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Fantasy [Tartarean Chronicle] Lore

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LadyOfStars

Tu'er Shen the Rabbit God
Welcome one and all to a great fantasy adventure set in a dark fantasy world where danger lurks around every tree, intrigue and politics follow the whims of the wealthy nobility, and heroes rise to stand against the evil. Bizarre monsters and fanciful creature are abundant here and anything is possible with Demi-gods walking the plane. But this isn't just a story about heroes and evil is just as likely to win the day. Join the adventure and possibly shape the future of this world...or bring it to an abrupt end.

On this page you can find Established Lore about locations, factions, and characters within the world. You can also find links to New, Ongoing, or Complete rp threads.

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Lands of The Pact

The Lands of the Pact, also known to be the most civilized place within the world. Made of an assortment of multiple races and peoples that came together after the Great Disaster long ago. The Pact has grown into a major superpower of alliances that combine their weak strengths to be a powerful adversary to any that dare to invade. It is also where most of civilization is located at for a somewhat peaceful life... If they are lucky. They are collective of city-states that operate as an alliance. Each state possesses full autonomy, but their reliance on one another keeps any one state from breaking agreed upon laws. The Pact is inhabited by a variety of civilized races, but each city-state has its own culture and way of life.

City of Choran

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Under strict governance, the Choran, named after its first king, managed to be one of the first established cities in what would become The Pact. However Choran’s strict rules and disdain for the demi-gods drove away many potential inhabitants and powerful allies. That only served to strengthen the people of Choran however as they would work tirelessly to become self-reliant and self-sustaining.

1,000 years after The Fall and Choran has become a military power house among The Pact. Their King, Olerion, has enacted a draft that requires all citizens of good health to join the army. Those who are too young, too old, too sick, or have skills that would serve the city elsewhere are required to work farmland or other menial jobs that make the city operate. Like his predecessors before him, Olerion prohibits the habitation of demi-gods within the city and has even instated laws that place strict requirements on magic.

In order to be able to practice magic within Choran would-be mages must register with and study under the Court Sorcerer, The registration process is long and only a handful of people are permitted to join every 2 years. Then those who are promoted from apprentice to master must join any war effort when summoned by the King. The bonus to going through all of this is that the King then pardons any crimes one may commit while in the service of the military or with the intention of growing their power. The mages are allowed to travel anywhere and do anything so long as they return when told to. Should they refuse to, the King sends soldiers, extorts their family, and even punts a bounty on the mage’s head branding them as a traitor and threat to The Pact. For these reasons the sorcerers under Choran’s rule are few, but they are strong thanks to the loose rules placed upon them.

Because of their close proximity to the Fallen Lands and the beast nation of Khantor, Choran is constantly battling either horrors from the east or beastmen from the south, while they’re not racist towards the beastmen, it is the firm belief of the people of Choran that the beastmen of the south are different from the beastmen of the north and only seek to expand their violent kingdom’s reach. They fight them back regularly to keep Khantor’s warlords and roaming herds from breaching The PAct’s lands.

Choran is also one of the only city-states to cease making donations to Fort of New Dawn on The Waning Isle. Olerion believes his people give enough and must focus on securing the mainland from closer threats.

King Olerion
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First born son to the late King and Queen of the city of Choran, King Olerion came into power as a young adult and since then has become a stubborn middle-aged man. He has upheld and introduced some of The Pact's most controversial laws and despite the criticisms of his fellow leaders, has not budged on them.

For all his negative press, King Olerion has proven to be a valuable asset to The Pact. His many victories over the beastmen and horrors of the Fallen Lands has secured his potision within the council. He has earned the respect and love of his warriors by being present on the battlefield, and the idolization of his citizens through rhetoric and great deeds that amaze them.

King Olerion takes a strict, my way or the hard way, approach to ruling and this has earned him the title "The Iron Fist."

