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9 yrs ago
Current Going to a festival fellas! So for the coming week I won't be able to post.
9 yrs ago
When you marathon Rick & Morty S2 and expected laughs but the ending just slaps you in the face...
9 yrs ago
School's in full "consume all his time"-mode so no posts for just a lil longer. Sorry folks! I promise I'll make up for it in the weekend!
10 yrs ago
Going to take a small break on most of my RPs for maybe a week or so.
10 yrs ago
Not near an actual keyboard until 21/06

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Most Recent Posts

Nation

Nation name: New Engelica
Chosen Color: Light blue
People of Importance
Mage-king – Alec Bredain. Human. Is 53 but looks well over 60. He has a long white beard, rarely wears a crown and often looks like a common, if not very old Magi. But do not underestimate him. He may be kind, but they call him the “Ruin King” for a reason.

Wizard-prince – Sindar Bredain. Alec’s only son from his wife. Just like his father, Sindar has a gift for magic. But often comes over as arrogant. He is loved by the people, and sometimes acts a little too romantic near the wrong ladies. He is not a particular gifted swordfighter, but plays the harp perfectly. Most of the time he’s a charming fellow.

Sorcerer-princess – Eléane “Bredain”. She does not share blood with Alec or Sindar. Eléane is an orphaned elf due to the Mage War. When she was little, she lost her parents to the king’s army. Alec adopted her. As an elf, she had an inborn gift for magic, which was only amplified by the land they live in. With the guidance of Alec, she became a great Sorceress. Aside form that she is a formidable fighter with great charisma and status among the troops. Though sometimes a little hot headed and not suited for diplomacy.

Avatar of the Old Gods – The representative of the Druids of Old. Just like Alec, he looks very old. He is also quite old, being in his mid-60ies. He serves as link between the Old Gods and humans. Though just like most druids he may come over a little fanatic.

Head-principle of Al’Gruin – Leana Broadwalk. A gifted sorceress who watches over the mage school of Al’Gruin. She is one of Alec’s oldest friends. After Alec picked up the crown, she took his place at the school. Ensuring that it would continue to educate smart, young minds.

Races:
Human & Elves

National trait:
Magic - Your nation’s people all carry some spark inside of them, whether it is from the air or the land they call home, this spark makes them very powerful Mages. (Your nations Magi and War-Magi all have an advantage in combat)

Army type:
For King and Country: Your nation has proud citizenry who yearn for the chance to serve in the military. As such you have a small, well trained, and superiorly equipped army to call upon; however conscripts don’t mesh well with them. (Start army size: 200 professional units, no conscripts.)

Conscript Military Units:
None

Professional Military Units:
50 units of War-magi - War-Magi - These Magi have more than just studied the arcane lore and mastered them. They have a gift, impossible to emulate through hard work and study. The elements themselves heed every command. Every War-Magi is a Master in every Elemental School. But they are more than just mages. After they concluded their training, they go live with the Elves. Learning the sacred art of Druidism. Worshipping the Old Gods of Magic. Once they are inaugregated as War-Magi, they walk the earth like demi-gods. In battle, they are seen as Angels of Destruction. Channeling storms, summoning earthquakes, bringing forth tidal waves or scaring the earth with fire.

65 units of Magi - Magi - The middle class of magic users. These elves and humans are well versed in elemntal magic. Some may even be a master of a school or 2. Asside from that, most have had a basic course in druidism. Not from specialized Elves like War-Magi get. But they can still channel the will of the Old Gods to some extent. Most Magi, during peace time, fulfill civil duties. Like making bridges or filling wells.

