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Gleaned through the tales of the most ancient, communion with the beyond, Terran history, and
that lore of Hell extant before the advent of blasphemies and lies, these pages summarize the 
chronicle of the being Roen, known as the Dread Margrave, Duke of Perdition, Crimson King, and - 
in an age before reason - Outsider.

Roen reigns as an unquestioned lord of Hell. He is one of the most dreaded enemies to the freedom and spirit of mortals, yet the surest route to a eternal albeit grim peace. Roen may take any form he chooses, yet he appears as an ordinary man with fair skin, dark hair, a long tail and arrogant features. Whether this is the Archfiend's true form or merely a guise he adopts so his mortal servants and enemies can conceive of him, none can say. Some rumors tell that he has another form, one that bears a great, endlessly bleeding wound, but if any soul has ever witnessed this shape they have never been allowed to live long enough to say. He is rarely seen without his symbol of rule, an artifact forged by Adeipho, Master Artificer that bears his symbols (among others) and often takes the form of a smoke-gray sword, mace, rod or staff. Roen is beyond patient, beyond doubt, and beyond arrogant. He knows that, eventually, the tide of the war for the realms will change, and the multi-verse itself will turn, the young deities and rulers that hold such appeal to the souls of the mortal world will perish or move on, and moralities will shift, elevating him and his kind to a place of righteousness.

So it was, so it will be once more.

He is known for his devastating bouts of wrath, yet his ire is but a tool to inspire fear, for few things in the last millennia have truly enraged him. None know the face of the Outsider's honest fury, his discipline being unfathomable, but those who cross him come to know suffering in their lives and beyond like nothing imaginable. As he is a being of impossible age and intelligence, even what seem to be split decisions undergo deliberation and consideration from countless angles. Once his commands are spoken few can hope to change his mind to their favor. He demands order, yet as a being of vast intellect, he can perceive patterns and reason where none seem present. All of his cunning, genius, and passion Roen teams with a deft tongue and disarming charm. Even the most benevolent and virtuous have, at times, sought out Roen's council, and afterward, have shuddered to realize that the ruler of the Black City is no monster, but a charismatic, sane, and wise being opposed to all they believe, yet nonetheless deserving of their respect and awe.

His personal coat of arms is a red dragon clutching a white pawn on a smokey-grey field.

As an Outsider, Roen is at least partially composed of the essence, but not necessarily the material of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. Unlike most other living creatures, an outsider does not have a dual nature; its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to the decease, such as raising the dead, reincarnation, resurrection, do not work. It takes a different magical effect, such as a wish, miracle, or true Resurrection to restore it to life. Outsiders do not need to breathe, eat or sleep (although they can if they wish). All organs within their bodies, if any, are redundant. Outsiders are immune to poison and mind altering effects. Outsiders that are descended from infernal ranks are resistant to fire and immune to cold. Outsiders that are descended from infernal ranks are weak to silvered weapons and are resistant to all else. Outsiders, when damaged by non-silvered weapons, heal at an accelerated rate. Outsiders cannot regenerate lost limbs, but can reattach severed parts and retain limited functionality until properly fitted. As a material fact and not a by product of Gate and Portal ritual, the laws of Transaction and Governing do not apply to the Outsider. Such beings can only be killed. Magical effects including but not limited to banishment and dispell are ineffective. As an Infernal Duke and temporal anomaly, Roen exists slightly outside of the normal timestream. Spells that predict the future and his whereabouts - such as augury, divination, and foresight - cannot perceive him and provide no benefit against him or information about him. The devil-code also forbids him from declining a rock off challenge. 

An Infernal Duke

The Lords of Hell, the Dukes of Perdition, the Princes of Damnation, are the infamous nobility of the Pit, the captains of Hell's armies, and the architects of unknowable strife. From among the endless armies of the Pit occasionally rise devils of exceptional evil, creatures that embody aspects of Hell's nature, be it force, corruption, discipline, misery, or any of countless other vices. Forged through millennia of dutiful service, these fiends claw their ways to the ranks of greater devils, the apparent peak of devilkind. Yet, by some act of masterful corruption, these fiends garner notice of the Nine, and are recognized with a rare promotion in form and standing. At the hands of these greatest of devils such champions are reshaped into unique new forms and granted powers and authority beyond even greater devils. Form that moment they are among Hell's masters, the elite of devilkind, the Infernal Dukes. Possessing autonomy beyond even that of greater devils and answerable only to the archfiends and the Prince of Darkness himself, each infernal duke is given orders upon its creation that inspire its actions for ages. While some might be assigned to manage the souls of the Pit, others might be sent to corrupt mortals, while still others might be employed to raise armies to lead against other planes or to serve in Hell's defense. 

Occasionally, infernal dukes are ordered to undertake even more obscure or unusual tasks, such as the hunting down of a specific soul, the creation of some new profanity, or the discovery of some wayward bit of blasphemous lore. Regardless of their goals, these infernal adepts possess absolute freedom to pursue their tasks however they please—though Inquisitor Devils and the watchful eyes of the Nine constantly mind even them for signs of dissension. The ways of most infernal dukes are subtle, as they possess endless time and resources to exact their terrible wills, to say nothing of profane powers exclusive to each. And where the attentions of the Nine, the goals of infernal lords often prove much more precise, as theirs are the burning eyes most likely to turn upon specific mortal worlds, countries, or even individuals in their quests to increase both the might of Hell and themselves. To aid them in their conquests and perversions, many infernal dukes cultivate their own followings among mortals, bartering the power of Hell for absolute service and ultimate corruption. Those who implore and sacrifice to these demigod like creatures gain access to a variety of profane magic, but also ensure their inevitable damnation. 

