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- Spirit Saber.
- Warriors of the Enai, granted an ancestral weapon by the spirits. The forging technique has been passed down for generations, down until they became a common practice for its master craftsmen. The ancestral weapons are handed thusly, to the chosen warriors. Spirit Sabers, are then, to bind themselves with their chosen companion. It is a harder process than one can imagine however.
- Mainly since this bounding happens in a different dimension altogether. One cannot tell what happens there, because whomsoever reaches into it, sees something different from the last. In the end, successful Spirit Sabers manage to claim their companion, and bind with it. It is often some sort of animal species, at rare occasions, capable of magic as well.
- Sometimes it is another life form, and very, very rarely a spirit of its own. It is said the original nobles that were taught by Sarkath are bound to actual spirits. It is a bit untrue however, as while Sarkath taught them the ways of magic, someone else, an entity known simply as the Vast Dreamer, or the Lady of Sleep, taught them how to bind with actual spirits, and make their form into that of an immortal.
- Shifted Spirit Sabers enjoy many benefits, or even unshifted ones, in battle, possessing regeneration, strength and speed beyond that of a human. Sometimes, they can even cast unique spells, of their form, assuming it is one possessed of magical attributes. Their own spell-casting is boosted nonetheless.
- Gunpowder Academics
- Gunpowder academics are trained and brought forth by Merania's Academy City. It is where the material was first invented, and it is the only location in the known world, that contains teachers and lecturers on its proper use. It is also the only place it is produced at. Gunpowder Academics are allowed to make it, at small degrees, and only within Order grounds that are considered themselves, an extension of the City, totally locked off the rest.
- Gunpowder Academics have several perks. For one, they enjoy the greatest privacy of all other units. They are a mainly ranged unit as well, and they can produce bombs, firearms and other sorts of armaments, other than the gunpowder. Beyond this, they posses similar skills in shooting, and marksmanship in general. They are extensively trained in these skills, as well as knowledge of operating most flying vehicles.
- Academics rarely utilize mana. Higher ranked, more skilled ones can mold it, or even in very rare cases, raw soulfire into their guns, and prepare truly devastating shots. These are usually appointed leaders of Academic platoons, or other larger groups, and are terrifying foes to face. For there is very little that could possibly defend against the mana or soulfire empowered shots.
- Ravern Weavers.
- A foe unparalleled, an ally unseen. Raven Weavers tap into a rarely perceived resource, the Shadow Weave. It is said their raiment and clothing is in fact, of silk, infused with the dark dark threads of the weave. They look deep within the darkness, the embodiment of obfuscation, obscurity and darkness, and then rip from it, what they find most auspicious.
- Few realize, and as Weavers are very keen to point out, that they do not "rip". Rather, they grab cloth of the darkness, metaphorical and insubstantial as it is, and then imbue themselves onto it. They become as the darkness, and wield it as effectively. Every shadow is an eye, every dark corner, an ear. Their weapons lie in silence and wait, invisible, ready for them to grab and use at any given times.
- Raven Weaver come from the Underfallen Valley. Located to the back of Merania's mountains, the valley long ago collapsed underground, and the top has been covered in a surface of rock, sewn together and held in its place, by a variety of factors. Raven weavers oft travel to the nigh mystical and most direct border between the Valley and the surface (there are other, less mystifying ways) to gain their powers.
- Dragon Knights
- Whilst Spirit Sabers are well known protectors, defenders of the weak, they bear certain feudal connotations, and are more...traditional. Dragon Knights on the other hand, are the dawn of a new age. With the draconic providing knowledge of the ancient arts of war and means of combat, as well as knowledge of magics, of varying sorts and sources.
- Dragon Knights are taught to use their soul fire, yet unlike the Spirit Sabers, they can purify cursed from the influence of their curse, for example, reducing the lust of an Arachnid Stalker, and making a Communicator susceptible to fear again, so they may challenge it and overcome the curse. Their soulfire also has a healing property and it provides sufficient resistance to most mana based effects.
- To this end, Dragon Knights, scions of the great Empire, and the newest faction born, train their body to its limits, becoming incredibly strong. Their armor is itself enchanted with soulfire, to become stronger and sturdier, yet it is still prone to harm. However, magicians, or any mana users whatsoever would find themselves hard pressed to even get close.
- Magic Knights.
- A classic. Most would consider these soldiers to be obscene, seeing how everyone can blow off your head with enchanted sniper rifles from meters away, and there are this large, bulky warriors who resist mana and magic abilities to an entirety, spellcasting rendered pointless. Well, most are stupid, unaware of the full spectrum of things, and incapable of appreciating this beauty of fictional combat.
- Versatile to no end, duelists perfected by experience and thorough and very extensive studying of combat, there is no mistake they make. Their knowledge and analysis is one of the best, they can discern weak points, openings in armor, as well as positioning, fighting tactics, everything else...and then either decide to use the most proper spell, or his quietus make with a bard bodkin, as a certain Danish prince would have you believe.
- Or not. He was talking to himself back then. Also kind of psychologically disturbed. Of course, Magic Knights wield more than a few spells which occasionally come in handy. They are always prepared..and of course, the best duelists. Keep in mind, their academic achievements and dueling prowess does NOT mean they have a big nose. Don't trust those plays. They are perhaps the one unit which requires only determination, and work ethic, as well as some degree of skill, which can be developed nonetheless.
