Regalia and Weapons
Regalia here is hailed for being powerful and linked to either one of the three dragons, or a to God in the heavens or Satan down in Hell.
Dragonclaw Staff
A staff created with some remains of Lumensay. The top is adroned with a sapphire crystal, held in place by her claws.
Hellfire
A tome with demonic origins. Nothing like ordinary fire magic.
Book of Creation
The legendary book penned by Lumensay. Those who inherit her blood or her blessing can unlock its true potential.
Codex of Shadows
The legendary book penned by Oscuro. The blueprints to many dark magic creations and to dark magic itself lie within this book. Those who carry Solverks blood can utilize its full potential.
Demonic Dagger
A mysterious dagger with origins pointing to Solverk.
Firebrand
A powerful sword that can attune to its wielders magic, becoming empowered.
Golden Ash Axe
An axe made of pure gold. Heavy to yield, it takes real muscle to use this in the heat of combat.
Soul Scrapper
A sword forged within the firey depths of Hell. One of Harvonks creations.
Feuernd
A rapier crafted from one of Lumensays fangs. Tears through the flesh of any divine lineage without prejudice.
Non-Regalia and Weapons
Weapons here are magical in nature or powerful in the hands of specific users. They have no ties to any of the dragons or any God.
Listerwerf
Relic belonging to the Westmere family lineage. Poor recreation of the Dragonclaw Staff.
Roses Thorns
An elegant, magical tome that La'Reese often uses. Can ensare people within its thorn vines.
Scholar's Light
A holy tome, used by Duplewuf. Purifies sinners or cremates them.
War God's Tactics
An informational tome, used by Atahmera. Contains documentation of many magical wars from across Idrith.
Jeorge's Bow
An unsurprising bow used by a masterful sniper.
Magical Domains
Within Irdith, there exists multiple magical domains. Each domain is powerful over each other as well as resistant to each other. The only exception to this rule is demonic and necromancy magic, which triumph over all kinds of magic.
Commonly used by preists and preistess.
Light or Holy magic are used interchangeably, and are often used by priests or anyone adjacent to churches or the Heavens. Healing is also considered holy magic, however, no matter alignment, individuals can be healed without issue.
Light make is devastating against necromancy as well as demons. Light also triumphs over dark magic, weakening its effects.
Wards can only be cast with light magic. Wards can protect an area, amplify light or elemental magic, or reflect magic like a mirror.
Users of light magic can learn elemental magic, but not dark magic.
Elemental magic comprises of: Fire, Wind, Electricity and Ice.
Many mages can specialize into a specific aspect, or become a master of all. Mastering more than one element because difficult, as the power required from one's body increases. Many archsages overcome this issue, but it requires years of training. Divine intervention cannot help with the energy cost of mastering all four elements of magic.
Elemental magic triumphs over light magic, weakening its effects. It does not affect it when light magic is used as healing magic.
Dark magic is the only magic that cannot be directly learned. Instead, the information must be transferred from mage to mage. Learning directly from the Codex of Shadows leads to insanity if one is not a descendant of Solverk.
Dark magic is commonly frowned upon and often only used in most dangerous situations. Dark magic is strong, but equally volatile. Many mages who go to learn dark magic turn insane when crossing with magic they’ve already learned. Dark magic has a high energy cost, not even elemental archsages could become masters of dark magic if they tried.
Dark magic naturally cannot cast wards, however, those direct descendents of Solverk can cast powerful wards that cannot be dispelled except by the caster.
Dark mark magic cannot raise the dead, but can conjure up minions or servants. It is also capable of basic reanimation. Complex organisms like humans cannot be reanimated.
Dark magic can also influence and manipulate targets' minds. This effect is stronger in those who are direct descendents of Solverk.
Dark magic triumphs over elemental magic, and can cancel its effects.
Demonic magic is unique in that it cannot be naturally learned, and is innate to demons from Hell.
Satan can transfer demonic magic prowess to other demons. Demonic magic is also a form of powerful fire magic, surpassing what mortals can learn.
Demonic magic can also transform mortals into imps, but not demons. This requires a sacrificial setup before it can work, and often requires two other demon mages.
