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This Page is prone to Shrodinger's Tangerine.
''"Can we call speculating over unreleased content Schrodinger's Tangerine" - Okadoka 4/20/21''
Keep in mind, content on this page will shift and change.


Knighthood is a concept of elite warriors created by [[Julian de Montverrat]] in the early days of the [[Regalian Empire]]. The term "Knight" comes from the [[Proto-Regalian]] "knecht," which in turn derives from the [[Old Ceardian Dialect]] term "kniucht," meaning elite warrior. In the days before the Regalian Empire, proto-knights were warlords who ruled smaller fiefs, and waged wars against one another throughout [[Ailor]] civilization. de Montverrat, influenced by the [[Altalar]] Royal Guards in the waning days of the [[Allorn Empire]], took the concept of prestigious fighters to the [[Regalian Archipelago]], where he soon put his military skills to the test in the [[Five Family Rebellion]], being the commander that seized the Regalian city gates and assaulted the Royal Palace.
<table style="width: 100%;"><tr><td style="width: 50%; vertical-align: top; text-align: left;">
{| class="wikitable" style="margin:left; width: 100%"
|- style="background:#D9F0EF"
| ||
|-
| style="width: 1%" | [[File:Exitciuv.png|180px|caption|]] || '''Kithemon and Amandaros are the Exist and Void God of the Evintarian Cult, respectively, protecting the faithful from mind incursions, and helping with childbirth.'''
* Kithemon (left) is the Evintarian God of Mind Protection.
* Amandaros (right) is the Evintarian God of Progeny, and was once a Void Spirit Sovereign serving under the Evolist God Armas, and known to sire Godborn.
* The Temple of Ethereal Naether in Aetosil is considered the holiest site to Kithemon and Amandaros.
* Kithemon and Amandaros are the patrons of protections against the dark arts, and of parents.
* Kithemon was recognized as a God due to his ability to detect hostile possessions in individuals, performing exorcisms to draw out these entities. Amandaros is recognized as a God due to their ability to aid couples in producing children.
|-
| colspan="2" |
<span class="mw-customtoggle-Spirit" style="color:#0645AD"><u>For expanded lore, click here.</u></span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Spirit">
<div class="mw-collapsible-content">
'''Description'''<br>
Kithemon (left) and Amandaros (right) are the Exist and Void God of the Evintarian Cult, respectively. They are paired together as a God-Pair due to the opposite natures of the Void and Exist. Kithemon is the Exist God of Mind Protection, and safeguards the faithful from mind incursions from demons and other corrupting entities. Amandaros is the Void God of Proginy, who aids the faithful who have difficulties to sire children of their own. Together, the two Gods represent resoluteness, stalwartness, protection, hedonism, capriciousness, and lust. They are represented by the shielded silhouette of a head, and a tree of descendance or ancestry. Their main holy place is the Temple of Ethereal Naether in Aetosil. Kithemon and Amandaros rituals vary greatly, as they are obviously very different. Kithemon rituals involves seeking out and revealing the corruption of Spirits and mind control affecting others and then freeing them. Amandaros rituals involve hedonistic self-satisfying parties, preferably those which involve in copious amounts of romantic matches or flings that may expand the population through conventional means.


Nearly two centuries later, the Heron-Knight [[Yvrize Clair-vois-blanc]] revolutionized the concept of knighthood as Primae of the Viridian Order by writing several treatises on the concepts of chivalry and nobility. Derived from the [[d'Ithanie]] word "chevalerie" and phrase "noblesse oblige," Yvrize remarked that the wealth and social status needed in order to own a horse also came with a duty to be generous and respectful to those of lower privilege. As a result, knights of today are known for both their martial prowess, but also their virtuous hearts dictated by codes of honor that are rigidly maintained.
'''Virtues'''<br>
The Virtue of Kithemon is to steel the mind against the influence of demonic entities. As Evintarians may utilize Magic and trans-dimensional energy to evolve into a better person, they are tasked with fortifying their minds from Demons and other entities who would corrupt and usurp them and rob them of their freedom and identity. To remain in control while one enhances the self is core to Evintarian beliefs. The Virtue of Amandaros is to sire children by utilizing his divine powers. Unionism preaches of the faithful to bear and raise children to increase the number of believers, though some couples are unable to conceive due to a variety of reasons. By utilizing Amandaros's power to enhance the body, couples may conceive children.


Over the centuries, the amount of Knightly Orders expanded, making also a difference between Knights enjoying Imperial Respect, and those operating outside of Imperial Respect. Still, all Knights are a social class apart, and have special laws applied to them through [[Regalian_Law#Regalian_Knight_Law|Regalian Knight Law]]. Special Permissions also exist for Knights with Knightly Titles, which are the elites among the Knights.
'''Vices'''<br>
The greatest Vice of Kithemon is to become demonically possessed. The most important tenet of Evintarian Unionism is to always remain in control when enhancing the self through the Occult, and becoming corrupted with extra-dimensional essence and demonic infestation is considered a spiritual failing. Additionally, making bargains with extradimensional entities such as Arken and Spirit Dukes is seen as a seen, as they are notorious for manipulating the desires of their summoners, often to the latter's detriment. The greatest Vice of Amandaros is to be an incel. To lash out and blame others for one's inability to find and sustain a healthy romantic relationship is considered a failing to Evintarians, as it incorrectly places the blame on others, rather than introspecting to find the critical faults in oneself, and addressing them. One who is unable to self-reflect and grow as a person, is one who impedes on furthering the Great Way.


==List of Knightly Orders==
'''Legacy'''<br>
===Viridian Order===
Kithemon an Exist entity from another realm that possessed an Aetosian man named Nikolaos. He is considered divine, because many of his advisory words, and their revealing of corrupt individuals have helped and even saved the entire Aetosian state on numerous occasions, believing him to be well and truly a patron of the Evintarian faith's holy birthright. While Kithemon as an entity is not fully understood, the Evintarians know for sure that he is not a hostile or death-inducing entity, and thus welcome his ability to detect mind control and possession of individuals, allowing the faithful to perform exorcisms to cast out the demonic infestation. Amandaros was once a Spirit Sovereign of the Void, serving under Armas, before they abandoned the cause of their master. They possess a primary host, an Asha named Amon, though it is important to mention that Amandaros as an entity does not reside in a single place, but can be in many places (and hosts) at once. Amandaros is also summoned by the Mask of Amandaros which is held in Evintarian Shrines, which the faithful may use to help conceive children if they cannot themselves. Amandaros is the final Unionist God that produces Godborn.
{| class="wikitable"  
</div>
</div>
|}
</td><td style="vertical-align: top; width: 50%;">
{| class="wikitable" style="margin:left; width: 100%"
|- style="background:#D9F0EF"
| ||
|-
|-
! colspan="3" style="background-color:#daefd9;" | [[Viridian Order]] (click for more information)
| style="width: 1%" | [[File:New Canvasgsgerhfghjyt.png|180px|caption|]] || '''Yvasi and Eredicos and the Ordial and Primal Gods of the Evintarian Cult, respectively, helping believers become their true self and to embody ancestors.'''
|-
* Yvasi (left) is the Evintarian God of Self-Love, and is an Ordial entity possessing a mortal host.
| rowspan="7" style="background-color:#efefef; width:15%;" | [[File:Viridisssan.png|center|border|caption]]
* Eredicos (right) is the Evintarian God of Elder Wisdom, serving as Prince Frederick Kade while possessed by the Primal Revenant of Arch-Chancellor Betheoric I Kade.
| style="background-color:#efefef; width:8%;"  | Theme
* The House of the PAtrilineal Divinity if Aetosil is considered the holiest site to Yvasi and Eredicos.
| Viridian Knights are the Classical Chivalrous Knight, highly respected, but also highly constrained by an honor code. The Viridian Knights are the most well known and widely recognized of the Knights, considered elite and prestigious with a long and venerable history as the first Knightly Order. Viridian Knights defend Honor and act as Teachers and Mentors to others, while protecting the poor and helpless.
* Yvasi and Eredicos are the patrons of those struggling with anxiety/depression, and children of heritage.
|-
* Yvasi was recognized as a God when she used her divinity to help the faithful realize their true selves, whereas Eredicos was recognized as a God after his Symbiosis into an Urlan, after which he became possessed by Betheoric who aided him in leadership.
| style="background-color:#efefef;" | Magic Usage
|-  
| Magic Usage is completely banned in the Viridian Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
| colspan="2" |
|-
<span class="mw-customtoggle-Pride" style="color:#0645AD"><u>For expanded lore, click here.</u></span>
| style="background-color:#efefef;" | Race Limits
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Pride">
| Only Unionist Ailor may become Viridian Knights.
<div class="mw-collapsible-content">
|-
'''Description'''<br>
| style="background-color:#efefef;" | Symbols
Yvasi (left) and Eredicos (right) and the Ordial and Primal Gods of the Evintarian Cult, respectively. They are paired together as a God-Pair due to the opposite natures of Bintaar and Aloria. Yvasi is the God of Self-Love, and helps believers become their true self. Eredicos is the God of Elder Wisdom, and embodies the veneration of ancestors. Together, the two represent guidance, mentorship, authority, venerability, and eruditeness. They are represented by the mask of anonymity, the banner of command, and the staff of rule. Their main holy place is the House of the Patrilineal Divinity in Aetosil. Yvasi and Eredicos rituals similarly diverge due to their diverging nature, but they are more similar than Kithemon and Amandaros. Many of the rituals for Yvasi and Eredicos converge on praising and worship of ancestors, to showcase the skill and achievements of ancestors, and to keep a clean grave or shrine to them. Yvasi has rituals of self exploration, meditation, and both also have rituals with experimentation with self-presentation.
| The Viridian Order uses: Horses, Swords, Vines, as symbols.
 
