For the sake of maintaining the lore of Valorous Order for a long time, the roleplay will be run at a relatively slow yet steady pace, as the GMs are also busy with their personal responsibilities in real life. This being said, there will be a short interlude between chapters to give both the GMs and the players a bit of a break and to prepare for the next installment of Valorous Order. To those who quickly lose interest, this may not be the roleplay for you.
ARTICLE 1. POST CONSISTENCY
Players must post within the duration of one week. If busy, the user must notify one or both GM(s) and provide a reason for their foreseen inactivity. Those who are absent from the roleplay for a week or longer without GM notice will be removed from the roleplay and are not allowed to rejoin.
ARTICLE 2. LITERACY REQUIREMENT
Players are expected to write a minimum of two paragraphs and a maximum of ten paragraphs—no more, no less. This rule will not be strictly observed. However, this rule is implemented to avoid unnecessary monologue while ensuring there is enough content for someone else to respond.
ARTICLE 3. CHARACTER SLOTS LIMITATION
A maximum of five characters are permitted: ONE (1) main character and FOUR (4) supporting characters that fit a particular role. Remember that a 5-star character is equal to a major character, and a 4-star is equivalent to a supporting character.
ARTICLE 4. PERIODIC INTERMISSIONS
As stated above, the roleplay will partake in occasional breaks for approximately one week's time. However, players are also able to request their own individual break, in which they will be excused for up to one month. During this time, the player's character(s) will be voided while the roleplay continues, meaning that the other players and GMs will post on while they are away. The individual may jump back into the roleplay before the end of their break if they wish, as long as they write their character(s) to fit the current storyline.
The world of Empyria is split into twelve provinces, all of which are under the rule of a singular sovereign bloodline. Empyria is well-known for its abundant source of Vicarius energy which can be gathered from the Great Mountain of Agartha in Elesrith, and is powerful enough to power the planet in its entirety. Just outside of the planet of Empyria, also known as Agartha, lay fifteen planets or moons that orbit around it, labeled Sectors Zero to Fourteen.There are three tiers of rule within Empyria that work together to ensure their nation’s protection: the Collbrandes, the monarchs, and the Cardinal Caliburn Order (CCO). A Collbrande is a house of elevated nobility selectively chosen by the current ruler and the CCO, who serve as delegates to supervise, dictate, and represent their respective province. The monarch that rules the Collbrandes also governs the people through the system of constitutional monarchy, while the CCO triumvirate work endlessly to uphold and carry on the three revered ethics of Empyria: valor, revelation, and divinity.The rest of the lore can be found here: Google Docs
HISTORY (PART 1
I. FOUNDATION ERA
FOUNDATION OF THE AETERNA IMPERIUM
Eleanor Priscilla Ophelia is the name of the legendary revolutionist and former astronomer that founded and established the current world of Empyria, which later inevitably became the galaxy's fiercest empire to date. The beginning of the official Empire calendar began the moment Agartha chose its master on November 8, 2136, of the Gregorian calendar, establishing the royal bloodline and the beginning of the new age for humanity. The world began to build itself as people from all across the galaxy began to travel their way to Empyria, seeking refuge in the kingdom to depart from the factions they were once part of, for various reasons that included tyranny and substandard living conditions.Under the reign of Empress Eleanor, the distribution of literal and political power remained to be her general focus, as promised when she wrote the Aeterna Imperium, the founding documents. Among the documents was the Book of Icarus, a compendium of constitution that limited the power of the throne, while also establishing the grand laws in which both the government and the people would have to abide by. To counter against any future events that would nullify the effects of the constitution, Eleanor Ophelia graced and named three individuals to protect the Aeterna Imperium, while also granting them the power to aid with their cause. These powers were later termed “Cataclysms”, a mythical power of pure destruction in which only twelve exists.To reassure proper order, the progenitor of Agartha’s Blessings divided the half of her trademark powers into twelve, consecrating the first twelve Collbrandes of Ophelia that earned her trust and adherence. This would begin the tradition of faith between the ruler and its direct subjects, as the Cataclysms became the symbol of Empyria’s unity under one entity. Following these chain of events, under the recommendation of Solomon von Bismarck, Empress Eleanor graced the ranks of nobility onto those that vastly supported the advancements of the empire.Their efforts were noticed and thus came the fruition of the first line of nobility, consisting of 150 bloodlines who were blessed with magical powers of their own, which would later be recognized and named “Exousiarch”, a proof of one’s blood belonging to the large houses of nobility. Exousiarchs would later play a large role in preventing the destruction of the empire, as Empyria entered through stages of strife and sorrow, their unity never shattered throughout the countless wars. Eleanor later died on 76 EC, due to health complications that involved sharing her powers excessively.