Demonic magic triumphs over elemental and dark magic, but is heavily crippled by light or holy magic. Demon magic can interfere with healing magic, becoming empowered by siphoning off the energy from the caster.
Demon magic is also empowered by the pain and suffering of mortals.
Necromanccy magic is unique in that it cannot be naturally learned, and is innate to warlocks from Hell.
Warlocks exist as their own faction within Hell, and are a unique subclass of demons. Unable to learn demonic magic, necromancy enables warlocks to raise the dead, as well as tap into the psyche of combatants. Necromancers are master manipulators, and are often used by Locust to win battles. Necromancy and demonic magic cannot be used in parallel, and must be used one at a time. Locust had absorbed the power of necromancy from multiple warlocks in his stride to please Satan as one of his strongest commanders.
Necromancy can be transferred by warlocks via curses, but since warlocks are contained to Hell and never leave, no mortal has ever been granted its power. Warlocks also strongly despise mortals.
Necromancy magic triumphans over elemental, dark and light magic. Necromancy can also siphon off the energies from healing magic, while injuring the caster.
Necromancy magic is also empowered by the pain and suffering of mortals.
Locations
Idrith is the continent where all the history and events occur, from the Inheritors, to the time of Heildom, to the time of Goldcrest. It is the stage of the story, and everything that follows.
Fearwharf is the area between where two mountains meet, however, it’s an open portal that leads directly into Hell. Demons cannot freely pass through this crevice, as there is a ward keeping them within Hell. This ward was set by both God and Satan to ensure the balance of forces. The climb out of the crevice is treacherous and dangerous and many do not seek to challenge it, as one slip sends whoever is unfortunate enough straight into Hell, being claimed in the name of Satan, and to never return to the mortal world above.
In this area, those who are considered immortal become temporarily mortal. Time moves differently in this area as well, it passes much slower. Regular mortals who find themselves here experience these effects too. Centuries can feel like a few hours have passed. Magic ceases to work here, not even demonic influence or holy influence have sway.
ShunShone Kingdom is the oldest kingdom of Idrith, having fallen by 17XX. ShunShone is devoted to that of the Goddess of Light, Lumensay. However, after the years following Lumensays death, the Church of ShunShone devoted themselves to a new faith under Lumensay, the faith of the Earth Mother.
ShunShone became a pillar of holiness of Heildom, where many fruitful religions were born and nurtured. ShunShone had rich fields where Lumensay was buried, crops having high yields and provided for much of the realm, and its own people. Those who lived in ShunShone were loving and pampered people. Everyone knew of ShunShone, and any bad actors were met with opposition from the other lords. ShunShone was a neutral location, no military activity was allowed, and it became a common point for many diplomatic meetings.
ShunShone also had a direct connection with God in the heavens, and any disciples of God. At one point, there was a direct stairway to Heaven, where mortals could traverse up to the Heavens above and speak with deceased individuals.
However, ShunShones warm history was rocked when Locust sieged the kingdom in the First Demon War. The kingdom known for its warm, sunny days, became engulfed in a never ending torrential storm. The king and queen were presumed missing, and later, dead, once the storm had passed. ShunShone was destroyed, becoming a hollow image of what it used to be. No one dared to explore the kingdom, as thieves started to take refuge in the deserted kingdom.
ShunShone became deserted, abandoned, and forgotten in history.
Prawozlota existed from 932 to 1645. Prawozlota was renowned for their respectable scholars. Prawozlota held many of the realms historical documents as well as archives of many events that occurred. Prawozlota would eventually be lost to time, as the records would become dispersed across the kingdoms during the Heildom era. Many of the documents it once held would be lost to time or destroyed.
Sombraviva existed from 1176 to 1509. Sombraviva would later become Umbravale, as it was the birthplace of dark magic and dark mages. The oldest dark magic college existed in Sombraviva from 1392 up until the late 1800s, where it would become condemned due to necromancy activity.
Dark magic would eventually become frowned upon as technology advanced, being viewed as “dirty magic”, which would result in the closure of the college. Many of Sombraviva influence still exists up until the modern day, shaping many influential dark mages throughout the ages. If it wasn’t for Sombraviva, dark magic would not have existed.