Upon being lifted from the lowest ranks of it's kind, all devils take a true name, an esoteric word or phrase that verbalizes the foulness of each fiend’s quintessence. This true name etches itself upon the devil’s anima as both sound and form, allowing the infernal-born to be named and cataloged in the ledgers of Hell as an inimitable glyph or sigil unique to it alone. The true name and sigil hold great power over the devil, for they form an abbreviation of the fiend’s being, a vital summation most closely resembling a mortal and its soul. Knowledge of a devil’s true name or the ability to inscribe its sigil grants significant power over the fiend. True names and sigils might also be known to have other powers over devils, though most keep the discovery of such powers closely guarded secrets. A devil’s relationship with its true name changes through its existence. Every devil takes a true name and sigil upon its creation, either a title and symbol granted by its creator, first master, or -if left unnamed -selected by the newly risen fiend itself. While lesser devils subtly advertise their names in infernal tomes and sinister dreams in hopes of being summoned, greater devils often find service to mortals disruptive to their greater plots. In the cases of infernal dukes and even the Nine themselves, these masters of devilkind go to great lengths to obscure their true names, taking on various and often fearsome agnomen to prevent the interruption of summoning. A devil’s sigil, however, often proves slightly easier to discover, being used in Hell and on infernal contracts in much the same way as mortal signatures. Although such sigils represent a devil’s true name, only one who has heard a sigil spoken can glean the hellish syllables these complex glyphs represent.

Diabolus Arcana Majoris


As the majority of these records deal with the Outsider, it is fitting that it should be here that it be sought and analyzed the strange and esoteric matters of ability and power. 

Firstly, it is important to know the difference between what is called Aetheric magic and the process of casting spells of whatever sort. Magic, so wizards will assure, is in fact the proper name for the energy of transmutation itself - that strange force that the Outsider perceives as the eight Winds of Magic. Aetheric magic is not the process of spell-casting, as some would confuse it to be. While he is capable of Spell-casting, that will be reviewed in Major Arcana, the Arcane Within. Spell-casting is the interaction between the metaphyisical energy of magic and the physical things of the Mortal Realm, controlled and directed by an intelligent being - whether human, elf or something else. There are many kinds and methods of spell-casting, from geomancy of the Gaian Academy, to the wizardy of Blaurg's magisters, to the nightmarish sorceries of necromancers. 

Aetheric magic is a force unique to itself and entirely its own thing. It is not an amalgam of other, predictable and understandable forces that appear within the Mortal Realm, but is instead and entirely unnatural thing that comes from the immortal realm of the Aethyr. Although in a sense magic is the very thing from which the Aethyr is made, it must be borne in mind that this magic is Aehtyric energy as it manifests itself within the Mortal Universe. Within the Aethyr there are supposedly no fixed rules or laws, and so the rigid divisions between the colors of magic and what those colors represent cannot be as distinct as they are when the Aethyr refracts into magic as it enters into the Mortal Realms. 

Aetheric magic in this sense has the power to change both matter and thought, body and mind, for it transcends the usual boundaries between the material and the immaterial. As the power of fire is to burn and consume, the Colored Winds of Magic that blow through the unseen crevices and cracks of the Multiverse is not a movement of air or gas, but the movement of the vital and uncaring energy of transmutation. In an attempt to clarify the matter, here follows a list of the Colors of Magic, along with the names commonly associated with them, and their rune names, in addition to an explanation of the uses that these magics are often put to. 


 Minor Arcana, the Arcane Without


The White Wind, Hysh


Hysh is the Aethyr's coalescence and metaphysical certainty of light, including the uses that light can be put to and the abstracts that light sometimes represents. Hysh is the magic of illumination, the abstract of high-mindedness and consciousness in its most general sense. It is intangible, diffused and all permeating, needing the total focus of will and an absolute determination of mind to make use of it. It is perhaps the most difficult of colors to bend to one's will. Learning to control Hysh has been described as being as much a journey of self-realization as anything else, and the study of Hysh is surrounded by lengthy mantras and meditative invocations designed to primarily focus the mind and calm the spirit. Masters of Hysh are respected for being peerless philosophers. Hysh is not so much concerned with the knowledge and facts so much as it is with wisdom and truths. Hysh requires only that the Outsider knows himself. From one standing outside looking into Hysh, it can be dazzling and overpowering in too great a quantity, but to one submersed within Hysh, looking out as it were, all darkness is dispelled and the world is illuminated and clear. Hysh has many potent applications and is most renowned for its powers of healing and protection, and is anathema to Chaos. Where Hysh is stead and constant, Chaos is random entropy, and where Hysh stands for controlled grace and self-understanding, Chaos promotes a total lack of control, confusion and insanity. For this reason, masters of Hysh are particularly renowned for their abilities to exorcise and banish Outsiders from the Mortal Realms. 


