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Fantasy Four Suits: Of Gods & Devils - Lore (Vol. 4)

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The lore for Four Suits: Of Gods & Devils.
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Historical Records
Historical Records

A long time ago in the world of Yune, on a foreign continent, there lived a man named James Stryker.

At the time Stryker was the strongest mage in all the land, however the practice of magic was forbidden by the infant Argossian Empire in which he resided. So one day, he left his home along with thousands of his magical followers to establish his own kingdom where those who wished to practice and learn magic were free to do so. The continent of Ornare would see a new age of new legislation and bureaucracy where magic proved its most respected value. A Magocracy. This soon became Stryker's Magnus Opus, but before the pioneering mage could realise his dream in its entirety, he died. In his final will, he left this new Kingdom of Magic to his closest disciples and the next most powerful wielders of magic in the land, the original Four Aces.

With no designated ruler for the budding nation to follow, the Four Aces became the de facto rulers of the people within their domain. The training and cultivation of the next generation of mages soon diverted into different methods of practice. This created a divide between the now four nation-states, aptly named The Four Suits. This gap widened with each generation as the differences in ideals grew more prominent and the teachings of James Stryker drifted further into the murky depths of time.

Soon, an arms-race of rivalry resulted in a greater power difference between each rank of mage, the difference between one's rank and the next rank up proving debilitating in combat. Those who possessed potency in their magic were deemed to become great mages, thusly chosen as pupils for each proceeding generation in order to boast magnanimous power over the other Suits Kingdoms. This societal caste system used the value of card-ranks to address every man, woman and child's ability to use magic.

Stryker's dream quickly and malevolently evolved into a social-power hierarchy with magic at its foundation.

In due time, hostilities between the four nations flared up and progressed into an all out war of The Four Suits. This bloody conflict was known as the Great Magic War. It was a time of great turmoil in which the historical records of each kingdom vary and contradict in reference to each other. All agree that it was a dark age. Suffice to say, it resulted in a vast number of casualties for all factions. Although the records are hazy on this, the war supposedly lasted for over a hundred years. Some historians claim the fighting persevered for up to two hundred years, sustain through smaller border conflicts of which no clear indication of a ceasefire had been recorded.

This "Great Magic War" paved the way for the now venerable and scientifically intimidating Argossian Empire. Through the mandate of "Imperial Unity", reclamation of foreign colonies the Emperor deemed rightly his led to the infamous Argossian Crusades. The Four Suits Kingdoms were included in this mandate. Aided by their newfound technology of gunpowder and natural gases, The Four Suits were initially pushed back by the onslaught of the Argossian's revolutionising war tactics indicative of their fast-evolving technology. Despite the best efforts of the mage kingdoms, the modern advancements of the Empire somehow rivalled the magic of The Four Suits. The Argossians pushed inland and even deigning to mercilessly decimate the Diamond Kingdom, returning it to the Emperor's control in its entirety.

With an emergency coalition called, the rest of The Four Suits Kingdoms banded together and turned the war around with a desperately valiant counter-offensive that divided the Argossian forces in two. This then allowed for the kingdoms to reclaim the land they had initially lost. The borders that The Four Suits legislated after driving the Argossian invaders from their territory still stand today. In light of the two most destructive wars in history, these records serve as a solemn reminder to every successive generation thereafter that together The Four Suits are greater than the sum of their parts. This has since lead to the more peaceful relations between the Kingdoms in more recent times, when war had raged for centuries before. Yet still dissenters sow discord between the kingdoms. After years of warfare, this grace period of peace has become a fragile thing as old rivalries and hatred have arisen.

With war yet again threatening our horizons, could this be the end of the peaceful times once more?
 
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The Tome of Mana
The Tome of Mana

Throughout Yune, there exists a bountiful kind of cosmic energy that fills everything, from the rocks and trees to the flora and fauna. This energy permeates through the physical plane and transcends flesh and steel. It is called Mana.

Souls
Mortals possess high concentrations of mana within their being, commonly referred to as souls. All mana-sensitive mortals can sense another mortal’s soul in the form of an aura, growing more prominent the more mana one has. It is possible to emphasise or conceal one’s aura with focus and training. The mana, or soul, of a being can be lost or expended through many means, though it is always regenerated back to a certain peak. During old age, mana is burnt from the soul in rapid rates until it exhausts itself out. If one is to lose the majority of their mana, the remains of their soul will escape their body and they will die.

When a mortal dies, its soul leaves its body to make its journey to the Realm of the Dead. It is then known as a spirit, a soul without a living body. A spirit cannot return back to its body nor the body of any living creature. While it is understood that the dead are generally restricted from interacting with the mortal plane, cases where mortals who had powerful souls and became spirits can sometimes result in outliers. This usually manifests in the form of a spirit that can maintain a corporeal form and potentially even still wield its magic.

Mana Sickness is a phenomenon that occurs in mages when they mix too much foreign mana with their own inside the body. Usually contractable through excessive use of mana stones to boost one's mana, afflicted individuals experience acute physical and mental pain. Symptoms can vary from impaired use of magic to bleeding from surface veins and can even be fatal. While early stages of Mana Sickness may not cause permanent damage if treated correctly, advanced cases could leave an individual unable to use their magic ever again or may even lead to death.

Magic
Mana has one universal, fundamental use amongst all sentient beings: it’s ability to be weaved into magic. Magic (Magicks plural) is mana given physical, interactive properties. This can range anywhere from manipulating elements to summoning giant leviathans to stopping time itself. Mages are individuals who possess enough mana within them and enough skill and/or education to manipulate their mana for various effects. The more complex a spell is, the more mana it can consume at once and thus the more powerful of an effect it can achieve. This is known as Spellcrafting and Spellcasting.

When creating a spell, the mage must visualise the intended effect, attune their soul to the desired mana type and then work backwards in the process of transformation. To mentally detail the complex metaphysical calculations necessary to will one's mana into physical form is a lengthy process. Once a spell has been thoroughly crafted, practice in casting it can begin. Now working towards in the process of transformation, the body must get used to the specific way mana flows through it when casting spells much akin to muscle memory - aka mana-memory. Once the mage has fully mastered reliably casting the spell, can it be used without risk. Casting of poorly-crafted or unpracticed magic is both ill-advised and dangerous to oneself and others in the vicinity, risking serious and permanent harm to all involved.

Subspells are highly specialised complex spells crafted from a magic one knows. Due to the complicated crafting and practice process involved in obtaining one, it takes roughly as long to learn a subspell as it does to learn ⅓ of the particular magic itself. This downside is offset by the powerful and potentially highly versatile subspell you gain, ranging among you most useful and perhaps most destructive in your magic's arsenal. Due to the high specialisation and time-factor in learning these, many high-ranked mages possess their own unique trademark subspells known only to them. Subspells in of themselves are also unique in the sense that they often allow a mage to dip into other magicks that they haven't already learnt so as to borrow specific spells for the crafting process. An example of this would be a pyromancer taking specific parts of geomancy to create a magma-based subspell.

Like stamina, mana regenerates with rest. This references not using magic or mana for a period of time and does not require one to actually be asleep. As a general rule, it takes roughly two hours for a mage's mana to fully recover. This process occurs as a result of the soul producing more mana within the body, although where it gets this new energy from is unknown. Because of this, entities without souls can never regenerate their mana without foreign infusion. There are currently no known methods of increasing one's rate of mana regeneration.

All mortals with a soul possess a certain level of “magic resistance” inherent to them. This factor determines how effective one’s soul is in rejecting foreign mana trying to do harm to its body. High magic resistance benefits solely from enchant magic and large mana reserves. This can protect an individual from various offensive spells and provides them with a level of immunity from magicks attempting to gain direct control or access to one’s body or soul. As a general rule, a mage cannot spellcast with influence inside a mortal with magic resistance unless they have already inserted their own mana successfully inside the target, often using a physical medium to do so.

Magic - Advanced
All mages are born with a certain set of mana-affinities that decree which magicks their soul is most compatible with. Learning magicks one has an affinity for is much easier as one’s potential is thus much greater. Affinities generally refer to an overarching field of magic such as “psychic magic” or “fire magic” in general terms. Learning specific branches or relating magicks also comes under your mana affinity. For example, a telepath will have an affinity for psychic magic and thus has an easier time learning telekinesis magic.

For mortals, all soul-mana is unique as everyone possesses a “mana signature” that is present in both their soul and the spells they cast. Trace elements of mana is left over after spellcasting, with which one can record the mana signature and even glean what the original magic was when cast. This is helpful for identifying who has cast a spell if ever the need arose to find said person. Some particularly skilled mages can identify mana signatures just from sight alone.

In direct relation to spellcasting, mages convert the mana in their souls into a mana that takes on specific properties for intended physical effects. This is called mana-type conversion. For all magicks, i.e. fire magic, mana must be converted into the fire mana type so that the spell can be cast with the required mana properties. Mages who master the ability to cast their magic grow accustomed to mana-type conversion as a natural process and can much more easily convert their mana into that specific mana type if other magicks require it. Most skilled mages can convert their mana into a few mana types for their various magicks.

Burnout is a phenomenon that occurs when a mage has cast too much magic in a short amount of time. As mana travels via vein-like leylines throughout the body, overuse of magic can start to cause both the leylines and the caster's body damage. Aptly named "burnout" for the painful burning sensation it gives, casters experience acute pain, a growing reduction of spell effectiveness and veins of corroded flesh in places. Somewhat similar to mana sickness, afflicted casters can sometimes receive permanent damage in the form of disfiguration or the inability to channel their mana properly, if at all. While the physical damage can be remedied by healing magic, it is difficult to cure burnout if permanent damage is done to the leylines.

All spells have set intended effects that cannot usually be changed after the spell has been cast. There are different types of spells that can be cast, all of which are used for different things both in and out of combat:

Destruct - A spell with the sole purpose of destroying a target quickly. It burns the mana infused in the spell to swiftly and violently attack.

Barrier - Defence magic intended to defend one from physical or magical attacks. It incurs both a flat and passive mana cost, but generally lasts much longer than destruct spells.

Channel - Magic that requires the active input of the mage to continuously fuel a spell with mana. These spells often function with a duration-over-time mechanic for a specific effect.

Manipulation - The mage spreads their mana over a particular element or material, directly controlling its movement and actions. These spells also require active input from the mage but require less complex spellcrafting to achieve.

Enchant - The art of improving or amplifying an object or mortal (buffing). These spells require a larger initial mana cost, but otherwise persists until the mana is used up by the enchanted entity.

Curse - The art of impairing or suppressing an object or mortal (debuffing). These spells function in the same manner to enchant magic.

Utility - Spells that fall under utility either have no combat function or are too specific to fall under any of the above categories. These spells are often effective at aiding the mage in various other areas in life but also during combat.

Dysidia
Dysidia is the opposite of mana. When a mortal dies before their natural lifespan is used, all the mana that makes up their soul is transformed into Dysidia. This energy does not exist naturally in the world otherwise and can be extremely lethal to mortals if it were to fuse with their soul. It is impossible to have an affinity for Dysidia.

Dysidia is the destructive energy of the dead, yet there are many who use Dysidia for spellcrafting. These mages are skilled in converting the mana from their soul directly into Dysidia and thus build up a soul-immunity to it. This can usually be used for any magic deemed evil, undead, corruptive, innately destructive or otherwise unnatural to the world. One of the most common problems Dysidia users face is their incompatibility with healing magic. For some reason, combining Dysidia and healing-mana causes a violent arcane reaction that rips apart the mage from the inside-out. Various other Dysidia-based magicks have been developed to counteract this.

Soul Corruption occurs when a non-dysidia user is injected with dysidia. The soul becomes unable to function properly with the body it inhabits as the rampant decaying energy twists and damages the flesh. Depending on how much dysidia is used, victims may die instantly before corruption can occur or they may avoid corruption entirely and simply fall ill. With enough dysidia, eventually the soul itself is half-converted into a mana-dysidia hybrid. The victim is usually rendered unable to properly use their magic if at all and most instances of Soul Corruption leave the afflicted in varying states of insanity as a byproduct of the pain. Corrupts may lash out at those nearby, but cannot express meaningful sentience anymore and are classified as monsters for extermination. It is currently impossible to cure a Corrupt and it is believed that even killing them is not enough to save them from an eternity of agony after death.

There are a variety of legal and social issues surrounding the use of Dysidia. The most prominent of these being the banning of several magicks, most of which being Dysidia-based. Immortality, spirit, necromancy, sacrifice/demon and some practices of blood magic are entirely outlawed and offenders can suffer anything from imprisonment to execution. Of course, this does not always avert individuals from these magicks. In addition to this, many of the public and those amongst the nobility look down on Dysidia mages with disdain, disturbed by their unnatural practices and believing them to be inferior third-rate spellcasters.

Magicite
The minute byproduct material given off from trace-mana during spellcasting. This relatively unknown substance floats up into the sky in minuscule amounts and for aeons Suits researchers have been unable to ascertain their secrets. In recent times, it has been made violently abundant that Magicite can be used for various anti-magic purposes. This has been masterfully displayed by Argossian technology in the form of magic resistant armour and fields that drain mana from everything within it. It has now been discovered that Magicite in large concentrated amounts can absorb mana rapidly, however the technology used to harvest and contain this material is still as of yet unknown to the Four Suits Kingdoms.

Addendum 1: There is a difference between temporary and permanent enchant/curse magic. Temporary refers to duration spells that buff or debuff a person for a finite amount of time. Permanent refers to objects that maintain an effect for as long as it contains mana. It is possible to use temporary magic on objects, but it is impossible to use permanent magic on people.
Addendum 2: All magic over a certain mana threshold requires the caster to dedicate time to amassing the necessary mana to fuel said spell. Spells or subspells between 1k-2k mana require at least 10 seconds of charging. An extra 10 seconds is added per 1k mana increment.
Addendum 3: It is generally impossible for a mage to cast two spells simultaneously. Since the process of spellcrafting and subsequently spellcasting requires a large quantity of focus and soul attunement, one cannot split their attention between the complexities of two spells. Doing so usually disrupts both spell sequences and may produce chaotic, deformed and/or unintended effects. As aforementioned, this is extremely dangerous for both the caster and those around them.
 
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Magic & Strength: Practical Applications
Magic & Strength: Practical Applications
(Applies to physical or magical stats)

Subrank 0 - The user has no capability of using magic or cannot move their body by any measure.

Subrank 100 - The user is capable of using a single magic that can provide slight menial relief (examples include stamina or meditation spells). Alternatively, the user’s body is weak or feeble and cannot match the pace of a normal human, perhaps due to injury or sickness.

Subrank 200 - The user can utilise a single non-lethal magic for subduing a single target. Alternatively, this subrank is the base level for the average human’s body.

Subrank 300 - The user is capable of wielding up to one magic capable of killing a single target. Alternatively, the user’s body is slightly stronger than the average human, becoming capable of wielding two-handed weaponry and medium armour.

Subranking 400 - The user is capable of destroying armoured targets with a spell and can manipulate up to two magics. Alternatively they can use heavy weaponry and armour, often being able to also crumple armoured targets.

Subranking 500 - The user can penetrate steel walls with a single magic spell and possesses up to two magicks. Alternatively, the user is strong enough to crush metal with their hands and can strike down steel walls.

Subranking 600 - The user can destroy a building with one spell and possesses up to two magicks. Alternatively, the user can blow a building away with a strike and is durable enough to ignore conventional projectiles like muskets and arrows.