Magisterium of Ao
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When the Tree of Life collapsed and people started to scurry into the west, a select group of powerful mages made their way to the mountains where no one without magic could reach them. While the people below fought against demons and the like the mages built for themselves a home. Once they had secured a sustainable homestead, they started to recruit other spellcasters and soon enough they were building a city of magic. Ao, they called it, for the blue hue of common mana that could be found throughout the world, was accessible only through a portal at the mountain's base.

They elected for a meritocracy with the most powerful mages ruling the city as magisters. Under their rule all manner of magically inclined creatures have been welcomed to the city. The Magisterium as it would come to be named, did not join The Pact when it was formed as they did not want to be bound by the rules and laws of other cities. Living on the edge of The Pact’s lands they are still able to interact with those same cities whenever they choose to, but they take more joy in their ability to be able utilize their magic as they see fit.
Over the centuries rumors have formed that in, Ao mages perform wild experiments, that they consort with demons and eldritch beings from the stars, and that their queen, High Magister Miyamoto is among the last immortals from the time before the tree’s fall. But no one knows whether these rumors are true or not. Very few outsiders ever see Ao in person and those that do rarely choose to leave for the outside world.

It goes without saying that Ao sports some of the most powerful mages of the known world and some of the most learned scholars. Despite thier power and knowledge, the city makes use of diesel technology and anything else they might need they do with magic.

The Academy of Arcane Practices
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An institution as old as The Pact itself, predating even the city that houses it. The Academy is second only to the Palace, but twice as big. The campus boasts facilities for every school of magic, dorms for students and faculty, as well as a ground for magical entities which vary from faeries to dragons and darker creatures. Powerful wardings around the academy keep the school safe and its magical beasts locked in.

Thanks to the Magisters of Ao the academy offers grants to students who show great promise. The professors here prolong their life using magic which makes them some of the best and brightest magic users in the world. More than once has the academy raised spellcasters who would go on to become archmages and serve the leaders in The Pact.

Because the Magisterium of Ao is outside of The Pact, the mages here are not bound by the same laws and restrictions and are permitted to experiment on who they want and how they want. The academy is one of the largest laboratories in the city, but its magic keeps out any of those who would come snooping.

Every year a special event is held at the academy in which the graduating class are given promotions within society. Some go on to become apprentices to greater mages, others sent to serve world leaders, and some sent to do covert work for the Magisters.

City of Eldoria

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Eldoria is nestled in the middle of the western continent, a region known for its lush green landscapes and fertile lands, despite the neighboring Ettlefrost to the North. The city-state itself is surrounded by towering stone walls adorned with intricate carvings and guarded by vigilant sentinels. Beyond the walls, sprawling estates and picturesque gardens add to the city's grandeur, while a network of canals crisscrosses the streets, adding both beauty and practicality.

Politics and Court Affairs

Eldoria's court is a stage where political ambitions, rivalries, and clandestine dealings play out on a daily basis. The ruling family, the Varrens, has held power for generations, but behind the scenes, influential noble houses vie for influence and control. The court is a hotbed of whispers, rumors, and shifting alliances, with nobles constantly plotting to rise in power or protect their interests.
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The Council of Nobles

To maintain stability and prevent any one faction from gaining too much power, Eldoria employs a council of nobles. This council consists of influential figures from various noble houses, acting as advisers to the ruler and ensuring a balance of power. However, the council is far from unified, with each noble pursuing their own agendas, forming temporary alliances, and engaging in political subterfuge to advance their interests.
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The Veiled Parliament

Within the city, hidden from public view, lies the Veiled Parliament—a secret organization formed by influential figures within Eldoria. Composed of spies, informants, and influential power brokers, the Veiled Parliament operates in the shadows, gathering information, manipulating events, and exercising their influence to shape the city-state's destiny. Membership in this clandestine organization is coveted and reserved for those who possess the cunning and ambition required to navigate Eldoria's treacherous political landscape.
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Culture and Society