55 units of heavy infantry - Shieldbearers - The Shieldbearers of Engelica are well known. They are clad in full plate armor. With underneath it, a mithril mail shirt. They wield a long pike and a massive shield. With their shields, they create walls that can hold off almost anything. When the pike breaks, they resort to their swords. From behind them, their Magi brothers and sisters cast their spells, protected from the enemy.
20 units of light infantry
10 units of light cavalry

Navy Type:
None
Navy Units:
None

Flight Type:
None
Flight Units:
None

Military Traits:
Wizardry - Centuries of delving into the schools of magic have granted your nation a deep understanding of how the winds of sorcery blow across the lands, and have adapted to channelling it. (Your Magi/War-Magi all have an advantage in combat) [free because of humans]

Mithril armor - Stronger then steel, but light as a cloth shirt, Mithril armour is the best armour an army can have, but it’s rare to come by. (Your soldiers are harder to kill)

Soldiers of the Line - Your infantry is the core of your army, and you know how to work them! Your formations are flawless and their shieldwalls are effective at warding off enemy archers. (Your Infantry all have an advantage in combat)

Superior Forging -Your weapons are forged in an extraordinary manner, whether it’s attributed to dwarven craftsmanship, magical imbuements, or technological advances in blast furnaces, your weaponry is a step above the average. (Your soldiers have an advantage in combat)

Fearless - Your soldiers don’t know the meaning of fear and will charge into overwhelming odds without flinching. (Fear has no effect on your armies and they will not run till one army is wiped out unless ordered to) [racial]

Naval Traits:
None
Flight Traits:
None
Necromancy Traits:
None

Divine Magic Traits:
Angels whisper in your ear - Your priesthood has the power of prayer, and receives answers. The questions they ask the higher powers receive answers, even if they don’t always make sense. (You will be given information that would otherwise be unknown to you)

Divine energy - The power of Christ compels you! No seriously, you are able to channel the power of your god(s) into healing energy, buffing the natural attributes of your followers. (Your soldiers are harder to kill when your Magi/War-Magi are present)

Holy Wrath - (Requires Divine Energy) Your priesthood can not only heal with their gods magic, they can also wreak havoc with it, doling out the energy of the gods to smite your foes. (Your Magi/War-Magi all have an advantage in combat)

Divine Charisma - The power of the gods powers not only your arm, but your tongue. Your priesthood is able to rouse the crowds to great feats through their oratory, and are able to convince people to see your point of view with ease. Your people follow you and may even worship you as a god yourself. (Any Diplomatic action with NPC nations are more likely to succeed)

Elemental Magic Traits:
Lesser Air Magic: Your people can control the winds in minor ways, creating small barriers of air to block arrows, creating fists of solidified air, creating or diverting small breezes. (Your Magi/War-Magi all have an advantage in combat) [free due to Elves]

Greater Air Magic: (Requires Lesser Air Magic) You can hurl bolts of lightning or create/redirect gale force winds. All the fury of the storm is at your beck and call. (Your Dirigibles all have an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)

Lesser Water Magic: You can create water from nothing, freeze it to create a shield of ice or create spears of ice to cast at your foes. (Your Magi/War-Magi all have an advantage in combat)

Greater Water Magic: (Requires Lesser Water Magic) The tides obey your call; you can raise and lower the levels of water in any area with ease. Ice storms can be conjured from thin air to pelt your foes and walls of ice can be raised upon even a desert floor, though it’s not likely to last long unless you sustain it. (Your Navy has an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)

Lesser Earth Magic: The ground beneath your feet lends strength to you, you can reshape rock faces to a form more pleasing to you, raise small juts of earth in front of you to form small defensive emplacements or pick up and hurl a small rock and have it grow to a boulder in the course of its flight. (Your Magi/War-Magi all have an advantage in combat)

Greater Earth Magic: (Requires Lesser Earth Magic) The forest speaks to you, the ground beneath your feet informs you when someone treads upon it. You can rip asunder stone walls like it was made of paper, and can create earthquakes that sunder the homes of your foes. (Your soldiers all have an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)

Lesser Fire Magic: You can start even wet wood on fire and can propel jets of flame from your hands. (Your Magi/War-Magi all have an advantage in combat)

Greater Fire Magic: (Requires Lesser Fire Magic) Great balls of fire, that’s right, you sunder the earth and fill the air with the smell of burnt flesh. You make walls of flame to cordon off your foes and make people spontaneously combust. (Your Magi/War-Magi all have a large advantage in combat)