HISTORY (PART 2
II. FIRST GREAT WAR
THE ELDERION CONFLICT
The first major conflict occurred after the Eldrion Dominion’s hostile threats, forcing the empire to arm their soldiers with advanced weapons as quickly as possible. The first contact of warfare began after the Eldrion’s series of attacks from space, later stating that the goal of their invasion was to usurp the ownership of the Vicarius energy, as predicted by the founding empress before her death.The Eldrions were common conquerors ruled by a deranged Warlord, their invasion tactics proving to be more than devastating and unethical, mercy was not in their nature. However, the Empyreans stood their ground and emerged victorious, after 12 years of raging wars.The key points behind the empire’s victory reside mainly on Exousiarchs and Empress Novalor’s demonstration of competence, the latter being the successor of the great Eleanor Ophelia, her younger sister. Nonetheless, Empress Novalor led her soldiers with an iron fist. With the Cardinal Caliburn Order, the counterattack against the Eldrion forces became successful overtime, along with Solomon von Bismarck’s great efforts in defeating multiple Eldrion commanders with his Cataclysm.The final blow that concluded the end of the war was made during the final conflict between two leaders, the Eldrion warlord pushing his luck by challenging the leader of his foe in a duel to decide the fate of the long war. While Novalor initially avoided the offer, she eventually accepted the duel and brutalized the Warlord into severe conditions, leaving him permanently crippled for the rest of his life. The Eldrions retreated shortly afterwards, bringing victory to Empyria.
FORMAL TITLE: ANCESTRAL RULER
Exousiarchs are unique arcane skillsets of great potential that are almost wholly exclusive to the Empyrian nobility with all nobles possessing one. As such, it doubles as the proof and validation of a person’s noble lineage even if it is not purely erudite due to intermingling between nobles and commoners. Commoners call Exousiarchs “Cataracts” because of a telltale sign of its activation that is usually in the form of glowing eyes that tend to resemble actual cataracts that are found in the medical world.
Exousiarchs are split into 5 phases that each denote level of development and power. 2 of the 5 phases can be reached with the wielder’s own power no matter the lineage which implicates that only a select few can ever reach the third phase and beyond in their lifetime.
These phases are the following:
Phase 1 denotes the infantile stage of an Exousiarch as it has only started manifesting within its wielder. This usually happens at puberty, but can prematurely manifest in rare cases, where it is indicated by a black crest known as the “Exousiarch Mark” that appears and remains on the wielder’s back. This Exousiarch Mark serves as an indicator that the wielder is now telepathically connected to Agartha’s core through a special arcane link. This allows them to channel the core’s energies that are collectively called “Vicarius Energy” and convert it into mana, or “Incarce” as it is called in the Empyrian context, which serves as a catalyst for spells. The Exousiarch Mark also glows alongside the eyes when the Exousiarch is being used, the color of the glow matches the color of the wielder’s incarce. The color varies depending on one’s magical affinity, depending on the color, the glow might not even be seen at all or is quite simply not there.
Furthermore, a certain magical affinity known as “Phantasma Affinity” is manifested during this phase. It is essentially the capability to generate, use, perceive, and manipulate their own incarce. This grants the capability to carry out low-level psychokinesis, increased physical strength and agility, better bodily control, and enhanced or heightened senses.
To expound on the aforementioned benefits...
Firstly, low-level psychokinesis is considered as the capability to interact with objects that weigh less than 20 kg without having to physically manipulate them. This is made possible by the incarce generated by the Phantasma Affinity engulfing an object, creating a sort of invisible hand that interacts with the targeted object or objects in place of the wielder’s actual hands. This invisible hand cannot be seen by the naked eye but can be seen by other Exousiarch wielders or certain technologies.
Secondly, physical strength is tripled.