|-
'''Virtues'''<br>
| style="background-color:#efefef;" | Colors
The Virtue of Yvasi is to self-actualize into one's true identity. Evintarians believe that everyone is born defective or imperfect, and that one must search for that perfect state. By discovering one's flaws, and finding ways to overcome said flaws through enhancement, the faithful may evolve to compensate for the flaw of creation. The Virtue of Fredericos is to reflect on the actions of one's forebears, using traditions and past knowledge to aid in solving the problems of the present and future. While the challenges of today are never the same as those in the past, one can still use the accomplishments and reactions of one's ancestors to determine what methods solved previous problems, and which ones didn't. By understanding history, Unionists may understand the future and avoid making the same mistakes.
| The Viridian Order primarily uses Green, with accents of white and black.
 
|-
'''Vices'''<br>
| style="background-color:#efefef;" | Knightly Code
The greatest Vice against Yvasi is bigotry on matters of identity. All people deserve to be the person they believe themselves to be, and obstructing anyone in their process to achieve their true self is considered a spirutual and personal failing. Not everyone's path to self-actualization is the same, and may not be easily understood, though it is critical to understand that every path is valid, and being obstructionist only aims to create rifts in society that do not have to be there. The greatest Vice against Eredicos is to betray one's family, and to forsake the lessons of one's ancestors. To Unionists, the family is the foundation of society, and its members build each other up by fostering a strong support network. To betray this support network is to undermine the very foundation of society, which impedes the Great Way. Furthermore, ignoring the actions of one's ancestors opens up the possibility to make the same mistakes, which can be costly to those who do not learn from history.
|
 
* Your character cannot be disloyal to the Imperial Family or Empire
'''Legacy'''<br>
* Your character cannot attack defenceless or unarmed people
Yvasi is an Ordial Entity possessing a Half-Eronidas named Girin who has proved to be of aid to the Great Way, by traveling the lands and helping the faithful realize and manifest their true self in gender, appearance, and heritage. It is not known what entity Yvasi is related to, but she did show her loyalty to mortals and the living, by aiding in the defense of the Last City of the Living, before traveling on to Aloria to aid the Unionists. Yvasi in particular discusses many concepts of transhumanist and transgender concepts with the faithful, as she is a female-presenting spirit in a male-presenting body, and how that generally affects gender presentation to the faithful, as well as gender roles in society. Eredicos is a divine name for the Imperial Prince Frederick Kade (second son of the Emperor), who shares his body with an ancestral spirit of Betheoric I Kade. Unlike the other entities who have mostly subsumed their host, Eredicos represents both Frederick in the mortal body and Betheoric in the immortal self, and the two frequently exchange host status. Eredicos is a very recent addition as God, because Frederick only ascended to godhood when he became an Urlan in the past 3 years, and in doing so, proved to have divine god-like powers of command and venerability over even non-believers through Betheoric. The fact that an Imperial prince is technically possessed by a Primal Revenant is a very much not-so-secret at the Imperial Palace, but out of respect nobody causes an issue over it.
* Your character cannot engage in deception or lying
</div>
* Your character cannot be disloyal to other Viridian Knights
</div>
* Your character cannot complain about anything
* Your character cannot be vain and must self improve always
* Your character cannot verbally attack or insult others
* Your character must uphold principles over safety and self
* Your character cannot join the City Guard, but can advise and teach it
* Your character can become a Junker (houseguard) but only to honorable Nobles
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Viridian Knights primarily use swords and shields and ride on horseback. They also train in ceremonial halberd usage.
|}
|}
</center>
</tr></table>


===Villiers-Eclaire Order===
=ColumnTest2=
{| class="wikitable"  
 
==Nicholas & Aarthes, the Leaders==
{| class="wikitable" style="margin:left; width: 100%"
|- style="background:#D0D0F2"
| ||
|-
|-
! colspan="3" style="background-color:#e8cfd9;" | [[Villiers-Eclaire Order]] (click for more information)
| style="width: 1%" | [[File:Leadergodsas.png|180px|caption|]] || '''The Everwatcher is the Supreme Being of Unionism, and Emperor Alexander is the Vessel God.'''
|-
* The Everwatcher holds supremacy over all other Gods, and utilizes the Vessel God to communicate to mortals.
| rowspan="7" style="background-color:#efefef; width:15%;" | [[File:Villiers.png|center|border|caption]]
* The Vessel God is always the reigning Regalian Emperor, with their divinity ending upon death or abdication.
| style="background-color:#efefef; width:8%;"  | Theme
* The Vessel God's Golden lesson is that all eminence eventually vanishes, so one should not to get too attached to status.
| Villiers-Eclaire are religious protectors of the clergy, and spreaders of their faith. They are staunch Unionist warriors who bring honor and virtue to the Spirit through tournaments, and protecting Unionists who cannot protect themselves, while teaching others of their faith, and engaging in religious debate.
* The Imperial Palace is considered the holiest site to the Everwatcher and Vessel God
|-
* Emperor Alexander is the only Vessel God in history to lose his divinity (upon abdication to his brother Cedromar) and regain it (following his return after the Interregnum).
| style="background-color:#efefef;" | Magic Usage
* Despite his disappearance, Alexander remains the Vessel God, as the Palace and Secilly Council have not declared the Imperial Seat vacant.
| Magic Usage is completely banned in the Villiers Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
|-  
|-
| colspan="2" |
| style="background-color:#efefef;" | Race Limits
<span class="mw-customtoggle-Leader" style="color:#0645AD"><u>For expanded lore, click here.</u></span>
| Only Unionist Ailor may become Villiers Knights.
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Leader">
|-
<div class="mw-collapsible-content">
| style="background-color:#efefef;" | Symbols
'''Description'''<br>
| The Villiers Order uses: Roses, the Unionist-eye, Fleur-de-Lis as symbols.
Nicholas (left) and Aarthes (right) are the Leadership Gods of the Guided Cult, the teachers of responsibility and careful design to those in positions of power. Nicholas is the God of Political Design, whereas Aarthes is the God of Architectural Design Together, the Leadership Gods represent foresight, calculation, intellect, responsibility, and counsel.
|-
They are represented by the scepter of regality, government buildings, and the Regalian State Banner. Their main holy place is the Golden Seed Temple in Axford, the capital of Anglia. Rituals belonging to the Leadership Gods involve the bridging of duality, to seek out "the mind" and "the body" in friendships, and form a perfect union between the person who plans and thinks, and the person who acts and completes. The intention is to build friendships from unlikely partners, to create unbreakable bonds and collaborative efforts that showcase the perfection cooperation, that dependency is not weakness but beautiful and meaningful.
| style="background-color:#efefef;" | Colors
 
| The Villiers Order primarily uses burgundy, with accents of magenta and pink.
'''Virtues'''<br>
|-
The Virtue of the Leadership Gods is to use one's speech and charisma to deescalate a situation, rather than resorting to combat as the first option. A good leader recognizes that not all battles need to be fought, and often a diplomatic overture will suffice in finding common ground. By resorting to violence, one earns a reputation for being unreasonable, perpetuating a cycle of violence. As such, the Leadership Gods advocate for the use of words to settle disputes, and only resort to combat when all other options have been explored. In doing so, Unionists believe that one becomes better known as a negotiator and one who they can trust to make sound decisions, and thus a leader that they can trust and follow.
| style="background-color:#efefef;" | Knightly Code
 
|
'''Vices'''<br>
* Your character may not waver from the Unionist Faith
The greatest Vice against the Leadership Gods is to disrupt the order and stability of the state. A society that best furthers the Great Way is one which is not embroiled with petty conflicts over trivial matters, as being obstinate or contrarian earns one no favor in wider society. Those who strike out against authority with malicious intent towards will often shoot themselves in the foot, with only themselves to blame for their own misfortunes. A poor leader is one who refuses to act in good faith and compromise on certain aspects, and instead becomes obstructionist to the decision-making process. Being too rigid leaves one open to being ignored by sounder minds, causing one to lose their right to advocate for themselves when the time is proper.
* Your character must obey commands from Unionist clerics
 
* Your character must not lie or engage in deceit
'''Legacy'''<br>
* Your character must never be social with Void Worshipers
In Life, Nicholas was known as the Glorious Arch-Chancellor, Nicholas Kade. Known as the most competent head of government in Regalian history, his record-long tenure saw the Empire enter into a golden age of prosperity, owing to his political tact. Taking a diplomatic approach, Nicholas was able to negotiate the end of the Skagger Wars and integrate Drixagh into the Regalian Empire, as well and oversee the inclusion of the Ithanian Sovereignty and Aetosian Theocracy into the imperial fold. Throughout his life, Nicholas was accompanied by Aarthes, his Fin'ullen Archon bodyguard. Following the death of the Arch-Chancellor, Aarthes retreated from public life to reside in his master's old Estate in Anglia, where he would occasionally talk about how Nicholas made his decisions. Nicholas's divinity was not immediately declared, as he never manifested as a spirit following his death. The Emended and later Guided Unionists would declare him a God, believing that his legacy coupled with his Dragonblood status was proof enough of his divinity in life.
* Your character must give alms and care for the poor
</div>
* Your character must never verbally insult the downtrodden
</div>
* Your character cannot join the City Guard, but can be its chaplain
* Your character can become a Houseguard, but only to devout Unionist Nobles
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Villiers-Eclaire Knights primarily use two-handed blades, flails and maces and go on foot or on horseback.
|}
|}
===Great Oak Order===
 