Bellacorte existed from 532 until 1912. Bellacorte is the only kingdom to have survived as long as it did. A part of Bellacorte would splinter off, becoming Skallgard later on. Bellacorte was a hub for predominantly mercenary work. There was no royal family, king or queen that ruled over Bellacorte, instead, there was always a head mercenary. Much of Bellacorte history is entwined with the history of many other kingdoms, wars and events. Many relied on the mercenaries that Bellacorte provided.
Despite lasting the longest, the first major war in the early 1910s caused massive disruption to Bellacorte’s operations, causing the kingdom to finally collapse by 1912. Many have tried to recreate a modernized version of the kingdom, but no one needed mercenaries anymore. Governments stepped in to fill that role, and Bellacorte became another historical name.
Chantelune existed from 1295 to 1515. Chantelune was an elegant kingdom, harboring the elites of the elites, and was absolutely visually stunning. The castles were well kept, as were the lords and families who occupied them. Chantelune would later become the foundation for Westmere.
Chantelune was a hub for diplomatic activity, however, due to the nature of Chantelune, many who were invited took offense, and negotiations were often soured. Chantelune would earn the reputation of “Cordial but Heartless”, denoting that nobles who met in Chantelune did not care much for diplomacy, and only hoped to win their negotiation by awestrucking their enemies.
Grünthal existed from 1298 to 1523. Grünthal would eventually become Snowvale later on. Grünthal is the most remote kingdom, being located in a tundra environment. Winters were harsh but survivable. Those who lived in Grünthal learned how to forage and take care of themselves in the worst of conditions.
Royals who came from Grünthal were known to be rugged and rough because of this, their patrons more rugged. Due to their isolated manner, many did not know how to socialize or communicate with others. Literacy was low in Grünthal, and only those of noble birth were allowed the privilege of literacy. Commoners worked to keep the kingdom warm and fed. Those who were no longer able body were exiled. Many died in the coldness of Grünthal.
Monteluz existed from 1309 to 1689. Monteluz would later become Ivory Spire. Monteluz was a sacred place, but was quickly desecrated. The nobles who ruled over the area were fearsome mages and did not care for their subjects. Many perished in the poor conditions, and many more resorted to thievery. Eventually Monteluz became known as the thief capitol. The royals of Monteluz casted a ward around the castle, keeping out any non-magic users. The royals ensured none of their subjects could learn magic, as the college of mages existed only within the castle doors, excluding anyone who lived directly in Monteluz.
Eventually, Monteluz would become engulfed in conflict after the royals reported dark energies were emerging from within their kingdom. Other kingdoms would join with Monteluz in what would become known as the War of Terror. This war unfortunately displaced all residents of Monteluz, causing the royals to rebuild the entire kingdom into a magic paradise.
Heildom is the name of the new realm that was born from the scars of the previous era. Heildom is home to what would be the equivalent of “Medieval times”. From the ruins of some kingdoms rose new ones. What kingdoms survived splintered off to create their own new factions.
Heildom encompasses many atmospheres and ecosystems, spanning far from the cold, wintery north, to the mild and temperate. There is no desert located within Heildom, most of Heildom is covered in forest where there is no occupation. To the north is where ShunShone lies, in a mountainous region. No matter where you are in the realm, the statue of ShunShone is recognizable. All the lords of Heildom work together, having created a pact to ensure no sway of power in any one direction.
Westmere existed from 1515 to 1924, where it would turn into the State of Westmere. Goldcrest City would become established within its borders.
Westmere is the restructured kingdom of Chantelune, and out of all the other kingdoms during its time, was the least specialized, but was a hub for diplomatic envoys and meetings. Frequently did the king and queen of Westmere have foreign dignities engage with other lords in high stakes discussions. Westmere borders an ocean, with a bustling harbor. Trade and commerce flows through Westmere, however, Westmere does not directly influence the economy. The harbor has been deemed a neutral zone, free of all political and royal influence. The only individual who has any prowess over the area is the Head Merchant.
