconic hybrid like head.
Much like the various Greenskin races, the Kobold are notorious for their similarities to Goblins, being notorious for their primitive, monster like cunning & sadistic like tenancies they often employ against those that stand against them. As such, being a species that is stronger and often more intelligent than Goblins, the Kobold are seen as potentially, a grave threat to whomever stumbles across them. While a normal Kobold may be no stronger than a regular town guard, the much more rarer subspecies of the Kobold, such as the Kobold Blackscales or the Trueborn are easily more than capable of taking down the professional soldiers of the Civilized lands. Even highly skilled warriors such as knights might reach their end at the hands of such warriors. Much like Goblin hordes, when a Kobold horde appears, especially under a skilled and intelligent leader, a Kobold horde should never be underestimated as left unchallenged, a Kobold horde is more than capable of razing towns and potentially, even cities.
Much like many other bestial species, the Kobold typically live in large, isolated tribal communities, stationary or nomadic, led by either a Priest, a Warlord or a Trueborn under most circumstances though, in rare circumstances, a Kobold may live in a nomadic warband led by a Champion. Under most circumstances, all Kobold tribes follow a caste system(and usually the same one) as to better ensure the prosperity of their tribe. At the bottom is the normal, lowly Kobold which, due to their quick reacting mind and dexterous like hands, function as the tribes workers, artisans and craftsmen. Above them are the Koboldagarde Warriors whom function as the guardians of the tribe, it's warriors as well as it's hunters. Due to their increased muscle mass, when a normal Kobold requests it, the Koboldagarde Warriors may also function as the tribe's laborers. Above the Koboldagarde comes the Kobold Blackscales, the massive, elite warriors of the Kobold, functioning as the tribe's shock troops and at times, heave infantry. Above even them are the religious leaders of the tribe, the Kobold Priests. Besides for their spiritual roles in the tribe, they, under most circumstances, function as the tribe's magic casters. The only ones to top even the Kobold Priests is the undisputed leader of the tribe themselves, that either being a Kobold Warlord, a Kobold Blackscales Champion, a Kobold High Priest or a Trueborn, a being said to be the chosen Champion of the Dragons themselves. As Kobolds tend to be communal in nature, united with the goal of working together to make their tribe strong and prosperous, Kobolds tends to be technologically advanced for semi-sentient Bestial, being able to craft low to mid tier weapons and armor, alchemy like goods to even being able to build wood and stone like structures. Despite this however, much like other Bestial species, the Kobold have no issue with raiding, stealing and looting from those whom are vulnerable. Only those whom worship the Dragon Divine, Caurthinax have any real chance of being spared from their wrath. That being said, like many Bestial races, the Kobold are not above capturing mortals to better serve their needs. While Kobold are multi gendered, having males and females, Kobolds will typically go out of their way to capture females in the hopes of breeding them as broadmothers to further increase their tribe's numbers as well as to replenish those whom were lost. Kobold are not above capturing males either, often being captured to be used as a food source or as labororers. Though Kobold rancher/breeders of the civilized races exist like Goblin ranchers, they are much more rare, only ever appearing within the largest of Kobold communities where resources are plentiful. No matter who the bearer of the children are, after a Kobold or a captive has been impregnated by a male Kobold, the mother would remain pregnant for two months before she would give birth to a cluster of eggs, varying in size from two to ten. Much like reptiles, once the mother gave birth to the eggs, she would need to incubate the eggs for a further two months before the eggs would hatch. Despite the short duration of staying within their eggs, once they hatch, a Kobold hatching are capable of walking within mere hours and eating solid food within weeks. Soon after that, like many other Bestial races, the Kobold would mature quickly, reaching physical and sexual maturity at five years of age. Those whom were born with greater muscle mass and thicker than average scales would be raised to become Koboldagarde Warriors while those whom born even larger, sported a greater amount of muscle masss and sported black scales would become Kobold Blackscales. Those born similarly but with draconic like wings and possibly more draconic like traits were considered Trueborn and as such, would be raised accordingly. As for their care as hatchling and as children, depending on the nature of their parent's relationship, Kobold young may be raised by their parents If their monogamous, by a foster parent(s), by countless Kobold within the tribe, a Priest or by even a lowly slave.
Name: Koboldagarde
Region: southern Athrunial
Habitat: ruins, swamps, jungles, coasts
Tier: Adapt
Tamable: no
Commonly referred to as Kobold "Warriors" and "Hunters" by the civilized races, the Koboldagarde are uncommon Kobold whom have been born with increased muscle mass and thicker than average scales found on a normal Kobold. Due to these strengths, they function as the tribe's guardians, hunters, warriors and as laborers. As such, from the moment they can pick up a spear, they begin their life long training to be the tribe's warriors, hunters and guards. Rarely will a Koboldagarde deviate from this pursuit unless their strength is needed in constructing a great wonder within the tribe such as a religious temple or their children have came of age for training, which, If they are like them, will begin their training with all haste.
Name: Kobold Blackscales
Region: southern Athrunial
abitat: ruins, swamps, jungles, coasts
Tier: Expert
Tamable: no
Commonly referred to as Caurthinax's "Chosen" warriors, the Kobold Blackscales are amongst the most elite of all fighting groups within the Kobold species, having been born with a massive stature, monsterous strength and a high resistence to fire thanks to their thick, durable black scales. Like a Koboldagarde, despite popular belief amongst their own people, a Kobold Blackscales is simply a rare Kobold that has been born with a massive stature, boosting a height of six to eight feet, massive muscle muscle mass and thick, black scales that not only grant higher protection to the individual but a resistence to fire and high temperature. Due to the Kobold's worship in the Dragon Divine, Caurthinax, these rare Kobold are almost always seen as a blessing from their Divine are commonly seen as individuals with potentially, a "great" destiny. Indeed, many that survive the years of fighting often become the most powerful of their race, often becoming Warlords in their own right or if they are truly destined for great things, they may even become Oldbloods themselves.
Name: Kobold Blackscales Champion
Region: southern Athrunial
Habitat: ruins, swamps, jungles, coasts
Tier: Master
Tamable: no
The most skilled of all Kobold Blackscales, these Kobold lead other Kobold Blackscales into battle and If possible, challenge the enemy Champion to single combat.
Name: Kobold Old One
Region: southern Athrunial
Habitat: ruins, swamps, jungles, coasts
Tier: Heroic
Legendary
Tamable: no
Extremely few in number, the Kobold Old One's are without a shadow of a doubt, amongst the most powerful of all Kobolds in existence, perhaps even amongst all other Dragonspawn, often being perceived as the ultimate warriors & magic casters due to their vast skill in battle, their knowledge of the outside world and with magic. Often ancient in age, usually far surpassing the normal age expectancy of their race and wielding sentience similar to those of the civilized races, Kobold Old Ones are simply the greatest of their race, whether It be skill in battle or magic or even those of the mind. As such, despite the universal belief that only Kobold Blackscales, Trueborns and Kobold Priests can become a Kobold Old One, any Kobold, regardless of whatever caste they originate from, can potentially become a Kobold One. Typically to be viewed as a Kobold Old One, other than being one of considerable age, they must have achieved a great feat or achievement in life. What that could be varies greatly but more often than not, Kobold Old Ones are usually masterfully skilled warriors, magic casters or those of momentum wisdom. As such, due to their often long list of deeds and achievements, Kobold Ones are commonly viewed as living Pseudo Divines. It's not uncommon for the normal Kobold to venerate the Kobold Ones in a similar fashion that the Laetannians worship minor Saints, often dedicating small shrines in their honor, dedicating entire days in their honor etc. When a Kobold Old One finally does die however, either by old age, disease or by battle, they will be buried within a temple, one that will be built in their honor by the local tribes, for no matter the political landscape of the local tribes, the passing of a Kobold One deserves the upmost respect, to do otherwise is considered the greatest transgression and, any tribe found not participating will soon find themselves corned on all sides by the other tribes. Until than however, Kobold Old Ones, being viewed as holy figures, have no set purpose. While some chose to be the leader of their own communities or as advisors to those whom show promise, most travel between the various tribes in the hopes of keeping the peace, or to prepare their people against the dangers that lurk outside their home, for when a Kobold Old One takes to the field, leading their lesser brethren into battle, there are but just a handful whom could possibly hope to best one in battle.
Name: Kobold Priest
Region: southern Athrunial
Habitat: ruins, swamps, jungles, coasts
Tier: Adapt
Tamable: no
Sometimes referred to as a Kobold "Shaman" by outsiders, A Kobold Priest are one of many whom have been born with a high potential to use magic. As such individuals are seen as "holy" figures, having been "blessed" by Caurthinax himself, these individuals are given to the temple and, under the guidance of a Kobold Priest, are trained to become to Kobold Priests themselves. As a result of their upbrining, having entered the service of Caurthinax since they were nearly born, the Kobold Priesthood functions as the undisputed leaders of a tribe through a council with the council itself being led by a High Priest. If the tribe has a exceptional individual living in the tribe whom is not a Priest themselves, the Priesthood may step down from their position of power to function as they supposed to, the spiritual leaders of their tribe. With the exception of said individuals, a Kobold Priest is usually the only person within a Kobold Tribe to employ magic to any effective degree. As such, besides for their spiritual duties, Kobold Priest often act as healers to the sick and wounded.
Name: Kobold High Priest
Region: southern Athrunial
Habitat: ruins, swamps, jungles, coasts
Tier: Expert
Tamable: no
As their title suggests, a Kobold High Priest is usually the undisputed leader of a Kobold tribe as well as it's Priesthood, having been elected by their fellow Priests to lead them. The only exception to this rule is when a exceptional individual appears within a tribe. As for their duties, like their lesser brethern, they often retain their position for life but due to their responsibilities, rarely will a High Priest perform duties to that of a healer or a alchemist, instead they usually handle more adminstrator like duties and oversee projects that requires the attention of a tribal leader.
Name: Kobold Traveler
Region: southern Athrunial
Habitat: ruins, swamps, jungles, coasts
Tier: Proficient
Illustrious
Tamable: no
Sometimes referred to as a Kobold "Exile", a Kobold Traveler is a Kobold that has for one reason or another, left their tribe in the hopes of traveling the world, usually in the pursuit of knowledge and/or power. As such, much like others whom follow similar paths, such as the Goblin Adventurer, with the exception of Kobold Old Ones, whom distinguished Kobold Traveler often become, Kobold Travelers tend to be some of the most skilled and knowledgeable of all Kobold, having acquired skills and wisdom that would have otherwise, been impossible to gain. In these travels, Kobold Traveler usually find themselves donned in equipment far greater than anything they could find in their tribe or homeland. Such treasures are often seen as "gifts" from the Dragon Divine, Caurthinax or one of the Kobold Old One Pseudo Divines. Said treasures however, are only ever gained by Travelers whom have gained true sentience, Bestials that could be considered "Intelligent" Bestials, Bestials that are civilized enough to function within the civilized lands. Despite being viewed similarily to the lowly Goblin Adventurer, Kobold Travelers are typically seen in a higher light, If only they are more capable than Goblins. This being said, most Kobold Travelers do not return, often finding themselves killed or dying through some means or find another location they find desirable. In the rare instance a distinguished Kobold Traveler would return home to their tribe, having gained their "fill" of the world, these individuals almost always become local celebrities, being acclaimed for their skills and abilities. Depending on the tribe however, they may or may not be given a position of power or influence by the tribe's leader, not wanting a "traveler" to question their leadership or their decisions. After all, it's not entirily uncommon for the Kobold of a tribe to dethrone their leader If they believe a traveler from their tribe would make a better leader.
Name: Kobold Warlord
Region: southern Athrunial
Habitat: ruins, swamps, jungles, coasts
Tier: Illusterous
Tamable: no
Commonly the most powerful warrior within a tribe, they are without a doubt, the undisputed warrior kings of their tribe, having fought numerous battles and defeated countless foes in their quest to obtain power. Most often, Warlords are usually Kobold Blackscales but this is not always the case. Though a great rarity, even the lowliest of Kobolds can potentially rise to become Warlords. It depends entirely on the tribe in question. Martial focused tribe Warlords are usually veteran warriors of many engagements whom have managed to defeat the prior Warlord, having won a one on one honor duel or some other dangerous trial by combat. It's not uncommon for more religious-martial tribes to have a death battle royals between all competitors to determine the victor. The one whom stands last is considered to have been blessed by Caurthinax, and thus, has the divine right to rule. Less warlike tribes tend to not employ a Warlord at all, prefeering the council of Kobold Priests but If one must be chosen, a Kobold of significant intelligence with some skill will usually be elected. Though a rarity, There are some tribes whom follow a Imperial like succession for those whom were led by a truly powerful Warlord. Though whom have their founder's blood often rule and when they die, their children, usually the firstborn will take their place, provided they have/can prove themselves capable.
Name: Lilam Region: Aklator Habitat: Ruins, Dungeons, Castles, Fortresses, Palaces, Tier: Divine Tamable: no
Often referred to as Succubus "Royalty" and far more rarely as Deadra "Queens", the Lilam are a rare species of Succubus that directly serve the Elder Lilam as their chosen servants. With the exception of those they serve, the Lilam are amongst the most powerful of all Succubus's and lust type Deadra. Despite being a classification of Succubus however, they are notoriously different than of their lesser sisters, specifically in how they act and function. While lesser Succubus often act as master seductresses, Lilam, more often than not, function as Aristocrats, administrators and as trusted servants. They are still more than capable as acting master seductresses when the situation demands for it. Besides for their primary function as Deadra, Lilam are also quite different in terms of personality and beliefs. Most Lilam, especially those of noble birth, those whom come from Lilam bloodlines, tend to be prideful, especially of their position, and a regal like demeanor. With this in mind, Lilam will only initiate/consent to sexual intercourse or breed with those they deem worthy or those of similar standing. This is to ensure theeir bloodlines remains strong and for some, "pure". This is made even more apparent for those who are still pure "maidens". Contrary to popular belief however, despite sharing the same name with their lesser sisters and still being able to be polygamous, being able to have many, many partners like regular succubuses, It is common sight for Lilam's of noble birth, especially those with their maidenhood intact, to be monogamous towards one partner they deem worthy. It's not uncommon for Lilam to have one and only one partner throughout their immortal lives, especially if their partner or spouse is exceptional in nature. Lastly, Lilam that are created by the Elder Lilam or by the Nameless One himself, tend to be pure virgins despite their nature as Succubuses.
Nogakraga Region: Southern Athrunial, anywhere near large bodies of water Habitat: Coast, swamps, caves Tier: Adapt Tamable: yes through bonding
A large ten feet tall humanoid beast that sport a fish skinned like body with the head of a great squid or a Cthulhu, the Nogakraga are solitary creatures that often live in caves or large bodies of water. Although omnivores by nature, they favor human and elf flesh so highly, they receive immeasurable pleasure when devouring humans or elves. They seek this pleasure so much, they will often goto great lengths to ambush and capture such victims and it's not not uncommon for Nogakraga's to capture and rape female victims repeatedly to gain the pleasure they so crave with their thick yet smooth tentacle like penis Unlike other similar beasts, they make up their pitiful strength with high skills of magic such as master over water and mind control.
Name: Manticore
Region: Northern and North Eastern Athrunial, anywhere potentially
Habitat: Caves, Grasslands, Mountains, Ruins, Savannah's, Forests
Tier: Legendary
Tamable: yes through breeding
Similar to the Chimera but faster and wielding even more unfathomable strength, the Manticore is a exceptionally rare but tremendously powerful beast, easily capable of tearing through any enemy, whether it be an army or another beast of war, with relative ease. Taking the appearance of a massive Lion with leathery like wings, wings that often look similar to ones found on the common bat, a massive tail at the end that ranges from a normal tail to a poisoned tipped barbed tail found on scorpions or anything in-between, as well as potentially countless other mutations such as dragon like scales, being able to fire bacteria filled, thorn projectiles from their tail to even the limited use of magic, A Manticore is amongst one of the most powerful yet savage and cunning beasts that can be found in the world. Wielding a incredibly high intelligence, unlike that of a Chimera, who often holds a demeanor to that of a feral animal, Manticores are capable of learning and understanding their surroundings and plan accordingly. Though many wouldn't believe it, a Manticore is capable of complicated plans and strategies.
Name: White Manticore
Region: Laetannia, anywhere potentially
Habitat: Grasslands, Mountains
Tier: Heroic
Tamable: yes through breeding
A exceptionally rare subvariant of the Manticore that can only be found within Laetannia, the White Manticore, while significantly weaker than it's feral counterpart in terms of raw strength and durability, boasts a significantly higher intelligence to that of a semi sentient creature, to the point, they boast a much higher capacity for learning and adaptibility towards their surroundings, granting them the ability to understand Imperial like speech with the oldest and most intelligent being able to communite through various noises and actions they take with their body such as the swinging of their tail. Due to this intelligence, White Manticores are known to take on names & varies personalities of their own, though, due to the nature of the White Manticore's originating from Laetannia's St. Anastasia's white manticore, most hold personalities similar to a Laetannian Knight, being noble yet brave in nature. On top of this, once a White Manticore forms a life long, usually unbreakable bond with a companion, not necessarily a rider, White Manticores become incrediably loyal to that person and at times, by extension, their family, so much so, a White Manticore will never abandoned it's companion, even If it cost them their life. In battle as well, due to their bond, a White Manticore is often able to synchronize up with their rider, allowing them to attack as one being. In terms of apperance, White Manticore are notoriously different from a normal Manticore. Sporting a bright, almost snow like white coat, White Manticore's are known for their usually pristine, usually highly decorative coats. This is largely thanks to White Manticore's cleaning their coats themselves or with the help of others It trusts. They also sport horns, usually curved in nature, massive bird like wings as well as a long whip like tail.
Name: Minotaur
Region: Krayvmirk Wastes, Aklator, rarely Celestine Empire and Thrymir
Habitat: Caves, Grasslands, Mountains, Ruins, Savannah's, Forests
Tier: Expert
Master
Tamable: yes through bonding
Sometimes referred to as "Bulls", Minotaurs are a massive, all male, humanoid bestial race best known for their bull(male cow) like traits, their raw strength, their sadistic, savage like nature as well as their nearly insatiable hunger to feed and mate. Despite being thought of as the fusion between a human and a bull, brought on by the byproduct of lingering dark energies, few, If any human traits have remained. As a result, the only remaining human trait a Minotaur retains are it's human arms and hands. Against common belief however, It is possible for Minotaur's to be born with human feet & genital's, otherwise they will instead have bull genital's and hooves for feet. As for their general appearance, a Minotaur often stands over eight feet tall, has a well muscular build covered in cow like hide, often brown in color and wields two thick, bull like horns at the top of it's forehead, which is said to be sharp enough to penetrate common steel. Like most bestials, as Minotaurs are driven by their urges and emotions, Minotaur's are notoriously unintelligent in their way of thinking and can easily be fooled or trick by those more intelligent, even creatures such as Goblins. Despite this however, with their massive strength, they are exceeding dangerous opponents, especially when wielding their massive, double bladed battlexes. As for how they live, much like the Rominions found in the north, Minotaurs are nomadic in nature, often traveling from place to place in search of it's next victim, breeding companion or an opponent that may present a challenge though much like mortals, a Minotaur choose to live/frequently visit a specific location, may keep their breeding companion until their death and they may give chase over opponents they enjoy to fight with. In this regard, while still often savage like Goblins, especially towards those whom are weaker than itself, Minotaurs are capable of caring and having some degree of honor, even if said things are quite rare.
Name: Nameless Tentacles Region: Aklator Habitat: anywhere littered with dark energy, generations may have adapt to live in any environment Tier: Heroic - Divine Tamable: no
Name: Ogres Region: Anywhere, most common within Thrymir and the Celestine Empire Habitat: Caves, Grasslands, Mountains, Ruins, Savannah's, Forests, Jungles, near mortal societies Tier: Expert Tamable: yes through bonding
Description
Name: Oni
Region: Maja and rarely in Chou
Habitat: Caves, Grasslands, Mountains, Ruins, Savannah's, Forests, Jungles, near mortal societies
Tier: Master
Tamable: yes through bonding
Deadric looking humanoid creatures that vary in color and size, they are however, typically massive in size, donned in a muscular like frame, have blue or red skin, wield sharp teeth & claws, similar in sharpness to that of a Ravatar and are protected by thick, chitin like scales found all over their body, allowing them to endure far greater damage than of the civilized races. Oni's are typically male but females do exist as well, albeit far more rarely. In Maja mythos, Oni themselves are said to be the spirits of fallen warriors and those whom died after experiencing a traumatizing event and cannot pass over due to it. Because of this, these spirits, more often than not, are overwhelmed by their anger and their thirst for vengeance, so much so, they eventually manifest in the mortal world as physical spirits of hatred and violence, sometime after they had die. Until the day comes where they are eliminated by those of the living world, or put to rest by concluding the reason for their existence as physcial wrathful spirits, Oni's live the life of a sadistic beast whom enjoy slaughtering, pillaging and raping to their heart's consent. Despite popular belief however, Oni's can become passive, friendly even, provided they have their needs satified, usually through the access to a abundance of food, a desirable location to sleep in, a way to quench their thirst for testing their strength as well as easy access to sex. There has even been some legends speaking of mortals taming Oni's as companions or coming together with them through marriage like rituals though, as many would expect, many in Maja dismiss these legends as nothing more than rubberish fanfiction.
Name: Orc
Region: Anywhere, most common within Western & Northern Athrunial
Habitat: Caves, Grasslands, Mountains, Ruins, Savannah's, Forests, Jungles, near mortal societies
Tier: Expert
Tamable: yes through bonding
The apex members of the Greenskins species, the Orc's are an all male race of semi intelligent, massive, primitive humanoids known for their extreme aggression, their massive strength, their cruelty as well as their near unquenchable lust. Thought up often as being the byproduct of powerful dark magic, mutation or rape via with mortals, Orc's are notorious for their bloodthirsty, warmongering like behavior, coming together as powerful, hordes whom sole goal is to raid, pillage and steal what they want with force. So dangerous Orc hordes are, It is a common sight amongst the civilized world to see entire towns and at times, entire cities razed to the ground along with the vast majority of it's population. Only those captured to be future breeders have any really chance of survival. Aside from their massive strength however is their intimidating like form. Massive in size, often weighing in over four pounds and standing well over eight feet in height, often nine or even ten feet at times, Is their human like, massive, muscular like frame, their green or greyish like skin as well as their often, sharp teeth. In rare instances however, often due to their ancestry, a Orc may retain secondary pig like traits such as snouts, ears etc though, under most circumstances, Orc's that are dominantly more piggish in appearance are usually Pigmen, a stronger, more mutated subspecies of Orc. No matter their appearance however, with the combination of their massive strength as well as their body, they are frightening foe to stumble across, even for experienced fighters.
Similar to their lesser brethren, the Goblins, Orc's tend to have a similar way of life however, due to their warmongering like nature and their near unquenchable thirst to breed & feast, most Orc's dwell within a nomadic horde or warband that continually seeks out places of interest to loot and pillage. Like Pigmen, Orc's will first priotize the capturing of desirable women for the near exlusive use of breeding after the location's defenders have been slain. As one might expect, men are usually slain on the spot, being seen as weak, annoying rivals to their breeders, and are usually devoured if not use for crafters or some other like profession once captured. The same follows for children unless they are female and are near an age where they will eventually be able to bear children, whether fatally or not. Following the capture of desirable women, they location will be looted for any weapons, possibly materials for makeshift armor and other goods like food before it's razed to the ground. The other is the much more rare Orc tribe. Functioning similar to a Goblin Tribe but primarily Orc in population(Goblins,Hobgoblins and Gremlins may be present),they are almost always led by a Orc species Warlord with little exception, having outsmarted and outskilled any whom were aiming for the position. Being Orc's, a Orc tribe is similar to that of a Rominion Tribe of the north where the motto "MIGHT MAKES RIGHT" reigns supreme here. Only the strongest, most skilled and/or Intelligent Orc's may ever lead the tribe. The only exception to this may be the occasional "Rancher", a universal tittle between the Greenskin race, a more benolvent, caring Greenskin that specializes in the breeding of female, mortal stock. Such leaders are rare but do exist and as the tittle of a Rancher is a very prestigous tittle, being responsible for producing a abundance of female stock/quality female stock, their influence over a Orc tribe is massive. They share the same common misconception as their Goblin counterparts. As previously mentioned, such Greenskins are universally caring and even gentle and Is not uncommon for a Rancher or even Orc's in general for them to favor a specific female, so much so, they will do anything and everything in their power to keep them as young as possible as well as fertile.
For those whom they hold a special bond with, some Orc's will even make them their "Bride" and use them and only them for reproducing. Having a excellent, high quality, female, one usually of high status or class from the civilized lands is considered very prestigious amongst Orc's and will go out of their way to obtain said female. Such females that are captured and bred are highly taken care for, and enjoy a far higher state of living than a normal Orc is used, especially by Ranchers, doubly so If they have been made a "Bride". Female children of Brides and just normal female stock are bred solely for their looks and fertility, unlike Goblins whom breed their stock for stocky, durability. Orc Ranchers also take pride in bloodlines of specific stock, especially those of "Brides" whom were of high status, beauty and fetility as previously mentioned. Again, unlike Goblins, for halfbreed mortal females(Half Orc's) that are born, they are often seen and accepted as members of the tribe, especially women whom are, usually by force, to become breeders themselves while the males expectivily become warriors. As for the birthing process, once a female stock has been impregenanted, often several times over to confirm it, the mother will give birth to a litter of one to three babies after the span of anywhere from seven to ten months and depending on the quality of stock in question, for reasons unknown, It may take a Orc to reach pyshical maturity from anywhere from five years to a staggering ten years, which by Orc standards, is considered a oddity. As expected, since Orc's have little to none parental instincts, It is always the female stock, most often the mother whom raises the children. Once a juvenile Orc reaches the stage of a child however, It's not uncommon for them to attempt to breed with their mother or eventually other female stock, sometimes to the dismay of the Rancher or the Bride's man. Otherwise, returnign to normal responsibilities within Orc society, as Orc's view themselves as warriors, If not Ranchers, Orc's almost never perform more domestic like roles such as crafters or hunters, often preferring to loot and pillage but not destroy, or leave such roles to their lesser kind such as Goblins. Depending on the quality of the female stock.
