[hider=Exarch: Alexander of Makau] [center][h3]Name[/h3]Alexander of Makau [h3]Titles[/h3][b]Exarch of Sorcery[/b] Flameweaver, Sentinel of Makau, Witch-King of Makania, Magister [h3]Type[/h3]Exarch [h3]Opinions[/h3] [h3]Appearance[/h3][img]https://s-media-cache-ak0.pinimg.com/originals/7c/be/a0/7cbea026cfd9d19b6b22f57ad161978e.jpg[/img] The Witch-King is, surprisingly enough, not that tall. In fact he stands a mere 1.70m. Meaning he doesn't really tower over people. Generally, he keeps his hair in long strands. though he does tie them down in times of war and battle. While not traditionally handsome, there is something about his sharp features that still make him interesting. [h3]Loyalty[/h3] Soraya, Archon of Change [h3]Personality and Drive[/h3] Alexander of Makau seeks magic. Lots of it. He transformed Makau from a common city to a place unseen in history. The cheer amounts of magic it attracts is still not enough for Alexander. He assumes that he is as strong as he is magically powerful. So it is obvious he gathers the magical relics and arcane knowledge. A great many treasure hunters are welcomed at his court and many mages who pledge themselves to him in service can live free in Makau. Of course, magic is created primarely by the glyphs and used by the many guilds. Thus Alexander also constantly tries to gain knowledge of every Exarch and Archon's glyph and spells. [h3]History[/h3] Alexander was born into the house of Eberth. A noble family of Makau. Eberth has always supplied the ruler of Makau with a steady stream of statesmen, successful merchants, wise advisors, gallant knights and powerful sorcerers. Being born as the second in line, Alexander's destiny was written before he even lived. As second son he'd have to pledge his services to the city. Either as mage, adviser, merchant or knight. From a young age he was taught how to write, read, work with numbers and how to fight with a wooden sword. When he became old enough, he was taught his first glyph. When all was said it done, it became quite clear that the little boy had an aptitude for magic. Enough so, to send him abroad to a mages guild. The young boy studied till late and trained harder than ever. Being from nobility had its advantages but then again, most who could pay the tuition were noblemen's children. So Alexander was raised between his own kin. With every passing year his knowledge increased. Eventually, he graduated in the top 3 of his year and returned to Makau, to serve the heir of his family and his brother. But fate seemed to have other plans. Even though the house of Eberth voted against it, the city of Makau bowed before the Night-Mother. It plegded its forces, its taxes and its people to her service. Liking it or not, Alexander became a servant of the Empire. Which had rather disastrous consequences. As Makau was not within nor particularly near the Night-Mother's borders. Soon her rivals marched towards the mighty city. The House of Eberth was called to serve in battle. Thus Alexander and his brother prepared themselves on the walls. Yet, when the looked at the horizon, a sea of men came towards them. It had appeared that the border-states disliked their current allegiance to the Night-Mother and wanted to send a message. The war was a long one. First, it started as a few skirmishes outside the walls. But quickly Makau's troops had to seal themselves behind the great gates and prepare for the inevitable siege. At dawn, the men with ladders marched forth and the rams were brought towards the gate. With frantic hatred the attackers started hammering on the walls. When one ladder was thrown off the wall, two others rose up. The Heir of Eberth was slain in the first assault but took over a dozen enemy soldiers and two heavily armored warriors with him. Still, this invoked a hatred for the besiegers into Alexander that no blood could quench. The fight turned personal. The attackers were repelled and that night, Alexander started his experiment. Usually, mages used mana to conjure certain elements like fire or water and then use that. However, outside the walls in the fields, a great many flames burned. Instead of summoning forth fire, Alexander reached out with his magic and started weaving the fires together. What first started as embers and small patches of dry grass burning grew into a sea of uncontrollable fire. Or so the attackers though, as they were holed up in their camps. But the Flameweaver was not yet done. As the people of Makau saw the orange glow over their walls, they came out into the night to see what was happening. With every passing minute, the fire grew greater. Alexander, eventually, pushed forth a gust of wind. Aiming for the camp but barely reaching it. But it didn't matter. The fire followed the air. The sea of fire formed a tidal wave of flames. The attackers, feeling safe so far away suddenly had to run for their lives. The camp was consumed and everything, bone and tent, was reduced to ashes. Thus Alexander gained the title: Flameweaver. But with that one victory, the small and almost insignificant city of Makau sent forth a ripple through the resistance against the Night-Mother. A great many warlords thought to make the city scumb and