{| class="wikitable"  
==Morgan & Narsil, the Tyrants==
{| class="wikitable" style="margin:left; width: 100%"
|- style="background:#D0D0F2"
| ||
|-
|-
! colspan="3" style="background-color:#cfe8e2;" | [[Great Oak Order]] (click for more information)
| style="width: 1%" | [[File:Snakegods.png|180px|caption|]] || '''The Everwatcher is the Supreme Being of Unionism, and Emperor Alexander is the Vessel God.'''
|-
* The Everwatcher holds supremacy over all other Gods, and utilizes the Vessel God to communicate to mortals.
| rowspan="7" style="background-color:#efefef; width:15%;" | [[File:Greatoak.png|center|border|caption]]
* The Vessel God is always the reigning Regalian Emperor, with their divinity ending upon death or abdication.
| style="background-color:#efefef; width:8%;"  | Theme
* The Vessel God's Golden lesson is that all eminence eventually vanishes, so one should not to get too attached to status.
| Knights of the Great Oak are Knights who favor fame above all, seeking great and glorious hunts by going after legendary beasts, and boasting about their victories during celebratory feasts. Oak Knights generally don’t get involved in humanoid matters, but may occasionally veer sideways when it concerns Werebeasts, who they enjoy hunting and defeating (but not necessarily killing)
* The Imperial Palace is considered the holiest site to the Everwatcher and Vessel God
|-
* Emperor Alexander is the only Vessel God in history to lose his divinity (upon abdication to his brother Cedromar) and regain it (following his return after the Interregnum).
| style="background-color:#efefef;" | Magic Usage
* Despite his disappearance, Alexander remains the Vessel God, as the Palace and Secilly Council have not declared the Imperial Seat vacant.
| Oak Knights permit the usage of Magic and Sorcery and Ritualism. Aberrancy is permitted in their ranks.
|-  
|-
| colspan="2" |
| style="background-color:#efefef;" | Race Limits
<span class="mw-customtoggle-Tyrant" style="color:#0645AD"><u>For expanded lore, click here.</u></span>
| Any Race or Religion can become an Oak Knight.
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Tyrant">
|-
<div class="mw-collapsible-content">
| style="background-color:#efefef;" | Symbols
'''Description'''<br>
| The Oak Order uses: trees, boar heads, axes, as symbols.
Morgan (left) and Narsil (right) are the Tyrant Gods of The Guided Cult, the warnings to blind faith and unquestioning obedience. Morgan is the God of Tyrants, whereas Naril is the God of Corruption. Together, the Martial Gods represent selfishness, greed, cruelty, wroth, pride, hyper-competency, and self-assuredness. They are represented by the cobra-hooded head, snake-forked tongue, and snake-hair head. The Tyrants lack a holy place, as they are not worshipped specifically and instead used as a warning against hedonism and sin, even in competent people. Rituals of Morgan and Narsil are less in service to them, and more in deterrence to the qualities of Morgan. The most common form of ritual is the Public Examination, where large crowds gather in front of a speaking stand, where citizens and commoners hold a public debate on the competency and virtues and morality of an individual in office or power, as a means to hold them accountable to good governance and keep them on the right track.
|-
 
| style="background-color:#efefef;" | Colors
'''Virtues'''<br>
| The Oak Order primarily uses teal, with accents of gray and brown.
The Virtue of the Tyrants is that sometimes, underhanded tactics are also able to further the Great Way. Sometimes, working in the light is too slow or too ineffectively, and that Spies, Saboteurs, and Rogues can also use their skills to the glory of the Empire. This does not mean that criminal behavior, gang activity, and the like is considered morally correct to Guided Unionists (after all, obeying the law is virtuous). Rather, they assert that covert and underhanded tactics can sometimes bring about quicker progress to the Empire than going through the socially-accepted channels, and that espionage against foreign rivals and enemies is a necessity for Regalia to be well-informed in making decisions.
|-
 
| style="background-color:#efefef;" | Knightly Code
'''Vices'''<br>
|
The greatest Vice against the Tyrants is to use the Emperor, Faith, or Law to justify cruelty and evil. Unionists trust the word of the Emperor, because he communes with the Everwatcher, and that his Laws are made with good intentions for all people. However, those in positions of power who represent the Emperor may use that authority to twist the words of the Emperor to carry out great evil, using the people's faith against them. Likewise, those who manipulate the Laws, or find unintended loopholes, will use them to enrich themselves at another's expense. The faithful are warned to hold those in power accountable, and to be skeptical of anyone claiming to speak for the Emperor without investigating their merits.
* Your character must always aspire to some ambition, always
 
* Your character must treat all religions equally
'''Legacy'''<br>
* Your character must never deny a duel challenge
In Life, Morgan was known as the Sun Chancellor, Morgan Kade. Remembered as highly competent, but extremely morally corrupt, Morgan used the aftermath of the Purple Bleeding to force Emperor Justinian I to surrender religious prerogative to him, making the Chancellor kingmaker. What followed was a line of Ivrae Emperor who were Morgan's puppets, each being replaced whenever the Chancellor grew tired of them. To enforce his grip over the Empire, Morgan relied on Narsil, his Snake-Marken bodyguard who painted himself gold, to inform the Chancellor of any threats to his power. For over four decades, Morgan and Narsil ruled as tyrants, using intrigue and tyranny to keep the nobility and government in line while funding lives of opulence and hedonism. Eventually, Morgan would be executed by Emperor Vilgemar, who always hated being told what to do. Immediately after, the Imperial Guards hunted down and killed Narsil in a back corridor of the Imperial Palace, ending the duos reign of tyranny. As with the other pair of Dragon Gods, Morgan or Narsil has never manifested, though their actions coupled with Morgan's Dragonblood status were seen to be the acts of the divine (as who else could play kingmaker to the Vessel-God, but another God). The Emended and later Guided Unionists would accept this stance on divinity, teaching that Gods can also be just awful people, and be extremely selfish and capricious, but that bad qualities and ugly personalities are not reasons to write off the skills and competencies that people do have.
* Your character must never fight dirty during a duel
</div>
* Your character must never attack from behind
</div>
* Your character must never attack unarmed individuals
* Your character must never attack Yanar or Groves or trees
* Your character can join the City Guard
* Your character can become a Houseguard
* Your character can become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Great Oak Knights have no set Combat Style, except that they always wield some type of round shield or axe with another weapon, and only fight on foot.  
|}
|}


===Lion Pelt Order===
==Celestina & Eòin, the Anticipators==
{| class="wikitable"  
{| class="wikitable" style="margin:left; width: 100%"
|- style="background:#FAA2A2"
| ||
|-
|-
! colspan="3" style="background-color:#ededed;" | [[Lion Pelt Order]] (click for more information)
| style="width: 1%" | [[File:New Cauunvasgsgerhfghjyt.png|180px|caption|]] || '''The Everwatcher is the Supreme Being of Unionism, and Emperor Alexander is the Vessel God.'''
|-
* The Everwatcher holds supremacy over all other Gods, and utilizes the Vessel God to communicate to mortals.
| rowspan="7" style="background-color:#efefef; width:15%;" | [[File:Pelter.png|center|border|caption]]
* The Vessel God is always the reigning Regalian Emperor, with their divinity ending upon death or abdication.
| style="background-color:#efefef; width:8%;" | Theme
* The Vessel God's Golden lesson is that all eminence eventually vanishes, so one should not to get too attached to status.
| Lion Pelt Knights are the typical bodyguard Knight, hired to the wealthiest of patrons for their protection and chaperone. Lion Knights are known to be the most dazzling of Knights, dressing in the best and most expensive clothing, the most ornate designed armor, and wielding the most expensive weapons. Lion Pelt Knights don’t frequently join on the frontlines, instead preferring to remain behind with their charge or patron.  
* The Imperial Palace is considered the holiest site to the Everwatcher and Vessel God
|-
* Emperor Alexander is the only Vessel God in history to lose his divinity (upon abdication to his brother Cedromar) and regain it (following his return after the Interregnum).
| style="background-color:#efefef;" | Magic Usage
* Despite his disappearance, Alexander remains the Vessel God, as the Palace and Secilly Council have not declared the Imperial Seat vacant.
| Magic Usage is completely banned in the Lion Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
|-  
|-
| colspan="2" |
| style="background-color:#efefef;" | Race Limits
<span class="mw-customtoggle-Doomslayer" style="color:#0645AD"><u>For expanded lore, click here.</u></span>
| Only Ailor or Half-Ailor may become Lion Knights, but no religious restrictions. Altalar are also permitted, but are classified as race traitors by other Altalar.
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Doomslayer">
|-
<div class="mw-collapsible-content">
| style="background-color:#efefef;" | Symbols
'''Description'''<br>
| The Lion Pelt Order uses: Ullaren Lions, rose thorns, flags, as symbols.
Celestina (left) and Eòin (right) are the Anticipating Gods of the Armageddon Cult, the teachers of going good without material reward. Celestina is the Goddess of the spoken word and the prepared mind, and Eòin is the God of the physical arm and execution of the divine plan. Together, the Anticipators represent altruism, resolve, combativeness, unforgiveness, noncapitulation, and preparedness. They are represented by the Habit and mask of the Silent Sisters, and the Imperial Guard Seal. Their main holy place is the Divine Advent Temple on the Crown Isle. Rituals belonging to the Anticipating Gods involve preparing one's self, or the world around one, for the inevitable Armageddon, and to find peace in the fact that all the toil of a lifetime may not ever see fruits while alive, and that the benefit of one's labor must be for one's descendants or those who come after. and never for one's self.
|-
 