Thirdly, the wielder’s body would become ‘lighter’ and more flexible, allowing for more agile maneuvers thought to be impossible in normal humans.
Fourthly, the wielder is also able to better manipulate how much force they can exert, possibly even down to the minute detail, allowing them a variety of abilities such as jumping up to higher heights or being able to use more or less force when punching or pushing and pulling.
Lastly, better spatial awareness is granted alongside the heightened senses which improves detection capabilities across distances by using the Phantasma Affinity as a form of radar.
Phase 2 is the intermediate stage of an Exousiarch. This phase is relatively easy to achieve. No new abilities are granted but existing abilities are granted a substantial increase in efficacy and power, diversifying some options that the wielder can have or already has with their abilities. The major improvement in this phase however is that the Exousiarch becomes second nature, requiring little to no concentration depending on the spell in question.
Phase 3 is the advanced development stage of an Exousiarch. It is denoted by the wielder manifesting a single special ability that is unique only to them with a variable cost. What this unique special ability is and what it does depends on which subgroup of the Noble Houses the wielder hails from – Valor, Revelation, or Divinity. Valor usually manifests special abilities with offensive or defensive purposes, Revelation manifests special abilities with great utility, and Divinity manifests special abilities that serve a support role.
However, there is a catch to this phase. It cannot be reached with the wielder’s own power and can only be achieved when a member of the Cardinal Caliburn Order “unlocks” the potential of the wielder’s Exousiarch. Those who wield special Exousiarchs known as “Cataclysms” can “unlock” this potential as well.
Phase 4 is the penultimate development of an Exousiarch and for most is the last phase they will achieve. While the third phase grants its wielder a single unique ability, the fourth further heightens the boundaries as additional abilities will bloom from the parent power. For example, if one’s Exousiarch gives them the ability to cast a fireball, the fourth phase will allow the wielder to control the heat and maneuver the flames to become solid, and burst into tiny particles. In other words, they have supreme control over their Exousiarch.
Lastly, the fifth phase is achievable but improbable for most. It unlocks the unbridled power of the Exousiarch and pushes the boundaries by siphoning an immense amount of energy from the core of Agartha. This enables the wielder to cast a catastrophically powerful spell that is devastating for the victim.
It should be noted that the last phase is considered improbable because it is a development that requires an immense amount of incarce control, which is usually only possible when one is qualified to be a candidate for the Collbrande seat. It is not about studying the science or understanding the method, but rather, the sheer amount of talent one has. Thus, unless someone has had dealt with a life or death situation numerous times or has been trained vigorously by one of the Symbols, it is an impossible feat for most common nobles.
Cataclysms, famously known as the Crimson Aegis of the Aeterna Imperium, are twelve world-class Exousiarchs formerly belonging to the 1st generation of Collbrandes. These are considered to be the most powerful Exousiarchs in Empyria with each having diverse abilities that can critically damage continents worth of lands. They are the weapons of mass destruction reserved only for international emergencies, as nine of the twelve Cataclysms are kept in a secret vault in Caliburn Vitos, with its whereabouts only known to the monarch and the Cardinal Caliburn Order, which holds the three for themselves as the rightful progenitors of the power. As of 709, the nine Cataclysms has been used once during the second Great War, the notorious Starpiercer being used against one of the Remnants of Ouranos, successfully playing a key part in pushing the Rythen forces away from the mainland. Due to its incompatibility with most people, the Cataclysms are considered to be worthless without the Cardinal Caliburn Order, as not everyone can wield them.
THE HEXENNACHT SYSTEM
Incarce is simply referred to as the mana that is used as a catalyst for casting spells. It also gives anyone a magical affinity from which they can cast spells of a certain school of magic. What is a mana circuit or magic circuit is simply called an “incarce circuit” in the Empyrian context. Individuals that are not of Empyrian origin are often exempted from this rule but are usually similar with only differences in context and perhaps even anatomical differences. Empyrians have an extra set of “blood vessels” in their bodies that act as the incarce circuit that flows throughout their body, this incarce originating from Agartha’s energies. Simply put, “incarce” and “incarce circuit” are other terms for “mana” and “mana circuit” or “magic circuit”.There are two kinds of incarce: “Regular” and “Corrupted”. The regular is simply put, the ordinary form of incarce or mana that is accessible to all Empyrians with the aforementioned characteristics. Corrupted incarce is similar to regular incarce but vastly different in the sense that it is tainted by a certain dark power in the form of Azmis Ouranos’s influence through her original realm and powers that give the Corruptions that she grants unto her Remnants and the weaker variants in some of the Demonoid ranks. This corrupted incarce grants its wielders immense boosts in power at almost no cost to themselves, giving them a wider range of magical capabilities and increased access to higher tiers of spells.
