A sample of the Codex
--CHAPTERS
:Prologue
Pherae inner city, 962 AS
Royal Delinquent
Lord Uther is relaxing after a tense negotiation when he and his escort come across a group of soldiers accosting a woman. Uther asserts Lycian jurisdiction and a fight breaks out.
--CHARACTERS
:Uther 1
Lord 10.1
941 AS - Present, Anima affinity
"Am I fit to rule? No, not really. Are you?”
Aliases: The Right Honourable Lord Uther Pendragon of House Ostia, Baron of Redgrove. Prince of Lycia. The Rebel Prince. Relatives: Parents Duke Regent Ulric and Duchess Catherine of Ostia. Brother Prince Hector of Ostia. Uncle Lord Griffith, deceased. Aunt Lady Olivia Bronzearm. Cousins Sir Kalten, Master Orun.
A descendent of Roland, raised in Ostia to be a warrior, a leader, and a wise man. That is not to say he became those things. Uther has been groomed for leadership his entire life, but often slipped away to have adventures with mercenaries and criminals. He has a history of drinking excessively, and getting into trouble because of it.
As heir to the Duchy of Ostia and the Regency of Lycia, Uther spends much of these days assisting his father in the governance of the realm. Uther wishes nothing more than to explore the world around him and find what mischief he can get into, so he finds these duties onerous.
Intelligent enough to pretend he isn't, he makes quick decisions and is skilled at adapting his attitude and mindset to fit the situation. Many consider him stubborn, overly bold, foul-mouthed, and foul-tempered, but his rougher friends say that he is an authentic and charismatic person after an ale.
:Ulric 1
Bishop 10.20.5
914 AS - Present, Earth affinity
“He did his duty. None can say he did not do his duty.”
Aliases: His Majesty Lord Ulric Boston Ostia, Duke Regent of Ostia and Steward of Lycia. Lord Father Ulric, Bishop of Ostia and Defender of the Faith. The Saint's Shield. The Welcoming. Relatives: Parents Duke Ulysses, Duchess Fiona, deceased. Brother Lord Griffith, deceased. Sister Lady Olivia Bronzearm. Uncles Sir Redorik, Lord Esaight, deceased. Aunt Szarke the Architect, deceased. Aunt Lady Kailee. Wife Lady Catherine. Sons Lord Uther, Prince Hector. Nephews Sir Kalten, Master Orun.
Duke Regent of Ostia and direct descendant of the hero King Roland, Ulric is a cunning and worthy leader of the Lycian people. Few remember, but he had a somewhat troublesome youth, and his first few years of regency were turbulent as he butted heads with the other lords. After the birth of Uther, his wayward son, he entered the clergy as a way to transform himself and serve a better role model.
In his capacity as Regent of Lycia, Ulric occupies himself by governing the realm. Ulric does all he can to keep Lycia economically and politically stable, while simultaneously working to ensure his bloodline continues to hold its position of power.
Dour, weary, responsible, insensitive, and pious, Ulric is the tired husk of the wild youth he once was. Many long years keeping the Lords of the League from each other's throats have taken their toll, and made him bitter and even more short-tempered.
:Elbert 1
Paladin 10.20.1
943 AS - Present, Earth affinity
"Elbert is the perfect card partner - he is so honest that his hand is always plain on his face.”
Aliases: The Most Honourable Lord Elbert Pyron Pherae, Marquess of Pherae. The Swallow's Son. Relatives: Parents Lord Gregory the Swallow and Lady Belloria of Pherae, deceased. Aunt Lady Alex of Tania. Wife Lady Eleanora of Pherae. Son Prince Eliwood of Pherae.
Rightful lord and head of one of Lycia's greatest houses, raised to be just, generous, and even-handed with his people. Elbert has a long history of achievements and accolades, and besides those few times his good friend Lord Uther involved him in his misadventures, has never given cause for admonishment.
As recently inaugerated Marquess of Pherae, he is occupied with its governance. In his free time he pursues his father's research in order to understand the man's strange behaviour before his death.