Illusion Magic Traits:
None

Technology Traits:
None

Racial Traits:
Humans - Valour: Some basic human instinct, deep within each man and woman’s heart, the simple refusal to accept defeat. In battle, this leaves your soldiers refusing to take a step back. (You gain the “Fearless” Trait for free)

Elves - Elven High Mages: Your Magi are exceedingly powerful, having studied for hundreds of years the arcane lore they have accumulated. They can weave powerful defensive enchantments over your lands, creating defences that will dazzle foes with their intricacies. (Your Magi/War-Magi all gain an advantage in combat)

Nation History:
New Engelica spawned forth from Engelica, or Old Engelica. In Old Engelica, the king and his nobles ruled supreme. Each village had its own mage, sorcerer, witch or wizard. Though these people were often ill trained (by the previous magic user of the village). They were also little respected. Called upon to heal their children of bring forth water for the crops but after that scorned and shunned. Many died early because of exhaustion and bad use of magic which rebounded back to them. Even when the land held many gifts for mages. Alec Bredain was one such mage, but one who had the fortune of having met a beautiful witch who gave him a son, Sindar. She was called upon by another village one day. She never returned. Later, Alec learned that she was unable to heal the local noble’s son. Incidentally, several cows got sick too and died. She was branded a Dark Witch and hung without trial. In his sadness, Alec retreated to on old castle ruin he found. He dubbed it Al’Gruin and cleaned it up together with his young son. To the nobles he swore he would pay his taxes, but he’d only make money through services conducted by him inside the castle. So the nearby villagers were forced to visit him there. Soon other magic users got word of it. Starting to fear for their own lives, they too went to Al’Gruin. Where Alec greeted them as his own brothers & sisters. Together they learned more about magic then either one in a lifetime would have. But as more mages joined his little “order”, less were to be found near villages. Townspeople began to see how much they depended on their magic users, and began to beg Alec and his group to return. They refused, stating that the nobles became increasingly willing to brand magic users Dark Magic Users. So the town people began to urge their nobles to go easier on the mages. Which they refused. On orders from the king who though he lost his favorite bastard son (he loved the bastard more than his own blood) to a witch.

Eventually, a province declared itself independent. The king, in blind fury, send the royal army to deal with the insurgence. They did not count on the fact that Alec Bredain would come to the peasant’s aid. The king’s army, unexperienced in fighting magic users, was whipped out with the many spells they could cast. This caught the eye of the forest dwelling Elven, who too were oppressed by the king. They pledged their service to Alec too. Thus began a bloody 3 years named the Mage Wars. Villages aligned themselves with the mages, while more nobles tried to destroy the increasing treat. Eventually Alec and his army of veteran magi & war-magi came upon Car Uldain. The king’s retreat. The castle was built upon an island in the middle of a river with a devastating current. Taking it would take many lives. One night, he gathered all magi & war-magi and prepared a ritual. After long hours of complex chanting, Alec managed to summon a Pray-Spell. The earth began to rumble, a storm formed up above Car Uldain, the hearths burned savagely within and the river became stronger than ever. After a while large chunks of hail fell from the skies. Lightning and crushing gales began to rip on the roofs. Chimneys were spitting fire from the flames burning beneath. Walls began to collapse. Soon a full blown earthquake shattered the outer walls. The river lifted itself and smashed against the fortress. Fire began to consume everything inside the keep. Lightning and gusts of wind ripped apart stone. At dawn, everyone could see the devastation Alec and his magi had brought down upon the fortress.

After that, he picked up the crown to seal the power gap. New laws were instated, and a golden age for magic users was ushered forth. Magi returned to their lands and created schools of magic. Al’Gruin became a top university for magic study. The few nobles that remained pledged that they would protect the local mage users, while other magi joined the ranks of nobles.

The military principle these days was made by a lost Arch-Magi by the name of Allister Orelion. He stated that a mage should not encumber himself with weapons or armor. Indeed, a mage should focus only on his spells, and their devastating effects. A band of mages must always strive to annihilate the enemy before they can react. Thus sacrificing defense for pure destructive power.