Once humans from Earth, they were groups of survivors from a long-over war that left Earth in more than just tatters, it turned it into an uninhabitable barren landscape in some parts while some others were stable, but that didn’t stop other survivors from further ruining it in one way or another as these stable regions were an extreme rarity at the time. These former humans have undergone some extensive form of augmentation to the internal systems of their bodies due to what they call “Agartha’s Blessing”, an occurrence in their history shortly after Eleanor Ophelia and her group had landed on Agartha.
On November 8, 2136, Eleanor Ophelia was chosen as Agartha’s master, blessing her and those who came with her with extraordinary gifts: mana, magical affinities, and most of all, the prized and famed Exousiarchs. On that day, they ceased calling themselves “Humans”, preferring to be separate from them with a new identity that they gave themselves, “Exhelians”.
The Exhelians have been given a number of gifts by Agartha, altering their bodies that made them more powerful than the humans that they once were.
1. They have been given mana, called “Incarce”, that flows through their veins which allows them to have magical affinities and be able to cast various schools of magic. This mana also improves them physically, granting them more stamina, durability and athletic prowess than their human counterparts.
2. They have an increased average lifespan, the average Exhelian being able to live up to 120 years old compared to non-augmented humans that only have their average lifespan hovering between 70 - 80.
3. Due to Agartha’s Blessing, they have a diverse gene pool to make up for their gifts, giving varying physical appearances such as hair and eye colors that aren’t seen in average humans. Despite this, they still look exactly like average humans on the outside.
Demonoids are the second dominating race of the Empyrian Empire, formerly an exclusive race of the ██████ before their daring escape from ██████. The race remains to be interstellar as not every Demonoid migrated into Empyria during the Foundation Era, some finding refuge in other societies in the galaxy. Approximately 89% of the Demonoid race is currently residing in Empyria, occupying around 30% of the population of the empire, making them common species. The general perks that comes with inheriting the blood of the Demonoid race includes increased longevity and organ regeneration, though the latter tends to be exclusive to pure-bloods with only a few hybrids inheriting the trait. Besides the common longevity that can span from 1,500 to 2,000 years, the Demonoids are also gifted with greater athletic capabilities compared to that of Exhelians.
Their appearance remains to be mainly humanoid, except majority bares demonic features on their body. From mixture of growing horns made of bones in the center wrapped around a thick-layer of keratin to feathered wings, the Demonoids are an odd race compared to the others. A Demonoid’s racial features are entirely dependent on their parents’ features, as the child usually inherits the features of their father or mother, sometimes mixed with both. However, rare occurrences often happen where a child is born with neither of their parent’s features and instead inherits their own demonic accessories, though these are considered to be birth defects as majority of them meet their fate to the sudden death syndrome. However, those that do survive seems to live shorter lives on the long run.
Hyzurians are a humanoid race that exhibit select physical, physiological, and behavioral characteristics (e.g., sleek tail, improved eyesight and nervous system, etc., equivalent to 'kemonomimi' in terms of looks). Hyzurians have a strong cold tolerance as a result of having to endure the freezing temperatures of their home world. Hyzurians have a life expectancy of 120 years, but are slightly more vulnerable to disease than Exhelians.
Hyzurians existed for many centuries before humans had set foot on Agartha, they lived on a moon known to Empyrians today as “Sector Zero” with a predominantly tribal society. Due to their animalistic tendencies, Hyzurians were seen as feral savages to the other races.
Sector Zero—currently known for serving as the secondary, but more significant, headquarters of the Imperial Army—was a moon that consisted of chilly climates. As the result of many natural catastrophes and records of poor agriculture in its history, there was a severe scarcity of food for its inhabitants. This scarcity incited infighting among the Hyzurians, be it between other tribes or their own.