Eldorian society is known for its refinement, elegance, and appreciation for the arts. The city-state boasts renowned theaters, extravagant masquerade balls, and renowned academies of music and dance. The nobility prides itself on its patronage of artists, poets, and philosophers, who entertain and enlighten the city's elite. However, beneath the veneer of culture and sophistication, the constant undercurrent of political intrigue lurks, shaping every aspect of daily life.
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Economy and Trade

Eldoria benefits from its location, known for its fertile lands and abundant resources. The city-state is a hub of trade, attracting merchants from far and wide who seek to profit from the region's agricultural and mineral wealth. The marketplaces of Eldoria are bustling with activity, with exotic goods, rare artifacts, and fine craftsmanship available for those who can afford it. The economic success of the city-state further fuels the political machinations, as wealthy merchants and powerful trade guilds seek to influence the court for their own gain.
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Relations with Other City-States

Eldoria, while fiercely independent, recognizes the importance of cooperation within The Pact. It maintains a delicate balance of diplomacy and strategic alliances with neighboring city-states, ensuring the security and stability of the region as a whole. However, these alliances are often tenuous, subject to the ever-changing dynamics of power and the shifting interests of Eldoria's rulers and nobles.
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Dagnia Syndicate
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A northern city state, run by a ghostly council that use bureaucracy, law and religion to maintain their dominant rule over the finances of the world. No debt is too steep for the city of Dagna, named after the deity that they so obediently serve. It’s said that Dagna herself leads the future of her city.

Dagna is known as the god of debts and money. No price is too high for the highly commercial city state, which has accrued insurmountable amounts of wealth. To those who cannot pay back their debt to the Dagnians: beware, the tax collectors serve as private agents of the Council, and they’ll take payment not just in currency but in after life labor serving as ghouls or thralls under the armies' command or private servants.

The populace is like that if any other, races of all kinds are welcomed, having the most lavish hotels, pavilions and palaces of leisure through the land.

Order, worship and servitude are the three tenants of the Dagnians, they worship their goddess with fanatical fervor, with various holidays honoring the myths of Dagna. Being a merchant like goddess, her youth was one of conquest, hence, the Dagnians crusaders, who are in fact an elite group within society. They are the sword, shield, will and wisdom incarnate of the goddess.

The use of magic is common to the Dagnians, however, although they are a shrewd and suspicious people, they’ve discovered that keeping their enemies alive was more profitable than slaying them. However, that doesn’t mean there are those who might really just want to help others.

The way the Dagnians expand, is through the creation of protected outposts. However, the pact keeps the Dagnians from ever purchasing territory, so therefore they resort to an expansionary crusade where its widely known that Dagna wants her kingdom expanded and the lands conquered domesticated to the will of order.

Margravine Thomasin, Captain of the Dagnian Army

Appointed to the protection of the outer city, she commands the guards and maintains any scheduling. Directly cooperates with church officials to oversee the security and sanctity of any religious rites and passages.
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Assassination Rumors

Rumors that the high council has assassinated folk heroes in an attempt to maintain power is prohibited by law. However, other cities have traced at least one assassin, although unknown as to the reasons for their actions, and denial from any sort of authority is common, the Dagnian Syndicate has certainly been involved in eliminating those in key positions that stand in their way.
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Dagnias avatar - Demi God - Queen of Dagnia
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Relic - Skull of the Undead
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Allows an individual to speak with the dead. Some say, one could speak with death itself.
 
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The Andradi Empire
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Emperor - Highest ranking official in the empire and acts as Imperator Dictator when deemed necessary by both Consuls or one Consul and more than half of the senate. Has full control over the imperium's legions and has the ability to issue enactments with the consuls and senates counsel.

Pontifex Maximus - Equal in standing but seperate in dominion from the Emperor. Sharing a healthy respect to not step on the other's toes.

(Supreme level leaders wear masks as a symbol of office and metaphor for becoming an ideal more than themselves)

Consul - One of two elected officials by the senate to be act simulatenously as advisors and lieutenants to the emperor and liasons of between him and the senate. Often these position include presiding over or reforming different projects and departments on behalf of the emperor.