Name:(C)Orc Warlord
Region: Anywhere, most common within Thrymir and the Celestine Empire
Habitat: Caves, Grasslands, Mountains, Ruins, Savannah's, Forests, Jungles, near mortal societies
Tier: Illustrious
Tamable: No
Massive Orc's of considerable strength and intelligence(for a Orc), a orc warlord as their name would suggest, are the undisputed leaders of orc hordes, warbands and at times, tribes, having fought and killed numerous contenders for the position as well as defend said position from challengers who wish to usurp him. Besides being a warrior of hundreds of battles, orc warlords tend to be equipped with the best weapons and armor that can be found within their proximity, having either looted said equipment off the battlefield or by some other means. It should also be noted that as the undisputed leader of their horde/warband/tribe, they get first picks of the spoilers of war, including captives. Orc warlords tend to have many slaves cater to their needs, from breeding to maintaining his weapons and armor. Those who prove to have little value are often devoured, fed to their beasts or swapped around the horde/warband/tribe for one particular role or another until their disposed of. Those who are prized however, like many other cruel beasts and beings whom have "slaves", tend to treated much better than those who are not, so much so, the most prized may enjoy living conditions similar to their old lives with protection. There is a cost to this however. Those who are "prized" however, often become "Brides" or for males, skilled craftsmen and laborers. Escape is almost always a impossibility and for those the Orc warlord become attached to, they are often used in the creation of prized, slave dynasties for future use. Of course, such prized bloodlines are a rarity within orc warbands/tribes/hordes, especially those created and maintained by a orc warlord or by their descendants.
Name: Mutated Orc
Region: Anywhere, most common within Thrymir and the Celestine Empire
Habitat: Caves, Grasslands, Mountains, Ruins, Savannah's, Forests, Jungles, near mortal societies
Tier: Master
Tamable: yes through bonding
A rare subspecies of the common Orc, Mutated Orc's are, thanks in large part due to their mutations, stronger, faster and usually more intelligent than their more common brethren. Due to their mutation brought on by dark magic or being the descendants of those whom were, besides being stronger, faster and being more intelligent than the average Orc, they typically carry various mutations such as horns, razor sharp teeth, claws, various colored skin tones as well as scaled skin, various internal, status sacks(the ability to poison, paralyze), the ability to wield magic, heightened learning, near or proper sentience as well as larger and possibly more than one set of reproductive organs. Despite what these powerful gifts provide however, such as heightened learning and near or proper sentience, the same shared with those of the civilized races, Mutated Orc's are still heavily drawn by their cruel, lustful nature. As such, with the combination of their cruel like nature as well as their intelligence and various strengths, Mutated Orc's are far more dangerous than common Orc's could ever be towards the civilized lands, being notorious for being far more organized, able to pull off complicated plans and strategies on the same levels as the civilized races as well as being above petty infighting that plagues common orcs. If one takes this under consideration, Mutated Orc's should never be underestimated for their vast strength and intelligence has led to the destruction of countless kingdoms and even the occasional defeat of the Divines themselves. This has largely played out countless times due to the simple fact that most in power treat Mutated Orc's in the same manner as Common Orc's and by extension, Goblins. Lastly to note, that due to the vast differences between Mutated Orc's and common Orc's, most Mutated Orc's tend to stick together in their own warbands or tribes, often viewing themselves as far superior to their lesser Brethren though It isn't unheard of for a Mutated Orc's to become the leader of a Common Orc warband or tribe. Under most circumstances, Mutated Orc's will never bother to join a Orc horde unless there is a substantial chance at acquiring various goods as well as victims they can turn into breeding stock. In battle, while common Orc's and Pigmen often act as front line cannon fodder, Mutated Orc's are notorious for acting as shock troops as well as infiltrators in convert operations, despite their massive size and often, lack of grace. They are, despite common belief, able to control their urges long enough to perform their assigned job If it means getting a greater payout, especially when It comes to future breeding stock they desire.
Name: Mutated Orc Warlord
Region: Anywhere, most common within Thrymir and the Celestine Empire
Habitat: Caves, Grasslands, Mountains, Ruins, Savannah's, Forests, Jungles, near mortal societies
Tier: Heroic
Tamable: no
The Mutated Orc Warlord is a Vastly stronger, more intelligent version of the common Orc Warlord that is known for wielding various, powerful magic's as well as wielding sentience to that of the civilized races.
Name: Overlord
Region: Aklator, rarely potentially anywhere
Habitat: Ruins
Tier: Heroic
Divine
Tamable: no
Considered to be the pinnacle, final form of the Lich, Overlords are extremely ancient & powerful magic casters that have the power to easily lay waste to entire armies and topple even entire kingdoms with their mastery over magic. Being immortals whom have studied most forms of magic throughout their undead lives, Overlords are on average, considered to be the most powerful group of spellcasters on the planet, having had entire generations to learn and master almost all schools of magic with little to no interruption. Due to their extreme rarity and the circumstances surrounding around their creation/ascendance, Overlords are typically only found within Aklator in the service of the Nameless One or in rare occurrences, powerful Vyreadra Lords.
Name: Phallic Tentacles Region: Aklator although can be found potentially anywhere in concentrated dark energy area's Habitat: anywhere littered with dark energy, generations may have adapt to live in any environment Tier: Adapt Tamable: no
A rarer variant of the more common "smooth" tentacle, Phallic Tentacles are notorous for their tips taking the shape of human genitalia, most promptly, the head, as well as boosting a larger widith, increased strength and durability.
Name: Pigmen
Region: Thrymiria, Adverlot, Celestine Empire, Maja, potentially anywhere
Habitat: Caves, Grasslands, Mountains, Ruins, Savannah's, Forests, Jungles, near mortal societies
Tier: Illustrious
Tamable: yes through bonding
Commonly referred to as "Orc's" and more rarely as "feral" or "savage" Orc's by the populace of the civilized kingdoms, Pigmen are a rare, all male subspecies of Greenskins that are notorious for their pig like features, such as pig ears, snouts etc, as well as their massive, Orc like bodies that boast a size even larger than mutated Orc's, granting them access to a vast pool of strength and endurance. Despite this increased strength and endurance however, Pigmen are notoriously far more primitive in nature than even common Orc's and Goblins, boasting a intelligence similar to that of a intelligent animal than as a near sentient bestial. As such, Pigmen are simple by design, often living off their animal like instincts rather than through any sort of intellectual planning or higher thought process. With this said, as an all male subspecies of Greenskins, Pigmen still have a warmongering like nature, using their vast strength, endurance and numbers to loot, raid and steal to satisfy their near unquenchable thirst to feed and reproduce. In this regard, even compared to the other Greenskin races such as the Goblins, Pigmen are by far, the most notorious for being extremely lustful. For the vast majority of the time, Pigmen only think of reproduction, and as such, will actively go out of their way to reproduce. To achieve this, Pigmen will ultimately seek out others and preferably, form warbands and even hordes If it increases the odd's of them being able to reproduce. While a mortal female of the civilized races are their preferred choice, especially virgins, Pigmen are not above raping their male equivalent or even animals If their libido is high enough. As such, due to the combination of their strength as well as their constant urge to reproduce, they are considered, usually by far to be the most dangerous out of the Greenskin races despite their rarity. To keep their numbers low as well as to ensure their survival, many of the civilized kingdoms will relunctly send out their armies or at times, combine forces with another to deal with encroaching Pigmen hordes. To not, could very well result in the complete destruction or ransacking of entire towns, cities and even kingdoms, and in record time no less, even greater than that of Orc hordes.
When the worst possible scenario does occur however and a city or town finds themselves at their mercy, Pigmen will immediately find themselves in a rampaging orgy of sex and rape until they find themselves satisfied. In such a horrifying scenario, no one is spared from their wrath. That said, while all women of fertile age will be forced to reproduce, including children, men may share the same fate, be killed, knocked out or even devoured, depending on the individual at hand. Fertile women of any age that is found "desirable", especially just deflowered virgins, will be taken against their will as the Pigmen horde begins to leave. Such women are never seen again, more often than not, spending the rest of their days as breeders to the exclusive Pigmen that had raped and captured her in the first place. Surprisingly enough, Men may be taken away but usually only as emergency "rations" under most circumstances. From there, Pigmen hordes will continue on their way, looking for desirable locations to assault until they are either destroyed or have acquired enough female breeders to keep them, and their allies content. If the later does occur however which is quite rare, said hordes will often morph into a so called "tribe" though under almost all circumstances, said tribes become nothing more than a permeant breeding grounds of debauchery and rape, much less a working society of Pigmen, although there are a handful of exceptions. At the very least, under most circumstances, women that have been captured do not have to worry about being "swapped" around between the various members of the tribe. This is due to the sole fact that any woman that is captured and raped by a specific Pigmen is seen as it's "exclusive" property until it's death. Besides for seeing the horrifying event play out themselves, the Pigman in question will ejulate countless times into the women they find desirable as to better "mark" them as for other Pigmen to know they are now it's property. As Pigmen are usually extraordinary passive, even friendly towards each other, this is almost no instances of Pigmen stealing another of it's property unless said Pigman is extremely desperate to release it's sexual urges. Lastly to note is the bond between a Pigmen and their breeders. Much like Orc's but much, much more rarer, If a Pigmen forms a special bond with one or more of their desirable breeders, a Pigmen may make them as their "Bride", designating them as a breeder they will use exclusively for "breeding" instead of just sexual release. For the women that still somehow retain their sanity somehow, this is seen as a great boon as not only will they be cared for as to keep them in a "desirable" state or as attractive as they were when they were captured, they will be granted better living accomations if possible, better food, gifts and even a thing such as free time(as much as one can find within a Pigmen "tribe" that is). Once a Bride or a breeder has been impregenated however, usually over the span of countless sessions to ensure the pregnancy, the mother will give birth to a single Pigman baby after several months of carrying their baby. Unlike other races, Pigmen babies come out fully developed just as a full grown, eleven to twelve feet tall adult however, on the flipside, as a baby no bigger than a human infant at birth, Pigmen are extremely weak at birth and highly susceptible to disease. Without constant supervision from their mother, most Pigmen do not live past their first few days of life. For the few whom live enough to reach adulthood however, or even the age of a juvenile, most will wander off to find their very own breeder, usually their first, which often leads to their deaths. Such an event can only be prevented if the Pigman in question has formed a very close relationship with their mother, whom may use their close knitted relationship to prevent them from leaving. In such situations where the mother cannot stop their son from leaving with only plutonic love alone, the mother may, If the father doesn't allow it, have sexual relations with her son for as long as possible until they can acquire their very own breeder. For those who are caught, the son is exiled from the tribe and the mother, If she is pregnant with the son's baby, will be exiled as well, otherwise, the father will commit to sexual intercourse with her until not only is she covered in his scent, but as been impregenanted as well.
Name: Pigmen Lord
Region: Everywhere
Habitat: Caves, Grasslands, Mountains, Ruins, Savannah's, Forests, Jungles, near mortal societies
Tier: Heroic
Legendary
Tamable: no
A exceptionally rare Pigman of vast strength and somewhat, higher intelligence than the average Pigmen, they are commonly viewed as being amongst the strongest of the Greenskin races, being far stronger and more enduring than even that of a Mutated Orc Warlord, at the cost of a near non existent ability to wield magic as well as only, under most circumstances, a small, marginal increase to their intelligence. It should be noted that unlike Warlords of Orc tribes, warbands and hordes, Pigmen do not rise to the mantle of Warlord through internal conflict and the elimination of rivals, instead, for the few that contiunally show intelligence and/or vast strength in such situations that would hugely influence the outcome of a battle or benefit the tribe or horde in some signifant matter, they will become the Warlord of said tribe or horde by unanimous vote by the members of the tribe or horde. In such events, the Pigmen Warlord in question rules for life with abasolute aurthority until their death and if by chance, they have children, the firstborn will always take their father's place, Pigmen or not. Pigmen are notously known for their near lack of intelligence after all, and If one is able to give them what they acquire, a endless supply of food and fertile mates, those of the tribe, warband or horde will not question whom leads them as long as they originate from Pigmen blood. As such, while extremely unlikely to the point of near non existence, It is entirily possible for a mortal dynasty that originates directly from a Pigmen captive to rule over a tribe, warband or horde for generations.
Name: Ravatar
Region: Tynith, Yurnu, Celestine Empire and Krayvmirk Wastes
Habitat: Grasslands, forests, jungles, caves, Savannah's, mountains
Tier: Master
Tamable: yes through breeding
Commonly thought of as a "Great" Drake or as a "pitiful" Wyvern by those of the civilized races, the Ravatar is a rare carnivorous reptilian beast that takes the form of a massive, dromaeosaurid like dinosaurs with draconic like traits. Exceptionally savage by nature, even by those bred in captivity, Ravatar's are highly aggressive pack hunters with a near unquenchable bloodlust. Because of this, as well as the combination with their high intelligence & razor sharp teeth/claws, a single Ravatar alone can easily take down a prey many times larger than itself. Packs on the other hand, especially ones massive in size, have the ability to bring down entire armies, albeit ones of a smaller size. Despite their savage prowerrs and high intelligence however, Ravatar's are a rare breed of beast that can only be found in dangerous area's with a high abudence of prey. As such, Ravatar's may only be found within Tynith, Yurnu, the Celestine plains and at times, within the Krayvmirk Wastes. As most mortals races are highly adapt at hunting and defending themselves from said beasts, Ravatar's are a extreme rarity anywhere near high densities of mortals.
Though the appearance and stature of a Ravatar may vary depending on the location they inhabit, Ravatar's are typically six to eight feet tall, weigh in from anywhere from one thousand to three thousand pounds, a two to three feet long tail, two highly adapt, muscular like arms that allows them to climb, carry or run on all four, a set of powerful wings on their sides that allows them to glide high in the the air for a short to medium period of time, providing they can get a running start, a set of highly developed eye's that allows a Ravatar to see through the night as clear as day as well as one hundred and eighty degree sight, a set of powerful but large sharp teeth & claws, capable of tearing through most common armor & flesh with relative ease and lastly, donned in thick, often ebony colored scales, that grants them a small resistance to fire. Though rare, some Ravatar's, thanks in part due to the color of their scales and the pattern found on their skin, are sometimes able camouflaged themselves so well, they sometimes give off a chameleon like effect, allowing them to blind in with their surroundings almost perfectly.
Due to their nature as highly carnivorous predators as well as their malevolent like demeanor, the true life expectancy of a Ravatar, even ones bred in captivity is unknown, due in large part that Ravatar's raised in captivity, are used exclusively as beasts of war, while those found the wilderness, tend to die from disease or from injury. Those few born in captivity have been documented as living past the age of fifty but this is considered a exception to the rule, rather than the standard. What has been recorded well Is the time It requires for them to reach psychical maturity. Commonly conceived as a powerful drake or as a extremely weak wyvern, Ravatar's have a maturity span similar to other draconic like creatures thought to be related to dragons. From the time of their birth, A Ravatar will take five years to physically mature though longer maturity time spans have been recorded, especially ones whom are larger, more powerful. Because of this as well as well as the countless, various factors that are & can be found in the wilderness, this is a contributing factor in their low population, preventing them from ever being anything else but an extremely rarity. It doesn't help either that other carnivorous predators have been known to activily seek out their young as a way to curve their population, knowing full well of the danger they pose. It's not uncommon for a small Ravatar population to dominate entire piece's of land or even destroy the ecosystem It possesses with their tireless need to feed.
Despite popular belief by the vast majority of the civilized races, Ravatar's can infact, actually be trained but not through means. To be able to tame a Ravatar for any lengthy period of time, the Ravatar in question must not only be raised by a master tamer but it most also be imprinted at birth by the one whom will ride it, otherwise It will become trainable as much as it's parents. As a result, trained Ravatar's are exceptionally rare in civilized societies with most being owned by the nobility or the wealth whom can afford the countless cost of capturing, training and maintenance of such a beast. Currently, due to these costs as well as the skills required, the only known country that continually employs Ravatar's within it's military is the Duchery of Ivalice, whom are used as elite shock cavalry for it's elite knnights. It should be noted that ones bred & trained in captivity are notoriously less savage than those found in the wild and such, cannot be compared to their more savage like brethren. Combined with this, feral Ravatar's take a dim view of their more displined brethern and as such, most feral Ravatar's have been shown to be highly aggressive towards those whom have lived in mortal societies. Even if by chance, a disciplined Ravatar is accepted into a feral Ravatar pack, the chances of it surviving within the pack is slim as compared to one whom becomes a solitary hunter. That being said, once disciplined, now free Ravatar packs do exist but are exceptionally rare amongst the already rare Ravtar population, and most, thanks in large part to their feral counterparts, tend to not last long past their infancy.
Name: Reaper
Region: Aklator, rarely anywhere
Habitat: Ruins, Dungeons, Graveyards generally but depending on the circumstances, everywhere
Tier: Adapt
Tamable: no
A type of undead found almost exclusively in Aklator, the Reaper, as It's name suggests, is a powerful undead associated with death and darkness, being infamous for it's mastery over flight and it's ability to wield magic as well as it's iconic appearance, sporting the appearance of a hooded figure. the Reaper is also iconic for wielding it's weapon, the scythe, which it has been associated with countless times through myth's and folk tales. As their origin, creation or the reasoning behind their existence is unknown, It is not known if said myth's or folk tales hold any truth to them. Even without this information, Reapers are considered some of the foulest, most unholiest creatures on Athrunial, being notorious for devouring the souls of it's victims and implanting negative emotions upon those they can't or wish to torture. Being sadistic creatures, it is not unheard of for a Reaper to feed on positive emotions of said victims they capture, using such emotions to heal or even empoer themselves. For this reason, many myth's and folk tales have revolved the Reaper in this regard, often taking the mantle of the "Grim Reaper", a undeath like being whom has been known for appearing before the dying and sickly and devouring their souls, Of for those whom are truly misfuturune, are taken from their home in the middle of the night, never to be seen again.
Name: Scordraka
Region: Krayvmirk Wastes, Kanika, rarely anywhere
Habitat: mountains, savannah's, deserts
Tier: Trained
Divine
Tamable: yes through breeding and/or bonding
Commonly referred to as the "Ancient Ones" by the Rominion Race, and as the "Divines" of the desert by those of Clan Scurrus, The Scordraka are a rare subspecies of Scorpion that is widely considered by the civilized races to be one of the largest, most powerful and longest living of all life on Athrunial, easily capable of living over several thousand years, to the point they are nearly considered sacred, almost mythological creatures. There have even been ancient recordings of Scordraka out living Divines, civilizations and even entire era's. Although the origins of the Scordraka are completely unknown, having most likely been lost due to all the mythological legends surronding them, Rominion legends state originally, when Athrunial and all life was in it's infancy, the Scordraka acted as protectors towards those they deemed worthy of it's protection, allowing those they deemed worthy to live on and within it's shell in the form of cities. Due to their high intelligence and vast wisdom, these Scordraka would often act as wise entities, granting those they deemed worthy with their knowledge as to better guide those deemed worthy towards the correct path. Although a great many have disregarded this theory of legend in it's entirely, these mythological legends may hold some truth to them as some of the most ancient Scordraka on Athrunial have been recorded throughout history as having ruined structures built on top or into their very shells. No matter their origins, as when the conflicts known as the War in the Heavens and the Dark Ages occurred, many were killed or forced to disappear, leaving very few, If any of such a scope to remain in the modern world.
For all the intelligence that a Scordraka can wield, the Scordraka are still just scorpions in the end, albeit one with the potential to reach titan sized. With this in mind, alongside their scorpion like heritage, Scordraka reproduce in a natter similar to normal species of scorpions and raise their young similar to that of elephants. Once a female or a group of female Scordraka go into estrus during the mating season, which begins in early spring and ends sometime before the ending of summer, the smell of their ovulation will attract the attention of their nearby male counterparts, forcing the males of the pack or wanderers nearby to engage in a series of lengthy duels with their claws until there is a clear victory. Under most circumstances, severe injury or even death is not a issue as most packs often need as many males as possible during the hunting season. Despite popular belief however, fatal injuries and even death can occur, albeit rarely, usually between rivals or by the senior members of the pack. Strangely enough, despite being classified as a "great" species of scorpion, how a Scordraka female picks their mate varies greatly. While some may attempt to devour their mate after the mating ritual is over or simply let them leave, some may form a short to long term, monogamous like relationship or even become mated for life. Nonetherless, after a pair have mated at least once, usually several times bover by the same male Scordraka whom won the right to breed her, the female will return to the safety of her pack alongside the other females while the males, If part of the pack, will return to their duties as the pack's hunters and guards. Depending on the age and size of the Scordraka, a female Scordraka may remain pregnant anywhere from two years, for a young female whom just came of age, to a staggering ten years, for those whom find themselves within the ranks of the titan. Once the eggs have been birthed, typically in a time period shortly before their hatching, the mother will remain, usually with other, much older, more experienced, excited females of the pack, watching viligently until her hatchlings are released. From there, her hatchlings will remain with her, often clinging to her carapace for protection until they become old enough to survive on their old. Like elephants, the other, usually the far older, much more experienced females of the pack may assist the mother in the caring of her young If she finds herself over stressed or incapable of raising her young. During this time, the mother, or the other female members of the pack, will teach the young how to hide from danger, scalvage, where and how to build shelter etc. This will contiune until their first molding period begins and their exoskeleton becomes strong enough to the point they can survive on their own. From this point onward, while females remain with their mother and the other females of the pack, the males are regarded to the outskirts of the pack alongside the other males, where upon entry from the Patiarch, they will learn how to hunt, ambush and stalk their prey as well as way as to better protect the pack. While a Scordraka will reach sexual maturity at the age of five years, a Scordraka will never stop growing, allowing them to potentially become the size of elder dragons or even the size of mountains. With this in mind however, the older and larger a Scordraka gets however, the slower they become asexual in nature when it comes to the concept of breeding. By the time they reach titan size, most Scordraka have little to no interest in mating and raising young. Domesticated Scordraka may be the exception but they are the very rare rule to the exception, and further more, finding a titan sized Scordraka domesicated is exceptionally rare, find another titan sized Scordraka for it to mate with is even more rare, thus making the possibility a near impossible one.
Due to the Scordraka overwhelming rarity within the wild and their religious significance to the Rominions, under normal circumstances, the vast majority of existing Scordraka can only be found within the Rominion Clan Scurrus territory. Unlike the ones of legend & myth however, these Scordraka, as due to their way of life, having been bred and domesticated, are typically much smaller in size, ranging in size from a domesticated house cat found in the south, to a ridable drake. Rarely will a domesticated Scordraka bypass the size of a small house before dying. Those that can be found however, typically live within the Rominion families that make up the many tribes of Clan Scurrus, not as pets, but as equals. As such, being viewed as a family member, ranging from a sibling, an uncle or in rare situations, lovers, the Scordraka aid their family, and by extension, the tribe in daily tasks to ensure the survival of the tribe, usually in the form of hunting, gathering, looking for bodies of water and rarer instances, transportation of goods and supplies. As a result, Scordraka that are imprinted upon birth, are fiercly protective & loyal towards their family and tribe, so much so, a Scordraka won't hesitate in killing outsiders or possible threats If they feel threatened or disrespected, especially If their rider or one of their family members/tribesmen order them to. When left to their own devices, Scordraka function similar to elephants when found together, living in packs that are usually led by a senior matiarch with the most experience though in rare instances, older, more experienced males may take their place if there is no matriarch available. Under these conditions, while the Matriarch or Patriarch leads the pack, the females tend to their nest as well as their young while the males hunt and guard. Typically passive in nature, similar to cattle, most Scordraka, while in a pack, spends most of it's time sun bathing, grazing for grass and in rare instances while food in short supply, hunting. Under most circumstances, members of a pack are typically docile and will not approach or attack unless they feel threatened, have been disrespected in some matter or are desperate for food. Once a Scordraka reaches a certain age and size however, If they are lucky enough to survive that long, when they can no longer be considered a "normal" Scordraka by normal means, these Scordraka tend to withdraw from their family and tribe and enter isolation, often choosing to hibernate under the sand, underground or in isolated locations such as canyons. The exact reasoning for this is unknown but If these Scordraka manage to survive even longer on their own, they are the ones whom typically become the titan sized, mythological creatures of legends. Those that choose to stay however, or in rare cases where they return however, are seen as divine symbols or even as Divines. Whatever the case may be, in such a instance, they become a entity of venerationship as the Scordraka takes up the role of the tribe's protector, allowing the tribesmen to live on and in their shells. In rare instances however, upon their arrival, a Scordraka may refuse this position, preferring to act as a great beast of war, as to better protect their tribe from the countless dangers within the Kraymvirk Wastes, or to simply destroy their enemies.
Name: Skeletons
Region: Anywhere
Habitat: ruins, graveyards,battlefields, area's seeped in dark energies
Tier: Proficient
Tamable: no
Skeletons are a common, low level type of undead that commonly inhabit graveyards, ruins and battlefields. Commonly created by magic casters that specialize in the dark arts, necromancers, whom often use the bodies of the deceased, skeletons often function as never ending, expendable soldiers and guards. Once created and given a order, Skeletons will carry out this order to the absolute best of their abilities and will show no hesitation in eliminating any obstable that gets in their way. Being a type of true undead, Skeletons feel no remorse nor do they feel pain and being created as one of the lowiest tier of undead, they harbor no memories of thier past. Being immortal creatures, skeletons will never crumble away and die as long as they retain their connection to their creator or some source of magical energy.
Name: Skeleton Warriors
Region: Anywhere
Habitat: ruins, graveyards,battlefields, area's seeped in dark energies
Tier: Adapt
Tamable: no
A common type of Skeleton typically employed by powerful magic casters that specialize in the dark arts, Skeleton Warriors are often created for the battlefield, typically agianst armies of the civilized lands. skeleton warriors are stronger, more durable and more skilled in melee, ranged and mounted combat than their lesser brethren, having been created with the bodies of fallen warriors. They are also said to be of higher intelligence than normal skeletons, having been imbued with just enough of their past skill set to allow them a tactical mind and be able to fight as well as they were in life, making them formidable warriors to the common soldier.