- Summoners.
- Ah! Yes... The pinnacle of Magister's Order. And that means to say overpowered as... Profanity censors are at work again I'm afraid. Summoners are... Simple, but efficient creatures. They manage to somehow, have a bound to a place, beyond the material world. This place differs for each summoner, but there is a limited pool to chose from, most of the time. It is said, the limits of said pool are however, yet unexplored.
- Summoners are very rare, and finding ten at a time is always the goal. No more, and even ten is oft pushing it. However, this rarity comes with perks. A summoner is the only being capable of truly, and fully manifesting the greater of these fantastic beings, oft called spirits or else. Nobody truly knows where their power stems from, all that is known is that somehow, they can bring forth the entity.
- Summoners come from Sorovial, the kingdom of legends. Par on course, it is difficult to explore it, and even more difficult to find summoners in it... Thus, making summoners a wonder to come by. They are one of the few units with a choice as well. Peaceful negotiation with the spirit, for its summoning conditions.. Or ruthless battle, to seek out a dominator. In the end, a power like no other is created.
- Orun Riders.
- In the north, monsters and fiends of all sorts are some very, very common things. So common they will bite your head...legs... Hands.. Fingers..toes.. Even other things off given the slightest chance. Sometimes all of those at the same time! But this has made people there strong.. And has taught them a new way. Of bonding with one of the monsters, and riding it out in battle.
- This is how Orun Riders are formed. Warriors who rely on the strength, and ferocity of their friends, people who put their faith on these monsters, that they have bound with. Orun Riders oft don't wear too much armor, but once they become sufficiently trained, it is said they can even ride their beast from standing on its tail, or if they are being dragged around, only grasping it slightly, by a hand, or tip of a foot.
- Orun Riders also possess the ability to release a good deal of mana into their rides, and then get them to mutate, briefly, into a much stronger form, one that can posses certain mystical abilities. Mounts which have these powers already, without the mutation, become very terrifying indeed.
- Seers
- Born of the desert, seers posses the rare affinity for not only foreseeing certain vents, but also of heightened mana sense. They can...feel, changes to the flow of mana in an area, and react accordingly. They have the best cognitive and analytic abilities of all other units, and can be said to be as good as, to greater levels, develop psychic powers.
- Seers can aid their allies in various ways. Through their enlightenment, they learn of how to sense mana, how to foresee its effects, and how to purge evil influences, not to mention set up protections, blind, and confuse foes with their bright flashes of light, destroy, only to restore in the way they wish, as well as delay the most unpleasant of fortunes.
- Seers can help transport people or objects through their tunnels, provide mana focus points, for people to stand near, and restore themselves, their mana, or focus their abilities to greater heights. Seers can also flood enemies with harmful sensations, to stop them from taking action, or mislead them in taking action that is entirely opposite of their original and positive intent.
- Hole Tanks.
- These soldiers wear massive, iron battle suits. One may wonder how do these differ from the Dragon Knights, or Spirit Sabers. The difference is simple actually. A Spirit Saber fights for his own and his spirits sake. He can hold out a single place, a single spot for as long as he wishes. He will keep fighting, and fighting, and fighting... He will shred through the enemy ten times before being barely close to being shred once. A dragon knight will protect, and help, as well as heal and purify his own allies above everything else.
- A Hole tank will push. They won't stand still. They will set their direction, and then make their way to it. Magic is something they are susceptible to, to an extent, yet their determination, and multi purpose abilities, as well as equipment, provides them with enough tools to ward off, most, but the best and most prodigious sorcerers, should they be skilled enough. Be skilled more than enough, and they'll best them too. Physical damage, gun fire, armaments of any sort...barely a problem.
- Hole Tanks are found in large battle armor, that is human sized, yet can be shifted to a riding, mobile tank form. They have siege weapons, and their fists, as well as other armaments, of any sort but gunpowder ones, not to mention mana engines, make them formidable in close combat. Their strength is however, always, in the slow, ardent push, to cleanse off the area desired of any threat, to repel enemies, and to reach their territory, when they can begin breaking the lines, breaking the wills...and then breaking down whatever walls their foes have put.
- Master Tacticians
- Some say that the empire has founded itself around a certain academy, or school. It gathered upon it, the brightest minds in the field of warfare, and made them conceive a program, one that would produce the best soldiers of all, to lead the new nation into a final conquest, of the whole world. It was the toll they ultimately paid, these units now pledged to the order.
- Master Tacticians are all known to posses, at least one artifact of priceless power. It is tied to terrain, weather, or even perhaps a certain spiritual condition, or maybe something conceptual. They are also possessed of great knowledge, of the secrets of battle and warfare, as well as tactics of all sorts, to lead their army though, taught in the use of combat and magic...the perfect leaders.
- Master Tacticians can use the artifact they posses on their army. Understanding of a certain concept associated to it is also requires, but once this is done, the army will be truly powerful, under the artifacts power. For example, an artifact could have it that loses are greatly reduced when the battle is carried out on rainy weather. One could have it that horses and other cavalry become much more resilient, and attack with intelligence and precision akin to that of their sapient riders, should the battle take place in a grassland.
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