Hyzurians would often gaze upon the mesmerizing supergiant of a planet that was Agartha. A large majority of the race admired it not only for its beauty, but also for their belief in the idea that a higher entity existed on it: a god of eternal judgment, who would strike only at night when the planet would grow to the peak of its luminescence, causing the natural disasters that would occasionally occur on Sector Zero. (This is false, however; the planet was much busier at night than during the day at the time, and the calamities of Sector Zero were due to natural causes.)
A very particular tribe believed the cause of the natural disasters was the idea that the gods were displeased with them, and believed they required a mass sacrifice to appease their god. As a result, the tribe would massacre some non-tribal members once every six months from sunrise to sundown.
100 years after the Exhelians settled on Agartha, they acquired Sector Zero during their initial conquests. It was the first of many realms to be colonized and have its inhabitants enslaved. The Hyzurians were eventually freed and uplifted in exchange for their loyalty to the Empyrian cause.
Phenex are a race of innate fire elementalists whose blood allows for them to have a unique type of incarce. Instead of its standard blue hue, Phenex’s incarce are bright red or crimson in color. They are capable of flight using their natural wings of fire. Aside from these traits, Phenex seem humanoid in appearance and behavior.
Phenex are one of the earlier races of Agartha and are suspected to be a sibling race of the Demonoids, who had inhabited the planet shortly before them. Because the Phenex had lost their god, their customs, and their home, they had to search for a new realm to reside in. Upon discovering Agartha, they swore their allegiance to Empyria, who had welcomed them with open arms and provided them a place to stay. After years of migrating and intermingling with the other races, the Phenex found similarities between Demonoid blood and their own. However, no one could find solid proof of a racial connection between the two. To this day, the true origin of the Phenex race is uncertain, as the Phenex were created by a nameless god whose existence, in reality, was rather ambiguous.
Revenants are a race that bear vampiric characteristics, such as sharp fangs and a need for humanoid blood. Few other traits include horns and pointy ears, although they are stated to be birth defects. Revenants are currently the newest race in Agartha, yet their population is quite small. They are notoriously difficult to breed with as they are the most nutrient-dependent race, but their high nutrient consumption allows for them to have great quirks, which are most notable in their blood.
Because Revenants have very thick blood, they are able to withstand bullets and live very long lives. They tend to become weaker as they age, however, as their blood gradually becomes more feeble over time. Revenants are also able to use their blood to form iron and steel, which can then be used as a durable layer of protection for their bodies. Revenants are known to die in battle not only due to their role as a supersoldier, but also due to their philosophy that dying from battle is a more honorable death than dying from old age.
Revenants reside only within Sanguinum and parts of Ekranyth (the latter because the Collbrande of Ekranyth is a Revenant).
Revenants are not a biological race. In fact, out of the several hundred experimental races that the Eldrion race had tested, they were the only race to survive, giving the Revenants their name. Thus, for their durability in battle, the Revenants were tortured into becoming tanks for the Eldrion army, as the Eldrions would use their technology to turn Revenants into tools for combat. Because of this, the Revenants suffered from major psychological damage, so much as to be deemed complete socio- and/or psycho-paths.
The First Great War marked the Eldrions’ defeat against Empyria, who had invaded their empire to obtain resources for Agartha. The Eldrions were forced to become commonwealth for Empyria, and after finding the enslaved Revenants, were forced to release them. The Empyrians then gave the Revenants a planet to live in peace for hundreds of years, which allowed them to become a proper civilization and create their own warrior-like culture. Soon after, the Revenants migrated over to Empyria and began to populate the planet two hundred years before the current timeline.
When the Second Great War came to be, the Revenants came to aid the Empyrians who were fighting against the Rythens. Although Revenants were naturally able to hold their own, they had lost their homeworld because it had been invaded by one of Azmis’ more notorious Remnants at the same time that Empyria was being invaded by another. This caused the Revenant nation to fall entirely. To compensate for this, the Empyrians gave every surviving Remnant a citizenship to Agartha to commemorate their contribution to their victory. To this day, Revenants are considered one of the most respected races in Empyrian history.