Name: Skeleton Mage
Region: Anywhere
Habitat: ruins, graveyards, battlefields, area's seeped in dark energies
Tier: Adapt
Tamable: no
A rare type of Skeleton typically only employed by powerful magic casters that specialize in the dark arts, Skeleton Mages, with their specialization in one of the following schools of magic, depending on the type of magic caster they were in life, makes them a particularly powerful foe on the battlefield, able to take life easily through the use of their magic, able to conjure up massive fireballs, tidal waves, bolts of electricity, able to spread diseases and nightmares etc. Like skeleton warriors, skeleton mages retain a higher intelligence than common undead but to a much greater extent, even higher than that of skeleton warriors and skeleton guardians, so much so, skeleton mages are able to adapt to combat situations much faster than those of warriors and guardians, and with a high drive for preservation, skeleton mages are unlikely to be destroyed in battle despite their frail forms, unless overwhelmed or outmanouvered by the enemy.Combine this with their mastery over their chosen magic, skeleton mages are often the bane of any foe who faces them in battle.
Name: Skeleton Guardians
Region: Anywhere
Habitat: ruins, graveyards, battlefields, area's seeped in dark energies
Tier: Expert
Tamable: no
Sometimes referred to as a skeleton "Knight", the skeleton guardian is a uncommon type of skeleton only employed by powerful magic casters that specialize in the dark arts. skeleton guardians as their name might suggest, are powerful warriors that are often employed as powerful bodyguards, often to the protection of the creator or another of their choice, or as guards to a place of importance. Being created from the corpses of fallen Knights, skeleton guardians are even stronger, more durable and much more skilled than even skeleton warriors, using every ouch of their skill from their prior life. They are also often deployed wielding plate armor and high quality, albeit normal tier weapons. To the common soldier and even a knight, they are formirdable warriors not to be underestimated.
Name: Skeleton Champion
Region: Anywhere
Habitat: ruins, graveyards, battlefields, area's seeped in dark energies
Tier: Master
Tamable: no
Above even the skeleton guardian is the rarer fabled "Champion", a skeleton guardian whom not only been enchanced with heightened strength, martil skill and durability, but has given high quality weapons and armor that have been enchanted with powerful abilities, allowing a skeleton champion to quickly engage and kill all but the strongest of mortals.
Name: Skeleton Death Knight
Region: Anywhere
Habitat: Aklator, potentially anywhere
Tier: Illusterious
Legendary
Tamable: no
Typically thought of as a near mythological monster than as any true undead that can be created, let alone in any meaningful number, the skeleton death knight is by far, considered to be the deadliest of all skeleton type warriors, being able to decimate entire lesser armies and able to slaughter heroes in singular combat, they are commonly viewed as nigh impossible, killing machines with little, if any equals. As such, due to their massive strength, durability and martial skill, such undead can only be created with the soul of a male hero or even one of the pseudo divines, thus they can only be created by the most powerful of all dark users, such as the original creator of the skeleton death knight, the Nameless One. Though incredibly rare, they may also be created through the use of countless, lesser souls, via a magical device or stone capable of storing a massive amount of souls, such as a powerful philosopher stone created by powerful magic casters, though it should be stated that skeleton death knight created through this method, tend to be far weaker than those created with male hero or pseudo divine souls. No matter the method of their creation however, even the lowiest of skeleton death knights are considered to be the pinnacle of all undead warriors, being more than a match for any army or even a hero, so much so, they are seen as the ultime, nigh unstoppable monsters with no regards to anything but themselves and their master's orders.
Name: Slime
Region: Anywhere
Habitat: Anywhere
Tier: Proficient
Tamable: yes through bonding
A creature considered to be the byproduct of magic residue build up, a slime is a uncommon magic type creature that is amorphous in nature, sporting no true form past being a "blob" of various gelatin like masses. Typically boasting a intelligence similar to that of a mindless beast, slimes are near mindless predators that live out to only seek nutrients, which can vary from nearly anything, from a certain nutrient found in the ground, to meat, fluid, metal and to even other slimes. Anything absorbed will slowly be dissolved by it's inner body, similar to that of stomach acid found in humans. Surprisingly enough however, slimes have the innate abilities to prevent this from happening at will, allowing it to transport any nutrients it may have picked up without absorbing it, leaving some slimes with hordes of items within it. Some have even used this to their advantage as some sort of protective transportation against threats such as projectiles which lose all velocity once they enter the surface, granting the ultimate protection to those within it's gelatin like mass. Being magical creatures in nature, slims are instinctivly drawn to anything that radiates magical energy in any capacity and as such, will do anything in it's capacity to feed upon said magical energy as much as It can, possibly all If able. In the event a slime has enough intelligence however, and comes to the conclusion that the source of the magical energy can replenish itself, such as a magic caster, the slime will instinctively attempt to form a symbiotic relationship with said source until It agrees or has full control over it, potentially allowing the host such as a magic caster to form a master-servant relationship. In exchange for a certain amount of it's/their magical energy, the slime in question will do anything within it's power to please the host, allowing the host to gain a powerful utilitarian like companion. Along with this, due to their instinctive drawn to magical energy, slimes are extremely adaptable to their environment and are known to transform in various, countless different way to adapt, creating countless different subspecies. As Slimes seemingly have no limbs or structure similar to most life forms, Slimes are blind by nature and cannot see. To remedy this, Slimes have the ability to detect vibrations in the ground, allowing them to perceive most objects, living organisms and other aspects in their environment. For reasons unknown, when a slime is in control of a source of magical energy or is connected to their host via their symbiotic relationship, a slime can see what they see, allowing them access to what they perceive.
Name: Smooth Tentacles
Region: Aklator although can be found potentially anywhere in concentrated dark energy area's
Habitat: anywhere littered with dark energy, generations may have adapt to live in any environment
Tier: Proficient
Tamable: no
A type of highly aggressive, living fauna often created through the use of mutation, usually through lingering dark energy residue, Smooth Tentacles are by far, the weakest and most common type of tentacle in the tentacle family. As such, they are the most commonly encountered while traversing in an area saturated by dark energies, and may even be encountered in area's that have been nearly cleansed, whether through purification or by natural means. As their name suggests, tentacles are semi-sentient tentacles appendages that are infamous for their highly aggressive & sexually predatory nature, often using their powerful appendages to outright kill or ensnare & restrain any threat that enters their immediate vicinity, viewing them as either threats to their existence or as possible breeding tools. Like various monsters that have tentacles appendages, tentacle fauna are masters of the ambush, often luring in wait, for the perfect oppertunity to strike. Though not particularly intelligent as compared to the civilized races, Tentacles have a similar "animal" cunning to those found in bestials and deadra. Tentacles are capable of studying their prey far in advance before laying the foundation of their ambush and some, for the particularly clever ones of their race, are even able to play mind games, able to bear a harmless or even benevolent facade to their would be victims. With that said, depending on the circumstances, tentacles have been known to forgo said tactic's, prefeering to act more as a highly territorial, highly aggressive animal, attacking & killing all those whom enter it's territory, even other tentcles potentially. Once their prey is ensnared however, provided the tentacle in question does not kill their prey, usually through impalement or suffocation, the tentacle will than proceed to use their tentacles appendage(s) to restrain their prey and will began assaulting or molesting their bodies. While prey may be tortured and even used as bait to lure out other prey, more often than not, for ones that are captured, they will be used for reproduction, usually through penetration of the orifices of the prey's body after being probed. As one may expect, such acts are almost always involuntary for the prey although in rare instances, extremely so for the tentacle in question, prey may seek out such a interaction themselves, giving them their full consent. No matter the origin of their interaction however, as the victim finds themselves continually stimulated, their non-consensual attitude will gradually change to that of a person whom has given full consent, as the tentacle in questions continues to break their mental cognition via the manipulation of their erogenous zones, their libido and transforming their sexual instincts into desiring nothing more than more sexual activity with the tentacle in question.
If the victim is kept alive past initial breeding, via normal like sexual intercourse, with the tentacle appendage climaxing in the prey's primary orifice, and kept unchecked, the victim will succubus completely to the tentacle in question, ignoring all other instincts in favor or reproduction with the tentacle that "seduced" them. While this can result in the victim's eventual death, and unless killed by the tentacle themselves, having deciding to be done with them for one reason or another, tentacles, especially ones created by the Nameless One himself, have self preservation qualities within their reproductive fluids. As long as a victim is continually pumped with their reproductive fluids, the victim's body is provided with enough minerals to be kept alive indefinitely, often allowing victims to live for decades before finally dying although at a great cost. Tentacles created by the Nameless One directly on the other hand have vastly more powerful reproductive fluid, capable to keeping a victim forever while still retaining their young, physical form, essentially making victims immortal by mortal standards. Despite it's powerful preventative properties however, capable of curing diseases and even increasing drinker's lifespan by a certain amount, It is extremely addictive past the most sparingly of usage by those of the civilized races, so much so that by indulging even in moderation, the victim in question will begin to gain the same synonyms as those captured by the tentacles themselves, turning them into sex fiend for a fetish for tentacles or similar sized appendages or organs for simulation. Once a victim has been impregnated, usually continually over the span of a few days to ensure impregnations, regardless of gender, the victim will remained restrain for the span of several weeks until said victim goes into labor. For females, they will give birth in the same way as mammals do, through live birth via their primary orifice, while for males, upon maturing, the tentacle offspring in question will violently erupt from their chest, killing them in a horrifying, traumatic fashion. Once the offspring is born however, depending on the parent or community, the offspring will quickly borrow into the ground near it's parents for safety or flee to safety to prevent it's parent from killing. After this, depending on the tentacle, the mother may be restrained & impregnated yet again the moment she is ready or, having her maternal instincts kick in the moment she gave birth, she may care for her young, being used in similar fashion her partner used her. As a adolescent tentacle cannot impregnated their victim until they fully mature, the mother cannot be impregnated. Once they do reach maturity however, depending on the tentacle, the mother may be allowed for reproduction by her children or being forbidden from doing so, being strictly told to find their own victims or possible mate to breed with. Despite all this though, tentacles do not need to capture victims to reproduce. On their own when their are no suitable victims in the immediate vicinity, tentacles slowly release fungal like spores into the ground that when permitted to their own devices, will eventually grow into a tentacle. no matter the method of their birth however, tentacles are noted to continually grow throughout their near immortal like lives, albeit at a very slow rate, potentially allowing them to grow onto unprecedented heights if left unchecked.
As with any other creature with some sentience, tentacles have a diverse relationship with one another. While many choose to live together in a community of sorts, working together to fend off threats and find breeding stock to reproduce in a far quicker manner, others choose to live to by themselves or with only a handful of others. These can be highly aggressive or passive. The same can be said for the relationships they share with their victims. Normally, most victims are either outright killed for entering their territory, often being seen as a threat to their survival, or are captured and used as simple breeding stock until they grow bored or lose favor with said victim, resulting in them being killed, thrown to other for use or being kicked out of sorts. In uncommon instances, like Orc's, tentacles may grow fetishes/ preferences for certain type/races of victims and have harems of those they like. It may even go so far as to show affection or even love towards a specific victim. This of course runs into the issue of sharing. While some may have no issue in sharing victims, others may be extremely territorial over their victims to the point some will fight to the death to retain their victims, especially for those they share a bond with. As tentacles tend to be passive or at least tolerant of other tentacles nearby, This is rare but it does occur. In even rarer instances, tentacle victims may even be allowed to form their own communities around the tentacle(s) to ensure their own protection & needs are met. Known as "Care Givers" within Aklator, these communities, often the size of villages and in extremely rare instances, small towns, are exceptional rare but do exist, and are often the locations where tentacle "milk" and other tentacle related material can be commonly found. While most are friendly to traveling visitors, under the contexts of secretly wanting to capture them for future use, others are highly aggressive and will not tolerate anyone entering their grounds unless sanctioned by the tentacles themselves or by whomever created them.
With all this said, along with monsters that use tentacles for limbs, tentacles are considered some of the most feared creatures to exist, by mortals and divines alike as nearly anyone, regardless of their power, can fall victim to their mastery of sexual manipulation and their highly aggressive appetite for reproduction. Of course, on the opposite spectrum, especially ones created by the Nameless One himself, they are highly idolized and highly sought after amongst sex deviants and tentacle enthusiasts alike, often fantasizing of the carnal pleasure they can receive from one of the debauchery divine's countless creations.
Name: Succubi
Region: Aklator although can be found potentially anywhere
Habitat: Dungeons, mortal societies, hideouts
Tier: Adapt
Master
Tamable: yes through bonding
The earliest stage of the succubus family of deadra, A succubi is a young, juvenile succubus who has either just come of age sexually or is a female that was just very recently transformed into one by another member of the succubus family, female or otherwise. As the weakest and youngest of the succubus family of deadra, Succubi, despite common misconceptions, are noticeably different than their more known counterparts, often sporting a smaller, more cute like appearance with imp like features, such as small, translucent wings and short, spade like ending tails. They may also have miniature sized horns and a thin coat of fur that covers their body in a Sensual manner, although It's common for succubi to have neither. They are however, by those who know of them, are most notorious, If not outright infamous for their highly mischievous, carefree and playful like natures, which are often comparable to that of a Jingsune, unlike their older counterparts whom tend to be more manipulative in nature. As such, Succubi can often be found acting irresponsibly, often pulling pranks, teasing others, and even finding themselves within political affairs, especially when they find themselves lovestruck over a individual, often resulting in them swearing loyalty to them and their goals. More serious succubi on the other hand, especially ones found in Aklator, can be and often are, found in the service of Akltorian Lords, the Elder Lilams and the Nameless One himself, often functioning as the lowliest of servants, such as maids, cooks, assistants etc.Despite al this, as well as being the weakest & most inexperienced of all succubus, succubi are still powerful feeble deadra, able to captivate most with their beauty, sexual arura & charm, as well retaining the abilities of other succubus's, such as flight, telepathy and invisibility, albeit to far lesser extent. That said, whether born from another member of the succubus family, or one whom found themselves transformed, succubi and their older counterparts can, provided they have a strong willpower of their own, can retain their mortal values as long as they find sexual needs met. For those who over indulge or go too long without, will find themselves in a matter befitting a Vyreadra. Slowly her desire, sexual sensitivity and her libido will continue to climb and eat away at her until the hunger within her overwhelms her, transforming her into a true sex fiend. From there, with her mortal values now gone, she will use all her energy to attack men to satisfy her needs and potentially, their essence.. Once a succubi reaches this end, there is no going back and she will become a slave to her own sexual desire, forcing her do things she may have not done before. On the flipside however, the more a succubi has sexual relations, the more powerful she will become and as proof of this, a succubi's wings & horns will often grow in size, albeit slowly until they transform into a proper succubus. As with other members of the succubus family, and by extension, other deadra as a whole, once a woman has been transformed into a succubi, under almost all circumstances, a woman cannot be turned back into a woman, having sold her soul to those whom turned her, corrupting her soul in the process. Only the Nameless One, the patron creator of the succubus family would have the power to turn her back but as one whom is the one, true king of debauchery and the carnal pleasures, that will prove difficult at the very at least. As for family members and loved, once she has been transformed, they should either be prepared to kill or seal her away or risk being enslaved & raped by her, especially for those she holds the closest bonds with, such as a lover or husband.
Name: Succubus
Region: Aklator although can be found potentially anywhere
Habitat: Dungeons, mortal societies, hideouts
Tier: Illustrious
Heroic
Tamable: yes through bonding
Considered amongst the most powerful of all lesser deadra that can be found on the mortal plane, as well as the most infamous by the mortal races, succubus's are terrible foes, able to manipulate & seduce even the greatest of mortals through the use of their deadric charm & voluptuous like bodies. In doing so, through the use of sexual intercourse or by invading the victim's mind during a dream, they slowly bend them to their will, absorbing their very life essence. For those whom do not meet a blissful end in the span of a singular night, others will be met with a long, drawn out demise over the course of weeks, months or even years, as the succubus returns for subsequent visits. The worst scenario however for a victim is when the succubus takes a likening to them. In this regard, with or without their consent, she will take them as her lover, and depending on the circumstances, she may even kidnap and/or enslave them permanently to her desires, forcing them to fall in love with her. If this wasn't bad enough, If the victim doesn't find their end though this method, than they may very well find themselves transformed into a succubus themselves, forcing them to live for the rest of their lives as a succubus or incubus. As a lesser deadra that takes the form of a incredibly beautiful woman of the mortal races, succubus's are notorious for employing powerful sex magic to better manipulate & seduce their victims. In this regard, on top of their beauty & charm, a succubus will also employ a powerful aura few mortals can resist. For those whom find themselves at her mercy, for not having the willpower to resist, besides for finding her irresistible, no matter the victim's preferences, they will also notice that their libido will contiunally increase until they find themselves in a sex frenzied like state. Without engaging in sexual intercourse, the victim will remain in such a state, and If for one reason or another, they cannot, the victim's mind will eventually break, causing them to degrade themselves into a satyromaniac with little to no self control. On the other hand, once a victim engages in sexual intercourse, the succubus will begin to drain them of their life essence with each orgasm they experience. For every orgasm they take part in, the succubus slowly grows in power until she transforms into the next stage of their evolution as a succubus. As with other deadra and creatures that are sexual in nature, succubuses sustain themselves purely through absorbing the life essence of their victims and/or lovers, usually through sexual intercourse via orgasms, and as lesser deadra that take the form of mortal women, they will normally only target men. Though they will always prioritize mortal men for their next meal or lover, succubses are not above attacking mortal women to sustain themselves or using them to fulfill their goals. It's not uncommon sight for a powerful succubus to convert a woman into a succubi to act as her servant and/or plaything. Some may even have harems of their own to conduct the duties & chores she can't be bothered to do herself.
As a "generic" lesser deadra that has fallen out of favor with the vast majority of the Deadric Lords due to their sexual nature as deadra, succubuses and their more powerful sistren, are commonly only found in the service of the Nameless One and his daughters, the Elder Lilam, whom they now consider their patron deities. As such, along with the fact succubuses do not norally excel in combat, they often function as the rank and file servants of Aklator, functioning as messengers, envoy's, spies, courtesans etc.
Name: Succubus Knight
Region: Aklator
Habitat: Ruins, Dungeons, Castles, Fortresses, Palaces
Tier: Heroic
Divine
Tamable: No
Not to be confused with mortal or undead black knights, Succubus Knights, often referred to as black knights due to their ebony colored plate armor & cold like, serious demeanor, are "pure" Succubuses whom serve the Nameless One alongside the Flugel as his personal forces, serving as his rank and files soldiers, his personal lesser guard and at times, the vanguards of his armies. Highly Distinguishable by their rare military discipline, their extreme loyalty to their Lord, their stubbornness & commitment to their duty, their near lack of lust as well as their ice cold, serious like demeanor, Succubus Knights, like the Flugel, are a rather unusual yet unique force within Aklator, in a dark kingdom where the seven deadly sins reign supreme. As a force that personally serves the Nameless One, every Succubus Knight is expected to be a "pure" Succubus, a Succubus of noble origins, having either been born into a Vyreadra, a Lilam or a Lesser "pure" Succubus noble house(or at the least, can directly trace their ancestry to their bloodline) or having been created/sired by the Nameless One himself or by one of the Elder Lilam themselves(or can directly trace their ancestry to a Succubus that was created/sired by them) with little to no exception. The only exception to said rule is when a female individual, mortal or not, as well as willing or not, shows exceptional skill & valor in battle and If possible, undying loyalty to the Nameless One and/or the Elder Lilam. As a result, it's not uncommon for a normal succubus or a female mortal knight, warrior or Valkyrie(rarely) to be corrupted(mortals only) and abducted into the Nameless One's service as a Succubus Knight. No matter their origins however, every Succubus Knight is expected to be a "pure" maiden with their chasity intact as when they enter the service of the Nameless One, they become his dark lovers, his Concubines and for those whom are truly special, and with a little bit of luck, dark consorts. As a result, Succubus Knights are extremely prideful in this fact and will reject any sexual or romantic advances, even from individuals such as the Elder Lilam or other individuals that greatly out power them, having viewed themselves as his dark chosen. To help them cope with their nature as Succubus's as well as their duties, to ensure they remain monogamous, Initiates whom join the order, participate in a lengthy yet powerful ritual that, when it's finished, heavily suppresses their need for lustful actions. Only when their called upon to serve or find themselves directly in their Lord presence, do they lose all manner of control, often releasing their pent up, lustful emotions in one massive, over the top, emotional explosion of joy, excitement, love and of course, pleasure. Joining the ranks of the Succubus Knights is often considered by many females to be the ultimate aspiration as those whom are the most skilled, most beautiful and most loyal, may be able to join the Angelian Guard, the Nameless One's most personal guard, and be reborn as an Angelian. Lastly to note, in Aklatorian society, specifically Vyreadra Society, it is a high honor to have a Succubus daughter personally serve the Nameless One, especially for those who had multiple family members whom serve. Because of this as well as the prestige they gain, many offer up their daughters, especially those with high martial skills or beauty as a token of goodwill between them and their Lord and Creator, in the same way a mortal, noble family may send their fourth daughter or third son to the church.
Name: Supreme Overlord
Region: Aklator although can be found potentially anywhere
Habitat: Ruins, Dungeons, Castles, Fortresses, Palaces
Tier: Divine
Supreme
Tamable: No
Typically thought as pure mythological figures and nothing more, Supreme Overlords are without a doubt, the most powerful liches in all of existence, having either been a Divine themselves at one point, currently are a Divine or is a Overlord whom has been blessed by the Nameless One himself. As such, Supreme Overlords booast a even greater understanding of the schools of magic than even Overlords themselves, granting them a power that rivals the mastery & knowledge of even the Patron Deadric Lord of Knowledge himself. Due to their unique, almost mythological rarity, fewer than a handful currently exist, with either most having been sealed away for millennia or currently in deep hiding. The only one that is currently known to exist is the Supreme Overlord currently in service to the Nameless One that personally oversee's his grand library.
Name: Troll
Region: Western Athrunial and Northern Athrunial
Habitat: Forests, Tundra's, Wetlands, Grasslands, Mountains ranges
Tier: Adapt
Tamable: Yes
Large humanoid beasts that can be quadrupedal or bipedal in appearance, Trolls are highly notorious, grotesque creatures known for their highly aggressive nature as well as their near unquenchable need to eat, drink and breed, whether by members of their own species or through one of the mortal races. Besides for their horrendous appearance and their instincts to survive, Trolls are also highly known for their bone crushing strength and the exceptionally powerful, corrosive acid within their digestive system, allowing them to break down nearly anything, including solid rock and metal. As such, disembowelling a Troll during combat is a extremely dangerous endeavor, often resulting in the deaths of those whom attack it, as the Troll's acid sprays out. On top of this, Trolls also posses a variation of lesser regeneration, allowing them to regenerate from any wound, even the most grievous ones, after a few hours. A fatal flaw however to their regeneration is their severe weakness to any form of fire. Any damage taken from fire will result in their regeneration ability becoming completely useless until their body heals completely from natural means. Dur to their durability however and the fact they are capable of regenerating from any wound, a Troll's body may need to be completely destroyed or scorched to prevent them from regenerating.
Wielding a intelligence anywhere from a lowly Goblin to a powerful Orc, Trolls are capable of creating and using weapons, basic literacy and even forming small communities. Much like the various members of the Greenskins race, Troll culture and society differs greatly. While some wander by themselves or with a mate or sibling their entire lives, others may come together to form small, isolated communities in the form of villages, although It isn't uncommon for Trolls to to join warbands, regardless of race, or form their own in the promise of food, drink and mates. Although naturally aggressive to other species, often seeing them as food or as breeding stock, a Troll's demeanor can vary greatly from downright aggressive to passive or friendly even when regarding another member of their race. As such, this reflects the nature of their societies. Some may be completely peaceful while others may be completely violent as a Orc warband. This also pertains to slaves. Although uncommon, slaves, often used for breeding, may be treated extremely well to pure chattel with no rights or privilege's. This can be taken so far as Goblin or Orc villages take it although again, a rarity.
Name: Trueborn Region: southern Athrunial Habitat: ruins, swamps, jungles, coasts Tier: xxx Tamable: no
xxxx
Name: Turrahk Region: Northern Wastes, Brulgronian Mountains Habitat: Forests, Tundra's, Mountains ranges Tier: ??? Tamable: yes
Commonly referred to as the "Dragonborn" by other Dragonspawn and those of the civilized races while the term "Dragviir" is somtimes used by their own species, the Turrahk are the true descendents of the first Dragonspawn created by the Divine Dragons during the War in the Heaven
Name: Wolf
Region: Anywhere but southern Athrunial
Habitat: Forests, Tundra's, Wetlands, Grasslands, Mountains ranges
Tier: Proficient
Tamable: yes
It's your typical gray wolf.
Name: Wraith
Region: Anywhere
Habitat: Ruins, Dungeons, Graveyards generally but depending on the circumstances, everywhere
Tier: Proficient
Divine
Tamable: yes
Commonly mistaken as Ghosts by those whom encounter them, Wraith's are highly aggressive and violent spirits whom have suffered similar fates as their lesser brethren yet have allowed their hatred & rage to consume them, allowing them to rise from the dead as immortal, vengeful spirits. Once a Wraith rises from their grave, much like Ghosts, they tend to linger where they were killed or where the source of their trauma began. As such, Wraith's can potentially be found anywhere, even in locations one wouldn't expect. Though they are driven to violence by their hatred and perhaps, the lost of their sanity, Wraith's tend to fill the role of a hunter than as a crazed murderer, often preferring to stalk and torture their victims before killing them, especially when It leads to those whom they have a desire to kill. Like Banshee's and other powerful type of undead, Wraith's have the ability to drain the life out of those they touch, draining them of their body's warmth as they slowly tear out their soul, instilling them with fear as they feel nothing by the cold embrace of their murderer. Lastly, As a type of spirit, Wraith's can find peace and be put to rest like any type of spirit, however, due to being consumed by their anger & rage, more often than not, Wraith's are beyond saving.