The Blue Wind, Azyr

 Azyr is the Blue Wind of Magic, and it is the Aethyr's metaphysical drive for inspiration and that which is out of reach. Azyr is creativity and the desire to emote. Azyr builds abstracts, and seeks to find certainty within the unknowable. It finds and creates meaning and narrative for and within things that are without meaning or narrative. Azyr wishes to express the inexpressible. Azyr reaches into the future, and as such the masters of Azyr are particularly fascinated with divination. Azyr epitomizes the pursuit for omens, and its masters are experts at interpreting dreams and rune casting. They are oracles and seers, fortune tellers and diviners. They are also great theoreticians, dealing more with leaps of logic to make great discoveries than the analysis of arduous trial and error that so fascinates the masters of Chamon. Azyr is light and insubstantial, and after passing into our realm through the Gates it quickly dissipates into the upper portions of the heavens, becoming a haze of eldritch cloud, visible only to those who posses the Sight. It is for this reason that Azyr's masters are known for their greatest predilection of star gazing, and they are renowned for being astronomers and astrologers without peer. As the Azyr Wind blows from the timeless realms of the Aethyr across the distant sky, it is possible for Azyr's masters to predict important events, apparently by the manner in which celestial bodies are distorted by the drifting cloud of Azyr's blue light. 


The Yellow Wind, Chamon

Chamon is the Yellow Wind, and it is the Aethyric abstract of logic, the desire to quantify, to instruct, and the wish to implement learning to practical ends. Chamon is complexity, and it is analysis. Chamon is concerned with empirical investigation and experimentation (a pursuit epitomized by the endless earch by many scholars for an alchemical formula that will turn base metals into gold). Chamon is thought to be the densest of the Colors of Magic, and is attracted to metal as surely as water runs down a steep slope. It is said that the denser the element, the greater Chamon's attraction to it, which accounts for the reason why gold and lead are so often used in magical experiments: one as a magical conductor and the other as a magical insulator.  In addition to being spell-castes of prodigious skill, the masters of Chamon are also students of the sciences and seek to explore the natural order of the universe, and unnatural orders of magic, and their effects upon one another. Indeed, is should be said that the masters of Chamon seek to find the traces of the Aethyr that they believe resides in all physical things, and find a way to unlock its endless potential. Chamon's masters have particular power over and and all metallic elements, and can easily corrode and weaken metals, as well as strengthen alloys with enchantments. They are also most capable manufacturers of magical weapons on the continent. 


The Green Wind, Ghyran

Ghyran is the Green Wind of Magic, and it is the Aethyr's momentum towards growth and the need to nourish and be nourished. Gyran is nurturing, it is fertility and it is the echo of life. Gyran rushes from the Aethyr and is said to fall like rain upon the mundane earth, where those with the Sight can see it form into pools and flowing eddies. These pools and streams of magic gradually form into rivers, flowing in much the same way as water does. When the Winds of Magic blow most strong, it is said that the streets of every city become awash with Gyran's flows, running across the cobbles and flagstones as an immaterial stream that the common man neither sees nor feels. For this reason, Ghyran is said to be drawn to the rivers, waterways, lakes and springs of the Mortal world. This water is drawn through the roots of all plants, and therefore feeds all living things. It is said that Ghyran's masters are the most sensitive to the natural order of the countryside, and so spend little time within the confines of cities. Such is their skill with, and love for, the forces of nature and living things, Gyran's masters are often called upon to cure crop blights, or bring nourishment to barren soil. Because these masters are so closely tied to the vagaries of floral life throughout the world, their own magical strength tends to wax and wane as the seasons do, being vigorous in Spring, most powerful in Summer, waning over Autumn, to become weakest in winter. 


The Brown Wind, Ghur


Ghur is the Brown Wind, and it is the Aethyr's bestial spirit. It is the breath of the animal wild. It is the predator and the prey. Ghur is the Aethyric abstract of beasts and untamed places. It is savage wind, as unreasoning as it is devoid of malice. It is completely inhuman. Ghur blows not where the walls and turrets of civilization loom, but through the deepest forests and jagged peaks where only wild animals dwell. It is said to open one's mind to Ghur and to learn the secrets of its wind is to become one with the creatures of the dark wood. It is small wonder, then, that Ghur's masters are known to be solitary individuals, preferring the company of beasts to that of their fellow men. There are those who believe that masters of Ghur can shapeshift into the forms of beasts, though it is seldom done. Ghur's masters have control over beasts and can inspire bestial terror in men. They are said to have dominated the feral heart that lies under the civilized mask that hides the animal nature in sentience. Indeed, these masters are said to be able to summon the strength, speed and heightened senses of animals to aid them whenever they are in need. 


The Red Wind, Aqshy

Aqshy is the Red Wind, and it is the Aethyr's coalescence of experience and abstract of passion, in its widest possible sense. Aqshy is brashness, it is courage, and it is enthusiasm. It is the flame that warms the heart and lights fire in bellies. Aqshy is the fire that banishes the darkness, and keeps wild animals from our door. Aqshy blows down from the north as a hot and searing wind. It is attracted to wherever there is passion and argument, excitement and vehemence. Temporal heat acts as vortex for Aqshy, and so the rites of Aqshy's masters almost always involve fire. For this reason, Agshy's masters have come to be known as pyromancers, as they control any flame, natural or otherwise. As such, the magics of Aqshy tend to be the most spectacular and impression to sentient kind. It is no coincidence that the masters of Aqshy are held above all others insofar as matters of warfare are concerned. Aqshy spell-casting is aggressive and vigorous by nature, and the Aqshy user can summon anything from fireballs to raging infernos to assail their enemies. The act of pyromancy is not a subtle one, and wherever it is employed, great change or great ruination tend to follow, whether intentionally or not. 