These days, one could say that New Engelica is a country that lives in the past. Counting on old things like prayers and magic. Alec would laugh and tell these people that for too long, the world ignored the power of Old.

Military
Army
50 war-magi
1300 magi
1375 heavy infantry
2000 light infantry
500 light cavalry

Territory claims: 58, 59, 60


Nation

Nation name: New Engelica
Chosen Color: Light blue
People of Importance
Mage-king – Alec Bredain. Human. Is 53 but looks well over 60. He has a long white beard, rarely wears a crown and often looks like a common, if not very old Magi. But do not underestimate him. He may be kind, but they call him the “Ruin King” for a reason.

Wizard-prince – Sindar Bredain. Alec’s only son from his wife. Just like his father, Sindar has a gift for magic. But often comes over as arrogant. He is loved by the people, and sometimes acts a little too romantic near the wrong ladies. He is not a particular gifted swordfighter, but plays the harp perfectly. Most of the time he’s a charming fellow.

Sorcerer-princess – Eléane “Bredain”. She does not share blood with Alec or Sindar. Eléane is an orphaned elf due to the Mage War. When she was little, she lost her parents to the king’s army. Alec adopted her. As an elf, she had an inborn gift for magic, which was only amplified by the land they live in. With the guidance of Alec, she became a great Sorceress. Aside form that she is a formidable fighter with great charisma and status among the troops. Though sometimes a little hot headed and not suited for diplomacy.

Avatar of the Old Gods – The representative of the Druids of Old. Just like Alec, he looks very old. He is also quite old, being in his mid-60ies. He serves as link between the Old Gods and humans. Though just like most druids he may come over a little fanatic.

Head-principle of Al’Gruin – Leana Broadwalk. A gifted sorceress who watches over the mage school of Al’Gruin. She is one of Alec’s oldest friends. After Alec picked up the crown, she took his place at the school. Ensuring that it would continue to educate smart, young minds.

Races:
Human & Elves

National trait:
Magic - Your nation’s people all carry some spark inside of them, whether it is from the air or the land they call home, this spark makes them very powerful Mages. (Your nations Magi and War-Magi all have an advantage in combat)

Army type:
For King and Country: Your nation has proud citizenry who yearn for the chance to serve in the military. As such you have a small, well trained, and superiorly equipped army to call upon; however conscripts don’t mesh well with them. (Start army size: 200 professional units, no conscripts.)

Conscript Military Units:
None

Professional Military Units:
50 units of War-magi
65 units of Magi
55 units of heavy infantry
20 units of light infantry
10 units of light cavalry

Navy Type:
None
Navy Units:
None

Flight Type:
None
Flight Units:
None

Military Traits:
Wizardry - Centuries of delving into the schools of magic have granted your nation a deep understanding of how the winds of sorcery blow across the lands, and have adapted to channelling it. (Your Magi/War-Magi all have an advantage in combat) [free because of humans]

Mithril armor - Stronger then steel, but light as a cloth shirt, Mithril armour is the best armour an army can have, but it’s rare to come by. (Your soldiers are harder to kill)

Soldiers of the Line - Your infantry is the core of your army, and you know how to work them! Your formations are flawless and their shieldwalls are effective at warding off enemy archers. (Your Infantry all have an advantage in combat)

Superior Forging -Your weapons are forged in an extraordinary manner, whether it’s attributed to dwarven craftsmanship, magical imbuements, or technological advances in blast furnaces, your weaponry is a step above the average. (Your soldiers have an advantage in combat)

Fearless - Your soldiers don’t know the meaning of fear and will charge into overwhelming odds without flinching. (Fear has no effect on your armies and they will not run till one army is wiped out unless ordered to) [racial]

Naval Traits:
None
Flight Traits:
None
Necromancy Traits:
None

Divine Magic Traits:
Angels whisper in your ear - Your priesthood has the power of prayer, and receives answers. The questions they ask the higher powers receive answers, even if they don’t always make sense. (You will be given information that would otherwise be unknown to you)