Subranking 700 - The user can destroy several large buildings with a single spell and can use up to three magicks. Alternatively, the user can strike down castle walls with ease and is fast enough to dodge automatic fire reliably.

Subranking 800 - The user can obliterate an entire street with a single spell and possesses up to three magicks. Alternatively, they can split the sea from the force of one strike or level an entire street.

Subranking 900 - The user has three magicks and can destroy two streets in one go. Alternatively, the user can withstand a cannon shot to the chest and flatten two streets at once.

Subranking 1000 - The user can use four magicks and is capable of bringing destruction to a whole castle. Alternatively, the user can dodge the rain and make craters large enough to crumble a castle.

Subranking 1200 - The user uses up to four magicks and has enough magical energy to blow up a city block. Alternatively, the user can create a hole where a city block used to be.

Subranking 1500 - The user may use four magicks and can blast two city blocks into oblivion. Alternatively, the user can break the speed of sound (Mach 1) with their movements and destroy a town with a single punch.

Subranking 2000 - The user may use up to five magicks and can annihilate a village. Alternatively, the user can move at Mach 2 and crush a village in one strike.

Subranking 3000 - The user may use five magicks and can eviscerate a town in its entirety. Alternatively, the user can move at Mach 4 and can pancake a town underfoot.

Subranking 4000 - The user may use five magicks and can erase half a city with one spell. Alternatively, the user can move at Mach 6 and can strike down half a city.

Subranking 8000 - The user may use six magicks and can remove an entire city at will. Alternatively, the user can move at Mach 12 and can smoosh a city easily.