Elbert is thought by many to be the finest and most pure-hearted of the lords of Lycia - perhaps even of all its people. He rules justly and fairly, and is generous with his bondsmen. Yet rather than beggaring his realm, he brings in much income through a network of trade deals and training agreements he maintains on behalf of his deceased father. Though not the richest of the marches, or the fairest, Pherae has become a cultural capitol within Lycia under Elbert's father, and now under his own hand. He keeps two steeds with him, Prince and Diver, the former haughty and the latter wild and brave.
:Desmond 1
Peer 10.8
934 AS - Present, Light affinity
"Watch your words, little prince.”
Aliases: His Royal Highness the High Prince Desmond Ursus Elphet Samsara of Bern, Heir to the Nine Roosts and the Seven Skies. The Expected One. Favoured Son of Filla. The Next Legend. The Storm-talker Reborn. Relatives: Parents King Damien the Relentless and Queen Claudia Brighteye. Uncles Dragon General Deckard the Watcher and Lord Treasurer Zachariah. Uncles Lord Harvey of the High Roost and Sir Quincy, deceased. Aunt Lady Sharna of Fafnir. Aunts Lady Mary, Lady Leslie, and Lady Colette, deceased. Cousins Sir Casey, Sir Logan, Sir Morne, Sir Hector, Master Will-of-the-Saint, Dame Anita, Lady Tish, Lady Eileen, and Lady Peregrine of the Hoard.
Descendent of Hartmut and eldest son of King Damien of Bern. Desmond has shown himself to be a less-than-ideal leader, often shirking his studies in favour of games of polo or wine-tasting parties. He has arranged for the deaths of more than one rival, and sabotaged the careers of a number of high-ranking generals he disliked.
As the sole Prince of Bern and heir to the throne, Desmond is consolidating his power. He is doing this by playing the political game, vying to win the favour of his most powerful subjects for when he assumes the throne.
Egotistical, paranoid, and jealous, Desmond will stop at nothing to secure his position as king. It is rumoured he is doting on a village girl named Zelda.
:Eliwood 1
Civilian 1
962 AS - Present, Anima affinity
"Such a strong arm! You'll be a fighter, whether your mother likes it or not. I can only hope you'll show me mercy on the day we cross blades.”
Aliases: Prince Eliwood Buston Pherae. Relatives: Parents Lord Elbert and Lady Eleanora of Pherae.
Latest in a long line of noble and just men, many expect that Eliwood will grow up to be a fine example of the bloodline.
Heir to the March of Pherae, Eliwood has long years of schooling ahead of him. For now, he is concerned only with his next meal and exploring the world around him.
A cheerful and curious child, Eliwood is showing all signs of growing into a healthy, happy heir.
:Eleanora 1
Bishop 10.20.1
945 AS - Present, Dark affinity
"There is something in her eyes - it is like she is an ancient creature, humouring me with her time in the knowledge that I will fade out of existence before long.”
Aliases: Lady Eleanora Greyheart, Marchioness Consort of Pherae. Relatives: Parents Sir Kurt and Lady Wilma of House Greyheart. Brother Sir Falling-Fire. Husband Lord Elbert of Pherae. Son Prince Eliwood of Pherae.
A daughter of a knightly house serving Santaruz, who fell in love with Elbert during their childhood and worked many long years to win him over. Her father and Lord Gregory were on amicable terms due to their history working together, and the nuptials proceeded smoothly. The ceremony was attended by many noble men and women from the neighbouring provinces, as she won many friends in her childhood with charm and wit.
As Elbert's wife, Eleanora often runs things while he is off adventuring. Indeed, Eleanora even supports Elbert in his work by writing to experts and liaising with the populace.
Raised to be a dutiful wife and doting mother, a mistress of the household and wise counselor, Eleanora is strong-willed, and an excellent dancer. She is well-studied in the fundaments of both anima and holy magic.
:Marcus 1
Recruit 6
940 AS - Present, Ice affinity
"Do you think he is truly descended from a dragon? It seems so far-fetched, but then you see him, and he has that look in his eye…”
Aliases: Sir Marcus of House Alexander. The Young Dragon. Relatives: Parents Sir Isaac the Dragon-blooded and Lady Joan Stalwart. Aunt Lady Katelyn. Cousin Lady Urma.