Senate - Commitee of 100 senators, two for each province, dealing with the bulk of legislative work, under the consuls' and emperor's scrutiny. Can be veto'd by the emperor but the veto can be overrided by 2/3 of the senate and at least one consul.

Proconsuls - elected governors of provinces.

Propraetorian Legates - appointed governors of militarized zones.

Comita Populi Tributa - Citizen voters from the influential families (aristocracy) of different provinces throughout the empire.

Comita Centuriata - Military assembly made up of members of the legions. Military equivalant of the CPT. Naming 3 Tribuni Militares to represent the Comita in the senate and above.

(Both Comita can veto the senate and tribunes but only the Comita Centuriata can veto the Emperor if the matter relates to the legions.)

Concilium Plebis - Plebian council, elects a Tribunus Plebes charged with representing the plebs, assembling the Concilium Plebis, can summon the senate, propose legislation and most importantly veto the actions the senate and consuls if it can be argued to disadvantage the plebian population.

Censors - Two officers of culture and morality, emulate and enforce the social norms and virtues of the empire. Chastize and punish the sins and taboos. Appointed by the Comita Centuriata.

Praetors - 8 Judges supreme to all others, hold the Lexicon, regularly convene to discuss any interpretations and potentially misuse of laws and settle disputes ascended to the highest court where they preside.

Aediles - Public building managers and public event planners sanctioned by the Empire.

Quastors - Imperial financiers and administrative affairs officers (citizenship, birth records, etc). *Seperate from priavte Argentarii.

Vigiles Urbani - Imperial police and firefighting force.

Servi - Foreign slaves.
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The Empire's economy revolves mostly around slave powered agriculture and mining operations, with lesser but significant contributions from military technology and control of key ports between the lands of the Pact.

(Andradi Bankers generally belong to the Plebian and Equestrian class)

Argentarii - Bankers and money changers in the case of foreigners, officiate the sales of private goods and offer receptum argentarii (debt payoff) to citizens in a lawsuit or some such circumstance.

Mensarii - Government lenders there to help people through financial crisis.

Coactores - Collectors, sold the rights to collect a debt or collect on behalf of authorities.

Nummilari - Minted currency and offered "credit" much like the Argentarii.

(Loan defaults carry significant penalties including enslavement, mutilation and lawsuit. Mutuum = loan, Fenus = interest bearing loan)

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Urbs Aeterna - Andrad, the "eternal city".

Urbs - City

Coloniae - City in conquered territory.

Municipia - City in willing absorbed territory.

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Art, Sport, Leisure

Being the oldest and largest of the human territories, the Empire has established itself as the cradle of civilization, with a riches of art and culture found nowhere else.
From the Great Coloseum to the Grand Odeum, the other various theaters and arenas, the magnificent Basilicas where government occurs or majestic Delubrums to Sol, Memorial Archs and thermal bathhouses.
It seems every inch of the empire is an example of the Andradi dedication to function not coming at the expense of beauty.
However there are none of beautiful as the holy city of Andrad, Urbs Aeterna, it's age matched by its grandeur.

Society

Andradi society is split into classes;

Patrician - Pseudo-nobility made up of ancient clans, heroes and influential government officials.

Plebian - "Common" folk of the Andradi citizenry.

Equites - Plebians raised to the equestrian class through wealth and influence. Often gained through banking or business. (Senators are banned from engaging in business or banking, making either enterprise uninteresting to most, already wealthy, patricians.)

Servi - Slaves. Though, in the empire slaves can be freed and sponsored by their dominus (master) and fastracked to citizenship through the practices of Clientelia and Patricinium.