Subranking 10000 - The user can use six magicks and can flatten a large city. Alternatively, the user can move at Mach 15 and can punch a large city out of existence.

~~~

While every mage does have their own subranking given by their respective card rank, there are no two people truly identical to each other. Similarly, no two mages power are the same despite being in the same card rank. Some mages may excel in power and physicality while others may excel by overwhelming their opponents with their magical power. This subranking allows us (the GMs and canonically the Ranking Committee) to determine how strong a mage is based on the qualities of their respective magic or body. The below list is an example of how most card ranks transpose into their subrankings by average within all kingdoms.

If you want your character evaluated to determine their subrank, please contact Kloudy Kloudy .

Magical/Physical - Total (Average)

Rank 1: 50/50 - 100
Rank 2: 100/100 - 200
Rank 3: 100/200 - 300
Rank 4: 150/250 - 400
Rank 5: 250/250 - 500
Rank 6: 300/300 - 600
Rank 7: 350/350 - 700
Rank 8: 450/350 - 800
Rank 9: 500/400 - 900
Rank 10: 600/400 - 1000
Jack: 1000/500 - 1500
Queen: 1200/800 - 2000
King: 1500/1000 - 2500
Hero: 3500/1500 - 5000
Ace: 7500/2500 - 10000
 
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Tales of Yune
Tales of Yune

Darigaas the Destroyer
In ancient times, there existed great mythical beasts that roamed the land. Though these creatures are on the verge of extinction, they once proliferated the landscape of Yune and were not uncommon to find around the wilderness. They were majestic and powerful, hand-crafted by nature in such a way that they were in tune with the magical energy around them. While many of these beasts were docile, Dragons, the mightiest of the mythical beasts, were ferocious, territorial, and terrifying. While only found in the mountain ranges of the Northern Badlands and the Western Peaks, their presence could be felt throughout the entire continent as they would regularly travel and wreak havoc upon society frequently. An even more frightening fact about the Dragons was the discovery of their sentience, they were destroying settlements because they found it entertaining to watch the futile attempts of humanity to fight back against them. This fact was first shown evident in the existence of the infamous dragon, Darigaas the Destroyer.

In the early ages of the Argossian Empire, soon after James Stryker took his followers with him to establish the Kingdom of the Four Suits, Darigaas ventured all the way down from his lonely cavern in the North to then the western border of the Empire and single-handedly destroyed all of the Argossians farmland, turning the entire countryside into a wasteland. This plunged Argossia into a country-wide famine, leading to one of the largest drops in population that the Empire experienced in its history. Darigaas knew from then on that he was the most feared creature in the land and declared that he would destroy the rest of Argossia within the year.

The Emperor, Kilrivas Argossia, desperate to save his country and the rest of the world from this terror, turned to the aid of James Stryker and his Four Aces to eliminate Darigaas. Stryker, understanding the existential crisis at hand, reluctantly collaborated with the Empire. He summoned his strongest mages to the cause and along with the entire military might of Argossia at his side, ventured deep within the Northern Mountain Ranges to find and hunt the dragon. The harsh conditions of the mountain took the lives of many before even encountering the mighty beast, but what awaited those who did survive was a much worse fate than death at the hands of the mountain.

Once arriving at Darigaas' Lair, the army found the collected skeletons of those who had been set ablaze in his reign of fiery terror. The soldiers cowered in fear as the beast slowly approached them, appearing from the depths from an abyss of molten rock. Darigaas then revealed his presence to them and then with a single fiery breath, wiped out half of the Argossian army. Stryker raised his hand and enveloped the remaining survivors within an incredibly powerful magical shield. His four aces retaliated along with several powerful blasts of energy, but the Dragon shrugged them off as if they were mere puffs of wind blown in his face. The remaining soldiers, with nowhere else to go, charged headlong into Darigaas, fighting fiercely and using their new weaponry to try and pierce the steel scales of the dragon.

The cries of dying men...

The flames of hell...

A sea of blood....

The combined military might of Argossia and the Four Suits could not overcome the obstacle set before them. In a last ditch effort, the remaining Argossians sacrificed their lives to distract the foul beast while the remaining mages mustered all their magical strength for one of the greatest sealing spells ever casts. The Argossian numbers dwindled until there were only a few men left standing, one of which was a rookie soldier by the name of Fenris Argossia, who would go down in Argossian History to become known as Fenris the Dragon Slayer, fought bravely to distract the Dragon for many more precious seconds. Fenris's efforts bought enough time for Stryker and his mages unleashed a spell so powerful that it shook the planet. A binding spell unlike any the world had ever seen, reducing Darigaas to nothing but a soul in a jar.

However, Stryker, knowing the strength of Darigaas's Soul, knew that could never be contained in such a pathetic vessel for long. So he and the other Royalty, in secret, performed a ritual to bind Darigaas's Soul to a newborn child. Then every generation of Royalty would follow that child's life from beginning to end, and on the verge of death, before Darigaas's Soul could be freed. The Royalty of all Four Kingdoms would convene once more, in secret, and embed the soul in another newborn child. Even through wartime, this tradition took place, out of fear of the return of Darigaas the Destroyer. Darigaas's Soul would provide the one born with it immense magical power and physical capability. All of these vessels eventually went on to become Royalty and some of them even went on to become aces within their kingdom.

Now, Darigaas's Soul resides in the previous King of Hearts, Axton Ephraim, who has been kidnapped by The Royal Flushe. In possession of the Dragon God, it is currently unknown where they are located or what their intentions are.

The Blazeful Seven
In ancient times, records agree that along with Darigaas the Destroyer, there lived six other dragons of immense power that terrorised the land. Born younger siblings to Darigaas, this family of dragons birthed a new faith known as the Dragon Pantheon. Still worshipped by some cults today, each dragon was responsible for their own terrible calamity on Yune.

Darigaas the Destroyer - The eldest sibling of The Blazeful Seven and defacto ruler of the Dragon Pantheon. His physical strength and pyromancy was unmatched and he scorched the lands continuously in his malicious greed and narcissism, living in a cavern in the Northern Hearts mountain Badlands. His calamity was laying waste to the Argossian countryside and burning all their farmlands, plunging the empire into a famine. He was eventually slain by the combined efforts of the Four Suits and Argossian forces.

Marlkane the Malevolent - The second eldest sibling, Marlkane was a hateful dragon that bore ill will to everything around her, even her siblings. Her tenacity, stamina and durability were unmatched and she specifically made a point of hunting down adventurers and monster-hunters, claiming her territory around the Western Spades Peaks. Her calamity was laying waste to the Spades capital when they sent adventurers to try to kill her, then proceeding to crush every castle near the city when they attempted to send reinforcements. She was tricked by her brother Tyrnotte into digging her way to the centre of Yune, where she died under the immense pressure of the sediment that collapsed on her.

Tyrnotte the Trustless - The third oldest of the dragons and the most traitorous yet vindictive of them all. Born half serpent, half dragon, Tyr was known for his cunning and deceptive magics, as well as his debilitating poisons. He also lived in the Western Peaks, choosing to spend most of his time luring innocent wanderers into the mysterious Yisstra's Grove to die. His calamity was tricking the King of the Dwarves into drinking a potion from his magic chalice with promises that it would make them as strong and as mighty as dragons, but it instead made their race diminish in height. He was rightfully killed by a mortal in combat, whom he cursed in his own blood as he died. It is said their bloodline still carries his curse.

Bekarr the Blazesmith - Fourth oldest brother, Bekarr was more of a scoundrel who only attacked cities and keeps for their irresistible magical items. He was a dragon known for his speed and wit, able to see through traps and strategies, proving to be a scarily intelligent beast. Claiming his territory somewhere near the Hearts/Spades border, Bekarr often carried away merchant caravans and stole from castle armouries to add to his ever growing arsenal of shiny weaponry and items. His calamity was when he aided in the construction of The Hellmaw, bringing a demonic apocalypse across all the kingdoms for a short while. His armoury was eventually stolen by an infamous thief and in his rage he trampled all the way over to the Diamond Kingdom to find it, but upon failure he sullenly killed himself by flying up into the sun.

Kaelstrom the Kingslayer - Fifth oldest and second sister to Darigaas, Kael was a prideful dragon who lived on the Southern Hearts border in a scorched quarry. She was known for her psychic magics and corruptive tendencies, converting adventurers into her thralls and tormenting kings into madness. Her calamity became a bloody war between the Clubs Kingdom and the Diamond Kingdom as she entranced an army from each of the two Suits into doing glorious battle for her entertainment, sparking hostilities between the two. She was finally slain by a hero wielding spear, piercing her right through the head.

Zondruth the Zealous - The sixth of the Dragon Pantheon, Zondruth was the wisest of the family and prided himself on obtaining the many secrets that the continent had to offer. He was known for his ingenious strategies that involved outsmarting the minds of mortals for his own objective gain and ruthlessly stopped at nothing in the pursuit of greater knowledge. His territory hailed in the Eastern Hearts mountains near the Diamond Kingdom's borders and he often captured mortal mages and researchers to work for him until their ragged deaths. His calamity was imparting the highly dangerous and forbidden knowledge of necromancy to the mortal kingdoms with intent to allow them to destroy each other with it. Zondruth was eventually imprisoned in the divine realm by Dorian, Hand of Control for tampering with the mortals too drastically.

The Warrior Pantheon
Denri the Rangeless - Warrior Goddess of Spears
In Suits antiquity, Denri was a proud leader of an ancient tribe. Hers was a particularly warlike one that pronounced great emphasis on their oddly advanced military tactics and problem-solving intelligence. Denri was the most talented amongst them, an archaic mage long before the colonisation of James Stryker and his people. As per her clan’s staple choice of weaponry, Denri was a master of the spear and moulded her magical spells around the use of it. Thus was custom for leaders of tribes to single each other out during territorial conflicts, Denri remained undefeated throughout her life. Her combat style was simple.

She killed her opponents from miles away.

Often described as Denri the Rangless, Denri had grown so powerful in life that she became capable of using a spear to stab any target from any distance with nigh-impossible speed and precision. The secret to her magic was never recorded, but many texts suggest she could extend her spear through enchantment, the speed of which being instantaneous. She used this godlike mastery of the spear to defeat tribe leaders before they even knew they were being invaded. Eventually Denri’s territory and power grew so great that she ascended from mortality and pierced her way into the Realm of Warriors, becoming one with the Warrior Pantheon and guiding spear-users in visions of practice.

It is theorised that Denri is supposedly an ancestor of the cherished hero Delagarre. It is said that her immortal blood runs in theirs, guiding their body to pierce with speed and precision.

Jerin the Lifemaker - Warrior God of Hammers
There is a tale of a legendary blacksmith following the rise of the Age of Blades. A man so skilled at his craft, he could forge life into existence, and a warrior so compassionately skilled that he could forge its end without pain.

As agreed by historians to be the first user of geo-golemancy, Jerin was the first dedicated blacksmith on Ornare to discover the various metals laid deep in the earth and their effective use for weaponry. Pioneering the first metal swords, daggers and axes of the era, Jerin became very wealthy for his pseudo-patented creation of weapons that did not break as easily and cut sharper than any stone utensil could.

Ironically, Jerin had vowed never to use a bladed weapon in his life, mindful of the pain and agony such a tool could cause. While arming thousands of archaic warriors with deadly weaponry, the blacksmith himself was a merciful fighter that honoured his opponents through quick and crushing deaths. There was no bleeding out, agonising laceration or punctured organs when fighting Jerin. There was only the looming hammer of death, and then…

Darkness.

Jerin was warrior at heart, but the kindest in the pantheon. He cherished life and snuffed it out as painlessly as possible at all times. Jerin held a particular pleasure in golemcraft, spending years of his life constructing autonomous friends to live in a village he had constructed for himself. Upon discovering metal, Jerin made another big discovery. His magic was particularly receptive to metallic vessels and could thus house much more complex enchantments. Using this breakthrough, Jerin birthed a new race into existence made of purely artificial entities.

He invented the Automatos. A new race of entirely sentient metal-based golems that possessed genuine souls and could cast magic.

Jerin’s greatest creation, his magnum opus, was the construction of an entity that would grow to surpass even the blacksmith himself. An Automatos that was masterforged to expertly, it too eventually rose to Godhood. Thomium, the Artificial God of Progress. Existing for thousands of years after its creator ascended himself, the story of Thomium spans a great many tales before it too found its place amongst divinity. Jerin was eventually able to forge a path directly into the Warrior Realm through his expertise in craftsmanship, building a Realmgate somewhere in East Ornare.

Kinshar the Sandstriker - Warrior Goddess of Daggers
In the northern deserts of a young Ornare, a ruthless bandit was single-handedly terrorising the sandy wastes alone. Kinshar, the bastard son of a nomad tribe’s leader, was as skilled with smelling out wealthy travellers as he was with the use of his twin daggers. His moniker, “Sandstriker” comes from the fear he inspired in all who became his victim. Striking from the sands beneath the feet, none could expect or anticipate his presence until his blades were already four inches through their throats.

Kinshar, otherwise known as Slasher Younger - his father being Slasher Elder, was the best known dagger-wielder in North Ornare. So skilled in his chosen art, in fact, that his speed and dexterity with it rivalled no other. He became capable of slicing so fast he could tunnel directly beneath the sands without a grain falling upon his head. This was his prefered method of ambush, arguably inspiring bandits after him to go on to create an archaic form of what is now known as Serpent Breath.

Kinshar rose to godhood and became one with the Warrior Pantheon through his prowess. Although Kinshar is supposedly told to be male, it has been argued that she was actually a female goddess instead.


The Art of The Hunt
In the early days of the Empire, before it became the vast expanse of land that it is today, Argossia was a small faction amongst a sea of countries and kingdoms alike itself. Despite this, the Empire had still retained its one ambitious goal: conquer all of Yune.

However, following the secession of James Stryker and his mage followers from the Empire, there was a gaping hole in its ability to do so. Other countries of the time also had mages and magical creatures protecting them, and without its own magical military forces, the Argossians were at a distinct disadvantage in combat. To counter this, several noble families of the Argossian Empire who were renown for producing its most competent warriors developed the skills and gathered the tools necessary to take on mages and magical creatures in single combat. They were unorthodox and dangerous, and at times even heretical by using magic as a means to that goal. But the Empire needed them and the profession of Mage-Hunter, became a distinct honour for a long time in the Empire's history.

Among these families of Mage-Hunters, none were more capable than the family of Byllarmynt. Generation after generation, they took on the jobs given to them by the Emperor and without fail they easily took on these impossible tasks without fail. Though their tenacity and skill was never displayed more so than by the first of the Byllarmynts who took part in the fight against Darigaas the Destroyer. While the Suits share their stories about how their mages delivered the killing blow upon the foul beast, it was an Argossian man who made it possible.

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Cacylyus stood upon the ashes of his comrades, his body burned with exhaustion and the heat of his armor burning his skin. He still gripped his broken sword, all that passed through his mind was that this is hell. This is what the End of Existence looks like. The world around him inundated with flame. There was no hope in this battlefield, only true and utter despair as he saw the mages and Argossians alike around him burn. His nostrils were filled with the revolting smell of burning flesh. Whether it was his own or someone else's he could not tell.

There was nothing he or his allies could do against this beast, even the supposedly all powerful mage of the Kingdom of Suits was not enough to break Darhygaas's Scales. It was apparent they nullified magic, and it was clear that their mage allies's futile attacks were pointless against that armor. But Cacylyus was determined, he was not going to throw his life away for nothing. So he ran off and found a chain that was used to keep the horses tied to their chariots and tied his broken sword to it, creating a bare-bones whip.

With his new weapon in hand and his shield raised, he ran towards Darhygaas while his comrades retreated, screaming at the top of his lungs, "DEATH!!!!". He drew the dragons attention who then began launching its deadly flames against Cacylyus. The man raised his shield to hide from the flames and continued his desperate charge against all odds. His armor glowed red hot as the flames that were barely missing him still super-heated the air around him. Every breath burned his lungs but he kept on going, his heart racing and beating as if it would explode.

Then when he finally closed the distance between himself and Darhygaas, the dragon swung at him with claws that he saw first hand could rip scores of men in half. He dodged the attack and threw his whip around the dragon's arm, launching him into the air. From that point of view, he could see the spaces between the scales. Then as Cacylyus dropped back down to the ground, he shoved his shield into one of the gaps of the Destroyer's armor. Darhygaas lurched backward in response, the force breaking the arm that was attached to his shield in such a way he could see the bone protruding from his skin. Against the agonizing pain however, Cacylyus gripped the top of his shield and drove more of his body weight into the dragon. He pounded into it desperately, and then the scale eventually gave way revealing a weak spot in the armor. Relieved, Cacylyus was at peace knowing he did what he could, falling off the dragon gracefully, passing away before he hit the ground.


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Cacylyus Byllarmynt would be remembered as a hero in the halls of Imperial History. His family carried on his legacy by becoming legendary warriors just like him. Throughout the Empire's various conquests, there was a Byllarmynt responsible for defeating the mages and magical creatures that stood in the Empire's way. They gathered various tools such as enchanted weapons and armor in order to accomplish their goals. But as times changed and technology evolved, the Byllarmynts and the rest of the Mage Hunting families were cast aside as a relic of a past and recognized as heretics for their use of magic. They have since become mercenaries and assassins renowned for their extraordinary skills in combat. Seeing employment from the shadows in order to take out key targets and take on jobs that would normally be impossible for even the Argossian Special Forces.
 
The Ancient Ones
The Ancient Ones

For many aeons, the existence of Gods and Goddesses have been a niche subject in Yune. Vastly powerful, yet worshipped in small pockets across the Four Suits continent and beyond. Very few know their corporeal forms to be real and true, many casting off their names as legend and myth. But in the words of Psark, "Even names carry the weight of giants through the wind..."

Hael - God of Forgiveness
Hofund the Watcher - God of Prevention & Trade
Raen of East - Wayward Goddess of Direction
Jerin the Shadowmaker - Warrior God of Hammers (Warrior Pantheon)
Obos - Goddess of Omens & Warnings
Darigaas the Destroyer - Dragon God of Dragons & Calamities (Dragon Pantheon)
Jormus the Unkillable - God of Walls & Escape
Ferisse - Goddess of the Sun & Moon
Khaoul, Of Scourge - Devil God of Demons & Sacrifice (Demon Pantheon)
The Underworlder - Unseelie God of Mysticism (Forgotten Pantheon)
Magnuss - God of Pride & Promises
Sbevni - Goddess of Lust & Chastity
Chishis - Monkey God of Laughter & Madness
Farthag of Yune - Founding God of the World & Earth
Kinshar the Sandstriker - Warrior Goddess of Daggers (Warrior Pantheon)
Dharm - Dark God of Lies
Vern of Rain - Warrior God of Bows (Warrior Pantheon)
Roji - God of Gifts & Luck
Psark - God of Names
Ghorn, The Devourer - Mad God of Giants & Hunger
Calm - God of Fortitude & the Mind
Quaf, The Hungerless Boon - God of Plentiful Food
Denri the Rangeless - Warrior Goddess of Spears (Warrior Pantheon)
Washam - God of Dust & Time
Rocsis - Goddess of Beasts
Shjaam of Splitting - Warrior God of Axes (Warrior Pantheon)
Eyzer - Goddess of Perspective & Clarity
Dorian, Hand of Control - God of Rules & Shackles
Thomium - Artificial God of Progress
Hespar - Devil Goddess of Sin & Regret (Demon Pantheon)
Rakesh the Duellist - Warrior God of Swords (Warrior Pantheon)
Genesis, Ying & Yan - Dual God of Change
Deim - Undead God of Life & Death
 
Whispers of Legend
Whispers of Legend

The Tale of Darigaas
Everyone knows it, but not many know too much about the details. His lair is rumoured to be in the Hearts mountains, somewhere north-east of Valencia. It has a cave entrance that looks like a dragon's maw with stalactite teeth. Some say it is shielded with an illusion spell, while others say it is crawling with rock-fire lizard golems. Others claim it is just an ordinary landmark and that pilgrims visit it often to expel any negative energy or karma they have attached to them. There exists no certain maps or markings leading one to the location.

The Thief King's Lair
The Thief King was one of the greatest thieves in not only the diamond kingdom, but throughout all the kingdoms. It is said that he is responsible for stealing over 20 Stratium in gold and silver alone, and that he has supposedly gathered an armoury of Artefacts during his lifetime. While the location is unknown, his lair is rumoured to be somewhere in northern region of the Diamond Kingdom. Rumours suggest that the entrance is almost impossible to find, cloaked in powerful magic so that only specific individuals may enter. Supposedly, the Thief King retired from thievery and stayed in his lair to die.

Glistun Sightings
Rare as can be, these oversized spiders are one of the only magical creatures capable of using their body to harness light from the sun for offensive use. Through an orb on their back, they absorb light during the day for sustenance, and when faced with a predator they fire this concentrate energy from the orb in the form of a powerful searing laser capable of chopping a man in two. As with most monstrous species, sightings of them have been few and far between, but recently evidence of Glistun nests have been reported near the edges of Yisstra's Grove. Their orbs fetch for a very lucrative price indeed these days...

Dorian's Disciple
Legend tells of a mysterious robed figure that walks the kingdoms and instils equilibrium and balance where there is none. However the balance that must be kept is one between good and evil, or so people say. Entirely neutral and hauntingly powerful, this controversial "Hero" has made a name for themselves by ensuring the forces of good and evil are kept in check. Destroying monsters when they attack villages and repelling armies when they fight each other, then even destroying castles that have become too wealthy and stopping nobles from saving those in need. Their current whereabouts are unknown, but people say that they may have trained their own disciples. They can be identified by a distinct tattoo of a hand with an eye on the palm somewhere on their body.

Delagarre’s Descendant
While it is commonly understood that the Delagarre bloodline has been active for many centuries, perhaps even millennia, it is not currently known where the current bearer of the family name is. If there indeed is a living descendant in feudal Yune and the legend hasn’t died out, the mystery hero must be in hiding or perhaps does not know his own true potential and history. While there is no substantial evidence or corroborated stories, rumours suggest several individuals within the Spade Kingdom whom possess excellent mastery over the spear at such young ages. Hailing from various cities, towns, villages and even in the wilderness, these Delagarre lookalikes could potentially prove to be descendants of the very hero himself! While this is culturally significant to the people of the Spades, some darker forces wish to use these individuals in hopes of somehow unlocking the treasured prize of the kingdom: Delagarre’s “Deep Piercer”.

Yisstra’s Grove
The infamous forest from which none return unchanged. A mystical location in the Spade Kingdom, many sightings of rare creatures, beasts and nature spirits have circulated the continent for centuries. A powerful magical leyline, many adventurers, mercenaries and beast hunters have ventured in and only a handful have made it out alive again. Many riches can be made from the grove in the form of rare materials, unique plants with magical properties, fantastical unknown creatures and all the hidden items lost by adventurers before. Some adventurers even claim laying sight on a particular glade with some kind of item that radiated power at the centre. The rumours vary and some claim it was a weapon, while others say it was a piece of armour, where some even say it looked more like jewellery. What is consistent is that all of these adventurers admit feeling a strange presence affecting them, as if dulling their senses.

The Stormcaller
Off the Clubs Kingdom’s coast, legend tells of an island deep beneath the sea that holds the legendary Artefact known as the Stormcaller. While the legend itself describes how the island sank to the bottom of the sea, there have been various sightings of the island resurfacing at times, sailors and traders describing a small sandy beach with few trees and bushes, and only a singular ornate trident sticking out of the ground. No one has apparently been able to get close before the island sank beneath the waves again, but all agree that an ominous energy came from that weapon. Pirates have responded eagerly to these rumours and, despite the war, the Clubs’ coasts are now rife with water-bound brigands all searching for the same mastery over the sea.

Raen's Statue
Somewhere in the northern marshes of the Clubs Kingdom, travellers tell of a strange marble statue weathered by time and half buried in the dry season. While it's historical carvings are encrypted in an ancient language, one common line has been widely agreed upon. "The Wayward Goddess of Direction". Her statue points East towards the Diamond Kingdom, and some suspect this to be a very old pilgrimage trail lost to time. They say it is the "Pilgrimage to Raen of East". Only visible from the depths of the marsh during the dry season, many have tried to decipher the rest of the carvings and many have tried to follow the direction with which she points, but none thus far have been able to shed more light on the situation. It is theorised that at the end of the pilgrimage, the Goddess will direct you to the one thing you desire most in your heart.
 
Artefacts & Myths
Artefacts & Myths

Artefacts are the outliers of the continent. Weapons, equipment and items of immeasurable power with no two alike. Unique and often impossible powers that can shape the very course of history with its use, Artefacts are extremely rare and difficult to find with most having been hidden away or lost in the sands of time. If one were to be found, the continent of Ornare would be in an uproar. There are currently only two Artefacts that have been publicly found.

The following are some legends of Artefacts from the past.


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The Stormcaller
Description:
A long ornate trident, bejewelled in gems and seashells. It is three metres (3m) in length with five-pronged blade tips and made of a very cool metal. It is able to channel wind, water and lightning and can supposedly grant the wielder the ability to summon ancient leviathans from the ocean's depths.

Legend:
The Legend of The Stormcaller is one of mystery and magnitude, of glorious summoning and venerable command of the elements. Millennia ago off the coast of the Clubs Kingdom, a certain pirate crew had made their name known throughout the coastal regions there. The Surface Tyrants. The captain of the crew, named Captain Dagot, had in the span of only a few years become so rich and powerful, none could challenge his prowess and overwhelming forces on water. In his arrogance, he proclaimed to all he knew; "I am the mighty Dagot! Even the depths of the sea quake at my power!" In his hubris, Dagot had inadvertently invoked the ire of an ancient deity that dwelt beneath the waves. A God forgotten in name and nature, known only as the Unseelie God of Mysticism; The Underworlder.

The mystical God heard Dagot's words and decided to punish him for his insolence to the ways of the old deity. The very sea split apart before the mortal’s eyes and thus forth came a leviathan as tall as the sky to mete out eldritch justice on the pirate captain. An endless Serpent of the Sea with a body that spanned miles and a maw that revealed a chasm of darkness. The pirate Dagot had proven to be a worthy foe for the leviathan, striking it blows and bounding across the surface of the water to avoid it. But by the end of the battle, Dagot and his crew were no more, having succumbed to the unrivaled might of the giant Sea Serpent.

The Underworlder proved victorious.

And yet, a few of his crew survived the carnage. Though their numbers few, they still carried the banner, legacy, and, most importantly, the riches that Dagot had left behind. Using this influence and coin, the crew declared their vengeance on the Sea Serpent and the God that had summoned it. They set out to gather a new crew, hiring out pirates, mercenaries and anyone who could man a ship and hold a sword. In some months, they had amassed a substantial fleet of wealth-thirsty pirates that even a Kingdom Naval Commander would tremble at.