reap the glory for it. So over the years, Alexander could not rest. Instead, he was forced to grow more powerful as he battled mages and armies. Sending forth his iconic firestorms and summon lightning to destroy siege towers. The fields before Makau were fed with blood and corpses. Yet the city remained. Eventually, the Empire conquered the surrounding lands and gave a great portion to the long-standing ally. The lands of Makania were created and finally, the Sentinel of Makau, could rest. With the annexation came new duties. Mostly those concerning Makau. No longer was Alexander expected to fight as often as he did. Yet he had witnessed the power of magic and it fueled his desire. Though all around him, he saw it being squandered at petty guilds and (in as a secret opinion) by incompetent Exarchs. Thus he raised Makau, the city of a hundred guilds. First only a few, minor guilds sought refuge within the magic city's walls. Eagerly pledging fealty to the Exarch in return for protection. As the center for magic grew, so did the many guilds there. When not blocked by an Exarch or Archon's influence, guilds placed their headquarters in Makau. Now, with a strong magical economy to fuel him, Alexander sets out to establish himself as the official head of magic within the Empire. [h3]Armaments[/h3][b]The Flameweaver's Gauntlet[/b] [img]http://vignette2.wikia.nocookie.net/marvelcomicsfanon/images/6/67/Demonic_Guantlet.jpg/revision/latest?cb=20131202002050[/img] The Flameweaver's Gauntlet started as a standard issue gauntlet for any mage or wizard fighting for Makau. Because of their limited number, the gauntlet was made from the harder-to-get iron. With the purpose of protecting the mages. When Alexander's older brother died, a warrior managed to shatter the mage's staff. That night, Alexander still managed to weave the fires. As he manipulated the fires, the wild energy started to lash out. Using his gauntlet, Alexander managed to capture the fires. In the process, all cloth was burned away from the gauntlet. Leaving only the iron. Still, even without its leather binders, the iron remains on ones' hand until consciously taken off. The Flameweaver's Gauntlet enhances the fiery magics of the wielder. Turning simple bolts of fire into explosive balls of searing flames and a pyromancer's blast becomes a wave of conflagrating heat. But the myth says that its powers goes beyond that. The more fire the caster uses in combination with the gauntlet, the fiercer the flames on it become. Some say that when the flames encase the wielder's whole arm, fire no longer needs glyphs and spells to heed its command. The truth behind this has never been tested as the Exarch of Sorcery keeps the gauntlet encased and sealed off in the Vault. [b]The Orb[/b] [img]https://nerdlowdown.files.wordpress.com/2015/07/infinity_orb.jpg[/img] Simply dubbed the orb, this seemingly useless clump of iron with random drawings upon it is more than meets the eye. How, exactly, Alexander got the Orb is a mystery to this day. One nobody managed to rob him from. Even when exactly the Orb came in his possession is a rumor mill on its own. Some claim they saw him play with it before he was a teen. Some claim he only got it when he rose as ruler of Makau. Others say they saw him forge the object from the metal of the besiegers and quench it in the blood of his enemies (obviously some stories are exaggerated but Alexander seemingly doesn't care about the misinformation). Only a handful accounts of the Orb's function exist as the witnesses of its workings can be counted on one hand. They say that, when activated, the orb reveals itself not to be one clump but hundreds of small pieces that start expanding from its core and moving around. Eventually light will fill the area marked by the expanding pieces. With one's finger they can write letters in light, suspended in mid-air. Questions can be asked, maps shown and knowledge stored. However, one account states that the information contained within the Orb is nor omnipotent. Instead, Alexander commonly writes his own knowledge into the orb. When it comes to offense, the Orb seems to have an inbuilt countermeasure that only two thieves have suffered. Both claim that upon touching the orb, only a few parts moved and a strange creature of light appeared before them. It asked their name. One answered truly and was then blinded by blinding light. The other didn't answered and was blinded and deafened. [h3]Abilities[/h3] Alexander is first and foremost an exceptional mage. In fact, the many years he fought on the battlements of his fair city made him a master of destruction and a true force to be reckoned with. Aside from that, he possesses the various skills to be a wizard (reading, writing, math, etc). These days he mostly focuses on the economics of Makau. Fueling the various schools and guilds so in turn their taxes grow substantially. Which in turn fuels the growth. While far from the best economic, Alexander is doing a fair job at it. However, those who walked among Alexander will start to understand why they call him the Exarch of Sorcery. It is in his presence that all mages feel a tingling feel in the air. As if the very winds are charged and the earth desires to move under your feet. Magic is abundant around him and those that wish him no harm will have access to a larger pool of mana which recharges even faster. Added above that, spells seems to be far more potent around him. A key reason why Makau never fell.