As son of Pherae's knight-commander, Marcus has been groomed from birth to take his place. His life has been spent in study and training, interspersed with social gatherings where he would practice his etiquette and come to know the lords he served.
Now Lord Elbert's most promising knight-errant, Marcus was an obvious choice for protecting the sovereign heir, Lord Uther. He is proud to fulfil his oath and relishes the experience. His greatest hope is to become a man worthy of his lot in life.
Focused, serious, slightly cynical, and impatient at times, Marcus is a man of poor humour. Very well-read, but with no prior field experience, he has little confidence in his abilities - even though the more experienced knights have much. His horse is named Ryan, and is rather mild-mannered off the field, but is a hell-beast on it.
:Isadora 1
Squire 1
949 AS - Present, Dark affinity
"I know, I'm too generous with her. But look at that face! How am I to turn away such a creature?”
Aliases: Lady Isadora of House Swinburne. Relatives: Parents Sir Lance and Lady Summer, deceased. Sisters Lady Aveline, Lady Millicent, Lady Gervaise.
The youngest daughter of one of Pherae's lesser houses, Isadora grew up without knowing her parents. Her father was killed in a botched jousting match, and her mother died of a stroke. Since her sisters married away while she was still a small child, she was raised alone at the estate by her parents' staff.
Raised on stories of her father's heroics, Isadora decided early that she, too, would become a knight. As her apprenticeship started around the wedding of Lady Eleanora into the Pheraean house, Lord Elbert decided she should train to become Lady Eleanora's personal knight. To advance that training, Lord Elbert has agreed to assign her with the protection of Lord Uther. Isadora is hungry for adventure and excitement, and believes that such a posting would serve that hunger.
Willful, cheery, clever, and brave, Isadora is a bright spark of life whose presence animates and revitalises those she interacts with. She is not entirely a child, and has deep concerns about her position in society and whether she will live up to what is asked of her, but she tends to keep such things to herself and put on a brave face. Her horse is named Chucky, and is playful in demeanour.
:Mazda 1
Phalanx 10.3
932 AS - Present, Fire affinity
"'It takes all kinds', my mother used to say, but I don't think she had the captain in mind when she said it.”
Aliases: Captain Mazda. Relatives: Parents Dirk and Posie. Brothers Wain and Till. Sister Delilah.
Common born and raised in the Bernese countryside, Mazda's options as a child were few. He fell in with criminal gangs, was arrested, and then conscripted, after which he worked his way to a respectful position as a Captain of the Royal Guard by more-or-less honest means.
As a Captain in Desmond's honor guard, Mazda accompanies Prince Desmond to Pherae to guard him during the embargo negotiations. While he and his men share a drink on recess, he arrests a suspicious girl - which leads to a confrontation with Lord Uther.
Abrasive, egotistical, and cynical, Mazda would be very unattractive for a command position if it weren't for his willingness to follow orders with no hesitation. Yet this obedience is not out of loyalty, but rather an unscrupulousness of character.
:Tory 1
Mercenary 10.1
938 AS - Present, Wind affinity
"Haw!”
Aliases: N/A. Relatives: Orphaned, unknown.
A street rat from Bern who fell in with Mazda during his days as a gang thug and stuck with him since. The skills he picked up as a foot soldier and crony in the gangs translated neatly into his skills as a royal guard.
As Mazda's right-hand-man and only friend, Tory actually shoulders much of the managerial responsibilities of their squad. He is no better at it than Mazda, but the bureaucracy of Bern's great military is well-equipped to handle sub-par reporting and management. Mazda has a propensity for achieving money and fame, and making an exciting mess of things while doing it; Tory sticks around to see it unfold, and to pull Mazda out the other side so he can do it again.
Tory is easy-going, quick to laugh, and just a little bit malicious.
:Harken 1
Drifter 2
948 AS - Present, Fire affinity
"I am already heartsick with the grief I have sown. What is a little more, in the name of duty?”
Aliases: Dara d'Harken. Relatives: Parents Auroth and Auleth d'Harken. Uncle Seer Harken. Brother Ima d'Harken. Sister Erteth d'Harken.