The Gray Wind, Ulgu


Ulgu is the Gray Wind of Magic, and it is the Aethyric reality of the sense of being lost or confused. It is disorientation and natural deceptiveness. It is the sound altered and muted by the densest fog, and it is that sense of mystery that descends with the morning mist. Ulgu is bewilderment and mystification. It is puzzlement, it is perplexity, and it is pardox. Though counted as one of the Winds of Magic, Ulgu is said to be more like a thick and impenetrable fog, broiling across the earth, invoking a sense of mistrust and confusion in ordinary people who pass through it. Ulgu is drawn to the natural mists and fogs of the mortal world, and hangs upon the quiet chill of the air, wrapping all in smoky shadow. Ulgu's masters are predominately illusionists who specialize in those enchantments that manipulate perceptions and emotion. Their powers, though considerable, do not lend themselves well to the favor of common folk, for their spells are those of concealment, illusion, confusion and occasionally unseen death. 


The Purple Wind, Shyish


Shyish is the Purple Wind of Magic, and it is the Aethyric certainty of the passage of time, of endings and of death. Shyish is the trepidation in the face of the unknown, and it is all sentient life's fear and terrible awe of death. Yet Shyish is also reverence and respect, it is the non-divine aura that mortals project onto those things they consider sacred. It is the realization of the transience of life, and yet it is also the belief that there is something larger than us - the knowledge that creation itself is permanent, even if all things within it are not. Shyish is the dusty miasma where all these concepts meet. Shyish is a puppet to the passage of time. It blows from the past, because the past has ended and is going, through the present, because endings and the expectation of death are intrinsic parts of the living life, and into future, for the future leads inevitably towards endings and death. Shyish is our reminiscence of days gone by, our acceptance of the day we now live, and our longing for the days that may come. Some have equated Shyish with destiny, for it does not control what was, is, or shall be, but instead permeates and reflects these things with absolute intimacy. Shyish blows strongest wherever death must be faced, or endings take place. It is drawn to battlefields where men must embrace or submit to their deaths, because all soldiers must accept the possibility of their own demise as part of their daily lives.

Shylish lingers around the gibbets of execution, and hangs in the silence of graveyards where mourners gather in longing and reminiscence. It is said to be the strongest in times of most obvious transition - at down and dusk, for one is the end of night, and the other is the end of day. Its times are spring and autumn, and yet also the equinoxes of both summer and winter, for they mark the longest and shortest days of the year and therefore the beginning of the end for each of the seasons. The masters of the Shyish Wind have an affinity with death and endings of all kinds. Indeed, they are renowned for their philosophy of initiating no events or projects, unless it is to end them. Theirs is invariably the final say. Indeed, these masters can even see spirits and souls as they travel between this world and the next, and can communicate with them, after a fashion - although this ability ends, or so they say, that soul is devoured or embraced by the many gods of men, devil, demon and daemonkind. There are those who wrong accuse masters of the Shyish wind of dabbling in necromancy, but this is untrue. For necromancers defy death and fear endings, while the masters of Shyish accept death and embrace endings. Despite this, the Shyish wind remains tainted by the apparent association with the powers of darkness. 

There are two types of Aethyric magic, more powerful in their own way than the previous eight colors, though they are not in themselves separate winds. Although these two forms of magic do have identifying hues (at least to those with the Sight), they are not refractions of Aethyric energy as indeed the previous eight colors are. These two are Qhaysh and Dhar, Spectrum and Black respectively. 

Qhaysh is the force that masters and wizards throughout the multi-verse would refer to as high magic. It is Aethyric magic in its purest and most undiluted form - the force of creation itself. Qhaysh is a constructive and creative force that encompasses all the natures, spirits, drives and certainties of all the other colors. Indeed, Qhaysh can be seen as all the colors of Aethyric magic connected together and working in tandem, though without losing their unique and individual properties. Spells of high magic use elements of all the winds of magic at once, utilizing them as a gestalt whole. As such high magic is far more versatile than all other forms of magic, and spells woven from it are certainly amongst the most powerful. 

According to some lore in the Multi-Verse, high magic is too vast, too energetic and too undisciplined for a human mind to manipulate. All the considerable difficulties that exist in the weaving of spells with any of the eight refracted colors of Aethyric magic are increased eightfold with high magic. This is not to say that masters cannot learn separate spells the utilize each of the colors in isolation, it means simply that human masters find it nearly impossible weave a high magic spell that uses many, or perhaps all, of the colors at once. Suffice to say then, it appears only elves and certain others of ancient, sometimes immortal races use high magic with any degree of success or regularity. 


 Dhar is the most frightening and unwholesome of all Aethyric energy, for Dhar is black magic. Like its opposite, Qhaysh, Dhar is a blend of all the colors of magic, but where Qhaysh is creative and brimming with possibility, Dhar is entirely destructive and is the stealer of potential. It is entirely inward looking and self-serving. If Qhaysh could be considered the pure stuff of dreams, Dhar would be the raw stuff of nightmares. Where Qhaysh can be seen as an unfragmented cooperative of all the colors of magic working together in perfect harmony, Dhar is the result of all the colors being crushed together to stagnate. None of the eight colors of magic retain any independent identity within Dhar, they are squahsed together and left to go sour.