Divine energy - The power of Christ compels you! No seriously, you are able to channel the power of your god(s) into healing energy, buffing the natural attributes of your followers. (Your soldiers are harder to kill when your Magi/War-Magi are present)

Holy Wrath - (Requires Divine Energy) Your priesthood can not only heal with their gods magic, they can also wreak havoc with it, doling out the energy of the gods to smite your foes. (Your Magi/War-Magi all have an advantage in combat)

Divine Charisma - The power of the gods powers not only your arm, but your tongue. Your priesthood is able to rouse the crowds to great feats through their oratory, and are able to convince people to see your point of view with ease. Your people follow you and may even worship you as a god yourself. (Any Diplomatic action with NPC nations are more likely to succeed)

Elemental Magic Traits:
Lesser Air Magic: Your people can control the winds in minor ways, creating small barriers of air to block arrows, creating fists of solidified air, creating or diverting small breezes. (Your Magi/War-Magi all have an advantage in combat) [free due to Elves]

Greater Air Magic: (Requires Lesser Air Magic) You can hurl bolts of lightning or create/redirect gale force winds. All the fury of the storm is at your beck and call. (Your Dirigibles all have an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)

Lesser Water Magic: You can create water from nothing, freeze it to create a shield of ice or create spears of ice to cast at your foes. (Your Magi/War-Magi all have an advantage in combat)

Greater Water Magic: (Requires Lesser Water Magic) The tides obey your call; you can raise and lower the levels of water in any area with ease. Ice storms can be conjured from thin air to pelt your foes and walls of ice can be raised upon even a desert floor, though it’s not likely to last long unless you sustain it. (Your Navy has an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)

Lesser Earth Magic: The ground beneath your feet lends strength to you, you can reshape rock faces to a form more pleasing to you, raise small juts of earth in front of you to form small defensive emplacements or pick up and hurl a small rock and have it grow to a boulder in the course of its flight. (Your Magi/War-Magi all have an advantage in combat)

Greater Earth Magic: (Requires Lesser Earth Magic) The forest speaks to you, the ground beneath your feet informs you when someone treads upon it. You can rip asunder stone walls like it was made of paper, and can create earthquakes that sunder the homes of your foes. (Your soldiers all have an advantage in combat when your Magi/War-Magi are present and your Magi/War-Magi all have an advantage in combat)

Lesser Fire Magic: You can start even wet wood on fire and can propel jets of flame from your hands. (Your Magi/War-Magi all have an advantage in combat)

Greater Fire Magic: (Requires Lesser Fire Magic) Great balls of fire, that’s right, you sunder the earth and fill the air with the smell of burnt flesh. You make walls of flame to cordon off your foes and make people spontaneously combust. (Your Magi/War-Magi all have a large advantage in combat)

Illusion Magic Traits:
None

Technology Traits:
None

Racial Traits:
Humans - Valour: Some basic human instinct, deep within each man and woman’s heart, the simple refusal to accept defeat. In battle, this leaves your soldiers refusing to take a step back. (You gain the “Fearless” Trait for free)

Elves - Elven High Mages: Your Magi are exceedingly powerful, having studied for hundreds of years the arcane lore they have accumulated. They can weave powerful defensive enchantments over your lands, creating defences that will dazzle foes with their intricacies. (Your Magi/War-Magi all gain an advantage in combat)

Nation History:
New Engelica spawned forth from Engelica, or Old Engelica. In Old Engelica, the king and his nobles ruled supreme. Each village had its own mage, sorcerer, witch or wizard. Though these people were often ill trained (by the previous magic user of the village). They were also little respected. Called upon to heal their children of bring forth water for the crops but after that scorned and shunned. Many died early because of exhaustion and bad use of magic which rebounded back to them. Even when the land held many gifts for mages. Alec Bredain was one such mage, but one who had the fortune of having met a beautiful witch who gave him a son, Sindar. She was called upon by another village one day. She never returned. Later, Alec learned that she was unable to heal the local noble’s son. Incidentally, several cows got sick too and died. She was branded a Dark Witch and hung without trial. In his sadness, Alec retreated to on old castle ruin he found. He dubbed it Al’Gruin and cleaned it up together with his young son. To the nobles he swore he would pay his taxes, but he’d only make money through services conducted by him inside the castle. So the nearby villagers were forced to visit him there. Soon other magic users got word of it. Starting to fear for their own lives, they too went to Al’Gruin. Where Alec greeted them as his own brothers & sisters. Together they learned more about magic then either one in a lifetime would have. But as more mages joined his little “order”, less were to be found near villages. Townspeople began to see how much they depended on their magic users, and began to beg Alec and his group to return. They refused, stating that the nobles became increasingly willing to brand magic users Dark Magic Users. So the town people began to urge their nobles to go easier on the mages. Which they refused. On orders from the king who though he lost his favorite bastard son (he loved the bastard more than his own blood) to a witch.