A Western emigre who set out from his home in the Isles after his parents decided to join an Etrurian labor colony. After wandering across Etruria and Sacae, he came into service under Lord Dastan but had to flee after a short term of miserable service.
As a wandering soldier, Harken joined Lord Uther's escort because it was convenient. Aimless and confused, he found that having work gave him purpose.
Harken is fretful, absent-minded, and shy, though clever and charming after he's warmed to you. He suffers much inner turmoil due to his depression, which can make him seem distant or anti-social at times. He is reluctant to speak of his background or his family due to the nature of his estrangement.
--LORE
:Elibe
"Was there ever a land so cursed, so blessed, so madly full of contradictions and broken promises? Its people cling to their identities, sewing them on banners and emblazoning them on their clothes, yet they cannot remember the truth of their own past…"
The Dark Continent is a place of great diversity; diversity in peoples, diversity in ideals, diversity in cultures. At one end are the wild jungles and volcanoes of the Western Isles, at the other is the endless grass sea of No-Man's-Land. Between are the kingdoms and countries of Bern, Lycia, Sacae, Ilia, Etruria, and so too the desert wasteland that is the Nabata of Missur. Its history is one of chivalry and heroes, of magical quests and monstrous beasts. To live in Elibe is to speak the Dark Tongue and to possess a fierce pride in your land and your countrymen. The high lords and the lowly farmhands alike all revere the Saints Above, spirits of long-dead holy folk who are said to watch over the world and govern its fate. The nomadic plainsfolk worship spirits as well, though rather than the spirits of the dead they worship the spirits of the land and the sky, and all the elements between. The tribes of the Isles cannot seem to agree on what they worship, but they do so no less fervently than their kin on the mainland. The only folk who do not keep a religion are those of the Ilian highlands.
Peace is the rule in Elibe, yet every nation keeps ready and trained a number of great armies. There exists an ebb and flow of tensions between the rulers, but trade is prosperous and emigration is commonplace. Racial lines are drawn on some borders, and social mobility is low for most people, but for the most part, life is safe for hardworking folk.
:Lycia 1
Ceremonial monarchy/aristocratic federation. Led by Duke Regent Ulric of Ostia, Duchess Catherine, the Council of Lords. Capital is Ostia. Approximate area of 650,000 km2, approximate population of 3,900,000.
Lycia was originally many individual kingdoms that were often at war. During the Scouring, and thereafter, the kings of Lycia swore themselves over to Ostia's sovereignty, giving up their crowns to serve as a council of marquesses under the hero Roland. For most matters, the marquesses have autonomy over their individual states, so the marches of Lycia are all very different in culture and lifestyle. They tend to hold fast to old traditions and much of their lives are steeped in ritual.
The arrangement of power in Lycia appears on its surface to be one-way, that the Duke Regent dictates how the lords should govern their realms, but the opposite is true. The Duke Regent can only issue an edict with the assent of the majority, so in order to get enough of the lords to agree with his decisions, the Duke Regent bows to the will of the lords in other matters. Fulfilling promises to the sometimes competing interests of the lords renders the council leader politically immobile.
The peoples of Lycia come in many shapes and sizes, with differing beliefs from region to region and class to class. Most agree that there is security in the feudal system they live under, and as long as the gods keep providing wheat, they'll be there to cut it and trade it and feast upon it.
:Pherae
"Sweet Pherae, gentlest and kindest of the marches. Too good for such a world, some say; destined for betrayal and undoing.”
One of the marches of Lycia, located on the border of Bern. It has a history of peaceful relations with its neighbours and of noble and upstanding lords. Currently it is led by Marquess Elbert.
Pherae is flush with resources, and has one of Lycia's richest cattle industries. It uses this wealth to support one of the finest orders of knights in the world, as well as to ply the populace with an openhanded tax scheme. As such, its people are happy, healthy, and safely kept, and work three times as hard as those of its neighbours. Its sigil is a horse head.
:Ostia
"How is an honest criminal to make his way in this city? Every last coin is scooped up by the priests and the tax-men, and even the local guards are running a protection racket. It's enough to turn a man lawful.”