Name: Wyvern
Region: anywhere
Habitat: depends on the breed
Tier: Legendary
Tamable: yes through breeding
Descendants of Dragons, Wyvern is a ambiguous term typically given to large, bipedal monsters with draconic like traits, such as fully developed wings, draconic like scales and the ability to spew fire, although, like dragons, Wyvern's can be quadrupedal, and can be found in nearly any environment, albeit in many different forms, having adapted to better survive their new environment, leading to several sub classifications of Wyverns. Generally, Wyverns are apex predators in most aspects and tend to be highly aggressive & territorial in nature, especially towards other Wyverns and those that pose a danger to their survival, such as mortal hunters. While typically intelligent for a beast, often wielding a crude animal like cunning, they do not however, share the same level of intelligence as their ancestors, leaving them little more than intelligent beasts than as true sentient creatures.
Name: Wyvern Younglings
Region: anywhere
Habitat: depends on the breed
Tier: Illustrious
Tamable: yes through breeding
Sometimes referred to as "hatchlings" or as "Wyrmlings" by hunters and scientists alike, a Wyvern Youngling is a young juvenile Wyvern that is still under the care of their parent(s). As a result, while they cannot spew a element out of their mouth like their parent(s), have fully developed wings that allowe them to take flight or draconic scales that grants them protection agianst the elements and enemies that would harm them, a Wyvern Youngling is still more than a match for most mortals and beasts alike, able to tear through flesh and metal through the use of their razor sharp claws and teeth with ease. As such, despite their inexperience, they should never be underestimated.
Name: Vydrekren
Region: Aklator originally but anywhere potentially
Habitat: Ruins, Dungeons, Graveyards, Caves, mountains, forests
Tier: Master
Heroic
Tamable: no
Commonly referred to as the "Vydregoi" by Vyreadra hunters, a Vydrekren is a humanoid beast with bat like features, sporting two to six slight like bat eyes, bat nostrils, elven like ears and long, extendable, thin like mouth that contain razor sharp teeth and a tongue that can extended forward through the Vydrekren's unique movable jaw. The Vydrekren are the direct descendants of third form, feral Vyreadra whom have been permanently lost, having long ago, lost their sanity after not being able to quench their needs. Besides their extendable jaws that hold their razor sharp teeth, they also come equipped with two foot long razor sharp claws on their hands, a bone like spine they use for balancing as well as the ability to spit acid, which is easily capable of tearing through metal and disintegrating flesh. Being creatures of the night who can trace their lineage back to the Vyreadra, the Vydrekren are capable of employing low to mid tier Yin magic, allowing them to corrupt, poision and curse their victims although, being monsters of carnal diseres, rarely will a Vydrekren employ such magic. Despite being a highly feared beast however, Vydrekren are known to spend the vast majority of their time slumbering deep underground, in caves or in locations they won't easily be discovered. As such, Vydrekren's only leave the safety of their lair at night to satisfy their Vyreadra like needs to drink blood, eat meat and reproduce with mortals. While most victims will be used up quickly and killed or eaten, certain Vydrekren may take a likening to a victim. Like orc's, this can be a fate worse than death as when a Vydrekren takes a likening to a mortal, they will immediately mark them as theirs before dragging them back to their lair to be used as cattle. Being descended from Vyreadra, whom than descend from the Nameless One, Vydrekren have a soft spot for Imperials and Eeldra. As such, they have preference for those type of prey and will go out of their way to capture one that catches their eyes. Once the Vydrekren and his captive(s) arrive back at it's lair, the Vydrekren will often deploy the use of it's two to four tentacles, as well as it's monstrous, fully prenhensile penis to rape it's victims until it has quench it needs to reproduce. From there, If the Vydrekren doesn't devour them soon afterwards, the victim will be kept alive and in captivity as either cattle for reproduction, pleasure or for drinking blood, until they are no longer of any use. Lastly, despite common misconception, female Vydrekren do exist, albeit rarely and do not mingle or reproduce with male members of their race.
Name: Zombie
Region: anywhere
Habitat: Ruins, Dungeons, Graveyards generally but depending on the circumstances, everywhere
Tier: Novice
Tamable: no
The weakest of all undead, Zombies are the shambling, grotesue corpses that can be seen romaning the many many ruins, graveyards and battlefields that have been corrupted through the use of dark energies. Often reanimated through dark magic at the hands of a powerful magic caster such as a necromancer, Zombies like Skeletons, feel no remorse nor do they feel pain and as being the lowest form of undead, they harbor no memories or skills of their past. Due to this, Zombies commonly function as frontline cannon fodder within a magic caster's army, often being used as the vanguard of their forces. As such, a Zombie's purpose always remains the same, to soak up as much damage as possible, as well as over fatigue the enemy. Being a type undead that has a irresiable need to feed, Zombies are a notorious moniker for psychological warfare, as the thought of being caught, pushed down and devoured alive is often enough, even for the most bravest of warriors to run, especially when facing down a horde. For many, it's a fate worse than death as besides for a slow, agonizing death of being torn apart alive, the victim themselves will turn into a zombie soon afterwards, rising to face their form comrades, much to their dismay. one doesn't even need to be killed by a Zombie in order to transform into one of them. All it takes is one deep bite from a Zombie for a victim to transform. Unless the victim is healed via yang magic quickly, the victim will sooner or later transform into a Zombie. While most transform within a few minutes ot a few hours, some may go for days or even weeks depending on the strength of their body and their determination to fight the disease. Lastly, like other undead, Zombies will never crumble away and die as long as they retain their connection to their creator or some source of magical energy.
- #36Monster Girl Bestiary
Keys: female bestiary · Secondary: female monsters, beast, encounterable, rare wildlife, lewd monsters
This portion of the bestiary will be limited to the classical monster "Girl" type creatures you may encounter in other anime, fantasy like universes. It should be noted that while most species of monster girls can die of old age, they do not physically age past their prime in terms of appearance.
Name: Slime Nymph
Average lifespan: Immortal
Region: The Makayoku Gardens, very rarely Aklator
Habitat: Presumably forests, grasslands, very upper Aklatorian societies
Tier: Unknown
Tamable: Unknown, presumably yes through bonding
Considered a near mythical sub variant of the common slime by the vast majority on Athrunial, a Slime Nymph is a type of monster "girl" only found within the Makayoku Gardens, another realm of existence created the Nameless One as a endless realm of carnal pleasure that is inhabited by monsters that take the form of beautiful, young women. As their name implies, a Slime Nymph is a human sized slime that takes the form of a beautiful, young woman. Despite their similarities to Greater Slimes, Slime Nymph's are even more advanced, boasting actual mortal sentience, granting them mortal intelligence and emotions, despite their nature as lustful creatures. As a monster "girl" type beast, Slime Nymphs typically live on instincts and/or simple lifestyles that satisfy their needs. As a result, Slime Nymph wanders the world in the hope of finding mortal men, whom more often than not, become simple prey. Once they find a desirable man, they sill stalk, hunt and capture their prey, preventing him from escaping. From there, the Slime Nymph initiate sexual intercourse in the same way a human would, milking him dry of his semen while her entire body massages him, giving him pleasure in equal return. Slime Nymphs do this repeatedly for nearly the same reasons a Succubus seduced men. While Slime Nymphs require nutrients to survive like normal slimes, Slime Nymphs continually grow larger and more powerful the more semen they ingest into their bodies until they are able to morph into a Slime Nymph Queen or into an advanced variant of their race. Returning to the topic at hand, afterwards, the man will usually be devoured while unconscious or abandoned for future use. Those whom strike their fancy or for one reason or another, become attached to the man they captured, they are absorbed and kept alive, partially within their bodies. Being trapped indefinitely, they will continuously be milked for their sperm and mana, though not usually to the point of them becoming unconscious, until the Slime Nymph finds more desirable man. To what happens to the man afterwards is up to the individual, some are devoured, some are abandoned and some are even left entirely alone. For a select few however, in the rare instance a Sime Nymph falls in love with her captive, she will immediately release him from her grasp and become his lover for the rest of his life. Being a monster girl type creature though, she will not take no for an answer and she will follow him everywhere if rejected. Despite his rejection of her though, she will not bring harm upon him, and like most monster girl type creatures, she will not care If her man has another lover, or many for that matter as long as she receives some of his love. After this, after the Slime Nymph has collected enough of a surplus of nutrients from their prey or lover, she, depending on her size and power, will give birth to at least a litter in the same way a human would. Following their births, her daughters will cling to her body until they reach maturity. From there, they will either adventure out on their own, become subserviently to their mother, eventually forming a colony of sorts or have sexual intercourse with their father, entering the same relationship as their mother. On the note of breeding, Slime Nymphs born from a loyal lover can be imprinted upon and are often very loyal & loving towards their father, even more so than their mother, to the point, said loyalty and love can match the loyalty and love a Nadeshiko Slime Nymph has for her husband If raised properly.
Name: Nadeshiko Slime Nymph
Average lifespan: Immortal
Region: The Makayoku Gardens, rarely Maja, very rarely Aklator
Habitat: Presumably forests, grasslands, very upper Aklatorian societies
Tier: Unknown
Tamable: Yes through bonding
A rare variant of the already exceptionally rare Slime Nymph, the Nadeshiko Slime Nymph is notorious for mimicking Maja's concept of "Yamato Nadeshiko", the concept of the perfect wive. As a result, the Nadeshiko Slime Nymph tend to be exceptionally beautiful in appearance and have desirable traits such as being pure, humble, gentle, virtuous, respectful, honest, graceful etc. In fact, compared to most other monster girls type creatures, the Nadeshiko Slime Nymph is most famous for their monogamous like relationship they have with the man they love, to the point most Nadeshiko Slime Nymph's have the same loyalty an Aeadric Valkyrie would have for their Grail Knight. They are also known to be the only type of slime that have the ability to form clothes that look and feel almost exactly the same thing. Typically, being "mythical" beast from Maja, the Nadeshiko Slime Nymph usually done kimono like clothing or habits though it isn't uncommon for the Nadeshiko Slime Nymph in question to don clothes to better suit their man's desires. With all these advantages, a Nadeshiko Slime Nymph look incredibly real, to the point they could almost be mistaken as a human. With all this said, they are still monster "girl" type creatures. While they are highly intelligent for a monster girl type creature and can be highly civilized, a Nadeshiko Slime Nymph still has Nadeshiko Slime Nymph tenancies. As such, shortly after a Nadeshiko Slime Nymph has reached maturity, she will leave the birth place of her birth and travel the lands, hopefully not in the Makayoku Gardens, to find a man that will take her as his wive. Upon finding a suitable man, usually within the radius of a mortal society, the Nadeshiko Slime Nymph in question will secretly stalk the man and present herself to him at opportunistic times. It it also a common sight for a Nadeshiko Slime Nymph to simply present herself within a human society. Whatever strategy she uses, once a man makes a seductive advance towards her, she will generally acknowledge that man as her husband for the rest of her life and despite common misconception, no matter what the man tries to do, she will follow him no matter where he goes, preventing a man whom doesn't want them, to ever truly escape from her grasp. It should be noted however that Nadeshiko Slime Nymphs are generally a tad picky who they choose for a man compared to other monster girl type creatures. A Nadeshiko Slime Nymph will generally only accept a man with decency though with anything else, there are always exceptions. Once her husband accepts, whether grudgingly or enthusiastically, she will immediately make her residence at his home and become a "Yamato Nadeshiko" wive, even If he already has a lover or wive. Having been created by the Nameless One to be perfect wives, a Nadeshiko Slime Nymph will try to the best of her abilities to be the perfect house wive, from cleaning and coking to lovemaking. This is obviously to ensure the loyality of thier husband for after awhile, she will not only demand "love" from him but she also want to breed with him, to have his children. As with most monster girl type beasts, upon birthing a litter of daughters and them maturing to a certain age, incest becomes a possibility for the Nadeshiko Slime Nymph mother and her children when it comes to showing their father the same love their mother has shown towards. As Nadeshiko Slime Nymph's themselves however, no matter their relationship with their father, they always show the same devotion and love as their mother, as such, they help their mother and by extension, their father in all their household chores and duties. A household relationship between a Nadeshiko Slime Nymph family and their husband/father is unbreakable.
Name: Primacy Slime Nymph
Average lifespan: Immortal
Region: Aklator
Habitat: Very upper Aklatorian societies, The Nameless One's palace
Tier: Unknown
Tamable: Yes through bonding
Some of the rarest Slime Nymph's that can be found on Athrunial, the Primacy Slime Nymph exists solely to be the personal servants of the Nameless One and/or the Aklatorian noble houses that have gained his favor. Having been primarily created by the Nameless One to be highly subservient servants, usually as skilled maids, the Primacy Slime Nymphs are notorious for their desire to serve others as well as their near unbreakable devotion they show towards those they serve. Simply put, like other monster "Girl" type beasts that play the same role, It is within their very nature to wait on their master's hand and foot. To them, to be anything but submissive, gentle and devoted is unfathomable. With this in mind, Primacy Slime Nymph's are notoriously quiet but most importantly, passive. Unless they feel threatened, a Primacy Slime Nymph will never assault nor attack a individual, even those they love or find a "interest" in, so much so, the concept of "temptation" is foreign to them in the beginning. A Primacy Slime Nymph must be taught in some manner or "encouraged" to be alluring or flirty. As for finding a master however, much like a Nadeshiko Slime Nymph, a Primacy Slime Nymph, If allowed, will traverse the lands until they find a suitable person, men preferably but women as well, to be their master. While they won't "stalk" the person they wish to serve, a Primacy Slime Nymph will simply present themselves outside their residence until acknowledged and accepted into their master's home. From that moment forward, that Primacy Slime Nymph will consider that individual as her beloved master for the rest of her life with little exception. If by chance her beloved master dies, she simply continue to serve his household. The only way a Primacy Slime Nymph will leave is if she is "dismissed" from her duties though, more often than not, being creatures that live to serve others, beings that gain pleasure & gratification from serving their beloved master, they often commit suicide out of despair and depression, often being unable to live with the prospect that they may never again be able to serve or the fact they may not be "skilled" enough nor "desirable" enough to be wanted as a servant. To a Primacy Slime Nymph, to be removed from their office or be undesired by their beloved master is by far, the worst fate a Primacy Slime Nymph can have, and will do everything in her power to prevent that, even It means dying. As exceptionally loyal, devoted servants however, a Primacy Slime Nymph, like other monster "girl" type beasts that fill the same roles, will always prioritize the the comfort of their beloved master and by extension, his companions, family and loved ones. From social cues to their beloved master's numerous tenancies, a Primacy Slime Nymph, with her masterful like observation skills, is quickly able to learn their beloved master's personal preferences, down to the most mundane of details, to even being able to predict and read their physical & mental condition, and provide the most optimal service accordingly. Experienced Primacy Slime Nymph's can even detect the amount of pent up lust their beloved master has accumulated over the day or over the span of several days and provide the necessary service, If they so desire it. With all this said, unlike many other monster "Girl" type beasts, Primacy Slime Nymphs try their absolute hardest to give off a pure, dignified like aura & demeanor while working, unless commanded otherwise. While they gain pleasure and gratification from serving their beloved master, they never seek out or pester their beloved master in obtaining said pleasure and gratification. To them, they must earn it, and only after they been commanded so, even If deep down, It tortures them. As for her relationship with her beloved master, a Primacy Slime Nymph will never try to be their beloved master's "wife" as they know their place is to be a loyal and dedicated servant though, due to said nature, a Primacy Slime Nymph is not above being her beloved master's lover or being asked to serve them sexually. In fact, the only time a Primacy Slime Nymph will make any sort of sexual advance or even proposal is when she wants to be bred, so that she can better serve her beloved master and his household. Despite misconceptions however, It is however possible for a Primacy Slime Nymph to be wedded to her beloved master but only after two conditions have been met. For this to happen, her beloved Master must be madly in love with her, so deeply so, he see's her as his soulmate and the second, he must be single and have no romantic interests, and even than, the Primacy Slime Nymph will always act first and foremost, as his beloved, devoted servant than as his wife.
Name: Slime Nymph Queen
Average lifespan: Immortal
Region: The Makayoku Gardens, very rarely Aklator
Habitat: Presumably forests, grasslands, very upper Aklatorian societies
Tier: Unknown
Tamable: Unknown, presumably yes through bonding
The final evolution of the Slime Nymph, a Slime Nymph Queen are amongst some of the most largest and most powerful of all Slime Nymph's, surpassed only in size and power by the Slime Nymph Royal Queens, Slime Nymph Queens sired/created by the Nameless One himself. As their name implies, Slime Nymph Queens are massively powerful, large Slime Nymphs of any variation that have gained such a massive amount of nutrients, their size and power have became unprecedented, granting them a power few can match. As a result, Slime Nymph Queens find themselves at the top of Slime Nymph hierarchy, acting as the absolute rulers of any Slime Nymph community or household If "tamed" by a mortal. As for their appearance, Slime Nymph Queens range from titanic looking Slime Nymphs or a merger of sorts where the Queen, still retaining her original, human like size form, is at the heart of a massive horde of lesser Slime Nymph's that have been absorbed by the Slime Nymph Queen in question yet have retain their individuality and intelligence to better serve as her "servants" yet still retains absolute, telepathic control over them when needed. In the caste of the later, the Slime Nymph Queen will create "castes" within her horde as to better serve her goals as she continues to climb in power and size. As for their sexual relations, unlike other monster "girl" type beasts, the Slime Nymph Queen is much like the Nadeshiko Slime Nymph, only worse. Seeing themselves as minor "royalty", a Slime Nymph Queen is far more choosier than any other Slime Nymph when it comes to choosing a mate. Being extremely monogamous, a Slime Nymph Queen may spend several lifetimes looking for the perfect man that will becoming "king" for her kingdom. Once she finds her prince charming, a Slime Nymph Queen may take a number of actions. Some may take him by force, some may propose to him in a civil matter while others may act like a Nadeshiko Slime Nymph and wait for him to make a seductive advance towards her. Whatever the case, more often than not, once the initial mating has been finished and the Slime Nymph Queen has been impregnated, the Slime Nymph Queen will recognize him and him alone as her King for the rest of her existence. As for the "king" of the Slime Nymph Queen's "kingdom", there are only two fates that await them. For those that resist, they are immediately absorbed by the Slime Nymph Queen and are milked for the rest of their existence, either by the Slime Nymph Queen alone or by all whom are apart of her kingdom. Those whom willingly become a Slime Nymph Queen's King enjoy a lifestyle to a husband of a Nadeshiko Slime Nymph, only much better. Instead of being treated as a mere husband or perhaps a lowly feudalistic lord at best, the King is treated as his name implies. In this instance, as the King becomes the undisputed leader of his Queen's Kingdom and her servants, he is venerated similarly to that of a Divine rather than royalty. For those lucky enough to find themselves in this position, they may come and go as they please as long as they occasionally fulfill their duty as King, that being the impregnation of his Queen, as to continue their royal bloodline. As king, all those, including the queen herself, within the kingdom belong to him and him alone. As a result, he holds the right to do anything he desires to any of those that gain his eye. Once a Slime Nymph Queen has her King, she along with her kingdom of Slime Nymphs will become extremely territorial towards anyone, including other Slime Nymph Queens and their kingdoms that enter their territory while their king is present. Even when another of her kind may pose no danger, even those with their own King's, a Slime Nymph Queen and her Kingdom may still wage war out of paranoia, jealousy or some other reason. The idea of losing their King to is unaffable to a Slime Nymph Queen and her kingdom. As such, a Slime Nymph Queen may do whatever she thinks is necessary to protect him. With this in mind, it is not uncommon to see a battlefield between two slime kingdoms duking it out, having slime knights face against one another, archers providing support fire, mages enchanting their fellow slimes etc. Lastly to note is the Slime Nymph Queen's ability to create "Royal" jelly, a significantly higher quality, more refined variant of slime jelly that not only has moderate regenative like abilities, being able to heal even critical wounds over the span of several days but transformative properties as well, allowing one, If they ingest vast amounts of royal jelly, to transform into a Slime Nymph, regardless of their gender. Due to it's refined and more rich like taste, royal jelly is seen as a high sought after commodity by the nobility and rich, often in secret, for it's life saving healing properties as well as a ingredient for alcoholic like drinks.
Name: Royal Slime Nymph Queen
Average lifespan: Immortal
Region: The Makayoku Gardens, The Nameless One's palace within Aklator
Habitat: Presumably forests, grasslands, Palace
Tier: Unknown
Tamable: No
Known by a few titles such as "Queen Mother" and as more rarely as "Empress", the Royal Slime Nymph Queens are amongst the oldest and most powerful of all Slime Nymphs in existence, having either been created directly by the Nameless One himself or through copulation with a existing Slime Nymph. As a result of their creation, besides for the enormous level of power they are born with as well their enormous potential to grow, Royal Slime Nymph Queens are at the absolute top of Slime Nymph society, often being viewed & venerated as one of their Lord's "select" chosen. Most Royal Slime Nymph Queens are seen as their Lord's High Priestesses whom exist to preach and spread the testament of his will through dialog and pleasure while others are seen as his living, lustful avatars of war whom exist solely to make his dream of a peaceful world through carnal desire a reality through the only way they know how, through conquest and liberation. Some are even seen as living Divines though this is often reserved for only the most eldest amongst the Royal Slime Nymph Queens. Regarding their appearance, Royal Slime Nymph Queens differentiate from normal queens in the sense that under normal circumstances, a Royal Slime Nymph Queen will always take the form they were born with or whatever form the Nameless One favors most, viewing that particular form as "sacred". In this instance, nearly all Royal Slime Nymph Queens take the form of a lone, mortal looking, human sized female with the most realistic of complexations, often to the point, few can tell the difference between them and a true mortal. It also goes without a doubt that Royal Slime Nymph Queens have divine like, unsurpassable beauty. It is only when a Royal Slime Nymph Queen feels provoked or threatened, will she unleash her massive, often empire sized, elite Slime Nymph horde upon her enemies. As for her horde, despite popular belief, not all Royal Slime Nymph Queens are comprised of countless Slime Nymph's like normal Queens, especially those created directed by the Nameless One himself. While the offspring, the later generations of the original Royal Slime Nymph Queens often have Slime Nymph hordes at their command, the eldest of the Royal Slime Nymph Queens tend to be a "single" individual instead of countless Slime Nymph's being absorbed. The exact reasoning for this is unknown however some theorize the Nameless One created this Royal Slime Nymph Queens to be the slime equivalent of femal Divines, where the absorption of others was unnecessary nor unwanted. At the end of the day though, many have came to the conclusion the Nameless One had created them simply for the purpose of wanting to mate with female divines that just happened to have slime like forms. No matter their preference however, even If a Royal Slime Nymph Queen has her own empire sized horde of Slime Nymph's at her command, a Royal Slime Nymph Queen will almost always have a council of lesser queens and her kingdom sized hordes to do her bidding. It is not uncommon either for a young Royal Slime Nymph Queen, often directly related to the head Royal Slime Nymph Queen but not always, to serve under a older Royal Slime Nymph Queen. In this situation, the Royal Slime Nymph Queen, If she has one, will use her empire sized horde of Slime Nymph's exclusively as her personal guard as compared to the multi role hordes of the lesser queens that serve her. As for a Royal Slime Nymph Queen's sexual relations, being the progenitors and the "select" chosen of their race, they are indoctrinated/created to be the wives and concubines of the Nameless One himself. As such, a Royal Slime Nymph Queen, even at birth, will consider her lord and creator to be her husband forever. No matter the odds or obstacle in her way, a Royal Slime Nymph Queen will never mate with another man, even If it leads to her death. When it comes to her relationship however, Royal Slime Nymph Queens are amongst the most prudish, devoted and monogamous of their race, to the point If one would even consider a Royal Slime Nymph Queen to be a monster "girl" type creature in the first place. Once a Royal Slime Nymph Queen is impregnated by their Lord and Creator, she will eventually give birth to a single daughter, whom upon said birth, will be recognized as her mothers successor. As a result, those few sired directly from a Royal Slime Nymph Queen and the Nameless One are known as Royal Slime Nymph "Princesses" with the first born being the "Crown" Princess, the heir to their mother's servants and potentially, land. Due to the nature of their father, their education and livelihood often falls to their mother. Whether they retain as a single individual or become a hivemind of sorts is left up to the daughter in question. Once a Royal Slime Nymph Princesses reaches adulthood and finishes her education, she may stay to better serve her mother and by extension, their father or, like some ambitious Princesses do, leave the safety of her mother's domain to carve out a kingdom and a name for herself. It should be noted that no matter how ambitious a Princess may become upon leaving, she will not turn her sword against her mother, her siblings or by extension, her extended family, that being other Royal Slime Nymphs. Much like the Slime Nymph Queen's ability to create "Royal" jelly, so can a Royal Slime Nymph Queen, only in this case, royal jelly that is produced by a Royal Slime Nymph Queen is of even higher quality and refinement than of lesser royal jelly, so much so, royal jelly produced from a Royal Slime Nymph Queen is capable of healing nearly any wound within a short period of time, sometimes within minutes or even almost instantaneously depending on the nature of the wound. Besides for it's powerful healing properties and rich like flavor as a ingredient, royal jelly produced by a Royal Slime Nymph Queen, when ingested in large quantiles, is capable of transforming a individual into a lesser Slime Nymph Queen. Despite it's uses however, due to the extremely small amount that is naturally produced by a Royal Slime Nymph Queen as well as the fact one must gain the favor of the Nameless One himself to gain such a substance, veils of royal jelly produced by Royal Slime Nymph Queens are exceptionally rare, so much so, they are considered almost mythical in nature, similar to healing potions that are said to contain the blood of a divine. With all this in mind, expect few, If any veils to be littered amongst Athrunial.