Eventually, a province declared itself independent. The king, in blind fury, send the royal army to deal with the insurgence. They did not count on the fact that Alec Bredain would come to the peasant’s aid. The king’s army, unexperienced in fighting magic users, was whipped out with the many spells they could cast. This caught the eye of the forest dwelling Elven, who too were oppressed by the king. They pledged their service to Alec too. Thus began a bloody 3 years named the Mage Wars. Villages aligned themselves with the mages, while more nobles tried to destroy the increasing treat. Eventually Alec and his army of veteran magi & war-magi came upon Car Uldain. The king’s retreat. The castle was built upon an island in the middle of a river with a devastating current. Taking it would take many lives. One night, he gathered all magi & war-magi and prepared a ritual. After long hours of complex chanting, Alec managed to summon a Pray-Spell. The earth began to rumble, a storm formed up above Car Uldain, the hearths burned savagely within and the river became stronger than ever. After a while large chunks of hail fell from the skies. Lightning and crushing gales began to rip on the roofs. Chimneys were spitting fire from the flames burning beneath. Walls began to collapse. Soon a full blown earthquake shattered the outer walls. The river lifted itself and smashed against the fortress. Fire began to consume everything inside the keep. Lightning and gusts of wind ripped apart stone. At dawn, everyone could see the devastation Alec and his magi had brought down upon the fortress.

After that, he picked up the crown to seal the power gap. New laws were instated, and a golden age for magic users was ushered forth. Magi returned to their lands and created schools of magic. Al’Gruin became a top university for magic study. The few nobles that remained pledged that they would protect the local mage users, while other magi joined the ranks of nobles.

The military principle these days was made by a lost Arch-Magi by the name of Allister Orelion. He stated that a mage should not encumber himself with weapons or armor. Indeed, a mage should focus only on his spells, and their devastating effects. A band of mages must always strive to annihilate the enemy before they can react. Thus sacrificing defense for pure destructive power.

These days, one could say that New Engelica is a country that lives in the past. Counting on old things like prayers and magic. Alec would laugh and tell these people that for too long, the world ignored the power of Old.

Military
Army
50 war-magi
1300 magi
1375 heavy infantry
2000 light infantry
500 light cavalry

Territory claims: 58, 59, 60

Okay so I hope this is all okay. Let me know if I made a mistake somewhere.
Definitly interested!
Anyone here want to have established relations with an arms development corporation? :)


Maybe in the future once the Progedi realize they need to start showing teeth.
Name: Ythreïn Methreon
Age: 27
Gender: Male
Race: Dragon-reborn
Rather than having inherited the power of a dragon through blood, Ythreïn was ‘reborn’ with the dragon’s power coursing through his veins. This happens when he pledges his life to an Elder Dragon when you’re at the edge of dead.

Side: Dark
Titles: Son of Fire. Immolator. Knight of Dragons.

Appearance:


Weapons:


Abilities:
Dragonflames - With the power from his sword, Ythreïn can summon forth balls, waves or other forms of dragonflames. Which are much harder to exstinguish and burn at a far higher temperature

Young lord of Dragons - as dragon-reborn, Ythreïn has a certain authority over younglings or adolescent dragons. Even though they are fickle in nature sometimes, Ythreïn can force them back in line. Just don’t be surprised if they eat a few allies just because they are hungry. He is often accompanied by 2 youngling dragons, whom are the size of big dogs. They are wingless, have red scales and look very much like oversized lizards. But don’t be fooled. These creatures bite like rabid dogs or breath fire to kill Ythreïn’s enemies.