Ever since Dagot and his crew had suffered their terrible defeat, the gargantuan leviathan had continued its punish of the mortals by terrorising the coastline of the Clubs Kingdom for months. Swallowing trade ships whole, flooding coastal cities with its giant body and disrupting the peace that sea life for the Kingdom had been so used to. Soon, it was not just Dagot’s sympathisers that cursed the very existence of the Serpent, but even the Kingdom’s people rued the day the monster had appeared on their horizons.

However, there was one member of Dagot's original crew who believed that the pirates were wrong for challenging a God and subsequently; the deep sea creatures it commanded. The man who went by the name of Quail prayed in secret through runic ritual in his quarters to the God of Mysticism. Every night did the man pray for forgiveness, mercy, and understanding in fervent hope that the God would heed to his pleas.

Upon one foggy night, The Underworlder responded.

The fleet had been resting on their journey to slay the Serpent, resupplying at a local port by night through means of duress. In the black of dusk, Quail saw a small island rise from the water some ways off from the shore. It was sandy and held no discerning features other than a faint glinting that he found hard to detail. It was a whim, but Quail felt a deep dark pull on his soul, edging him closer to the boat’s aft until he toppled over and swam forth. Upon reaching the tiny island, the glint soon revealed itself to be a beautiful ornate trident, bejewelled in mana stones and black gold. Soon after the events of this legend, this trident would be named the Stormcaller.

The following day, the fleet had prepared and were entirely convinced of the certainty of their victory. They sailed with all the grace a shifty pirate could manage, shouting half-remembered sea shanties and drinking more than they had right to. They arrived only to find Quail the Hailer standing at the centre of the Isle of Storms, holding aloft the Stormcaller. Jeers and insults flew his way as the fleet of pirates cursed the lack of leviathan and mocked the man before them. The sea God had fled and left them scraps instead of a Serpent. Quail spun his trident and gently tapped the water’s surface before him, slightly submerging but three blade-tips of the mystical weapon.

“You mock the depths no more…”

And then he pointed it at the fleet.

The sea remained calm and quiet for what felt like an eternity of silence, the pirates purse-lipped as they awaited action in suspense. And then... Waves started building in force, rocking the ships of the fleet and throwing mercenaries overboard. The sky darkened and clouds drew close, thunderclaps sparking lightning that mercilessly ravaged sails and ships-decks alike. Rising above the water came not only the Sea Serpent, but an Isle Kraken and a Thundercap. Ships splintered and flew from the waves as the might of three Deep Leviathans assailed the pirate fleet, destroying man and ship together. Quail the Hailer was not yet satisfied and wielded his Stormcaller once more to envelop his quarry in tidal walls that crashed upon them and loose beams of lightning that tore through wood and metal.

The ensuing battle was one bards composed songs of entrancement, one where the Gods could hear from realms above and below the clash between beast and man in the venerated battle for the ocean. The pirate fleet was inevitably bested by Quail and his leviathans, left obliterated and broken in the water. With the last of Dagot’s legacy punished, the leviathans sunk beneath the surface and left their summoner’s side. Quail understood that no pirate nor man should presume to claim mastery over the sea. Not even he. In an act of heroism, Quail planted the Stormcaller back into the sands of the island and gave himself to the sea, sinking below and following his leviathans to their fate.

The Isle of Storms and it’s Stormcaller are rumoured to still appear along the remote coasts of the Clubs Kingdom, but none have been brave or fortunate enough yet to claim it.


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Ghorn, The Devourer's Buckle
Description:

A sturdy leather belt with metal features, this item once belonged to a mighty giant that terrorised the kingdom. Sizing itself to the user, this Artefact allows the user to empower their physical and magical abilities through consuming anything. The user cannot be harmed through consuming things and possesses a hunger that can never be sated. It is rumoured to drive the user mad with hunger. It cannot be removed easily, the teeth dig in to the user's flesh, but the user will lose all buffs and debuffs granted by the buckle if successful.

Legend:
Rumour has it that there was once a humble villager named Gornsworth from The Spades Kingdom. His family had come from a line of butlers serving the local noble Lord presiding over the village. However due to a misunderstanding, the Lord cast out the family cruelly to live amongst the peasantry. Gornsworth and his family lived a penniless lifestyle in the village thereafter and after a couple of years, Gornsworth's entire family had succumbed to poverty and famine. Left with no one and nothing but the lingering feeling of outrage and vengeance, uncharacteristic for what used to be such a servile man.

One day, as he wallowed in betrayal and self-pity, Gornsworth stumbled upon an unnatural cave opening he had never seen before in the middle of a farm's field. Delving deeper, the villager eventually found the end. A short stone alter carved from the floor laid bare nothing but a short leather buckle with metal teeth-like features. Carved roughly into the wall behind it read: "Do you hunger?" Gornsworth immediately donned the belt, a mix of hunger for vengeance and wealth manifesting itself within him into physical hunger. The man grew mad, slowly at first as he trudged his way back through the cave, eating stones and pebbles along the way in hopes of calming his now insatiable cravings. He returned to the surface and to his village, Gornsworth no longer...

A month later, the Lord of the village was faced with disastrous news. A monstrous giant had been attacking his village, tall as a house and unable to be reasoned with. It ate everything in sight; the livestock, the farm produce, the villagers, their tools, their paving stones, the houses - even chunks of the earth itself. The messenger reported that they had sent knights to deal with it and none had returned, including their best court mage. Outraged yet fearful, the Lord decided to go and see the damage for himself. But what he saw defied any semblance of reason he held. It was that butler he'd outcast years ago... Gor... Ghorn-something? It was a horrifying sight to see as the once-man devoured his soldiers before him. Upon seeing the Lord in the person, Gornsworth, already driven to insanity by hunger, was further maddened when faced with his old nemesis that had done him so wrong. To cost him his family, his livelihood, his respect! Gornsworth killed the noble, his small retinue of guards and consumed the entire village piece by piece. Then, the legend of Ghorn, The Devourer had been born.

Ghorn, his new nickname a constant and maddening reminder of that Lord's disrespect and betrayal, continued to ravage the Spade Kingdom for another year. Devouring village whole, eating trading caravans and otherwise digesting anything he could get his giant hands on. Eventually this Mad King of Giants, as he was also known, was slain by a worthy hero in an epic battle to shake the lands. Continued in the Legend of Delagarre...

It is currently unknown where Ghorn, The Devourer's Buckle resides.


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Helm of the Dragon God
Description:
A metal helmet with twin horns resembling that of Darigaas', the user is granted twice their normal speed and strength. Additionally, the user gains an aura (100ft radius) that inspires terror in any enemy under their own total stat level without fail.

Legend:
During the tyrannical reign of fire and brimstone that was Darigaas The Destroyer, the dragon scourge desired even more power to inspire fear among the land. None should hear his name and refuse to tremble. Too many a time had brave adventurers journeyed into his lair to make attempts on his life in the name of justice and glory. It was an insult from their entire species! In his greed and malice, Darigaas flew down across the continent of Ornare from the Hearts Kingdom all the way to the Clubs Kingdom, where he attacked the royal capital and kidnapped a legendary craftsman named Djer the Artificer for his nefarious deeds. Djer, who had spent much of his life crafting Artefacts, had garnered such a reputation that even the Destroyer coveted his talents, much to his dismay.

Daarigas cruelly took the craftsman to the then-independent Dwarven Unity in the mountains within the Spade Kingdom. In the capital city of Magmafell, the dragon forced the Djer to collaborate with the dwarves to work upon a helmet made from the finest and sturdiest material available in Ornare. After the vessel was crafted, Darigaas spent many months pouring over it, enchanting the helm in such great detail that Djer had never seen such complex spellcrafting this close in all his life. Darigaas then infused the item himself with as much of his mana as he could muster over as long a period as he could sustain.

During this time, a young hero by the name of Delagarre from the Spade Kingdom attempted to slay the Dragon God in his weakened state. Wielding a magical spear of incredible power, he deigned to do battle with the Dragon God despite his clear inexperience. Darigaas defeated the boy and, although malicious and greedy as he was, did not steal the spear for his own. He sensed something off about it, something dark and unholy, yet wholly familiar. The hero, wounded and crestfallen, was taken away by dwarf sympathisers who had managed to sneak away from Darigaas' watchful gaze during his slumber. At the time, the Dragon God would not know that allowing this particular hero to live another day would eventually prove to contribute to his undoing later in his reign.

After six months, the Artefact was forged in all its glory. The Helm of Darigaas. The Helm of the Dragon God.

Taking the helmet and the Artefact-crafter Djer, Darigaas lay waste to the Dwarven city of Magmafell. No remains could be allowed of which clues to his enchantment spell's mechanics could be revealed. The Dwarves had witnessed his spellcrafting and this in turn could be used to disenchant his helm in the future. While the city burned and the majority of its inhabitants with it, Darigaas failed to account for the Dwarves' extensive mining tunnels with which they retreated far into. While the Dwarven Unity collapsed that day and its people sent back into the dark ages, still yet did their race survive on the embers of half-mediated cruelty. Darigaas flew back to the Hearts Kingdom to return to his lair with his prize and his captive. The legend varies thereafter. Some claim the helm was stolen from the dragon by the well renown Thief King, while others say it was lost in battle when the Four Suits Kingdoms finally managed to seal the Dragon God away in a newborn with the help of Argossia.

It is currently unknown where the Helm of the Dragon God resides.


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Sword of Eternal Fire
Description:
An ornate but completely blunt golden greatsword. The wielder of this sword is granted the ability to channel the blade's near-limitless mana reserves to spew forth swathes scorching flames and ignite the sword itself to ridiculous temperatures. It becomes capable of slicing through even the toughest metals, much akin to a lightsaber. The user cannot be harmed by the flames, but can be harmed by the ignited blade.

Legend:
Rumour goes that there once lived a talented half-dwarf blacksmith in the Kingdom of Clubs capital. Respected by his peers and loved by warriors an adventurers the kingdom over, this craftsman spent many of his years living an honest and fairly wealthy life selling off his wares and passion. He eventually grew so skilled, he became capable of forging items of even greater quality than just masterforged. He became known as Djer the Artificer, the inventor and forefather of man-made Artefacts.

His first Artefact was a project he'd spent several years on for a friend of his. Bjormo Blazehand, a royal knight of the Hearts Kingdom and Captain of the Kingsguard. At the time, the Hearts Kingdom was at war with the Spade Kingdom over a trading embargo, both fighting over the policy to freely trade with the Clubs Kingdom without inter-kingdom tariff taxation. Bjorno was to accompany his liege, the Hearts King, to battle in the Spade Kingdom and requested some higher quality equipment from Djer. Djer, happy to help his friend whom he'd met on the battlefield years before, agreed and decided to spend a year gathering the materials he would need. He hired a team of adventurers to accompany him on a long quest to search for a retrieve these materials, toiling through woodlands, abandoned mines, dragon caves, volcano peaks, dungeons and musty crypts. After having eventually found his bounty, he returned to his workshop in the Clubs capital to research and construct a strong enough blade-cast to withstand the temperatures he'd require.

After a year and a half, his set up was complete and he could begin binding the materials into the cast to form the shape of the blade. The heating-cooling process took months of nonstop work and careful consideration for the delicacy of the molten metals and minerals within, and without more powerful pyromancers than his hired assistants the project could not be accelerated. Once the components were bound, it was time to compress it into a durable shape. Bolstered by enhanced physical magic, Djer spent another year hammering and sanding down the blade and carving a handle into the end of the slab of slag. Once the work was finished, the greatsword was a mighty work of art to behold. Made of the most durable and heat-resistant materials he could find, hollowed to make room for an irregular reforged blessed mana crystal to run through the length of its centre - it was undeniable that this item was the most well crafted weapon the world had ever laid eyes on. No mastercrafted magic item could compare.

All that was left was the mana infusion; the enchantment. Bjorno, when told of the last step by Djer in a letter, beseeched his kingdom's Ace to aid in the construction of his sword. Harald Hravart I agreed, thinking nothing much of enchanting a blade with as much magic as it could handle. Even if it was his power, it wouldn't come close to anything he could muster. The two arrived in the Clubs Kindom and met Djer, who had already prepared a space for the infusion ritual. Awestruck by the sword's beauty and design, Harald had to admit that he was impressed with the weapon before him. In the history books it was recorded that Harald said he "could barely withstand it's majesty, it's munificent beauty, it's malevolent pride and charmspeaking edge". The ritual began and instantly a swell of mana flooded from Harald, surprising even the Ace himself as he was unable to stem the flow of raw, unfiltered power draining from him. The sword drank it all in, ne'er a crack or scratch in it's immaculate body as it absorbed the magical energy without fail. The sword continued draining Harald until he called for mercy from the blacksmith, who had to promptly tackle the man to stop the sword's pull on his soul. Having brought the Ace to the brink of death, a name magically carved itself into the base of the blade, birthing the feared - Sword of Eternal Fire.

The remaining few months of the three-year crafting period was spent allowing Harald to recover until he was ready to pour more mana into the weapon. Despite the risk and shock, Djer, Harald and Bjorno all agreed that they each wanted to see how far they could take this incomprehensible blade. Week after week of infusing his entire magical capacity into the blade, in disbelief that not only the blade could handle this much magic, but that it even had room for more. Eventually, after the three year period, Harald called an end to the infusing. It had drained his soul and body and he no longer wanted to continue the experimentation. Djer was content with all they had achieved already, but Bjorno wanted more. He wanted to see the results of what they had achieved. By now, the war had still been raging between the Hearts and Spades, so the Kingsguard Captain returned home with his newly made Artefact in tow. Harald also returned, resting in the royal capital as Aces were not allowed to fight in enemy territory.

Months passed after Bjorno and Harald had left the Clubs capital and Djer found many rumours circling their way back to him as time went on. Tales of a powerful knight who slew swathes of soldiers with a sweep of his blade, a tide of flames consuming even their bones. Djer became concerned, unsure if he had placed too much power in his friend's hands. He travelled to the Hearts Kingdom to find Bjorno and was told that he was currently fighting within the Spade Kingdom. Djer went to the front Hearts lines to find his friend and eventually found him, commanding his own retinue and doing what Djer had to admit was glorious battle against another commander of the Spade armies. The battle was epic, a sight only to be told in legend for witnessing it in the flesh was enough to overwhelm any mortal. Bjorno wielded the Sword of Eternal Fire with now-practised skill and expertise, dispersing swathes of flames at his opponent and slashing and striking with ridiculous speed despite the supposed weight of the weapon, which now glowed with intense light and heat. Several soldiers went to attack him but were sliced through, weapons, shields, armour and all. It seemed the man he was duelling was a worthy opponent, a stoic man of similar age to Bjorno wielding what looked like a magic spear item. It soon became apparent that the man was severely disadvantaged against Bjorno, unable to block against such a powerful blade and having to rely on dodges and quick thrusts.

Soon, the man was slain and Bjorno returned, but his expression remained changed. He seemed more than proud, but excited, malevolent, twisted and contorted. Djer wasn't sure who he was anymore and fell back in shock, unable to understand what had happened to his friend. But Harald understood. Having appeared on the battlefield, the Ace seized the Artefact from Bjorno, claiming it was too powerful to be allowed on the battlefield as it caused too much collateral damage. Indeed, the castles and towns they had occupied laid in ashes with nothing left to loot, no slaves to be captured. Even their own troops had suffered heavy casualties due to Bjorno's error. Bjorno was discharged from the military on temporary leave for rehab, as the man had grown obsessed with the Sword of Eternal Fire to the point of madness. Harald supposedly hid the blade away so that no one could ever use misuse it's power again, telling only Djer of it's location. Djer went home after his harrowing experience with the results of his first Artefact. Despite the implications that remained in the fact that he could create weapons of mass destruction such as that blade, Djer was not deterred from his path. He would continue making these Artefacts and choose very carefully who he would give them to, for in the wrong or incapable hands, they could prove to be disastrous for a kingdom or even the whole Suits continent.


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The Deep Piercer

Description:
An ornate silver spear rumoured to have once belonged to the hero Delagarre. It is unbreakable and can pierce any defence without fail. Those struck by the spear experience intense mental pain and have their senses impaired for the remainder of the fight.

Legend:
In folklore of the Spade Kingdom, The Deep Piercer is a spectacle of wonder and bravery often associated to a bloodline of heroes from the past, the most famous of which being the valiant Delagarre the Champion. The stories are unclear when exactly he lived and many parallels can be drawn to other tales, but the legend of The Deep Piercer is adamant in his inclusion. It all started with the increasing rumours of bandit and raider activity near major spade cities.

Delagarre, a young handsome man born from a minor noble family, was living a life of charm, wit and intoxication with a touch of the effeminate. Always charged and excited for whatever laid ahead of him, Delagarre decided that he would stop at nothing to defend his kingdom from harm and protect the realm he lived in. Over the years he completed various great deeds and quests that earned him the respect and admiration of the Spade's people. Eventually, a man by the name of Djer the Artificer approached Delagarre and expressed that he wanted to make him a weapon as a token of gratitude for acting so valiantly on the kingdom's behalf. After a year of smithing, Djer had finished a beautifully elegant spear, the preferred weapon of choice of Delagarre's family. But before he could complete the last step and infuse the spear with a mage he had hired, Djer returned to his workshop to find the weapon missing.

Another year passed before it returned mysteriously. Appearing in Delagarre's tavern room in cloth wraps, the young hero had no idea how it had returned to him, nor who even stole it or why. All but a magical whisper echoed at his ears, calling for valour and bravery. Delagarre picked up his spear, Djer's initials along with the weapon's name carved into the side. The Deep Piercer. He could feel the mana pulsing through the entire length of the handle, gathering at the blade. It was a strange, unfamiliar presence, yet one entirely comforting for him. Delagarre the Champion went on to perform many great deeds after that, slaying Ghorn, The Devourer, aiding in the defeat of Darigaas the Destroyer and renewing his continued effort in the Spade's defence.

As the decades went on, the Artefact was passed down through the generations to each youngest son of worth and valour. It is rumoured that one day, the spear was parted from the bloodline and locked away forever to spite them. Some rumours say it was locked away by a descendant of Delagarre, finding none worthy to wield it and sealing it with powerful magics so that one of his own in the future may find it again. To this very day, no one has been able to unlock it's glass prison.

It is currently located in the Spade Kingdom's Treasury, locked in a royal vault.

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The Chaos Skulls
Description:
A pair of skulls of nondescript appearance. When mana is passed through them, each skull manifests an ethereal body of equal physical prowess to the user. Additionally, each skull gains the ability to cast one magic that belongs to the user. Magic being used by a skull cannot be wielded by the user simultaneously. The skulls follow basic commands and demanifest after taking enough damage.

Legend:
Aeons ago during the tribal era, there lived a very wealthy and religious village. Their chief was a mighty warrior and had brought victory to his tribe many times, much to the admiration of his sons. Parss and Vashik were the bright flames that would carry on his legacy and the village revered the twins heavily. They were special. Not only biological twins, but twin-souls too. Their God's teachings told them of such a revelation, where a new soul is born and splits into two; forming two souls instead.

These claims were only emboldened when Parss and Vashik began to learn magic. They possessed the same affinities, they had the same fighting style, the same personality. Even their appearance was difficult to tell apart, so their father took a dagger to Vashik's brow. The scar of a 'V' carved into even his skull, Vashik soon grew to resent his father. Despite the teachings, despite their equal ability and despite the similarities - their father still favoured Parss.

The reason for this was the prophecy. Their priests believed that the sons would grow up so powerful that they would conquer all the tribes and bring their village the ultimate glory. However, one of the sons was foretold to betray the village. With it being impossible to differentiate between the two, the father decided to take matters into his own hands. He would treat one son better than the other to fulfill the prophecy himself. This way, they would know which son was to betray them.

Years went by like this, Parss remaining ignorant to the treatment Vashik went through. He received less praise, less food, was given less training, cheaper weapons. His father eventually stopped speaking to him directly, favouring Parss entirely as the son improved faster than his brother could. Eventually, Vashik snapped and left the village in a rage. He was branded a traitor and banished from ever returning. The tribe rejoiced, believing the worst of the prophecy to already be fulfilled.

But Parss was not satisfied.

Parss knew his brother literally as well as he knew himself. He knew that Vashik would not leave the tribe in such anger without good reason. So he pleaded with his father to go after Vashik and bring him back, but the father would not have it. The prophecy demanded things happen this way, he told Parss. So the son left the tribe too so he could find his twin. It took several days, but Parss eventually tracked Vashik to the remains of a nearby village. Vashik had obliterated it in his wrath.

The final thing that made the twins special was their signature magic. Copy Magic, the ability to cast the spells of another mage in combat. It was this that earned them the nickname "The Chaos Twins". Usually an impossible feat, Vashik had used the magicks of this rival village against them. He wiped out everything in the name of the tribe that had cast him out. Parss in that moment realised what had been ailing his brother all this time, what this feeling of suffering he had sensed in himself all this time was. He was devastated at the suffering he had caused Vashik, who bitterly explained how he had been wronged. He knew Parss had not known or participated in the prophecy.

Their reunion was interrupted by their father and his warriors. They had come to return Parss back to the village and kill Vashik so that he could not distract the chosen one any further. While Vashik hated his father for what he had done to him, he loved his village and could not bring himself to cut ties with them. He had left to conquer other tribes to bring them glory, just has the prophecy demanded. He chose not to resist the will of his father.

But Parss was still not satisfied.

A wrath of his own bubbled up inside him, building all these years in Vashik's stead as an unsettling restlessness. With the actions of his father laid bare, the sheer frustration, guilt and outrage enveloped his mind. In a fit of rash judgement, he lashed out violently and cast a powerful spell aimed to kill his father. But it was not the father, but the son that was murdered.

Vashik had jumped in the way, shielding his father from Parss' spell at the expense of his own life. Falling to the ground, he was caught by his brother and in his final moments he smiled. He did not want Parss to be like him, finding humour in that irony. But Parss was beyond devastated, he was hysterically crushed. As Vashik died in his arms, Parss refused to move or release his brother's body. He cried, howled and screamed his woes. And then, he too died. Without cause or action, Parss' soul left his body soon after Vashik's had. The twin-flame extinguished. The priests of the tribe swore they could see the forms of the two brothers descend into the earth, walking down a ghostly staircase and holding hands. It was a transcendent vision.

Later, the priests and the father lamented their actions. They realised they had done wrong by trying to play fate and sought to amend their wrongdoings with their god. Parss & Vashik's Crypt, an underground burial tomb honouring their memory as an eternal atonement for their suffering. Buried together, riches, teachers, slaves, equipment and magical traps were left there to allow them to live just as wealthily in the Realm of the Dead as they had in life. To give Vashik all the things he had been denied.

However, seven years ago, someone disturbed Parss & Vashik's Crypt and unleashed an army of specters in the northern territories of the Diamond Kingdom. Slaves, guards and mentors spirit-bound to protect the twins, they lashed out at the living indiscriminately. Minds rotted by age, judgement clouded with decay, their guardians attacked all who wandered near. For months it disrupted trade routes and terrorised villages with random attacks. The Spectral Assault was defeated by the Diamond Kingdom's Ace, William Rundell Haus Code. He delved into the crypt, defeating all the specters and deactivating the traps. Buried in a decorated sarcophagus he found the remains of the twins. Only their skulls were left from decay, and so the ice mage brought them back to the surface as his prize. Relieving the villages of this plight, the Ace soon found that the skulls still retained much of the power the twins had wielded when they were alive. Enough power to be warranted Artefacts in the modern day.

The Chaos Skulls are currently in possession of the Ace of Diamonds, William Rundell Haus Code.


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The Necromantic Summonomicron
Description:
A warped leather book with strange carvings on it and filled with dysidia. Inside are various spells documented on old pages written in an unfamiliar language. If used by the living, it is capable of casting necromancy magic to raise the undead. While the tome handles the spellcasting itself, there are still incantations and rituals the user must prepare when attempting to use the tome.

Legend:
In the far desert regions of the Hearts Kingdom, there once lived three nobles of different titles. A lord, a baron, and an ambassador owned land among the vast shifting sands that once held beautiful plains. There, a lord named Lord Leo the Clever lived alongside two other nobles, the three having entered a non-aggression pact, swearing to never attack or cause any disputes between their lands. Each noble prospered under the other’s support. This time of prosperity lasted until each noble grew more and more old and their heirs; more and more greedy.

One day, Leo the Clever was approached by a mysterious group of robed men. The men offered Leo eternal life and perfect resurrection when he died if the place he would be entombed could be dedicated to the gods they worshipped. Leo, now senile, approaching his death and with no worthy heirs, said to himself; “What have I to lose?” and made the deal with the group of men. Leo then went to his two allied nobles, proposing the idea. The two nobles agreed readily, the baron wanting to rob his greedy sons of inheriting his land and the ambassador simply reluctant to have his family name tarnished by his sons when he died.

Each noble hastily joined together and each ordered to have a grand pyramid built as their tombs, stuffing the pyramids with their respective riches upon completion. Under the guidance of the mysterious group of men, the nobles also buried their retinues and citizens alive under the promise of perfect resurrection so that they would all be brought back with them, that they would rise once more in perfect condition to reclaim what as theirs for eternity.

As the nobles died of old age and natural circumstances, they were buried within their tombs and sealed away by the mysterious men. Each pyramid stood grand and tall, surrounded by the soon-decaying towns and villages that their people once inhabited. As the final noble died and was subsequently sealed away, the mysterious men hid away a book within the grandest, and largest of the pyramids; that of Leo the Clever.

The mysterious men disappeared thereafter, never appearing again.