Westmere would later become the epicenter of religion, after the fall of ShunShone. The Church of Westmere would be constructed between 176X to 179X. This would become the epicenter for the College of Holy Mages, where mages and priests would come to learn about light and healing magic.
The church would also have great influence among the royal knights and battalions. Under the church, the Holy Crusaders and Royal Persists battalions would form, giving the church immense military strength that rivaled the throne. The church was responsible for upholding the religious order of the realm, vanquishing demonic influence and echoing the terrors of the War of Terror. Necromancers were sent to eternal damnation by the church, and it became their primary goal to vanquish and rid the world of all necromancers and necromancy.
Skallgard existed from 1376 to 1911, where it would fall alongside Bellacorte. The land left behind by both Skallgard and Bellacorte was divided up among nearby nations or states.
Skallgard is a splintered faction under Bellacorte, later becoming its own governed state. Unlike Bellacorte, Skallgard had a throne and a reigning lord. Skallgard function in parallel to Bellacorte, being a hub for mercenary activity, but worked exclusively with berserkers. Once Skallgard rose, many berserkers moved from Bellacorte.
Skallgard occupies the warmest area in all of Heildom, with winters getting as low as about 60 fahrenheit. Skallgard is also located at the base of an inactive volcano, which is used as a physical barrier to separate it from Bellacorte. As a result, there are multiple pools of magma that surround Skallgard, and much of it is in the sparring chamber, located right in front of Skallgards throne.
The berserkers who reside in Skallgard are fearsome fighters, and often can be seen sparring with one another and outsiders. Tournaments are commonly held in Skallgard, where the victor becomes the next berserker to be recruited. Mercenaries from Bellacorte are prohibited from entering due to the nature of the two kingdoms. Mercenaries will always find work, whereas berserkers must fight to claim such titles to prove their worth and strength. Failure is treated harshly in Skallgard.
Snowvale existed from 1525 to 1904. Snowvale would dissolve due to its location and difficulty to supply. As a result, no government wanted to govern the snow laden mountains.
Snowvale was once Grünthal, but has faced harsher winters. It is unknown as to why the winters became harsher for Snowvale, many scholars claim a necromancer cursed the realm, others say some of the lineage cursed the realm instead. Due to poor communication with Snowvale and Grünthal, there is no accurate record kept.
Snowvale would become the epicenter for learning ice magic. While no college was erected to help teach this magic, Snowvale had sent out its best archmages to Ivory Spire.
Residents of Snowvale have learned to survive off of very little, knowing what harshness looks like. They are expert foragers, with some traveling across Heildom to teach their craft to other kingdoms. Many lords and nobles rejected this teaching, commenting that its for “the common people”. The lords of Snowvale find this rhetoric offensive due to the nature of their kingdom and lives.
Ivory Spire existed from 1670 to 1905, where it would turn into the State of Crystalfall.
Ivory Spire was once Monteluz. Ivory Spire is home of the biggest magical college in all of Heildom. Many archmages of different disciplines converge here. Holy Priests teach light or holy magic, many elemental archmages teach the likes of fire, electric, wind, and ice magic. Dark magic is forbidden to be taught at Ivory Spire, as the Dark Magicians College is located in Umbravale. Dark magic is also forbidden to be casted in Ivory Spire. A ward was cast to dampen and weaken dark magic. Necromancy is strictly forbidden and can be sensed by any Holy Priest.
Ivory Spire is led by one archmage, sometimes referred to as the Grand Archmage. The Grand Archmage is a master of all elemental and light magic. The archmage must also be a master of healing magic that goes beyond the capabilities of even the most dedicated of healers.
In the center of Ivory Spire is a wizard's spire, a monolithic tower that can be seen from most kingdoms in the realm. It is a symbol of magical strength and prowess, and is the home of the Archmage.
Ivory Spire is well kept, and is often adorned with elegant gardens and toperaries that display the elegance of the magic that is taught there. Many non-mages visit Ivory Spire just to get a glance at the elegance and beauty that is adorned all over its common grounds, as well as the architecture of the colleges.
Umbravale existed from 1652 to 1901, where it would become a state.