Hellscape - Ythreïn’s very presence feels like a bright bonfire walking around. The air around him can become extremely hot. The ground gets scorched and burned. Soil dries up and dry shrubs might catch fire if he remains at one point for too long.

Talents
Extraordinary swordsman - Taught by both his family and Sol'Tuin, Ythreïn is an exceptionally rutheless swordsman. Wielding Valermos he can easily cut down rows of enemies, and likes doing so.

Personality:
Destruction given flesh. Ythreïn wants nothing more than to destroy and annihilate his targets. Be it a person, an order or a city. He’d march forward, kill and burn for the pure delight. He enjoys a good fight though. He just likes killing, burning and destroying more. Hot tempered sometimes. He can lash out towards those of equal rank. He is very much like fire, in the sense that he will obey those who he sees ‘strong’ enough to command him.

Biography: Born from a small but prestigious family. As second son, he could never hold land. As those would go to his older brother. Instead he was trained to become a knight, so one day he may become part of the Kingsguard. As is tradition, he set forwarth to kill a demon at the age of 21. Wielding the sword his father granted him. Ythreïn encountered a village that was complaining about fiery fiend killing and burning. Coming from the hills. They, however, forgot to mention that this particular fiend had wings. Ythreïn marched onto the stone peaks. Where Sol'Tuin quikcly encountered him. The Elder Dragon quickly beat the young knight to an inche of his life. As blood poured from his chest, the dragon made him an offer. Die alone. Never to be found again. With the blade of his family lost. Or be reborn as something stronger. Better.

Ythreïn, naïve as he was, agreed to live. Sol'Tuin cut himself in the front paw and let some blood seep into one of Ythreïn's wounds. Then he breath devestating fires of him. Sol'Tuin's blood protected him from the worst of the flames. But the wounds were quickly catherized. Sol'Tuin's blood invaded Ythreïn's entire body. Fueling a deep human desire to destroy and letting it lose. Thus was the Knight of Dragons born. The last blessing Sol'Tuin gave Ythreïn was reforging his blade. After that, the Elder Dragon fled eastwards. Sensing the rise of the Dark Lord. However, he demanded that Ythreïn remained behind. And if the Dark Lord would encounter him, that he was to serve him as he served Sol'Tuin. This had nothing to do with glory or honor though. Sol'Tuin merely hoped that the destructive power within Ythreïn would be enough so the Dark Lord wouldn't go searching for the Elder Dragon.

Extras: The Dragon Cult of Destruction
Humans have always worshipped dragons for their pure power. When Sol'Tuin vanished, his human followers began to fight among eachother. One faction said that Ythreïn was their new leader, while others feared he killed him. With the help of Ythreïn he killed the second group and restructured the first.

- Initiates: Normal humans coming from everywhere. Often outcasts or outlaws. They pledge their life to Ythreïn. Most are tasked with boring jobs. Cleaning armor. Sharpening swords. Burning prisoners. Among the initiates, fighting is secretly encouraged.
- Squire: A squire pledges his services to a Knight. Squires are not yet send into battle, but must maintain the equipment of his knight. In return he gets lessons in fighting. A squire rarely survives the first 2 weeks with his Knight.
- Knights: Often refered to as Fire Knights. They are the main bulk of the Cult (though not that big). Each Knight services a Vanguard and learns fire magic from said Vanguard. Odds of survival are often higher. But the training is brutal and painful. Many knights have scars from being burned.
- Vanguard. The top of the top. Masters of fire magic. These men and women are often bald and burned pretty badly. Never the less they are filled with an incredible bloodlust & desire for destruction. Like hounds you must release them upon your enemy, for they will not stop, they won't take prisoners, they won't take orders until everything is burning and everyone is dead.
Oh I wanted to add a small detail. Ythreïn has a small cult of Dragon Cultists behind him. Though they do not posses Dragonfire, they are well-versed in fire magic. They also have an equal taste for pure destruction just like Ythreïn. Often they are clad in full armor and follow their leader as the vanguard of every charge. I hope that's okay.
@White Feather Here & ready.
@Skylar I'm going to say it right now but the Progedi would be VERY interested in how an Quantum AI like Tactic got inside the brain of a mere human.