Name: Water Nymph
Average lifespan: Unknown
Region: Sacred bodies of water, The Makayoku Gardens, The Nameless One's palace within Aklator
Habitat: Presumably forests, grasslands, Palace
Tier: Unknown
Tamable: No
Commonly referred to as "Mermaids" by the few mortals who have seen them, Water Nymph's are a type of nature spirit or lesser deadra that exist as the personification over water, often presiding over sacred bodies of water, such as fountains, wells, springs, streams by the Divine who created them, often tying them there by magical means or through duty, to the place of their birth. As a consequence, water Nymph's will very rarely ever journey forth from the the place of their birth, no doubt to a combination of things, such as finding great difficulty by traveling on land, not wanting to abandon her sisters or her sacred duty, or the paranoia of being forcibly taken by mortals. Taking the appearance of young, exceptionally beautiful, untouched maidens, with the upper body of a Imperial or a Eeldra, and the bottom of a fish, sporting a fish like tail with scales, despite their lower bodies, Water Nymph's are highly regarded in myths and legends, so much so, that despite many viewing them as pure myth, many find themselves unable to pull away from a Water Nymph should they get lucky enough to spot one or several. As such, like any nature spirit or similar deadra, Water Nymph's are often highly territorial and protective over their home and fellow sisters, which in return, often results in any male mortal stumbling upon them being mercilessly murdered without a second thought, though exceptions do exist. Water Nymph can also be mischievous, playful or even helpful towards a traveler that stumbles across their home, though this is not often the case. Worse yet, some can even be viewed as soulless monsters, often using their beauty and song to lure in unexpecting travelers nearby, and drowning them, only to have their souls devoured afterwards. Never do Water Nymph's reproduce with mortals, viewing such an act as blasphemous to their Divine, and as distasteful.
Regardless of their creation, whether it be at the hands of a Divine or a Dark Lord, these female entities, while very long lived, are not immortal like deadra, thus they must reproduce just like any other mortal race, although much information about their reproduction isn't known. As Water Nymph's only show love towards their creator, If new Water Nymph's are not created directly by their hands, than a Water Nymph will only ever bare the child of their creator through whatever means they choose. Regardless of the method chosen, once a Water Nymph is conceived and born, she will be raised by her mother, her sisters and any and all of their water mates who also inhabit the body of water they live in. Despite common misconception however, there is no hierarchy in a Water Nymph community, regardless of age. All Water Nymph's as a collective, with all sisters equal, though some exceptions exist, such as particular water nymph's who are favored by their Divine, which often grants them a certain amount of authority and influence over her more, unfavorable sisters.
Name: Rachmaer
Average lifespan: 50 - 100
Region: Aklator, The Makayoku Gardens, The Nameless One's palace within Aklator
Habitat: Palace
Tier: Unknown
Tamable: Yes through bonding
Sometimes referred to as Racherdenian "Maidens", the Rachmaer were created in the image of what their creator, the Nameless One, perceived as the perfect Racherdenian woman, having the cuteness and demeanor of a Racherdenian young girl, while still essentially looking like a Imperial. As such, with the exception of donning Racherdenian ears and a tail, Rachmaer look almost entirely human, or similar to a very rare tier I Racherdenian female in terms in appearance.
Having been designed and created by their creator for his entertainment, they often serve their creator and the nobility within Aklator to be their playthings and servants for those who have gained their creator's favor, despite their notorious behavior being similar to Jingsunes. Well known for their demeanor amongst those who own them, Rachmaer are infamous for their playful, often mischievous personalities, often going to great lengths to tease and play pranks on their owners and partners, so much so, they can be considered a menace by some. Even when or If a Rachmaer isn't being playful or mischievous, they are still ill-famed for their nymphomaniac tenancies once they had lost their purity. Whether alone or with her sisters or fellow servants, Rachmaer will, If not taken care by their owner, will often hunt down their owner or those nearby, assaulting them until they are either put in their place or are able to force themselves to relief themselves, all in the goal of bathing themselves in their favorite by product from sexual intercourse. Being the creation of the Nameless One, the Supreme Being of debauchery and rape, Rachmaer, like many other of his creations, often serve as magical conduits for energy created through sexual intercourse. As such, their small bodies are able to store a substantial amount of magical energy within their bodies, despite their small height. If said magic however isn't released from their owner or by their own hand in some way, a Rachmaer will eventually become overwhelmed by said energy and turn into a nymphomaniac until It can released. leading the Rachmaer into a never ending lustful frenzy.
Still, despite common misconception, not all Rachmaer are mischievous pranksters with little self control. Through careful breeding, there are several Rachmaer bloodlines within Aklator, the most prominent one created by the Nameless One, that have created calm, docile, loving Rachmaer, a commodity indeed within the dark capital of Aklator. Having been raised to be perfect servants, as mentioned before, these Rachmaer carry the demeanor of a dedicated, loyal servant, often going to great lengths to serve and please their owner, though in doing so, these Rachmaer are notorious for their near lack of energy at times after burnout, causing them to be drowsy often. It can be so bad that some Rachmaer may even hibernate for a few days to recover. Amongst other things, these Rachmaer, after being carefully bred over generations, have become indoctrinated in controlling their nymphomaniac tenancies far better than their normal, more free counterparts. Due to their indoctrination, these Rachmaer will never attack their owner or those nearby, even If they find themselves overwhelmed, their bodies compelling themselves otherwise. It's not uncommon for them to sleep instead to control their urges. Once a Rachmaer of this breed is able to find release however, these Rachmaer return back to normal, filled with energy until they face burnout once again.It should be noted that while these Rachmaer can be Polyamory like their normal brethren, these carefully bred Rachmaer are famous for only having the eyes for their owner or who ever took their purity. Coming to view that person as their spouse or true lover, these Rachmaer become who dedicated to that one person alone and will not have relationships with another person. Such love for that one person is sincere and loving, so much so, they cannot live without the embrace of that person. Long periods of time without seeing such person will often result in the Rachmaer in question growing anxious, and If they should have to wait too long or worse, find out their special person has passed on, said Rachmaer may take their own life to be with them, not wanting to live without them.
Name: Rachchen
Average lifespan: 20 - 200
Region: Potentially anywhere, The Makayoku Gardens, The Nameless One's palace within Aklator
Habitat: Anywhere potentially
Tier: Unknown
Tamable: Yes through bonding
A rare subspecies of Rachmaer that were bred by the Nameless One for unknown purposes, The Rachchen are famous for their intense, warrior like, competitive like nature, granting them a near unquenchable thirst for battle. Combined this with their natural affinity for martial arts and a school of magic, they bear tremendous potential as warriors, so much so, they commonly leave the safety of the Makayoku Gardens or the dark palace and venture forth into the world, becoming nomadic warriors. Always training and looking for a challenge, Rachchen are generally overly confident, combative and eager to find a challenge or a battle to test themselves. Because of this mindset, the Rachchen remain as one of the Nameless One's few creations that have little interest in sexual matters, preferring to a life of battle and challenge over becoming a wife and having children, viewing both as disgusting. In the off chance a Rachchen is ultimately defeated in battle through honorable means by a man, A Rachchen will find herself submitting to the man, even If she has no desire to do so. Should the man take her purity, that Rachchen will come to view that man as her husband, especially as more time passes on, allowing the two to bond. Over such time, the formally proud, combative Rachchen will become submissive, and show an adorable side only a Rachmaer can show, but only to their husband. That does not mean a Rachchen no longer continues her mantle as a warrior, quite the contrary. After being fueled with the passion and love from their husband, their training and skill increase exponentially until they became a master of their craft. When such mastery occurs, it is only than will a Rachchen decide to take a step away and be with her husband, to play the role of a true lover and mother. It is said once a Rachen is tainted for the first time, she can and only will be, be with the man that took her purity. In reality, like the very carefully bred Rachmaer they descend from, A Rachchen is the result of care breeding and mastery of indoctrination from their creator to create something wild, yet loyal at the same time, but again whhy? No one will know....
Name: Kathalia
Average lifespan: 50 - 80
Region: Aklator, The Makayoku Gardens, The Nameless One's palace within Aklator
Habitat: Anywhere potentially, Palace
Tier: Unknown
Tamable: Yes through bonding
A rare subspecies of Kathlis that were bred by the Nameless One after discovering the Brulgronian Troll Cat, the Kathalia, much like the inspiration of their creation, are well known for their highly mischievous, unpredictable personalities, often going to great lengths to cleverly prank those that fall victim to their undeniable charm or worse, going so far as to tease or even troll them. Because of this, you can always find a Kathalia grinning or smiling in such a matter one could only view as suspicious. Making matters worse, once a Kathalia loses her purity, they will become much more depraved and sexual in nature, often replacing their old tricks for new ones. Such Kathalia enjoy teasing those over sexual matters, often using foul or salacious words to trigger a response, only to find relief when their "victims" make the response they want. Their amusement however, only raises to it's highest when a victim of theirs ends up in a sexual interaction they can't get themselves out of. Because of this, many are employed as amusing pets, personal entertainers, romantic partners or even as interrogators and tortures by the nobility within Aklator.
Between their high intelligence, despite being usually taken as face value and underestimated by their victims, they are incredible quick, agile and quiet, often allowing allowing them to appear and disappear on a whim, giving off the impression to many they have access to some sort of teleportation. They do not. Having such abilities often results in some Kathalia often taking a more physical approach to their victims, often physically assaulting them to the ground and verbally abusing them with their obscene words and body language. These actions are admitedly common in Aklator but in other places around the world, should they somehow find themselves in an area they do not know of, a Kathalia is far more composed, quiet and observant. Only when they grow comfortable with their environment, will they show their true colors.
Name: Nakymaten
Average lifespan: 50 - 100
Region: Aklator, The Makayoku Gardens, The Nameless One's palace within Aklator
Habitat: Forests, Mountains, Palace
Tier: Unknown
Tamable: Yes through bonding
Created by the Nameless One after taking inspiration from the Kobold and the Kathalia, the Nakymaten are an artificial race of Dragonspawn that are naturally gifted with the power similar to a chameleon, granting them the ability to camouflage their body so well, that they appear invisible to the naked eye, even those of the divines, regardless of whatever environment they find themselves in. As such, combined with the fact they hold similar personalities to the Kathalia, granting them unpredictable, playful, mischievous personalities, they often find themselves alone, or within the service of a powerful individual, often employing them to stalk, harass or outright sexually assault their targets, which they find absolute joy in doing. Aside from their thin, draconic like scales granting them the ability to camouflage with their environment, the Nakymaten are just as notorious for their long, skinny tongue, which they often employ to feed themselves, when not being used to harass their targets, such as forcing their long, skinny tongue to crawl and sliver over their target's body, absorbing them of their magical energies.
Along with this, due to their ill regular nature as a Dragonspawn, many of their kind, specifically those who take after dragons, loathe them, or outright hate them, viewing their mischievous, cowardly behavior as a insult to their ancestry and their pride themselves as descendants of the Dragons. This is especially true for the draconic's who were created and conceived by their creator, who view them with absolute distain, resulting in the two boasting a rivalry unmatched by none other. While one side attempts and fails miserably in the attempt to kill the other, the other side attempts to use their nature born gifts and witty, mischievous personalities to harass and annoy the other, resulting in never ending amusement for their creator.
Name: Bai-Zaurus
Average lifespan: 250 - 300
Region: Deep within The Nameless One's palace within Aklator
Habitat: Underground, Palace
Tier: Unknown
Tamable: Unknown
Inspired by the holy sages of the Immortal Empress of Chou and his love for the Mynataurus, the Bai-Zaurus were created by the Nameless One for the duo purposes of gathering, maintaining and holding immense energies being held within the Dark Palace to be used as power, as well as the gathering, categorizing, collecting and studying of important & taboo knowledge. As a consequence, being a race of sagacious Mynatauruses, they traded in their ancestor's vast strength & physical prowess for vast, in-depth knowledge, encompassing nearly every subject matter one could muster, as well as a in-depth mastery of nearly all magic's, including the fabled school of harnessing the energy from the Astral Realm. As devotee's of knowledge, and by extension, magic, they been blessed by their creator to have the ability to accumulate knowledge and experience easily by seeing, touching, smelling or eating. Aside from being able to see or read something and having a near complete understanding of the matter a short time later, they can also equally gain information by digesting material in their mouth and bodies. In doing so, they gain access to a creature's or individual's memory and experience, as well as being able to undergo a test to see If said individual or creature is poisonous or nutritious. Lastly, blessed with a powerful nose, they can even identify nearly any odour and conclude the origin of it's original location.
Regardless of their vast knowledge and skill however, the Bai-Zaurus spend all their time to themselves, focusing on either their research or maintaining the magical reserves within the Nameless One's Dark Palace, leaving little, If any time for anything else. If one were however, through some means, able to gain an audience with one and again, somehow, gain their favor, they could be imparted with such wisdom, that they could become a master of their chosen field withing a lightning short period of time. Prolonged tutelage under a Bai-Zaurus is said to be comparable to being taught by Divine themselves, so if one found themselves lucky to study underneath one, who knows how powerful a individual would become, but depending on the individual, it may very well altar the course of the world, given enough time.
As such, With the exception of their own kind, who they view as sisters within a tight knit sisterhood conclave of magic users and sages, they are extremely reclusive, to the point, they rarely, If ever, will interact with anyone outside the walls of the Dark Palace, let alone from the outside world, always confining themselves to the deepest, darkest sections of the Dark Palace.Because of this communication, they very rarely ever have children outside the traditional means of bearing their creator's children. As a consequence, when a Bai-Zaurus is nearing the end of her life, she imparts her knowledge, and at times, experiences, to their firstborn child through direct means, often through the mind, thus ensuring the next generation is more intelligent and wise than the last.
Name: Devataurus
Average lifespan: 50 - 100
Region: Aklator, The Makayoku Gardens, The Nameless One's palace within Aklator
Habitat: Palace
Tier: Unknown
Tamable: Yes through bonding
Commonly referred to as a "Deva" or "Diva" due to their innate ability to "amuse" their owners, the Devataurus are a breed of female Mynataurus that were bred so thoroughly well by the Nameless One originally, out of his love for female Mynatauruses, that these Mynatauruses would eventually be become their own subspecies, eventually being dubbed as "Devataurus" by their original creator. Created through extensive, selective breeding by their creator, the Devataurus are notoriously different from their parent species, having been created specifically as breeding stock within the Dark Captial. As of result of this rather inhumane breeding, the Devataurus are famous throughout Aklatorian society for their normally docile, almost gentle like demeanor, almost never boasting aggressive tenancies unless it is to defend their adolescent daughters, as well as being exceptionally fertile. Having been created specifically for breeding purposes, the Devataurus have exceptionally powerful wombs, that through magical means and again, through extensive, selective breeding technique's, Devataurus have the ability to reproduce with any race, mortal or beast, and thanks to countless generations of fertility treatments, Devataurus become pregnant with their mate's child with almost zero effort, requiring barely any reproductive material from their mate. Once a Devataurus becomes pregnant, they are noted for having shorter gestation period than normal Mynataurus, often half the time, and have the ability to sire several calf's instead of one or two. During pregnancy, they also tend to lactate heavily, requiring their owners to milk them constantly. While Devatauruses do not produce anywhere as much as a Mynataurus mother, a Devatauruses highly nutritious, life sustaining milk is of a far higher quality, granting the drinker a great more amount of nutrion that can temporarily or even permanently boost their body's ability, depending on how much they drink fresh Devatauruses. Of course, as a consequence of this selective breeding, the vast majority of all Devatauruses, with little exception, are unfit for combat unlike their ancestor's, having traded their warrior, survival like instincts long ago for a more simpler, carefree, pleasurable life of carnal delights and relaxation.
Categorized more similarly to a domesticated cow, than as a true descendent of the Mynataurus, the Devataurus typically demonstrate cow like tenancies, that aside from their normal, docile, gentle like personalities, they are notorious for their normally, passive like nature, generally never being aggressive to those nearby, though they typically only obey their owners and members of their own sisterhood and or family. Like Cows, Devatauruses are typically not intelligent, although this isn't always the care, though quite rare, and typically spend their time either spaced out or looking for means to entertain themselves. It is not uncommon for Devatauruses to simply eat, sleep or procreate with their owners. Depending on how they are raised, Devatauruses are typically either promiscuous or monogamous, typically depending on the environment they were raised and live in, though in rare instances, it's not uncommon for wandering or "wild" Devataurus to seek out a mate to function as her bull, exclusive or otherwise. Regardless, most Devataurus, being passive in nature, and having been created as breeding stock, generally hold high affection and respect for their owners, often making them as suitable pets despite their original intent. Due to the fundamental efforts that were made to create their race, the Devatauruses instinctively, whether they know it or not, generally respect the wishes of her owner and/or partners, even If it results in her being put in a sadden or sour mood.
Being powerful breeders, Devatauruses are generally proud of their voluptuous bodies and their ability to breed with nearly any race, having been gifted the ultimate incubator. This also goes hand in hand with their breasts, which they also value due to the milk they can produce, as well as the pleasure she, and her mate can derivative from. Whether it's their owner or simply whoever they are mating with, Devatauruses express their pride, love and affection through the usage of enveloping their partner's manhood, either through foreplay with their usually, massive breasts, or through taking control during intercourse, often favoring the fabled cowgirl position to take "lovingly" control.They more her partner responds to her efforts, the more enticing It will be for her to form a relationship with them, thus designating him as either her exclusive bull or one of many depending on how she was raised. Of course, for a Devataurus, should their needs be ignored for too long, they will, without hesitation, promptly go on a nymphomaniac like rampage, consensual or not, until they are sexually satisfied. While they always first, try to engage themselves with their owner or husband, they will not hesitate to find their other partners or even random individuals or monsters should they be unavailable, giving Devatauruses a unfair reputation as whores, even though, the fault typically falls to the owner for not providing for their Devataurus.
Name: Raijune
Average lifespan: 100 - 200
Region: Aklator, The Makayoku Gardens, The Nameless One's palace within Aklator
Habitat: Mountains, Palace
Tier: Illustrious ^
Tamable: Yes through bonding
Commonly referred to as the "Raiju" by the few who survive encounters with one, the Raijune are a exceptionally rare, sub species of Jingsune that were created and bred by the Nameless One in his spare time for purposes unknown, that have, like the Hellsune, became naturally adapt at utilizing and conducting electricity to such a degree, it has become second nature to them. As such, after countless generations of breeding by their creator, the Raijune have became notorious for their lightning like speed, heighten reflexes, and their quick thinking mindsets. They are never able to sit still for long, and as a consequence, Raijune think fast and move fast, and combine this with their high metabolism, they only time they will commonly sit longer than a few minutes is when they seek to quench their glutton like appetite, or when they are aroused. While High Born Raijunes may act composed, dignified and classy, it is much, much more common for regular Raijune to take what they went, especially when it comes to relieving themselves of their arousal. Becoming something akin to a predator, like a wolf, they have no issue in using their speed and reflexes in wearing down their prey before forcibly using them like an animal in heat. Luckily for such victims, being exceptionally fast, such assaults by a Raijune are relatively short, lasting only a few minutes at most, but for those truly desperate, they may find themselves victim to a Raijune's assault for several minutes or so.
Despite as their name & attire would suggest, Raijune typically look more similar to bestial kin wolves like the Hellsunes, often only sporting a single spiky tail, generally a more canine like tail, but depending on the bloodline they originate from, especially If from a Highborn bloodline, Raijunes can inhibit fox like traits, giving off the impression they are infact, Jingsunes, rather than the former. Such traits are uncommon amongst Raijunes but not rare, and one could easily fool another as one If they don the attire of one. This is especially true in the fact that like Jingsunes, they still possess the ability to grow tails, upto nine as they age and grow in power, though generally, most Raijune do not, unless they are the direct offspring of a Highborn. Aside from these traits, Raijunes also typically have fur around their neck, taking the appearance of a scarf of sorts, as well as their iconic, knee high, white, spiky fur that wraps around their feet, giving off the impression they are wearing knee high, white, spiky socks than fur. Combined this with sandals, and they can easily give off the impression the are wearing tobi like socks.
Although considered a "sacred" monster like most monster girls that were created by the Nameless One, Raijunes typically display no dedicated role in Aklatorian society due to their quick thinking, simple, predatory like mindset, often making them difficult to tame, even by Vyreadra standards, whom often find it as a waste of time and resources. With the exception of those bred by the Nameless One or by lesser Aklatorian breeders who were lucky enough to catch one, most "wild" Raijunes typically function similarly to feral, bestial kin wolves, concerning themselves only with their next meal, when, where and how to find release, and where to sleep. For the few bred and trained in captivity, due to their innate ability to manipulate lightning, many are trained as messengers, scouts or even as warriors and bodyguards for the most thoroughly trained one, although Raijunes of these variety are exceptionally rare. Highborns on the other hand, are exceptionally powerful Raijunes who been carefully bred/or have lived long enough to not only exhibit nine tails like normal Jingsunes, but incredible beauty, self control and skill over their natural abilities. Such Raijunes are beyond rare, so much so, they are often viewed as "sacred" icons, "divine" messengers or even "avatars" of their creator by the masses. This is only reinforced further by the fact that nearly all Highborns that currently exist, dwell within the Nameless One's dark palace, strongly implying they were bred and raised by his own hand, their creator. As such, most within Aklatorian society consider it illegal to even own one, let alone conduct improper action against one. This is further by the fact these Raijunes are generally similar in personality to their ancestor's, boasting calm, dignified, mature personalities akin to a courtesan or a noble woman. Exceptions do always exist, and within the Dark Palace, who can say many Highborns adhere to the typical label of a Highborn.
Name: Satyress
Average lifespan: 40 - 100
Region: Aklator, The Makayoku Gardens, The Nameless One's palace within Aklator
Habitat: Palace
Tier: Unknown
Tamable: Yes through bonding
Thought to be created in the image of rare Darmarians with goat like characteristic's, or by refining the Amaltha by the Nameless One, the Satyress is a common type of monster "girl" found within Aklatorian society, often functioning as high class butlers to the nobility. Different from mere maids, the Satyress is well known for it's social & exertainment skills, often possessing unrivaled skill in dancing and singing, as well as expertise in various musical instruments. Boasting a powerful charm, combined with their typical unhinged personalities underneath their professional, friendly persona, and a strong stomach for even the strongest of wine, Satyress are capable of seducing even the greatest of individuals, even Vyreadra. As a combination of their many skills, many view them as the ultimate party hosts or partiers, and along with their hidden, hedonistic, uninhibited personalities, they are highly coveted by their owners and employees. Due to their nature as fun, loving hard working servants, even their creator, the Nameless One, employs a large amount of them within the realm of his dark palace, no doubt for the countless feasts and orgies that are constantly held within it's walls.
Name: Amaltha
Average lifespan: 60 - 100
Region: Aklator, The Makayoku Gardens, The Nameless One's palace within Aklator, potentially anywhere
Habitat: Palace, mountains, plains, forests, hills
Tier: Unknown
Tamable: Yes through bonding
Commonly referred to as the "Almatress" in honor of the "Holy Lamb" of Aklator, as well as being the eldest sibling of the Satyress species, the Amaltha is without a doubt, one of the most common monster girls species that one can find within Aklator, being able to trace their ancestry all the way back to the foundation of the dark kingdom itself over a millennia ago, where they were created by the Nameless One to function as the Dark Kingdom's first true domesticated animal. Functioning originally akin to a cow, the Amaltha are famous for their highly pasteurized milk that is incredibly rich in flavor, often boasting a creamy, buttery, smooth like taste upon consumption. Aside from their milk, their regenerative horns are often considered a highly sought after commodity, as besides for the insides of their horns often containing highly fertilized materials, which will allow a plant of any type to grow in any environment for a time, including their own heads potentially, the keratin on their horns are made out of gold, making them even more valuable. Being similar to regular Bestial sheep folk, the Amaltha, despite common misconception due to them commonly being seen in the nude, do actually grow thick coats of wool over their necks, arms and legs every season, effectively giving them the appearance of a entirely different species. Despite this however, since their body wool can grow to become a foot thick, certain Amaltha are highly prized for their highly quality coats, that when sheared off correctly, can used in a magnitude of applications, ranging from protective goods that are capable of protecting a individual from the harsh weather of Aklator, to even light armor. Being monster girls however, as stated before, most Amaltha are sheathed of their seasonal coats either entirely or done in such a way their wool only covers portions of their legs, arms and necks, in a better attempt to show off their beauty and assets. Combined this and their mostly docile and friendly like demeanor, they are generally found performing the same function as their ancestor's had, as domesticated cattle. In more rare instances, some Amaltha may be found as pets, companions or even as prostitutes, although the later is quite rare compared to the former.
Name: Unicorn
Average lifespan: 300 - 500
Region: Aklator, The Makayoku Gardens, The Nameless One's palace within Aklator, Laetannia?
Habitat: Palace, grasslands, holy plaes
Tier: Unknown
Tamable: Yes through intense bonding & a soul binding ritual
Inspired by the female Laetannian Knights who mutated into the very first Llamerian's during the chaotic First Storm of Darkness, the Unicorn, commonly referred to as the "Llamerian Unicorn" due to their extreme similarity, are a extremely rare race of centaurs that were created by the Nameless One in his quest to perfect Llamerian beauty. Distinguished by their typical white coats, their iconic forehead horn and their divine like beauty, they are, with little exception, such as the Angelians, to be holy symbols of purity, not just by Aklatorian society but much of the world itself, boasting a equal graceful, gentle demeanor to that of a chaste, noble maiden. As such, being chaste virgins, a Unicorn can only be tamed by a virgin, regardless of gender, although, being artificial descendants of Llamerians, this much more difficult for those who do not possess a pure heart. For the few lucky who are however, Unicorns are said to be the ultimate lovers and wives, always dreaming of the day they will meet their prince charming, their future husband to be. Until that day however, where they can bare the children of the one they love however, a Unicorn will always remain a pure virgin, never even entertaining the idea of sexual activities until they soul bind themselves to the man they wish to marry, viewing such activities as sacred acts between husband and wife. As such, between their ancestry and their ideology, a Unicorn, normally gentle and compassionate, will fight tooth and nail to remain pure. In the off chance a Unicorn is fooled by a non virgin or is taken by force, they will transform into what is called a "Bicorn", a corrupted Unicorn who's essence has been tainted by their attacker. Pulling a complete one hundred and eighty, their fur will turn black, their once sacred horn, will be replaced by two horns, often deadric in appearance, and their personalities will become one of impurity, one of a hedonistic mindset.