Clientelia and Patricinium -
While not exclusive to slaves and masters. Freedmen stand the most to gain from this practice. Once being freed and coming a liberti, a former slave could enter the patronage of their former master as a cliens. In this relationship, they would exchange work and fidelity for education, protection from abuses or court sponsorship. Patronus could also give their cliens financial help in the form of sportulas, monetary gifts. In addition to this, the liberti would enter a network of plebian cliens generally under a patrician helping their integration along.
Now and again the patronus could call upon the cliens for help with ransoms or doweries but generally the cliens main contribution was one of respect and favors in their realm of work i.e. free debt collection or salutatio*.

The role of cliens and patronus are not exclusive to plebian and patrician. Often patricians are cliens to patricians of higher standing, creating a network of mentorship and sponsorship.
The more cliens a patronus had the higher his social dignitas* would be, and the higher dignitas a patrician had the more auctoritas* his cliens could call upon. Thus, good relationships between cliens and patronus, or at least feigned ones, are very incentivized up and down the line.

Through this system a slave could gain enough renown to be voted into citizenship or awarded citizenship. Though, it was also attainable through service in the legions, in addition to a land grant after service.


salutatio* - Morning greeting outside of the home of the Patronus.
dignitas* - Social standing in relation to beneficence and good work.
auctoritas* - social standing in relation to authority and respect.

The Genders

While not being legally allowed to hold public office or enter service in the legions, women of the empire enjoy other rights and entitlements more luxurious than public and military service.

For women in the empire, citizenship is often just a matter of birthright or marriage. Human foreigner (peregrinus) women can inherit citizenship through marriage to a citizen while the opposite is not true. While lacking the prospect of political power, Andradi women can inherit and own land and property.
A daughter's legal relationship with her father persists into marriage, thus making her subject to her father's potestas (authority) and granting her husband no legal power her. This allowed for more equal footing within the relationship and protection under the law.
While still being absorbed into the estate of her husband, the keeping of her family name and thus somewhat seperate identity allows a wife to keep her patralineal money seperate as well; and is expected to use it wisely.
(It also makes divorce a relatively simple process as the couple need to simply announce their desire to split before 7 witnesses. At which point the woman returns to her father's estate.)

Married Andradi women are welcomed into the business enterprise and can often find themselves as creditors, debtors and sponsors and business owners. Plebian women are more than able to learn a skill to compliment their husband's trade or manage part of his business. Though, the cultural standard of husbands being darkly tanned to imply work ethic and wives having fair skin to imply the same makes certain jobs less socially acceptable than others.

It's arguable that the lack of political influence is offset by the financial freedom given that senators, consuls, proconsuls and soldiers are barred from business and industry during their tenure (though the government ultimately has control over all spending and currency for times of war or crisis).

Andradi Virtues as enforced by the Censors -

Prudentia : Foresight, wisdom, and personal discretion.

Salubritas: Health and cleanliness.

Severitas: Gravity, sternness, self-control

Iustitia: Sense of justice and morality

Temperantia: Temperence and civility

Fortitudo: Courage and selflessness

Moderatio - Prudent and reasonable use of power

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Army

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Organized into 60 legions of 10 cohorts, each with 500 men and accompanying animals and war-machines. All legionaires received extensive training upon enlistment, 1 year's worth of general warfighting and conditioning and another year of specialization.
Of the 60 legions 15 of them are organized and outfitted for special warfare.
I.e. The heavy armor and warbeasts of the 7th "Red" Legion and the long range weaponry of the 32nd "Phantom" Legion.

The legions are the most tied to the Church of Sol, of the imperial branches. Every legion receives Firekeeper chaplains and a Shepherd of Fire to act as Magister Militum to the imperial Legatus commanding.

Having seen its fair share of warfare in its long history, the Empire boasts some of the best materials and craftsmen for weapons and armor as well as military tactics.

Navy
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The Andradi Navy is organized unlike its Army. 4 Classibus (fleets) of 330 navibus (ships) each, each ship manned by between 40 and 100 marinus (marines) depending on size and purpose and headed by a Centurion.
Within each fleet there was 33 squadrons of 10 ships, each under a Navarch.
The head of each fleet was an Emperor appointed Promagistrate, elected as one of 4 candidates by the Comita Centuriata.