| style="background-color:#efefef;" | Colors
'''Virtues'''<br>
| The Lion Pelt Order primarily uses White, with accents of any other color.
The Virtue of the Anticipating Gods is to fight, restrain, or otherwise hamper the forces of the Void. Armageddon Cultists in essence believe in an inevitable "War in Heaven", and express their belief mainly in daily "thinning the herd" of Demons and Vampires so as to reduce the overwhelming forces that the Demons will come to possess when Armageddon begins. They are doomsday preppers, with many even entertaining that Armageddon will not come in their lifetime, but that they will contribute to a reduction of the numbers of the enemy, and preparing the Empire and their descendants for the final war by producing more weapons, and researching every edge they might gain against the Demons.
|-
 
| style="background-color:#efefef;" | Knightly Code
'''Vices'''<br>
|
The greatest Vice against the Anticipating Gods is to consort with the agents of the Devils. The Armageddon Cult is unique in Unionism in that it acknowledges an actual canonical evil, the supreme devil as it were, and entertains the idea that there is actually a chance that the Armageddon war might be lost if too many people fall to the vices of Demon worship and consorting with the Devil. As such, the faithful are tasked with steeling their hearts and minds against the corruptive forces of the enemy, hunting down Demons, and serving the Emperor by slaying his detractors. Failure to do this is to give the enemy a greater advantage when the Endwar begins, and to place one's descendants into dangers they should not have faced.
* Your character must always serve a patron to protect
 
* Your character must never insult or attack a fellow Pelter
'''Legacy'''<br>
* Your character must never use insult or verbally attack to anyone
Celestina was once a Silent Sister who resided in the City of Regalia, often tending to her duties and upholding her vow of silence. However, the multiple of attacks on the Holy City by various magical and demonic threats took a severe toll on the Silent Sister, who could no longer stand by when it seemed like calamity would tear the capital apart. Eventually, Celestina broke her Vow of Silence, and began to preach about the need to prepare for future calamities, even ones not to be experienced in her lifetime. It was by those who listened that her message seemed to come from a higher power, and she was soon recognized as a Goddess by the fledgling Armageddon Cult. Today, Celestina is an Émérites Knight, frequenting the Regalian courts to preach against the normalization of magic and warning of its corrupting power. Eòin was once a Viridian Knight who was known as a frequent training of students at the Viridian Citadel on the Crown Isle. He was present at the Citadel during the Deathling Crisis, where he witnessed the Grandmaster, Elders, and majority of Knights make a last stand to allow for younger students to escape into the countryside. Eòin managed to survive the eradication, and was recognized as a God after he began to preach divinely inspired messages about preparation, citing how even the most-skilled Viridian Knights were only able to delay the inevitable destruction of the demonic threat. He later joined the Tyrian Knights in defending the Imperial Palace, which he preaches as the final bastion against all that is unholy in the world.
* Your character must give alms and money away to others
</div>
* Your character must endeavor to look beautiful always
</div>
* Your character must not leave the patron’s side during battle
* Your character cannot join the City Guard, but may protect a Lord Commander
* Your character can become a Houseguard, but only to their Patron
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Lion Pelt Knights fight only with Beorl Axes and no shields, and only fight on foot.
|}
|}


===Darkwald Order===
==Belialus & Sablael, the Devils==
{| class="wikitable"
{| class="wikitable" style="margin:left; width: 100%"
|-
|- style="background:#FAA2A2"
! colspan="3" style="background-color:#cfcfcf;" | [[Darkwald Order]] (click for more information)
| ||
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Darkwald.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Darkwald Knights are in essence Demon and Vampire hunters, stalking their prey and taking on missions for anyone who is being harassed or threatened by an aberrant. The Darkwald Knights are an oddity in that they are the only order besided Monzon using ranged weapons, primarily to close the gap with stronger Vampires. Darkwald Knights are commonly seen as extremist fanatics, with a burning hatred of anything Aberrant.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Darkwald Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
|-
| style="background-color:#efefef;" | Race Limits
| Only Unionist Ailor may become Darkwald Knights.
|-
| style="background-color:#efefef;" | Symbols
| The Darkwald Order uses: Crossbows, Ravens, Whips, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Darkwald Order primarily uses gray, with accents of dark blue and black.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character cannot be any form of Aberrancy Type, with the exception of Union Blessings
* Your character can never be social with Aberrants or Aberrant-sympathizers
* Your character must never decline an opportunity to hunt an Aberrant that is causing pain to Mundanes
* Your character must always destroy Void effigies they come across
* Your character must remain celibate and focused on purpose
* Your character must avoid jewelry and vain accessories
* Your character must never tolerate a Fae Knight nearby
* Your character cannot join the City Guard, for it is filled with mutants and freaks
* Your character can become a Houseguard, but only to Purity Conservatives
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Darkwald Knights switch between Crossbows and short blades in combat, going either on foot or on horseback.
|}
===Bloodcast Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#edd1d1;" | [[Bloodcast Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;" | [[File:Bloodcast.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Bloodcast Knights are in essence Hedge Knights, Knights without a formal school, hierarchy, or code of honor to maintain, often making their own. In the view of all other Knightly Orders, Bloodcast Knights are amateur knights who fail to uphold any sense of discipline. Indeed, Bloodcast Knights roam the land freely without purpose, doing odd jobs here and there. That being said, to many commoners, they are as such also the only free knights who might give a damn about a cat stuck in a tree or a dog fallen down a well, something the other Knightly orders feel too good and pridely for.
|-
| style="background-color:#efefef;" | Magic Usage
| Bloodcast Knights permit the usage of Magic and Sorcery and Ritualism. They can be any type of Aberrant.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become a Bloodcast Knight.
|-
| style="background-color:#efefef;" | Symbols
| The Bloodcast Order uses: crossed swords, ships, clouds as Symbols.
|-
| style="background-color:#efefef;" | Colors
| The Bloodcast Order primarily uses Red, with accents of white and black
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character can do whatever they want, anywhere, always
* Your character is encouraged to make their own code
* Your character can join the City Guard but is encouraged not to, for roaming freedom
* Your character can become a Houseguard
* Your character can become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Bloodcast Knights can use whatever weapons or styles they like.
|}
===Wards of Fae Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#d5f3f5;" | [[Wards of Fae Order]] (click for more information)
|-
|-
| rowspan="7" style="background-color:#efefef; width:15%;" | [[File:Faeknight.png|center|border|caption]]
| style="width: 1%" | [[File:New dsadCanvasgsgerhfghjyt.png|180px|caption|]] || '''The Everwatcher is the Supreme Being of Unionism, and Emperor Alexander is the Vessel God.'''
| style="background-color:#efefef; width:8%;"  | Theme
* The Everwatcher holds supremacy over all other Gods, and utilizes the Vessel God to communicate to mortals.
| The Wards of the Fae, or Fae Knights, are a Knight Order primarily concerned with the protection of Fae Sepulchres, holy sites which incorporate a mixture of Ailor Pagan, Kintyr Fae, Kintyr Angel and Unionist beliefs for the safeguarding of holy relics. Such holy relics often end up being Artifacts, believed to be gifts from the various gods and the Spirit. Fae Knights travel the land in search for Artifacts to bring back to the Sepulchre for safekeeping, and only to be used in the greatest of apocalypses that affect the world, or from attacks against the Sepulchre itself. Fae Knights are also commonly called Magical Knights, on account of nearly every one of their members having some form of Magic or Sorcery.
* The Vessel God is always the reigning Regalian Emperor, with their divinity ending upon death or abdication.
|-
* The Vessel God's Golden lesson is that all eminence eventually vanishes, so one should not to get too attached to status.
| style="background-color:#efefef;" | Magic Usage
* The Imperial Palace is considered the holiest site to the Everwatcher and Vessel God
| Fae Knights encourage the usage of Magic and Sorcery and Ritualism. Nearly every Fae Knight has some form of Aberrancy.
* Emperor Alexander is the only Vessel God in history to lose his divinity (upon abdication to his brother Cedromar) and regain it (following his return after the Interregnum).
|-
* Despite his disappearance, Alexander remains the Vessel God, as the Palace and Secilly Council have not declared the Imperial Seat vacant.
| style="background-color:#efefef;" | Race Limits
|-  
| Only Ailor and Nelfin (except Kathar) may become Fae Knights.
| colspan="2" |
|-
<span class="mw-customtoggle-Demon" style="color:#0645AD"><u>For expanded lore, click here.</u></span>
| style="background-color:#efefef;" | Symbols
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Demon">
| The Fae Order uses: angels, white flames, sunlight, as symbols.
<div class="mw-collapsible-content">
|-
'''Description'''<br>
| style="background-color:#efefef;" | Colors
Belialus (left) and Sablael (right) are the Devils of Unionism, the Supreme Evils of the world, and the greatest threat to the Great Way. Belialus is the Devil of the Sanguine, though is also known by the Elves as Behesael, the Arch-Void and Archdemon, and Supreme Being of the Void on par with the Everwatcher in his dimension. Sablael is the Devil of Shadows, Greatest Lieutenant of the Archdemon, and architect of the Void Invasions. Together, the Devils represent destruction, corruption, seduction, entrapment, danger, and evil. They are represented by the Sanguine Curse, the twisted and coiling shadow, and the hooked tail. Their main holy place is the House of Blood, where Vampires and their allies worship them. Rituals of the Devils involve candle night vigils and ritual purification of objects and people touched by them. The idea is to cast away the evil presence of the Devils (a word itself taken from the Velheim Djevel or "evil one"), because the belief is held that if their influence is cast back into the Void, that their connection with the mortal world is disrupted and they enter a state of slumber.
| The Fae Order primarily uses Cyan, with accents of white and silver.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must seek out Artifacts to safeguard but never keep
* Your character must protect Aberrants from Darkwald Knights
* Your character must speak out for the better treatment of Aberrants
* Your character must never judge others on their religion
* Your character must never take or steal something from someone
* Your character must capture those changed by rituals to be of another race, and change them back
* Your character cannot join the City Guard, for it obstructs their Artifact collecting work
* Your character can become a Houseguard
* Your character can become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Fae Knights primarily use swords, flails and shields, and only fight on foot.  
|}