[/center] [/hider] [hider=Heroes] [hider=Lady Korri] [center][h3]Name[/h3]Lady Korri of Makau [h3]Type[/h3]Ambassador & Diplomat [h3]Appearnce[/h3][img]https://s-media-cache-ak0.pinimg.com/originals/83/2e/32/832e320d5755d4c819428567e5695f5f.jpg[/img] Beautiful, radiant, sweet. Those are the words used to describe Lady Korri. She's commonly dressed in blue and white robes and keeps her black hairs tight. Yet even with this dress style, she is a woman who demands attention when she enters a room. [h3]Background[/h3]Born among the same family of Alexander, Lady Korri was destined for a great many things. Much like Alexander she is a sorceress. Wielding the powerful powers of magic words, hands and signs. So as a child she, too, was taught how to harness her magical powers. Just like her cousin, Alexander, she was tasked with the defense of Makau. From upon the walls she swiftly gained the name: Ice Queen. A reference to her aptitude in ice magic. A great many besiegers were pierced by her spikes. But as the red ice melted, Korri hated the sight. She wasn't a killer and never wanted to be one. When, finally, the sieges were lifted for good and their land was annexed, Lady Korri confined herself to her chambers at first. After a few years, her parents finally convinced her to come out. But she did so in a dramatic way. She went out towards the many farms and neighboring cities. Lands that once were sworn enemies now had to either bow before her cousin or swear off any hostility. With a heavy heart, she witnessed first hand the destruction brought by the wars. Farmers were poor and starving. Children uneducated in even the basest of skills. She listened to their stories and wrote them down. So they'd never be forgotten. Within the cities she talked with former leaders. Former enemies. She generally asked them way and they generally answered in the same way: they saw Makau as a danger. A Night-Mother fortress in the middle of their lands. Worse, its harbor connected to some new city on the other side of the lake. Makau had to fall. Armed with new knowledge she marched towards her cousin and explained the situation. Either they could be apethic towards their neighbors and farmers, or they could talk and work out the still existing issues. Thus began long years of negotiation. The farmers asked for the least: simple tools and a chance for their children. But they did put up one demand: no more war on their lands. Their neighbors were harder to 'tame'. A strong of diplomatic missteps followed Lady Korri for a long time. But she learned from her faults and the now existing trade agreements are the fruit of her hard work. [h3]Armaments[/h3] [b]Grail[/b] Grail is a gryff (a swan-based hippogriff and Lady Korri's trusted mount. She gained her from a city major to the north as a gift and sign of goodwill during the negotiations. One of the customs among the people there was to drink from a grail when a compromise was made. Thus came the name Grail. Over the years the two somewhat bonded. Making Grail fiercely loyal to Lady Korri. (Mount) [b]Book of woes[/b] First a common arcane tome many mages use, Lady Korri used hers back when she was still the Ice Queen. But since then rarely used the spells within. On her travels, she lacked parchment or blank books. So she used her tome to write down the woes and worries of the people. As well as the accounts of anger and hatred of their former enemies. Initially, those that were against her started to call it the book of woes. In a rather mocking way. But as Lady Korri's influence as Ambassador grew, so did the knowledge of her book. These days she still uses it to take important notes. If your problems are written in this book. You can be assured that it will be answered. (Enchanted-level object) [b]Auroch's Hourglass[/b] The ancient mage Auroch was paranoid and convinced that his rivals would stop at nothing to get his magical research. Despite the fact that he was an average mage at best. Yet, as so often happens, paranoia drove him towards greatness and then madness in rapid succession. But in that short flare of greatness he made Auroch's Hourglass. An object that would confine all light and sound to circle (or rather an orb) with a diameter of 10 meters. From the outside people see a black orb. Inside nothing seemed to have changed. But people inside the orb cannot communicate with people outside. Or the other way around. One can walk through the orb though. (Enchanted-level object) [h3]Skills[/h3] Lady Korri used to be a very skilled mage. She did not get the title of Ice Queen without reason. However these days a talented mage could probably beat her. Instead, Lady Korri focusses on peaceful negotiations and diplomatic solutions. As a pacifist, she believes that the Empires years of conquest could be to an end. Further, she can read, write, do math and write a few beautiful poems. Lately, she has ben teaching herself the finer points of economics.