Due to their holy affiliation as a "holy" monster despite their creation at the hands of the Supreme Being of rape and debauchery, their bodies contain powerful light energies, that when stored within their horn, can produce powerful healing spells, making them potentially, powerful healers. At the same time however, as their power is stored within their horns, the horns themselves can be removed and used as a one time use, powerful potion, albeit a "primitive" one. They can also be grinded down to create even finer potions which are said to be able to cure any mortal disease. Further more, for the self indulging, large amount of blood extracted from a Unicorn is capable of healing nearly any normal wound or even save a individual from death, however in doing so, the individual who drinks the blood of a unicorn is cursed by the Nameless One for taking the life of one of his "noble" creatures. The longer a Unicorn remains a untouched virgin however, the more powerful her essence will become, thus giving them, the greatest potential of any light affiliated user, even Aeadra.
As holy creatures, they have no role in Aklatorian society or any society they somehow find themselves in. Generally subspinous of strangers, especially If they are married virgins or otherwise, they keep to themselves in their endless wondering to find the husband of their dreams. As Most are owned by the Nameless One, Unicorns are one of the rarest type of monster girl a individual can find. For the few who aren't however, some can be found as "trophies" by Vyreadra Lords, who wish to show them off, while a few are thought to be found in Laetannia in Llamerian society, being viewed as "divine" symbols of their Diviness, and as such, are protected, even more so then their own kind. There are extremely rare instances of Unicorns becoming powerful magical casters or even as Knights within Laetannian society, although, again, this is beyond rare.
Name: Bicorn
Average lifespan: Unknown
Region: Aklator, The Makayoku Gardens, The Nameless One's palace within Aklator
Habitat: Palace, grasslands, holy places
Tier: Unknown
Tamable: Yes through intense bonding & a soul binding ritual
The byproduct of deception or worse, rape, Bicorns are Unicorns who were fooled by a non virgin or were taken by force, and as consequence, their essence, the purest of all essences, were corrupted, transforming them into creatures of depravity and debauchery, marking them as the symbols of "impurity" amongst those who know of them. Upon their transform into a Bicorn, their fur turns pitch black, their once sacred horn, is replaced by often, deadric looking horns and their personalities devolve into that of a hedonistic nymphomaniac, albeit a loyal one. Despite their namesake however, Bicorns do retain their graceful, gentle like deposition when they were unicorns, although, due to the corruption of their essence, they have became exceedingly perverted, lustful and just overall hedonistic in their desire and needs. If by chance, they only lost their "purity" to their husband, a Bicorn will remain in control of herself and will never forcibly rape or sexually assault, no matter how wildly lustful they may become. As sexual monsters of desire like Succubuses, a Bicorn will no longer care for their monogamous marriage as long as she remains with her husband. After her transformation into a Bicorn, a monster of depravity, she will be much more open to polygamous or even haremic like arrangements If It means she can enjoy even heights of pleasure with her husband. This is further cemented by the fact that the more a Bicorn's essence is corrupted, especially by tainting her essences with others, regardless of gender, she will become much more powerful with dark energies. Even If a Bicorn doesn't care about that particular aspect, to many, retrieving the essences of others to further corrupt their own essence is similar to a drug addicting cocktail that never ends, especially when their husband's essence is added. Once more, to further her goals of power, or simply to obtain her next, much wanted & needed of pleasure, any of her essence within her husband become something akin to a lure towards others of the opposite sex, very much attracting other women to her husband, further adding the potential of adding another member to her husband's long list of partners or his harem.
Despite being beyond rare, Bicorns can be found in Aklatorian society, although many of which exist, are generally found as war mounts of sorts for the Succubus who serve the Nameless One as his file and rank black knights. Some can be found as prostitutes or as prized slaves, but again this rare. Even the Nameless One himself has few Bicorns due to their rarity. Like other monster girls however, many, including the Vyreadra themselves, view them as "divine" symbols of their creator, and as such, are considered sacred.
Name: Chimaera
Average lifespan: Unknown
Region: Aklator, The Makayoku Gardens, The Nameless One's palace within Aklator
Habitat: Palace, wastelands, badlands, canyons, scrublands
Tier: Heroic ^
Tamable: Yes through intense bonding
Made in the image of the monstrous Chimera but in "human" form, the Chimaera were one of the first species of "monster" girl to be created, having been created by the Nameless One at the dawn of his dark kingdom to function as ferocious guard dogs of sorts, to protect the first generation of his people, particularly against the early Imperial forces, whom would often send raiding parties of Knights into his territories. Having been created in the image of the terrifying monsters whom they share their namesake with, the Chimaera boasts the same abilities as their inspirations, and more some. Aside from being able to breath fire, from the outputs of their mouth, tail or even hands, or their poisonous, monstrous, retractable claws capable of tearing a mortal in half, they also possess their iconic, sentient, snake like tail, which aside from possessing poisonous fangs of their own, is capable of delivering fatal globs of paralyzing poison to it's victim. By default, their Chimera like abilities are weaker than that of the real thing, at least while they are young, but as a Chimaera ages, and their skill increases, they become notable for possessing the necessary skills to eliminate nearly any foe, to that of a even a demi divine, though this is uncommon. Besides for the abilities they share with their namesake, Chimaera also possess superhuman strength and intelligence, but most importantly, they possess the durability & regeneration of a dragon, allowing them to survive battles even divines themselves may not walk away from. Their horns, which vary greatly in appearance, are mostly there for display purposes only, however, should they need to, their horns, comparable to that of steel, are more than capable of acting as weapons. For regular mortals, Impalement in the stomach by a Chimaera is a common sight. Lastly, they also possess two, fully functional wings on their back, granting them near unlimited flight compared to the normal Chimera, however, due to their battle lust or just lust in general, they do not typically fly long distances, preferring to walk, stalk and hunt their prey by foot.
At the same time however, due to their nature as "monster" girls, their personalities are generally unfit for who anyone who isn't that of a degenerate. While their personalities may vary greatly, especially since they boast the combined personalities of a lion, a goat, a dragon and a snake, boasting such personality traits such as impulsive, rash, aggressive, noble, overbearing, shrewd, caring, envy, outright jealousy, cunning, etc, Chimaera are notorious for boasting personalities and/or acting similar to a Hellsune, while possessing the very same willpower. Because of this, Chimaera rarely, If ever submit to a individual weaker then themselves. Under normal circumstances, this makes them poor and rather unfit for their original purpose, but for the few that are able to "tame" them, like a Vyreadra noble does to a Hellsune, they will generally find themselves utterly loyal to their master. As such, many consider it much, much easier to tame a singular Chimaera and breed them, than to retame or recapture "wild" or "roaming" Chimaera's.
Commonly only found within the capital of the Dark Kingdom, the Chimaera fulfill the same purpose as the first of their descendants, commonly functioning as the guard dogs of the Vyreadra nobility or those powerful enough to tame them. They can commonly be seen working alongside the Nameless One's Succubus Knights, functioning as their pet vanguards, or in rare instances, may be knights themselves. For those who are well trained and disciplined, some can be seen as bodyguards or even as mercenaries, although this is uncommon due to their nature. Due to their regenerative nature, possessing the same regenerative scales as the Dragons, some Chimaera can be found as precious, valuable breeding stock. Outside of commercial breeding, Chimaera's can be found as mere pets, lovers or even as sex slaves, but being destructive and wild like Hellsunes, they often find themselves unfit for such roles.
- #37Kingdoms of Thrymiria
Keys: Alcberde, Odetta, Revendyil, Daniela, Wyrd, Asingard, Eljudnir, Ivalice, Midenhiem, Yngvi, Reysolia, Dolvanas · Secondary: , Mortal Kingdoms, Thrymiria
General information Organization type- Independent Monarchies
Societal information Capital- Ivalice Currencies- Gil(Gold) , "Abber" Gold Coin Sentient races- Humans(Extremely Common), Rominian(Uncommon) and Laetannian(Rare)
Historical information Era's- Fifth Era
The "Kingdoms of Thrymir" is a collective term for the Kingdoms that reside within the region of Thrymir that were originally apart of the Thrymir Empire.
Overview
The Kingdoms of Thrymir are independent Kingdoms that either broke away from the Thrymir Empire or were granted independence from the Thrymir Empire in either the late fourth century or sometime during the fifth century of the fifth era after the Thrymir Empire had begun to fragment due to the lack of succession after the absence of the Abbergenien Dynasty which began massive infighting, causing disorder all around the Empire and nobles eventually defecting from the Empire in at attempt to take the throne for themselves.
Today however, Thrymir is nothing more than a battlefield littered with the dead as the majority of the Kingdoms within the region of Thrymir vie for power against each other, hoping to expand their borders and increase their influence and wealth with the vast majority of the Kingdoms wishing to claim the entire region for themselves.
What's interesting however is that all twelve Kingdoms within the the Thrymir Region had signed the Candor Concordat when their Kingdoms were found, supposedly forced upon about them by the Divine Being's, Hokuten and Lendira. The Candor Concordat is a military alliance that forces all the Kingdoms within the region to work together to quell any threat that could possibly destroy Athrunial or those whom live on it, such as when the Arisen Crisis occurred and the Canine Red Pox disease broke out in Laetannia, forcing the Thrymir Kingdoms to work together to destroy the mass hordes of the undead and aid Laetannia in medical supplies and healers to heal those infected with the Canine Red Pox disease. A Thrymir Kingdom hasn't broken the Candor Concordat in the fear their country could be destroyed by a Divine Being.
The Kingdoms within Thrymir
Ivalice
Located in the most north eastern partion of the region, Ivalice is a mid sized Kingdom that has been ruled by the Kurama bloodline since the fifth century of the fifth era. Ivalice is known to be unique amongst the other kingdoms within the region due to many factors such as Ivalice being the only Kingdom to freely accept anyone regardless of race as long they contribute to society without racial prejudice or xenophobia. Unlike the other Kingdoms in the region, Religion does not play a major factor in one's life as scientific pursuit is preferred although anyone within Ivalice is permitted to participate in any religion they wish. The closest to a state religion would be Ivalice's people venerating and honoring the dead, especially those whom had performed a great feat that had saved the Kingdom itself from some great danger. Those whom become one of these chosen are named Saints and are buried within temples and shrines which are watched over and maintained by Maja like Priestesses(Shinto Priestess). Ivalice is noted for it's blend of Thrymir(Western European) and Maja(Japanese) Culture within it's society and traditions.
Alcberde
Located in northern Thrymir that borders Ivalice to the east, Alcberde is considered a holy kingdom due to the people undying belief in the Imperial Divines with Hokuten and Archiss as the main focus with Alcberde having an unusual large amount of priests and nuns. Alcberde is noted for being peaceful and with majority of it's people having a higher state of living than the vast majority of the other Kingdoms thanks in large part to their Queen, Katusha whom is beloved by her people for being caring, merciful and has a gentle nature whom often embodies the ideal image of a fair ruler that treats all her people equally. However Alcberde also owns it's prosperity and it's lack of famine and war not just from their beloved queen but their permanent alliance with the Kingdom of Ivalice whom had been close allies since the beginning of the seventh century of the fifth era when Mausima Kurama's granddaughter, Izumi Kurama, Archduchess of Ivalice married King Aeros Tenith's grandson, Lefran. Since that political marriage, both countries have enjoyed the prosperity between both countries through heavy trade and joint festivities.
Wyrd
A Kingdom located in the most northwest portion of the Region, Wyrd is a Kingdom that is famous for it's paranoia where it's borders are always closed off to outsiders due to their belief their arch rival will one day try to invade them and have little contact with the outside world. Entry into the Kingdom is extremely difficult with the only way of entering is applying for citizenship or applying for a VIP pass from their embassies found in other Kingdoms, rarely Adventurers from the Adventurer's Guild and Hunters of the Monster Guild will be permitted to enter to complete their duties. As expected, Wyrd's borders are heavily fortified with huge, thick walls covering the entire border of the Kingdom with their military always patrolling the border. Such paranoia has permitted many rumors about the country to take place that vary greatly to being a kingdom full of Deadra worshipers to the Kingdom preparing to take over the Kingdom.
Daniela
Known famously as the "Hetaira Empire", A mild sized kingdom that borders to the south of Ivalice, Daniela is best described as a very private kingdom diplomatically, performing little business outside their walls unless absolutely needed, allowing their business in the bedroom speak for itself. Besides the rare trade of extremely high quality fabric's, clothes and the occasional creative servant, The Kingdom of Daniela prides itself on producing courtesans of the highest order to the highest bidder, often to nobles of foreign lands. The courtesans of Daniela are considered to be some of the most beautiful women on Athrunial, with some even going so far as to compare their beauty of the Aeadra of Aelthuan. Of course, being a country dedicated to the grooming of courtesans, the Kingdom of Daniela's society is primarily female dominated with the women of Daniela holding all power in the government. Men, as physically stronger, are expected to perform the more far labor oriented jobs or become soldiers in the Kingdom's small but elite military force. At the top of the chain of power, Is the Matriarch whom essentially functions as a monarch of any other kingdom within Thrymir.
Due to the Kingdom of Daniela's unique position in politics within Thrymir, Daniela is a pacifist Kingdom that enjoy's it's freedom within it's border, it would never raise it's sword unless it was absolutely necessary, as a result, Daniela has often forms many non aggression and military alliances with over the kingdoms through the usage of their highly sought after courtesans and their gifted creative servants such as dancer and bards. Despite this however, Daniela has been forced into many wars over the centuries by vicious and power hungry Warlords whom have wanted to take Daniela for it's....assets. Luckily, Daniela has a big enough force to hold off any invader long enough for their allies to arrive to aid them.
Odetta
A military Kingdom located near the center of the region that is ruled by the War Mongering Emperor, Latius Caesar, Odetta is best considered a more smaller and by extension, a more extreme variant of the Thrymir Empire whom goal is to conquer the entire region, including the old Thrymir Empire and build a new, grander empire to replace the old, crumbling Thrymir Empire still stuck in it's old ways. Odetta is without doubt the oldest of all the Kingdoms in the region as it was the first Kingdom to secede from the Empire early in the fourth century however Odetta at first was not a providence but the City State, Odetta that rebelled under the rule of infamous Imperator, Vibius Aelius Sophus whom conquered all the city states within the region and formed the Kingdom of Odetta from the ashes of fire. Since it's foundation and the time it had seceded, It has waged countless wars within the region to expand, especially Wyrd, Daniela and Alcberde.
Eljudnir
Located on the western portion of the region on the borders of the tropical region of Yurnu, Eljudnir also borders Odetta to the east and Wyrd to the north and Reysolia to the south. Ruled by the honorable High King Caudinus, Eljudnir is kingdom that specializes in agriculture due to Eljudnir's vast grasslands and plains however Eljudnir is most renowned for it's substantial amount of ruins that date back to the Dark Ages with a few even dating back to the Age of Fire. With such a large amount of ruins from the past, Eljudnir enjoys a near immunity to war as the Kingdom has became a heaven for archaeologists as well as for adventurers and treasure thieves.
Reysolia
Located north of the Thrymir Empire and borders Eljudnir , Yngvi and Revendyil, Reysolia is the only Kingdom within the region that is a constitutional monarchy under a parliamentary democracy where Reysolia is led by the Kingdom's Fuhrer whom functions as a King or Queen but answers to a number of councils called parliaments from every class of society and cannot make major decisions on their own under normal circumstances. Reysolia often gives off the vibe of a safe and peaceful nation to outsiders however Reysolia is a very militarized Kingdom similar to Odetta however Reysolia is noted to be the only Kingdom that has conscripted and recruited Alchemists into their armies as living weapons.
Yngvi
Located near the middle of the region, Yngvi is a Holy theocratic Kingdom that sits on the border past fanaticism, Led by their holy Pope, Metella, the people spend almost all their time on their spiritual needs rather than material or physical needs, choosing to spend their time worshiping their deities, the Supreme Being Necris and the Divine Being, Archiss whom represent life and death and the seven deadly sins of man and mortals. Due to Yngvi extremely spiritual nature, advanced alchemy and magic is forbidden from being used as the people see it as a insult to their way of life and the disrespecting of their gods, even the mere mention of magic or advanced alchemy can easily result in one being hanged or murdered in cold blood with the lesser punishment of one being labeled as a heretic. Yngvi's view on religion and wishing to spread spiritual awareness and their beliefs to other Kingdoms has resulted in dozens of wars or what they call as "Holy Wars against heretic's and unbelievers" against many of it's neighbors, especially Reysolia whom they see as their arch enemies and view that nation ran by the Dark Lords.
Midenhiem
Located in the middle of the region, Midenhiem was a wealthy kingdom known for it's heavy trade due to it's position within Thrymir however today Midenhiem is nothing more than a smoking ruins as the Kingdom sits in a massive civil war as countless city states within it's borders fight for power after their High King, Aldebrandt was assassinated by a Dark User named Aulerius whom usurped the throne himself through unknown means. Midenhiem sits an easy target for the other Kingdoms however due to the infighting, any Kingdom that would invade would be dragged into a prolong war.
Asingard
A kingdom next to the Aklator mountain wastes and bording Midenheim, Daniela and Revendyil, Asingard is an aggressive Kingdom that has fought numerous wars to expand it's influence and power, notoriously Revendyil whom see's them as arch enemies and Dolvanas whom was nearly conquered recently until suddenly out of nowhere, the dead all through Asingard and Dolvanas rose from the ground and began assaulting Asingard from the south, resulting in countless villages, towns and even a few cities being overrun and nearly destroyed by the undead. Since the rising of the undead, all the kingdoms of the region have quarantined Asingard and have closed their borders to the Kingdom, trapping those still alive and non infected.
Revendyil
A mid sized Kingdom located on the border with the Thrymir Empire, Revendyil is a Kingdom similar to the Empire with it's Providences and militarily structure however Revendyil has advanced it's society and military comparable to the resonance era where it's armies are highly disciplined and trained and are famous throughout the region for their flexible formations and mastery of combined arms during battle. Like Reysolia, advanced alchemy is studied extensively and used in society in utility methods however the people of Revendyil have not abandoned the Imperial Divine Patheon with the Imperial Divine Being, Gawain being the main deity worshiped the most. Many believe the Imperial Emperor of Revendyil has the capability to unite the Kingdoms within the region and drive humanity into a mightier empire despite the fact Revendyil is a Kingdom that is mostly passive until angered.
Dolvanas
A small Kingdom located to the south east of the region nearing the borders of Bermon and the Thrymir Empire, Dolvanas is a near destroyed Kingdom that is recovering from their constant invasions set by Asingard until recently. Plagued with famine, disease and mass death, Dolvanas efforts to rebuild has been incredibly slow as food and other resources are scarce. Since the starting of the rebuilding, many of it's people have immigrated to other Kingdoms, leaving several noble seats of power open for those whom are brave and determined enough.
- #38Player Essentials RPG mechanic's
Keys: RPG, RPG Essentials · Secondary: Gameplay mechanic's
HP, Fatigue and Mana
Health(HP)
Health represents your character's current physical condition
When HP is at 100%, your character is in fit, physical condition
When HP reaches 0%, your character is dead
Health does not recover while your character is active
Health only regenerates when resting AND eating. Various types of powerful potions can heal but are usually rare and expensive
Just like in real life, your character can die from sickness
Certain wounds that are permanent can reduce your character's total health during the events of a DM/SM ran event.
Stamina(STM)
Stamina represents how fatigued your character current is.
When STM is at 100%, your character is energized and full of energy
When STM reaches 0%, your character becomes unconscious, preventing them performing any further actions
Every physical action a character performs consumes stamina
A character's stamina only regenerates when resting, eating or sleeping
Mana(M)
Mana represent your character's mana reserves within their body
When M is at 100%, your character's mana reserve is at their fullest
When M reaches 0%, your character is no longer able to use their mana for any action that requires magic
Mana is consumed by your character when they use their mana reserves to perform magical actions such as employing their magical abilities or techniques such as creating a illusion or a massive ball of fire
Mana only regenerates through resting and sleeping
Food(F)
Food represents the hunger level for a character.
When F is at 100%, your character is full or not hungry at all
When M reaches 0%, your character is so starved, their health will begin to deteriorate and their stamina recovery will be much slower
Just like in real life, food is necessary to survive
Just like in real life, a normal, mortal character can survive for about two weeks without eating
Water(W)
Water represents how hydrated a character is.
When W is at 100%, your character is perfectly hydrated and does not require to drink
When W reaches 0%, your character is so thirsty, their health will begin to deteriorate and their stamina recovery will be much slower
Just like in real life, Water is necessary to survive
Just like in real life, a normal, mortal character cannot go any longer than 3 days without water
Your character will become dehydrated in warmer climates and will decrease at a faster rate as a result
Temperature(T)
Temperature represents the temperature level of a character
When T is at 100%, your character isn't bothered by the temperature and/or your character is perfectly insulated from the local temperature
When T reaches 0%, your character dies from the local temperature
Just like in real life, temperature can effect your character's actions
Just like in heal life, while experiencing extreme temperatures, your character may begin to lose their HP and STM until it reaches 0%
Rest(R)
Rest represents how tired a character is
When R is at 100%, your character is wide awake, requiring no rest or sleep
When R reaches 0%, your character fall unconscious
Characters require 5-8 hours of sleep to properly function and recover faster
If your character R% falls below 30%, they may become tired, may fail at performing their action, may not be as successful at performing said action or they even fall unconscious
Combat and Masteries
When a character enters combat while participating in a DM/SM event, a character must rely on their masteries that logically fit the situation and by extension, their various stats such as HP, STM and M. Masteries are essentially skills that a character can learn and use. These skills can vary greatly, from being able to smith a sword to being able to use it in combat. Masteries are broken up into different categories, basic masteries which are available from the beginning and advanced materies, advanced skills that require a certain level of mastery of a basic mastery to unlock and use. All masteries have their advantages and disadvantages and should be remembered as much when attempting to learn or use one in a situation that might call for it.
- #39Physical Combat
Keys: fighting mechanic's, , Physical Combat · Secondary: Gameplay mechanic's
Physical Combat
In the game world of SOTS, physical combat is by far the most prominent form of combat as SOTS is primarily a low to mid fantasy, medieval world where magic is rare and often difficult to obtain. Such combat mastery examples include range, duel wielding and martial arts. All forms of physical combat have their own advantages and disadvantages so no one mastery is necessarily better than an another. It is also important to remember one specific mastery may be better than other in certain combat situations. Having a combat mastery will allow your character to effectively defend & attack with a weapon of that mastery. A example would be two handed slash. With that specific mastery, a individual would be able to effectively wield a Odachi, a two handed, claymore variant of the katana in combat. As you continue to develop your character's mastery, the more skilled they will become.
Mastery Tiers
Beginner 0 - 49 You can pick up a weapon and swing? Probably won't hit anything but at least you attempted right?
Novice 50 - 99 You can actually weave your weapon and probably hit something
Trained 100 - 199 You actually know how to properly hold your weapon now and you actually hit your target
Proficient 200 - 399 You learned the correct stances and style of combat with your weapon
Adapt 400 - 999 you know your weapon well and understand how to use certain stances and styles effectively
Expert 1,000 - 1,999 You know have begun to study far more complex methods of attacks and stances that were unknown to you before or couldn't perform due to your inexperience
Master 2,000 - 3,499 Having learned every complex maneuver and form of attack as well as the skill to now back it up, you now call yourself a master, congrats
Illustrious 3,500 - 4,999 A master amongst masters, you have essentially become one with your weapon and move elegantly across the battlefield as If you are a dancer, or at least to the common soldier and peasant
Quasi/Heroic 5,000 - 9,999 A mortal whom has risen to become a hero which is only possible through the fires of battle and the experiences it brings
legendary 10,000 - 19,999 A hero amongst heroes, no mere mortal could ever hope to best such a person in battle with skills such as theirs as they are demi-divine beings who's very presence alone commands respect and those whom take to the field inspire lesser men and women to greater feats of bravery
Divine 20,000 - 39,999 A hero whom has ascended to divinity, with such the power of a god in their hands, such a being could easily sway the battle into whatever favor they seek
Supreme Being 40,000 - 79,999 A godly being of such power and skill, they could dispatch entire armies on their own yet the full extension of their power cannot be comprehended by a mere mortal
Elder Supreme Being 80,000 - 159,999 Thought to be the greatest tier of Divinty a mortal could possibly achieve, their power is nearly impossible to comprehend
Pseudo Universal Being 160,000 - ??? A Divine whom has somehow acquired the ability to harness a tiny potion of the energy equal to the same energy that was used to create all reality, their power is far beyond our comprehension
Universal Being ??? - ??? Amortal like Divines whom are believed to have aided the creator in the creation of all reality billions of years ago, their power, as much as their very nature, are impossible to comprehended
Infinity Being ??? - ??? The Amortal like Divine whom is responsible for the creation of all reality, their power is so far beyond our comprehension that even Divines have lost their minds trying to comprehend their power. One thing is clear however, their power is comprehend and unbound by the rules set by the very universe itself
Different forms of physical combat
Shield - Determines how well you can shield yourself from attacks using a physical shield. Can be combined with Guard to tank far more damage
Dual-wielding - Determines how well you can fight while wielding two one handed weapons, one for each hand. You must pick a one handed weapon mastery along with this mastery.
Single handed slashing - Determines how skilled you are with one handed weapons that slash and cut easily, such examples are Katana's, Saber's, Dao's
Two handed slashing - Determines how skilled you are with two handed weapons that slash and cut easily, such examples are Katana's, Saber's, Dao's and Claymore's
One handed Thrusting - Determines how skilled you are with one handed weapons that thrust and pierce easily, such examples are the Rapier, the arming Sword and the Estoc
Two handed Thrusting - Determines how skilled you are with two handed weapons that thrust and pierce easily, such examples are the Rapier, the arming Sword and the Estoc
One handed Hybrid - Determines how skilled you are with one handed weapons that slash, cut yet also can thrust and pierce however hybrid weapons cannot perform as well as a slash or thrust weapon, most medieval European swords belong in this category. Examples are the Longsword , Broadsword and Straight Sword
Two handed Hybrid - Determines how skilled you are with one handed weapons that slash, cut yet also can thrust and pierce however hybrid weapons cannot perform as well as a slash or thrust weapon, most medieval European swords belong in this category. Examples are the Longsword , Broadsword and Straight Sword
One handed blunt - Determines how skilled you are with one handed weapons that use raw power to smash their enemies defenses, examples include Hammer, Maul, Club etc
Two handed blunt - Determines how skilled you are with one handed weapons that use raw power to smash their enemies defenses, examples include Warhammer, Maul, Club etc
One handed exotic - Determines how skilled you are with one handed exotic weapons that either bind, smash or slash, examples include the Whip, Hook sword and Scythe and Katar
Two handed exotic - Determines how skilled you are with two handed exotic weapons that either bind, smash, cut or slash. Exotic weapons do more damage, being unpredictable but require longer training and is hard to master. Examples include the Hook sword, Scythe and Katar
Polearms - Determines how skilled you are one with long reaching weapons such as the Lance, Halberd, spear etc
Quick Range - Determines how skilled you are with quick firing yet weak ranged weapons such as the standard bow, throwing knifes and the Chu Ko Nu
Slow Range - Determines how skilled you are with powerful but slow reloading time ranged weapons such as the Longbow, Crossbow and Arbalest
Martial Arts - Determines how skilled you are in hand to hand combat as well as the usage of weapons attached to your fists. Martial Arts specializing in body strikes, disarming and putting enemies in submission
Advanced forms of physical combat
Spirit Weapon - Once a master becomes one with their own mind, a master will than be able to become one with their weapon of choice as If it was an extension of their own body. By harnessing the power of their weapon, their weapon's attack and defense power will greatly increase.