 It remains unclear why dark magic forms, but where the winds of magic cease to blow and its colors sink into pools and pockets, dark magic begins a process similar in its way to fermentation. It is magical energy that has become trapped too long with the materium and has therefore lost its vitality and creativity. If Dhar gathers long enough in any particular area, and is not agitated or used, it is known to grow even denser, taking unto itself more and more temporal laws, until it solidifies into that exceedingly rare and dangerous substance some scholars would refer to as warpstone.

 Dhar could be seen as Aethyric energy that, instead of unblocking the potential within physical things and transmuting them into new forms and states, instead smothers them and breaks them down into their component parts. A master might argue that although it is no more evil than Qhaysh is good (for both are blind forces and are aside to such value judgments), Dhar could be seen as something that is almost entirely bent towards deconstructing, suppressing and dominating physical things, where Qhaysh (and therefore its eight fragments) adds to, permeates and excites physical things. It is for this reason that Dhar is drawn to those beings who seek ill for other beings or for the world at large. Although Dhar and Qhaysh are both elements of Chaos - and therefore catalysts of swirling entropy - Dhar promotes the entropy of endless cycles of destruction while Qhaysh promotes cycles of creation and adaption. This state of affairs means that Dhar is the most destructive of all Aethyric forces, one utilized by only the most cruel or power hungry spell-casters. 

But the price of tapping into the energies of Dhar are high indeed, for not only is it just as hard to use and control as Qhaysh, but it is also far more likely to consume the one that uses it. Where Qhaysh is an energy that demands from a spell-caster subtlety, total tranquility, and acute sensitivity if it is to be woven properly, Dhar must be wrestled into submission, requiring supreme strength of mind, a self-confidence that borders upon megalomania and an absolutism of will that only those of true or borderline insanity can ever hope to mask. 

Diablous Telum


Adeipho, the Master Artificer, took his time forging this blade. Letting it's song sing through his spacious halls with every hammer blow, tuning it from a stuttering choir boy into one of the Three Tenors. It first began as a block of Adamantium, a brick of Electrum, a purse of Gold flecks, a coil of Silver, and more Copper filament then dare be asked. He was going to craft a monster, something dreadful, a horror that should never dare be unsheathed from it's womb. A Frankenstein's monster. He had learned much of these people's culture, the humans of this world, determining their course and understanding their fates. Though the man he was crafting a blade like this for would never know exactly who the Smith was, the sword would perhaps do the talking for him. It's peerless perfection would cleave and slice those that stood before him with a rather disturbing ease. All of these things had yet to come to pass, but Adeipho knew long before ever picking up his hammer again that he was undergoing the throws of precognition. It was imperative that he make a blade unlike that which he had made before, something that the other Artificers would marvel at. With a firm resolve he took the forge, it's massive maw stretching across the length of his domain. Hellfire and smoke boiled all metal that dare enter, even the mighty Adamantium, but he was going to soon render that ability moot. And thus began the hammer blows, in rhythm with the heartbeat of the Forge.

His heavy fists swung the giant unadorned piece of metal he called his hammer, over and over again. Squashing the red hot Adamantium between the anvil and hammer, thinning it and spreading it's width. Until eventually the heat began to dissipate and back into the fires it went, eventually when it was quenched enough the imbuing process needed to occur. He fitted the sword with a large fuller and began to press the molten Electrum into the Adamantium. Carefully smashing the two elements together, eventually producing a lovely aesthetic trait, the dark almost black metal was off-set by the mixture of Electrum down the fuller. Very much like a single highlight in a mop of black hair. The blade was going to be sensitive to one thing though, and that was raw power. Adeipho was well versed in these types of weapons but had not made one for quite a long time, he needed to give it a "soul" make it alive. Despite the terrific flames that could turn a body to ash within second, the floor and walls began to become encroached with frost. Quickly chilling the room to near Arctic temperatures, his breathe become visible in the air but still he sweat. Funneling into this weapon was his own Psyker energies, the immense strength of his bloodline and brethren becoming one with the blade to make it live. Never would it be truly alive, but the sensitivity of the sword would become extremely useful and make it much more potent. A weapon that the wielder could imbue his own strength into, call upon and be forewarned. In essence, it was alive, but not actually living. Looking out for itself and it's master through self-awareness and the scanning of it's surroundings. Only through the clanging of it's blade against another could the voice being tuned be heard.

It cried out in lament, the pain was massive, the veins in the Artificer's massive body bulged and throbbed. Channeling this much power was a risk in of itself, but worth it. Each time the dull edge was slowly filed into a point of perfect slicing, he could feel it scream and worm around. It's skin was being peeled away, but the Smith pushed forward, knowing that what being done was imperative. He worked upon the hilt and cross-guard with tenacity, adding to the blade arms and limbs of it's own; in a sense. Decorating and milling in silver and gold into the ultimate metal, twisting and cranking away a subtle pattern. Carving into the blade ruins of power, naming it and giving it purpose. Allowing a restless beast to become reined in and tied down, in his hand the broadsword was tiny, but to a normal sized human the weapon would be like a hand-and-a-half sword. In the end the blade itself was forty inches long, three and a half inches wide (with the cross guard being two inches wider on each side) and six tenths of a centimeter thick. The two handed grip was lathed to incorporate the hand placement of the user, and roughly six inches long. At the end of it all the pommel, containing the counterweight made of heavier tungsten. This would help the weapon as it was swung and keep the center of balance and percussion in order to achieve a larger sweet spot, just like on a baseball bat.