[/center] [/hider] [/hider] [hider=Factions] [hider=Artificis y Elysium] [center][img]http://fantasyartdesign.com/free-wallpapers/imgs/mid/17fantasy-landscapes04-m38.jpg[/img] [b]Name[/b] Artificis y Elysium [b]Size[/b] 2.000 active members, including apprentices & novices [b]Hierarchy[/b] Grandmaster Master Adept Journeyman Apprentice Novice [b]Culture[/b] The Artificis y Elysium, or commonly named: Elysianites, are a guild of magical craftsmen. Most have followed an education in magic at one of the many sanctioned Guilds within the Empire. However, for one reason or another, they decided to leave said guild in favor for the Artificis y Elysium. Within the guild magical skill is still valued. However, within the guild everyone focuses on creation and alternation. Alchemy and geomancy are two disciplines are almost all Journeymen within the guild have learned for example. Novices are taught the bottom basics like writing, reading, magical theory and many other courses. One can advance from novice to apprentice upon completing an exam. Once you've received a sufficient grade, a novice must request an apprenticeship at one of the few masters. A master is under no obligation to accept any novice so it is the novice's task to make it worth his while. Apprentices work with but mostly under the master at their creations. Though generally, they won't get the subtle tasks. Upon completion of the apprenticeship, they become a Journeyman. This caste forms the workhorse of the Guild. Journeymen work in team on construction projects, together with a handful of adepts. Examples of projects are: the construction of a mansion or creating a fort in the cliffside. One becomes an adept when they have participated in several projects and gains the blessing of a Master. Who, in a way, takes you under his wing then. Adepts continue to work on projects. However, they are tasked with the finer points like sculpting statues or making sure the wooden floor is exactly right. Not everyone gets the chance to rise up to Master. Those who do generally created a masterpiece. A work of art. The Council of Masters, seated by the Grandmaster, will judge the art and choose whether or not to make the adept a Master. Masters are true artists. Generally having studied many disciplines. They produce the most beautiful pieces of art one can imagine. Though, obviously, it costs quite a bit. A grandmaster is chosen once every 10 years from among the masters. Grandmasters rarely produce a piece or work on a project. They are generally concerned with the administration of the Guild. However, in rare cases and with lots of gold (forget money, you need chests of the shiny stuff) a Grandmaster may be convinced to make a piece. The result often takes up the better part of 2 years. But it is well worth both the time and expense. The Elysianites have a close bond with Alexander. Even though the Magister was never a member of their group, he has become a patron of their Guild. Offering various projects and opportunities. Alexander does so because for he enjoys the idea. Instead of using magic to destroy or ward off, it is used to create. Of course, outside projects give Makau a hefty boost of taxes and creates even more influence for the Exarch of Sorcery. It is simply enough a mutually beneficial relationship that continues to pay off. [b]Goals[/b] As for most Guilds, the initial goals are rather straightforward: to general profit and grow the Guild simply to generate even more profit and spread out their influence. There is, however, a deeper philosophy as well. Elysianites, at leas the ones that hold on, seek to create beauty and try to grasp perfection. [b]Specialization[/b] They specialize in various magical studies with one common point: each study is focused on creation or alteration. Further, the guild is specialized in the construction of various buildings (citadels, towers, fortresses, walls, etc) and the Masters have a special, artistic touch that can either be employed to make a palace absolutely stunning or craft a piece of art unrivaled by any other common artist. [b]History[/b] There have always been artists amongst the various guilds within the Empire. Alchemists that created lamps instead of dragonfire bombs or naturamancers that make perfect hedges. Ironically, in a rather war-fueled world, these crafters were ridiculed for their will to create. As the Guilds started to flock towards Makau, a great many different mages discovered a common interest: to create beauty. They searched support and it come from the most unexpected corner: Alexander. Who had heard of their plans. From early on he was a patron and a great help for the little guild that, rather surprisingly, grew explosively. With no direct competition, the Guild started racking in money. After many years it developed into what it is now. A powerful player within the city that starts to spread its influence. [b]Military capabilities[/b] Almost none. Ancient knowledge is not yet forgotten and the interesting art of Golemancy can be used to make warriors. However, many Elysianites will prefer to stay away from any fighting. They could be used as engineers technically. But still, don't expect it to happen unless they truly have to. [b]Warcry[/b] N/A [b]Note[/b] For those well versed in some ancient language, the name might sound rather familiar. It literally translates to Worker/Artist of Paradise. Yes, the Guild is rather vain.