===Oranjen Order===
'''Virtues'''<br>
{| class="wikitable"
The Virtue of the Devils is to seek evolution and advances through the Demonic and Void. Unlike all other Unionist Gods, the Virtue of the Devils is not one to aspire towards, but to recognize as the goal of the Devils. Ever since the Veil was first torn millennia ago, and the Void experienced the first "something" in a dimension of "nothing." Ever since then, Belialus had desired a return to nothingness, using Sablael and all his loyal servants to destroy Aloria and all that resides within and beyond. By utilizing the powers of the Void, Belialus is able to corrupt the world into decay, furthering his goal of complete annihilation. To become a servant of the Void is aid the Archdemon, to be discarded by Him when he claims victory in the Endwar.
|-
! colspan="3" style="background-color:#f5e8d5;" | [[Oranjen Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Oranjen.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Oranjen Knights are very similar to Villiers-Eclaire Knights, but have an entirely different focus. Primarily, Oranjen Knights are defenders and protectors of the religious, but they do not take orders from Unionist Clergy, and can be of any faith. Oranjen Knights primarily protect holy sites, temples, and religious buildings, regardless of what faith they belong to, or what faith they belong to. Unionist Oranjen Knights might for example protect a Dragon Temple or Exist Shrine, and protect the faithful on pilgrimage and travel to and from holy sites. Oranjen Knights are more commonly Dragon Worshipers, but also have smaller chapters belonging to Unionists, Old Gods worshipers, Void Cultists, Estel Worshipers, and more.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Oranjen Order, anyone practicing to be expelled. They also cannot be any type of Aberrant, except for Dragon Warriors and Archbloods, which are permitted.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become an Oranjen Knight, but a strong preference for Ailor
|-
| style="background-color:#efefef;" | Symbols
| The Oranjen Order uses: shields, dragons, lillies, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Oranjen Order primarily uses orange, with accents of white and light blue.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must protect holy sites but not take their orders
* Your character must never attack a cleric or priest of any kind
* Your character must attack any individual wielding a weapon in any holy site or prayer location
* Your character must never reveal their faith when asked
* Your character must never criticize anyone for their faith
* Your character must always play the devil’s advocate in faith debates
* Your character must never attack the defenceless and unarmed
* Your character must try to verbally sway Aberrants away from their Aberrancy
* Your character must remain loyal to the Imperial Family and Empire
* Your character must not engage in deception or lying
* Your character must decline noble titleage and self-disinherit if entering a noble family
* Your character cannot join the City Guard
* Your character cannot become a Houseguard
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Oranjen Knights primarily fight with halberds and spears or any stave-like weapon, and only fight on foot.
|}
===Monzon Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#d9ceca;" | [[Monzon Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Monzon.png|center|border|caption]]
| style="background-color:#efefef; width:8%;" | Theme
| Monzon Knights, also more commonly called the Golden Knights, are a fairly distrusted Knightly Order that specializes in the protection and execution of missions for underworld elements. Monzon Knights, in contrast to Lion Pelt Knights, enjoy working more with criminal elements such as kingpins, smugglers and racketeers, profiting from their wealth while doing their bidding. Monzon Knights care only for fame and fortune, and have lower moral standards in terms of how to acquire them. In many ways, Monzon Knights like Bloodcast Knights are seen as Knights without code, but this is not entirely true, as they do retain some semblance of fairness and honorability.  
|-
| style="background-color:#efefef;" | Magic Usage
| Monzon Knights permit the usage of Magic and Sorcery and Ritualism. Aberrants are also permitted into their ranks.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become a Monzon Knight.
|-
| style="background-color:#efefef;" | Symbols
| The Monzon Order uses: tears of gold, coins, orchids, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Monzon Order primarily uses Brown, with accents of orange and gold.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must never decline a mission for gold, unless other codes are violated
* Your character must never attack unarmed or defenceless individuals
* Your character must try to outdo any Lion Pelt Knight in style and wealth
* Your character must create scenarios where Lion Pelt Knights seem incompetent
* Your character must always be beautiful and stylishly dressed and armored
* Your character may never attack someone from behind
* Your character may never lie or deceive anyone (plead the 5th)
* Your character must be loyal to fellow Monzon Knights
* Your character must value gold above all else
* Your character cannot join the City Guard, too much law abiding
* Your character cannot become a Houseguard, nobles are too goodly
* Your character can become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Monzon Knights fight primarily with arming sword and dagger, or any other short weapon, light bow, and small shield, and fight only on foot.  
|}


===Blackguard Order===
'''Vices'''<br>
{| class="wikitable"
The greatest Vice against the Devils is to hunt down Vampires, Demons, and other servants of the Void. As the Archdemon cannot manifest within Aloria, he must use his agents of the Void to further his goals. With every infection of a Vampire, with every demonic deal, and with every Void Mage casting a Sinistral spell, his power grows stronger in Aloria. As such, the faithful must work to cure those afflicted with the Sanguine Curse (or put them out of their misery), destroy all tomes and books and prevent the summoning or use of Demons, and hunt down Mages who would use their powers to infect the world with corruption. By seeking out and defeating the enemies of evil, the Devils are kept at bay, weakening them to ensure that Unionists will eventually bring about Paradise and rid the world of all corrupting forces.
|-
! colspan="3" style="background-color:#a8a8a8;" | [[Blackguard Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Blackguard.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| The Blackguard Order is the newest Knightly Order, only recently having come about. The Blackguard are primarily heavy defender and guardian Knights, preferring defense over offense, and wielding the heaviest weapons and armor. Blackguard Knights are known to be rough, loud, boisterous and vulgar in their behavior, not having much of a classy semblance of style, but having great skill and endurance in combat to make up for it. Blackguard are the least favored of the Imperially aligned Knightly Orders, only barely scraping by, and generally mistrusted by the other aligned Orders as outsiders.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Blackguard Order, anyone practicing to be expelled. They also cannot be Aberrants, except for Silven, which are allowed.
|-
| style="background-color:#efefef;" | Race Limits
| Only Ailor, any type of Half-Ailor, and Eronidas may become Blackguard Knights.
|-
| style="background-color:#efefef;" | Symbols
| The Blackguard Order uses: gauntlet fist, snarling bear, skull, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Blackguard Order primarily uses Black, with accents of gold and red.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character may not insult anyone, ever, either directly or figuratively
* Your character must bow their head in deference to every noble they meet
* Your character must wear (very) short hair, even as females
* Your character cannot be a twink or below Muscular Body Shape
* Your character may never attack someone from behind
* Your character must never tell a lie, or deceive
* Your character must never marry, but does not need to be chaste
* Your character must be loyal to the Imperial Family and Empire
* Your character must be loyal to House Lampero and Vultaro
* Your character must punch anyone that insults them
* Your character must always speak whatever comes to mind
* Your character may never decline a challenge to a duel
* Your character must declare a vendetta against anyone that beats them
* Your character must seek a re-match against anyone with a vendetta
* Your character must always respect the strongest Blackguard among the Order as "Duce"
* Your character cannot join the City Guard
* Your character can become a Houseguard
* Your character can become a Mercenary, and is even encouraged to do so
|-
| style="background-color:#efefef;" | Combat Style
| Blackguard Knights only fight in the heaviest of Blacksteel armor, with heavy weapons or maces and always with a shield. They only fight on foot.
|}