When it was complete their lay one of the Devil's teeth upon his anvil. Black, and blued from the extreme heat, twin gouges shooting down from the cross guard and then arcing in towards one another when the fuller ended. If you hadn't known it, many people would have believed that the sword was actually made from beautiful obsidian and matching the sharpness of such a stone. As very few are aware, obsidian can be carved into some of the sharpest edges imaginable, this one just happened to be under a four nanometers and lacking the natural serration of any sword or blade at such magnification. How Adeipho did this to Adamantium, is a secret of his own and his kin. Into the crossguard he had crafted the twin faces of daemons on either side, horrors that he had seen many times over. Splintering the metal with their long incisors and canines, threatening to gouge the wrists of the one wielding it, but twisting away at the last second to never allow for that to happen. In their many dozen eyes, he planted a force attuned stone, sensitive and powerful, and only reactant to the one wielding the weapon and would increase his power several times over if tapped into. He'd notched the grip to perfectly fit the man's hands even down to the fingerprints; no matter which way he held it, insuring that only he could wield it perfectly. Everyone else would either be slightly too small or two large. The weapon gleamed under the incredible amount of polishing that was done to nearly every last millimeter. Adeipho even took the time to hammer the tungsten counterweight at the bottom into a large canine tooth shape for gaffing.

And thus he named it Hræðilegr, in English it was known as Dreadful or Horrible.

Blade Material: Adamantium, Electrum, Gold, Silver, and Copper.
Overall Length: Forty inches (40")
Blade Length: Thirty-one inches (31")
Blade Width: Three and a half inches (3.5")
Blade Thickness: Two-fifths of an inch (2/5")
Overall Weight: Ten pounds (10lbs.)
Forte of the Blade: Smooth edged
Foible of the Blade: Smooth edged
Hilt Length: Eight and a half inches (8 1/2")
Cross-guard length: Five and a half inches (5.5")
Initial Blade Layers: Five (5)
Folds: Ten (10)
Total Layers after Folds: Five thousand-one hundred-and-twenty (5,120)
Overall HRC: Unknown
Smithing Techniques: Folding, Tempering, Cold smithing, Quenching, Austempering, Normalizing, et cetera,.

Dues Malleo 

Thor, God from Norse mythology wielded a hammer named Mjolnir, that he used to smite Giants and other formidable adversaries with. It (the hammer) could be thrown and recalled on command at any distance but these are merely myths from a near dead pagan religion. Unlike Mjolnir; which was made only to be wielded by a single hand, Deus Malleo is gargantuan. The handle stretches far enough to be held by a dozen hands, the head, a block of metal hammered to perfection. Adeipho knew well enough beforehand that a war hammer is made up of a lot less surface area. So to make up for the smaller kill zone on the weapon, he shifted away from steel. Choosing a much rarer, much tougher and an overall much more difficult to craft with ore: Tungsten. Practically impervious to everything but the most determined attempts to harm or shape it, this was the metal above all else to choose. Where as steel swords can be resharpened and hammered, a hammer cannot be. It must be recast and reforged at the first sign of structural failure. Luckily the natural toughness of tungsten is resilient to the stress of combat for a much longer time. 

There was a drawback to choosing tungsten, besides its difficulty to forge and that real downside is the weight. For an easy comparison, one pound of tungsten is equal to three pounds of most steels. Due to this, a much smaller object weighs a hell of a lot more. Not hard science to follow, right? Good. Normally this would be a great thing, what with the Loricatus to balance out the weight. And truth be told, nine times out of ten it will be beneficial to the overall striking power; however for that single one time the benefits will not outweigh the drawbacks. What case would that be? Very simply, should the armor break down; he is screwed. There is just no possible way for any normal human to lift the Deus Malleo. Tungsten is amazing for it's ability to resist damage and quite frankly deny everything but the hottest flames to heat it. To better clarify, Tungsten has an HRC rating in this case of sixty-eight and a melting point of about 3,400 degrees Celsius. 

Of the hammer's head there are only two distinctive traits. The first of the two is the pair of large copper suns transcribed into the surface of each offense (Read as: hitting) side. These play a larger role than to just seem pleasing to the eye and will be explained in conjunction with the second feature. For now though let's focus on the suns themselves. The rays of solar and cosmic flares that diverge from the otherwise perfect circles twist bend like a mass of slithering snakes. The choice in copper is simply due to it's multiple beneficial properties. Copper can be molded almost literally by hand along with that it is also an excellent electrical conductor. Through this way the wielder can abuse the Deus Malleus as much as they please without fear of doing any real permanent damage to the copper. Each new bash against someone or something will just flatten it out once more, and allow the electrical current to keep on flowing without a problem. 