The use of magic in the Empyrian context is not much different from the way magic is used in other settings, particularly ones where the system is soft. Magic, or “psionics” in the nomenclature of other contexts, among Empyrians require mana, or “incarce” as they call it, as a catalyst for spellcasting at all levels from the basic even to the most advanced at varying costs that can be significantly lowered down to practical nonexistence by any number of factors or reasons.
The magic in Empyria is notably diverse as well in forms of casting. Some spells or improved versions of them may also require additional or other elements for activation such as an incantation, a drawn rune, a magic circle, a literal consumable enchanted scroll containing information about the spell, and more. These other means have their niche where they can enable people of differing magical affinities or those that cannot use magic to cast spells of various schools of magic of limited power so long as sufficient incarce is supplied. It is also possible to channel magic for more focused or targeted use by virtue of mediums such as staves or anything that can assist a caster in focusing their spells.
On the topic of magical affinities, there are numerous types that fall into various schools of magic, either of their own or as the constituent of one. Some schools of magic also perform well against or with others depending on the situation. The most common ones that are found across all social echelons are elemental schools of magic such as pyromancy, hydromancy, geomancy, aeromancy, electromancy, and cryomancy. Other schools of magic exist, but are less common, examples of these kinds of schools are that of enchantment magic, which is usually a generalist school as enchanters are expected to have knowledge of multiple schools, shadowmancy, photomancy, and holy magic. More secluded, strictly regulated, or even outlawed schools of magic include necromancy and other kinds of dark arts. Some spells or powers don’t even fall under any formal school of magic at all.
To reiterate, here is a list of the aforementioned schools of magic:
Pyromancy – the manipulation of fire.
Hydromancy – the manipulation of water.
Geomancy – the manipulation of earthly elements such as soil, rock, and nature to an extent.
Aeromancy – the manipulation of air.
Electromancy – the manipulation of electricity.
Cryomancy – a sub-discipline of hydromancy, it is the manipulation of ice and the cold.
Enchantment Magic – a jack-of-all trades and mostly utility magic that imbue objects or people with magical power.
Shadowmancy – manipulation of shadows, and to an extent, darkness.
Photomancy – manipulation of light.
Holy Magic – a rare school of magic that is usually a mix of photomancy and pyromancy but is imbued with holy power that can allow more offensive, defensive, and supportive uses. This school of magic is common among paladins or priests or those analogous to the sort, essentially spellcasters that are effective against elements that are considered impure, that the magic owes its classification to.
It should be noted however that since there are multiple races in Empyria, a school of magic that is seen as heinous or nefarious by one race is the way of life or is the norm for another. A key example of this is the relatively common school of demonology or demonic magic which is widely found and used among members of the Demonoid race, the use of holy magic around them is even regulated for their safety and vice-versa. To say that magic is just a part of the Empyrian way of life due to its commonality is an understatement. Similarities can always be found in non-Empyrians like the existence of mana or ‘incarce.’ Empyrian citizens that cannot cast magic at all do exist, but such incapability can usually be easily compensated by technology that is sometimes paired with additional thought.
The Cardinal Caliburn Order are a triumvirate group of immortal individuals that rule over the three principals of the Empyrian Empire: Valor, Revelation, and Divinity. These three are the pillars that protect and maintain the prosperity and strength of the nation, the sworn protectors of the Aeterna Imperium and the Book of Icarus. Ageless and eternal, the Cardinal Caliburn Order are said to be the true rulers of the Empyrian Empire due to their immense influence over the culture and military, making them the most important group of adjudicators that cannot be easily replaced by the others.
The Order was able to maintain their political existence for the last 700 years since the beginning of the foundation era, as every Collbrande and provincial government figures are staggeringly loyal to the three, some seeing them as the real triumvirate monarchs, only answering to them. The group consists of the members Siegfried Ouroboros (Symbol of Valor), Zephyrus (Symbol of Revelation), and Asteria Fentris (Symbol of Divinity).
Formerly a singular position held by Zephyrus after the creation of the Aeterna Imperium, the quondam occupation served only one purpose: to influence the Monarch with their decision making when it came to the ceremonial rituals of knighting a Collbrande nominee. While Zephyrus managed to preserve her purpose for the last seven centuries, the position later migrated into an order to ensure the eternal prosperity of the empire, officially creating the Cardinal Caliburn Order under the ordain of Eleanor Ophelia. The first to join Zephyrus was Siegfried, who was already tasked with governing the Imperial Army to make certain that future rulers wouldn’t be able to abuse its military power. Afterwards, shortly before the imminent death of the first Empress, the sovereign positioned Asteria Fentris as the Symbol of Divinity to preserve and improve the socioeconomic side of Empyria.