Ostia, located on the edge of the Western Borderlands and the Range of a Hundred Kings, is the seat of King Roland, and though he died many centuries ago, all of Lycia still pays him fealty. In his place, his descendents rule as regents, and govern the realm at the head of a council of lords. Ostia is where these councils are held, and is a place of much ceremony and tradition. Numerous churches perch on its hills, and many trade-houses and embassies keep the streets busy all through the year.
Included as part of its demesne is the port city of Badon and some common lands along the highway that is Roland's Way. Its sigil is a crowned keep with a curtain wall.
:Bern
Totalitarian hereditary absolute monarchy. Led by King Damien the Relentless. Capital is Bern. Approximate area is 905,000 km2, approximate population is 11,600,000.
Living in Bern means serving the king, and then his son when he comes of age. Indoctrination establishes this rule and strict military policing enforces it, even in the most remote of settlements. Because of this, Bern boasts the most stable society on the continent, even if not the happiest, and subsequently the largest and best-trained military force - especially effective due to its monopoly on the local draco population.
Bernese children must choose to either take up a labour or craft, giving them the right to use property and start a family, or to join the military, which also provides opportunities for a government office. The sciences and arts are entirely under the church's jurisdiction, and pursuing such a life means giving up the rights of citizenship. There are the exceptional few who wander the land as independent merchants, performers or mercenaries, but they are largely regarded as no better than criminals.
An aristocratic class exists in the form of off-shoots from the royal line, as well as the families of those who have served as Dragon General. Children of the aristocracy are typically groomed for military command, so the election of a Dragon General rarely includes the rise of a new noble family - rather, they are almost always chosen from a family which has frequently served the office in the past. Similarly, government officials are first chosen from the eligible nobility before any common officers are considered.
:The Nine
"From the darkness were born eight, and together they were nine, and among them were nine crowns, but one was never worn.”
The Nine gods of Elibe are worshipped from coast to coast, but for every place there is a custom, and sometimes different names are used. The Sacaeans talk of Mother Earth and Father Sky as the primarch deities, and the others as servant spirits; the tribes of the Isles claim to be descendent from the children of the gods; but for the most part, the gods are agreed on.
An exception in the Eliminian tradition is the god Mot, and is the most controversial of the gods. In Elimineanism they are genderless, and are discerned as a being beyond judgement and morals and good and evil. It is forbidden to worship them in the clergy, for old tribal stories tell that they created the universe out of their own body in order to devour it again. Such a carnal telling of the creation myth has instead been told over by adopting an interpretation of Mother Earth and Father Sky; Ninis and Deus.
The other gods have many names and many stories, and are worshipped as patrons of craft, of youth, of passage, and so on.
--CLASSES
:Lord
"A noble attached to a ruling house. Has great potential.”
As nobility, lords often have a lifetime of rigorous study and training behind them. They are expected to be as skilled at command as they are at diplomacy, as well as having an expected proficiency at martial arms. As the commander of the field unit, their defeat often means the surrender or retreat of their party.
Unique proficiencies and skills. Unique movement.
:Recruit
"This spear-wielding attendant is a low-status soldier seeking rank.”
Recruits come from all walks of life. If a man is given to no special talents, then he is given a spear and taught to thrust. The best recruits will dedicate their every waking hour to perfecting this thrust. The worst will use their spear to lean on as the day rolls past them.
Proficient in Lances. Light Infantry movement.
:Squire
"All knights begin somewhere. Young, but fiercely loyal.”
A knight's apprenticeship usually follows some time as a page, groom, or other attendant, and is the beginning of their martial training. As a squire, they must clean armour and carry materials to harden their hands and muscles, and ease the duty of their master knight. Combat training is typically elementary sword drills and occasional sparring.
Proficient in Swords. Light Infantry movement.
:Drifter
"An aspiring swordsman with almost limitless confidence.”
Drifters are often self-taught. They leave home young, for whatever reason, seeking fame, seeking fortune, seeking something other than what they left behind. No two share a style, but all share a hunger to prove themselves.
Proficient in Swords. Light Infantry movement.
:Mercenary
"Professional soldiers with little care beyond their next payment.”