~~~

Years later on a cold foggy night, a band of adventurers were contracted by the Hearts’ King and Jack at the time to evaluate some lands in the northern deserts.

The towns, villages, farms and even castles were barren. The adventurers searched through every nook and cranny, making sure to check for any valuables they could take while they were there and yet nothing of remote value was found. The adventurers soon grew tired of this pointless contract, and were making preparations to depart home when the fog parted for a brief moment. Wide-eyed and incredulous, the adventurers were met with the sight of a mighty pyramid!

The adventurers eventually found access to the grand pyramid, engraved on the entrance was 'The Mausoleum of Lords', and lit torches so they could look around. One of the adventurers made an observation; that by many of the riches being here, it must’ve been a storage place for them. Many of the adventurers began to peruse around the gold and enchanted items, each piling handfuls of gold into their pockets until one came across a large gold box covered with a decorated slab of solid gold. On the other side of the box was a stone lectern bearing a closed, warped black book covered in dust. The lone adventurer picked up the book and laid it down onto the stone box, blowing the dust off it. Opening it to a random page, the adventurer read out one of the strange sentences.

“Drahkses hol Deim bahm des hol nama opni hol Deim ifkar…”

As he unknowingly read the incantation aloud, the pyramid rumbled and the book surged with a mystical, dark magic. Noticing what was happening, the adventurer abandoned the book and sprinted for the exit, calling to his group that something was very wrong and that they needed to “GET THE KHAOUL OUT OF HERE!”. As each gold-laden adventurer attempted to escape, skeletal and mummified bodies rose out from various tombs and even the walls. Grabbing the adventurers with terrifying strength, they were torn to pieces and never seen again.

Only one adventurer made it out, the sole adventurer who had denied his own greed and instead indulged his curiosity. The adventurer ran and kept running until he felt himself at a safe distance. Catching his breath, he looked back at the supposedly abandoned lands, focusing his harrowed attention on the large pyramid. The Mausoleum of Lords started to glow with a dark blue energy and pushed away the fog that covered the lands. The pyramid’s magic pulsed upwards and upon reaching the tip of the pyramid, it released a beam of energy into the sky. The base released a surge of energy that spread across the lands and filled its only witness with a feeling of intense dread.

The adventurer made haste to the King and Queen, reporting what had happened in trembling tones.

~~~

“That day was like none other.”

The man with graying hair said, sitting upon a stool at a tavern. Speaking to a group of young adventurers, those young enough to not know the dangers of the world, and the evils of humanity.

“How bad was it?” One of the young adventurers, an arrogant and overconfident rich boy questioned as if saying to the man; “I probably could’ve done better than you.”

“The armies that marched forth from those pyramids kept advancing, and advancing. Arrows didn’t even stop them.” The man replied.

“So, what did you guys do?” Another adventurer asked.

“We met the scourge head on. It took days upon days to kill the undead hordes knocking at our gates.” The man looked down, his hands shaking uncontrollably.

“Where did the undead even come from?” The arrogant adventurer asked, knowing full well the man was traumatized by the event.

“After we exterminated them, we sent some adventurers to check out the lands these pyramids were reported to be found, but all they were met with was an endless desert.” The man looked up at the group of adventurers.

“I say this with the best of intentions, do not approach that desert. It is cursed with something awful. If you see the dark blue fog, turn back.”

The adventurers looked at each other before bidding farewell to the old man and leaving the tavern. The group stood outside the tavern door, talking amongst themselves about the story the man had told them until the young arrogant one chimed with an idea.

“How about we go explore that desert?”

The adventurers looked glanced at each other before nodding in quick succession. And so, they went on, to meet a fate unknown to them.

~~~

It is said that to this day, adventurers and travelers alike see mirages of abandoned towns and villages in the northern desert of Hearts at night. These towns appear for short periods, only to disappear from whence they came soon after.

It is unknown where the Necromantic Summonomicron currently is, but it was last seen in Leo the Clever’s 'Mausoleum of Lords'.
 
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Argossyan Records
Argossyan Records
A collection of tales and historical records pertaining to the Argossian Empire. Their existence is not common knowledge, but whispers and rumours pass the winds with baited breath.

The Principle of Imperial Unity

The Argossian Empire is a force to be reckoned as for as long as history has been recorded. Over the course of two thousand years, they have expanded their influence and physical landmass from its beginnings as a small city-state to encompass almost the entirety of the Northern Hemisphere of Yune. Over the course of this period, the Empire saw the first and only fracturing of its power when Stryker and his followers established a Kingdom of Magic now known as the Kingdom of the Four Suits. This event along with the failed Argossian Crusades saw the rise of a philosophy known as the Principle of Imperial Unity.

The Principle of Imperial Unity stated that the Argossian Empire had one directive, and that was the expansion of its Empire and the assimilation of its member people into it. This was seen as one of the biggest mistakes made by the Emperor all those years ago, as the people of the Four Suits did not consider the Empire's culture and traditions as their own, leading to their rebellion against it. With this in mind, the Empire has gone to great lengths to make sure that the people it conquerors integrate into the Imperial Ranks and become members of the Empire willingly. They did this by restricting the rights of non-citizens and only granting citizenship to those with some merit to the Empire, usually by enlisting in the Imperial Military. This along with successful propaganda campaigns made the Empire into a fearsome, authoritarian regime that has maintained its power for many years.

The Revived Crusader Movement

In recent years leading up to the Argossian Invasion of the Four Suits, a cultural phenomena known as the Revived Crusader Movement circled around the Argossian Imperial Network (ImpNet or AIN) suggesting that the Empire make moves to reunite the Four Suits with the Empire and establish Imperial Unity overseas. While initially the Emperor did not see any merit in this movement, the spark turned into a raging fire across the country as more people, fuelled by the fantasy of gaining glory in war or the desperate need of the socioeconomic status citizenship provided, enlisted in droves to support the Empire against what many now considered a rebel faction rather than a sovereign state. This however did not sway the Emperor's initial decision as much as a recent discovery by the Argossian Department of Military Research and Development did.

Argossian Magicite

The Emperor had his sights set on moving farther east across the oceans to conquer the lands on the other side of Yune. However, just like the Four Suits, the people of those countries wielded powerful magic as well, and their population and combat prowess was rumoured to be far greater than the Empire. This presented a problem to the Empire as for the first time in their history, they ran into a wall that prevented the successful expansion of their Empire. That was until the scientists in the Military Research and Development Department discovered a material known as Magicite. This material proved to be a powerful anti-magical tool as it nullified the movement of mana. However, the scientists also discovered that this material was the byproduct of the use of mana or Dysidia. With so little magic used in the Empire, the Empire decided to integrate whatever Magicite they had into material of the uniforms of the elite corps of super soldiers known as the Homunculi, making them one of their strongest tools against the most powerful mages of the Four Suits. Knowing that the Argossian Empire needed more of this material in order to continue the expansion of their rule across all of Yune, the Emperor ordered preparations to be made to invade the Kingdom of the Four Suits in order to secure their reserves of Magicite and use their Mages in order to produce more.

Yl Fenca Argossya

Yl Fenca Argossya, more wildly known in the modern tongue as Argossian Swordsmanship, is the name given to the form of the sword technique developed by the Argossian Empire. It is an incredibly simple yet deadly form of weapon based combat perfected over the hundreds of years that Argossians have spent fighting and expanding their influence across the continent. While few Argossian soldiers practice Yl Fenca Argossya anymore, preferring to perfect their skills with guns, the few that do have shown themselves to be far more cunning warriors. There are variations of the technique that compose Yl Fenca Argossya: Spirit Form, Will form, and Kite Form
  • Spirit Form: Users that practice the Spirit Form generally fight more offensively, using quick successions of slashes and strikes to overwhelm their opponent quickly.
  • Will Form: Users that practice the Will Form generally fight more defensively, using economic movement to conserve energy, blocking and parrying attacks, and striking with thrusts. (Notable Users: Marillys Argossia)
  • Kite Form: Users that practice the Kite Form generally fight more opportunistically, known as the assassin form, the user moves around a lot and dodges attacks, gauging the enemy's effective range and spacing out their attacks to hit them where they're their weakest.