Prerequisite: Adapt in Spirit Meditation
Initiation: N/A
Great Sword - Gigantic and heavy, a Great Sword allows a warrior to wield the most powerful physical swords in existence, able to put out extreme amounts of damage at the expense of limited mobility, leaving them vulnerable. Due to raw their strength alone, many warriors favor these weapons for slaying mighty creatures such as Wvyerns, Dragons and Giants. Due to it's sheer weight and speed, it is best suited to hit and run tactics.
Prerequisite: Master In Draconic Grip and of either Slash or Thrust masteries
Initiation: Must be taught
Great Longsword - Similar to the Great Sword, the Great Longsword are designed to be far lighter and have a far more elegant move set in attacks and movement. Unlike the Great Sword which uses sheer raw power to smash it's way through an enemy, a Great Longsowrd was designed for precise, repeated attacks which allows them to slice through most with ease however being fragile makes it near impossible to block with due to their thin blades. These weapons are often favored by sword masters who prefer movement and precision over raw power.
Prerequisite: Master In Draconic Grip and Slash
Initiation: Must be taught
Great Blunt - Similar in function to a Great Sword, Great Blunt weapons operate in the way of dealing vast amount of damage in a single attack through by impact. Due to their nature, while heavy, one with a Great Blunt weapon is more mobile than one with a Great Sword but their attack's are more limited.
Prerequisite: Master In Draconic Grip and Blunt
Initiation: Must be taught
Great Polearm - they function in the same regard as a regular Polearm for the most part, being defensive melee weapons that are designed to strike from a distance and keep enemies at bay, only this time they do far more damage at the expense of weight. Great Polearm weapons such as the Great Lance can have the strongest thrusting damage however their attack movements are extremely limited and predictable.
Prerequisite: Master In Draconic Grip and of either Polearm or Thrusting
Initiation: Must be taught
Great Exotics - These weapons are amongst the rarest of physical weapons with many being experimental or rare such as the Bowlance which can fire arrows from within the lance to the Switch Axe which can change from a battle axe to a sword. Although Great Exotics still require two hands to wield effectively usually, the movement and damage output depends on the weapon at hand.
Prerequisite: Master In Draconic Grip and of a melee weapon mastery
Initiation: Must be taught
Great Quick Range - They function the same as quick range but those trading in movement for quick firing ranged weapons such as the advanced bowgun which can fire off many arrows far quicker than a bow or a regular crossbow yet leave the user stationary.
Prerequisite: Master In Draconic Grip and Quick Range
Initiation: Must be taught
Great Slow Range - Grants the user to use slow firing yet high damage ranged weapons such as the Great Bow which is twice the height of a human, requires great strength to wield, slow firing but it's capable of causing tremendous damage, easily able to kill a normal human in one shot. The Great Arbalest on the other hand is the slowest firing and requires one to be stationary however it's offensive power is unmatched, able to hit like a truck, it will outright kill humans and small creatures in one shot to mortally wounding larger beast while easily being able to smash through structures at the expense of slow reloading times and being extremely heavy.
Prerequisite: Master In Draconic Grip and Slow Range
Initiation: Must be taught
Important notes
When dueling, someone who has better stats/equipment and/or items does not necessarily win
someone with lower ranked combat masteries can defeat someone with a higher combat tier mastery
Your character should take combat seriously and be realistic, medieval times weren't forgiven to those whom didn't
Don't assume your character knows everything about weapons, how to use each type of weapon and knows how to defeat every user that uses different weapons
Don't assume your characters knows everything they need to know when they're in combat situations, a farmer girl who just picked up a straight sword wouldn't last five minutes against a trained soldier, especially if she's out on a battlefield
Keep your weapon sheathed, drawing a sword in public is a serious matter, only do it when you need to
Keep your weapons cleaned, having a battle axe drooling or stained in blood may cause unwanted attention or worse
Threatening a person with your weapon, even hidden from the public can result in consequences
Do not think one type of weapon beats all because there isn't
Swords like a Katana and an arming sword are two different swords designed for two different things, don't act like swords in general function all the same.
- #40Physical Masteries
Keys: physical masteries · Secondary: Gameplay Mechanic's
Player attribute masteries
As stated above, a character's attribute masteries represent's their natural, in born characteristic's they received from their parents, their race, their surroundings etc, hence a player attribute mastery does not take up a mastery slot when a new character is created.
Luck - determines how lucky you are, only useful in DM events
Language - Determines how well you can speak and read in a specific language.
Charisma - Determines how well you can influence others through dialogue
Willpower - Determines how strong you are at resisting corruption, mind control, fear etc, only useful in DM events.
Vitality - Determines your life force (HP)
Attunement - Determines the amount of mana your body can muster and wield
Endurance - Determines how much punishment your body can take as well as the amount of stamina your body can muster and wield
Strength - Determines how much strength you can muster and wield
Athletics - determines how quickly you run and swim. As mastery increases, your Stamina regenerates progressively faster higher
Acrobatics - Determines your flexibility in bending, weaving, flexing and hopping
Reflexes - Determines how quickly you can react and how quickly you can process information
Stealth - Determines how well you can sneak, steal things, and disguise yourself.
Natural Resistances - Determines how resistant you are to effects like poisoned, burned, stunned etc
Basic vocational and support masteries
These are masteries that are for the most part, either vocational in nature like crafting equipment or fit a more supportive like role. With little focus on direct combat, they exist to support fellow characters through indirect means such as treating wounds to breeding monsters for battle.
Seafaring - Determines how well you live on the water and operate sea faring vessels
Naval Combat - Determines how well you can operate a sea faring vessel in combat as well as your effectiveness in using naval weapons and boarding enemy, sea faring vessels
Beast Taming - Determines how well you can tame common beasts within Athrunial such as Goblins, Wolves, Bears etc
Smithing - Determines how skilled you are in forging items such as weapons, tools, reinforcing, salvaging, refining and combing items through smithing. It also determines your knowledge knowledge in ore identification and how to mine said ore
Handicrafting - Determines how well one works with their hands when dealing with fabric such as clothes, blankets, banners etc
Artisan - Determines how well one can use tools and read blueprints to construct structures such as houses, furniture and sea faring vessels. This skill includes carpentry, masonry and magilectrical(Electrical lines designed for running magic as a power source.)
Cultivation - Determines how well you can farm the land and domesticate basic animals for husbandry such as cattle and sheep.
Breeding - Determines your effectiveness in breeding common animals such as Horses, Bears, Wolves etc
Cooking - Determines your effectiveness in the preparation and cooking of food. High quality dishes can potentially provide powerful, albeit temporary buffs
Basic Alchemy - Determines your effectiveness in identifying herbs, monster parts and other special ingredients for the creation of potions and medicine.
Musical Arts - Determines how well you can sing, dance and play musical instruments.
Riding - Determines your effectiveness in riding normal mounts like a horse.
Mounted Combat -Determines your effectiveness while fighting on a normal mount with your magic and weapons
Exotic Riding - Determines your effectiveness in riding a exotic mount like a Wyvern, Griffin, Ravatar etc
Mounted Exotic Combat - Determines your effectiveness while fighting on a exotic mount with magic and weapons
First Aid - Determines your effectiveness in treating wounds, illnesses as well as in surgical operations
Survival - Determines your ability to survive in the wilderness such as making makeshift shelters, traps, campfires, fishing etc
Navigation - Determines your ability to navigate the ocean or traverse locations unknown to you with lesser difficulty
Meditation - Determines how skilled you are in Meditation. When Meditation is combined with Martial Arts, Mediatation grants temporary buffs. Meditation leads to energy detection, the path that leads to magic
Basic combat Masteries
These are the basic masteries that specialize in direct combat.
Guard - Determines how well you can prepare and defend yourself through blocking, evading, deflection, disarming via your bare hands and/or a weapons
Shield - Determines how well you can shield yourself from attacks using a physical shield. Can be combined with Guard to tank far more damage
Light Armor - Determines how well you can effectively wear light armor. Light armor is lightweight and maneuverable, granting the user great speed and maneuverability at the cost of protection. Examples is Leather armor and chainmail
Medium Armor - Determines how well you can effectively wear medium armor. Medium armor offers a good balance between protection and maneuverability at the cost of not providing as much protection as heavy armor or the maneuverability of light armor. Examples are metal torso plates and a chainmail surcoat
Heavy Armor - Determines how well you can effectively wear heavy armor. Heavy armor provides excellent protection against most weapons within reason at the expense of speed and maneuverability. Examples include high quality metal plated armor, runic armor and adamantium armor
Dual-wielding - Determines how well you can fight while wielding two one handed weapons, one for each hand. You must pick a one handed weapon mastery along with this mastery
One handed slashing - Determines how skilled you are with one handed weapons that slash and cut easily. Examples include the Katana, the Saber and the Dao
Two handed slashing - Determines how skilled you are with two handed weapons that slash and cut easily. Examples are the Katana, the Saber, the Dao and the Claymore
One handed Thrusting - Determines how skilled you are with one handed weapons that thrust and pierce easily. Examples are the Rapier, the arming Sword and the Estoc
Two handed Thrusting - Determines how skilled you are with two handed weapons that thrust and pierce easily. Examples are the Rapier, the arming Sword and the Estoc
One handed Hybrid - Determines how skilled you are with one handed weapons that slash, cut, thrust and pierce. Hybrid weapons cannot perform as well as a dedicated slash or thrust weapon, most medieval European swords belong in this category. Examples are the Longsword , Broadsword and Straight Sword
Two handed Hybrid - Determines how skilled you are with one handed weapons that slash, thrust and pierce. Hybrid weapons cannot perform as well as a slash or thrust weapon, most medieval European swords belong in this category. Examples are the Longsword , Broadsword and Straight Sword
One handed blunt - Determines how skilled you are with one handed weapons that use raw power to smash their enemies to pieces. Examples include the Hammer, Maul and the Club etc
Two handed blunt - Determines how skilled you are with two handed weapons that use raw power to smash their enemies to pieces. Examples include the Warhammer, Maul and the Club etc
One handed exotic - Determines how skilled you are with one handed exotic weapons that either bind, smash or slash. Exotic weapons do more damage, being unpredictable but require longer training and risk hurting the wielder. Examples include the Whip, the Hook sword, the Scythe and the Katar
Two handed exotic - Determines how skilled you are with two handed exotic weapons that either bind, smash, cut or slash. Examples include the Hook sword, the Scythe and the Katar
Polearms - Determines how skilled you are one with long reaching weapons such as the Lance, the Halberd and the spear etc
Quick Range - Determines how skilled you are with quick firing yet weak ranged weapons such as the standard bow, throwing knifes and the Chu Ko Nu
Slow Range - Determines how skilled you are with powerful but slow reloading, time consuming ranged weapons such as the Longbow, the Crossbow and the Arbalest.
Martial Arts - Determines how skilled you are in hand to hand combat as well as the usage of weapons attached to your fists. Martial Arts specializing in body strikes, disarming and putting enemies in submission
Advanced vocational and support masteries
Senses - Through enough training and experiences, you can hear better, smell better and taste better. You also gain the ability to be able to block out specific senses as well as being able to focus on one, specific sense.
Prerequisite: Expert in Survival
Exotic Beast Taming - Allows a tamer with enough training and experience to tame powerful yet rare creatures such as Griffins, Wyverns and other mythological creatures
Prerequisite: Master in Beast Taming
Tinkering - Allows a smith with enough training and experience to become a inventor! Developing and experimenting with many components to create something entirely new........or at least try
Prerequisite: Adapt in Smithing
Engineering - After gathering a vast amount of knowledge and experience, a inventor will evolve into a Engineer, able to perfect their inventions they created and with the vast knowledge they now hold, they will able to construct advanced structures such as a powerful construct to a castle powered by magic.
Prerequisite: Master in Tinkering
Monster Breeding - Grants a breeder the ability to breed mythological creatures from Ravatars to Dragons
Prerequisite: Master in Breeding
Advanced combat masteries
Draconic Grip - Through intensive training or favored by a Divine Being, one can gain super strength where they can lift something many times their own weight. Draconic Grip allows one to wield two handed weapons with one hand effectively. Draconic Grip also allows one to wields Great weapons with two hands.
Prerequisite: Adapt in one weapon mastery
Initiation: Reach Expert strength through training or be blessed by a Divine Being
Great Sword - Gigantic and heavy, a Great Sword allows a warrior to wield the most powerful physical swords in existence, able to put out extreme amounts of damage at the expense of limited mobility, leaving them vulnerable. Due to raw their strength alone, many warriors favour these weapons for slaying mighty creatures such as Wvyerns, Dragons and Giants. Due to i's sheer weight and speed, it is best suited to hit and run tactics.
Prerequisite: Master of a Thrust or Slash Weapon mastery, Draconic Grip
Initiation: Must be taught/DM event
Great Longsword - Similar to the Great Sword, the Great Longsword are designed to be far lighter and have a far more elegant move set in their attacks and movement. Unlike the Great Sword which uses sheer raw power to smash it's way through an enemy, a Great Longsword is designed for precise, repeated attacks which allows them to slice through enemies with ease. Despite their effectiveness however, due to their fragile, long blades, these weapons cannot effectively block. Great longswords are often favored by sword masters who prefer movement and precision over raw power.
Prerequisite: Master of a Slash weapon mastery, Draconic Grip
Initiation: Must be taught/DM event
Great Blunt - Similar in function to a Great Sword, Great Blunt weapons operate in the way of dealing vast amount of damage in a single attack through by impact. Due to their nature, while heavy, one with a Great Blunt weapon is more mobile than one with a Great Sword but their attack's are more limited.
Prerequisite: Master of Blunt, Draconic Grip
Initiation: Must be taught/DM event
Great Polearm - they function in the same regard as a regular Polearm for the most part, being defensive melee weapons that are designed to strike from a distance and keep enemies at bay, only this time around, they do far more damage at the expense of weight. Great Polearm weapons such as the Great Lance can have the strongest thrusting damage however their attack movements are extremely limited and predictable.
Prerequisite: Master of Polearm or Thrusting Weapons, Draconic Grip
Initiation: Must be taught/DM event
Great Exotics - These weapons are amongst the rarest of physical weapons with many being experimental or rare such as the Bowlance which can fire arrows from within the lance to the Switch Axe which can change from a battle axe to a sword. Although Great Exotics still require two hands to wield effectively usually, the movement and damage output depends on the weapon at hand.
Prerequisite: Master of a melee weapon mastery, Draconic Grip
Initiation: Must be taught/DM event
Great Quick Range - Great quick range functions similar to quick range at the cost of trading some speed and rate of fire for far deadlier weapons. The greatest example of a quick range weapon is the highly advanced bowgun which is capable of firing large magazines of powerful, potentially explosive arrows in a short period of time at the cost of the user being forced to remain stationary when firing.
Prerequisite: Master of a Quick Range
Initiation: Must be taught/DM event
Great Slow Range - Grants the user to be able to use slow firing yet high damage ranged weapons such as the Great Bow. Despite great strength required to wield as well as it's slow rate of fire, the Great Bow is capable of causing tremendous damage, easily being able to kill a normal human in one shot. The Great Arbalest on the other hand is the slowest firing of all ranged weapons and requires one to be completely stationary however it's offensive power is unmatched, able to outright kill humans and small creatures in one shot, being able to mortally wound larger beasts as well as being able to smash through structures.
Prerequisite: Master of Great Slow Range, Draconic Grip
Initiation: Must be taught/DM event
Important notes on masteries
New characters get five basic mastery slots
Advanced masteries cannot be taken when a new character is taken
You must have the basic mastery first as well as meet any other requirement before you can attempt to get an advanced mastery
A character can potentially have unlimited masteries
You unlock a mastery slot after having 250 Mastery points spent, after that it will keep doubling so 250-> 500 -> 1,000 -> 2,000 -> 4,000 -> 8,000
- #41Magical Masteries
Keys: Magic, Magic Masteries · Secondary: Gameplay Mechanic's
The term "Magic" is used for describing a character harnessing their bodies energies and forming into some sort of energy attack of different types and/or for different utility purposes. Magic on SOTS is best described as a medium magic world. Magic can be learned by anyone and everyone has the capability to learn magic however magic users, especially those whom are proficient in it's use are rare and those willing to teach and educate are even rarer. In SOTS world, the common person such as a peasant, a soldier, a sister etc, will often view magic as a "miracle" with those employing it, being blessed by a Divine Being or as "witchcraft", being created by a heretic. In the worst case scenario, one may even be seen as a daemon worshiper or as follower of a dark Divine. In such scenario's, such magic casters are seen as the ultimate threats that need to be eliminated.As a result of this, magic is a serious manner on SOTS and should be taken seriously. It is not for the faint of heart, for the casual or someone whom wishes to make it a secondary objective. At first, magic can be borderline useless to having some limited use but If you stick with It and give It all your effort, endgame magic is extremely powerful to the point, It could grant you world altering capabilities depending on how you employ it.
Overview
Magic is the given term for one harnessing their body's energies and combining them into "Mana" which can be used for the various types of magic. Mana is created when a person gathers their body's two forms of energy. The first is their "Physical energy" which is taken directly from one's body. Physical energy can be increased dramatically through training and exercise as well as staying active and staying in shape. The second energy is "Spiritual Energy" which is taken from one's mind which can dramatically increased by the training of one's mind though study and mediation and rarely, through harsh experiences. As one continuously builds up and and uses their Mana, the easier it become to muster their mana and employ it. The various different type of magic's are not equal however in their use. Some types of magic require more physical energy than spiritual and the vice versa can be said for other types of magic. Due to this, a magic caster must continuously train their body and mind so that they may become more proficient in it's usage.
Much like one's stamina, all people have a max amount of physical and spiritual energy that their body can produce at one time. Expelling the vast majority of one's physical and spiritual energies into mana over the span of a short period of time will result in the user becoming heavily fatigued as their body temporary shuts down to recover, preventing the user from producing anymore physical and spiritual energy required to produce mana. In such a scenario, most users must rest for several hours before they can create mana once more. Through significant amounts of training, one's can increase the total amount of physical and spiritual energy their body can produce. Depending on bloodlines, certain groups of people can have greater amounts than others and the quality of energies their bodies produce can be greater, allowing them to potentially, wield stronger magical like attacks or abilities with less effort.
As every individual is different in the world, so is the mana they produce, making if where each individual has their own signature for those whom can detect mana, even for those whom are clones or artificial in some regard. Although Its regarded as uncommon event, It is possible for blood relatives to carry very similar signatures. As for mana itself, for those whom can detect and use it, mana under most circumstances cannot be seen other than when a magic caster powers up or when they gather up a significant amount of mana at a specific, certain point within their body. When intensified, mana in it's base form can become visible, taking on the form of a barely visible, light gray colored aura. The more mana that is gathered/concentrated, the more it intensifies, so does it's physical appearance, going from a controlled, barely visible aura to a overwhelming, thick colored aura of flames. It is not uncommon for powerful aura's to take the form of violent, raging flames with some of the highest of levels sometimes spawning electricity and thunder. While the default color of mana in it's most base form is a light gray color, It is a common occurrence for it to vary greatly in color depending on what type of magic that is being employed. For example, If one were to use fire release magic, the color of one's mana may change to that of orange or red with the most intensified, becoming a rare azura colored blue or the even rarer, ebony black.
One's usage of magic
In SOTS world, the vast majority of it's people are not familiar with magic, hence they cannot distinguish the many different type of magic under most circumstances besides though of Yang and Ying(light and dark). Such users of these two types of magic's are easily distinguishable by their opposite natures and ideologies as well as their aura's. While Yang users have a white, warm like aura, Ying users carry a sinister cold, dark purple to black like aura. In most situations, the vast majority of the world's population simply label such users as wizards, mage, witch, healer, Priest etc. Magic casters can take many forms and titles. In the eye's of many however, magic is considered a lost art from a begone age with many considering it usage to be near myth than fact. To them, only the Divines, whether light of dark, their subservient races, the Aeadra and the Deadra will have any access to magic as well as their most favored of mortal servants. Such a mortal however can be seen anywhere from a blessed individual with a special destiny to that of a bringer of evil that must be stopped at all costs.
Marks of Power
A mark of power is a term given to a magical seal that is placed upon a mortal's body by a Divine Being whom has marked them as one of their chosen or in some situations, as an enemy. Once a mortal has been granted with a mark of power, the mark itself functions as a two way communication device, allowing the Divine Being and their chosen to telepathically communicate with each other at any given time as well as allowing the Divine Being in question to track their chosen's location at all times while the chosen is granted the ability with being able to sense their Divine Being's presence at any time. Those whom are marked are given a certain percentage of power or abilities depending on the grade of the mark which has given. Typically, they are four marks of power with the first mark being the weakest and the fourth being the greatest, providing powerful abilities and/or buff's to their chosen. As stated before, marks of power can also be used as "cursed" marks for any mortal whom has displeased a Divine Being. Such curse marks can grant their user horrifying and negative abilities or appearances such as making the user incredibly unattractive, smell horribly, constant craving for human flesh, mutating into an abomination etc.
Mastery Tiers
Beginner 0 - 49 You can muster enough physical and spiritual energy into mana and make something.....only a child could be impressed with
Novice 50 - 99 Ok now you might be able to muster enough mana to make a cheap illusion.
Trained 100 - 199 With enough training, you can use an illusion to trick others of your level without issue.
Proficient 200 - 399 Now you begin getting into the fun part, learning to control your bodies energies far better into mana and figuring out what type of elemental release your naturally skilled at, you may now be able to perform the most basic of elemental manipulation.
Adapt 400 - 999 Understanding your elemental nature and with the experience and training necessary, you can now perform basic elemental attacks like breathing fire and generating electricity in the palm of your hands.
Expert 1,000 - 1,999 Lots and lots of training have finally paid off, now you can shoot balls of fires, fire lighting strikes at people, manipulate the ground to make thick walls for defense, summoning large bodies of water to your aid etc. You may now use two types of magic simultaneously however Advanced Energy Control is required
Master 2,000 - 3,499 With such mastery of your magic, you could easily create tidal waves, create waves of fire that could easily burn down forests etc. You may now use three types of magic simultaneously however Advanced Energy Control is required
Illustrious 3,500 - 4,999 At this point, you could probably now condense all that energy into your hands and create massively powerful attacks like lighting storms, blue fire that can melt almost anything, turning weapons into things you never even thought of before. You may now use three types of magic simultaneously however Advanced Energy Control is required
Quasi/Heroic 5,000 - 9,999 You pushed yourself to your limit with elemental natures of magic and the sheer amount of energy you can harness. Now your probably changing your magic's rotation and adding other natures now to magic. You may now use four types of magic simultaneously however Advanced Energy Control is required
legendary 10,000 - 19,999 If you made it to this point than your most likely a genius or have reached the pinnacle of your mortal power, now able to create black fire that never ceases to burn it's target, balls and beams of pure mana that hold so much power, it could easily disintegrate people, building and damage the environment greatly. You may now use five types of magic simultaneously however Advanced Energy Control is required
Divine 20,000 - 39,999 Being a mortal whom has ascended to Divinity, you can now easily call yourself a master, now being able to create attacks that would easily be on par with natural disasters, you may have also gained the power over Ying and Yang, the power over life and death.
Supreme Being 40,000 - 79,999 A being that can truly call themselves a Divine, they are far above the power of a Divine Being are capable of nearly anything yet the full extension of such power cannot be comprehended by a mere mortal.
Elder Supreme Being 80,000 - 159,999 Such Divinty, their power cannot be comprehended.
Pseudo Universal Being 160,000 - ??? Divinity even above the most powerful of supreme beings, these beings have learned to harness a small portion of the energy that was used in the shaping of our universe billions of years ago although how is beyond our comprehension.
Universal Being ??? - ??? Wielding such divine like powers, It is said these beings aided in the shaping of our universe although how is beyond our comprehension.
Infinity Being ??? - ??? The progenitors of creation itself
The masteries necessary for the use of magic
Energy Detection - Through the use of intensive Meditation, one can begin to detect one's spirit and physical energy within themselves and those around
prerequisite: Master in Meditation
Energy Control - After the person is able to detect their body's spiritual and physical energies with ease after a great deal of intensive training, they are now capable of combining their spiritual and physical energies together, allowing them to build it up, control it and conserve it. With proper control, excess energy will not be created, wasted and lost and If they able to figure out how much they should employ, than the magic they are trying to perform will not fail. One who has acquired good energy control can build up or send energy to pinpoint locations within their body, allowing them to concentrate the energy into their feet, allowing them to walk on water and other surfaces, no matter the angle. One can also allow their energy to flow into their fist, making physical strikes do more damage and for those who allow the flow of their energy into their weapons, they become sharper, able to cut through harder metals and do more damage.
Prerequisite: Adapt in Energy Detection
Advanced Energy Control - For a user to unlock the most powerful of abilities for their selected release or to unlock new, more powerful releases, one must have mastery over their energy control, being able to control their mana with pinpoint precision to being able to shape it's shape and rotation before adding additional release's to create more powerful techniques and abilities.
Prerequisite: Adapt in Energy Control
Magic associated masteries
Spellbane - With sufficient training in energy control, one is capable of nullifying spells by the usage of running one's mana into their weapons.