In Elibe, "mercenary" is a catch-all term for sword fighters. Some are stationed soldiers with a wage, some are by-the-job killers, all are hardy and skilled fighters. They have a balanced style, with strength to match blows with bigger warriors, but the footwork and skill to keep pace with lighter ones.
Proficient in Swords. Skill: Focus (Pow +4 when moving one tile or less). Heavy Infantry movement. Swordsman type.
:Soldier
"A lightly-armoured soldier who has balanced abilities.”
A typical garrison or infantry unit will be stocked with many men like this. Equipped with a spear, a helm, a breastplate, and a shield, they fight best together and rarely are exceptional or noteworthy duelists. Some make it a point to master this style, however, and it is important to keep watch for such men.
Proficient in Lances. Skill: Hit +10. Light Infantry movement.
:Fighter
"Axe-wielding soldiers whose wild style hampers their accuracy.”
The men who are drawn to the axe come from many backgrounds, but all are large, powerful, and brave. If they can land a blow, it will always debilitate, but few have the training to land them consistently. In open warfare, they are unleashed like stampeding bulls to crash through the enemy's ranks.
Proficient in Axes. Skill: Focus (Pow +4 when moving one tile or less). Heavy Infantry movement.
:Phalanx
"As unbreakable as a fortress, these axemen are invaluable.”
Phalanx knights are Bern's ultimate answer to the infantry question. A line of their tower shields can advance through any fire or fury, and their axes can cleave through anything that stands in their way. Alone, however, they are slow and can have difficulty catching nimbler fighters.
Proficient in Axes. Skill: Savior (No rescue penalties, enables Shelter and Refuge). Armoured movement. Armour type.
--ITEMS
:Claymore
"A marvel of smithing. Any man who can wield one of those is a master in his own right.”
A mighty sword of castle-forged steel that is as unwieldy as it is devastating. It takes more than muscle to master this blade; it takes will, and grit, and guts. Effective against armor, cavalry, shields and barriers, the claymore would rule the field if there were more men worthy of it.
:Bronze Lance
"The best place for a bronze lance is crossed over some soldier's grave.”
An ancient spear with intricate metalwork made of faded bronze. In some era long past, it was the peak of smithing. Now it is only good for training recruits with, because it is impossible to break.
:Slim Sword
"Why batter and hack and battle when you can just prick a man and watch his lifeblood spill unbated?”
The slim sword is a tool chosen by masters of the blade, those who dance and flow in their battles. It isn't as strong as other blades, but it is lighter and more precise, and a precise strike is often all one needs.
:Vulnerary
"Mum makes hers from plants in the garden. It's not as good as the market stuff, but it works.”
A herbal ointment common throughout the dark continent, used to seal wounds, stay bleeding and infection, and promote healing.
:Iron Sword
"This whole bleedin' continent runs on iron. Iron for wheels, iron for gates, iron for badges and crests. Like as not both of us will die by it.”
The iron sword is the test of an apprentice smith. If they can make one that is balanced, sturdy, and sharp, they move on to their journeymanship. It is not a hard test to pass, in truth. The iron sword is as plain a tool as ever was devised; it has a place to hold and a straight blade of just enough length to maximise the leverage of an arm. It has no adornment but a simple pommel and crossguard.
:Bronze Axe
"The runes on this ancient raiding axe are from no known language in Elibe.”
Historians love to talk of the bronze axe, a relic from an age when "sea people" would emerge on the shores in great numbers and cut and take anything in sight, then disappear. Like other bronze weapons, its intricate make somehow protects it from damage.
:Iron Axe
"Cuts bone just as well as wood.”
The iron axe is a common weapon, as near any worker worth his salt will have one on hand somewhere. It isn't as elegant as a sword or as easy to make as a spear, but its slab of a blade packs more of a punch than either.
:Bronze Sword
"No-one knows how to make 'em like this any more. No-one cares to. Whenever you find one, it's best to try and get rid of it, if you ask me.”
An ancient sword with runes along its blade. Despite being made of inferior metal, it has a strange hardiness that makes it impossible to damage.