Memories of the Fallen: The End of Existence

Ethan rose and clasped his arm, blood gushed from an open wound in his shoulder that for some reason he could not repair. Beside him his adviser and closest friend, Travis, laid barely conscious on the floor in a pool of his own blood. Other mages that were gathered around him also fell beneath the might of the combined forces of the Royal Flushe. It was an ambush. They were set up somehow and the Flushe knew where and when that the core group of the Coalition would be out of the watchful eye of the Aces. Royal Flushe One stepped up to Ethan calmly, but Ethan responded by seemingly overwhelming his assassin with a number of different shadow soldiers. Each of them cutting the mage to bits.

However this was merely an illusion as the real One already impaled Ethan with a dagger. Ethan gasped as searing pain engulfed his lower abdomen, One slowly twisted the knife while leaning into the King of Diamonds before ripping the weapon out of him. The last thing Ethan remembered was falling to the floor, seething with anger as the Royal Flushe summarily left. These were the people he was fighting for, why would they betray him. He said in his mind, now too weak to even speak.

~~~

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Ethan looked around. There was nothing but white and black flame and the charred skeletons of an innumerable amount of people, some he could even sickeningly recognise. The air here was rancid and burned with every breath. At the centre was a cloaked statue and a young man dressed in pure white Argossian Armour. The man looked at the mage with some sort of intent, but Ethan could not tell what it was he wanted with him. Ethan raised his hand to summon the shadows to his aid, but nothing happened. Ethan then remembered that he had to be dead or was he....

The the man called, "so you can see it too." His voice echoed throughout the boundless space, ringing inside of Ethan's head over and over and over again. Ethan clutched his ears as the sound of his voice became unbearable. Ethan briefly pulled his hands from his ears only to see that they were covered with blood. "Only those between the world of the living and dead can see it," the man added. Again the voice rang true throughout the world with no sky, but Ethan began to feel comforted by it. "This is The End of Existence."

"What is The End of Existence."

"Well isn't that the question we all have to ask. But this is where all things come. This is all that remains of us. Everything gone just to suit Her means."

"Who?"

"Follow me and I'll answer all your questions."

"Just show me already. Tell me what is all of this."

The young man sighed. "We'll meet again, soon..." Then he simply stepped towards Ethan revealing some of his facial features, but Ethan could not recall anything but his pale complexion and white hair. The Argossian tapped his forehead and all of a sudden a rush of information flooded into his head. Images, sound, feel, all of it rattled throughout his entire being.

~~~

Ethan awoke, strapped to a medical operations table. He could not move, but he could still feel the agonising pain of scalpels and drills sink into his skin. He could see the makings of a mechanical skeleton being strapped onto him. The makings of different machines being inserted into his system as his internal organs seemed to have failed. He saw that his arms were now completely gone, replaced with prosthetic limbs unlike any he had ever seen before. He was a prisoner in his own body, watching as these people took away his humanity. Hours turned into days, days turned into weeks, weeks into months, as the process took an extensive amount of time and resources. The pain was excruciating, but nothing compared to the constant visions of the that place, The End of Existence.

Throughout this time he had visions and recollections of different memories from what he saw. Some of which were forced into him as the doctors displayed images of what could be described as that place, but nothing nearly as terrifying and full of despair. Other times, Ethan was called back to that place where again and again, he went through the same process with the Man At The End, in what seemed like an eternal loop. Going through the same process of seeing that horrid place over and over. At some point Ethan finally broke, and now he was all but a shell of his former self, now a servant of the Empire. The clasps holding the Shadow Mage came off his operation table, and he was allowed to move, though all he could feel was pain and hatred.

Then he finally saw him with his own eyes, the young Argossian from his visions, and instinctively knelt after adjusting to his now bio-mechanical body. The man grinned with a smile stretching from one side of his face to the other.


"...What is your bidding, Emperor Argossia..."
 
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Traditions: The Ace Trials
Traditions: The Ace Trials

While it is a complex process to become a member of the royalty, between the academic and military requirements and the yearly tournaments to test challengers of each seat of power. Equally, the requirements to become an Ace are challenging in that many Aces hold their positions for the rest of their natural lives once attaining them, simply because within their lifetimes there exists no single mage powerful enough to challenge them.

As per the requirements, they are as follows:

1 - Prove eligible to undergo the trial by attaining Rank 10. A certain level of power and skill is required to exert the will of an Ace, or the position cannot be fulfilled adequately.

2 - Prove eligible to under go the next trial by having completed a feat of great valour that earned you the faith of your people. This can be anything, so long as your kingdom's people view you as their hero and champion.

3 - Win in a combat trial against three other royals simultaneously: The King, Queen, and Jack from your kingdom. The challenger must subdue each royal without mortally wounding them, as killing a member of Royalty is punishable by death. ( See Capital Offences: Treason Article 1 )

4 - Win in single combat to the death against the challenged Ace of your Kingdom.

The challenges must be completed in this respective order.

Most do not prove eligible at the first or second stage. Many fail in the third stage, letting their pride best them, falling before the combined might of the three members of Royalty. Unlike traditional battles, this requirement is designed to test the mastery of magic rather than strength. It takes incredible skill to incapacitate someone as strong as a Royal without killing them. Challengers incapable of this feat are either killed in combat or are later publicly executed for the crimes they commit against the kingdom in killing a member of Royalty.

The fourth stage is where the strength and will of the challenger is tested. It is, after all, honourable combat to the death. Only by overcoming the previous Ace will the torch of Acehood be passed on to the next generation of mages. Every Kingdom has held this tradition dearly, seeing it as the only rightful way of determining the person worthy of being the ruler of their Kingdom.

As said before, it is uncommon that an Ace loses their spot via a challenge. However, every Ace currently attained their spot through a successful challenge for the throne. Each having incredible mastery over magic unlike anything history has ever seen. William's Mastery of Ice, Leolin's Mastery of Fire, Seria's Mastery of Petrification and Quillon's Mastery of the Mind each being beyond the capability of the previous generations of Aces. Each showing that they might be the first generation since the Argossian Crusades to truly be called...

...Legends.
 
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The Royal Duties
The Royal Duties

There are three royal ranks that govern each kingdom, each of which represent some of the strongest mages in their territory. While they enjoy the highest honours and benefits in society, they are responsible for their own separate bureaucratic functions that uphold the administration of their kingdom. As a royal must have spent five years completing the required Royal Education, one cannot become or maintain their position as a royal without fulfilling their particular duties.

~~~

Kings - They are required to lead, organise and administrate the military forces and associated industries. During wartime, all commanders report to them with updates of the battlefield and receive orders accordingly. Kings must draw up battles plans, strategies and administrate the organisation of troops, equipment and military locations during peacetime. They are the strongest of the royalty in terms of ability.

Queens - The lawmakers of the court, queens are responsible for making, altering and removing laws that pertain to all areas of the public and government sector. They oversee particularly important trials and ensure society is functioning in as much harmony as possible. The queen is second strongest of the royalty.

Jacks - The economic organisers of the kingdom, jacks are the powerhouses that orchestrate the steady and efficient administration of the kingdom's taxation, expenditure and income. They determine how much of the treasury must be spent on what, how high taxes must be, what to do with government-owned businesses and what the next course of action must be to ensure the continued prosperity of the kingdom. They are the weakest of the royalty, but still stronger than any rank 1-10.

~~~

Although not a royal, each kingdom also has an Ace that represents the pinnacle of magical ability in each kingdom. Their role is to judge each of the royals and to ensure they are serving and leading the kingdom truly and effectively. They hold on the responsibility of forcibly challenging a royal to a duel if they judge their actions to be misaligned with their duties, to which they can then eject them from royalship upon victory.
 
Royal Etiquette
Royal Etiquette

When a Rank 1-10 is found in the presence of a royal, one is required to bow for informal meetings and drop to one knee at formal events. One must address a royal by their suit and an honourific: i.e. "Your Heartship" or "Your Diamondship". Nobles, those of high status or rank 10s can refer to one's own royalty as "My Liege" or some variation of reverence to one's leader.

Royals must address and refer to other royals by one's rank and last name, i.e. "Queen Blanca". Royals may also address royals from the same suit by one's first name, but never at formal events. Royals must refer to ranks below one as "Subjects" or "Loyalists". Royals may bow to another rank or royal at formal or informal meetings.

Aces must address and refer to royals in the same way as Rank 1-10s at formal events, but may switch to royal-royal etiquette during informal/private meetings. Any rank may refer to an Ace by one's various titles or by their full name for either formal or informal meetings. An Ace must bow to a royal, but is not required to drop to one knee.
 
Law & Order
Law & Order

The four kingdoms operate on a very complex surface level, but functions as an intrinsically basic legal system. There are three solutions to a legal dispute. Repayment, Duel, or Definitive Selection.

Repayment
This simply means the plaintiff is satisfied with the defendant simply paying the fee.

Duel
A more primitive solution in which the defendant and plaintiff must agree to a duel. The Queen must approve the duel. Last one standing wins the case.

Definitive Selection
When the Queen decides to dispense justice upon comparing the evidence and each party's case. Often it is due to an unfair rank gap or obvious cases such as definitively proven murder. Only an Ace may overturn the decision.
 
The Hidden Martial Arts
The Hidden Martial Arts

Martial Arts are the forgotten techniques of non-mages used before the time of James Stryker and his people. They employ a mysterious force called Chi to interact and manipulate the world around them in various ways. Practicing ancient training regimes that unify the body, mind and soul into a specific purpose, no two Martial Arts are the same and each covers a distinct aspect of close combat. Some masters have even progressed enough to come up with their own unique techniques known only to their branch of students.

Serpent Breath
Invented by an archaic version of the Assassin's Guild. A martial arts that relies on quick and sudden movements to throw off enemies, out-speed defences and strike effectively at opportune times. Through a particular breathing pattern that one must master, you can temporarily boost your muscles in sharp bursts to deliver strong and swift strikes at a time. This style is particularly effective for assassination or striking your opponents vitals to incapacitate or destroy organs. Techniques also include disconcerting evasive movement, a favourite being "Blink Step", where the user sharply darts forward during an opponent blinking to appear as though they've teleported forward. Simple deception tricks like this are common for enhancing your combat.

Stream Breath
Invented by supposed disciples of Dorian, Hand of Control. A martial art based off of dealing with or mitigating damage, also known as "Deflect Arts". Users are skilled at deflected and redirecting physical attacks to either save themselves or return an opponents attack on themselves. Great balance and timing is required for this style and users are generally capable of reacting to their enemy quickly and even predicting attacks to a small extent. Directing the flow of force is the main boon to all users of this style, allowing them to easily redirect or deflect attacks away until their opponent tires themselves out. Most offensive moves include throws and locks to incapacitate a fatigued enemy, such as "Meteor", where the user dashes forward and swipes their opponents legs from under them before grabbing their collar or neck while still midair and slamming them headfirst into the ground. While a usually defensive style, it's defensive counters to enemy attacks take great advantage of offensive moves to deal damage to them.

Hawk Breath
It is unknown who invented this Martial Art. An evasive martial art that involves the user utilising an impressive display of acrobatics to almost appear constantly airborne while on the attack. Dancing, jumping and twisting out of harms way while simultaneously and constantly repositioning yourself into a better angle of attack, it is a style that is hard to counter and defend yourself from but does leave you with limited defensive choices yourself. Users will often possess high stamina and flexibility to constantly evade strikes while dealing their own, often yoyo-ing from flipping out of reach to instantly leaping in close to deliver a series of combo strikes. While they don't hit too hard, opponents are often whittled away or overwhelmed quickly due the sheer number and intensity of the attacks. Most techniques involve fast dexterity and spacial awareness with moves such as "Aerial Flurry", where the user flips into range and delivers a series of blows to the chest, before ducking around and down to the side to strike several times at the kidneys and knee joint to then flip over their opponent and deliver a powerful roundhouse kick to the back of the head.

Owl Breath
It is unknown who invented this Martial Art. A martial arts almost entirely dedicated to the detection of enemies. One's hearing and eyesight are enhanced when practising the necessary breathing techniques and one can even feel the vibrations in the ground with clear clarity. With this, users can echolocate, gain telescopic vision, detect chi and can sense movement around them in the ground up to a certain distance away. While many practitioners of this martial art are pacifists, their techniques have been known to be quite effective in self-defence against particularly agile or mobile opponents. One particular technique is known as "Scenting" and involves ascertaining the age, gender, emotional state and health from a person's scent up to even a few miles away.

Demon Breath
Invented by Khaoul, Of Scourge and passed down to his demon brethren. Based on fables of demons of old, this slightly taboo martial arts uses a breathing style that draws on the willpower of an individual to bolster their body. Users will generally lose all sense of feeling in their body and enter a rage-like state, their muscles contracting tightly for increased strength and durability. Techniques generally involve an onslaught of attacks with little regard to one's own wellbeing, taking hits while attacking uninterrupted such as "Blood Wall", where the user launches a terrifyingly fast onslaught of strikes to the general upper body to form a sort of wall of attacks that opponents cannot break through without getting knocked back. While the offensive potential is great, users generally burn out or fall victim to swift counter moves that take advantage of their lack of defences.

Wind Breath
It is unknown who invented this Martial Art. Joked about over the redundancy of it's name, this martial art is an all-encompassing style that switches from technique to technique seamlessly, allowing users to flow from defence to offence with relative ease, often throwing opponents' rhythms off and breeding hesitation. Techniques involve breathing styles and stances that utilise as little unnecessary body movement as possible, affording users advantages to move into openings or barely dodging attacks with measured and precise strikes that often feint or change before the moment of impact. Techniques are often centred around creating openings and dismantling defences with moves like "Seamless Gale", where the user counters an opponents attack by moving forward and around into the overextended space, to then deliver a powerful blow to the body, neck or knee without stopping or changing pace. Users generally don't practice blocking or have particularly strong attacks, but can shut down defences quickly with no fear for counters.
 
Demonology
Demonology

The Demon Race are strong and violent. The males are often tall, muscular and easily enraged. The females are cunning and possess horrific sorcery. While intelligence varies between demons, it is often wise to remember that any demon is highly dangerous. It is of good conscience to know that the Demon Race has been sealed away in the Demon Realm aeons ago.

Demon Rankings
All demons fall under a certain rank that determines how powerful they are or will become. This rank is generally attributed to the demon's species, which can vary based on genetic lineages.

Devil - The strongest species of demon to exist. These creatures are seen as on par with natural disasters and are fantasised to be more intelligent and powerful than even a hero or ace. A devil will often command armies of demons to serve their bidding.

Arch-Daemon - The right hands and war commanders of devils, these demons directly carry out the orders of their master ruthlessly. Highly intelligent, these demons are quite proficient in tactical thinking and single combat.

Daemon - The elite fighters of the Demon Race, daemons are juggernauts that strike terror in the hearts of mortals. Deadly physical combatants, daemons are sent when particularly disruptive mortals are causing issues.

High-Demon - A high-demon, sometimes referred to as 'Nightskins' on account of their black skin, is the quality of the common demon. Slightly stronger than the rest, these demons are harder to kill and possess violent magicks.