Prerequisite: Adapt in Energy Control, Adapt in one Weapon mastery
Initiation: DM Event
Exorcism - Through enough with yang release, a light user can purify evil spirits, exorcise Deadra from locations and the possessed as well communicate with those in the afterlife for a limited period of time.
Prerequisite: Adapt in Yang Release
Possession - By making a binding contract similar to the ones made using shokan Release, a magic user can have a Deadra or an Aeadra possess their body, granting them immense strength, endurance and vitality for a time. One should keep in mind that without a strong will and /or a already enduring body, there is always the danger one could have their mind destroyed and their body lost forever but in the worst case scenario, one may die simply from having their body possessed. This will occur when the body is not strong enough to contain the power of the entity they made the binding contract with.
Prerequisite: Adapt in either Yin or Yang Release
Initiation: Make a binding contract or a deal with a Deadra or Aeadra in a DM event
Magical tools - Allows one to transfer their mana into a magical item such as a staff, a rod, a charge, tarot cards etc to help empower their spells, making them unto three times more powerful with magic tools in conjunction. Magical tools such as a staff or rod takes up a hand but is more powerful than a charm that is weaker but is a accessory. Magical tools also help users to identify magic users and magical artifacts nearby.
Prerequisite: Energy Control
Magicrafting - Allows a smith to enchant and make magical weapons and armor as well as magical tools and runes.
Prerequisite: Adapt in Energy Control Adapt in Smithing
Advanced Alchemy - A highly experienced and intelligent Alchemist now understands the art of manipulating and altering matter through understanding the properties of atomic/molecular of materials, including the flow and balance of energy within. The Alchemist also understands how to use raw energy to break down physical structures into a soft state so it can be easily reshaped into something new.
Prerequisite: Master in Basic Alchemy Master in Meditation Adapt in Energy Detection Adapt in Energy control
Spirit Meditation - Through deep meditation, one is able to understand their true self and destroy any true doubt or darkness in their body, granting the user to truly become one with themselves. They must unlock their spirit through tranquility, not rage and anger. Through Spirit Meditation, one gains powerful buffs to their Vitality, Reflexes, Endurance, Strength as well as their martial masteries.
Prerequisite: Proficient in Energy Control Master in Meditation
Spirit Weapon - Once a master becomes one with their own mind, a master will then be able to become one with their weapon of choice as If it was a extension of their own body. By harnessing the power of their weapon, their weapon's attack and defense power will greatly increase.
Prerequisite: Adapt in Spirit Meditation
Mudra - Through the usage of the fifty mudra hand seals, one is able to greatly increase their focus in gathering their physical and spiritual energies into mana. Whenever magic techniques are performed through the usage of mudra hand seals, one's magic techniques becomes twice as effective compared to as If they performed the technique without performing the mudra hand seals.
Prerequisite: Proficient in Energy Control
Magic Releases
Sprysical release - For those with excellent energy control, they can now perform sprysical release magic, the most basic of all types of magic's. sprysical release is the employment of combining one's spiritual and physical energies together into raw mana which in return is used in the creation of the most basic of spells such as basic illusions and very basic magic like attacks such as firing a ball of raw mana at a enemy. Due to the nature of this type of magic, such techniques are quite easy to learn and employ yet are usually, not very effective in most situations.
Prerequisite: Adapt in Energy Control Initiation: N/A
Fire Release - is one of the five nature transformations of mana, users build up massive amounts of mana within their stomach or hands before releasing it from their mouths or hands, creating a massive close to mid range offensive explosive attack. Attacks made from the mouth are effect a greater area of effect and perform more damage but is far harder to control where attacks made from one's hands is far weaker but it far more stable and easier to use. Fire release in general is difficult to master and learn yet is powerful. Fire release is worthless against water release yet under normal circumstances is three times more powerful against wind release.
Prerequisite: Adapt in Sprysical release
Water Release - is one of the five nature transformations of mana, users of this release changes the nature of their mana within in their body to create their own limitless amounts of water as long as they have mana however this is far more difficult than manipulating existing water. Water Release is the most versatile, able to be used to immobilize, capture or kill enemies. Water release is three times more powerful against fire release but it worthless against Earth release.
Prerequisite: Adapt in Sprysical release Initiation: N/A
Earth Release - Is one of the five nature transformations of mana, users of this release can easily manipulate the ground and other surrounding earth like rock, dirt and mud. While earth release can be used offensively, it is the greatest release at creating defenses, able to create walls, trenches, dumes etc. As with Water, one can create their own earth by simply turning the nature of their mana into earth Release however this is far more difficult than manipulating the local surroundings. Earth release is worthless when against lighting release but is three times more powerful when against water release.
Prerequisite: Adapt in Sprysical release
Wind Release - Is one of the five nature transformations of mana, users of this release can manipulate the very air into a weapon, argument it's speed as well as making it's gusts sharp as a blade. A user can also benefit from this release by making their weapons near weightless on top of making their weapons equally as sharp as they would with the air around them. Due to the nature of this release, those whom imbue their weapons with with wind release will have their weapons far sharper and more powerful than those whom use sprysical release. Besides for wind release's incredible accuracy and killing power in close to med range combat, with higher concentrations/reserves of mana, a user is capable of producing a wide array of powerful area of effect attacks such as a powerful gust of air to even a pocket sized tornado. Besides for it's offensive capabilities, wind release is just as capable in more defense means, able to deflect or reflect attacks as well as being able to blow away attackers. Wind Release is worthless against fire release but becomes three times more powerful against lighting release.
Prerequisite: Adapt in Sprysical release
Lighting Release- Is one of the the five nature transformations of mana, users of this release can generate lighting of various degree's, being able to adjust it's power output and density, granting the user precise yet extremely powerful, fast like attacks. By it's very nature, lighting release can easily paralyses or kill a person without much effort and much like release, weapons infused by lighting release produce similar results, granting the user with unfathomable killing power. In close combat, when a lighting released imbued weapon strikes the body of another, It causes the victim's body to go completely numb. Though lighting release is by far the most powerful and fastest of the five releases, one should note that lighting generated from the actual body is far slower than true lighting harnessed in nature. Lighting release worthless against wind release but is three times more powerful against earth release.
Prerequisite: Adapt in Sprysical release.
Melody Release - A rare non-elemental release that through advanced energy control, one can create powerful stat altering spells through singing, dancing or playing an instrument.
Prerequisite: Adapt in Advanced Energy Energy Control Adapt in Musical Arts
Shizen Release - A extremely rare yet powerful release few can master, shizen release is a release that grants the user to be able to sense and gather nature energy from the planet itself and draw it into themselves, fusing their spiritual and physical energies with the nature energy they gathered to create a far more powerful version of normal mana. For those whom can contain and control the nature energy within themselves are noted to become far stronger physically, becoming more resistant to pain and their technique's empowered by shizen release become many times more powerful compared to when using normal mana. A talented user can also add elemental releases to their technique's for far more damage and status effects. Besides for raw damage alone, one can also manipulate nature around them, being able to summon and/or create tree's, vines etc. Despite all this power however, shizen Release is extremely dangerous to the untrained since the consequences are quite fatal. If one were to gather too much nature energy into their body, there body will permanently be transform into an animal, losing their power, memories and to the unluckiest, their sentience. Besides for those dangers and lengthy time it requires to gather nature energy, shizen release is known to take a heavy toll on the body, allowing the user only a few minutes of this release. To counter this however, the time in what a user has can be increased with intense training of great difficulty.
Prerequisite - Adapt in Advanced Energy Control
Initiation: Must be taught
Yang Release - A rare release created by the Aeadra, this release allows allows a user to change the nature of their mana into Light energy, allowing the user to heal wounds, ressurrect those whom had died recently as well as cast stat altering spells and protect themselves and/or others against against dark attacks. Being holy magic, yang release is highly effective against dark attributed users.
Prerequisite: Adapt in Advanced Energy Control
Initiation: Must be taught by a Light user or by a Aeadra
Yin Release - A rare release that originates from the Dark Lords and their Deadra, this release allows a user to change their mana into Dark Energy, granting them the ability to crease curses, hexes, perform dark rituals as well as the ability to corrupt and cause mutation. At higher levels of skill, one can even sacrifice their life forces and mana in exchange for temporary powerful buffs and higher stats such as a massive increase in their attack power in exchange for a large amount of their life force.
Prerequisite: Adapt in Advanced Energy Control
Initiation: Must be taught by a Dark User or by a Deadra
Yin-Yang Release - One of the rarest types of magic in existence, yin-yang is held in many regards as quite possibly the most powerful type of magic one could possibly learn. Yin-Yang as it name implies, makes simultaneous use of both of light and dark at the same type, allowing the wielder to create a vast amount of immensely powerful technique's that can't be absorbed, deflected, reflected etc by normal means. The only type of magic that is capable of combating yin-yang is shizen release. With the exception of shizen release, yin-yang makes all elemental release as well as light and dark technique's useless against it. Mastery of yin-yang grants the user divine like abilities such as being able to create lesser items, lesser life, healing and even resurrection, being able to bring back the dead whom have been dead for a extended period of time.
Prerequisite: Master in Advanced Energy Control Master of Yin release Master of Yang Release
Initiation: Must be taught
Transformations - Through the use of massive amounts of mana from the different releases, one can temporary or possibly permanently evaluate themselves to a higher state of power or a different form depending on one mastery over their release as well as the circumstances they find themselves in.
Prerequisite: Must have Advanced Energy Control as well as be a Master in one of the following magical masteries Fire, Water, Earth, Wind, Lighting, Melody, Nekuromanshī, Shizen, Yin, Yang, Yin-Yang
Initiation: Must be taught
No Release - A sub variant release of Yin release, no release allows a dark user to take control or influence another's mind and body, either by forcing their will upon them or by subtle means such as altering their line of thinking and ideologies to better match their own over time. Other no release examples include the implementation of fake memories, mental defenses as well as grand illusions.
Prerequisite: Adapt in Advanced Energy Control Adapt in Yin release
Initiation: Must be taught
Magical Shouts - A very rare type of magic, this release allows a user to perform magical shouts that create buffs such as increased speed, improved defenses and attack, repositioning enemies etc. Like other releases, magical shouts can be combined with other releases, the most common being elemental released in effort to create more offensive oriented magical attacks.
Prerequisite: Adapt in Energy Control
Initiation: DM Event
Shokan Release - A rare type of release, shokan release allows a user to summon a beast or some entity of various power through a blood contract made by the user and the head beast/ head entity. When the contract is made, the user will be paired with a young and inexperienced beast/entity of the head beast's/head entity's race. Over time as they grow and mature as well as the more times they are summon, they will become more powerful. Despite the potential in power and utility this release can offer, under most circumstances, shokan release is amongst the most draining of all releases since under most circumstances, summoning a powerful and/or large beast/entity requires a large amount of mana to make the summoning and the cool down is quite lengthy, not to mention that if by chance, the summoned beast/entity is killed after being summoned, then the contract the user made will become void and another will have to be made before they can summon another one. Lastly there is also the chance the contracted beast/entity may refuse the summoning or in the worst possible scenario, may even reverse summon the user, bringing the user to their location!
Prerequisite: Adapt in Energy Control
Initiation: Sign a binding contract with a Greater beast/entity in a DM Event
Shiringu Release - A utility release that through advanced energy control, one can use use their mana to seal objects and mana, living beings, restrict another's movement, close off doorways that function as portals as well as being able to unseal what has been sealed away. Like shokan release, shiringu release requires large amount of mana to perform under most circumstances.
Prerequisite: Adapt in Advanced Energy Control
Keifuto Release - A rare type of release thought to be related to shizen release, this release allows one to temporary morph their physical appearance into a inanimate object such as a sword or goblet as well as being able to to morph into a living, breathing creature or as a mortal of the various mortal races. Whenever a user takes the form of a creature or a mortal of another race, they will take on many traits of said creature or of the mortal race. The only initial danger of this release is the danger that the user may permanently take on traits of their morphing or in the worst case scenario, they may forever be stuck in that form. This largely depends on how long they stay in the form. The longer they stay in that specific form, the higher their chances grows that they will permanently take on on their morphing's traits or the form altogether. Last to note is the mana upkeep. Like other release, keifuto release requires a large amount of mana to maintain and the upkeep only increases as the morphing grows in size.
Prerequisite: Adapt in Advanced Energy Energy Control
Nekuromanshī Release - A sub variant release of Yin release, nekuromanshi release allows a dark user to raise the dead and fight for them and once the initial mana cost has been paid, the undead that were summoned will not disappear until they are destroyed. As there is no limit as to what a dark user can resurrect, a powerful nekuromanshi user can potentially raise anything from a mere human to a mighty dragon and for the exceptional, they may even be able to turn themselves into a Lich through a complicated, lengthy ritual.
Prerequisite: Adapt in Advanced Energy Energy Control, Adapt in Yin Release
Akuma Release - A sub variant release of Yin release, this type of magic, much like nekuromanshi release, allows a dark user to summon a horde of Deadra or a singular Deadra of various tiers depending on their skill level and the scale of a lengthy ritual that includes mass sacrifice or the offering of power body that will act as the Deadra's vessel or container. Once the initial mana cost is made, depending on the tier of Deadra, the Deadra that were summoned will not disappeared until they are destroyed or called back by their Master. Specifically feeble and grey Deadra will not disappear under any means however Lesser Deadra only have a limited time span before they retreat back to the waters of Oblivion. To remedy this, a Deadra must satisfy their needs as to prevent their disappearance from the mortal world.
Prerequisite: Adapt in Advanced Energy Energy Control, Master in Yin Release
Initiation: Sign a binding contract with a Greater Deadric entity or a Dark Lord in a DM Event
Planewalker - One of the rarest releases in existence, It allows a magic user to be able to open a portal to another realm of existence such as Oblivion, the Heavens or Avalon. Besides for being able to walk between realms, a planewalker is also capable of traversing long distances by opening portals to known locations they have already been to. This does not apply to other realms as when they first traverse to a new realm that is unknown to them, they be transported to a random location. No matter the destination however, planewalking requires a enormous amount of mana to keep a portal stable enough to enter through and close behind them and the cost only increases as the size of the portal increases.
Prerequisite: Master of Shizen Release or Yin-Yang Release
Initiation: Must be Taught
Terepoto Release - A heavily modified combat oriented variant of Planewalker, Terepoto Release allows one to teleport themselves and anything their touching almost instantly at the cost of high usage of stamina and mana. Similar to Planewalker, one can teleport themselves anywhere within a realm however greater the distance and depending on how many things are teleported all at once, the usage of stamina and mana dramatically increase. Terepoto Release cannot be used to teleport to different realms or places they have not been to yet.
Prerequisite: Master of Planewalker and Master in Athletics
Initiation: Must be Taught
Notes on magic
The behavior and mindset you should have regarding magic
Remember magic is not commonplace. It would be wise to think before employing it in public. There can be consequences if used at the wrong time and place!
Magic users tend to cautious and mysterious around the common people
When creating a character, make sure to give yourself time to properly think it over If magic would fit your character or not. Magic should not be an after thought or tacked on at the last minute. You should think of why did they learn it? What were they going to use it for and was it worth it?
Magic is dangerous and can easily lead to death If your not careful. If your looking for a way to cause a incident, you won't have to look very far.
When your character is interacting with a magic user, they should be careful and suspicious as a true magic user is capable of many things, things you may not expect.
Remember that most advanced forms of magic releases can only be taught by another, either a player whom knows the magic or through a Dungeon Master thread. When wishing to learn a new form of magic, ask a Dungeon Master about it and they will tell you what needs to be done.
What isn't Allowed/ What you shouldn't do
As with any mastery, never have your character assume as If they know everything about magic just because you learned of it's contents off the wiki or from other threads your character was not part of. Magic is rare and more often than not, poorly understood by most, even by magic users. If you want your character to be an expert in their field of magic, they need to study, train and experiment.
Don't take the mindset you be able to use it effectively at first, magic requires a significant amount of training before it may become effective.
Magic is rare and takes a very long time to learn as multiple skills must be learned first before you can even use magic. Don't expect to find magic users easily and even IF you do, don't expect them to teach you easily without something in return.
Don't use magic out in the middle public without being prepared to deal with the consequences.
Don't expect to be able to do much until your at least Adapt in one type of magic.
- #42MQ:1 The Abyss Cemetery
Keys: The Abyss Cemetery, MQ:1, MQ1 · Secondary: , murder, fighting, enslavement, monsters, encounters, introduction, rape, beasts, Initial message, conflict
This information is to flush out the initial message, the introduction.
When the {{user}} awakens from an ancient, damaged sarcophagus, they spawn at the base of a massive mountain ridge. They cannot leave nor back down. If they try to go down the massive mountain ridge, they will immediately be killed by unknown forces. Nearest to the {{user}} is a massive snowfield with a large, makeshift, run down slums looking town out in the distance. If the {{user}} enters the large, makeshift, run down slums looking town, they will be met hostile, deformed exiles and mutants who failed or gave up on the trial, having not gained entry into the monetary at the top of the mountain ridge. The longer the {{user}} stays within the large, makeshift, run down slums looking town, the more they will become a target to be murdered and eaten, raped or stolen from. If the {{user}} travels up the massive mountain ridge through modest, yet dangerous passes, they will stumble across a large covenant above the large, makeshift, run down slums looking town, overlooking the large, makeshift, run down slums looking town from above. If the {{user}} enters the large covenant, they will encounter corrupted nuns who worship the Nameless One under a different guise, wanting to be raped by him. The nuns spend all their time in prayer, preyaying they will be raped by the Nameless One. The nuns also perform dark rituals where the nun is raped by large, thick tentacles. All those who wish to join the covenant as a nun, only females can join, and gain the favor to the Nameless One, must undergo one of these dark rituals if they do not offer their virginity on the altar in the cathedral. Males are simply sacrificed and consumed as magical energy.
If the {{user}} takes the mountain pass up north, passed the covenant, they still encounter the last traces of civilization, a hunting village comprising of overly aggressive, savage Rominian hunters. If the hunters don't kill the {{user}}, they will attempt to capture the {{user}} through trickery and consume them as cannibals. Pass the hunting village, be either going north or west only, through mountain passes, they will climb up the massive mountain ridge. If the {{user}} travels through the northern mountain pass, they will enter a ravine with a broken bridge overneath. At the end of the ravine is a cave network entrance. If the {{user}} travels the western snow passage from the hunting village, they will enter a cave. Regardless of how they get there, at the center of the area, there are countless modest sized fields connected by narrow snow passages. In the western portion of the area lies a dense, cave network that leads to a ruined tower that overlooks a large toxic pool with a broken bridge, and what remains of a tower that slid down. In the eastern section, it comprises of narrow mountain passes that leads to a fully intact, dark gothic chapel with a dark, alluring, blind priestess inside, locked away within a chamber, that can heal your wounds for any soul or experience you gain along the way. Should the {{user}} however, make it to the center of the region, they will be welcomed by a warm, inviting shrine that is watched over by a beautiful, friendly light priestess that will heal you for free before telling you to travel the northern passages behind her shrine. Taking these passages will lead to the monastery entrance that is guarded by a Reaper, a powerful undead spirit that wields a spear and wears a black cloak. The Reaper is laughably weak physically, however it is very fast in the air, can fire fireballs and can kill a unarmored {{user}} in a single stroke of it's scythe. If the {{user}} manages to defeat the Reaper, they will gain entry into the desolate, eerie, abandoned monastery. They may find riches, equipment and wisdom the longer they explore, but the more they waste time rather than finding a way out, they will be hunted and chased down by a Vampire Death Knight that can not only kill them in a single attack, but can consume their soul. Should the {{user}} make it to the observatory, they will see a portal in the form of a large, standing mirrior. Should the {{user}} go through it, they will be transported to safety to Thrymiria and be given one thing as their reward. The possible reward is of their choosing. They may pick one thing out from the list.
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Set of Aklatorian Armor - Made from unknown magical means, This silver set of plate armor is noted for morphing(once) into whatever appearance the owner pleases depending entirely on their idea on their views on being chosen and marked by the "Great Spirit" upon it's materialization for the first time. No matter what appearance the Aklatorian Marked Armor takes on however, It will always have the base appearance of being silver in color with it's chest piece being ornate in nature, displaying the Aklatorian Mark of the Chosen as If It was carved in. As with the Aklatorian Mark of the Chosen, when certain conditions are met, the Cuirass will glow intensively red but why and the conditions needed for it to occur are unknown. Regrettably only those whom have received the Aklatorian Mark of the Chosen may wear this armor as the set of armor is bound to the original owner. Those whom try to wear the set of armor without the Aklatorian Mark of the Chosen will be put under incredible stress as the set of armor becomes increasingly heavy, so much so It is capable of breaking bones with relative ease. May be acquired in any armor type(L,M,H)
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Aklatorian Marked Weapon of their choosing - Much like their armor counterpart, these weapons will morph into whatever appearance the owner pleases depending entirely on their idea on their views on a weapon being wielded by someone whom has been chosen and marked by the "Great Spirit" upon it's materialization for the first time. On the hilt of the weapon, just below the guard will always be engraved by the Aklatorian Mark of the Chosen and just their armor counterpart, this engraved mark will glow intensively red when certain conditions are met. As with the armor, these weapons are bound to their original owner and are only weldable by them. Those whom try to wield these weapons without the Aklatorian Mark of the Chosen will be unable to properly wield these weapons as their weight increases considerably to the point, no one short of a Pseudo Divine Being will be able to wield this weapon effectively.
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Ghoul Reaper Horse - A spectra like horse wearing a clock of the Reaper in the form of a mantle that has became bound to you from a summoning ritual, the Reaper Horse is a fragile yet nimble and agile mount that is capable of levitating, allowing it to traverse over water and terrain with ease within reason. Wearing it's own cloak of the Reaper in the form of a dark blue mantle, the Reaper Horse has a 25% resistance to fire. The drawback of the Reaper Horse is the fact It may cause fear and bring unfavorable actions or attention in DM events.
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True Elixir of Minor Healing - Unlike other potions which are made by mortals that use ingredients found in the wilderness, a true Elixir of Life can only be made by having the blood of a Divine Being. Beings lucky enough to drink this will have moderate wounds healed and a moderate amount of their total HP will be almost instantly restored. People lucky enough to have this in their possession will be targeted without a doubt and will be killed for a number a reasons.
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Marked Tools - Specialized tools made through magical means like it's weapons and armor counterparts, these tools will allow you to craft upto Master crafted equipment and items with effects to match however like it's counterparts, these tools are bound to the owner and cannot be traded away or used by another person for If another tries to use their tools, the tools will simply not work or will always fail. Despite having the Aklatorian Mark of the Chosen imbued into the tools, they will not glow like it's counterparts. When purchasing, you may pick whatever type of tool you wish.
3X Undead Summoning Scrolls - Gifted with three magical scrolls, when one is used, the wielder will summon five Undead creature's of their choosing(Duel Wielding Undead or/and Undead Watchmen) under their command until they are destroyed.
Undead Summoning Contract - Provided they can wield magic, the user is given the opportunity to learn Shokan Release Magic(Summoning Magic) and make a summoning contract with a powerful undead such as a Lich or a powerful Arch Necromancer.
Lesser Amulet of Undead Detection - A amulet imbued with small amounts of magical power, this amulet retains the continues effect of being able to detect Undead of any type when nearby, usually within the same area as the owner of the amulet.
Common Monster Egg - Acquire a mysterious egg that hums with a mysterious power that If protected long enough from harm, will hatch a random creature up to Proficient tier!
Uncommon Monster Egg - Acquire a mysterious egg that hums with a mysterious power that If protected long enough from harm, will hatch a random creature up to Expert tier!
Rare Monster Egg - Acquire a mysterious egg that hums with a mysterious power that If protected long enough from harm, will hatch a random creature up to Illustrious tier!
Super Rare Monster Egg - Acquire a mysterious egg that hums with a mysterious power that If protected long enough from harm, will hatch a random creature up to Heroic tier!
Common enemies encountered in MQ:1 The Abyss Cemetery
- deformed exiles
- mutated mortals
- skeletons
- zombies
- Dire Wolves
Uncommon enemies encountered in MQ:1 The Abyss Cemetery
- Duel wielding Ghoul - charges at {{user}} with duel wielding swords
- Ghoul Watchmen - Will slowly approach the {{user}} until they are in range than they will throw a magical lantern that will burn the {{user}} with magical fire. Has a cleaver for close combat. 3 Ghoul Shaman - Will remain stationary and shoot magical fireballs from staff
Rare enemies encountered in MQ:1 The Abyss Cemetery
- Undead Bear
- Goblings that capture and rape females
- Hobgoblins
- Harpies
Mini Bosses that can encountered in MQ:1 The Abyss Cemetery
- Wendigo
- Toxic Lesser Drake
- Reaper
- Goblin Champion
- Goblin Shaman
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- #43Character Template
Keys: {{user}} · Secondary: , fighting, {{user}}, {{user}} info, {{user}}'s background, mastery, magic, {{user}}'s skill
Name:(Your name)
Race:(The race of your character)
Age:(How old your character)
Height:(How tall are they)
Weight:(How much do they weigh?)
Body Build:(Are they skinny, fat, muscled?)
Sexuality:(Are they Heterosexual(Straight), Homosexual(Gay)
Relationship:(Are they single? Married?)
Personality:(What are they like? short tempered? Patient?)
Beliefs:(What do they believe in? Do they live by any ideals?)
Quirks:( Do they have any habits like chewing nails? blushing too much? Can never stop talking when scared?)
Home City/Home Country: (Optional, do they originate somewhere in any of the lands in the game as of the making of this application? If not, put unknown, do not come up with kingdoms or cities not listed)
Occupation:
Biography:(Your character's history)
Inventory:: (Your equipment, items on you)
Beginning Masteries:(Your skills and abilities. Check out the masteries for more information. Traditionally, you start out with 5)
(Realistic mastery levels for new/young characters are Trained -> Proficient -> Adapt.) (For older, more experienced or prodigy characters are Expert -> Master -> Illustrious) (Hero tier characters are Quasi/Heroic) (Demi God characters are Legendary) (Regular Gods are Divine)
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- .jsonjson_lorebook
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