Umbravale was once Sombraviva. Umbravale used to occupy a swampland before being more developed. As a result, dark magicians practiced in less than ideal conditions. Dark magic was stigmatized often throughout the ages, and it continued to be frowned upon. Unlike necromancy, dark magic cannot conjure up the dead, nor can it cause psyche altering effects.
Umbravale was situated over a swamp, where rain frequently falls. After reconstruction due to a disastrous flood under the Sombraviva banner, Umbravale became known for its frightening image. Housing the College of Dark Magicians, many non-mages came to fear Umbravale due to the supposed “experiments” that dark mages performed. Later on, Umbravale would come under fire due to an exposition on the experiments that were conducted under the college. With the Codex of Shadows dictating the blueprints of the college, some began to question if there was an outside influence affecting the college.
Due to the general nature of dark magic, wards cannot be used to shield from outside influence. This is because wards cannot be cast under dark magic, and as such, would be broken otherwise.
Umbravale is mostly centered around its college, and is primarily built out of the wood from the mangrove trees that originally made up the swamp. What foundation is left is of the original Sombraviva castle, which only the Arch Dark Mage can access. Anyone else who enters has been presumed missing or dead.
The Spirit Realm is where souls go if they have not fulfilled their duties when alive. The Spirit Realm is not Heaven nor Hell, but a place for wandering spirits. Their souls are restless and have not fulfilled their purpose in life.
The Final Plateau is the final resting place for souls once they pass. When souls have fulfilled their purpose in life, they go here for their final rest.
It’s possible for souls to become stuck between these areas, which is the mortal plane. Stuck as spirits who cannot traverse into either or, they are forced to continue living their lives as ghosts this way. Invisible to humans, but not mages. Those who are forced to wander the mortal realm have unfulfilled purpose, and must have their purpose fulfilled so they may transcend the next plane. Those destined for Heaven or Hell may be stuck here as well when the connections to those realms are severed. However, if these connections are cut, serious problems are afoot.
Goldcrest is the modern city that occupies the harbor that Westmere commerce district once occupied. Goldcrest is a city of immense economic wealth. Commerce flows from the seas to the city, and from the city to the seas. The stock exchange exists within the city center of Goldcrest, which was once the old merchants guild.
Goldcrest is the setting for Rano, Max and Lisa, and where much of the modern conflict takes place. Hunner and Lica occupy the old Kingdom of Umbravale, which has since been refurbished into a treacherous mansion. A dark ward was cast over the place, keeping out non-magical entities.
Despite the collectiveness of Heildom previously, what remains of the old kingdoms, now cities and states, aim to keep to themselves. Ivory Spire was closed down by the 1990s as magic had become outlawed at that time, and the beauty of the Spire was left to rot with time. Magical artifacts were burned, and eventually, Ivory Spire collapsed in the late 2000s. Historians became increasingly disgruntled with the world's government view on magic. Preservation efforts were enacted but quickly shot down by many local governments.
Skallgard became deserted once the volcano became active again. The eruption destroyed most of Skallgard, and parts of Bellacorte. After the first world war, Bellcorte became the state, Bellcort, and was a munitions and pyrotechnics exporter. Despite no longer offering mercenaries, Bellcort still offered strength by virtue of munitions.
Snowvale would eventually become lost in a blizzard, with records of its existence being found accidentally by historians tracking for the lost Kingdom of Grünthal. It was this discovery that had helped start to piece together the history of Heildom.
ShunShone was farmland at this point, with a few ruins of the castle, and the crypts of Antía and Bante. The land was still fertile, having been built upon the grave of Lumensay centuries prior. Many wildlife flocked back to the area after the destruction Locust had caused prior. ShunShone’s history was lost to time, as many records were destroyed within the kingdom itself.
The State of Westmere is the modern day version of the Kingdom of Westmere. Beginning in 1924, with the shift of government and a focus on production. The state dedicated many cities to industrialization, and into the modern day, continues to focus as such. Goldcrest City continues to be the heart of all commerce for the state and others as well.
The State of Crystalfall is the modern day version of Ivory Spire. Due to the outlawing of magic and practicing thereof, the college that was once within Ivory Spire had to rebuild itself for academia, getting away from its magical past while focusing on liberal arts and the sciences.