[/center][/hider] [hider=Drakestone Sorcerers][center][img]https://www.walldevil.com/wallpapers/a56/warrior-woman-dragon.jpg[/img][i]Dragon Princess Elyria and her drake[/i] [b]Name[/b] The Drakestone Sorcerers [b]Size[/b] 1 Dragon Princess, 37 Drake Lords, 102 Wyvern Mages [b]Hierarchy[/b] Dragon Princess/Prince Drake Lord Wyvern Mage Novice Servant Eryie Slave [b]Culture[/b] Ruled by the Dragon Princess of Drakestone Ridge, the Drakestone Sorcerers have only recently been created. Her name is Elyria and she was the first to form a bond with a scale egg. Below her are the Drake Lords (despite the Lord part, the title is gender neutral and both male and female Drake Lords exist.). They can be considered as Elyria's disciples as they too have managed to bond with a scaled egg. Below that are the Wyvern Mages. These mages have proven themselves sufficiently that they are allowed to fly a broken wyvern and act as guards of the Drake Lords and their Princess. Novices are the first real rank within the group. Only nobility with magical talents are allowed to enter as novices. To prepare these young people for the sky, they are taught how to ride on Pegasi. But are not allowed to fly them into battle (for multiple reasons). Servants care for both the rider and the equipment. They make sure Drakestone Ridge is kept clean and serve the various knights, riders and lords. Examples of servants are: normal servants, weavers, blacksmiths, cooks, etc. However, these are still free men and women. Meaning their life cannot be forfeit so easily. While the Wyverns, Drakes and Pegasi are certainly a sight to behold, these people have the common sense not to get too close to them. That's what slaves are for, obviously. Older slaves generally know their way rather well around the Pegasi and the broken Wyverns. However, even they steer clear from the Drakes. Young slaves either become food for the occasional grumpy wyvern or toys for the Drakes. Or they grow old enough to know how to survive in the eryie. Wyvern mages, when capable in flight and how to handle a wyvern, are given the opportunity to bond with a scaled egg. If a bonding is successful, the Wyvern Knights will gain a new responsibility: taking care for the young drake. They must train the temperamental beast the second it comes out of its egg. Not just so the drake and the rider bond but so he special, magical link is nurtured. This mostly happens under the watchful eye of the Drake Lords and the Dragon Princess. As no bond can be wasted. When the drake reaches adolescence, it must grow acustome to being ridden. Once the drake accepts the rider, he can call himself a Drake Lord. By then the link is fully grown and usable. Drake Lords and the Dragon Princess dedicate their entire life to studying the link and their accompanied drake. (Note: Even though her title is Dragon Princess, she does not actually ride a dragon. However, as her Drake is the first to have hatched at Drakestone Ridge with a bond, it is the oldest and largest.) They swear fealty to Alexander of Makau for a multitude of reasons. For one, they know they cannot stand against the entire might of Makau's mages. Secondly allying themselves with Makau offers them a steady supply of potentional drake lords. As most lords are generally from both nobility AND must be magically gifted. Lastly the Exarch of Sorcery is rather willing to aid the Drakestone Sorcerers in both knowledge and funds. Some would dare say that he also fancies the Princess. Though that is not confirmed. [b]Goals[/b] To explore the bond between rider and drake. These is a special connection between a bonded drake and his rider. One that transcends understanding. The Drakestone Sorcerers seek to master this link and its abilities. As well as too revel in the freedom of flying. However, there is a bit of a "dark side" to the Drakestone Sorcerers. One that some mages share. The lust for power. One cannot imagine what it means to ride to a drake. The rush is real and many Drake Lords believe themselves better than the normal plebs on the ground. Some say that the knights desire a good war to fight in. So they may descend from the heavens to burn their enemies. [b]Specialization[/b] Air-to-ground warfare. Drakes are too valuable to pit against each other. Beside, that would create a very dangerous power dynamic for both rider and drake. Thus clashes between drake lords (or even wyvern knights) are strictly forbidden. As aerial combat was out of the question, the lords adapted. They started training to attack ground targets. With either the fiery breathe of their drake, or to rain spells (or arrows) from upon its back. With the magical support from Makau, the sorcerers, mages and wizards upon their drake's back are fairly capable at bringing ruin. [b]History[/b] After the many sieges of Makau, the sudden freedom caused a great many noble families to move out of the city. One such family decided to go into the nearby mountains and let a small mansion be