(Private ships commanded by an Exercitor Navis)

Ships-

Navis Longus - long ship

Navis Oneris - short ship

Navis Rostrata - Warship

Navis Lusoria -Transport ship

Navis Actuaria - Merchant ship (commanded by a magister navis)

All Andradi ships are powered by hot air sails and then manually rowed into port.

Armament -

Ballistae

Catapults

Rostra Ram

Flamethrowers

Harpax, ship-mounted harpoon designed to reel in ships for boarding.

Corvus boarding device

Vesica marinus, ship mounted hot air balloons to counteract weight and increase speed.

Fleet locations-

Classis Kemetus, ported at and patrolling Kemetia.

Classis Ravennas, ported at the city of Ebria on the western coast of the Empire.

Classis Imperialis, ported between the imperial mainland and the Island of Cicilia.

Classis Germanicus, ported between fleets Ravennas and Imperialis at the port city of Rhine.

Airforce

A singular fleet of 30 hot airships (Aeris Navibus) each with a crew betwren 80 and 250. Otherwise organized like the navy.

Ships

Aura Navis Rostrata - warship
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Aura Navis Lusoria - transport ship
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Armament

Ballistae

Archers

Firebombs

Downward Oriented Trebuchets

Corvus Boarding Device

Anchoring Harpax

Fleet Location

Andrad

Andradi Empire POIs

Andrad, Urbs Aeterna

Capital City, site of the Palatine Hill, home of the Emperor, and the Cathedral of the Sun.

The Angustine Port Cities
Ostia
Thalassonika (Island)
Capua
Cicilia (Island)

Booming port cities along the strait between the two continents of The Pact.

Kemetia, Khantorian province and merchant territory.

Kemetia is an Andradi territory in Khantor. Acting as a trade hub and naval port, the city is its own province with a very healthy economy. While exporting exotic materials, pelts, herbs and wildlife are big contributors to the Kemetian economy, the biggest contributor is the slave trade. Decent relations with the Khantorian tribes of the desert and an alliance with the infamous Ironhorn Bardside, has led to a steady supply of beastkin slaves as well as unobstructed waters. Slavers from all parts convene at Kemetia for trade, making the markets the most diverse in the land.

The interior border of Kemetia is heavily militarized with the famous Wall of Severus almost completely encircling the territory.

(Beastkin slaves that achieve a reputation of Samaritanus Bonus can earn the freedom and become liberti, though inelligible for citizenship as inhumans.)


Antinoch, Home of the Grand Archive and Valley Forum.

Antinoch is a famous city, drawing scholars and thinkers far and wide. There is no shortage of schools and amphitheaters along the miles long Valley Forum. At the heart of the city is the Grand Archive, a gargantuan building housing everything from works of art, to texts to artifacts and cadavers. It is unfortunately, not open to the general public and barred to foreigners. Being the only place safe from damnatio memoriae and the only place deemed safe enough for malific objects, many things there are deemed too dangerous to be made publically available.
The Grand Archive is overseen by the Chartophylax, a contruct of Sol magic, tasked with the maintenance and destruction of the Grand Archive should it be deemed necessary.

The Necropolis, the Ashen Capital

A sprawling city sized burial ground, built down into catacombs and up into tremendous mausoleums. Given the reality of necromancy and undead threats, the empire opted early on to give the people a way to honor their dead without compromising their safety. Sometimes called the "Ashen Capital", the Necropolis is flanked by walls and siege engines on all sides, effectively creating a protected perimeter around the city of the dead.

The Valley of Ancients

Secret Sect of the Church of Sol, The Kirk is place of reeducation through sacrament and penance, fulfillment of atonement, purification by fire, and martyrdom. Here the heretical are turned into martyrs known as Oblations.

Not much is known about them, but it is thought that they are stripped of pain and emotion, each honed to one particular purpose. A purpose that is carried out with suicidal fervor.
Recognizable by their snow-white hair and soot worn in patterns across their face. They're considered to be an urban legend throughout most of the Andradi Empire.
The house is superintended by an Abysswalker holding the title of Warden Convalescent and required to wear the Mask of of the Kirk.