Low-Demon - The lesser red cousins of the Nightskins, these 'Bloodskins' are the common species of demon and one of the most numerous. They rarely possess magic but still boast terrifying strength compared to any mortal.

Imp - Imps are weak and crafty creatures. Speedy and sensory, they are well suited to more complex and/or covert tasks given by higher ranked demons. While it is not hard to harm an imp, their tenacious agility makes them difficult to hit.

Hellspawn - The most basic and semi-sentient demon species, Hellspawn are basically gnashing balls of flesh and fangs that propel themselves with rudimentary fire magic. Extremely weak, these creatures are often used as tactical weaponry by other demons but function very effectively in large numbers.

Taboo Groups & Practices
The existence of demons are a taboo subject in Ornare. One should not discuss them, search for them or, Stryker forbid, summon them. While there are no demon outbreaks in Ornare currently, there are cults known to dabble in their sorcery.

Demon cults are unsavoury groups of mages turned insane through evil corruption. Tempted by the seductive grasp of malicious power, many cults abduct travellers or peasants to sacrifice to the Devil God Khaoul, Of Scourge. Some choose to aim a little less godlike and worship lower ranked demons, even achieving success in summoning them from the Demon Realm.

Almost exclusively dysidia users, cultists often have camps or constantly move under the guise of travelling merchants. They select their victims from villages and along isolated roads as fuel for their nefarious and entirely unholy deeds. Numbering anywhere from five to fifty acolytes, cults are generally not able to grow too large before being destroyed by adventurers from The Mercenary Guild, by a Kingdom's military or sometimes by a Hero.

Rituals of Sacrifice
The main magic of the demons, aside from pyromancy, is Sacrifice Magic. As the name implies, the user must forfeit something of value in exchange for an intended effect. The price can vary depending on the desired result, but demons usually practice two specific types of sacrifice magic.

Self-Sacrifice Magic - The art of paying something of value to the user in exchange for the destructive activation of magic. Most sacrifices come in the form of flesh, mind, soul or an item of personal value. This prerequisite allows a quick and violent eruption of mana to release from the user, pouring into the spell being cast with debilitating effects. Self-sacrifice magic is often very self destructive and specialised practitioners usually don't last long. Temporary-sacrifice is sometimes practiced in those cases, although the results dwindle in comparison. Many cult acolytes use this magic at the bidding of their leaders.

Devotion Sacrifice Magic - Similar to the prior form, however the user instead sacrifices others for the intended effect. While more sacrifice is required in comparison, it is much more efficient for practitioners to acquire tribute from other sources to fuel their spellcraft. Sacrificing living creatures, volumes of flesh or blood, a person's mind or soul can grant the caster many opportunities to apply destructive applications to their magicks. Demons most commonly use this type of sacrifice magic, although cultists have been known to follow suit.

There also exists a third specialisation exclusively used by cult leaders.

Contractional Sacrifice Magic - The rare art of offering up the material worth to a higher being or entity. Particularly powerful cults use this to bind contracts with demons from the Demon Realm. The exchange is unpredictable depending on the demon, but has the potential to unleash the powerful magicks of the Demon Race.
 
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The Economy
The Economy

The money system is run off of five different kinds of coin. These are pressed at each kingdom's treasury with special markings and made of a particular metal. Counterfeit coins can be differentiated between genuine currency.

One Copper is the base coin and can buy a food item or a common item.
One Silver is worth a hundred Copper and can buy a horse or an average item.
One Gold is worth a hundred Silver and can buy a boat or a special item.
One Paladium is worth a hundred Gold and can buy a town or a blessed item.
One Stratium is worth a hundred Paladium and it is more money than most will ever earn at a hundred million coppers, allowing one to buy a legendary item.


Quality & Rarity

There are two ways to define the worth and value of an item, be it weapon, armour, jewellery or other miscellaneous piece of equipment. Quality and rarity. An item of low rarity and quality is both very common and fairly useless, generally worth nothing more than a few coppers. An item of high quality and rarity could be considered masterforged or even of equal value to an Artefact. An item of good quality but low rarity may still be of equal value to an item of bad quality but high rarity, depending on price fluctuations and market demand.

Quality
Quality refers to the physical materials an item has been fashioned from. If made from multiple materials, an appraisal will determine an average between all the materials used in terms of good-bad ratio averaging. An item made from good quality material will generally be more durable and will function much more effectively. Materials of good quality that are known for their heat-resistance will be able to withstand much higher temperatures, likewise materials known for creating sharp but stable edges will be able to make better swords. The quality of an item is largely dependent on the choice of good materials and a skilled craftsman.

Rarity
Rarity refers to items that have been enchanted, or magic items. While all magic is unique and cannot be exactly compared with complete precision, one can generally appraise a magic item for either its level of usefulness, spell complexity or destructive capability. Items that possess any amount of rarity above common will always have at least one mana stone fitted into it to house the mana required for fuelling the enchantment. The rarity of the mana stone is also evaluated in this process, where multiple mana stones drive down the rarity and fewer mana stones increase it. The rarity of an item is largely dependent on the choice of good mana stones and a skilled enchanter.

Item Tier List
Common (0-100)
- Can be found anywhere or possesses no enchantment, costs one Copper (1c).
Average (100-200) - Can be found in many places or possesses a basic enchantment, costs one Silver (1s).
Uncommon (200-300) - Can be found in large areas or possesses up to three basic enchantments, costs fifty Silver (50s).
Special (300-500) - Can be found in several areas or possesses up to five basic enchantments, costs one Gold (1g).
Rare (500-750) - Can be found in particular areas or possesses an advanced enchantment, costs fifty Gold (50g).
Blessed (750-1000) - Can be found in highly specific locations or possesses up to three advanced enchantments, costs one Palladium (1p).
Cursed (1000-1500) - Can be found under a specific condition or possesses up to five advanced enchantments, costs fifty Palladium (50p).
Legendary (1500-2500) - Can be found if multiple conditions are met or possesses a masterful enchantment, costs one Stratium (1st).
Masterforged (2500-5000+) - Can be found under highly special circumstances or possesses up to three masterful enchantments, costs over ten Stratium (10st+).
Artefact (???) - Cannot be found normally or possesses an enchantment of unknown power, cannot be accurately priced.

Addendum 1: Item pricing is calculated by the combined value of the item’s quality and rarity. If an item has a special quality (1g) and an uncommon rarity (50s), the combined price would equal one Gold fifty Silver (1g 50s).
Addendum 2: You must pay per enchantment on an item. A shield with a durability and barrier enchantment of special rarity each would cost one Gold plus one Gold (1g+1g) . This constitutes the rarity cost's total.
 
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Upkeep & Taxation
Upkeep & Taxation

Everything costs something. Most things require monthly payments to keep them running, buildings and people alike! Below is a mathematic breakdown to provide a rough estimate as to what upkeep one is expected to pay and what taxation one can reap for themselves.

Wartime Pay
Military Ranks

Rank 6 Pay: 5s/month
Rank 7 Pay: 10s/month
Rank 8 Pay: 20s/month
Rank 9 Pay: 50s/month
Rank 10 Pay: 1g/month
Royal Pay: 5g/month

Military Units
Retinue Cost: 20g
Retinue Upkeep (200 avg): 10g/month
Levy Cost: 1p
Levy Upkeep (2,000 avg): 20g/month
Conscription Upkeep (150,000 avg): 20p/month
Standing Army Upkeep (50,000 avg): 25p/month

Industry & Land
The cost of a land/holding or building refers to the acquisition of materials and the labour for its construction. If one wishes to buy a prebuilt land/holding or building, the cost is raised by 20%. Prices may vary depending on the owner.

Production Buildings:
All production buildings will subsist on a land/holding owned by a noble. If one owns the building and not the land, they earn the income after a 2/5 taxation from their noble. If one owns the land, they take the tax and the remaining income goes to the serfs. This is usually calculated in the lands' upkeep section.
Build Time: 1 - 3 Months

Farm Cost: 10g
Farm Income: 1g/month
Info: A farm is an area of land and its buildings, used for growing crops and rearing animals. Consists of a farmhouse, a barn or a storehouse, farming equipment and several fields.

Mine Cost: 10g
Mine Income: 1g/month
Info: An excavation in the earth for extracting coal or other minerals. Consists of a mineshaft, mining equipment, and a storehouse.

Forge Cost: 15g
Forge Income: 2g/month
Info: A building that manufactures or repairs items such as armour, weapons and tools. Consists of one workshop with a forge oven, an anvil, a crafting bench and crafting tools.

Tavern Cost: 15g
Tavern Income: 2g/month
Info: A large public house that offers food, drink and accommodation at a price. Consists of one large house and an attached stable.

Trading Post Cost: 20g
Trading Post Income: 3g/month
Info: A store or small settlement established for trading between locals or travellers, often situated near a market. Consists of one small house, a small attached storehouse and a stable.

Harbour Cost: 30g
Harbour Income: 5g/month
Info: A place on the coast where boats may moor in shelter, protected from rough waters. Consists of a shiphouse, a storehouse and several piers.

Military Buildings:
Owned by nobles, often Lords, for the purpose of generating wartime resources. Each building will often be constructed in a town or city, or nearby to one.
Build Time: 1 - 6 Months

Barracks Cost: 20g
Barracks Upkeep: 2g/month
Info: A large building or group of buildings used to house and train soldiers. Consists of one large or several small buildings, an empty field, an archery range, a cavalry track, military equipment and can hold up to 100 soldiers.

Siege Workshop Cost: 1p
Siege Workshop Upkeep: 10g/month
Info: A large workshop used to construct siege equipment such as siege towers, ballistas, trebuchets, cannons and rams. Consists of a large workshop, a large storehouse and crafting tools.

Shipyard Cost: 1p
Shipyard Upkeep: 10g/month
Info: A large workshop used to construct or repair boats and ships of all kinds, such as fishing boats, transport ships and galleons. Consists of a large workshop, a large storehouse, a large shiphouse, several piers and crafting tools.

Castle Cost: 2p
Castle Upkeep: 5g/month
Info: A large fortified stone building to ward against attack. Consists of a keep, thick walls, towers, military equipment and a large storehouse. Has a garrison of 200 soldiers. May hold up to 1000 soldiers and offers protection for nearby villages and towns.

Land:
Nobles owning the land/holdings take the tax. The income is all monetary value generated by the land/holding itself, allowing goods to also be considered during taxation.

Village Cost: 50g
Village Income: 5g/month
Village Taxation: 2g/month
Info: A small settlement of houses with a few production buildings.
Population: 50 - 500
Build Time: 3 Months

Town Cost: 2p
Town Income: 30g/month
Town Taxation: 12g/month
Info: A settlement of houses with several production buildings. Possesses walls, towers and other defences along with a town-guard.
Population: 500 - 5,000
Build Time: 6 Months

City Cost: 10p
City Income: 2p/month
City Taxation: 80g/month
Info: A large settlement of houses and manors with many production buildings. Possesses fortified walls, towers, gates and other defences along with a city-guard. Usually also holds a castle/palace.
Population: 5,000+
Build Time: 12 Months

Kingdom Economy
Income Gross:
25 cities x 16g tax = 4p/m
500 towns x 1.2g tax = 6p/m
2000 villages x 0.4g tax = 8p/m
150 noble families x 10g(avg) tax = 15p/m
Trade = 17p/m
Total = 50p/m

Income Profit:
Income = 50p/m
Standing Army Upkeep = -25p/m
Profit: 25p/m
25p/m x 12 months = 3st/y

War Conscript Cost:
Conscript Upkeep = -20p/m
-20p conscript upkeep/m x 12 months = -2st 40p/y
2st 40p conscript upkeep/y x 3 years = -7st 20p

Kingdom Treasury:
3st/y x 10 years = 30st
30st - 7st 20p = 22st 80p
Treasury Total: 22st 80p
 
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The Four Suits Military
The Four Suits Military

Each noble or noble family (Rank 9 or above) is entitled to a retinue with which they personally command, paid for by their own finances. Nobles usually have 1-3 retinues depending on their wealth, status and participation in wars. During a war, nobles will be called to defend the realm and contribute a certain amount of forces equal to their annual income, taken from either hired mercenaries or from their personal retinues. Discontent nobles often refuse to contribute forces to the Royals' campaign, choosing to conserve their forces or act independently during the conflict. Nobles that do not contribute are either taxed or otherwise made to bare responsibility if able, the least being void of being awarded any laurels, lands or titles for serving. Currently, roughly 10-20% of the Coalition's nobles refuse to contribute to the campaign, choosing to act on their own. Nobles may also be asked to raise a levy to contribute additional troops, to which they will not be recompensated. There are roughly 100-200 nobles in each kingdom.

A retinue consists of 20-400 soldiers, making up a mix of infantry, cavalry and archers with a 5-2-3 ratio. Nobles usually alter the quantity and soldier ratio for their retinues to their own standard. Given the number, it is common for only one or two retinues to be able to occupy a castle at once.

A levy is a unit of raised militia soldiers taken from a noble's surrounding local lands. A levy can number anywhere between 200-4,000 depending on the noble's wealth and amount of land. These soldiers will often be given equipment and trained during the campaign or beforehand to get them into better fighting shape. They make up the main bulk of a trained army and can fill any light-tier role, such as light infantry or light cavalry. The noble of the land they are raised from pays for their upkeep.

A conscription is a unit of raised peasantry from local towns and villages that are raised independently from nobles. Contributed directly into the royals' standing army, they make the main mass of the army during war. They are not given equipment or weaponry and are not trained, used to present an infantry line to hold off enemy attacks to the front through sheer mass. Each kingdom can raise roughly 100,000-200,000 conscripted soldiers to fight during the campaign and they are paid through the royal treasury.

Each kingdom has a standing army, consisting of a 5-2-3 ratio of infantry, cavalry and archers. They make up the central fighting force of the army and are filled with consistently trained and well-armed soldiers. Each kingdom has a standing army of 50,000 soldiers, commanded by the king and his generals. They are paid through the royal treasury all year round.
 
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Social Class
Social Class

There are many rules and regulations involved in the bureaucratic Magocracy that runs the Four Suits Kingdoms. From serfdom to the ranking system, all laws (including social law) are meticulously assessed and revised by the Queen and their advisors.

Peasantry & Serfdom
Slaves are the lowest class of peasant. Despite rank they have no rights and must obey their master unquestioningly due to their curse sigil. A slave is a tool to be bought and sold, given poor living conditions and made to work tirelessly until death. Since slaves do not have the right to property, they cannot buy their freedom, however sometimes a slave master may take pity and release a slave after a certain number of years enslaved. While slavery is not an industry managed by the Kingdom, slaves are widely accepted as currency in Ornare.

Serfs are those of rank 1-3 who live on farms, mines, villages or town outskirts owned by a noble. They make up the main taxable population of the land and possess very little property to their name. While a serf is technically owned by their noble, they are afforded a few rights as servants which dictate their way of living. A serf must pay taxes every month in the form of silver or concessions of goods. In exchange for this, they can work a small plot of land such as a farm to perpetuate their own subsistence and receive protection from outside dangers. Serfs are drafted into levies and mainly conscriptions during wartime.

Civilians are those of rank 3-5 who live in towns, cities or act as servants in the upper echelon of higher noble society. Slightly more valued than other classes of peasantry, civilians enjoy the luxuries of owning property with a small modicum of wealth. Able to work high-skilled jobs that pay well, they are often able to pay tax in silver concessions without compromising their lifestyle. Civilians often make up the bulk of levies during wartime.