built. Their very young daughter, Elyria, loved to adventure. Many days she went towards the mountain to discover caves and small pathways. Because of her magical abilities, she was taught by a few mages from various guilds from Makau. And so the happy, little family lived their lives. Until she came upon an ancient cave as a teen. The rebel daughter disliked the social requirements demanded from her. Once again she went into the mountains to get away from her pressuring family. Only to enter a cave no-one had ever found in centuries. It was known that there were wild things in the mountains. Griffons, pegasi and wyverns. But the little girl had never seen something like what was sleeping in the cave. A drake, slumbering. Rolled around her nest with a handful of eggs. Curiosity gripped the little girl and for any foolish reason she picked it up. To rather dramatic results. The drake awoke and Elysia hid herself away behind the rocks. With the egg. A fatal mistake. The drake roared in anger over her missing egg and searched the whole nest up and down. But found nothing. In maddening anger it flew out of its nest. Elysia, scared out of her wits, remained within the nest till nightfall. The drake still hadn't returned so she crawled out of the cave and went back home. She found it burned down. With the corpses of her father and mother not further away. They tried to run but failed. Occasionally she could hear the roar the angry drake in the distance. But then the earth started to shake a little bit. Horses were approaching. Not to be blamed of any other estates being attack, Elysia hid the egg and played the victim card. Orphaned but heir to a respectable amount of wealth, she went to Makau. A few years later she returned. The drake was hunted down and killed. As it indeed posed a threat to both the city and the farmers. But she found the eggs intact. Even the one egg she hid. Once she found the one that she had hidden, it started cracking. The drake that crawled out would become hers. Using her wealth she made the Elysianites construct a sky-fortress. A place high in the mountain. The Elysianites did outdo themselves and Drakestone Ridge was made. Of course, with the blessing of Alexander. Many other noblemen and women came to her 'court'. Knowing full well that she had 4 more eggs. She gave all her closest friends a chance yet most could not link with the scaled eggs. Those who did, however, remained at Drakestone Ridge to learn from Elyria on how to handle a dragon. Over the years the group grew and grew. Various measures were taken, like the creation of the Wyvern mages. In the meantime, the Drake Lords realized that their link with the drakes is more than just imprinting. It's magical. A form of Primal magic. [b]Military Capabilities [/b] [i]Drake Lords & the Dragon Princess[/i] The common tactic of the sorcerers of Drakestone Ridge is to come down from the skies with breakneck speed. The drake will use its breath of flames to engulf its enemies while the mage ontop casts ice, lightning, wind, fire or any other magic. Some experienced Drake Lords can even command the flames of their drake. Or rather, commune with their drake. The drake in itself is capable enough to bring destruction. A mage on top turn the flying monster into a herald of ruin. Though, due to the rule that no drake lord or drake should fight another, they fail at aerial combat. Often resorting to frantic spell casting and steep demands from a drake that is not used to attack targets in the air. Also, for any ground attack, it mostly depends on its devastating charge. A drake should never land amid the enemy or many arrows and spikes may start to hurt it pretty badly. [i]Wyvern mages[/i] They act much like the Drake Lords but in a diluted form. Wyverns cannot use their breath to attack so often resort to their claws to pick up enemies. The mages on top are less powerful than most drake lords yet still do a fair bit of damage if allowed to charge again and again and again. [/center] [/hider] [hider=The Grave Keepers][center] [img]https://staticdelivery.nexusmods.com/mods/110/images/62928-1-1424487753.jpg[/img] [i]A Black Knight sowing terror and fear[/i] [b]Name[/b] The Grave Keepers, the Black Knights or the Priests of Death [b]Size[/b] 1 Ebon Sword, 78 Death Knights, 156 Dread Knights, 458 Black Knights [b]Hierarchy[/b] Ebon Sword Death Knight Dread knight Black Knight ------------ High-Priest Priest Apprentice Acolyte ------------ Servant [b]Culture[/b] For starters, the Grave Keepers do not take slaves. Which makes them almost unique amongst the many orders within Makania. The exact reason for this is rather unclear but due to the order's relatively young age, it is suggested that the first High-Priest saw necromancy as a form of slavery. Thus in a way, slavery was a way of necromancy. Still, accounts differ and some would claim that the duties of a Grave Keeper are too confronting with one's own mortality to leave to slaves. Either way, everyone who enters the ranks of the Grave Keepers starts as a servant. Both the farmer's daughter and the nobleman's son. There has been an uproar about this in the past. But it would seem that the High-Priests have always been resolute