Those who are redeemed through death are granted the title Resurgent, posthumously and buried deep in the catacombs of the Necropolis.

Cambrium - Northmost Imperial City

Nothernmost territory of the Empire, Cambrium is an export town and main imperial foothold of the Ettlefrost region.
The Coloniae is used mostly to export exotic furs and commodities, as well as fish and whale products to the greater Empire. There's a population of native peregrinus (noncitizen foreigner) within the city in addition to naturalized citizens and relocated citizens. The interior border of Cambrium is militarized to create a buffer and keep barbarian raiders at bay. Though, trappers routinely venture out into the Ettlefrost wilds.
Nearby native settlements can engage in trade with the imperial territory and buy protection through monthly tributes to the Cambrian people.

The Laity:

Non-solstitial members of the Church of Sol, ranked as follows.

Ranks:

•Frater

•Sacerdos

•Summus Sacerdos



With Episcopus, Archiepiscopus, Exarch and Patriarch/Pontifex Maximus being exclusive to solstitial members.



•Soror

•Vates

•Antistita



With Legatine, Praeposita and any order specific titles being exclusive to solstitial members.



Shepherd of Fire

Station is equal to authority of an Archiepiscopus. Only other rank attainable within the order being Shepherd Preceptor. Charged with the safety and expedition of missions and leadership roles in the Andradi military force.



Praecursator

Praecursator ranks are just as few. Within the Adumbrata Legion, there are only the ranks of Praecursator legionarius (generally just referred to as Excursors) and Venator. Charged with the exploration, cartography, looting and general incursion and excursion of the far reaches of foreign lands. Their venator ranks act as wetworkers.



Ajudicator

Excluded from Church hierarchy all together, arbiters technically subordinate but not under the authority of the Exarch and higher.

Within the College of Adjudicators there are the ranks of High Adjudicator and Excoriator, with the latter being station of executioner. Charged with guiding the actions of the chruch through the Solar Conclave in matters small and large. Generally paired with a collateral Sister Inquisitor or higher.



Inquisitor

Being the order of truth-seeking, the Inquisitorial Sorority revolves around the observation and, well, inquistion of everything from members of the Church to the monarchy or the world at large. Within the order the members are divided into the ranks of Soror Inquisitor, Inquistor Preceptress and Grand Inquistor. The Inquisitorial Sorority has the authority to call just about anybody before them to be tried so long as they receive the approval of at least three different Ajudicators.



Sororibus of Moonlight

The Sisterhood of Moonlight has no ranks and very loose organization. Situated just on the edge of Andrad in their temple and sanctum, The Twilight Empyrean, the Sisters of Moonlight busy themselves with the furthering of their Saint Disiderus' work. The order is overseen by a specialized Ajudicator and Inquisitor called the Tenebrae Dyad. Under their supervision, the Sisters worship, study and experiment, often using various creatures and undead as subjects. It was through their work and cooperation with the vampire Konrad Freiherr Von Richtofen that it became known moonlight is sunlight somehow reflected (Rather than light independently generated by the moon). Though, it is worth noting that not all subjects participate willingly and it is for that reason that anything from 1 to 6 Praecursator Venators are rotated out to the Twilight Empyrean to help in the capture and containment of everything from wolfmen to fae.



Firekeepers

The backbone of the Church, Firekeepers make up a large portion of the non-laity Palatines (Cathedral Attendants/Mass Assistants). Their roles and duties are many, and their importance vital; from food preparation, making of clothes and maintaining the beauty of the Cathedral of the Sun. Firekeepers also, naturally, tend to the Eternal Flame, the symbolic center and heart of the Holy City of Andrad, where the auxillary roles for Mass are also filled entirely by them.