Now for the most crucial feature that incorporates the suns into the overall design. The head of the hammer is fastened to the handle by screwing it on the end, as a good portion of the unseen handle is threaded just for this purpose. But before the head is attached, another apparatus is twisted into place. Shaped like an upside down half cone with a hole drilled down the middle, is the battery. This is where the gravity plates and the small energy absorption battery is located. Even before this odd device, sitting at the very beginning thread is a washer. It has been grounded/insulated in order to keep electricity from the head to negate the flow of electricity to the rest of the handle. The absorption battery for the Deus Malleo is much more volatile than either the Dominus or the Auctoritas. Unlike the other two, it is constantly expelling energy; hence why it needs the buffer to keep from harming the wielder. To put this to good use the suns engraved on the hammer act as a focal point for the high amperage electricity. Due to this, Adeipho has estimated that roughly eight percent of the battery is drained each time it is actively striking a target. In all other times, when it is sitting idle but online, about one percent of the charge is consumed every minute or so. This comes with the obvious draw back of gradual weight gain. Through this manner it is much more like Auctoritas than Dominus, but still quite a bit more untameable. 

What can be seen of the exceptionally long handle is truly special. The entire length is twisted and vaguely resembles a pathway spiraling down a mountainside. Turning and twisting over and over again. The handle is made completely out of tungsten, but the more concave areas are stainless steel, allowing for etching to be done easily. Each concave level is a different scene; much like the classic story "The Illustrated Man", none are ever the same as the one above or below it. Starting from just under the head are the various "Good" gods of the varying religions in mankind. Past and present. The further down we go, the lesser deities become more present. Demi-gods, Angels, Cherubim, and the rest of their ilk. From there we have more present mortals, heroes and heroines, saints, saviors and so on. There is transcribes into the average members and species of the land. Under them we have crust of the earth and bodies rotting away inside. 

Hellfire transmutes on the handle, dripping magma sculptured steel and smoke. The deeper into the brimstone and fumes it goes, more unheavenly beasts rear their heads. Denizens and demons flying on bat like wings, ghosts of the troubled, and apparitions of devils swarm. Carrying unfortunate souls further down into the depths with them. Fire consumes some, as larger and more nightmarish monsters consume, torture and rape others. The tortures and figures in them grow more ghoulish at each bend. Satan's lieutenants start to emerge along side the Ferryman, Cerberus, and the Grim Reaper. There is a sudden explosion of evil, the fallen angels of God, the Titans, Hades, and a number of others stain the metal with their wickedness. Without reason it all comes to a close, but the stainless steel takes on a suddenly blue tinge as it's spirals seem to freeze over. For the longest time there is no fire or evil or pain: there is just cold. 

Then the tip of a scaled tail emerges, slowly growing in thickness as we round the cliffs of tundra. Soon entire levels are obliterated by the enormous appendage. It loops and hangs lazily, incoherently crushing various layers. Only then is it when the first of the two clawed pairs of feet burst from the alloy is it shown just what monumental being rests below: the Dragon, Satan, the Devil, Lucifer, the Morning Star. The epitome of all evil, freezing hell over as he expands at the base of the handle. Wings folded over his impossibly huge draconian body, the layers cracking under the immense weight of sin. His massive ugly head first rears at the diamond shaped counterweight. Maw open, tongue wrapped around it as he consumes the countless traitorous souls to fill his bottomless belly. Oh yes, it is a horrifyingly beautiful weapon to behold.

Dominus & Auctoritas 

Created by the very hands that seemed to be gifted by Hephaestus himself, Adeipho the master Artificer applied his practice towards this. An unfailing pair of weapons, ones that could slay a thousand men and demons with ease; this is Dominus and Auctoritas. Swords that defy proportions and all logical functionality. 

Stretching up into the heavens like a skyscraper, the eight and a half feet long weapons radiate magnificence. They breathe terror at the very sight of them and rule the battlefield. Special care was put into forging these beasts, breathing life into the Brothers from raw metal was no easy task. Several problems had to be overcome, such as weight and the ability to take a beating for prolonged periods of time as Adeipho will not always be around to mend this monstrosity or it's brother. Weighing in at over 450lbs, the blades would be simply far too heavy for any human to even contemplate swinging. The broad mixture of metals and dimensions account for all the weight would accost the wielder under normal circumstances. With Dominus the twelve inch wide blade at the base quickly blossoms to a full eighteen at the tip of the blade due it's pendulum like construction. Each side of the sword has three inches added additionally to bring it to this absurd number. Auctoritas on the other hand is sixteen inches wide all around; shaped like a chisel with no distinct point but rather a flat sharpened nose that can tear men in half with a stab.

As it quite noticeable, the blade's fuller produces quite an exaggerated drop by roughly an an inch and a half. However, this is not truly the fuller, rather it is a separate edge that has been crafted around the main body the blades. This bronze sheathe of sorts is made from BG-42 stainless steel in order to protect against rusting on account of the hazardous environments of battle. The stainless steel has been polished bronze, while the entire edge (save for the pendulum point) has been serrated for cutting like a giant saw. While Auctoritas does not maintain the same serrated trait, it does have smooth surfaces all around it's chisel shaped blade. The steel has been hardened to 62 HRC (Rockwell scale) which added to it's significant edge holding capabilities makes it a prime steel to use for this first primary edge of each sword. Starkly contrasting the bronze, the main body of the blades; which rests safely in the BG-42 holder, is Damascus. The odd and extremely beautiful design waves and circles to show off the true handiwork of Adeipho. The Damascus in question is produced from ATS-34 and 52100, a great mixture of a strong and durable non-stainless steel and a stainless steel. This way, should something happen to the outer piece, the smooth edged main blade can still be used to hack and slash. 