on this. A Servant has many duties. From washing corpses and gathering valuables to maintaining their master's equipment. Even in times of peace. He is also trained in melee combat and taught how to read and write. If the servant can stand the service. They are free to leave whenever they want and after they finished cleaning their first murder, a great many servants chose to leave. Which is not a shame. Servants ascend to the rank of Acolyte when they start showing a deeper understanding of death and a healthy respect for the dead. They are given their ebony armor too. As an Acolyte is also a Black Knight. During peaceful times one remains an Acolyte and in service. An Acolyte's duties aren't so different from a servant but he is being taught by a Keeper of a higher rank as well. What's more important, a Black Knight's magical aptittude is tested. If they prove to be strong, he may ascend to Dread Knight/Apprentice. An Apprentice aids his master (a Death Knight/Priest) in the funeral rites he performs. He is also taught the deeper, philosophical questions of death and the ending of life (without getting any answers. Keepers are expected to develop those themselves through deep meditation). These questions often lead to the development of certain magical skills. When an apprentice ascends to priest, he is expected to lead funeral rites and guard the many graveyards of the world. He may offer the last rites of a dying man, assuring peaceful departure. A dark purpose could be to mercifully end suffering. When called upon to fight, a Death Knight will march. Yet after the battle he takes up the black and amethyst priest robes and puts both friend and enemy to eternal rest. The Ebony Blade is chosen by the namesake's weapon. The Blade is, in fact, a Glaive. The blade seems to almost have a will of its own. Those ill-suited for the ranks seem to barely be able to hold the pole normally. Claiming the weight constantly shifts. While those deemed worth say it is the best weapon they've ever used. The Ebony Blade/High-Priest is the leader of the Keepers. His will is very much the Law. The Keepers believe that their last rites put a soul peacefully away and allow the body to return to the earth. Where it should be. Their sacred duties are composed of caring for those dying and death. Giving mercy to those in pain, making sure their physical bodies are taken care of while their soul can be in peace. However, they do not trace their roots to these duties (even though it was they do most of the time). They trace their roots to the Grey Knights and have not forgotten their inheritance. They still march for war when they are called upon by their liege. And when they are, it is not the Keepers that march. But the Black Knights. [b]Goals[/b] Some seek merely peace or absolution for all the lives they took. Others desire to gain a deeper understanding of mortality. The general goal, however, is to allow the dead to rest eternally. A lesser known goal is to root out necromancy wherever it may be found. As necromancy in itself is an insult to death. [b]Specialization[/b] War, generally. They serve as shock troops or heavy cavalry. Their fear-inducing powers often break lines and men far earlier in a battle than usual. They are rather well-versed in the absolute slaughter of infantry. When the battles are over, they take up their robes and commence the funerals for all who have perished. [b]History[/b] The Black Knights started as the Grey Company. A band of mercenaries with the ill fate of being in Makau when the first siege happened. They were rather forced to fight, considering the attackers didn't really care who was behind the walls. After the first siege past, over half the company died and the priest had to organize a massive funeral for everybody. In fact, as he went outside, he tried to bury everyone. A few of the Grey Company helped him. They dug the graves, gathered the death, begged for money to buy balms and bandages to wrap the dead up. Some stopped when their companions were put to earth. Others joined the priest. Which is why they got their most important title: the Priests of Death. Then the second siege came. Once again the remainder of the Grey Company was forced to fight to the dead. But the burials had changed them. Suddenly they did not fear death. Neither did they welcome it through reckless behavior. But not a single member of the Grey Company ever routed from the second siege. Instead they fought with a dreadful aura. Instead of breaking themselves, the enemy around them ran. Claiming to hear the howl of spirits. After the siege, the Grey Company once again turned to their daily duties. After the third siege, their fame started to grow. As did their power. Claiming weapons and armor from their fallen enemies, they painted it black and wore it in the next attack. Their might did not go unnoticed and a great many noblemen wanted their sons to instill the same terror on the battlefield. Though when the sons joined (after any war out of safety), they entered as servant. Most hated it and left soon after their first corpse balming. Some stuck around and started to understand. Slowly but surely. As their order grew, so did their influence. As