Symbol of Valor | Siegfried Ouroboros
A brutal military tyrant known for their valorous testament, Siegfried Karleim Ouroboros, also infamously known as the Snowpiercer of Empyria, is the Sovereign General of the Imperial Army and the second member of the Cardinal Caliburn Order, symbolizing the valor of the Empire. She is undoubtedly one of the most controversial figures within the Empyrian Empire, notorious for the thousands of achievements that she garnered during her lifetime as the Imperial Army’s greatest and only leader. Along with her insurmountable rank, she is also the supreme leader of the Order of Eden, a prominent paramilitary group known for their chivalrous history of defending the interests of Empyria.
Symbol of Revelation | Zephyrus
Possibly the most influential member of the Order due to her ancient status as the first member to uphold a seat in the triumvirate group, Zephyrus is the ideal warrior of Empyria holding hundreds of achievements and influence under her belt. The Elerion soldier of revelation is tasked with savagely hammering down discipline into future candidates of the Collbrande’s round table, gaining her the reputation as the mentor of nearly 45% of the Collbrande roster both in the past and present. She is one of the most respected individuals in the empire with prominence that could rival the first Empress, though dislikes being compared to her first ever friend. Like the other members of the Order, she understands her purpose and does not act outside her boundaries, putting her trust to her other two associates. Due to her concealed status, she is rarely ever seen in public.
Symbol of Divinity | Asteria Fentris
A former human who traveled with Eleanor Ophelia during the great escape of humanity, Asteria Xerxia Fentris is the final member of the group symbolizing the Divinity of Empyria and the profound leader of the renowned templar knights, the Fentris Clandestine League. Not only is she the saving grace behind Empyria’s everlasting prosperity of moral positivity, she is also the polar opposite of Siegfried, making her the diametrical opponent that often engages in skirmishes with the dragon. Asteria lawfully owns every Agarthian church and social services located in Mainland Agartha, and partially owns multiple foreign-friendly organizations that helps the unfortunate outside Agartha by providing them with resources with no required defrayment from the foreign party. Because of her renowned status as the moral standpoint of Empyria, she is highly valued by the civilians of Empyria and is considered by many as the first saint of Agartha, though she often expresses discomfort by that title.
The legislative branch of the Empyrian Empire accommodates other major political powers that essentially makes them the second-in-command of the empire’s hierarchy. Every Collbrande is given a designated province of their own to stabilize and manage, having full control over the province they are granted by the monarch, overriding even the provincial government elected by the people of the land. However, Collbrandes cannot effectively go against the parliament or the provincial senate, as majority of the votes against the decision of the Collbrande can easily nullify their rule.
While the laws of every province may be decided on the decision of he senate, the Collbrande’s rule is absolute otherwise. The primary job of the Collbrande is to defend and exercise the constitution to make sure that their province does not act against the Book of Icarus. It is important to note that the seat of Collbrande is commonly hereditary, though can have their seat of power revoked by the monarch depending on the state of the nobility that holds the position as reigning power.
The Collbrande of Ophelia is an ancestral ceremony that was established by the founding empress ever since the beginning of the Empyrian Empire. The first generation of Collbrandes are considered to be legendary figures for their major influence over the construction of the empire, as even in death they managed to provide an immense amount of support to the empire during despairing events with their keen intellect in warfare and powerful Cataclysms that defended the empire from invaders multiple times.
Many of the Collbrandes after the first generation maintains the reputation of the group, as becoming a Collbrande is one of the greatest achievements an individual could acquire during their lifetime, especially if it was not hereditary. To become a Collbrande, however, is a challenging road that cannot be accomplished by the common folks.
The Imperial Security Directorate is the domestic intelligence and security service of the Empyrian Empire and its principal law enforcement agency. Because of the landmass of mainland Agartha, the ISD has a total of twelve identical branches operating in every province, excluding the fifteen territories located outside the mainland. The years of reputation and influence the ISD has accumulated during their countless centuries of service to the empire was the direct reasoning behind their current power, as they maintain the ability to breach the privacy of suspected individuals without needing the approval of their parent agencies, though they may require permissions if the investigation reaches the federal level of crime, especially against suspected corruption of nobility.