Hired & Drafted Service
Mercenaries generally range from rank 5-9 and benefit from decent if not haphazard pay from nobles and peasants alike. Mercenary companies are often hired out by barons or lords during wartime or for personal skirmishes against other nobility. Occasionally peasants may also approach the Mercenary Guild to request small tasks for meagre pay. These contracts are less fulfilling and desirable, but come frequently enough to tie a company along until the next noble comes. Mercenaries are not owned by a noble but may take on temporary work for any duration agreed upon by both parties. Unlike drafted soldiers, mercenaries are responsible for the upkeep of their own equipment and wellbeing. Mercenaries are afforded a share of any spoils seized after combat at the noble's discretion.

Drafted soldiers are those of rank 6-10 who have been formally trained in a noble's barracks. They are capable of complex military manoeuvres and exercise a high level of respect, diligence and professionalism. A retinue of soldiers is considered to be owned by a noble for a certain duration of time until they fulfill a predetermined amount of years of service. Peasants are expected to be drafted at the noble's discretion, trained by their noble up to a suitable rank for service. A veteran may retire after said service with all their earnings as a civilian or renegotiate the length of their contract. Nobles hold the right to dismiss soldiers they deem unusable in combat. Retinues are not expected to maintain the upkeep of their equipment or wellbeing using their own funds, their nobles holding responsibility instead. Soldiers receive less of a share of the spoils of combat than mercenaries.

Nobles
A noble is someone of power that possesses a considerable amount of wealth. Usually rank 9-10, noble families live in cities, towns or castles and deliberate on the management of their lands. A noble is taxed each month by the Kingdom depending on how much land and/or wealth they own, which may be paid in the form of money, goods, military service or other agreed concessions.

Lords - A noble who owns a castle and commands at least 500 rank 6 soldiers. These nobles are expected to participate in war campaigns and aid the King during internal conflicts. Lords are always expected to raise levies during wartime and may avoid concessions of gold during noble taxation.

Ambassadors - A noble who is directly involved with the government of the Kingdom. They are usually made to take care of all the bureaucracy that comes with law, foreign policy and acting as advisors for the Queen. An ambassador enjoys a degree of influence over even other nobles and is expected to be highly educated on matters of importance when making decisions for the Kingdom. Taxation usually happens in the form of concessions of gold.

Barons - A noble who owns enough land or businesses to earn an excess fifty gold per month. This kind of noble may be expected to hire mercenaries during wartime, but gold and goods concessions are common during taxation. Barons are not always expected to raise levies but must work with the Jack to ensure the trade of goods runs smoothly.

Royalty
The royalty are made up of the King, Queen and Jack of the Kingdom. They are held most accountable for the decisions of the Kingdom and work with their various nobles and servants to ensure its continued function. Royals do not need to pay taxes but must constantly defend their title from challengers and usurped alike. As the highest social class in the kingdom, royals are usually very wealthy and possess the utmost influence over others in the Kingdom. They are paid a set monthly income by the state for their service, overseen by the Kingdom's Ace to ensure embezzlement is avoided.

Royals may live on their own estates if they so choose, but must dedicate at least three weeks a month in the Kingdom’s capital to attend to their state duties. They are also entitled to ambassadors known as advisors to aid in their administration of the Kingdom, provided and funded by the state. Royals are often challenged by other nobility for their position as leaders of the Kingdom, and as such must answer a maximum of one challenge per week and a minimum of one challenge per month. This long-standing tradition was put in place to avoid over-infighting or weakening of the royals needlessly, yet there is a certain expectation to be upheld in meeting challenges as a show of power and adequacy. Nobles are often found in bad graces with the royal they have challenged upon defeat and so challenges are not generally made unless the noble is sure of victory.
 
The Undead
The Undead

Knowledge surrounding necromancy and the undead is almost completely unknown. An undead is an individual who can function despite no longer being alive. As summoning one involves necromancy, all undead contain dysidia as their source of power. Fundamentally, there are many ranks of undead that are divided into two types.

Thralls
A thrall is a body with no soul or spirit attached to it. It is manipulated by a necromancer via reanimation magic to move at the caster’s volition, similar to golem magic. Thralls have no free will or ability to make decisions for themselves and must be directly (or indirectly) commanded by the necromancer animating them. Through active manipulation, possession or enchantment, necromancers often herald mass numbers of thralls at once to overwhelm their enemies.

As a thrall is charged with necromantic dysidia, it is fairly vulnerable to healing-type mana and will implode when the two come into contact. Some thralls possess more dysidia in them than others, benefiting from stronger physical abilities and magical resistances. The amount of dysidia infused into a thrall depends on the caster, but they cannot regenerate their dysidia like the caster can due to a lack of a soul. This means that all thralls are on a timer until the caster infuses them again. Destroying a thrall's body will break the spell, but it must be entirely destroyed.

Deathless
This type of undead is special in that it involves the additive component of spirit binding magic. Deathless are spirits that have been summoned from the Realm of the Dead and bound to a dead body. Through reanimation enchantment, the bound spirits are given control over the dead bodies they inhabit freely - this combination is called resurrection magic. The spirits of deathless are often corrupted during the resurrection process due to the dysidia-strain involved, leaving them in various states of sentience depending on the necromancer's skill. It is possible for deathless to cast magic they knew when alive or even learn new magic, although tainted in dysidia.

In comparison to thralls, deathless are generally stronger both magically and physically with much better combat skill. As such, they are less susceptible to healing-spell damage. Able to make their own decisions and proving much smarter than their lesser variants, deathless are usually still bound to obey their master through the spirit binding contract. Additionally, deathless are actually able to regenerate dysidia within their spirit to facilitate indefinite functionality and casting of magic. Unlike thralls, deathless are capable of restoring their body by assimilating other body parts so long as their "heart" is not destroyed.

Undead Ranks
There many types of undead that offer various forms and abilities. Generally, deathless are summoned into higher-ranked undead so that the body can support their spirits. Differing from demonology, it is up to the necromancer to construct their undead in the exact fashion with which they envision. Simply binding a spirit to a body is not enough, one must advance the complexities of spell they are casting and the form they are binding the spirit to in order to achieve better results.

Reaper - Only ever spoken of in legend, these are supposedly the personal undead of Deim the Undead God of Life and Death. It is unknown just how powerful they are, but have been compared to Heroes and Aces in the past.

Amalgam - Perhaps one of the most complex summons for necromancers, Amalgams are extremely giant undead made up of tens to hundreds of fused dead bodies. Notoriously difficult to destroy and capable of regenerating by absorbing Risen, Amalgams may also launch undead at enemies from range.

Necroform - Perhaps one of the most subtle of summons, Necroforms appear the least decayed of the undead and boast highly impressive strength and speed. Often summoned as Deathless, they possess extreme dexterity and can wield items as expertly as the living.

Abhorer - Powerful yet simplistic undead, Abhorers are strong, durable, fast and very large. They are best suited for overpowering enemies through brute force and aggression.

Bonelith - Coming in varying sizes, Boneliths are covered in bone-like growths that constitute both armour and built-in weaponry. Strong and very durable, these undead are capable of firing their bone protrusions as projectiles.

Bloatborne - Strong and large, these undead are fat and riddled with snake-like maggots that latch on like leeches and slowly burrow into flesh. Fairly slow moving, Bloatborne explode upon death in a shower of sharp bones and maggots.

Curse-Marked - Enchanted by the necromancer, Curse-Marked undead are equipped with an area-wide drain spell. Often protected by various lower-ranked undead, they are slow but capable of infusing other undead with dysidia.

Plague Walker - A specialised undead, Plague Walkers are slow and easily killed. Their primary purpose is to spew raw dysidia from range at enemies in large klouds. They explode in a plume of dysidia upon death.

Tendril - These undead are truly horrific constructs born from the imagination of a disturbed necromancer. With multiple limb growths, Tendrils are uncomfortably fast and can wield items with skill.

Crypt Stalker - More advanced and fleshless than Risen, Crypt Stalkers are skeletal undead that move faster than risen. They also possess enough dexterity to wield basic items such as swords, shields and bows.

Risen - The most common and easily summoned undead, Risen are dead bodies reanimated by the controller. They are slower than most people, but somewhat stronger. Risen are usually summoned as thralls.

Complementary Magic
Necromancers also possess other accompanying subspells to aid in raising the dead and enhance their mastery over death. Flesh and blood magic to reform/alter the bodies they use is a common practice amongst necromancers as favourites for improving the physical forms of their undead. Spirit summoning/binding magic, as aforementioned, is entirely necessary for the summoning of Deathless undead. Some practitioners even use psychic mind-link subspells to directly possess their undead thralls.

In addition to these subspells, some necromancers pick up entire separate magicks to supplement their combat ability. Dysidia magicks such as decay magic is a popular choice, casters preferring to rot the flesh of their enemies to forcibly convert their bodies into suitable vessels for enthralling. Drain is very useful for dysidia users, but necromancers have the most need for such magic due to the large volumes of dysidia needed to raise an army. Osteomancy is also a suitable choice for mages who wish to engage in combat more directly or construct fortifications.

Addendum 1: Revival magic is a branch of spirit/soul magic that involves a similar process of summoning a spirit and binding it to a body. It is not considered necromancy, however, as the body involved must be the original spirit’s body and it must be physically alive.
 
The Assassins Guild
The Assassins Guild

The Assassins Guild is a mysterious group of individuals that work in the shadows, subtly altering the course of history to suit their traditional and economical needs. Not many actually know about the guild itself, but if ever there are those that pay for assassination, their wealth goes through the Assassins Guild.

History
Established thousands of years ago, the early archaic Assassins Guild was an order of warriors that believed mortals had grown too arrogant. They believed too deeply in their own abilities and feared nothing, not even death. Confidence was empowering, but one should not deign to place oneself above the natural laws of Yune. And so their mantra instilled thus: Mors Vocet - “Death Beckons”. It was a warning and a sentence. The ideology claims that none can defy the inevitability of death. The practical use often resulted in a person’s death upon hearing it used.

Originally, the guild was simply a group of likeminded warriors. They would go out into Ornare and kill tribe leaders who were too successful or displayed too much hubris. As time went on, the guild refined both its ideals and its skills to give it a much sharper edge. They found that the most effective way to bring death to those much stronger was to attack while they were unaware and defenceless. Here, the early conception of Serpent Breath, the art of assassination, was birthed. Along with this, the Assassins Guild also began developing magicks that could shield them from detection. Not only did this make assassination much more effective against unaware targets, but it also protected the guild members from being targeted by vengeful warriors. A secret order only whispered about in shadows, the Assassins Guild continued to avoid detection and carried out its mandate with zeal for thousands of years to come.

Following the colonisation of James Stryker and the birth of his new Kingdom spanning all of Ornare, the Assassins Guild's ideals were forced to shift slightly. With civilisation advancing under the technologically more advanced colonisers, the guild needed to adapt not only its skills, but its criteria for assassination. Towns and cities grew large and were filled with many powerful individuals, so it was no longer possible to simply kill the strong anymore. But with this surge of progress came a new form of hubris for the guild to target: influence. After the death of James Stryker and the formation of the Four Suits Kingdoms with their feudal society, the conduct of nobles became an interesting focus for the guild. Lords, barons and ambassadors not only wielded powerful magicks, but believed themselves superior to all due to their ability to not only dominate, but also control those weaker than themselves. While the guild had little concern for concepts of justice, this gave them a clear goal for enforcing the natural laws of Yune in a new world where modernisation had made men arrogant anew.

However, simply attaining an ideology was not enough. Assassination was not an all-powerful art and guild members were not as effective as they once were. With failure threatening to expose the existence of the Assassins Guild, it was forced to once more adapt to compromise with this new era. The concept of trading skilled service for wealth became a common practice in the guild. With the introduction of contracts, guild members could receive payment from outside sources while still enforcing the will of the guild. This increase in wealth thus allowed the guild to begin manufacturing better equipment and magical items to further enhance the quality of assassination within the guild. The most prominent tradition born from this was the Guild Insignia. A ring with the assassin's unique title etched into it, possessing the covered ability to render the wearer invisible. This new equipment, followed by the new selection process, more effective magic and the continued practice of Serpent Breath culminated into the absolute expertise of modern-day guild assassins today. Untouchable by the average man, the guild is a highly functional society that still enforces the will of their ancestors with the humble mantra - Mors Vocet.

Guild Ranks
The guild has a set of ranks that determine an assassin’s skill and level of authority in the guild. One’s rank allows a member to take certain contracts with higher rank equalling higher pay. To ascend one's rank, traditionally known as "Rank Ascendancy", a guild member must successfully assassinate another guild member with the rank they desire. This tradition has been practiced for centuries and is sacred to the guild as a way of weeding out the weak and unworthy.

Forum Dominum / Guildmaster - The most prestigious rank in the guild, the Guildmaster is responsible for the direction and management of the guild as a whole. Their will is enforced through their Seconds and the Master Assassin. While a Guildmaster is likely the second-most effective assassin in the guild, they must also be very adept at guild administration to be allowed this rank.

Domini / Master Assassin - The most effective assassin in the guild. They act on behalf of the Guildmaster to uphold the beliefs and traditions of the guild. Generally heroes in their own rights, Dominis are given the highly revered responsibility of bearing the Wraps of the Reaper Artefact.

Secundus / Second - The right hands and lieutenants of the Guildmaster, Seconds directly enact the will of their master and possess a degree of authority in commanding the other guild members. Seconds spend more time managing areas of the guild or ensuring other guild members are correctly enforcing the will of the guild than actually taking contracts themselves.

Idolona / Wraith - The elite of the guild, Wraiths are highly skilled and powerful assassins often tasked with carrying out guild operations by Seconds or the Guildmaster. Some of the best in the guild, they often take very high-paying contracts for targets such as nobles or even royalty.

Laruam / Specter - Veterans of the guild, these assassins are extremely experienced and know all the tricks in the book when it comes to their art. Specters are not only highly skilled, but also notoriously hard to assassinate in of themselves. It is common for a Specter to be a mentor for an Initiate.

Umbra / Shadow - The mid-tier rank for assassins, these guild members rarely make mistakes and can carry out their contracts with a high percentage of success. While Shadows are not the most skilled, they are still capable of taking out low-rank nobles and soldiers.

Ferrum / Blade - Guild members that have graduated training from their mentors. Not particularly skilled, they usually take low-pay contracts and work the various guild facilities in hideouts. Blades are largely responsible for the production and enchantment of guild equipment such as the Guild Insignia that all assassins must wear.

Initium / Initiate - The first rank upon being initiated into the guild under a mentor. Initiates are usually poorly skilled and are thus not allowed to accept contracts until their training is complete. Initiates will usually undergo their mentor's gruelling training and observe other assassins on missions. Initiates may also aid Blades in the forging and repairing of guild equipment and facilities.

Guild Laws
There are several rules in place that ensure guild members abide by the ideals and goals of the guild. Failure to abide by these laws is punishable ultimately and absolutely by death.

  1. Always uphold the traditions of the guild.
  2. Do not reveal the existence of the guild to outsiders.
  3. Outsiders are not to be brought into guild territory.
  4. Do not allow guild equipment or knowledge to fall into the hands of outsiders.
  5. Do not accept contracts independent from the guild.
  6. Contract requests from outsiders are to be brought to the guild for evaluation.
  7. Rank Ascendancy cannot be conducted on missions or during a contract.
  8. Infighting on guild territory is otherwise forbidden.
  9. Guild members must always carry their Guild Insignia on their person.
  10. The Guildmaster holds the exclusive right to temporarily nullify any of these laws.
 

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