===Parthas Order===
'''Legacy'''<br>
{| class="wikitable"
Belialus is the Supreme Being of the Void, and thus was the ultimate source of the Void Gods, Spirit Sovereigns, Arken, and lesser Demons. While all of these entities at first owed him loyalty, their time spent in Aloria (or through the actions of Alorians) caused many to break free of their servitude, becoming their own agents despite having some ties to the Archdemon. Most records of Belialus have been lost to time, as most civilizations who knew of him eventually were destroyed in the Void Invasions. As such, much of what is known comes from the Elves, who called him Behesael. His most notable modern calamity was the creation of the Sangaley Blood Curse, which was mutated by the Void Gods to create the modern Vampires. Sablael is the architect of the Void Invasions, and commanded the legions of Void Demons against previous civilizations. They were originally mistaken to be the same entity as the Archdemon, though the scant Allorn records telling of the Fifth Void Invasion differentiate between Sablael and Behesael, confirming that only Sablael can manifest outside of the Void. Fortunately, Sablael has not been seen since the Cataclysm when he was cast back into the Void, and civilization should pray that he never again returns to herald a Sixth Void Invasion, or the Endwar itself.
|-
</div>
! colspan="3" style="background-color:#f0eee1;" | [[Parthas Order]] (click for more information)
</div>
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Parthas.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| The Parthas Knights are primarily Bounty Hunters, Slavers, Slave-Guards and abductors of persons of interest. As Knights, Parthas Knights have operated from Hellatia since the arrival of the Etosian Church, acting as a military arm to enforce the Saffran Law on the people, but also to act as an extended arm to capture enemies of the church. In the past, the Parthas Order controlled a large part of the Azure Order, many of its members being dual-members, but since the order fell, the Parthas Order has operated on its own. They continue to seek bounties to capture special individuals, earning money and fame through their exploits.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Parthas Order, anyone practicing to be expelled. Aberrants are not permitted among them, but Undead are.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become a Parthas Knight, except races that can legally be enslaved in Regalia.
|-
| style="background-color:#efefef;" | Symbols
| The Parthas Order uses: chains, horseshoes, ribbons, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Parthas Order primarily uses Yellow, with accents of black and purple.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character may never decline a bounty, and must always seek them out
* Your character may never break off a hunt for a bounty until capture
* Your character may never use ranged weapons
* Your character may never kill unless on the battlefield or at war
* Your character may never insult horses, or horse riders
* Your character may never lie, or deceive, unless when hunting
* Your character cannot join the City Guard, except as a contract Bounty Hunter
* Your character can become a Houseguard
* Your character can become a Mercenary, and is even encouraged to do so
|-
| style="background-color:#efefef;" | Combat Style
| Parthas Knights often fight with non-lethal weapons, or chains and whips and lassos, and can fight either on foot or on horseback.
|}
|}
==Trivia==
*Knightly Orders are unique to the Regalian Empire, the concept of Knighthood not existing anywhere in any other nation or among any other Race.
*The vast majority of Knights are [[New Regalian]] and Ithanian, largely because these two cultures strongly encourage the creation of Knights and Knighthood, though both cultures do so for very different reasons.
*Other races have however joined various Knightly Orders in the past 100 years.
{{Organizations}}
{{Accreditation
|Artists = MonMarty
|Writers = MonMarty, Firefan96
|Processors = MonMarty, Firefan96
}}

Revision as of 00:19, 16 June 2024

ColumnTest

Exitciuv.png Kithemon and Amandaros are the Exist and Void God of the Evintarian Cult, respectively, protecting the faithful from mind incursions, and helping with childbirth.
  • Kithemon (left) is the Evintarian God of Mind Protection.
  • Amandaros (right) is the Evintarian God of Progeny, and was once a Void Spirit Sovereign serving under the Evolist God Armas, and known to sire Godborn.
  • The Temple of Ethereal Naether in Aetosil is considered the holiest site to Kithemon and Amandaros.
  • Kithemon and Amandaros are the patrons of protections against the dark arts, and of parents.
  • Kithemon was recognized as a God due to his ability to detect hostile possessions in individuals, performing exorcisms to draw out these entities. Amandaros is recognized as a God due to their ability to aid couples in producing children.

For expanded lore, click here.

Description
Kithemon (left) and Amandaros (right) are the Exist and Void God of the Evintarian Cult, respectively. They are paired together as a God-Pair due to the opposite natures of the Void and Exist. Kithemon is the Exist God of Mind Protection, and safeguards the faithful from mind incursions from demons and other corrupting entities. Amandaros is the Void God of Proginy, who aids the faithful who have difficulties to sire children of their own. Together, the two Gods represent resoluteness, stalwartness, protection, hedonism, capriciousness, and lust. They are represented by the shielded silhouette of a head, and a tree of descendance or ancestry. Their main holy place is the Temple of Ethereal Naether in Aetosil. Kithemon and Amandaros rituals vary greatly, as they are obviously very different. Kithemon rituals involves seeking out and revealing the corruption of Spirits and mind control affecting others and then freeing them. Amandaros rituals involve hedonistic self-satisfying parties, preferably those which involve in copious amounts of romantic matches or flings that may expand the population through conventional means.

Virtues
The Virtue of Kithemon is to steel the mind against the influence of demonic entities. As Evintarians may utilize Magic and trans-dimensional energy to evolve into a better person, they are tasked with fortifying their minds from Demons and other entities who would corrupt and usurp them and rob them of their freedom and identity. To remain in control while one enhances the self is core to Evintarian beliefs. The Virtue of Amandaros is to sire children by utilizing his divine powers. Unionism preaches of the faithful to bear and raise children to increase the number of believers, though some couples are unable to conceive due to a variety of reasons. By utilizing Amandaros's power to enhance the body, couples may conceive children.

Vices
The greatest Vice of Kithemon is to become demonically possessed. The most important tenet of Evintarian Unionism is to always remain in control when enhancing the self through the Occult, and becoming corrupted with extra-dimensional essence and demonic infestation is considered a spiritual failing. Additionally, making bargains with extradimensional entities such as Arken and Spirit Dukes is seen as a seen, as they are notorious for manipulating the desires of their summoners, often to the latter's detriment. The greatest Vice of Amandaros is to be an incel. To lash out and blame others for one's inability to find and sustain a healthy romantic relationship is considered a failing to Evintarians, as it incorrectly places the blame on others, rather than introspecting to find the critical faults in oneself, and addressing them. One who is unable to self-reflect and grow as a person, is one who impedes on furthering the Great Way.

Legacy
Kithemon an Exist entity from another realm that possessed an Aetosian man named Nikolaos. He is considered divine, because many of his advisory words, and their revealing of corrupt individuals have helped and even saved the entire Aetosian state on numerous occasions, believing him to be well and truly a patron of the Evintarian faith's holy birthright. While Kithemon as an entity is not fully understood, the Evintarians know for sure that he is not a hostile or death-inducing entity, and thus welcome his ability to detect mind control and possession of individuals, allowing the faithful to perform exorcisms to cast out the demonic infestation. Amandaros was once a Spirit Sovereign of the Void, serving under Armas, before they abandoned the cause of their master. They possess a primary host, an Asha named Amon, though it is important to mention that Amandaros as an entity does not reside in a single place, but can be in many places (and hosts) at once. Amandaros is also summoned by the Mask of Amandaros which is held in Evintarian Shrines, which the faithful may use to help conceive children if they cannot themselves. Amandaros is the final Unionist God that produces Godborn.

New Canvasgsgerhfghjyt.png Yvasi and Eredicos and the Ordial and Primal Gods of the Evintarian Cult, respectively, helping believers become their true self and to embody ancestors.
  • Yvasi (left) is the Evintarian God of Self-Love, and is an Ordial entity possessing a mortal host.
  • Eredicos (right) is the Evintarian God of Elder Wisdom, serving as Prince Frederick Kade while possessed by the Primal Revenant of Arch-Chancellor Betheoric I Kade.
  • The House of the PAtrilineal Divinity if Aetosil is considered the holiest site to Yvasi and Eredicos.
  • Yvasi and Eredicos are the patrons of those struggling with anxiety/depression, and children of heritage.
  • Yvasi was recognized as a God when she used her divinity to help the faithful realize their true selves, whereas Eredicos was recognized as a God after his Symbiosis into an Urlan, after which he became possessed by Betheoric who aided him in leadership.

For expanded lore, click here.

Description
Yvasi (left) and Eredicos (right) and the Ordial and Primal Gods of the Evintarian Cult, respectively. They are paired together as a God-Pair due to the opposite natures of Bintaar and Aloria. Yvasi is the God of Self-Love, and helps believers become their true self. Eredicos is the God of Elder Wisdom, and embodies the veneration of ancestors. Together, the two represent guidance, mentorship, authority, venerability, and eruditeness. They are represented by the mask of anonymity, the banner of command, and the staff of rule. Their main holy place is the House of the Patrilineal Divinity in Aetosil. Yvasi and Eredicos rituals similarly diverge due to their diverging nature, but they are more similar than Kithemon and Amandaros. Many of the rituals for Yvasi and Eredicos converge on praising and worship of ancestors, to showcase the skill and achievements of ancestors, and to keep a clean grave or shrine to them. Yvasi has rituals of self exploration, meditation, and both also have rituals with experimentation with self-presentation.