The remnants of the college can still be found within Crystalfall, but are often boarded up and secured.
The State of Umbravale is the modern day version of the kingdom of the same name. Much of the swamp land was developed, and like Ivory Spires original college, the College of Dark Magicians had to rebrand due to the outlawing of magic. Unfortunately, the college struggled and had to eventually close, turning into a museum, displaying the history of Heildom and the world.
The museum would become known as the Museum of Life and History. Many artifacts and relics of the past can be found within.
Points of Interest
Points of Interest (POIs) are the events that occure during Creators of Creation, or are an expansion of what certain things are. This list is a quick reference to what they are. SPOILER ALERT!!
The War of Terror lasted from 133X until 134X. The War of Terror showed the denizens of Idrith that there were other forms of magic beyond light, dark and elemental. Necromancy was discovered. This is where Locust would emerge as a champion of destruction. Considerably young compared to when he would strike centuries later, Locust was a general of Hell, working closely with Satan.
The dead rose from their graves, causing many soldiers to fight their deceased loved ones. Many necromancers tapped into the fears of soldiers, causing many irreversible damage. Anthos had descended from the heavens in the middle of battle, confronting Locust directly. The two clashed, but Anthos had the upper hand. He would banish Locust back to Hell alongside many necromancers, but a handful evaded banishment, lurking the mortal world in hopes of bringing back Satan, and Locust.
The defeat would humiliate Locust and Satan. Anthos had used his powers to intervene, as he saw a future where humans were enslaved to the demons, and Hell existed in the mortal world. Due to breaking the rule set forth by God, Anthos returned to heaven and remained silent for centuries.
The War of Hell occured right before the Great Demon War. After Locust was reborn in Hell, he quickly moved to usurp Satan from the throne. Locust plan was to control Hell, control the demons, tear open the barrier between Hell and the mortal plane, and unleash never ending chaos onto the humans while enslaving them to work for the demons.
Locust calculated his plan well, working alongside Harvonk, who is equally responsible for the usurpation of Satan and Hell overall. With Locust on the throne, a new era of Hell descended, spearheaded by a malicious, manipulative leader.
The Great Demon War was a turning point in Heildoms history. After returning to the mortal world, Locust had aged immensely after suffering a curse from Anthos. Despite his immortality, Locust began to rot, and would become a “walking zombie”. Locust still had his immense wits and magical prowess, unwavering to the influence that he faced.
The Holy Crusaders had Locust cornered, while Duplewuf negotiated with him. However, this was a trap set by Locust. Unable to contain his composure, Duplewuf attacked Locust, starting the Great Demon War. With that magical blow, Locust tore open a hole that sealed Hell and the mortal plane, while demons bled into the overworld. Locust would perish, only to reappear, reborn again.
The war sent the entire realm into a tizzy. The stability that existed in Heildom was usurped by Locust and the Demons. During this time, Locust would usurp Satan as the ruler of Hell, entrapping Satan within a blade crafted by Harvonk.
Many lives were lost during this war, notably, MaxiMills older brother, Jeorge. This resulted in him losing his way, and changing as a person. As he matured, the emotional trauma stung him, and he pledged to become Angelica's retainer. He wanted to keep her safe, and atone for his failure to keep his older brother safe.
The Great Demon War ravaged Heildom for years, and continued to ravage the realm even after most of the major conflicts had concluded. Locust had left tears throughout the realm, causing demons and necromancers to traverse across the two dimensions with ease. Locust had succeeded in a part of his plan, to cause total and utter chaos.
The Holy Crusaders was a battalion under the Church of Westmere. Unlike the Holy Priests, the Holy Crusaders engaged in physical combat. Most of the Holy Crusaders were not esteemed knights, but were devout members of the church who pledged loyalty to protecting the church.
Later on, the Knights of Westmere would train the Holy Crusaders, whereas the Royal Priests would empower them with holy energies.