The history of the directorate is nothing special compared to that of most organizations that exist in Empyria. To combat the inevitable rise of crime, the ISD was formed under the order of the Symbol of Revelation, with the funding of House Bismarck and Zervictus during the time of its formation. It became the official law enforcement agency for Empyria on 125 EC.
The most notable historical background is no doubt their involvement with the Sishén Treachery, as the first responders to House Sishén’s infamous betrayal. They were the main forces that neutralized the threat before the arrival of the Hand of Agartha and joined forces to put an end to the national disaster caused by the Sishén treachery.
The “Ashen Embers” Special Task Force, or just the “Ashen Embers,” is a paramilitary organization that is founded by and under the direct command of House Cineris with the absolute authority vested in the House’s head. Its headquarters is located in a large barracks in one of the Cinereous Citadel’s wings. The organization comprises of operatives at least on par with military special forces that serve various roles such as those of spies, assassins, researchers, and other specialists suited to the needs of a House whose bread and butter revolves around espionage and subterfuge. They constitute the best that House Cineris has to offer for Empyria in its demands for security, complementing existing security organizations in their own ways. Members of the “Ashen Embers” usually operate within the bounds of Anterås to assist in internal security with a small token force covertly operating outside the province’s borders for external security and providing assistance to its contemporaries when ordered.
The “Ashen Embers” Special Task Force was originally part of the Anteråsan Internal Security Service or AISS as a covert operations unit created and commanded by the great grandfather of the current Collbrande of Anterås as a response to growing threats mostly at home and abroad, even threats to House Cineris’s interests. The unit and its members, chosen through very stringent and harsh methods, did not exist on the record formally. Those that did exist usually had whitewashed records with their respective true copies kept away in secure archives under House Cineris’s personal possession. This veil of official nonexistence granted the unit a wider degree of freedom that their contemporaries usually did not enjoy unless absolutely necessary. A freedom that it enjoys to this day.
Eventually, the unit was completely separated from the AISS by its creator’s successor, retaining its name and paramilitary status and being formally inducted as an organizational entity representing the House as its elite household guard and security agency as part of its legitimization and integration into the House as one of its arms. In practice, this has changed little about the organization outside of expansion of roles, popularity, and sources of funding. It kept much of its structure intact with no need for a reform. This lack of big overall change persists even today, the “Ashen Embers” from three generations ago still mostly present, their loyalty to House Cineris as unwavering as it was in the past. Their skill, cunning, and tenacity giving themselves and their liege a reputable and equally disreputable history that continues to be written.
The “Ashen Embers” Special Task Force’s operatives, in the general sense outside of the office or lab work delegated to researchers and more ‘civilian’ specialists, carry out the following as part of their internal security jurisdictions and responsibilities:
1. Covert operations that conceal the identity of those involved for plausible deniability.
2. Clandestine operations that are done in secret and are kept classified and must remain so. Also for plausible deniability.
3. Black operations which may be or are illegal and unethical to the point that they are either covert or clandestine and must not be attributable to those involved. Operatives or officials that are caught are immediately disavowed by the organization and House Cineris.
4. Household security for estates and valued properties under House Cineris’s ownership and control. These are usually joint responsibilities shared with special elements of the Anteråsan Imperial Garrison.
Covert operations aside, the “Ashen Embers” is also capable of conducting operations of the exact opposite nature if need be. It has the equipment and personnel required to do both kinds but the former is more preferred over the latter so as to not bring any unnecessary trouble. The organization’s doctrine also emphasizes its use as a spyglass, scalpel, and shield than as a sword.
1. Luria Augustine Cineris – Collbrande of Anterås and director of the “Ashen Embers” Special Task Force.
2. Xavier Iohannis Valmore – Executive Chairman of the Imperial Secretariat of Anteråsan Governance and assistant director of the “Ashen Embers” Special Task Force. Left-hand man of the Collbrande of Anterås.
3. Thessia Lara Tyrren – Elite operative and right-hand man of the Collbrande of Anterås.