Virtues
The Virtue of Yvasi is to self-actualize into one's true identity. Evintarians believe that everyone is born defective or imperfect, and that one must search for that perfect state. By discovering one's flaws, and finding ways to overcome said flaws through enhancement, the faithful may evolve to compensate for the flaw of creation. The Virtue of Fredericos is to reflect on the actions of one's forebears, using traditions and past knowledge to aid in solving the problems of the present and future. While the challenges of today are never the same as those in the past, one can still use the accomplishments and reactions of one's ancestors to determine what methods solved previous problems, and which ones didn't. By understanding history, Unionists may understand the future and avoid making the same mistakes.

Vices
The greatest Vice against Yvasi is bigotry on matters of identity. All people deserve to be the person they believe themselves to be, and obstructing anyone in their process to achieve their true self is considered a spirutual and personal failing. Not everyone's path to self-actualization is the same, and may not be easily understood, though it is critical to understand that every path is valid, and being obstructionist only aims to create rifts in society that do not have to be there. The greatest Vice against Eredicos is to betray one's family, and to forsake the lessons of one's ancestors. To Unionists, the family is the foundation of society, and its members build each other up by fostering a strong support network. To betray this support network is to undermine the very foundation of society, which impedes the Great Way. Furthermore, ignoring the actions of one's ancestors opens up the possibility to make the same mistakes, which can be costly to those who do not learn from history.

Legacy
Yvasi is an Ordial Entity possessing a Half-Eronidas named Girin who has proved to be of aid to the Great Way, by traveling the lands and helping the faithful realize and manifest their true self in gender, appearance, and heritage. It is not known what entity Yvasi is related to, but she did show her loyalty to mortals and the living, by aiding in the defense of the Last City of the Living, before traveling on to Aloria to aid the Unionists. Yvasi in particular discusses many concepts of transhumanist and transgender concepts with the faithful, as she is a female-presenting spirit in a male-presenting body, and how that generally affects gender presentation to the faithful, as well as gender roles in society. Eredicos is a divine name for the Imperial Prince Frederick Kade (second son of the Emperor), who shares his body with an ancestral spirit of Betheoric I Kade. Unlike the other entities who have mostly subsumed their host, Eredicos represents both Frederick in the mortal body and Betheoric in the immortal self, and the two frequently exchange host status. Eredicos is a very recent addition as God, because Frederick only ascended to godhood when he became an Urlan in the past 3 years, and in doing so, proved to have divine god-like powers of command and venerability over even non-believers through Betheoric. The fact that an Imperial prince is technically possessed by a Primal Revenant is a very much not-so-secret at the Imperial Palace, but out of respect nobody causes an issue over it.

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Nicholas & Aarthes, the Leaders

Leadergodsas.png The Everwatcher is the Supreme Being of Unionism, and Emperor Alexander is the Vessel God.
  • The Everwatcher holds supremacy over all other Gods, and utilizes the Vessel God to communicate to mortals.
  • The Vessel God is always the reigning Regalian Emperor, with their divinity ending upon death or abdication.
  • The Vessel God's Golden lesson is that all eminence eventually vanishes, so one should not to get too attached to status.
  • The Imperial Palace is considered the holiest site to the Everwatcher and Vessel God
  • Emperor Alexander is the only Vessel God in history to lose his divinity (upon abdication to his brother Cedromar) and regain it (following his return after the Interregnum).
  • Despite his disappearance, Alexander remains the Vessel God, as the Palace and Secilly Council have not declared the Imperial Seat vacant.

For expanded lore, click here.

Description
Nicholas (left) and Aarthes (right) are the Leadership Gods of the Guided Cult, the teachers of responsibility and careful design to those in positions of power. Nicholas is the God of Political Design, whereas Aarthes is the God of Architectural Design Together, the Leadership Gods represent foresight, calculation, intellect, responsibility, and counsel. They are represented by the scepter of regality, government buildings, and the Regalian State Banner. Their main holy place is the Golden Seed Temple in Axford, the capital of Anglia. Rituals belonging to the Leadership Gods involve the bridging of duality, to seek out "the mind" and "the body" in friendships, and form a perfect union between the person who plans and thinks, and the person who acts and completes. The intention is to build friendships from unlikely partners, to create unbreakable bonds and collaborative efforts that showcase the perfection cooperation, that dependency is not weakness but beautiful and meaningful.

Virtues
The Virtue of the Leadership Gods is to use one's speech and charisma to deescalate a situation, rather than resorting to combat as the first option. A good leader recognizes that not all battles need to be fought, and often a diplomatic overture will suffice in finding common ground. By resorting to violence, one earns a reputation for being unreasonable, perpetuating a cycle of violence. As such, the Leadership Gods advocate for the use of words to settle disputes, and only resort to combat when all other options have been explored. In doing so, Unionists believe that one becomes better known as a negotiator and one who they can trust to make sound decisions, and thus a leader that they can trust and follow.

Vices
The greatest Vice against the Leadership Gods is to disrupt the order and stability of the state. A society that best furthers the Great Way is one which is not embroiled with petty conflicts over trivial matters, as being obstinate or contrarian earns one no favor in wider society. Those who strike out against authority with malicious intent towards will often shoot themselves in the foot, with only themselves to blame for their own misfortunes. A poor leader is one who refuses to act in good faith and compromise on certain aspects, and instead becomes obstructionist to the decision-making process. Being too rigid leaves one open to being ignored by sounder minds, causing one to lose their right to advocate for themselves when the time is proper.

Legacy
In Life, Nicholas was known as the Glorious Arch-Chancellor, Nicholas Kade. Known as the most competent head of government in Regalian history, his record-long tenure saw the Empire enter into a golden age of prosperity, owing to his political tact. Taking a diplomatic approach, Nicholas was able to negotiate the end of the Skagger Wars and integrate Drixagh into the Regalian Empire, as well and oversee the inclusion of the Ithanian Sovereignty and Aetosian Theocracy into the imperial fold. Throughout his life, Nicholas was accompanied by Aarthes, his Fin'ullen Archon bodyguard. Following the death of the Arch-Chancellor, Aarthes retreated from public life to reside in his master's old Estate in Anglia, where he would occasionally talk about how Nicholas made his decisions. Nicholas's divinity was not immediately declared, as he never manifested as a spirit following his death. The Emended and later Guided Unionists would declare him a God, believing that his legacy coupled with his Dragonblood status was proof enough of his divinity in life.

Morgan & Narsil, the Tyrants

Snakegods.png The Everwatcher is the Supreme Being of Unionism, and Emperor Alexander is the Vessel God.
  • The Everwatcher holds supremacy over all other Gods, and utilizes the Vessel God to communicate to mortals.
  • The Vessel God is always the reigning Regalian Emperor, with their divinity ending upon death or abdication.
  • The Vessel God's Golden lesson is that all eminence eventually vanishes, so one should not to get too attached to status.
  • The Imperial Palace is considered the holiest site to the Everwatcher and Vessel God
  • Emperor Alexander is the only Vessel God in history to lose his divinity (upon abdication to his brother Cedromar) and regain it (following his return after the Interregnum).
  • Despite his disappearance, Alexander remains the Vessel God, as the Palace and Secilly Council have not declared the Imperial Seat vacant.

For expanded lore, click here.

Description
Morgan (left) and Narsil (right) are the Tyrant Gods of The Guided Cult, the warnings to blind faith and unquestioning obedience. Morgan is the God of Tyrants, whereas Naril is the God of Corruption. Together, the Martial Gods represent selfishness, greed, cruelty, wroth, pride, hyper-competency, and self-assuredness. They are represented by the cobra-hooded head, snake-forked tongue, and snake-hair head. The Tyrants lack a holy place, as they are not worshipped specifically and instead used as a warning against hedonism and sin, even in competent people. Rituals of Morgan and Narsil are less in service to them, and more in deterrence to the qualities of Morgan. The most common form of ritual is the Public Examination, where large crowds gather in front of a speaking stand, where citizens and commoners hold a public debate on the competency and virtues and morality of an individual in office or power, as a means to hold them accountable to good governance and keep them on the right track.

Virtues
The Virtue of the Tyrants is that sometimes, underhanded tactics are also able to further the Great Way. Sometimes, working in the light is too slow or too ineffectively, and that Spies, Saboteurs, and Rogues can also use their skills to the glory of the Empire. This does not mean that criminal behavior, gang activity, and the like is considered morally correct to Guided Unionists (after all, obeying the law is virtuous). Rather, they assert that covert and underhanded tactics can sometimes bring about quicker progress to the Empire than going through the socially-accepted channels, and that espionage against foreign rivals and enemies is a necessity for Regalia to be well-informed in making decisions.

Vices
The greatest Vice against the Tyrants is to use the Emperor, Faith, or Law to justify cruelty and evil. Unionists trust the word of the Emperor, because he communes with the Everwatcher, and that his Laws are made with good intentions for all people. However, those in positions of power who represent the Emperor may use that authority to twist the words of the Emperor to carry out great evil, using the people's faith against them. Likewise, those who manipulate the Laws, or find unintended loopholes, will use them to enrich themselves at another's expense. The faithful are warned to hold those in power accountable, and to be skeptical of anyone claiming to speak for the Emperor without investigating their merits.