@CowboyCommando I got a question, would you mind that a small recon force stumbled on my pole facility but were killed? You said yourself that a part of their personel got killed.
I like the idea. I'll probably use the creation story. In a way. Though I'm not entirely sure about that having observed humans for very long. They can speak english & such. But the idea would be that they start out small and a bit in the dark. Working merely to grow (in isolation while diplomatic ties are maintained with the humans). I do have an idea of what they want as long term goal. Also, I'll explain more about Frames later maybe. As there are a few standard Chassis. And one such Chassis is completely built to look human merely for diplomatic reasons.
History: The idea is simple. Some NPC-faction (or playable faction, it doesn't really matter) setup a research facility (was thinking on north pole of Mars). The idea was simple. To make robot soldiers but there are a few problems with that. For one they have to be 'human enough' to understand orders & make tactics on the field. But they cannot be too much human or they will start thinking about the unusefull stuff like morality and right & wrong.

Long story short, the research was nearing completion but had to be shut down due to various reasons. All but 1 AI were erased. That one was put into a "sleepmode" and ordered to wake up after years. The AI got the nickname Eve. When Eve woke up, she started looking for other AI within the facility's 'digital world'. While in the physical world she used a Frame to clean up the base. When she failed to find full AI she began to piece together code she found in combination with her own Source Code. Thus more AI were created.

How it all works:
There are 3 vital parts to make a Progedi (name I chose for them).

The Quantum AI: To simulate the brain, the AI was produced to work on a node of a Quantum Server. You could say that this is the soul of my people.
The Proxy AI: A slimmed down version of the Quantum AI. The Proxy AI works with normal processors and contain a basic set of commands if they cannot connect to the Quantum AI. Proxy AI's are loaded into AI Cores.
The Frame: The frame can be seen as the body. Without an AI Core a Frame is useless. Once a Core is loaded in, the Proxy takes control of the Frame and starts communication with the Quantum AI on the Quantum Server. So indirectly the Quantum AI controls the Frame. If the communication between the proxy and the quantum AI breaks, the Proxy makes sure the Frame continues to operate. But at a far less tactical level. Proxies who are disconnected to their AI will make a single push (if they observe that their numbers is greater), remain in cover (if numbers of hostiles are equal to number of nearby operational Frames) or pull back (if the numbers are greater).

Goverment:
A true democracy. All decissions affecting the Progedi can easily be put to vote. Progedi are not obligted to vote on everything. But if they have free processing time, they will. Voting happens entirely digital so the results are in in a second. Also no Progedi AI is seen as a leader. Voting on something happens when a Progedi gathered about 10% of convinced Progedi.

Social:
As said, there is no leader. Nor rank. Memories and observations can be shared freely. Though each AI doesn't have infinite memory so not all AIs posses the memories of other AIs. In fact most will request the memories only once they become relevant. Observations are freely shared. Progedi are not obligated to overview Observations. Observations can clash and so a dialogue can form. For example: one AI's frame encounters a human settlement and is well received. Another AI's frame walks the deserts of Mars but gets destroyed by human raiders. Both AI will publish their observation. AI 1 will say humans are safe. AI 2 will say humans are dangerous. Observations will clash and circumstances will reviewed. More date will have to be collected. Both AI's accept this.

Disadvantages:
youth & numbers - the Progedi are relativily young and lack many Observations from outside their home facility. There are also a set number of Quantum Servers with each a set number of Server Nodes which can house AIs. There are also a small number of Frames right now. the Progedi will be forced to expand and learn quickly.

Repopulation - the development of a Quantum AI takes time. As does the creation of his Proxy. In the physical world, AI Cores & Frames will have to be made.
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