The Artificer went through the massively tedious process of smithing a pair of swords with such dimensions, that would seem impossible under normal conditions. Especially with the number of folds he put into the metal. This actually worked out for the best as the excess steel of Dominus was then converted to create the twin brother sword: Auctoritas. The number of layers left behind is impeccable and could be confused for being over done. This is not the case as smaller blades often times have many more layers than these swords; however the size of it is more imposing of a job. As well as the smallest flaw could ruin the entire blade, thus it took several tries before Adeipho could forge both blades to perfection. While it can be imagined that flexibility is not important with a weapon this large, it still exists, but don't try to bend the things ninety degrees and then bend it back. Due to the heavier pommel (explained in the next paragraph) the center of balance and gravity are a bit lower down the forte of the sword and more near the cross guard. The center of percussion is placed perfectly at the base of the pendulum edge, this grants an especially powerful cutting ability of the blade. However, Auctoritas has its center of percussion placed at the very corner of the points, in order to force nearly all of it's weight into that one tiny edge. 

Adeipho went out of his way when it came to conquering the problem of weight, rather than just doing away the problem through internal anti-grav plates; he took another route. This blade and the other known as Auctoritas come with slightly different device built into the extremely dense and durable palm shaped pommel. Dominus's acts as a constant passive effect that absorbs supernatural electric (normal electricity as well) and Frost energies to power the device and thereby lightening it to a little less than one third of it' s normal weight. While it is an anti-gravity system, it doubles as an effective way to shield the wielder from the supernatural heathens that they may come across. [Note: This effect only has to do with the blade itself, outside of the sword, there is no absorption capability.] This makes the sword actually functionable to a degree, but still restricting just who is capable of swinging it. Most people will only be able to "just" lift it, let it alone swing it once before collapsing. Auctoritas has all of the same abilities, except its were expanded at a price. It can absorb literally all sorts of supernatural powers and the lot, but it needs a constant feed of this power. Otherwise it will quickly begin to die and the blade's plates will start to increase in weight almost immediately. The hilt is roughly a foot and a half long, adding to the seven foot length of the blade, gives you eight and a half feet. The grip is leather cord wrapped repeatedly in several layers to insure a strong and firm surface. As it should be expected, the cross guard does not go very far beyond perhaps an inch on each side of the blade. To help keep the grip from snapping off due to the incredible stress being applied trusses have been incorporated under the cross guard and along the hilt. 

To house such ferocious blades, only the most imaginative and protective of scabbards will do. Nothing else can better describe it as "a waterfall of bronze steel"; the dull scabbard is made up of a dozen or so hollow rectangular sections stacked upon one another along a flat vertical segment of steel called the "Spine". Wider than the the blade itself and with it's own cross-guard (known as the "Collarbone"  that serves it's own purpose. When the wielder goes to grab for the hilt, he can simultaneously press upon a button at the side of the cross-guard. Initiating a very simple magnetic pulse, deactivating the strips of magnets on the underside of the guard. This lets the rectangles fall down on one another, seamlessly falling into one another and releasing the blade from it's confines. When sheathing the sword, just press the button a second time, the magnets will turn back on and pull the sections back up. The scabbard was designed to induce fear in the enemy, simply hearing or even seeing the unnerving clatter of each section slamming down on one another is enough to provoke primal fear. After all, it can easily be related to a building imploding on itself; crashing down into chaos below. The scabbard easily fits in between the twin boilers on the back of the armor of the wielder as not to impede on his freedom of motion.

This is Dominus, the one who holds dominion in battle.

And this is Auctoritas, the one who enforces authority in war.

Assisted Weight: 160 lbs.
Assisted Weight: 197 lbs.

True Weight: 525 lbs.
True Weight: 655 lbs.

Overall Length: Eight and a half feet (8.5 feet, 104 inches)
Overall Length: Eight and a half feet (8.5 feet, 104 inches)

Blade Length: Seven feet (84 inches)
Blade Length: Seven feet (84 inches)

Blade Width: One foot (12 inches)
Blade Width: One foot and four inches (16 inches)

Pendulum Width: One foot and six inches (18 inches)

Blade Thickness: Three inches (3 inches)
Blade Thickness: Three inches (3 inches)

Forte of the Blade: Serrated entirely
Forte of the Blade: Smooth edged

Foible of the Blade: Smooth edged
Foible of the Blade: Smooth edged

Hilt Length: One and a half feet (18 inches)
Hilt Length: One and a half feet (18 inches)

Cross-guard length: One foot, two inches (14 inches)
Cross-guard length: One foot, two inches (18 inches)

Initial Blade Layers: Five (5)
Initial Blade Layers: Five (5)

Folds: Ten (10)
Folds: Ten (10)

Total Layers after Folds: Five thousand-one hundred-and-twenty (5,120)
Total Layers after Folds: Five thousand-one hundred-and-twenty (5,120)

Overall HRC: Sixty-two (62)
Overall HRC: Sixty-two (62)

Smithing Techniques: Folding, Tempering, Cold smithing, Quenching, Austempering, Normalizing, etc.

Smithing Techniques: Folding, Tempering, Cold smithing, Quenching, Austempering, Normalizing, etc.

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