peaceful priests they went to nearby villages to bury the dead there too. But they encountered other deathly needs as well. The granting of a merciful death above all. So the priest of the company started making poisons that would send off the sickly, ill and fataly harmed peacefully away. Eventually, after the fifth siege their name and ranks changed. And after the war, they were approached by Alexander. Who came bearing gifts. Among it was the Ebon Blade. [b]Military Capabilities [/b] [i]Runes[/i] The Black Knights do not harness arcane magic in the traditional way. Nor the divine magic (they do use a combination, making them technically sorcerers). Through prayer and arcane magic, they make runes in their armor and blade. Especially the runes on the blade has a specific purpose. Various runes can be used the most common ones are: frost, spirit and death. Frost runes strengthen armor and make for savage strikes. They sap the energy from those around them. Runes of frost can literally cool the air around the knight and induce frostbite upon wounds. Or send howling, freezing winds towards those who dare stand against them. Frost runes glow a light-blue color. Spirit runes induce terror and fear in the hearts of the Dread Knight's enemies. They can hear the screeching and howl of long-dead beings clawing at their brains. Clawing at their very sanity. Doubting their resolve. Spirit runes can send entire groups of enemies running and rightly so. For once the dark energy of the spirits is unleashed, death is almost certain. Spirit runes have an amethyst glow on them. Death runes afflict the enemies body. Initially, these runes will cause infected wounds that continue to bleed, no matter the bandages used. The sickness will spread over the body, eventually claiming the victim in a painful death. However, as the runes grow more powerful, a victim does not have to wait so long for the final embrace. As almost every strike seems to kill. Unleashing the power of Death Rune means delivering Doom to all surrounding the Knight in one, savage eruption of deathly energy. Death Runes have a sickly, green look. [i]Runic power[/i] These runes act as batteries and thus must be charged up. They feed on fear, death and blood. Meaning the more carnage a Knight can deliver, the more power he gathers. As the powers gather, the knight gets passive boons. As said, the frost rune makes his blade strike harder, the spirit rune induces terror and the death rune makes wounds dangerously infected. When fully charged, a full Death Knight with various runes can bring utter mind-wretching destruction to the battlefield. These passive boons and the power charged within the runes can be used to instantly cast powerful spells. Like sending forth a gust of freezing wind or sending spirits to assail the resolve of the enemies around you. [i]Common tactics[/i] The Black Knights generally are within the vanguard of any skirmish. Holding their blades and axes they cleave through the enemy. The longer the battle continues, the more powerful and dreadful they become. Usually using their abilities and aura's to induce terrible fear upon the enemy and force them to rout. Once that happens their trusted steeds are never far. Mounting the horses they chase the fleeing warriors and cut them down. [b]Warcry[/b] Death! See me now! [b]Magical Cost[/b] [i]Grave Sickness[/i] Death can be a consuming force, even for the living. The frozen grasp, the maddening howls and the decaying rot do not merely destroy an opponent. They affect the user as well. Making them sickly. Early stages are marked by pale skin and haunted dreams. Later on the eyes recede into the skull. This is mostly when the detachment happens. Dread Knights all suffer from a level of disillusioning towards the world. Suddenly nothing in their lives matter. A great many wives have divorced their husbands due to this inability to care. But the sickness doesn’t stop there. Death Knights, those veterans that have been using the runes for many years, grow ever more distant from civilization. Priests of Death will rarely be seen within cities, often opting to sleep in graveyard crypts or near monuments. When not in combat, a great many Priests look sickly and weak (they are, physically not weaker than before. However, they are far more haunted by passed spirits and memories of corpses). Some lose all sense in their toes and/or fingers after a time of feeling bitter cold (even though they try to warm themselves before fires). They have little concern for the healthy living. If they care for someone, it is when they are dead. Or on its doorstep. In practice this would mean that a Priest would sit still while a village is being raided, uncaring for the many inhabitant. Only after the raid would he go around to mercifully kill those wounded that are too far gone. However, should a raider make the mistake of attacking the priest, the priest will assume the raider forfeits his life and will slay him in an instant. Those so far gone are often marked with sleek, black lines running over their body. While they are generally uncaring towards anything that lives, they do honor their oath to Alexander. Though only him. [/center] [/hider] [/hider]