They are also largely responsible for the morale of the church as a whole and fill any role that need be filled with the overwhelming zeal and enthusiam only found in a Firekeeper. To include, most of the raising and development of the youngest in the Church.

Outreach and charity is almost exclusively a Firekeeper's endeavor, which makes them the bulk of mission forces and the most publically recognizable order.

It goes without saying that without the Sodality of Firekeepers, the Church of Sol as it is would cease to exist.

Within the order, Firekeepers are ranked as Vates, Antistita, Legatine and Praeposita, in ascending order. The Praeposita acts as chamberlain of the Cathedral of the Sun while the Legatine works as an aide and delegate to the Pontifex Maximus.


Magic:

All the Church's Sol magic schools revolve around the harnessing of fire, light and lightning to emulate their patron Sol. It is said that Sol causes storms to reward with life-giving rains, and punish with thunderous lightning, the "Shepherd of Fire".

All schools but one; The Twilight Empyrean. This magical sect is made up of exclusively Sisters of Moonlight, despite being created by Exarch Desiderus. It was he, turned undead and excommunicated, that deciphered the nature of moonlight. His condition left him deathly adverse to daylight and needing to feed on the blood of the living. Yet even in the depths of desolation he remained devout. Following what rites were possible alone in the forests, he came to realize the full moon gave him a very mild discomfort but the new moon was almost soothing. Desiderus realized the light of the moon and the light of Sol were one in the same, a diluted variant. Finding new resolution in believing that even at his lowest Sol had not entirely condemned him, Desiderus returned to the Cathedral of the Sun in the Holy City of Andrad to share the wisdom and study the nature of moonlight under the jurisdiction of the Ecclesiarchy. Not long after the establishment of the Twilight Empyrean, Exarch Desiderus self-immolated, tortured by the sanguinary desire for his students imposed upon him by the curse.

All other schools are known to have been established long ago by Pontifex Maximus Amatus Cyrus and Antistita Faustina.

The Church of Sol keeps a standing military of 10,000 Andradi Guardsmen, sentient suits of armor filled with a portion of the Eternal Flame and the ability to utilize all forms of Sol Magic (besides moon-based magic) to a proficient extent. This caste is sempiternal and requires no training or recruitment, said to be guided by the hand of Sol.



Black Sheep:

Praecursators

One of the specialized orders of the Church of Sol. Praecursators are trained, housed and deployed from the Voidkeep, a massive basilica northeast of the Cathedral of the Sun. It is there they are trained in necessary skills to survive long stints in foreign lands, generally alone or in groups of only two or three. These skills range from the most extensive physical combat regimen, even surpassing the shepherds, to harnessing magics foreign and heathenous.

Being trained in just about every contempory martial art common to the realms of The Pact, one is usually hard pressed to find a warrior able to go toe to toe with a Praecursator just on technique alone. Masters of pathfinding and navigation, their skills are only bolstered by the use of magical wayfinding (magic akin to 6th sense of direction).

Praecursators are endowed with a handful of other magical enhancements. These include; extraordinary speed and strength and reflexes. Coupled with their use of Legionaire's Tonic (a drink that halts their bodily needs and functions for around a week at a time), the augmentations make them unbelievably good at deep exploration and tracking.

Their foundational magical training includes such things as cloaking (developed by the Sisters of Moonlight), fundamental/rudimentary Sol magic, wayfinding (magic that orients them in their new surroundings), arcane trapping, light healing and an obscure magic known only as 'Voidlight'. However it is achieved, it is often employed successfully as an anti-magic, negating magical effects briefly and severely disorienting magical beings. A jack-of-all trades, master of none approach, unlike the other orders.

Given the exposure and access to corruptive magic, locations and concepts, Praecursators are the order of the Church of Sol with the highest rate of apostasy and heresy. As well as being some of the shortest lived. Understandably, this is not a good reputation to have. A reputation that is represented in the relatively somber colored armor.

On occasion they are known to be charged with a Sister of Moonlight, given the temporary title of Onus, to escort for confidential reasons.​
 
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