The Church of Wesmere is the epicenter of all religious activity in Heildom. After ShunShone had fallen, religion in Heildom began to waver. Without a central location for holy activities, the king and queen of Westmere at the time rose up and set forth a religious task force, creating the Church of Westmere. Many lords at the time disagreed that ShunShone was being undermined so quickly and desecrated. To this day, the Church of Westmere solely belongs to the people of Westmere, with many others outside still following the Light of Lumensay.
Biblical texts of Westmere and Lumensay would eventually converge, recreating religion in later centuries.
The Royal Persists of Westmere were a battalion under the Church of Westmere. These were priests who not only preached at the church, but were masters of light or holy magic. They worked together with the Holy Crusaders to vanquish necromancers from the realm, and anyone who would threaten the throne.
The Royal Priests do not work directly with the throne, and are their own entity that works directly with the church itself. The Royal Priests are also responsible for leading a crusade against dark mages in Westmere, banishing them from the kingdom as well as forbidding dark magic practice within the castle walls. This would result in a proclamation from the throne, cementing this decision. This would lead to soured ties with those from Umbravale.
The Knights of Westmere is a battalion that works directly under the throne. They often do not work with the Church of Westmere, and are commonly seen patrolling the streets. They are Westmeres first line of defense, as well as the soldiers responsible for protecting the realm when war strikes.
The Knights are Westmere citizens, as Westmere rarely employes mercenaries or berserkers.
The Royal Knights of Westmere is a special battalion that listens solely to the king. These knights are often retainers to the crown and royal family, having the most prestigious duty of protecting these individuals. Most Royal Knights have proven themselves physically.
Royal Knights are typically older, above the age of 35. Rarely does anyone younger than that become a Royal Knight. Continued service as a Knight is required for consideration, and becoming a Royal Knight is a life-long title. Selection can take years, as knights need to prove their worthiness to the respective royal, and that royal selects who they want to serve them. The bonds these Royal Knights form with the royal family is unbreakable.
Royal Knights may become retainers for the royal family, but the original title will always remain.
The War on Magic was a modern day solution to finally quench all magic in the world. Magic had been unregulated for the past century, causing geopolitical issues globally. As a result, world governments descended on many magical colleges, destroying thousands of artifacts as well as historical texts. Historians frowned upon this war as it destroyed history, but governments warned its people that magic was dangerous and caused mind-altering effects.
This is where Hunter, who would later become Hunner, would first encounter Lica. Necromancers had launched a counter operation against the Goldcrest Soldiers. Lica observed Hunter, learning that he was a descendant of Solverk. A plan was formed, and Lica attacked Hunter. Wounded, Hunter was barely conscious as Lica loomed over him, her figure nothing more than a shadow. Lica’s influence seeped into Hunter, transforming him into Hunner.
The result of the war would lead to sweeping legislation that would ban the use of magic globally. Anyone caught using magic would be demagified.
Demagification, or demagified is the process of removing the magical energies from an individual. The process is extremely painful, and has a moderate mortality rate. The only individuals who can demagify are those who are direct descendants of Solverk, those who practice demon magic, or necromancers.
Whoever extracts the magical energies from an individual may absorb them, empowering their own abilities and gaining the abilities from the one they stole it from. Powerful abilities can be absorbed this way, such as inheritor powers.
However, this process takes a lot of energy on the absorber's parts, taking hours at a time. Rushing the process can cause a magical overload, which can kill both individuals.
The First Demon War precedes the Great Demon War. This war was the siege upon ShunShone kingdom. Locust infiltrated the castle and corrupted the holy essence with demonic influence, planting the seeds for his grand scheme. Once the king and queen were pushed back into the kingdom, Locust struck them both. Weakened, Locust subjected them to an eternal slumber in a tomb, where demonic influence would eventually seep into their body. Locust would also cast a demonic curse over the kingdom, casting it into a thousand year never-ending storm, keeping anyone and everyone away from interfering with his plans.
The results of this war would lead to later conflicts in Heildom and the modern day.
The War between the dragons of Light and Darkness marked the end of an era. Those who were blessed by the Light Mother of the Father of War traveled far across the world. Some continued the lineage of Solverk and Lumensay, while others died out.
The war also marked a major shift in religion, causing new religions to emerge, and others to question their faith in the Mother or Father.