Legacy
In Life, Morgan was known as the Sun Chancellor, Morgan Kade. Remembered as highly competent, but extremely morally corrupt, Morgan used the aftermath of the Purple Bleeding to force Emperor Justinian I to surrender religious prerogative to him, making the Chancellor kingmaker. What followed was a line of Ivrae Emperor who were Morgan's puppets, each being replaced whenever the Chancellor grew tired of them. To enforce his grip over the Empire, Morgan relied on Narsil, his Snake-Marken bodyguard who painted himself gold, to inform the Chancellor of any threats to his power. For over four decades, Morgan and Narsil ruled as tyrants, using intrigue and tyranny to keep the nobility and government in line while funding lives of opulence and hedonism. Eventually, Morgan would be executed by Emperor Vilgemar, who always hated being told what to do. Immediately after, the Imperial Guards hunted down and killed Narsil in a back corridor of the Imperial Palace, ending the duos reign of tyranny. As with the other pair of Dragon Gods, Morgan or Narsil has never manifested, though their actions coupled with Morgan's Dragonblood status were seen to be the acts of the divine (as who else could play kingmaker to the Vessel-God, but another God). The Emended and later Guided Unionists would accept this stance on divinity, teaching that Gods can also be just awful people, and be extremely selfish and capricious, but that bad qualities and ugly personalities are not reasons to write off the skills and competencies that people do have.

Celestina & Eòin, the Anticipators

New Cauunvasgsgerhfghjyt.png The Everwatcher is the Supreme Being of Unionism, and Emperor Alexander is the Vessel God.
  • The Everwatcher holds supremacy over all other Gods, and utilizes the Vessel God to communicate to mortals.
  • The Vessel God is always the reigning Regalian Emperor, with their divinity ending upon death or abdication.
  • The Vessel God's Golden lesson is that all eminence eventually vanishes, so one should not to get too attached to status.
  • The Imperial Palace is considered the holiest site to the Everwatcher and Vessel God
  • Emperor Alexander is the only Vessel God in history to lose his divinity (upon abdication to his brother Cedromar) and regain it (following his return after the Interregnum).
  • Despite his disappearance, Alexander remains the Vessel God, as the Palace and Secilly Council have not declared the Imperial Seat vacant.

For expanded lore, click here.

Description
Celestina (left) and Eòin (right) are the Anticipating Gods of the Armageddon Cult, the teachers of going good without material reward. Celestina is the Goddess of the spoken word and the prepared mind, and Eòin is the God of the physical arm and execution of the divine plan. Together, the Anticipators represent altruism, resolve, combativeness, unforgiveness, noncapitulation, and preparedness. They are represented by the Habit and mask of the Silent Sisters, and the Imperial Guard Seal. Their main holy place is the Divine Advent Temple on the Crown Isle. Rituals belonging to the Anticipating Gods involve preparing one's self, or the world around one, for the inevitable Armageddon, and to find peace in the fact that all the toil of a lifetime may not ever see fruits while alive, and that the benefit of one's labor must be for one's descendants or those who come after. and never for one's self.

Virtues
The Virtue of the Anticipating Gods is to fight, restrain, or otherwise hamper the forces of the Void. Armageddon Cultists in essence believe in an inevitable "War in Heaven", and express their belief mainly in daily "thinning the herd" of Demons and Vampires so as to reduce the overwhelming forces that the Demons will come to possess when Armageddon begins. They are doomsday preppers, with many even entertaining that Armageddon will not come in their lifetime, but that they will contribute to a reduction of the numbers of the enemy, and preparing the Empire and their descendants for the final war by producing more weapons, and researching every edge they might gain against the Demons.

Vices
The greatest Vice against the Anticipating Gods is to consort with the agents of the Devils. The Armageddon Cult is unique in Unionism in that it acknowledges an actual canonical evil, the supreme devil as it were, and entertains the idea that there is actually a chance that the Armageddon war might be lost if too many people fall to the vices of Demon worship and consorting with the Devil. As such, the faithful are tasked with steeling their hearts and minds against the corruptive forces of the enemy, hunting down Demons, and serving the Emperor by slaying his detractors. Failure to do this is to give the enemy a greater advantage when the Endwar begins, and to place one's descendants into dangers they should not have faced.

Legacy
Celestina was once a Silent Sister who resided in the City of Regalia, often tending to her duties and upholding her vow of silence. However, the multiple of attacks on the Holy City by various magical and demonic threats took a severe toll on the Silent Sister, who could no longer stand by when it seemed like calamity would tear the capital apart. Eventually, Celestina broke her Vow of Silence, and began to preach about the need to prepare for future calamities, even ones not to be experienced in her lifetime. It was by those who listened that her message seemed to come from a higher power, and she was soon recognized as a Goddess by the fledgling Armageddon Cult. Today, Celestina is an Émérites Knight, frequenting the Regalian courts to preach against the normalization of magic and warning of its corrupting power. Eòin was once a Viridian Knight who was known as a frequent training of students at the Viridian Citadel on the Crown Isle. He was present at the Citadel during the Deathling Crisis, where he witnessed the Grandmaster, Elders, and majority of Knights make a last stand to allow for younger students to escape into the countryside. Eòin managed to survive the eradication, and was recognized as a God after he began to preach divinely inspired messages about preparation, citing how even the most-skilled Viridian Knights were only able to delay the inevitable destruction of the demonic threat. He later joined the Tyrian Knights in defending the Imperial Palace, which he preaches as the final bastion against all that is unholy in the world.

Belialus & Sablael, the Devils

New dsadCanvasgsgerhfghjyt.png The Everwatcher is the Supreme Being of Unionism, and Emperor Alexander is the Vessel God.
  • The Everwatcher holds supremacy over all other Gods, and utilizes the Vessel God to communicate to mortals.
  • The Vessel God is always the reigning Regalian Emperor, with their divinity ending upon death or abdication.
  • The Vessel God's Golden lesson is that all eminence eventually vanishes, so one should not to get too attached to status.
  • The Imperial Palace is considered the holiest site to the Everwatcher and Vessel God
  • Emperor Alexander is the only Vessel God in history to lose his divinity (upon abdication to his brother Cedromar) and regain it (following his return after the Interregnum).
  • Despite his disappearance, Alexander remains the Vessel God, as the Palace and Secilly Council have not declared the Imperial Seat vacant.

For expanded lore, click here.

Description
Belialus (left) and Sablael (right) are the Devils of Unionism, the Supreme Evils of the world, and the greatest threat to the Great Way. Belialus is the Devil of the Sanguine, though is also known by the Elves as Behesael, the Arch-Void and Archdemon, and Supreme Being of the Void on par with the Everwatcher in his dimension. Sablael is the Devil of Shadows, Greatest Lieutenant of the Archdemon, and architect of the Void Invasions. Together, the Devils represent destruction, corruption, seduction, entrapment, danger, and evil. They are represented by the Sanguine Curse, the twisted and coiling shadow, and the hooked tail. Their main holy place is the House of Blood, where Vampires and their allies worship them. Rituals of the Devils involve candle night vigils and ritual purification of objects and people touched by them. The idea is to cast away the evil presence of the Devils (a word itself taken from the Velheim Djevel or "evil one"), because the belief is held that if their influence is cast back into the Void, that their connection with the mortal world is disrupted and they enter a state of slumber.

Virtues
The Virtue of the Devils is to seek evolution and advances through the Demonic and Void. Unlike all other Unionist Gods, the Virtue of the Devils is not one to aspire towards, but to recognize as the goal of the Devils. Ever since the Veil was first torn millennia ago, and the Void experienced the first "something" in a dimension of "nothing." Ever since then, Belialus had desired a return to nothingness, using Sablael and all his loyal servants to destroy Aloria and all that resides within and beyond. By utilizing the powers of the Void, Belialus is able to corrupt the world into decay, furthering his goal of complete annihilation. To become a servant of the Void is aid the Archdemon, to be discarded by Him when he claims victory in the Endwar.

Vices
The greatest Vice against the Devils is to hunt down Vampires, Demons, and other servants of the Void. As the Archdemon cannot manifest within Aloria, he must use his agents of the Void to further his goals. With every infection of a Vampire, with every demonic deal, and with every Void Mage casting a Sinistral spell, his power grows stronger in Aloria. As such, the faithful must work to cure those afflicted with the Sanguine Curse (or put them out of their misery), destroy all tomes and books and prevent the summoning or use of Demons, and hunt down Mages who would use their powers to infect the world with corruption. By seeking out and defeating the enemies of evil, the Devils are kept at bay, weakening them to ensure that Unionists will eventually bring about Paradise and rid the world of all corrupting forces.

Legacy
Belialus is the Supreme Being of the Void, and thus was the ultimate source of the Void Gods, Spirit Sovereigns, Arken, and lesser Demons. While all of these entities at first owed him loyalty, their time spent in Aloria (or through the actions of Alorians) caused many to break free of their servitude, becoming their own agents despite having some ties to the Archdemon. Most records of Belialus have been lost to time, as most civilizations who knew of him eventually were destroyed in the Void Invasions. As such, much of what is known comes from the Elves, who called him Behesael. His most notable modern calamity was the creation of the Sangaley Blood Curse, which was mutated by the Void Gods to create the modern Vampires. Sablael is the architect of the Void Invasions, and commanded the legions of Void Demons against previous civilizations. They were originally mistaken to be the same entity as the Archdemon, though the scant Allorn records telling of the Fifth Void Invasion differentiate between Sablael and Behesael, confirming that only Sablael can manifest outside of the Void. Fortunately, Sablael has not been seen since the Cataclysm when he was cast back into the Void, and civilization should pray that he never again returns to herald a Sixth Void Invasion, or the Endwar itself.